- Posting Speed
- 1-3 posts per week
- One post per week
- Slow As Molasses
- Writing Levels
- Intermediate
- Adept
- Adaptable
- Preferred Character Gender
- Male
- Primarily Prefer Male
- Genres
- Fantasy, Magical
.I kinda of don't get the fleet. Like, what is a corvette or a supercarrier? I need to know what I am spending my points on, don't I?
.What about Defence Stations and Battlestations?
.So I scrapped my initial idea for the mechanical/agricultural prodigy that were the Oxivians. Meet my new, but not-so-improved, bovine race. We gave up mechanics for culinary and got a more beefy, less flashy military.
Also, fancy new formatting!
- The Oxivian Union
- Nation Name: The Oxivian Union
Flag: (Will be added later if I find one I like)
VIPS: Pasha Doras Nyala: The overarching leader of the Oxivian people. A position similar to that of a King, the Pasha has the final decision in most matters, but is often assisted by the nation's Board of Advisors. Doras Nyala was granted position as Pasha of the Oxivians at a fairly young age and has been a strongly supported leader throughout his many years.
- High Councillor Dinn Balus: The second-in-command for this Bovine race. The High Councillor is appointed by the current Pasha as his most trusted advisor. Were something to happen to the Pasha, the High Councillor would act in his/her place until a new Pasha is appointed.
- The nation also has a Board of Advisers. The Board is comprised of two forms of members: elected and appointed. The elected members are those chosen by the general population to represent their interests. The appointed are chose by the Pasha. Appointed members are generally considered the foremost experts in their fields and consist of scientists, military generals, diplomats, economists, etc. When it comes time for a new Pasha to be appointed, that duty falls upon the Board of Advisers.
Race: Bovine
Race Traits:
- Sturdy
- Agricultural
Race Flaws:
- Tasty
- Slow to Act- Common Traits and Flaws
- National: (3)
- Fair Dinkum
- Tightly Knit
- Peaceful
Population: (2)
- Agricultural Institute
- Accepting
Star Navy: (2)
- Ironclad
- RAMMING SPEED
Ground War: (2)
- Thunderstruck
- Elite Armour
Technical: (2)
- Accidental Awesome
- Mechs Ahoy!
Economic: (2)
- Point Defender Guns
- Abundant Trade Goods
Espionage: (1)
- Enigma Machine
Custom: (1)
- Natural-Born Chefs: Not only good at growing the food, but at putting it to use, too. My people prepare meals that, some would say, rival the taste of the bovine themselves.
Flaws: (3)
- Pirates Favorite Pickings
- Cone of Silence
- Shieldless- Bovidae Star System
- - The first planet in the system, Kudu, is a dangerous, uninhabited planet. It hosts a hot, rocky surface rife with volcanic activity and active magma flows. The planet is likely filled with many valuable metals and minerals, though a close proximity to the star, Bovidae, and exposure to the volcanic pools and eruptions make any mining operations an enormous risk.
-Quite a large distance separates the first planet and the second, Oxivia, the Oxivian homeworld. This planet is comprised of large, mostly flat landmasses separated by relatively small oceans. Barring the few small mountains and Oxivian cities the vast plains are used primarily for agricultural purposes. Oxivia is home to some of the healthiest crops and exquisite restaurants this side of the Nebulae.
- Beyond Oxivia lies a large asteroid belt. There is little of note to this body other than the few mining operations providing resources to the Oxivian people.
- The third planet in the system, Anoa, is a large planet almost exclusively covered by vast oceans. A few meager islands dot the seemingly endless ocean, but that hasn't kept the Oxivian Union from making this their first colonial expanse onto another planet. The planet has shown signs of supporting diverse aquatic lifeforms but very few seem to make use of the limited land. As of now, it is unknown what all may lie beneath the oceans. The Oxivians hope for an abundance of natural resources, though the massive ocean could hold many more challenges than the colony is prepared for. With limited land space and a race that isn't exactly at the top of the scientific community, the Oxivians may find using this planet to its full potential a stretch until more land is terraformed or new forms of aquatic agricultural technologies arise.
- The fourth and final planet in the system, Idalu, is a relatively small icy planet. Oxivian research shows there is little value in the colonization of this planet at the moment.
