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

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The fact that they're living fish-people with the "Delectable" flaw, combined with that comment, makes me fear for the life of my fish friends.

When do we plan on starting?
 
The fact that they're living fish-people with the "Delectable" flaw, combined with that comment, makes me fear for the life of my fish friends.

When do we plan on starting?
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Depending on the number of people. A week, maybe just after New Years.

Oh, and you're right to fear :p the Delectable flaw tends to spawn hungry pirates :p
 
So what would a Mobile Infantry Regiment be for an Insectoid race? Winged infantry maybe?
 
So what would a Mobile Infantry Regiment be for an Insectoid race? Winged infantry maybe?
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Assuming you went for a pure biotech approach, probably a very large winged creature that regular 'infantry' cling to and are deployed from.
 
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Assuming you went for a pure biotech approach, probably a very large winged creature that regular 'infantry' cling to and are deployed from.
Alright thanks
 
oh, so Mobile Infantry can be ODST style troops?

Also, can unique be a star system feature? Like Asteroids belt?
 
Mobile Infanty can be such, IFV's also count to my knowledge.

Asteroid belts in themselves aren't particularly uncommon, both kad GM nation and the one im working on have them, though they're not developed and theres noting particularly special about them. the unique/custom traits are basically a way for you to add your own flavour to the nation should none of the common traits quite fit your idea.
 
Idioblocium Swarm
Nation Name: Idioblocium Swarm

Flag: The Idioblocium does not see the use in a flag.

VIPs: (Note, all Queens are individuals to an extent but still in essence "slaved" to Queen Revel'ii's Hive Mind, each Queen answers directly to Queen Revel'ii and only to the Queen situated directly above them.)
Queen Revel'ii- The hierarch of the Idioblocium, she leads from deep beneath J'Tryi.
Queen Sykel'ii - The Grand Queen of the Idioblocium Military, second only to Queen Revel'ii.
Queen Rajk'ii - Grand Shipmaster, Commander of Navies, Conqueror of Systems. Grand Commander of the Idioblocium Fleets.
Queen Lanj'ii - Grand General of Idioblocium Army, Burner of Nonsentients, Conqueror of Worlds. Grand Commander of the Idioblocium Army

There are many lesser Queens below these that serve as relays for the above Queens' orders.

Races: Insectoid
Sub-Races: None

Race Traits: Hive Mind, Exoskeletal Structure, Without Number

Race Flaws: Single-Purposed, Unaccepting, Unbelieving
Common Traits and Flaws
Common Traits:
National:(4)
Implausibly Efficient Government
For the Greater Good
Colonial Spirit
Vengeful

Population: (3)
Loyalty
Fanatical Patriots
Crimeless

Star Navy: (3)
Hangar Queens
Who Needs to Reload?
Fleet Unity Protocols

Ground War: (3)
Blitzkrieg
Occupationists
Strategic Response

Technical:(2)
Hangerize!
Synchronicity

Psychic:

Espionage:

Custom Traits:
Look in the Sky, It's a Bird, It's a Plane...! - The Idioblocium have perfected the art of dropping their ground forces from low-orbit to the planet below using organic pods made to endure the rigors of atmospheric entry, as many as twenty Idioblocium infantry, or one Idioblocium armoured unit can fit within one pod.

And Stay Down (Or Don't) - Idioblocium are tenacious, and known to continue fighting after losing, a limb or two. In rarely documented occurrences Idioblocium have been said to have been disembodied from the thorax down and still managed to surprise and kill passing enemy soldiers who believed they were dead.

Flaws:
Pariah
Hive-Minded to the Nth Degree
Shieldless
Roni System

In order from Central to Outer System.

Roni: Lone Class B Star of the Roni System. Age unknown as it does not assist the Swarm in survival.

Ceres: Uninhabited core world of the Roni System, temperature to high to sustain the Swarm.

J'Tryi: Homewolrd of the Idioblocium, roughly 2.82x the size of Earth. J'Tryi is rich in resources, and water. But it is severely lacking in space for the Swarm to continue to grow. J'Tryi contains no cities as they are commonly thought of, instead the planet is pocketed by caverns and winding tunnels that cover nearly all of the subterranean area of J'Tryi. These tunnels and caverns reach astonishing depths of 7000 meters and greater.

