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

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You still spend on common for totally alien yes, the totally alien traits should relate more to the races biology rather than society, which os what the comon traits are more related to.


And yes Military, and pretty much everythnig else can be expanded through in game means as the rp progresses.
 
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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As the RP goes on you can earn new traits, or lose them (as well as flaws) depending on what happens. Your military and number of colonies will also increase over time. (Periodically you'll get X amount of points to spend on the fleet).

The Shatter needs to be toned back a little bit on the repair value, but otherwise is fine. (Go from 1 Week to 2 Months)

HOLY FUCK IS THIS STILL OPEN?

PLEASE I HAVE BEEN WAITING FOR SOMETHING LIKE THIS FOR AGES
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It is indeed.

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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Yes you do. Your races traits are separate.
 
VEoMlkm.png


It's coming...
 
Behold! I give you the (nearly) finished, long awaited, space-fairing burg-...I mean Bovines!

This needs a rework.

Go check out my NEW BOVINES on page 9, friendos!
 
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Further answering will come tomorrow my time. It's 22:47 and about 32 degrees celsius so i'm going to go to bed and read as opposed to typing on a keyboard I could fry an egg on :p
 

Nation Name: The Llengese Free States (LFS). Often just referred to as 'The Free States' or even just 'The States.'

VIPs:

Government:

President Paulize De Frans: The current 'ruler' of The Llengese Free States, A young, handsome man that looks good in a suit. Known for his winning smile, lack of real ambitions and tastes in all things exotic, Paulize is generally considered an impotent, but harmless leader.
Head Secretary Agie "Grandma" Cardino: One of the few mainstays of The Free State government that has survived multiple revolutions and coups, "Grandma" Agie is a well loved figure among the Llangese people. Her gentle way of being and matronly appearance belies an ambitious personality with the will to do anything to protect her people.
Binxce: A particularly cute and fuzzy podach, Binxce is Paulize's best friend and constant companion.

Army:

Head General Juda Moari: A career military woman born in the most impoverished region in Franspor (Then named Kaipor) who viscously fought her way up the ranks, crushing many others in the process. She's a hard working, driven woman who sees the the generally poor state of The Free States' army to be a disgrace and hopes rise it to a position rivalling that of the navy.

Navy:

Head Admiral Ironheart: Ironheart is one of the oldest living Llangese known, even being old back in the days when he fought in the unification wars many decades ago. He's kept alive through a mess of cybernetic implants that all but completely replaced his fleshy form. He is the reason for the rise of The Free States' navy and possibly the one reason the fledgling pirate nation has has become a power at all. He's quite fond of speeches and
Fleet Command Intelligence "Agatha": Almost as old as the Head Admiral is the AI 'Agatha', an advanced system used to help maintain fleet coordination and synchronisation. Over the years 'she' has developed a snarky, rude personality that reeks of contempt for all life. The only person that 'she' seems to respect at all is Ol' Ironheart himself.

Other:

Black Barb: No one really knows who the leader of the Void Jumper Cartel really is, whenever they decide to issue orders or make public statements they do it through a figure known as Black Barb. This dark cloaked thing is only a fraction less mysterious than the person it claims to work for and possibly even more ruthless.


  • Races:

    Majority:

    The Llengese (Humanoid): A tall, dark people with a notable lack of body hair, the Llengese are often perceived as a handsome humanoid race. They're naturally outgoing and accepting, making easy friends with all but the most deplorable of creatures. However, they are a chaotic people, known for being late to the few appointments they bother to attend and bending laws if it suits their needs.

    Other Humanoids: Over the past few decades the Free States has welcomed all sorts of pirates, outlaws and other undesirables with open arms. These people are a minority, but their numbers are steadily increasing as the reputation of the Free States grows.

    Minorities:

    Podachs (Vermin): Podachs are a small, fuzzy race of rodent-like vermin that have a striking resemblance to Earth's hamsters. They evolved on Dulka along the Llengese and have lived among the humanoid species for as long as recorded history can tell. Important Llengese figures are often followed by a small cadre of Podachs, acting a servants and companions.

    Others:

    Race Traits:

    • Manifest Destiny: "It's the inherent right of all living things to live life on there own terms without the great influence of cold controlling entities. If we must fight to ensure this right, so be it."
    • Exceptionally Adaptive: "Just bolt on some laser cannons, throw in a shield generator and BAM, you've gone and turned your trade caravel into a deadly weapon of war."

    Race Flaws:

    • Curiosity: "Hey Alba, you see that fiery hell planet? I bet there is some hot lava babes down there."


  • Common Traits:

    National:


    • Revolutionary: "All welcome President Paulize De Frans! We know he'll only keep the people's best interests in mind, or else."

    Population:

    • Organized Chaos: "Don't worry too much about nothing, all will be done in due time. How? I dunno, best not to think about it.
    • University of War: "We don't got much in the way of public schooling, if your broke and you want to learn something your best bet is the naval academies. Just be prepared to get told what to do a whole lot more than usual."

    Star Navy:

    • Relativity is a Bitch: "Pop in, hit 'em hard, pop out. Works for pirates, works for us."
    • Who Needs to Reload?: "I know I can make them whatever colour I want, but I feel pink hits them where it really matters, their ego."
    • When in doubt FIRE EVERYTHING!: "We don't just want them dead, we want their atoms to be dead."
    • Fleet Unity Protocols: "We must show great discipline so others may live free."
    • A Gift From the Stars: "Ground wars are always just so costly, how about we just make sure there is no more ground to war on?"

    Ground War:

    • Thunderstruck: "Has the enemy been rendered to its base components yet? No? Well, bombard them again. Wouldn't want to risk the army doing their jobs."
    • Space Marines: "You should have seen them Psychocats drop in Pat, their armour painted in patterns only their drugged up minds could think up, lasers of all colours shootin' every which way like some sort of psychedelic rave of death."

    Technical:

    • Better Than Your Lasers!: "Wait, are you telling me that for all their sciency know-how those robot bastards haven't come up with the Junite Process yet? Freakin' idiots."
    • Industrial Autoprinting: "Why waste time making it perfect? Numbers beat perfection nine times outta ten."
    • Accidental Awesome: "Huh, I wonder what happens if I crank this dial all the way up..."

    Psychic:

    • None: "We ain't gonna mess that mind-fucking voodoo shit."

    Economic:

    • Lax restrictions: "Just chill man, you could have a load of humanoid slaves destined for the meat market and no one here would care."
    • The "Pirate" Lanes: "All other lanes are called the pussy lanes."
    • Trade Cartels: "The Void Jumper Cartel is scary as hell, but stay on their good side and they can make you a very rich man."

    Espionage:

    • Criminal Connections: "'Connections' is a very sugar coated way of putting it."