- H.E.R.D.: The Horticultural Enrichment and Resource Development Center, or H.E.R.D. for short, is a massive climate-controlled facility located on the Oxivian homeworld. The HERD Center is used to facilitate the accelerated growth of multiple plant species that would otherwise not survive at this location. The facility is host to thousands of different types of plants ranging from your typical crops to valuable spices to medicinal herbs and more. In addition to harvesting the facility is used to research new uses for these plants and to develop new agricultural technologies.- Navy
- - 8x Defense Stations (2000)
- 4x Battleships (4000)
- 1x Colony Ship (1000)
- 2x Dreadnought (3000)
- 1x Carrier (1250) [2x Gunships, 1x Bombers]
- 10x Cruisers (4500)
- 1x Escort Carrier (600) [1x Gunships, 1x Fighters]
- 10x Destroyers (1500)
- 15x Frigates (1500)
- 13x Corvettes (650)
- Ground Fleet
- - 1x Planetary Defense Fortress (4000)
- 3x Air Defense Grids (2250)
- 15x Armoured Regiments (6000)
- 11x Artillery Regiments (2200)
- 5x Mobile Infantry Regiments (1500)
- 15x Infantry Regiments (1500)
- 3x Bomber Groups (1200)
- 3x Gunship Groups (900)
- 2x Fighter Groups (400)
Still, don't eat us please. We'll cook for you.
Let's be realistic. There will be far too many losses for only a footnote.footnote in the history books.
.shit, I am still working on my sheet.
I was delayed because of Christmas and soon I will be delay again because of New Years Eve. However, I will post my unfinished sheet and I might get it done before Thursday comes.
The United Galactic Federation of Phox
"Under one banner of peace, freedom, and happiness."The Phox System
The system of Phox has around three different planets and one asteroid belt:VIPs
- The Sun ~ M2 V Red Dwarf type, radius of 3.11 x 105 km (0.45 x sol), mass of 8.30 x 1029 kg (0.42 x sol), 3100 K temperature, and the luminosity of 1.45 x 1025 W (0.04 x sol).
- Gaia ~ The home world of The United Galactic Federation of Phox, it has the orbital radius of 2.78 x 107 km (0.19 AU), 1.08 x 103 hours (0.12 earth years), the physics are large iron/silicate, it's gravity is 17.54 m/s2 (1.79 x earth), the hydrosphere is 66 % water, 39 % ice, the atmosphere is breathable, the biosphere is microbes and algae, and it has two small moons.
- Yaybos ~ Jovian Planet type, the orbital radius is 1.45 x 108 km (0.97 AU), the period is 1.51 x 104 hours (1.73 earth years), it's gravity is 41.18 m/s2 (4.21 x earth), and it has twelve small moons and seven large moons.
- Iyrus Asteroid Belt ~ The orbital radius is 9.82 x 107 km (0.66 AU) and it's period 7.19 x 103 hours (0.82 earth years).
- Slilles ~ Ice Planet type, it's orbital radius is 1.50 x 108 km (1.00 AU), the period is 1.36 x 104 hours (1.56 earth years), gravity is 1.85 m/s2 (0.19 x earth), and it often gets electromagnetic storms.
Xavier Sutton ~ President of the Federation
Christopher Randolph ~ Admiral of the Fleet
Ashkira Matthews ~ Captain of the Army
Angang Dhasi ~ Sexu Representative
Rhianna Bass ~ Humanity Representative
Novin Cyrusi ~ Shai Representative
Tasia Webster ~ Ambassador of the Federation
Aston Knox ~ Head Economist
Races
Humans - Humanoids
Race Traits
Manifest Destiny ~ "Our federation shall achieve our destiny, our future in the galactic community. If we have to anger a couple of people to achieve it, then it will be worth it."
Exceptionally Adaptive ~ "Humanity always has inventors, tinkers, scientists, and builders to solve their-and the world's-problems. They are able to research brand new things quicker than any other species. They are super adaptive than any other species."
Race Flaws
Curiosity ~ "The federation will investigate into this new and unknown system. We will send a ship-. Wait, there was just a beep on our radars. Investigate that as well. While, I will 'investigate' the food nearby."
Minorities
Sexu - Equines
Shai - Ursines
Common Traits (Seventeen points)
National (Three points)
Party Please ~ "Oh, just have some our bundt cakes! After you are done eating them, we can get straight onto the talks about our alliance. I don't have any dirty against you or your nation, I swear to our Lord."
Manipulative ~ "You just got that alliance? Good, we can finally have some fun. Search into their political parties, any strengths and weakness will be sent to me as soon as possible. And get me an invitation into one of the parties in the president's house, I got to play The Game as well.
