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Empire of Bakra Factbook (FT)

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]

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Special Attack Commandos

Postby The Ben Boys » Sun Feb 02, 2014 2:35 pm

Special Attack Commandos

Without Equal

Immediately following the Revolution and the short but tumultuous change of power, Emperor Soren realized that the fight with the Uli was not going to end with the unity of the Bakran systems. However, he couldn't very well outright declare war, so he tasked the newly formed Bakran Army to create a unit that could raid, gather intelligence, and generally bother the Uli without attracting much attention to Bakra. This escalation of border disputes, short incursions, and special forces activity resulted in the Unsung War, but formed the cadre of the Army's special forces community: the Special Attack Commandos (SAC). Tasked with everything from counter-terrorism to terrorism or surgical strikes to group-sized direct action, they are one of the most versatile interstellar special forces whose job is simply to do what others cannot. They usually field specialized equipment, Combat and Assistance Powered Infiltrator, Tactical Assault, and neural-Linked (C.A.P.I.T.A.L.) Armor, and special operations versions of standard field equipment, though their load outs can wildly vary from these basic items with each mission.

The Special Attack Commandos have a slightly different organization than the rest of the Bakran Army, due to their specialized nature and separate ascension and training pipeline. The lowest ranking soldier in SAC is usually a Chief, who alone has at least five years of experience in the regular army before entering the candidate selection and training program. It is a quasi-independent branch, with it's commander reporting directly to the chief of the army despite being a Lieutenant General (usually something reserved for a General or Solar General).

Special Attack Commando Branch--[Classified]--LG
Group--2,000--FG
Battalion--500--C
Company--100--CD/FC
Platoon--25--CP
Team--5--FL/SL
Last edited by The Ben Boys on Sat Jul 07, 2018 3:27 pm, edited 8 times in total.


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Auxiliary Forces

Postby The Ben Boys » Sun Feb 02, 2014 2:42 pm

Bakran Auxiliary Forces

The Auxiliary Forces lack an overall combat command structure, but rather are individual units varying form regimental to field army size attached to a larger, usually human unit with a highly specialized role. Made up of non-humans or humans whose culture does not adapt well to the regular army, the Auxiliaries are driven by a mixture of patriotism and conditional residency, with many aliens having to serve in the armed forces in order to gain permanent living rights within Bakran space. The Auxiliaries are typically lead by alien commanders and provide a surprisingly quick leap from tactical command to strategic command for non-humans that wish to be career Army officers.

"Remember Emmos"

Previously the Yooks were simply refugees who sought asylum within Bakra, and though they never refused to enter service they were much more reluctant to than the other species within the Empire. Instead they contributed prominently to the sciences, and for this reason militarization of the Yooks was never pushed. Though the outbreak of the Third Uli War sent more Yooks into the Bakran military, it wasn't until the Battle of Emmos and the horrors of the Uli slave system came to pass that the Imperial Army actually had a problem finding units for Yooks to fight in. In 2085, the Fawxers were created, for the first time organizing Yooks into combat formations rather than specialized roles. The Fawxers are light infantry formations, usually companies or squads, that take advantage of the Yooks small size but dense muscles in hit-and-run raids and ambushes.

The typical Fawxer soldier is provided standard Yook armor, however many choose not to wear it and only use parts of it or even not at all depending on the unit and combat situation. The Fawxers are some of the only units that carry the Cherub laser rifles, preferring their accuracy and lightweight material to the heavier if more damaging Arbiters. To compensate for the lower ammunition count that plagues the Cherub's otherwise highly efficient design, Fawxers are known to carry up to two or three of the lightweight rifles for each soldier, including extra batteries for each one. Their load outs commonly include bandoliers of grenades to give them much more firepower in addition to the occasional Arc railguns.

Though not technically part of "Fawxer" units, the Yook snipers still train with them even after they are attached to a largely human unit. The Yook snipers have been around almost as long as the Yooks have been in Bakra, using their small size but dense muscles to heft around either the Azure anti-material rifle or, more commonly, the Kirn sniper rifle, and almost always working alone to pick off the enemy and sow confusion. The Yook sniper had it's heyday during the Emmos campaign, where during the lengthy Battle of Pokuak Tyok some snipers were credited with thousands of kills.


"Stand fast or charge"

Mark II Tarean Assault Armor


"We will not fold"

Lucha Trooper
Last edited by The Ben Boys on Wed Mar 28, 2018 6:47 pm, edited 9 times in total.


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Laager Forces

Postby The Ben Boys » Sun Feb 02, 2014 3:04 pm

Bakran Laager Forces

Though unlike the vaunted armor divisions the laager's lack a dedicated unit, they are undeniably a powerful presence on the battlefield. As large as they could be built, laagers are designed to create and exploit gaps in enemy lines, acting as the center of breakthrough forces and roving command and control facilities for fast moving attacks. The largest ones built by the hundreds rather than millions of tanks, they can fulfill roles from outright direct firepower to repair facilities to hospitals "on the go", or even "dig in" and become redoubts in their own right in a matter of hours. Their immense size means that many are simply dropped from orbit or given their own transports. They have been aptly called "ships on land".