Anat: The only moon of J'Tryi, covered by dense forest and colonized by the Swarm in order to secure more space to expand. Much like J'Tryi, Anat contains no surface cities, only subterranean tunnels and caverns for the Swarm.

Maja M'Owan: A massive asteroid belt that stretches between Anat and Ryl'ai, it is rich in both mineral and water resources in the form of frozen ice asteroids. Explored and mapped, it contains many small ice-mining bases and very few metal-mining bases.

Ryl'ai: Uninhabited barren planet. Lacking an atmosphere Ryl'ai has all but lost whatever water and plant life may have once graced it. Deemed unimportant by the Swarm and not worth the work to colonize.

L'Yne: A gas giant roughly twelve times larger than Jupiter and hued in deep purples. It is surrounded by a stunning set of rings and thirteen moons. Colonization of the L'Yne moons is currently in the preparation stages as many of the moons contain frozen water and unknown amounts of resources.

T'Vorly: The farthest planet in the system roughly the 2x the size of Anat, and a major military installation. T'Vorly is in a highly inclined orbit in comparison to the other planets of the Roni System, at a 64.7o​ incline the planet took nearly three hundred and seventy six years for the Swarm to finally notice its existence. Extremely hard to find due to it's incline relative to the other planets, T'Vorly was deemed as a highly valuable planet in the defense of J'Tryi and a strategically important step-off point for invasion fleets. T'Vorly posses a single super structure that covers nearly a third of the planet known simply as "The Shatter". Much of the military strength of the Swarm can be found on T'Vorly.

Mega Architecture: The Shatter - A massive military structure with multiple spires that protrude through the T'Vorly Atmosphere, at the top of the Shatter's many spires are enough refit stations to refit the entire Idioblocium fleet in just under two months. While at the bottom of the Shatter there are unending factories, storehouses, resource mines, and barracks for the millions of Idioblocium that work in the Shatters thousands of factories and storehouses as well as in the repair docks themselves.


Naval Strength
Fleet:
35 Corvettes: 20 Fighters, 15 Bombers - (1750)
19 Frigates: 10 Fighters, 9 Bombers - (1900)
22 Destroyers: 16 Fighters, 6 Bombers - (3300)
5 Cruisers: 2 Fighters, 3 Bombers - (2250)
4 Battleships: 2 Fighters, 2 Bombers - (4000)
2 Carriers: 3 Fighters and 2 Bomber; 2 Fighters, 2 Bombers, and 1 Gunship - (2500)
1 Supercarrier: 2 Assault Boats, 4 Fighters, 2 Bombers - (1800)
2 Colony Ships: 2 Fighters - (2000)
2 Defense Stations: 2 Fighters - (500)
As a footnote, I based the names loosely off of the naming conventions of the Covenant ships from Halo. As far as I know none of them are copies but the names seem similar. Because let's be honest, "Long Night of Solace" sounds damn cool.

Left out are Frigates and Corvettes.

The Fleet

22 Destroyers:
Ardent Advance
Ardent Clarity
Ardent Commitment
Ardent Compunction
Ardent Conversion
Ardent Declaration
Ardent Devotion
Ardent Harbinger
Ardent Hope
Ardent Interim
Ardent Penance
Ardent Piety
Ardent Promise
Ardent Sacrifice
Ardent Sanctity
Ardent Solace
Ardent Spirit
Ardent Thunder
Ardent Transgression
Ardent Triumph
Ardent Truth
Ardent Twilight

4 Battleships:
Rapid Absolution
Rapid Contrition
Rapid Intent
Rapid Subjugation

5 Cruisers:
Minor Advance
Minor Barmkin
Minor Disdain
Minor Iridescence
Minor Justice

2 Carriers:
Omniscient Grace
Omniscient Content

1 Supercarrier:
Shadow of Regret

2 Colony Ships:
Solemn Consolation
Solemn Providence

2 Defense Stations:
Pitiless Resolve
Pitiless Retribution
Army Strength
Ground Armies and Defenses:
108 Infantry Regiments - (10800)
5 Artillery Regiments - (1000)
5 Armoured Regiments - (2000)
4 Mobile Infantry Regiments - (1200)
Planetary Defense Fortress - (4000)
1 Fighters - (200)
2 Bombers - (800)




Alright that seems to be good. Do we need some sort of a history for our civilization or can that be built upon later?