Peaceful ~ "The federation will never start wars without reason. We don't look to expand our already mighty federation, we just want peace. You can trust us more than any other nation or empire out there."
Population (Three points)
We Act as One! ~ "The people of the federation will stand as one! If you dare to declare to war on the federation, our people will be prepared to defend ourselves! Because, we are united to stand against warmongering nations like you!"
Artistic ~ "We have a high level of respect for our artists. Everywhere you go, you will see art galleries and people looking for commissions at the streets. Even, I, allow artists of different kinds to paint me and my family. After all, we do have around thirty paintings of ourselves around the house."
Good Schools ~ "We also care about our children of the federation. That's why we hire only the best teachers and professors to teach our future. Because, we would befuckedscrewedin trouble if we don't offer the best to them."
Star Navy (Two points)
Ironclad ~ "Armour is better than shields. Trust me, I have been fighting in wars long before you were even born. Our ships can take more hits, and it's all because of our armour. Such, the ships are slower and lack the weapons than the faster version; however, we can stand our ground unlike the other ships."
Fleet Unity Protocols ~ "Our entirely fleet can unite under protocols to stand their ground or attack at once against the enemy's fleet. The other generals realize that our ships serve better as a team rather than being 'lone wolfs'."
Ground War (Two points)
Creeping War ~ "Our ground forces don't need to push forward to tired the enemy out. Build some trenches, pop in a few mortars, and just wait until the enemy attack us. Then, we move forward and redo the steps over again until it's overor the enemy just gets bored quickly."
You Shook Me All Night Long ~ "How many shells do we have? That much?! Woah, what should we do with them? We should just use them as a continuous bombardment against the enemy until they are driven mad? That is a great plan!A plan, which I will take credit of."
Technical (Two points)
Flash ~ "We really care about our ships. We just don't want to put in a lame coat of a single color, we want to ship to appear amazing as it destroy the enemy fleet. And the colors and the style of the ships make for amazing advertisements."
Master Shipwrights ~ "As with the look of the ship, we also care from the crew of these ships. That is why we have the best of the best shipwrights, building and checking the ships before they are sent out. They make such that the ship has no errors in looks and manufacture at all."
Psychic (None)
N/A
Economic (Three points)
Currency Exchange ~ "The federation is always ready for the foreigners to buy, sell, and trade at our system. That is why we have forged a Currency exchange to make things easier and quicker from the trader or the buyer on the go."
Interstellar Stock Market ~ "The Stock Market is important to our nation that there are tons all over the system. Just don't ask how it works, that will take days to explain the system."
Brargaining Chip ~ "Come on now, could you just lower your prices? I mean, I know that you want this much. However, is anyone really going to buy that for you? I am the only one here and it's almost night! I'd would just accept the offer, just saying. Did I just hear you agree to the offer? Oh thank you so much!"
Espionage (Two points)
Enigma Machine ~ "We protect our transmissions from unknown spies that could be behind that wired shaped rock, listening in on our transmissions. That is why we have a highly classified encryption system that we can't even solve. It will take weeks just to break into our system, just to get information."
Mata Hari ~ "Threatening someone with a gun doesn't help to get information. What you need to do is seduce your target to get the information needed to use as blackmail or just information. Our agents often don't do cross-species, because they are proven to be not that good in bed."
Flaws (+Two points)
Public Outcry ~ "However, we do have to be careful on what we do. Our people aren't in favor of doing some things. Like, signing a new alliance. Depending on the race, some humans might disagree with it and protest about it. Or if we allow a new species to our system, there is going to be some hostility until they get used to that species."
Psychic Nulls ~ "Our races don't have psychics, but we don't need them! We got good looking guns that can easily kill anyone with psychics before they mess us with their powers."
Non-Expansionistic ~ "We already have expanded our federation to the ends of our system. We don't need to go and take over other systems. It will just to waste effort and resources to take over another system, after all we want to make such that everything useful is already being used."
Freedom of way too much information ~ "We are a place, where there isn't any limits to the freedom of information. However, that is bad because of the spies. They can get information just from talking to someone about it. I hope that our highly classified encryption system will still work."
Custom Traits
The Divine Wind ~ "If our ships have taken enough damage (to the point where they can't retreat), then we must crash into the enemy's ships, space stations, and even their homeworld. They will fear us as they see one of our fighters heading towards their ships. Even known they don't do that much damage, unless they hit something important, they still bring fear to our enemies. As for ships, who aimed from their planets and other things besides ships, there will be a fifty percent chance of hitting something important."