Name: Odas Battle Laager
Length: 140 yards
Height: 35 yards
Top Speed: 70 mph
Armament:
x2 Dual Railgun Turrets
x6 Missile Batteries
x15 Chainguns
Crew: 45
Passengers: 500


Name: Samnas Artillery Laager
Length: 35 yards
Height: 15 yards
Top Speed: 55 mph
Armament:
x1 900 mm railgun
x4 Chainguns
Crew: 9 (Driver, Assistant Driver, Commander, Gun Commander, 5 Gunners)
Passengers: 10 (Usually escort troops)


Name: Vacinth Light Laager
Length: 40 yards
Height: 16 yards
Top Speed: 80 mph
Armament:
x1 150 mm railgun
x1 Quad 50mm railgun
x4 Chainguns
x2 Splinter missile launchers
Crew: 12 (Driver, Commander, 2 Engineers, 8 Gunners)
Passengers: 100


Name: Genck Scout Laager
Length: 25 yards
Height: 6 yards
Top Speed: 120 mph
Armament:
x1 120 mm railgun
x6 Chainguns
x2 Splinter missile launchers
Crew: 4 (Driver, Commander, 2 Gunners)
Passengers: 25


Name: Blacksmith Factory Laager
Length: 200 yards
Height: 65 yards
Top Speed: 30 mph
Armament:
x10 Chainguns
x4 CIWS arrays
Crew: 30
Last edited by The Ben Boys on Wed Mar 28, 2018 2:19 pm, edited 7 times in total.


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Formations

Postby The Ben Boys » Sun Feb 02, 2014 3:37 pm

Theatre Army and ORBAT

The largest field unit was once the "Army Group" designation, however with the start of the Third Uli War massive recruitment and armament of hundreds of millions of new troops began. Shortly after the battle for Ionas, the Army restructured itself into large "Theatre Armies", with overall command of entire systems under the command of a full general. They vary depending on the amount of troops in a single star system, and sometimes the lack of troops voids the designation of "Theatre Army". As such, not the entirety of the Army are within a a Theatre Army.

1st Theatre Army--Lys
2nd Theatre Army--Zeytyr
3rd Theatre Army--Delta Major
4th Theatre Army--Foregone
5th Theatre Army--Ionas
6th Theatre Army--Ikkis
7th Theatre Army--Sanka
8th Theatre Army--Baelblis
9th Theatre Army--Deros
10th Theatre Army--Songnam Major
11th Theatre Army--Pennoth
12th Theatre Army--Hiniri

Total Personnel: 2,550,000,000
Last edited by The Ben Boys on Sat Apr 01, 2017 1:36 pm, edited 19 times in total.


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Bakran Imperial Marines

Postby The Ben Boys » Sun Feb 02, 2014 10:05 pm

Bakran Imperial Marines

"Leading the way"

Originally intended to protect naval vessels from the mutineering that caused the fall of the Alliance, the Imperial Marines steadily evolved into what their predecessors, the Alliance marines, were: naval security forces that could breach strongpoints and break enemy offenses. This dual role has created an elite cadre, whose most notable actions in recent memory has been halting the Uli advance on many Bakran planets by sheer tenacity and the relief of Coalition drop troops on Emmos. This latter action solidified the Marines as an assaulting force, and in the short time since then they have greatly expanded their armory and are one of the most experienced and advanced, if small, righting forces in Romera.

Their elite status is not without risk: the Imperial Marines suffer one of the highest casualty rates that most armed forces balk at, yet time and time again manage to hold the line against superior numbers or complete missions in situations that are deemed too stressful for most units. Because of this the Marines have garnered fame as the "toughest" branch of the Bakran military.

Marine units, whilst in stationed aboard vessels, are under the command of the ship captains. On the ground, they are usually under command of the Army general that is commanding the operation, and used to spearhead attacks and protect critical points on the battlefield. Rarely do Marine commanders, take charge of the ship or ground engagement that they are a part of unless all other officers of sufficiently high rank are dead. This is why Marines are considered a ground extension of the Navy but an elite section of the Army, and instead of squabbling over inter-branch differences decide to have them remain as their own branch. However, though they are their own branch they don't field units larger than a 100,000-strong legion.

Marine Seal

Structure

Flag Officers

General--G
Marine General--MAG
Field General--FG

-----

Officers

Colonel--C
Commander--CD
Field Commander--FC
Captain--CP
First Lieutenant--FL
Second Lieutenant--SL

-----

Enlisted Personnel

Master Chief--MC
Chief 1st Class-- C1C
Chief 2nd Class--C2C
Trooper 1st Class--TFC
Trooper 2nd Class--TSC


Bakran Imperial Marines--Entire Marine Force--G

Legion--100,000--MAG

Division--10,000--FG

Regiment--2,000--C/CD

Battalion--500--FC

Company--100-CP

Section--20--SL/FL

Squad--5--MC/C1C/C2C


Artificial Pancreas Implant (Nutrient Maximization)

Dendrite Superconductivity Enhancement (Reflexes)

Cardiac Implants (Artificial Heart, Hemocta, and Artificial Platelets)

Fibroid Muscular Proteins (Increased Muscle Density)

Thyroid Catalyst Implant (Boosts growth to skeletal and muscle tissues)

Vego's Implant (Helps with Gs and motion sickness)

Membrane Organ (Controlled Suspended Animation)
Last edited by The Ben Boys on Fri Aug 21, 2015 12:52 pm, edited 8 times in total.