    Flaws:

    • Colonial Justice: "Barbara! Get me the atomic incinerator, damn kids are on the lawn again."
    • Anarchy: "Taxes? Laws? Safety? Who in hell would want to live with those?"
    • Misplaced Information: "Hey, are we supposed to tell them not to go on a victory bender after a successful mission?"
    • Freedom of Way Too Much Information: "Heard about that new invasion Ol' Ironheart is planning? Those poor provincial bastards won't know what hit them."
    • Revolutionaries: Barbara! I need the incinerator again, prez just proposed martial law!"

    Custom Traits:

    • Pirate Haven: The LFS has always been a good 'friend' to pirates, offering protection within their space (as long as don't cause too much trouble) and allowing them to sell their ill gotten gains with no question. As a result pirates generally avoid attacking LFS vessels and may even come to assist them in times of need.
    • Hotshot Lasers: The Llangese's energy weapons simply burn a whole hell of a lot hotter, cutting through armour with greater ease and often setting their unfortunate targets ablaze.


  • Nation Home System:

    Qorr: A soft, medium sized yellow star. Worshipped by some of the remaining Llengese religions.

    Dulka: The home planet of the Llengese. Warm and tropical, only getting considerably colder at and directly around the poles. At 85% ocean, what little landmass exists is dominated by rural villages, with sparse mega-cities holding the majority of the population. Franspor (name often changes with the government), the largest and most equatorial of the cities, acts as the capital.

    Insi: The only moon of Dulka. Though naturally lifeless, it has served as a pirate trading base for the last three decades. The result is one of the most wretched places in the known universe, where everything and everyone has a price.

    Musaff: Neighbour to Dulka and furthest terrestrial planet in the solar system. Completely barren, the only notable feature being an orbiting navy refuelling station.

    Others: There is one other terrestrial world and seven gas giants within the Qorr system. At the moment they are lifeless and unimportant.

    Ironheart Star Port (Mega Project): Named after the deathless admiral himself, this massive star port orbits Dulka. Fitted with the most advanced ship construction facilities known to The Free States, Ironheart Star Port can pump out carbon-printed warships at a frightening rate, as well as service the entirety of the current fleet at the same.


  • Fleet:

    The navy is the true pride of the Free States. Once little more than a rough coalition of small-time pirates and smugglers, through great effort it has evolved into a fully functioning and efficient naval force capable of standing up to much mightier empires. Naval power and space superiority is a massive part of The States' military doctrine and most of it's resources are funnelled into to building up and maintaining the navy.

    Free State ship names are preceded by FSS (Free State Ship), the normality ends there though. Captains are allowed to name their own ships and do so with gusto. Names like This Way Up, How's My Flying? and The Virginator are all pretty standard fair.

    The 'Corvettes' are the oldest serving vessels, mostly older trading and exploratory craft retrofitted with advanced shielding and as many laser cannons as possible. These ships are outdated and serve as a reminder of The States' pirate history. Regardless, they are still as functional as ever and many a confident foe has underestimated them, often resulting in their immediate vaporization.

    The rest of the fleet is more modern, products of the massive carbon printers that have replaced traditional manufacturing in recent decades. These ships are angular and blocky in design, with hard straight edges. The carbon material that they are made from is also naturally a solid clean white, providing a massive canvas for any captains with a more artistic flair. In fact, painting one's ship with bright and bombastic designs is encouraged by the naval leadership, perhaps a holdover from their pirating past. Combined with strange naming conventions, this leads to some unique vessels. One of the most (in)famous being the FSS Fuck You, a battleship painted like a mass of woven hands somehow managing to extend their middle fingers.

    61 Corvettes. (3050)
    10 Destroyers. (1500)

    9 Cruisers. (4050)
    4 Escort Carriers.(2400)
    - 2 Fighters Each

    5 Battleships (5000)

    2 Dreadnoughts (3000)

    4 Defence Stations (1000)


  • Ground Forces and Defences:

    The army is in a much sorrier state than the navy. Unlike their star-borne twin they have to answer directly to the government and it's leadership generally fall with it. As a result, responsibility of the ground forces have slowly migrated over to the navy, with only the general infantry and armoured regiments remaining under the army's control.

    The infantry is woefully equipped, their only real saving grace being their advanced energy weapons. Not too impressive when you consider that essentially everyone and there mother owns an advanced energy weapon. The tanks are plagued by similar issues, essentially just being laser cannons mounted on decades old unification era chassis. Some modernisation is taking place and a small amount of carbon printed vehicles are fielded, but it is a slow process hindered by instability and the navy's greedy hoarding of carbon printers.

    The navy's portion of the ground forces are much better off, the air force is modern and follow a similar style to the States' space ships, angular and absurdly painted. The marine corp often taunts the general infantry with shiny new gear. However, even they pale in comparison to the mighty Psychocats. Elite, power armoured cyborg warriors mad with battle-stims. The Psychocats are easily identifiable by there extremely colourful armour, painted in patterns no level-headed person could possibly think up and their ludicrously large guns that they handle with frightening ease.

    20 Infantry regiments. (2000)
    8 Armoured regiments. (3200)
    6 Psychocat (Space Marine) regiments. (3600)
    4 Marine (Mobile Infantry) regiments. (1200)

    8 Bomber Groups. (3200)
    9 Fighter Groups. (1800)
    5 Gunship Groups. (1500)

    2 Area Denial Grids. (2000)
    2 Air Defence Grids. (1500)

 
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So I am fairly sure that this will not get accepted, but here goes nothing anyways. I am only done with the skeleton, but I do not want to invest too much in the lore yet.

Nation Name: Gatekeepers of Euphoria

Flag: The leaf of a lotus held between perfect human teeth.

VIPs:


Species: Humanoid

Species Traits:
Manifest Destiny
Exceptionally Adaptive


Species Flaws:
Curiosity

Common Traits:
National: (4)
Party Please
Colonial Spirit
Rule of All
Peaceful

Population: (4)
Organised Chaos
Genetic Augments
Jackrabbits!

Star Navy: (1)
All Rounder

Ground War: (1)
Guerrilla Tactics

Technical: (1)
Flash

Economic: (1)
Lax Restrictions

Psychic: (3)
Empathic Mind
Tele-Empath
Subtle Touch

Espionage: (2)
Mata Hari
Suicide Devices

Flaws:
Soylent Green is People!: The price of excessive genetic engineering is millions of dead subjects and failures that get buried in mass graves, never to be mentioned again. For each successful new procedure or new alteration, there are countless failures that get dumped at massive, top secret grave sites located far from civilization. Then there are those who escape into society or those whose procedures have failed despite the best efforts, all of whom must be eliminated and removed without a trace.
Dangerous Cults
Self Destructive
Wasteful
Big Red Target
Custom Traits:
So Many Faces: Genetic engineering and excessive self-alteration are life-long obsessions of the Gatekeepers, but to such an extent that each individual may broadly vary their form vastly during a single lifetime. Accelerated growth, advanced consciousness-swapping and many other myriads of technologies help to facilitate a society of never-ending change, the members of which can only be identified by a psionic imprint unique to the species. Even more bizarrely, Gatekeepers have been known to willingly alter their appearance to resemble other species, giving them a massive diplomatic and espionage bonus. However, to anyone who is aware of the unique psionic imprint, Gatekeeper spies are rather obvious.