Edit: Got a description for The Shatter added in.
Edit: Added Ship pictures for each class and placed a list of ship names in Naval Strength section.
Edit: Changed the link for "Insectoid" in the Race option to reflect the different castes of the Idioblocium Swarm and shed light on different types of Ground Units.
Edit: Added in the Gas Giant "L'Yne" to the Roni Star System.
Edit: Updated the "Insectoid" link to a much more menacing Swarm.
 
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Probably a good idea for you to know where they come from, I've got extensive notes on mine (but then mine are adapted from an earlier version of the rules that never actually saw an rp) its not a requirement though.
 
Idioblocium Swarm
Nation Name: Idioblocium Swarm

Flag: The Idioblocium does not see the use in a flag.

VIPs: (Note, all Queens are individuals to an extent but still in essence "slaved" to Queen Revel'ii's Hive Mind, each Queen answers directly to Queen Revel'ii and only to the Queen situated directly above them.)
Queen Revel'ii- The hierarch of the Idioblocium, she leads from deep beneath J'Tryi.
Queen Sykel'ii - The Grand Queen of the Idioblocium Military, second only to Queen Revel'ii.
Queen Rajk'ii - Grand Shipmaster, Commander of Navies, Conqueror of Systems. Grand Commander of the Idioblocium Fleets.
Queen Lanj'ii - Grand General of Idioblocium Army, Burner of Nonsentients, Conqueror of Worlds. Grand Commander of the Idioblocium Army

There are many lesser Queens below these that serve as relays for the above Queens' orders.

Races: Insectoid
Sub-Races: None

Race Traits: Hive Mind, Exoskeletal Structure, Without Number

Race Flaws: Single-Purposed, Unaccepting, Unbelieving
Common Traits and Flaws
Common Traits:
National:(4)
Implausibly Efficient Government
For the Greater Good
Colonial Spirit
Vengeful

Population: (3)
Loyalty
Fanatical Patriots
Crimeless

Star Navy: (3)
Hangar Queens
Who Needs to Reload?
Fleet Unity Protocols

Ground War: (3)
Blitzkrieg
Occupationists
Strategic Response

Technical:(2)
Hangerize!
Synchronicity

Psychic:

Espionage:

Custom Traits:
Look in the Sky, It's a Bird, It's a Plane...! - The Idioblocium have perfected the art of dropping their ground forces from low-orbit to the planet below using organic pods made to endure the rigors of atmospheric entry, as many as twenty Idioblocium infantry, or one Idioblocium armoured unit can fit within one pod.

And Stay Down (Or Don't) - Idioblocium are tenacious, and known to continue fighting after losing, a limb or two. In rarely documented occurrences Idioblocium have been said to have been disembodied from the thorax down and still managed to surprise and kill passing enemy soldiers who believed they were dead.

Flaws:
Pariah
Hive Mind to the Nth Degree
Roni System

In order from Central to Outer System.

Roni: Lone Class B Star of the Roni System. Age unknown as it does not assist the Swarm in survival.

Ceres: Uninhabited core world of the Roni System, temperature to high to sustain the Swarm.

J'Tryi: Homewolrd of the Idioblocium, roughly 2.82x the size of Earth. J'Tryi is rich in resources, and water. But it is severely lacking in space for the Swarm to continue to grow. J'Tryi contains no cities as they are commonly thought of, instead the planet is pocketed by caverns and winding tunnels that cover nearly all of the subterranean area of J'Tryi. These tunnels and caverns reach astonishing depths of 7000 meters and greater.

Anat: The only moon of J'Tryi, covered by dense forest and colonized by the Swarm in order to secure more space to expand. Much like J'Tryi, Anat contains no surface cities, only subterranean tunnels and caverns for the Swarm.

Maja M'Owan: A massive asteroid belt that stretches between Anat and Ryl'ai, it is rich in both mineral and water resources in the form of frozen ice asteroids. Explored and mapped, it contains many small ice-mining bases and very few metal-mining bases.