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Marine Personnel

Postby The Ben Boys » Sun Feb 02, 2014 10:22 pm

Marine Infantry

The backbone, limbs, and head of the Marines is the infantry. Whilst the Army focuses on combined arms with foot soldiers at the epicenter, infantry is what the Marines are made of. Each one has enough time and money invested in them to create a company of regular infantrymen, but it takes twice as many to take down a Marine. Though by no means cost effective, the Marine infantry produce results, even at the face of horrific situations where the hope of survival is a luxury that they can't afford.

Human Rifleman

"No better friend, no worse enemy"

The general infantry of the Marines, they are almost entirely human and standing on average seven and a half feet tall in full armor. They are armed with the quintessential "Godwyn" boltgun with a variety of secondary weapons depending on their role in the squad, with the ability to take on a variety of threats that are always present on the modern battlefield. The rifleman is the culmination of Bakran scientific advancement, given the latest augments, the hardiest armor, the most advanced computer systems, and the greatest training regime that the Empire can afford for such a large force. They are usually the first ones in and out and leading the Army on the planetary battlefield, exemplifying the spirit and purpose of the Marines.


Tarean Assault Trooper

"Breaking their backs"

Most often put into twelve man assault squads, the tarean troops are even more fearsome than their human counterparts. They stand nearly nine feet tall in their hulking power armor, striking a religious sense of fear into their enemies, which is almost eclipsed by the large bladed weapons they carry and heavy weapons that they manipulate like simple handguns. They are used on the battalion and regiment scale to breach hardpoints and "blow stuff up", and are more than a match for Uli in hand-to-hand combat, even in power armor.

Recruited from the jungles of Cheroki, the assault troops are the only area of the Marines that the Tareans may enter (akin to the drop troop units in the Army). They have separate training, equipment, and facilities all through their time as recruits and eventually trainees. This forms a bond between the tarean squads that is stronger than even the Marines themselves, and rarely does a squad that stays together in training separate afterwards both for practical and morale reasons. This bond is exploited by commanders both to strengthen the resolve of the unit as a whole and to dedicate the individual squads into achieving-and surviving-their objectives.


Strategic, Tactical, and Orbital Reconnaissance Marine (STORMers/Stormers)

"Death on contact"

Known colloquially as "Stormers" these are the special forces of the Marines, filling in the role that the SACs would have in a field army or corps. In addition to their capability as commandos and raiders, Stormers also exist as direct action soldiers and force multiplication in a battle. Armed with the best equipment and power armor the Marines have to offer, the Stormers are a undeniably an unstoppable force on the battlefield despite their small numbers. They are grouped in companies of 100 like most Marine units, and attached to divisions as "support" and special forces units, sometimes as reconnaissance-in-force and others as the bare knuckles grunts. Either way their abilities are not to underestimated, surpassing even the high performance of the average Marine rifleman.


Battlesuits

The Imperial Marines exist as both the premier assault force and critical defenders in the Empire, but because of the size of the armored Marines current vehicles used by the Bakran military can't be used; the Marines are simply too big to fit in the driver's seats and transport bays. However the role of vehicular support must still be filled in the Marines, therefore the battlesuit doctrine was born. Even larger, armored suits now fill the roles of vehicular support, each one crewed by just one Marine but can provide anti-vehicle, artillery, or air support depending on the model. Though they are much slower than regular vehicles, they are more agile and can be dropped from orbit and transported much more easily. It is known for the Marines to fit jump packs and boosters on some of the slower ones to move them around quickly, though this practice isn't often used.

Name: Cerberus CEB
Height: 14 feet
Top Speed: 80 mph
Armament:
x2 Wrist Swords
x1 Autogun
x1 Splinter missile launcher (holding 6 missiles)
x1 Boltgun (in hands)


Name: Apex Special Assault Battlesuit
Height: 15 feet
Top Speed (land): 40 mph
Armament:
x2 Wrist Mounted Boltguns
x1 Large Boltgun (in hands) or Large Sword


Name: Perris HAB
Height: 17 feet
Top Speed: 25 mph
Armament:
x2 Shoulder Railguns
x2 Splinter missile launchers (holding 6 missiles)
x1 Large Boltgun (in hands)


Name: Griffon Air Superiority Suit
Height: 20 feet
Top Speed (land): 30 mph
Top Speed (Earth atmosphere): 2500 mph
Armament:
x2 Shoulder Splinter missile launchers (holding 6 missiles)
x2 Triple-barrel railguns


Units of Note

The Hands are the preliminary auger force of the Marines, with each soldier in the division having at least some discernible auger affinity. Seeing as the Stormers reject a number of applicants, many auger soldiers still exist within the legions and thus the Hands of Death were created. Their auger powers allow them to coat their bullets in energy and unleash terrific forces, giving them a destructive role in the Marines. They are usually deployed in non-urban environments, most often in flatland or countrysides to best utilize their abilities. They wear a stripped-down version of regular Marine infantry armor, making them more vulnerable to attack but has less armor to interfere with their auger abilities. Their armor is also coated in a special polymer to dull the interference on auger powers, allowing them to utilize their ethereal abilities much easier and more effectively. The signature black armor has their hands painted blue, the Bakran sign for auger ability.
Last edited by The Ben Boys on Sun Apr 15, 2018 10:28 pm, edited 15 times in total.