I Feel You: Because of the aforementioned nature of Gatekeeper society, nearly every individual has enough psionic potential to feel the unique imprint of another person by touching them. Similarly, all Gatekeepers can communicate telepathically over the distance of a metre or two at most. Unfortunately, the very same events that lead to the development of this abundant psionic potential also made Gatekeepers more vulnerable to drug addiction, especially euphoric or hallucinogenic, not to mention that it sharpened their sense of pain.

Nation Home System:
Lotus: The sun of the Gatekeepers' primary system, Lotus is slightly larger than the Sun, but is almost completely identical to it otherwise. It has a healthy amount of life remaining and despite the occasional larger-than-normal solar flare, it does not give much trouble.

Lust: A heated planet close to the sun, this stellar body had braved countless Gatekeeper attempts at colonisation, except that they all died off very quickly when they realised that it was a touch too hot for them. Still, Gatekeepers have their eyes set on this planet because of its rich ores, not to mention the many hallucinogenic chemicals its hyper-active volcanoes produce, nearly all of which could be sold as heavy-hitting drugs.

Sense: The only colony of the Gatekeepers, this ocean planet's harsh weather patterns are tolerated for two reasons. One is the exceptionally beautiful sights it provides them with and two is its delicious wildlife. As such, the oceanic world is beloved by all, but it is primarily a vacation resort for those who want to put up with a little bit of bad weather in exchange for some of the most pleasant experiences Gatekeeper space has to offer.

Euphoria: Home is the name of this other planet as it houses the massive, sprawling Gatekeeper metropolises that might as well be a single city. Though it used to be an Earth-like planet, it is now covered in skyscrapers along with industrial complexes. Food is grown on specially constructed platforms which are always raised above cloud level, representing the pinnacle of Gatekeeper engineering. And while Euphoria might have no moons, it has an extensive array of orbital facilities.

Unfaithful: Named so because of its unusual orbit that leaves it extremely far from Lotus at times, this planet is a rocky, barren wasteland without air or even a magnetic field, leaving it at the mercy of solar flares and stellar radiation. Despite its stillborn nature, the expeditions that surveyed this planet indicate that it has plenty of fossil fuels, not to mention that it occasionally makes for a great hiding spot.

Jealousy: A large gas giant similar to Jupiter, this planet has protected Euphoria from several asteroid impacts with its strong gravitational field as if it was a jealous lover. So far, it has not been extensively surveyed, so its riches are not known.

Bitterness: Another gas giant and the last significant planet of the Lotus system, this far-away stellar body is particularly cold. Like Jealousy, it has not been extensively surveyed.

Fleet:
1 Battleship: 1000pts
2 Colony Ships: 2000 pts
10 Cruisers: 4500 pts
10 Escort Carriers: 6000 pts
Two squadrons of gunboats each.
40 Destroyers: 3000 pts
2 Corvettes: 100 pts
1 Battle Station: 2400 pts
Two squadrons of fighters and two squadrons of gunboats
4 Defence Stations: 1000 pts
Ground Armies and Defences:
60 Infantry Regiments: 6000 pts
10 Armoured Regiments: 4000 pts
Planetary Defence Fortress: 4000 pts
10 Fighter Groups: 2000 pts
10 Bomber Goups: 4000 pts

Fluff:
"So you want to understand the Gatekeepers? Here is a tip for you: Don't." – Author unknown

Drug addicts, slaves to their own pleasure, criminals, clinically insane, nonsensical, chaotic… These are all adjectives that describe the Gatekeepers of Euphoria perfectly. They are hedonists that enjoy every aspect of life perhaps a little bit too much, not caring for the destruction that they leave in their wake. While they may possess an organised government along with officials that represent the nation, their position is far more unstable than one may realise at first glance. There may not be official challengers to the current rule, but there is more than one drug cult with a charismatic figurehead that has enough power to challenge the government.

Despite this, Gatekeepers have managed to construct an incredibly rich society that absolutely swims in resources, one that somehow manages to get others to think that it is even more spoiled than it is. It is no wonder then that many nations look at Gatekeepers with great envy, scheming and planning to forcibly take their riches… Only to arrive on Euphoria, take a sip of the air and then fall dead because of the vast amounts of narcotics in the air or because they tried to make sense of the local order.

Putting it simply, Gatekeeper society is difficult to understand. Putting it more eloquently, there are hundreds of words in Gatekeeper that describe the relationship between two individuals along with a couple of dozen concepts that when explained, would probably leave outsiders sobbing and whimpering in a corner. Just to illustrate how complex these people can get, a single Gatekeeper may have several mothers and several fathers at once, or they may have none at all. Furthermore, a Gatekeeper is not restricted by gender, so they might be both fathers and mothers of many children. Then there are those Gatekeepers who do not identify as any of the recognisable genders or are such a strange mixture that they are their own gender.

But no Gatekeeper as much as bats an eye at that. That might be because they are lost in their own, self-destructive vices or because they are used to it, but they just go along with the flow in a manner that often seems contradictory and insane to other species. Navigating an environment like this is nearly impossible for those who have not been born into it, so as such, outsiders tend to be moved into their own cities or districts to remain as far away from the madness as possible. Such a chaotic society is very wasteful, however, not to mention that it makes it hard to keep tabs on the drug cults, which have become a major player on the political field, especially recently.

Drug cults are a phenomenon unique to the Gatekeepers as their excessive self-alteration tendencies left them especially vulnerable to hallucinogenic substances as well as those that induce pleasure. So whenever an especially potent drug gets introduced to society, it develops its own, loosely-organised following that slowly turns into a crowd of hopeless addicts. Then, an opportunistic individual can seize these people for themselves, controlling the masses through their addictions and creating their own, fanatic microcosm which believes Drug X to be the best thing in the entire universe. A few drug cults have enough power to challenge even the government as mentioned before and their conflicts often ravage entire cities.

On the more positive side of things, the self-indulgent nature of these people also means that they are particularly numerous to the extent that Gatekeepers with only one child barely exist, if at all. For every two adults, there are about six point four children and 'families' may have hundreds of children between the insanely complicated parental relationships. Then there is the fact that the extreme diversity of people resulted in the development of almost species-wide psionic capabilities, excellent psionic individuals, an efficient ruling system and a generally peaceful attitude.