The Art of Diplomacy ~ "Our federation treats diplomacy like art. We have schools designed to show that and to teach anyone who wishes to master the art of diplomacy. This kind of school is where ambassadors are made."
Fleet (20,000 points)
Twenty-one Corvettes (1100 points)
Fifteen Frigates (1500 points)
Eighteen Destroyers (2700 points)
Two Escort Carriers (1200 points; two fighters; two bombers; one fighter, one gunship)
One Battleship (1000 points)
Two Carriers (2500 points; two fighters, one bomber; two fighters, one gunship)
Two Dreadnoughts (3000 points)
Two Supercarriers (3600 points; two assault boats, one bomber, one gunship each)
Four Defence Stations (1000 points)
One Battlestation (2400 points; two fighters, one bomber, one gunship)
Ground Armies and Defences (20,000 points)
Twenty-nine Infantry Regiments (2900 points)
Three Armoured Regiments (1200 points)
Seven Artillery Regiments (1400 points)
Two Mobile Infantry Regiments (600 points)
Two Space Marine Regiments (1200 points)
One Strategic Regiment (4000 points)
One Fighter Groups (200 points)
One Bomber Groups (400 points)
Two Gunship Groups (600 points)
Two Air Defence Grids (1500 points)
Two Area Denial Grids (2000 points)
One Planetary Defence Fortress (4000 points)
.WIP
The Ascendancy
Race Background:
Hailing from the world of Csilla the race calling themselves the Chiss evolved, establishing their own nations and waging wars with another until a coalition of greater houses united their forces and either destroyed or integrated whatever opponents lay in their path.
At some point as they looked beyond their own world they learned that on a neighbouring world another race had evolved and developed sentience, now known as the Drak, and were on roughly the same level regarding technological development. Attempts were made at communicating with this race but never bore results. Unless a sudden attack by a series of nuclear missile strikes was the official reply to their communication attempts.
Measures were developed to prevent such a attack for the future and as their measures proved effective the Chiss began developing means to strike back, creating their own arsenal of inter-planetary missiles as well as ships that could transport troops. Their counter-attack did more than they could ever hope for as it seemed some of their strikes hit Drak weapon storage facilities and their world was scorched by nuclear fire storms.
Not all Drak had perished in this a surprising large number had survived and in the end it was deemed genocide of an entire species was not something the Chiss wanted to execute so they annexed the scorched world and it's people making them a client race and state of the Chiss people as efforts were made to make the Drak homeworld of Charr habitable again.
At the same time a exploratory vessel was constructed and then subsequently send out to the nearest system beyond their own, from where curious transmission had been detected for at least two generations. This vessel upon arrival in the system found a barren rock of a world where a single vessel was located which responded to the hailing attempts by opening fire upon the Chiss vessel. Transmissions were send before the vessel was seized by this aggressive vessel and the Chiss still had their invasion fleet of the Drakk Homeworld which now had new purpose as it was send for retribution.
The lone vessel proved to be quite challenging but by weight of numbers it was neutralized and a ground assault began on a few facilities they found on the barren world. Locating nothing but machines defending these facilities and a series of mines at first and when encountering a other species they assumed these were the machines masters but then were quickly alerted by the crew of their explorator vessel which had been captured that these aliens were also prisoners.
In the aftermath it was discovered a artificial intelligence had been running the operation for unknown purposes and the species that had been mining for it, calling themselves Molosser had been slaves for numerous generations. They would not be able to survive for long without the technology of the AI providing their base needs, most of it destroyed in the fighting, so the former slaves were relocated to the Chiss homeworld and became another client race like the Drak. While the AI vessel and other technologies were confiscated and reverse engineered, including it's engines which seem to be able to travel at faster than light speeds.
Biology:
The Chiss are a humanoid species, blue skin, black hair and red glowing eyes are the prime factors that is shared by all their kind. Standing between either 1.6 to 2.1 meters in height when reaching adulthood and with average lifespans of at least 80 years but reaching physical maturity between the ages of 10-12.
Government:
The Chiss, their nation and the races which are part of it are ruled as a oligarchy, a council of the Chiss ruling houses or clans with their representatives as well as a representative each from one of the client races part of their nation. With the various settlements having similar councils of representatives of whatever houses are present in the settlement. While decisions that affect the entire are brought before the council that is made up of the leaders of the major Chiss houses and representatives of the two client races.