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Marine Legions

Postby The Ben Boys » Sun Feb 02, 2014 10:33 pm

Legions and ORBAT

The legions of the Imperial Marines are almost never, as a whole, attached to fleets or Army units unless during a campaign. During periods of inactivity or peacetime, they exist on a a handful of bases all around the Empire, their most notable presence being in the Baelblis system, which is their largest training facility and garrison, though they are officially headquartered on Manens where another large Marine base exists. More than half of the small force is not within legions, and in fact are posted on naval vessels or installations (ground or orbital). Because of their highly specialized nature, they are almost always attached to a fleet or army when in a campaign, though their official home base remains, and does not become that of the fleet's or army's (nor vice versa).

Marine Personnel: 25,000,000

Number of Legions: 120


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ANGEL Program

Postby The Ben Boys » Mon Feb 03, 2014 8:32 pm

ANGEL Program

"The first man firing and the last man standing will always be an ANGEL"

Founded in the darkest days of the Alliance as a "proof of concept" program, the ANGELs have grown into one of the most feared, if secretive, military entities in Romera. Their original purpose was to see if new training techniques, equipment, and medical procedures could create a super soldier, and it was a resounding success: the ANGELs have the single best combat record of any unit, before or since it's inception. Simply put, they are the best possible soldiers in every respect: they are incredibly smart and creative, but follow orders unquestioningly, stunningly efficient killers, and very, very hard to kill. The ANGELs operate in small, three to eight person teams (all of whom are human) which can perform a variety of functions, but most of their missions involve direct action and commando operations. Their presence on the field can change to tide of battle if used correctly, such is their effectiveness. They are indeed, the single greatest blunt instrument the Empire possesses.

ANGEL Seal

First Generation



Second Generation



Third Generation



Equipment







Hostile Analysis and Target Evaluation Representation
Last edited by The Ben Boys on Sun Apr 02, 2017 1:42 am, edited 8 times in total.


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Infantry Equipment

Postby The Ben Boys » Mon Feb 03, 2014 9:47 pm

Infantry Equipment and Small Arms

In a military as large as the Bakran Empire's there is bound to be a massive variety of equipment and armament at the government's disposal, especially considering how large the Empire's defense budget is and how the military is often the social "safety net". Throw in the love for the military-industrial complex and constant guard, and you have a large arsenal of advanced weaponry. However instead of listing the dozens of weapons in the Bakran Empire, listed only will be the standardized military equipment that is in use by the Imperial armed forces.

S.T.O.R.M.S.

The Sonar, Thermal, Optical, Radar, Motion Sensor (S.T.O.R.M.S.) system combines various sensors within the body armor and from intel on the immediate battlefield, or for that matter any detectable area of interest. It contains have FOF tags, soldier types, enemy identification, and enemy detection readily available to the regular soldier on the field through the their HUD in the body armor. Nothing short of a solar flare would disrupt the STORMS system because it's enclosed within the armor of the soldier, which is designed to withstand EMP blasts, and is essentially the body armor's "computer". The system is within every full body armor unit that the Empire fields, even in construction and police models.


Equipment

Light Exoskeleton Amplification Platform (L.E.A.P.)-The Light Exoskeleton Amplification Platform was originally the brainchild of the Imperial Intelligence Office, designed to be smuggled onto occupied Bakran worlds by Section 4 for use by resistance fighters. Essentially a stripped down version of the standard PACE-variant powered armor, the apparatus would greatly increase the wearers fighting capacity whilst still being easy to carry and even easier to manufacture. The LEAP has proved to be a resounding success, with the resistance fighters on Alpharus simply replacing the destroyed LEAP with a new one. Since then it has found a niche in the special operations community, easily concealable under clothes but still packing enough of a punch to put any unarmored enemy on the ground. Intelligence operatives are practically required to use one now, simply because there is no reason not to. In less than two years after it's induction, the LEAP has been distributed by copycat products or black marketeers across both the Romera and Milky Way galaxies. It's commonly used by law enforcement, private security, criminal syndicates, and even home defense.

Grenades-The Bakran armed forces do not use the typical grenades of other star nations, which are usually in a "pineapple" or "stick" shape. Rather, they use disk-shaped grenades that can either be set to explode on impact or on a timer. Though a variety of different types from the highly specialized anti-armor to the standard anti-infantry fragmentation grenades are used, they each share the same general shape of a disc that can be thrown very far in the manner of a discus. It is also highly accurate to those trained to use it well, and can also be "rolled" far for tactical situations that call for it.


Heavy Weapons

S17 "Azure" Anti-Material Rifle

The Azure is the largest non-machine-gun type weapon in the Bakran arsenal, even larger than many of the bolt type weapons. The Azure chambers a 25mm round that is primarily used for anti-material roles, such as knocking out light vehicles and unarmored equipment. The weapon is also designed to use an explosive round, which is more like a grenade than a bullet that can noticeably damage lint armor at over a mile away. The Azure is primarily used in the Bakran Army, although a larger version of the weapon is also used in the Bakran Marines.