This is partially because of the Gatekeeper philosophy of trying absolutely everything just short of death. For them, life is about exploration, new experiences, new bodies, new feelings, new memories, which is why their society tends to implode when there is nothing to do. Should they overcome their shortcomings and their limitless hedonism, however, Gatekeepers will certainly develop into one of the most fearsome forces in the galaxy.
 
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@Kadaeux is any of these allowed for Custom Trait?

-Bigger is Better: This people believe that size does matter and it shows in the scale of the things they build. Their ships are 10% bigger compared to another ship of the same class. While it does make them more expensive and longer to build/repair, they offer (slight) increased parameter on everything.
-Superdreadnought: The embodiment of the people's hate of everything else hope and dreams, they build a single Borg Cube dreadnought that dwarfed other dreadnoughts. Powerful, the superdreadnought is expected to be able to lay waste against a hostile fleet. However, it is the embodiment of the nation's hope, dreams and resources along with a few important figures (or those related to them) living on deck. As such, the destruction (or loss) of this vessel can and will lead to a massive demoralization that lead to the collapse of the government. They also take very long to repair and, due to the sheer cost, is very unlikely to have another one of its kind ever build.
 
For future reference, a natural flaw of the Symbionts is "Distrust." Parasites share that same flaw, but they have differing descriptions. The Symbiont version, for example, does not say that they are distrusted "once their nature is known..." Would I, and any other Symbiont players, start the RP off with everyone distrusting us?

It also says that Symbionts cannot choose any Psychic traits. Does this mean, by extension, that we have no Psychics, and psychic powers, to speak of? There are flaws that explicitly state that those with said flaws have limited-to-no psychic potential, so I am lead to believe that Symbionts do have psychic potential, but just don't have the ability to specialize in psychic powers.

I'd also like to change my "Bargaining Chip" trait to "Freethought Obsession," if possible.
 
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To add on to what Legulus asks, does the Distrust flaw still affect the races that don't have anything to fear from parasites and symbionts - namely, the Crystalline, Totally Alien, and Artificial Intelligence - since they cannot be used as hosts?
 
'Nation' Name: The Ashen Armada.

VIPs:

Prime Admiral Gil Haddock
Vice-Prime Admiral Aaric Mourner
Prime Engineer Otto Runnart
Vice-Prime Engineer Tiff Gun
A.F.M.I. (Artificial Fleet Management Intelligence)
Bloody Barb

Races:

Bio-Gineered.

Humanoid and A.I. minorities.

Race Traits:

Combat Model
Industry Model

Race Flaws:

Destructive Purpose: Insectoids
Hard Labour
Fit For Purpose Only

Common Traits:

National:
Who Cares about Uzbekistan? (1)
Population: Organized Chaos, Cybermen. (3)
Star Navy: Relativity is a Bitch, Who Needs to Reload?, When in doubt FIRE EVERYTHING, Fleet Unity Protocols, A Gift From the Stars. (5)
Ground War: Thunderstruck, Sweep-scorch. (2)
Technical: On the Run, Industrial Autoprinting, Accidental Awesome. (3)
Psychic: None.
Economic: Lax restrictions, Trade Cartels. (2)
Espionage: Criminal Connections (1)
Flaws: Wasteful, Anarchy, Misplaced Information, Freedom of Way Too Much Information, Degenerative Generations.

Custom Traits:

Void Borne: The Ashen Armada, as the may suggest, is not in fact a true nation. Instead of home planet and moon the Armada instead has two giant colony ships, The Galactic and the slight smaller Indomitable. These ships, for all intents and purposes, serve as the Armada's 'home world'. Like other ships they are equipped with FTL and can jump as ships.

Despite their absolutely massive stature among other space ships, the Galactic and Indomitable pale in comparison to the planets they replace, hosting only roughly 30 million occupants between the two of them.

Advanced Harvesters: Every Armada ship is equipped with a an advanced laser-based harvesting system that allows them to strip an undefended planet of it's easy-to-get resources with frightening speed.

Nation Home System:

To be done.

Fleet:

40 Corvettes. (2000)
11 Frigates. (1100)
11 Destroyers. (1650)

8 Cruisers. (3600)
4 Escort Carriers.(2400)
- 2 Fighters Each

5 Battleships (5000)

2 Dreadnoughts (3000)

5 Defence Stations (1250)

Ground Armies and Defences:

26 Infantry regiments. (2600)
10 Armoured regiments. (4000)
8 Mobile Infantry regiments. (2400)

10 Bomber Groups. (4000)
10 Fighter Groups. (2000)
5 Gunship Groups. (1500)

2 Area Denial Grids. (2000)
2 Air Defence Grids. (1500)

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Just a skeleton at the moment. Will fill out fluff soon.
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I'm afraid both customs are denied, player nations in this are all fairly new to the space-travel thing. So no player nation will have moved onto a void-borne armada... yet ;)

So I am fairly sure that this will not get accepted, but here goes nothing anyways. I am only done with the skeleton, but I do not want to invest too much in the lore yet.

Nation Name: Nasod Empire

Flag: A blue, spherical gem encased in a frame of golden metal.

VIPs: WORK IN PROGRESS

Races: Humanoid

Common Traits:
Manifest Destiny
Exceptionally Adaptive
Curiosity

National:
Implausibly Efficient Government
Science Forum
Peaceful
For The People

Population:
Crimeless
We Act as One
Accepting
Cybermen
Freethought Obsession
Good Schools

Star Navy:
Fleet Unity Protocol

Ground War:
Hammer to Fall

Technical:
Flash

Economic:
Currency Exchange

Psychic: N/A

Espionage: N/A

Flaws:
Limited Psy
Post Apocalypse Survivors
For Science!

Custom Traits:
More Machine than Human: While nasod might have humanoid shapes and humanoid traits, they are almost completely mechanical. Children are not as much born as manufactured in dedicated complexes and while nasod needs are greatly diminished, they do require unusual sustenance as well as at least brief periods of rest. This is a mixed blessing at best and a curse at worst as their source of food is difficult to manufacture, not to mention that they are vulnerable to EMPs.

Three Codes: The nasod have developed three incredibly sophisticated program slash augmentation suites that can turn exceptional individuals into agents of mass destruction who can take on forces vastly superior in number and live to tell the tale. Referred to as 'codes' by those who developed them, these people can be sorted into three categories:
Nemesis: Superior combat troopers that encompass all ranges of warfare, there is nothing that can stand up to a Nemesis on the field of battle. Ruthless, armed and armoured to teeth, not to mention possessing all the knowledge needed to inflict psychological terror on the enemy, they are the masters of ground combat who kill with ease.

Empress / Emperor: Commanders without equal that use a wide array of drones and strategic strike tools to supplement their troops, these people like to take a backseat to command the battle from afar. However, they are not to be underestimated in direct combat either and they are certainly capable of defending themselves until reinforcements arrive.