Ryl'ai: Uninhabited barren planet. Lacking an atmosphere Ryl'ai has all but lost whatever water and plant life may have once graced it. Deemed unimportant by the Swarm and not worth the work to colonize.

T'Vorly: The farthest planet in the system roughly the 2x the size of Anat, and a major military installation. T'Vorly is in a highly eccentric orbit in comparison to the other planets of the Roni System, at a 64.7o​ incline the planet took nearly three hundred and seventy six years for the Swarm to finally notice its existence. Extremely hard to find due to it's eccentricity, T'Vorly was deemed as a highly valuable planet in the defense of J'Tryi and a strategically important step-off point for invasion fleets. T'Vorly posses a single super structure that covers nearly a third of the planet known simply as "The Shatter". Much of the military strength of the Swarm can be found on T'Vorly.

Mega Architecture: The Shatter


Naval Strength
Fleet:
35 Corvettes: 20 Fighters, 15 Bombers - (1750)
19 Frigates: 10 Fighters, 9 Bombers - (1900)
22 Destroyers: 16 Fighters, 6 Bombers - (3300)
5 Cruisers: 2 Fighters, 3 Bombers - (2250)
4 Battleships: 2 Fighters, 2 Bombers - (4000)
2 Carriers: 2 Fighters and 1 Bomber; 1 Fighter, 1 Bomber, and 1 Gunship - (2500)
1 Supercarrier: 2 Assault Boats, 2 Fighters - (1800)
2 Colony Ships - (2000)
2 Defense Stations: 2 Fighters - (500)
Army Strength
Ground Armies and Defenses:
108 Infantry Regiments - (10800)
5 Artillery Regiments - (1000)
5 Armoured Regiments - (2000)
4 Mobile Infantry Regiments - (1200)
Planetary Defense Fortress - (4000)
1 Fighters - (200)
2 Bombers - (800)




Alright that seems to be good. Do we need some sort of a history for our civilization or can that be built upon later?
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Ok looks good. A history helps but isn't 100% required. Though i'd like you to expand on your mega-architecture before I go approving it :p
 
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Ok looks good. A history helps but isn't 100% required. Though i'd like you to expand on your mega-architecture before I go approving it :p
Got it, I have a history planned I just wasn't sure if I should go and add it or not. I'll edit in the a nice description of "The Shatter"
 
.... I have some high infantry counts myself... but damn dude, bit light on everything else arn't you?
 
I have much fluff to add at later points, but heres the base sheet. Minus the vips

Allied Kanei Clans
Nation Name: Allied Kanei Clans

Flag:
Great Clans of the Kanei:
Basenji, Akita, Rodesi, Mechelse, Pyrenees, Visla.
Argos, Khan of Clan Basenji and Current Great Khan of the Allied Clans.
The effective sovereign of the Allied Kanei Clans, Argos leads the Council of Khans with a steadfast resolve, a strong arm and has defended his seat from several challenges in the last two decades that he has held the title of Great Khan. He is more accepting than many of the Khans but does not suffer fools lightly, if one can not pull their weight or hold their word around Argos they regularly meet his blade.

Hachiko, Khan of Clan Akita
A child of the warrior who struck the fatal blow to the Machine, Hachiko, now a little past his prime, holds to the image of the perfect warrior, something the Akita clan as a whole emulates in his wake, his pride in the Kanei's warrior traditions are as strong as the day his father first handed him a blade, the blade he still carries and age has done nothing to dull its edge or that of its wielder. While Argos has final Authority over the Kanei military as the Great Khan Hachiko handles the day to day operations of the fleet and ground defence forces.

Shana, Khan of Clan Rodesi
Rare among the Khans are females, but Shana is a woman not to be trifled with. The Rodesi are known for their aggressiveness and confrontational nature and their current Khan is no exception. When the previous Khan of the Rodesi died of illness there was a brief power vacuum in the Clan as there was no one candidate anyone could agree on to step up and take his place. The Rodesi instead held an internal Clan Tournament to test the top selected candidates, had she not been the granddaughter of the previous Khan Shana would have been unlikely to even be given a chance. She seized the opportunity before her however and fought her way by blade, tooth and nail to rise to the position of Khan of the Rodesi. Since then she has defeated a number of early challengers to her reign and even initiated a few of those challenges herself in a foresighted effort to consolidate her authority. Shana oversees the ground defence forces of the Kanei military under Hachiko's direction.