Splinter Missile Launcher

One of the most advanced weapons in the Bakran arsenal, the Splinter is a missile launcher in response to the multitude of power-armor and vehicle hard points found on the modern interstellar battlefield. The missile launcher actually launches missile pods, which after exiting the barrel split into six separate missiles that can either go to a multitude of targets or take different paths to a single target, making it much harder to dodge. Though the launcher itself is only slightly pricey, the missiles in the system are very expensive and it was thought the launcher would be scrapped before it made it past the trial phase. However during it's brief use at the Battle of Hollow and more widespread use for the Invasion of Songnam, it was found to be massively effective, so the Bakran Army and Marines bit the bullet so to speak and bought millions of Splinters. They are now incredibly common in the ground forces and have been instrumental in the Third Uli War.

Heavy Automatic Rifle-Cannon (H.A.R.C.; "Hark")

Nicknamed the "Hark" by frontline troops, the Heavy Automatic Rifle Cannon is the standard squad automatic weapon in the Army. Originally mounted onto the Riverback during the gunship's early days, it was found too light with too small of a round for maximum effectiveness, and whilst chain guns were added on the leftover Harks were given to frontline troops during the Battle of Hollow, and proved immensely effective against Karaigian power armor and the masses of Tierran troops. Now it is manufactured and used for squad level support and heavy automatic firing capabilities.


Assault Weapons

S-14 "Kirn" Sniper Rifle

One of the newer weapons in the Bakran arsenal, the Kirn was envisaged during the interwar period as a weapon to replace the aging small-caliber bullet snipers that were startlingly ineffective against the Uli. One of the solutions became the Azure anti-material rifle, but that proved too heavy and cumbersome for the average Bakran trooper. Therefore, the Kirn was created as a scaled-down version of the Azure, but with electric capacitors that fired it's depleted uranium round faster than it's larger cousin.

The Kirn has become a staple of the Bakran sniper corps, with it's distinctive crack becoming somewhat of a cultural symbol in the Army. It is responsible for thousands of kills during the lengthy Battle of Pokuak Tyok alone, with hundreds of thousands more since the start of the war.

L44 "Cherub" Laser Rifle

The L44 Cherub is an exercise in highly efficient design. The weapon is known for it's accuracy and lightweight material that make it easy to fire and hit the target, with recyclers and energy dissipatiors working to keep the barrel cool and to increase the rate of fire. However, the design is plagued by a small energy storage capacity, requiring reloading after a dozen shots which can be very problematic on the battlefield.

The Cherub is not in wide use, since the Arbiter or Chayko rifles are heavier but do the job faster and easier. They are used by "niche" forces usually, who capitalize on the accuracy for light infantry and marksmen roles. The most notable users are the Yook "Fawxers" with some light infantry divisions working to adopt it in specialized roles.

"Godwyn" Boltgun

The Godwyn is the mainstay of the Bakran Marines and has become synonymous with the service. The use of bolt-type weapons started after first contact with the Karaigians, where it was made apparent that large caliber cartridge-based munitions would not suffice for interstellar warfare. Though cartridges do remain in widespread service, the gryojet-based bolt weapons are used by the Marines, with the Godwyn the first and most effective version. Weighing eighty pounds and packed with 25mm ammunition, it is a fearsome foe that will rip apart light armor under sustained fire and any enemy trooper who dared to show themselves.

"Arkhost" Boltgun Rifle

Following the the Annexation of Songnam it became apparent that there was a lack of designated marksmen weapons in the Bakran Marines. Up until that point it had become the fashion for Marine marksmen to use Azure rifles, however they were large and impractical for the role. Therefore the Arkhost was created as a short to mid range single shot battle rifle that would serve both as a squad level marksmen weapon and as a mainline rifle with bolts the same size as the Godwyn. Though a fully automatic version is in the R and D phase, it seems unlikely that the Arkhost will replace the Godwyn any time soon.

"Ezan" Boltgun Carbine

Though carbines have traditionally been shorter versions of main line weapons, the Ezan is actually the predecessor to the Godwyn. First used as a proof of concept program the Marines used the Ezan as the basis to make the Godwyn, hence the startling similarities and easy munition transfer. Firing with a shorter barrel but faster rate of fire and with a large drum magazine, the Ezan is in widespread use for close quarters combat and urban warfare in the Marines. Officers are also known to carry Ezans rather than the standard Godwyn.

AR14 "Arbiter" Assault Rifle

The Arbiter is rather new when compared to other star nation's small arms mainstays, many of which had served well in previous wars and garnering reputations over the years. Rather, the Arbiter has only recently been battle tested during the Third Uli War, and proving to be a monumental success. Like all Bakran small arms it is as durable as it's massive bullets, with .45 caliber round (around 11.5mm) that delivers a punch through most tissue and armor. The weapon is heavy as assault rifles go, since not only do they chamber large rounds but also large 20 round magazines to accommodate them in addition to the weapon's inherently durable material. However since it is designed to be carried by modern power armed troops, it is not considered to be too heavy for the average infantryman.

However, like it's contemporaries, the Arbiter has reached unrivaled popularity with the infantry, with multiple attachments and modifications available, either in the armory or quickly stuck together on the battlefield. Most Arbiter's, somewhere around 80% are outfitted with the telescopic sight that interfaces with the Bakran armor systems to allow much more accurate fire, conserving ammunition and increasing the venerated kill to death ratio. Most of the others include grenade launcher attachments, a shotgun under the barrel, and the relatively new battlefield modification of an underslung bolt gun, even though it only has two shots is considered one of the best attachments to the Arbiter and now included in almost every Bakran armory.