Battle Seraph: Sometimes called 'pint-sized dreadnoughts' by those who wish to make fun of the nasod, the moniker they were given is not entirely false. Battle Seraphs possess exceptional long-range bombardment options, frightening mobility and overwhelming firepower. This makes them nearly unchallenged masters of space combat.


To give one an idea about the rarity and importance of these individuals, there are only eight known nasod who possess one of the three codes and their identity is treated as one of the nation's greatest secrets.

Nation Home System:
(Descriptions of your inhabited worlds, the star etc.)

Fleet:
1 Supercarrier:1800 pts
1 squadron of fighters, 1 squadron of bombers, 2 squadrons of gunboats
2 Battleships: 2000 pts
2 Carriers: 2500 pts
1 squadron of fighters, 1 squadron of bombers, 1 squadron of gunboats each
8 Cruisers: 3600 pts
8 Escort Carriers: 4800 pts
1 squadron of fighters, 1 squadron of bombers each
32 Destroyers: 4800 pts
2 Defence Stations: 500 pts

Ground Armies and Defences:
10 Armoured Regiments: 4000 pts
10 Artillery Regiments: 2000 pts
10 Mobile Infantry Regiments: 3000 pts
2 Planetary Defence Fortresses: 8000 pts
4 Air Defence Grids: 3000 pts


And if they really can not be redeemed, here is my alternate option:
Nation Name: Gatekeepers of Euphoria

Flag: The leaf of a lotus held between perfect human teeth.

VIPs: WORK IN PROGRESS

Races: Humanoid

Common Traits:
Manifest Destiny
Exceptionally Adaptive
Curiosity

National:
Party Please
Colonial Spirit
Rule of All
Peaceful

Population:
Organised Chaos
Genetic Augments
Jackrabbits!

Star Navy:
All Rounder

Ground War:
Guerrilla Tactics

Technical:
Flash

Economic:
Lax Restrictions

Psychic:
Empathic Mind
Tele-Empath
Subtle Touch

Espionage:
Mata Hari
Suicide Devices

Flaws:
Soylent Green is People!: The price of excessive genetic engineering is millions of dead subjects and failures that get buried in mass graves, never to be mentioned again. For each successful new procedure or new alteration, there are countless failures that get dumped at massive, top secret grave sites located far from civilization. Then there are those who escape into society or those whose procedures have failed despite the best efforts, all of whom must be eliminated and removed without a trace.
Dangerous Cults
Self Destructive
Wasteful
Big Red Target

Custom Traits:
So Many Faces: Genetic engineering and excessive self-alteration are life-long obsessions of the Gatekeepers, but to such an extent that each individual may broadly vary their form vastly during a single lifetime. Accelerated growth, advanced consciousness-swapping and many other myriads of technologies help to facilitate a society of never-ending change, the members of which can only be identified by a psionic imprint unique to the species. Even more bizarrely, they have been known to willingly alter their appearance to resemble other species, giving them a massive diplomatic and espionage bonus. However, to anyone who is aware of the unique psionic imprint, Gatekeeper spies are rather obvious.

Nation Home System:
(Descriptions of your inhabited worlds, the star etc.)

Fleet:
1 Battleship: 1000pts
2 Colony Ships: 2000 pts
10 Cruisers: 4500 pts
10 Escort Carriers: 6000 pts
2 squadrons of gunboats each.
40 Destroyers: 3000 pts
10 Corvettes: 500pts

Ground Armies and Defences:
60 Infantry Regiments: 6000 pts
10 Armoured Regiments: 4000 pts
Planetary Defence Fortress: 4000 pts
10 Fighter Groups: 2000 pts
10 Bomber Goups: 4000 pts
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1st Sheet: You're 3 traits over-spent. The mandatory flaws don't give points to spend. The first custom is accepted. The second requires revision, The Battle Seraph is flat out denied. The navy and army all check out.

2nd Sheet: As with the first, you're 3 over-spent. The mandatory flaws don't give points to spend. Otherwise the navy has 3'000 points left (I assume you meant to grab some defences with it?) Army is good to go though.




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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:

VIPs:
TBA

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
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 oppressors in the early days of the enslavement to learning how to use their tools and eventually turn them on the masters, they then applied that same tenacity to reverse engineering the masters 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 Leonberger 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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Accepted, as you know :p
 
@Kadaeux is any of these allowed for Custom Trait?

-Bigger is Better: This people believe that size does matter and it shows in the scale of the things they build. Their ships are 10% bigger compared to another ship of the same class. While it does make them more expensive and longer to build/repair, they offer (slight) increased parameter on everything.
-Superdreadnought: The embodiment of the people's hate of everything else hope and dreams, they build a single Borg Cube dreadnought that dwarfed other dreadnoughts. Powerful, the superdreadnought is expected to be able to lay waste against a hostile fleet. However, it is the embodiment of the nation's hope, dreams and resources along with a few important figures (or those related to them) living on deck. As such, the destruction (or loss) of this vessel can and will lead to a massive demoralization that lead to the collapse of the government. They also take very long to repair and, due to the sheer cost, is very unlikely to have another one of its kind ever build.
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Yes on the first. No on the second for now.

For future reference, a natural flaw of the Symbionts is "Distrust." Parasites share that same flaw, but they have differing descriptions. The Symbiont version, for example, does not say that they are distrusted "once their nature is known..." Would I, and any other Symbiont players, start the RP off with everyone distrusting us?

It also says that Symbionts cannot choose any Psychic traits. Does this mean, by extension, that we have no Psychics, and psychic powers, to speak of? There are flaws that explicitly state that those with said flaws have limited-to-no psychic potential, so I am lead to believe that Symbionts do have psychic potential, but just don't have the ability to specialize in psychic powers.

I'd also like to change my "Bargaining Chip" trait to "Freethought Obsession," if possible.
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1: Once they discover you're a "symbiotic/parasite species they'd have intense distrust, until in the Symbiont's case they proved themselves to be more like the Tok'ra than the Goa'uld.... (Or maybe more like the Trill. Because despite being good guys nobody really trusted the Tok'ra....)

2: The Symbionts have no potential no. They effectively has Psy Null as part of their racial flaw.

3: It is mate.

To add on to what Legulus asks, does the Distrust flaw still affect the races that don't have anything to fear from parasites and symbionts - namely, the Crystalline, Totally Alien, and Artificial Intelligence - since they cannot be used as hosts?
.

Yes, a species that works by taking control from another sapient being promotes distrust :p (though as I noted, Symbionts can get past that unlike Parasites)
 
I went ahead and updated the Shatter to reflect the refit time.

Other than that I have ship names and pictures for every ship in my fleet save for the Corvettes, and a very rough outline of their history to date.

I've been busy on duty today obviously
 
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I went ahead and updated the Shatter to reflect the refit time.