Racial Traits:
Manifest Destiny: The people have a future and it is glorious. Of course there is the little issues like other species who think that they have a right to their own destinies, but a little killing never hurt anybody that mattered anyway.
Exceptionally Adaptive: Humanity are natural tinkers and problem solvers, they have a slight bonus to reverse engineering, researching 'entirely new' technologies, faster modifications and repairs to ships, structures equipment and so on.
Disadvantages: Curiosity: Humanoids never let their curiosity get away from them, oh wait sorry, that's supposed to be 'always' not 'never'. In short, they're Steve Irwin in space and can't resist poking their noses into a mystery, and then have the gumption to be offended when someone swats it off.
Race Background:
For generations the Molosser worked forced labour on a barren rock, strip-mining a world at the behest of a machine which they only knew by the title 'Overseer'. The mines they were forced to work in was under barren conditions, extreme heat from subterranean lave flows, earthquakes that caused mines to collapse and many more such factors. The species was seemingly only bred and used for this purpose, tales were passed down, a legend that they once came from elsewhere, brought to this world to work for the Overseer. Once the tales told they were also covered with furr but after generations of labour in the mines their skin became more leatherly, tougher and their vision become more accustomed to the dark and low light conditions.
A few times they rebelled but each time it was put down by the mechanical aberrations that served as their wardens and those deemed 'genetically aggressive' among the survives were selected and euthanized while the rest was forced back in the mines. Minor rebellions happened in separate mines but easily put down by their wardens.
It had been two hundred years since the last great revolt attempt when one of the mines got a addition of new workers, a blue skinned alien race that were clearly prisoners, these aliens were isolated from the others as they were being conditioned to serve. These prisoners were missed however as not soon after the world came under attack and the ground shook and trembled as whatever ordnance was fired made the already unstable mines even more dangerous and they started to collapse but whatever was happening made the majority of the machine wardens to abandon their posts and with the ground shaking around them, the sound of distant explosions fro mthe surface the Morlosser seemed to decide all together that they rather die fighting and took their mining equipment and attacked what Wardens remained.
Freeing the blue skinned captives in the process who seemed to have a inkling what was going on as they went to fight beside the canine species. With the wardens not at full strength the Morlosser took and held more ground and then they encountered fighting in the upper tunnels that had long been abandoned after they were emptied of whatever minerals the Overseer wanted them to mine. More blue skinned aliens but dressed for war, almost they opened fire on the Morlosser but the alien prisoners quickly alerted their kind that they were not aligned with the machines.
The battle lasted for several more hours till the last of the machines, the Overseer itself was destroyed and in the aftermath communication was established and the aliens identified themselves as the Chiss, offering the now freed Morlosser a place in their empire if they wished it. When they did their race was awarded tracks of land on the Chiss homeworld and the means to cultivate it and make it their own.
Biology:
The Molosser are a bipedal species that seem to share traits with canine species, they once had fur covering their bodies but over generations of rough labour underground their skin adapted instead of growing fur it became a brown, tough and leather-like. This evolution is likely also the cause for their short statures and short lifespans, with them standing between 1.4 and 1.5 meters when they reach adulthood which for their species was at age 5 and they have average lifespans of 35-40 years. Their eyes are also more suited for darkness or low-light conditions and require specialized goggles or lenses in more bright conditions.
Race Background:
Once there were two worlds lush with life in the same system, one inhabited by the humanoid Chiss and the other by a saurian species known as the Drak. Both races developed technologies at roughly the same pace but it was the Drak who first developed the first missile with a nuclear payload able to be launched from their world that could traverse through space before striking the Chiss homeworld.
The reason for this war never became clear, perhaps the Drak just wanted to be the sole sentient species in the system or their lust for war did not want to be restricted to their own kind and they focused their aggression on their neighbours. The reaction of the Chiss had to wait as the first missile struck their world hard they focused their own technologies on protection and interception of Drak missiles.
Meanwhile on the Drak homeworld of Charr they celebrated the success of their first strike and began producing more armaments to hurl at their neighbouring world. The next few missiles also got through and reached their target but then the Chiss had put the final preparations on their defense systems and were now more than prepared for new strikes. The Drak were nothing but determiend though, or perhaps stubborn was a better description as they decided that perhaps volume was the problem and decided to just build more weapons of mass destruction and fire them off in larger quantities.