Deltan R22 "Chayko" Rail Rifle

The Deltan Chayko Rail Rifle is considered to be the oldest weapon in the Bakran arsenal. Created long before the establishment of the Bakran hegemony over Lys, Delta Major, and Zeytyr, the Chayko is one of the hardiest and hardest hitting infantry assault weapons in the Romera galaxy, even able to punch through light vehicle armor when sustaining fire. The rail rifle is fairly heavy, it's large parts very hard to jam however add a significant amount of weight. Luckily the Deltans have always been much stronger and use power armor even before unification, so it wasn't until their introduction to the Lys and Zeytyr Bakrans that the weapon seemed heavy. The design was so effective that the modern Arbiter rifle used by the majority of the Bakran armed forces is simply a smaller, newer version of the Chayko.

"Shredder" Close Combat Weapon

The shotgun of the armed forces, the Shredder isn't used nearly as much as it's rifle counterparts, but is one of the most crucial. Used on warships or to clear out hostile starships or bunkers, the Shredder is the epitome of "use at the right time": it's massive shotgun rounds can tear through an Uli and find crevices in an Uli's armor to destroy. Fired rapidly on full auto the Shredder can tear through a heavily armored soldier in a few rounds, much faster than rifles but needs to be at a closer range. Though the concept is old, it survives in the interstellar age because of it's incredible stopping power and destructive capabilities.

"Saroke" Silenced Shotugn

One of the more unusual weapons in the Bakran military forces, the Saroke is a highly specialized shotgun used by the separate special forces branches. As a shotgun the weapon has much to be desired, with limited range and ammunition in addition to being pump-action, but the barrel has a built-in silencer that barely makes the slight "punching" sound when it fires. The stealth factor can't be underestimated, allowing the user to quickly bring forth massive stopping power very quietly, making it ideal for infiltrating enemy camps and facilities for both sabotage and direct action missions.


Light Weapons

.45 LAC (Light Automatic Carbine)

Specialists on the battlefield are usually given pistols for self-defense purposes, when manning a heavy weapon, artillery, or a cooking pan isn't enough. However Bakran experience has shown no matter how many pistols you manufacture, there will never be enough pistol rounds to go around. Though the Anvil bolt pistol has partially alleviated the problem by having a pistol more compatible with other types of ammunition, the .45 caliber Light Automatic Carbine closes this ammunition gap and provides specialists with much needed firepower. This allows gunners, artillerymen, communications soldiers, logistics officers, cooks, and other members of the unit that are not normally on the combat line to adequately defend themselves and-if the need arose-be an active part of a combat operation.

"Anvil" Bolt Pistol

Though bolt weapons are primarily used by the Marines, the Army realized that the current sidearms they were issuing their troops didn't have enough stopping power to stop a fully armored Uli soldier, not to mention the various other nightmares the universe contains. Therefore, the Army developed the Anvil bolt pistol, a simply six shot weapon that fires large .45 caliber rounds that are devastating against enemy combatants. To face the increasingly common power-armored soldier, fragmentation rounds are being used to destroy faceplates, joints, and other weak spots in enemy armor.

"Maybach" .50 Service Pistol

The Maybach was originally envisioned as a heavy pistol for the Bakran Army, but this spot was quickly filled by the Anvil soon after the contract was signed. With millions of Maybachs coming in from armories but with no one to give it to, they were handed off to the Imperial Navy as their new (and not particularly needed) sidearm. The weapon proved to be hugely popular, since it's stopping power was significant and it was very accurate in the delicate environment of a spaceship. Since then they have made their way to the Bakran Marines as a service pistol (though this variant is slightly larger due to the Marines' power armor) and is a common sight on starships.


Drones

Last edited by The Ben Boys on Sun Apr 15, 2018 5:20 pm, edited 30 times in total.


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Economy

Postby The Ben Boys » Wed Feb 05, 2014 8:15 am

Economy

The Bakran economy is quite large, especially considering it's population. Though it's trade agreements are few, they are very large; trade with the other TIBER powers is a sizable portion of the Empire's economy. Though the Empire is more of an "all around" economic power, there are definitely areas in which it excels at and where it is the weakest. Because of the nature of a star nation the Empire already has a large manufacturing industry, the gargantuan industrial capacity of Hollow overrunning entire empires in pure output, as well as a large bioaugmentation and biotechnology sector that is unrivaled in the area, with foreign citizens coming into the Empire simply to receive it's augmentation benefits. This comes at a price: food is not centralized by any means, and a guns vs. butter crisis can exist on one world but the next one could be feasting daily. Though starvation is mostly kept at bay, the augmentation output of the Empire necessitates more food for it's people as they need to burn more calories to support their new organs. By no means a crisis, food is still imported in many of the backwater systems of the Empire. Additionally, there can be difficulties in supplying Hollow and the rest of the manufacturing sector with more material, creating a large recycling culture within the Empire.