Other than that I have ship names and pictures for every ship in my fleet save for the Corvettes, and a very rough outline of their history to date.

I've been busy on duty today obviously
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Feel free to include them on a tab with that stuff. More fluff is always welcome ;)
 
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Feel free to include them on a tab with that stuff. More fluff is always welcome ;)
Once I get off watch I'll add it in.
 
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Yes on the first. No on the second for now.
right, gonna edit my sheet later so my murderblocks are big murderblocks.

Another thing:
1. For "better than your (keyword)" how broad is too broad? Would "better than your ships" too broad?
 
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Nation Name: The Great Emperor's Republic of Patriam. (Often short formed to "The (Great/Grand) Republic", or even simply "The Republic" by those from within, unless dealing with other nations who take a similar monikre.)

Flag:
VEoMlkm.png


VIPs: While technically a republic, it's not quite that simple. The Emperors still exist, but their power is kept in check by the Republic, except in times of war. The two factions tend to work well together when things are going well, and are often at each other's throats when things are going poorly. They only tend to unite politically when there is a greater existential threat to their existence. (Ex: Invasion.)
  • Royal Faction: These belong to the pseudo-royalty of the Great Republic. They typically have more control over the military and tend to be great military leaders themselves, but lack financial or civil experience to maintain a nation. During war, they're allowed to make whatever concessions to the budget are necessary to win the war: Be it through diplomatic purposes, or total annihilation of the enemy. The purple stripe of the flag represents them.
    • Emperor, Alanus Arius Olennius: The ruler of the state. Technically. "Technically", as he shares equal power with the Prime Minister, and cannot override his decisions without 2/3rds consent from the military structure. Known for a fair hand if being somewhat overly protective of his people, aliens be damned should they get in the way of their ambitions.
    • Grand Admiral, Giovanni Olennius: Brother to Alanus, and head of Fleet Operations. He is often found commanding from the bridge of a star ship, and his presence in battles is usually enough to prevent any retreats. Known for stalwart bravery, and very strange sexual tastes due to an unfortunate article in a magazine once. He sides with the Royal Faction because of family ties.
    • Grand General, Junia Crassus: Became the Grand General after her predecessor passed away. She has a great deal of theoretical knowledge about how to commit to war, and has plenty of simulator training, but not much beyond that. Her real tests will come later, to be sure. While the Grand General is certifiably born to the purple--her father being a distant cousin of the Emperor--she is not fond of offensive wars, due to the primarily defensive military doctrine of The Great Republic.
  • Republic Faction: These belong to the democratic body of the Republic. They represent the people in all things, and thus tend to be better connected to the financial and civil needs of the people. Outside of war time, the Republic's right to decide the budget of each consecutive solar cycle is usually respected. The black stripes of the flag represent them. They tend to favour diplomatic victories in war rather than total obliteration, as genocide is not a popular sell to a modern people.
    • Prime Minister, Tycho Julianus: The ruler of the state. Technically. "Technically", as he cannot override the Emperor's military commands, but he does have the ability that, with 2/3rds majority of the senate, he can remove the Emperor from power and replace him with someone else.
    • Diplomatic Officer, Curia Commidius: Elected thrice into power, and then left as a diplomat for her people. She's from a long line of family diplomats that go all the way back to the unification of the home world. She sides with the Republic because of her status as a member of the lower classes: She would have never obtained power among the Royal faction due to her status of birth.
    • Colonial Head of Operations, Artoria Magnus: Responsible for the maintenance and creation of additional colonies, due to The Great Republic's inherent desire to manifest their destiny across the stars. This woman is perhaps single handedly responsible for causing the birth rate to skyrocket 150% higher over the past five years. She is known to be friendly to aliens, with a great desire to find ways of cooperating within systems to maximize efficiency between multiple empires.
  • Other VIPs: These are other persons of important interest, who hold no political affiliation to either the Royal Faction or the Republic Faction. This will be updated over time as it becomes more and more relevant. There should be none here to start with.
Races: Humanoids.

Race Traits:
  1. Manifest Destiny: "We reach for the stars to claim our rightful place among them... As leaders, peacekeepers, and expansionists upon the new frontier."
  2. Exceptionally Adaptive: "We have built our entire view of the universe upon the fact that we will need a thousand different specialists for a hundred different tasks. All is one, and one is all."
Race Flaws:
  1. Curiosity: "We must manifest our destiny by understanding the stars! If this should offend some, or cause the deaths of a few so the many may benefit, so be it!"
Common Traits: Below are the various traits this nation possesses.

National:
  1. Colonial Spirit: "We've conquered the challenges of this world... It is time for us to reach out for the stars."
  2. Tightly Knit: "We're better together, nobility and the lower classes. Especially out there, in the terrible vastness of space."
  3. Science Forum: "To understand the universe is one of the greatest callings someone can answer!"
Population:
  1. Not One Step Back!: "WE WILL NEVER FALL, AGAIN! NOT LIKE THIS!"
  2. Heroic Sacrifice: "The deaths of our best produce a fiery rage that cannot be quelled."
  3. Freethought Obsession: "We have to ensure that our decisions come from meritocratic processes, and not blind faith."
  4. Jackrabbits!: "Orgies are a favourite past time of the nobility. The lower classes usually don't complain about it either. With our desire to expand out into the colonial frontier, it is not like we will run out of space."
  5. Good Schools: "The higher the bar is raised, the greater the bar can be forged, the more weight can be hung from that bar for all others to follow."
Star Navy:
  1. Isaac Newton Hates You: "When we strike, we shall do so with absolute, remorseless fury."
  2. Ironclad: "Our ships are the shield for our colonies. We must ensure they stand up to heavy punishment, even while outnumbered."
Ground War:
  1. Elite Armour: "You can modify a tank a dozen different ways, cheaply, and still have it outperform infantry. Besides, nothing screams "superiority" like a tank."
  2. Creeping War: "We don't need to win the war immediately, we need only win by taking their worlds one at a time until they have nothing left."
Technical:
  1. Nazi Superscience: "Everyone has a place, we simply must find it for them."
  2. Better Than Your [Armour]: "We have spent much of our time developing greater armours. Some of which simply refract damage, rather than absorbing it. Others being developed from a combination of metallic chemicals to produce an armour with greater resistance. Regardless: We build things that live through the ages, and show our superiority to the universe. No petty foe will so much as cause a dent in it, so long as we aren't fools."
  3. Master Shipwrights: "Our ships are more like floating fortresses than gun boats. We one day dreaming of making ships in space that can take on small fleets, and colony ships that could navigate black holes without fear. We aim to create ships that will last throughout the ages, and force all others to acknowledge our inherit ideological superiority."
Psychic:
  1. Predictive Omniscience: "We'll not only arm ourselves to the teeth, but hone our minds to know what our enemies plan to unleash upon us. Yes, dodge left--we saw that coming, fool."
Economic:
Espionage:

  1. Enigma Machine: "We're not entirely foolish where it comes to protecting our assets... So long as our orders remain secret, than none can determine our greater machinations."
Flaws:
  1. Public Outcry: "Our superiority also requires that we not engage in petty offensive wars. We should only move to intercept a greater threat should it come after us, or one of our allies... Nonetheless, if we took a system or two as compensation, few tend to speak too loudly. Extermination of other species, on the other hand..."
  2. Wasteful: "It matters little what the cost is, so long as the objective is maintained."
  3. Big Red Target: "We can't help that others desire the things we've created. We shall beat them nonetheless."
  4. Starfleet Curiosity: "We wish to understand all things. If this offends something in the process, then let them try their hand at war! We shall prove their superior."
  5. For Science!: "We must understand all things! If we fail at this task, how can we consider ourselves superior to the other ideologically inferior rabble around us?!"
Custom Traits:
  1. Citizen Soldiers: Part of citizenship within The Republic is that every citizen is trained in basic infantry tactics, and handed a rifle (or sci-fi equivalent weapon) in a two year program at the end of their high school education. This can be a bit expensive to maintain on distant worlds, but results in invaders having to deal with an armed and trained populace. (During combat, converts local citizenry into basic infantry. If they fight outside of cities, their morale takes penalties from a lack of cover.) If the planet is lost and any Citizen Soldier battalions survive, they convert to terrorists that will fight to restore Republic control.
  2. Armoured Superiority Complex: The Republic makes no effort to hide the fact that they believe their ideological way of life to be superior to all others. It certainly doesn't hurt that their armour technology is leaps and bounds ahead of most others, applied to ships, defense platforms, and tanks, though having little to no effect for infantry. They have entire scientific divisions devoted specifically to making their symbols of power (ships, tanks, et cetera) as invincible as they possibly can be. Of course, they aren't really invincible, but they take even more hits to destroy than what would normally be granted of armour in the same class for other, less enlightened nations. Such plebeians...
Nation Home System:
  1. Solaris: The star of the system. It's a fairly standard yellow-orange star, between 3-5 billion years of age.
  2. Ardens: A small planet with an odd orbit around the star, doubling in distance at its aphelion compared to its perihelion. For about half of its solar cycle, the few inhabitants of this world must hide in underground shelters, lest the combination of heat and radiation simply cook them and their equipment to death. As such, it's primarily used for research and mineral harvesting, as the significant heat produces great amounts of valuable materials. Still, it does not contribute much to The Republic.
  3. Animus: The second planetoid, located within the Goldilocks zone. It is a beautiful world, comprised of about 60% land, 40% water. One quarter of the water is naturally drinkable, whereas the other 30% is salt water that has to be harvested and recycled into drinking water to be used.
    1. The Throne Yards: In orbit of Animus are a series of recently completed shipyards that allow for intense production to be done by thousands on vessels legislated for construction by the Republic. It is the crown jewel of Republican Superiority, the ultimate expression of their manifest destiny. Tens of thousands live within the shipyards, and there is regular travel to and from the shipyards day and night to deliver supplies, manpower, and occasionally crews to man newly constructed vessels.
    2. Emperor's Throne: The battlestation in orbit of Animus. It is armed and armoured sufficiently to take on small fleets by itself. Challenge it at your own peril. It is not uncommon to find the pseudo-royalty spending time here as opposed to the planet--directly overseeing military projects, or civil projects in space, and leaving planetary affairs to the Republic.
    3. Parvus: A natural moon in orbit of Animus, the smaller of two, and closer in orbit. It was the first thing to be colonized outside of the home world, and is generally used as a research facility. Especially for testing over-sized weapons.
    4. Magnum: The larger of the two moons in orbit, though more distant than Parvus. Scientists estimate that in a few thousand years, Magnum will eventually escape Animus' gravitational pull unless artificial restraints are put in place to stabilize its orbit. There are a few thousand living here, primarily testing various colonial regiment programs in atmospheric domes of various configurations. Essentially: Training the leaders of the colonists of tomorrow for any strange environment they may encounter.
  4. Rubrum: A planet which edges the goldilocks zone. There have been attempts to make it more friendly for life by Republic citizens, but such attempts are frustratingly limited so far. Nonetheless, the atmosphere has been made breathable, but the temperature drops too cold for Republican citizens to survive without special equipment during its 16 hour long nights. It also has little water, only 10% of the surface is comprised of water. As such, while it has a few million people, efforts are presently more directed toward the greater night sky in hopes of finding more habitable worlds, than attempting the expensive and arduous task of a complete terraforming of the planet.
  5. Adimari: A gas giant in orbit of the star. Obviously uninhabitable, but surrounded by a half a dozen moons. It is theorized that the many different types of gasses could be mined at some point, if effort and research were expended in such a direction. None of its moons contain anything of merit where it concerns The Republic--resources, of course, but nothing that has been colonized, so nothing of any particular note.
  6. Porta: An icy ball that orbits much farther than any of the other planets. It has strange life forms upon it adapted to the cold, which sometimes prey upon Republican Citizenry if they wander away from its outposts. Nonetheless, they use the outposts located on Porta to search the night sky for any signals or signs of other life forms, and to take unimpeded pictures of potential candidates for colonization. It has a thin atmosphere and is far from the sun, meaning observatories can work night and day to catalog potential candidates for colonization. Aside from that, it has little industrial value, and is dependent on the home world to ship most of its food.
Fleet: Presently divided into five fleet commands, similar to the Western Roman Empire's Auxilia system. This will change over time as required.

  • This is the total fleet size of the Republic, and the names of each vessel within the Republic. Individual fleet commands will get their own tabs, being formed and disbanded as necessary. Individual ships have captains, and those captains have political affiliations. Both the Senate and Emperor factions keep tabs on which captains align with which factions, as those captains are more likely to obey orders accordingly. (ex: The Veritas is an Emperor-aligned vessel, and will typically take the Emperor's orders over the Senate's orders in cases of conflicting loyalties.) The only exception is, of course, in war, when fleet command falls exclusively under the Emperor's control, so as to allow maximum efficiency to protect the Republic.

    Unassigned vessels should be assumed to be at space dock or in orbit of Patriam.

    "GRP" is shorthand for "Great Republic of Patriam." It's the designation for any military vessel in service to the Republic.