Rinty of Clan Visla
Council member for the Visla Clan, who's members make up the bulk of the Kanei's scientific field, particularly in the area's of interstellar propulsion and agriculture. Rinty is old, even by Kanei standards, he holds his seat on the Council of Khans without being the Khan of the Visla Clan by virtue of his impressive record of battle and status as a living hero of the Kanei people. Rinty was a young warrior of only ten cycles when he participated in the Uprising against the Machine. Young as he was he was charged with defence of even younger children while the adults took more direct action. He and a dozen other Children held off a swarm of warden drones from the Machine during the Uprising, the drones attempting to turn the adult Kanei away from their disobedience by threatening the young. By the end of the Fight two dozen drones lay destroyed by Rinty's hand while only two of the original eight children tasked with the defence remained beside him. These days Rinty is less a warrior and more a researcher and advisor, his mind still as sharp as the blade at his hip.

Kaze, Khan of Clan Mechelse
Kaze has only recently become the Khan of Clan Mechelse, he stepped up after his Father, the former Khan was lost and presumed dead in one of the first vessels the Kanei sent outside the home system with the newly developed hyperdrive. There was little opposition to the appointment as even his brother, Balto, the only other blood candidate, supported him for the position. Untested as a Khan but determined to prove himself worthy of the role Kaze has been a vocal advocate of the continued expeditions outside the home system in search of more resources that the Kanei desperately need to try and save Zaire. Kaze oversees the bulk of Kanei resource recovery and distribution operations in his role on the Council.

Balto of Clan Mechelse
Brother to the Mechelse Khan, Balto heads up the reconnaissance branch of the Kanei armed forces and has been instrumental in the Kaneis push into space in recent years. He has lead a number of the first missions to discover new planetary bodies in the Kanei system, including the first scout ship to venture to the asteroid belt around the star and the first to reach the 4th​ planet pior to his promotion to his current position.

Kankunta Khan of Clan Pyrenees
Kankunta is possibly the most passive Khan on the council, if passive was a term that could normaly be used for a Kanei. His role on the council is to oversee the Crucible, the Massive refinary the Machine built out of one of Zaires sister moons before its defeat. The Pyrenees clan has long worked the Crucible, learning the secrets of the refinery, and coming up with additional ways to make their meagre mineral resources go further. Kankunta spends much of his time in the Crucible and is a rare sight at less important council meetings.

Zoe'ay of Clan Ibizan, Captain of the first Pabwl' class cruiser 'Nom Tul'
Her grandfather was one of the warriors who fell storming the Great Hull of the Machine, he stood down a number of warden drones the Machine sent against the boarders, buying time for the rest of his strike team to penetrate deeper into the vessel and was honoured for his sacrifice post mortum. The Ibizan clan has held strong in Kanei society despite not being one of the great Clans and Zoe'ay is no exception to her bloodline. Fiesty and strong willed Zoe'ay may have little on her record of battle beyond personal honours in the arena but her trial combat records show her to be a formidable opponent. Something that combined with her Clans unusual standing earned her the coveted captaincy of the Nom Tul.

Races: Canine
Sub-Races: None
Race Traits: 1. Brilliant Generals, 2. Run with the Wolves, Hunt like the Hounds.
Race Flaws: 1. Honour Bound, 2. Single Minded

An audio excerpt from 'The Rise of the Allied Clans' as read by a Clan Basenji Elder.

Zaire, A Broken world of crumbling cities, Dangerous dust storms, acid rains and poisoned air. Once a lush, vibrant world teeming with life, now a husk of her former self due to the actions of the Machine.

Approximately 360 cycles ago, our people were on the cusp of an industrial era when the skies above Zaire filled with the metal mass of the Machine. It seemed a God to our people at the time, impervious to our weapons and capable of feats we could only imagine. We later learned it was far from such a lofty title of course. The Machine enslaved our people, used our burgeoning industry, enhanced over time with its own technology to turn Zaire into the wasteland it is today. Vegetation was cleared by our hands on pain of extinction and the ground torn asunder as the Machine forced us to harvest our world of its mineral wealth.