Trade

(Heavy industry, myoe cigars, centralization of food)

Merchant Ships









Corporations









Storefront

Biological Engineering Corporation (ABEC) is the largest company both in Bakran space and of Bakran origin, dominating the economy by assets and total market share. Originally a subsidiary of a state-run research organization during the heyday Alliance to create a biochip to interface with power armor, shrewd political maneuvering and luck by the project head allowed the lab to remain functioning well after the original project had run it’s course. Surviving both purges and the Revolution, when the company went from state to private hands along with most of the Alliance owned corporations it was picked up by the nephew of the project’s founder, Dendlo Astyn. Using vast business acumen and questionable corporate strategy he created the most powerful and politically influential company in Bakran space, and given the Bakran meritocratic society and anti-corruption agenda the mega-corporation’s influence is an act of divine intervention.

Originally marketing bioaugments and medical supplies, ABEC has transformed itself into a mega-conglomerate under the tutelage of Dendlo Astyn, with it’s hand in nearly every pie, absorbing companies into it’s fold to expand it’s market to auger treatments, exoskeleton manufacturing, and even mining, all feeding ABEC’s insatiable hunger for more bioaugmentation advances in some way shape or form. This has inadvertently caused ABEC to shape Bakran culture, with bioaugments cheap and widely available to the civilian market and highly proficient and effective government contract work as well. Though the operations of ABEC are considered to be some of the most morally questionable-if not outright illegal-within the Empire, nothing can be concretely proven.

Security

ABEC maintains the largest private army in Bakran space, and though it pales in comparison to what a simple planetary garrison can muster their troops are better trained and equipped than the average soldier. They are ostensibly used simply as protection at the company’s many installations and risky project sites, however they are also used as corporate muscle and as a testbed for experimental technology.

Regular ABEC Security

Luminosity

The headquarters for ABEC is the Luminosity, a seven mile long space station orbiting Ilencia, and arguably the center of Bakran biotechnology. Outfitted with a host of hidden weapons, mooring for fleets of ships, and even its own FTL drive, the Luminosity is a fitting home for nearly as many administration personnel as in the Imperial Palace. Dendlo Astyn himself resides aboard the space station, managing his corporate empire much in the fashion that the royal family does for Bakra.


Mercenaries and Private Military Contractors

The War Pigs started out under Syntar Fenix, who could be called an "honorable mercenary" for his Bakran code of honor-which like everything else came at a price. After fighting for years against the Uli on Bakran border worlds, and a few brief confrontations with the Karaigians, Syntar created his own unit of mercenaries, the War Pigs. Insofar he has been operating as a "Ranger Unit", a term used by the Bakran Empire for a mercenary group funded indirectly by the Bakran government, for the purpose of driving out dangerous pirates and frontier warlords when the nation proper can't provide forces directly for political or logistics reasons. Fenix died in early 2085, leaving the young but experienced Andrew Runnith as the commander of the War Pigs. As the Bakrans are involved both with the Tnemeden in Songnam Major, and neck deep pushing the Uli back from their border worlds, the War Pigs and Runnith have been very profitable making sure that the Empire isn't falling apart by tackling small problems that crop up that don't demand the attention of the Bakran armed forces but must still be dealt with.

The War Pigs' image is very gothic-centric, wanting to evoke a sense of fear that is old but personal inside. That is why they generally use gunmetal or dark armor pieces and equipment, as if they are specters coming out of the fog, an unstoppable force that will destroy anything in it's path.

Andrew Runnith in armor

The Spearfire

The War Pigs operate from a heavily modified cruiser, the Spearfire, from an unknown designer in the Milky Way. Incredibly fast if lightly armed and armored It solidifies the War Pigs in the role of ground force mercenaries rather than space vagabonds. The Spearfire remains the home of the War Pigs, housing all of their troops and equipment, and it's loss would cripple the organization. With this in mind, the ship is rarely put in harm's way as it means the complete loss of the War Pigs.

Pigs

Regular mercenaries each wear Tusk power armor, manufactured by Durmas Armorworks and carry boltgun or railgun-type weapons from various manufacturers in both Romera and the Milky Way, though bolt guns are standard-issue. This makes the average Pig a very heavily armed and armored individual, about the size of a PACE armored soldier but with heavier armor that is compensated by stronger-if less efficent-battery packs.

Boars

The heavy armor units are termed "Boars", a behemoth on the battlefield and in the nightmares of the enemy. They operate mainly large armor suits for infantry support and anti-armor use, and in some nations classified as "walkers". The standard Boar battlesuit is fairly large if agile, the neural linking systems allowing for incredibly fast reaction time and full integration with the armor along with bioaugments that enhance fast reflexes and subdue motion sickness. Though the Boar's have generally less armor, the armor is equipped with dash thrusters to escape enemy fire quickly.

Hogs

Air forces are termed in the War Pigs as Hogs, the flyers that serve as the combat support and aerial cavalry of the War Pigs. They mostly use modified Riverback gunships, known as Razorbacks, though instead of a standard pattern most are specialized for fire support or transportation purposes instead of a hybrid like the military variants do. Armed either with a veritable arsenal of weaponry or a few squads of Pigs, the Razorbacks serve as the workhorse of the War Pigs. They are also known to operate a few Parko-class space superiority fighters, though this isn't the focus of the War Pigs and is simply used to protect troops and the Spiritfire from attack. The Parko is manufactured by a Milky Way supplier, and are fairly maneuverable with their multiple thrusters and heavily armored, if slower than many other fighters.