While they did that they neglected their own missile interception systems so when the Chiss suddenly counter-attacked with a combination of a massive nuclear retribution strike of their own and a series of 'ark'-ships loaded with troops following in their wake the Drak were caught in a firestorm of their own making as some of the Chiss missiles struck their storage facilities for several of their inter-planetary missile silos and nuclear fire rage over their world, razing most of it to the ground and making it near uninhabitable to life when the Chiss ground forces made planet-fall.
In the end the Chiss did not wipe out the remaining Drak who survived in nuclear shelters they had ironically created when their waged war on their own kind before striking at their neighbouring world. The Drak were annexed, a large number of their kind relocated to the Chiss homeworld while efforts were and are made to make Charr somewhat more habitable after the war.
Biology:
Draks are impressive specimens, their scales able to produce various colour schemes, most are green or red but there are some with blue, gold or silver scales. They are by appearance alone build for physical prowess standing at average heights of 2 meters for the males and up to 2.4 meters for the females of their species. Their lifespans, if not dying from cannibalism when they are young or from their, now Chiss supervised, blood sports, can reach up to a 100 years.
- National Traits
Implausibly Efficient Government
Fair Dinkum
- Population Traits
Clannish/Family Groups
Limited Cybernetic Enhancement
Martial Pride
Good Schools
University of War
- Star Navy
Fleet Unity Protocols
All Rounder
- Ground War
Space Marines
Elite Guard Armies
Elite Armour
Blitzkrieg
- Technical
Ghost in the Machine
Hangerize
Master Shipwrights
- Economy
Point Defender Gun
- Espionage
Enigma Machine
- Flaws
Starfleet Curiousity
Religious Intolerance
Big Red Target
Psychic Nulls
Undermined Leadership
- Custom Traits Pending Judgment
Ship Artificial Intelligence: a great deal of technologies were developed from what was retrieved of the vessel that hosted the artificial intelligence known to the Molosser as 'Overseer'. Most notable it's data that made up the being itself, which gave Chiss scientists much to work with and eventually created their own form of AI, which they began to produce more off and incorporate for a specific purpose. They were installed in the new Battleship and Supercapital class vessels to assist in its operations both during and out of battle. These AI are not if it comes down to it a part of the ship, they are the ship and will do their best to assist its crew to it's full abilities using the sensors as its eyes and ears and the weapons as just extensions of its body like a Chiss, Molosser or Drak would. The added bonus is that any complaints the crew may have can be directly communicated to the ship, but it is not advised as said ship has control of how much air your quarters may receive.
Shield Miniaturization: Another technology the Chiss reverse engineered was shield technology and when they realized what it could do they decided to make it better if they could. The generators to produce such field were massive and therefore only fit for starships, at first glance. The Chiss have successfully been able to miniaturize the generators to provide their ground forces with shield technology. Equipping their vehicles with shields and even some of their elite space marine units whose suits had the size to equip a portable shield generator. These shields are not as strong as they are for starships but they work perfectly for the fast hitting tactics of the Ascendancy.
Escorts:
14 Defender Corvettes
6 Auspice Frigates
10 Prophecy Destroyers
Cruisers:
6 Harbringer Cruisers
2 Presage Escort Carriers
Battleships:
2 Omen Battleships
2 Portent Carriers
Supercapitals:
2 Ascendance Dreadnoughts
1 Menace Super Carrier
Specialist:
4 Augury Colony Vessels
Space Stations:
16 Guard Regiments, The Chiss and Molosser Defenders
8 Mobile Infantry Regiments, The Drak Shock Trooper Legions
6 Space Marine Regiments
12 Armoured Regiments
5 Artillery Regiments
3 Fighter Groups
2 Bomber Groups
4 Gunship Groups
1 Planetary Fortress (Homeworld)
Fixed the error.Your squadron count for Escort Carriers is out, you should only be able to have a total of four squadrons with 2 Escort Carriers, yet you have 6 listed. Otherwise, accepted.
.@Kadaeux
Can I add on a custom trait since I only have one?
Technically Assimilation - Due to advances in biotechnology, true ASSIMILATION might not be possible, but substituting mechanical parts for organic parts is possible. This allows scavenging of dead organics to repair the chassis of soldiers. Missing an optical unit? Pluck out some dude's eye and with a little advanced tinkering, voila! Replacement eye! Of course, organic replacements take a little bit to get used to at first and are nowhere near as high quality as steel. Metal, after all, tends to be stronger than flabby ol' flesh.
Rule Change; You may adjust your sheets in account of this.
Escort Carrier : 2 Squadrons
Carrier: 5 Squadrons
Supercarrier: 8 Squadrons