Within a generation our whole race was under the Machines rule and engaged in the systematic plundering of Zaire. The Machine implemented breeding programs and conducted genetic experiments to try and maximise its enslaved workforce, it wanted stronger, more resilient workers, there it succeeded. It tried to make us more docile, more compliant. But the Kanei spirit is not so easily suppressed.

By this stage however, we had begun to learn from the Machine, it needed the Kanei to work because its programming or available resources prevented it from undertaking the more mundane tasks itself. We learned the Machine was simply a much more advanced form of the tools we used to do its work, and those tools we had started to learn of in detail. We learned how to make and repair them, why they functioned and how to use them in less... orthodox... ways. Our people have never been comfortable with sudden change, but give us time to study a problem and we are highly adaptable.

With the Machines interference we had gone from an early industrial era society to one with the knowledge to leave Zaire and travel to her celestial neighbours within just 40 cycles. The Machine was in control of this technology for the time being, but we understood the technology and were starting to duplicate it in the deep mines of Zaire, out of the Machines sight.

We learned the Machine had converted one of the Zaire's neighbours into a great refinery and manufacturing plant for the minerals we were stripping from Zaire, it put members of the Pyrenees Clan to work in this massive structure and like their brothers on Zaire they toiled hard and learned the Machines secrets. They lead the way in our metallurgy research to this day as a result.

More of the Clans were separated from their brothers as the Machine started operations to strip other neighbours of Zaire of their mineral wealth, for the Machine had learned that separating clan members fostered rebellion, but separating clans from other clans did not have as much effect. It took a few years more but our people adapted to this change in the Machines tactics also. All the Clans were under the Machines hold, and this united us in our cause.

We had learned enough to know the Machine could be defeated, but it would require the Kanei as a whole to accomplish. We developed encrypted communication channels to keep the Clans in contact, and we planned. About 60 cycles ago we rose up as one unified and coordinated force; Jammed the Machines communications with its warden drones, stormed aboard its great hull and sundered its core with the tools it had given us. The great hull crashed to Zaire's surface and for a week our people celebrated our new independence.

The Elders quickly came together after the Machines fall however and began forming new plans of action, They formed a council of the Khans of the great Clans. While free of the Machines rule our people faced a dire crisis; Zaire was dying. Members from the Mechelse Clan quickly converted several of the craft we had used to board the Machine with technology we stripped from the Machines survey drones and launched into space to find new resources we could use to save Zaire. The Akita and Rodesi Clans began extensive training programs for their warriors and studied the Machines weapons, something we had limited access to before its fall. The Pyrenees continued to study the great refinery and the Visla took to the Machines great drive systems, something our technicians had only been able to speculate on prior. The Basenji took to the more mundane yet equally important task of civil matters, coordinating the civilian population, reorganising supply lines to get what food we had to those who needed it. Clan lines no longer mattered in this respect, Basenji treated with all as having equal importance when it came to shelter, food and basic supplies.

We still hold to our clan traditions and take pride in our bloodlines to this day, but we are all children of Zaire, we are all Kanei, and the Clans stand united still. Ten cycles ago the first successful test of the hyperdrive Clan Visla developed based on the Machines drives sent our first vessel beyond the boundaries of our star system, with its safe return a week later many of our vessels were quickly fitted with these new drives and the first of a new line of vessels has recently been constructed, the Pabwl' class light cruiser. This first new vessel is under the command of a young captain of the Ibizan Clan, a smaller clan without a seat on the council, but with strong ties to both the Akita and Basenji.
Common Traits and Flaws
Common Traits:
National: 1. Fair Dinkum
Population: 1. Clannish, 2. Martial Pride, 3. University of War, 4. Genetic Augments (2p)
Star Navy: 1. All Rounder, 2. Fleet Unity Protocols
Ground War: 1. Elite Guard Armies
Technical: 1. Master Shipwrights, 2. Accelerated repairs, 3. Better than your "Personal Combat Equipment" -[Superior Infantry Weaponry, Armour and Support Equipment]
Psychic: N/A
Economic: 1. The 'Pirate' Lanes, 2. Point Defender Gun
Espionage: 1. Enigma Machine
Flaws: 1. Resource Shortage, 2. Poisoned Homeworld, 3. AI Alergic:

Custom Trait 1: Advanced Metallurgy:
The Kanei, out of necessity of their scarce resources have become highly adept at the art of alloy making. allowing them to mix more common metals and minerals with the rarer varieties and stretch their supplies further with minimal loss in end effectiveness.