Brute

Given the Bakran affinity with augers there are obviously auger-dedicated troops in the War Pigs. These are the elite shock troops, with a company of them making up the War Pigs through coercion, high pay, and prospect for adventure that many augers yearn for. The "Brutes" as they are termed affectionately by the tight group of War Pigs usually carry electro swords and rifles, but many are left to whatever weaponry they wish.


A mercenary organization composed of Bakran exiles, the Thosyus Seven are composed of seven mercenary captains who for various reasons are not allowed back into Bakran space, some of them even hunted by the Bakran government. Though Bakra is fiercely, fiercely anti-communist, the Thosyus Seven are known to work with communists, the Tnemeden before their war with Bakra, and rumor has it once took out a contract for a rouge Uli chieftain that was broken at the last minutes, possibly because the Uli were preparing for a war with Bakra.

One of the hallmarks of the Thosyus Seven is that they lack the standard "limits" that Bakran society puts on certain technologies deemed taboo, such as mechanical augmentation, genetic engineering, and cloning. This has made the ranks of the Thosyus Seven very effective on an individual basis, but the extent of their splendor in the previously forbidden technologies can have unforeseen consequences. It is composed of 7,000 mercenaries, divided into seven companies.

Because of their lack of contact with Bakra, little is known about their internal composition, let alone their commanders. Some of the more infamous companies have shown up on IIO intelligence reports and from merchants, one of which are The Black Swords. Exclusively composed of Zeytyr war criminals, the Swords were originally formed from those who escaped judgement at the end of the sectarian conflicts and beginning of the Imperial age. Using advanced sword technology and more mechanical than man, they are known for their brutality both in battle and off the field The Fallen are razci and other Tareans who were not in favor of annexation by the Empire, and are dedicated for a "free Cherok". They are regarded as a loose cannon by the Thosyus (something not to be taken lightly) and it has been affirmed by the company that they will abandon the Thosyus if it would mean supporting an independent Cherok. The token spiritualists in an otherwise secular organization are The Chosen, kicked out of the already militant Al-Jara Cult for their fanaticism for violence in the name of the Paragons. Seeing themselves as the chief goal of Isotheism rather than a sad reality (which is what mainstream doctrine dictates) they slaughter even the most religious Isotheists for not worshipping Socije with blood. Some consider it an irony that they are also one of the richest companies thanks to their ceaseless privateering and plundering (even when lacking a contract) despite Isotheism's tenants on simple living.
Last edited by The Ben Boys on Mon Dec 05, 2016 3:25 am, edited 14 times in total.


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Interstellar Infrastructure

Postby The Ben Boys » Wed Feb 05, 2014 8:17 am

Interstellar Infrastructure

Though a bit of a misnomer, “interstellar infrastructure” encompasses the significant non-planetary elements of the Bakran nation. These include space stations, colonized asteroids/planetoids, and habitats. They support the Bakran economy through certain void-faring manufacturing processes, such as foam steel and pharmaceutical products, as well as extending Bakran influence and acting as stopovers on long interstellar voyages.

Habitats

Starbases

Spaceports

Stations

Minor Colonies
Last edited by The Ben Boys on Thu Jan 11, 2018 6:47 pm, edited 1 time in total.


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Reserved


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Reserved


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Reserved


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Reserved


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Quotes

Postby The Ben Boys » Wed Feb 05, 2014 8:33 am

Quotes

With the cultural and diplomatic extent of the Bakran Empire, someone always has something to say about the rather traditional, proud nation. Whether it be one of it's own people (as it often is) or one from another power, or simply a famous quote from within the nation, it is listed here.

"What's an ANGEL? Something you'll never see, if you're lucky."-Emperor Soren Tunner

"We search for our entire lives to find a place, a place of serenity and paradise. When we find it, there's a map of how to get there."-Empress Shala Tunner

"No bastard ever won a war by dying for his country. He won it by making the other bastard die for his country."-General Stanley Midas

"They can kill a squirrel and make it last for a month."
-Ilasian naval officer, concerning Bakran Marines.
Last edited by The Ben Boys on Mon Jul 20, 2015 11:53 am, edited 3 times in total.


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Postby The Ben Boys » Wed Feb 05, 2014 8:53 am

Final Note (OOC)

This is to be not the first, nor the second, or even the third reincarnation of my FT nation, but rather the sixth. I have put the time and thought into this new "re-vitalized" version of this FT nation, starting in early 2012 when I became dissatisfied with the lack of depth and RPing ability of my 5.0 nation. It was called the "Benian Empire" before August 2014, but I grew to hate the name and changed it to the "Bakran Empire". Like a troubled writer (or, more likely, a ludicrous perfectionist) I spent the next two years outlining and re-outlining my nation, all the while using certain elements in RPs to test their effectiveness and cool factor. I started posting this factbook in December 2013, and as of now it is not even half finished: content holes, text gaps, and an idea or two stil need to be managed and filled in.

Influences

Nationstates

deviantart

Star Wars

Warhammer 40k

History

Greek Myth; Zoroastianism; Christianity

Orphanage series

Lost Fleet series

Halo

Star Trek

Ender's Game

Prior works
Last edited by The Ben Boys on Mon Jul 20, 2015 11:55 am, edited 2 times in total.


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