    Dreadnaughts: The heart and soul of the fleet. These juggernauts handily tank nuclear devices to the face and keep going. They may as well be small continents unto themselves, though they're extremely expensive to construct. They are staffed by the finest crews available to the Republic. It takes a significant effort to destroy one.
    • GRP Veritas (Emperor aligned)
    • GRP Venture (Republic aligned)

    Battleships: Less expensive versions of Dreadnaughts. These vessels are also made to take a pounding, though not quite to the level of Dreadnaughts. They serve primarily as command vessels in smaller fleets, as senior, well trained, and restrained officers are usually present aboard these vessels. They're less likely to commit to acts of Space Darwinism than, say, the more junior officers of Frigate class vessels.
    • GRP Euritide (Emperor Aligned) (En Route to Charlie.)
    • GRP Frontier (Republic Aligned)
    • GRP War Hound (Emperor Aligned)

    Escort Carriers: Takes the concept of aircraft superiority to space. Their entire objective is to serve as anti-fighter escorts. In fleet actions, to protect the larger vessels, and in scout missions, to utilize their gunships to explore more dangerous territory that scout probes can't handle, or where it would be inappropriate to send a probe. They are captained by more junior officers, who lust for the great unknown.
    • GRP Zynk (Republic Aligned) (Assigned: Beta Fleet.)
    • GRP Typhoon (Emperor Aligned) (Assigned: Alpha Fleet.)
    • GRP Volition (Emperor Aligned) (Assigned: Delta Fleet.)
    • GRP Rebrum (Emperor Aligned) (Assigned: Charlie Fleet.)

    Frigates: The runts of the litter in most respects. They are captained by novice crews, sometimes with a few veterans aboard to maintain important tasks. They're typically the stations by which young and upcoming officers attempt to prove their worth to obtain a higher station, and as such, their prone both to a natural ideological curiosity of the universe, and a deep rooted desire to prove their worth to the Emperor, and to the Republic.
    • GRP Ignis (Republic Aligned) (Assigned: Alpha Fleet.)
    • GRP Scintilla (Republic Aligned)
    • GRP Indignatio (Emperor Aligned) (Assigned: Alpha Fleet.)
    • GRP Locus (Republic Aligned) (Assigned: Delta Fleet.)
    • GRP Confortare (Emperor Aligned) (En Route to Alpha)
    • GRP Procella (Emperor Aligned) (En Route to Charlie)
    • GRP Negatio (Emperor Aligned) (En Route to Alpha)
    • GRP Mikan (Republic Aligned) (En Route to Charlie)
    • GRP Dignitas (Emperor Aligned) (Assigned: Beta Fleet.)
    • GRP Regium (Emperor Aligned) (Assigned: Delta Fleet.)
    • GRP Superbia (Emperor Aligned) (Assigned: Beta Fleet.)
    • GRP Bellum Heros (Emperor Aligned) (Assigned: Charlie Fleet.)
    • GRP Agile (Emperor Aligned) (En Route to Beta.)
    • GRP Spinis (Republic Aligned)
    • GRP Democratia (Republic Aligned) (En Route to Beta.)
    • GRP Ferrum Pugnus (Emperor Aligned)
    • GRP Lamina (Emperor Aligned)
    • GRP Fortis (Republic Aligned) (Assigned: Charlie Fleet.)
    • GRP Sagi Alterius Mors (Emperor Aligned) (En Route to Delta)
    • GRP Fidus Lupus (Emperor Aligned)
    • GRP Verum (Republic Aligned) (En Route to Delta)
    • GRP Nobilis (Emperor Aligned)

    Colony Ships: They spread the Republic's seed of enlightenment all over the galaxy!... Why are you looking at me like that?
    • GRP Vita (Non-Aligned) (En Route to Alpha)
    • GRP Salutem (Non-Aligned) (En Route to Beta)
    • GRP Perge Cogitans (Non-Aligned) (En Route to Delta)
    • GRP Libertatem (Republic Aligned) (En Route to Charlie)
  • Sector: Clara Spes (XLI)
    Orders: Hold Position, guard habitable planet.
    Fleet Composition: Small fleet, designed to scout. They'll engage in conflict if necessary, but will always choose to retreat rather than suffer losses over neutral territory, and regroup with a larger fleet elsewhere.
    1. GRP Typhoon (Flagship)
    2. GRP Ignis (Scouting/Guarding)
    3. GRP Indignatio (Scouting/Guarding)
  • Sector: Viculus (XXXVII)
    Orders: Hold Position, guard habitable planet.
    Fleet Composition: Small fleet, designed to scout. They'll engage in conflict if necessary, but will always choose to retreat rather than suffer losses over neutral territory, and regroup with a larger fleet elsewhere.
    • GRP Zynk (Flagship)
    • GRP Dignitas (Scouting/Guarding)
    • GRP Superbia (Scouting/Guarding)
  • Sector: Tarnii (VIII)
    Orders: Hold Position, guard habitable planet, monitor situation on inhabited planet.
    Fleet Composition: Small fleet, designed to scout. They'll engage in conflict if necessary, but will always choose to retreat rather than suffer losses over neutral territory, and regroup with a larger fleet elsewhere.
    • GRP Rebrum (Flagship)
    • GRP Bellum Heros (Scouting/Guarding) (Broke orders: Kidnapped Citizens of a foreign nation!)
    • GRP Fortis (Scouting/Guarding)
  • Sector: Deus Derelicta. (XXVIII)
    Orders: Hold Position, guard habitable moon.
    Fleet Composition: Small fleet, designed to scout. They'll engage in conflict if necessary, but will always choose to retreat rather than suffer losses over neutral territory, and regroup with a larger fleet elsewhere.
    • GRP Volition (Flagship)
    • GRP Regium (Scouting/Guarding)
    • GRP Locus (Scouting/Guarding)
  • These vessels are en route to other sectors. If they carry important characters, it will be noted, though the characters themselves may not be aware of each other's presence immediately.
    • Bound for Alpha: GRP Vita, Confortare, Negatio.
    • Bound for Beta: GRP Salutem, Agile, Democratia.
    • Bound for Charlie: GRP Libertatem, Mikan, Procella, Euritide.
      • GRP Euritide: Is carrying Diplomatic Liaison Curia Commidius, and Emperor Alanus Arius Olennius.
    • Bound for Delta: GRP Perge Cogitans, Sagi Alterius Mors, Verum.



Ground Armies and Defences: A heavy armoured core, as should be present in a developed and superior nation.
  • Planetary Defense Fortress: None shall penetrate the Emperor's Throne room!
  • Four Air Defense Grid: We watch the skies for intruders at all times!
  • Area Denial Grid: The Senate must be protected!
  • 20 Armoured Regiments: The heart and soul of our military, and the epitome of our superiority doctrines. Stare in awe, foreigners.
  • 10 Artillery Regiments: Always have some of these on standby, just in case there are too many fools for tank treads alone to crush.
  • 10 Fighter Groups: Air Support never hurts any situation, especially if targets slip away from the Air Defense Grid. No invaders shall slip past onto the ground without taking massive casualties on our watch.
 
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Hey Brov, you got one extra flaw too much. It's 3 mandatory and 2 extra.
 
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