Custom Trait 2: Quick Studies:
The Kanei, while not fast at adapting to sudden changes, are exceptional at studying a problem and working out a solution. From learning to ride the yoke of their oppressor in the early days of the enslavement to learning how to use their tools and eventually turn them on the
Machine, they then applied that same tenacity to reverse engineering the Machines equipment to enable themselves, making sure they would not be in a position to be oppressed a second time.


Kanei Home System


The Kanei home system orbits a small red dwarf star with rather low illumination strength. At just 0.16 AU from the star orbits an asteroid field, which initial scans by Clan Mechelse have revealed little of real interest, most asteroids in the field only containing base minerals.

The first planet is the system is a Jovian gas giant of which orbit 13 large moons and a system of rings. One of those moons is terrestrial and the Kanei homeworld. Approximately 300 hundred years ago a Large vessel arrived in orbit of the Kanei homeworld and launched a campaign to strip mine the moon and its surrounding neighbours on its usable minerals, enslaving the Kanei to do the labour and converting another of the Jovians moons into a massive ore processing and manufacturing plant. Smaller mining operations were started on several of the other moons , two of which have since been converted into population centres for the Kanei people.

The second and third planets in the system are mostly barren rock planetoids with little remarkable about them aside from scattered mineral deposits.

The fourth planet is an Ice covered world with a thin and barely breathable atmosphere, temperatures are well below freezing at all times but the Kanei have none-the-less set up an outpost on the world in an effort to extract clean water and harvest pockets of air trapped below the surface of the ice to try and support the populations of the homeworld and the populations centres on the other moons of the jovian world.

The fifth and final planet in the system is much like the fourth except lacking an atmosphere,. It also has high levels of volcanic activity giving the Kanei hope that it may become a valuable resource planet when they are able to develop it properly.

Naval Strength
Fleet:
30 corvettes (1500)
3 Battleships (3000)
1 Dreadnought (1500)
10 Cruisers (4500)
15 destroyers (2250)
15 Frigates (1500)
1 Carrier (1250)
1 Escort Carrier (600) [2 Fighters]
1 Battlestation (2400) [ 2 Fighters, 1 Gunboat]
6 Defence stations (1500)

Army Strength
Ground Armies and Defenses:

50 Infantry Regiments (5000)
6 Armoured Regiments (2400)
2 Artillery Regiments (400)
10 Mobile Infantry Regiments (3000)
Planetary Defence Fortress (4000)
2 Air Defence Grids (1500)
6 Fighter Groups (1200)
4 Bomber Groups (1600)
3 Gunship Groups (900)
 
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.... I have some high infantry counts myself... but damn dude, bit light on everything else arn't you?
Overwhelming numbers, much like the Zerg or the Arachnids from Starship Troopers was what I was going for in terms of ground units. As for the Naval units, well...Imagine something along the lines of the swarms of ships that launch from the Formic ships in Ender's Game.

Overwhelming numbers yeah.


As an edit, @Gat I'm assuming that as the RP progresses we can increase our military strength?
 
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I'm looking at the numbers within that military and crying.
It's okay. I'll send in my own soldiers with a little bit of this and a few hundred of these. Should solve the problem.

Anyway, since we've already got someone who has decided to be all "for the swarm", I guess I'll have to counterbalance the wild crazy chaos conducted by such space insects. :ferret:
 
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HOLY FUCK IS THIS STILL OPEN?

PLEASE I HAVE BEEN WAITING FOR SOMETHING LIKE THIS FOR AGES
 
@Gat so I imagine we'll be able to expand our military as this goes on?

Also I edited in a description for The Shatter, whenever @Kadaeux returns.
 
One question.

So, if I chose "Totally Alien", do I still spend on common traits on top of designing the custom traits, or..
 
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