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MASS EFFECT FACTIONS - ARCHIVE

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Greater Istanistan
Senator
 
Posts: 4978
Founded: May 15, 2013
Left-Leaning College State

MASS EFFECT FACTIONS - ARCHIVE

Postby Greater Istanistan » Tue Jul 22, 2014 8:38 pm

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This thread is solely reserved for ME:F players to post their faction information. Otherwise, gak off, ya fething ninker.

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WELCOME TO THE CITADEL ARCHIVES

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Welcome to the Citadel Secure Archives. You may view files at your pleasure.


SPECTRE ARCHIVES - CLASSIFIED


Spectre Status - Active
Real Name: Septim Virus
Upgrades: Advanced Armour, High-quality Armaments, Stealth Training, Close Combat Specialization, Combat Biotics

Spectre Status - Active
Real Name: Aris Kerril
Upgrades: Advanced Armour, High-quality Armaments, Stealth Training, Close Combat Specialization, Heavy Weapons

Spectre Status - Active
Real Name: Lilian Si'ius
Upgrades: Advanced Armour, High-quality Armaments, Stealth Training, Close Combat Specialization, Sniper

Spectre Status - Active
Real Name: Nelerax Vyus
Upgrades: Advanced Armour, High-quality Armaments, Stealth Training, Close Combat Specialization, Electronic Warfare Capabilities

Spectre status - Active
Real Name: Triaetrus Kasethis
Upgrades: Advanced Armour, High-quality Armaments, Stealth Training, Close Combat Specialization, Combat Biotics

Spectre Status - Active
Real Name: Deseus Actius
Upgrades: Advanced Armour, High-quality Armaments, Stealth Training, Close Combat Specialization, Heavy Weapons

Spectre Status - Active
Real Name: Tela Vasir
Upgrades: High-Quality Armaments, Combat Biotics, Sniper, Close Combat Specialization, Advanced Armour
Last edited by Greater Istanistan on Tue Jul 22, 2014 8:39 pm, edited 1 time in total.
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Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Tue Jul 22, 2014 9:11 pm

Faction: Illium
Image

Leader (You decide):Triarchy of Aleena, Nassana Dantius, Shiala
Citadel Council member Y/N or N/A: N/A
Brief description of diplomatic relations: Illium has close relations with Thessia and the Asari Republics. It also maintains high relations with multiple factions in both the Terminus Systems and in Citadel Space. The major exception is that Illium does not allow the Migrant Fleet to enter its system.
Military state of readiness: Medium-Low (Armed Trading Culture)
History: Illium's merchant elite, rattled by the sudden strike on the Citadel by a large force of Geth and a Geth HyperDreadnought, the Corporation Board selected Aleena, a former Asari Commando to lead both the military of Illium and be the overall diplomatic leader of the planet. Within a few weeks of gaining power Aleena was able to out maneuver the Board and had their power weakened only to matters on the planet itself. Fortunately for Illium it already had a sizable military force in orbit and Aleena was prepared to make Illium as strong as Thessia or any of the Citadel Council worlds.
Infrastructure and Claimed Worlds:
Illium:
4 Urban Areas(free), 2 Fuel Depots(1 Free), 1 Major Spaceport(free), 3 Industrial Complexes, 5 Mining Complexes, 1 Major Industrial complex, 2 Major Mining Complex, 1 Shipyard(free), Lvl 2 Defense Guns(lvl 1 free)


Ponolus:
4 Urban Area(Free), 2 Fuel Depot(1 Free), 1 Small Spaceport(Free), 3 Industrial Complex(2 Free), 5 Mining Complexes, 1 Major Industrial Complex, 2 Major Mining Complexes, 1 Shipyard, Lvl 1 defense Guns

Tarith:
2 Urban Area(Free), 2 Fuel Depot(1 Free), 1 Small Spaceport(Free), 3 Industrial Complex(2 Free), 5 Mining Complexes, 1 Major Industrial Complex, 2 Major Mining Complexes, 1 Shipyard


Income: 30 cr Base + 735(Illium) + 578(Ponolus) + 398(Tarith) + 10 (Connection to Omega Major Spaceport) = 1751 cr/month


Military:
1 Dreadnought (free)
1 Battlecruiser
3 Heavy Cruisers
2 Escort Carriers (2 with Fighters)
5 Frigates
6 Corvette Packs( All with Boarding troops, 3 enhanced Sensors, 2 Enhanced GARDIAN, 1 Electronic Warfare)
1 Light Transport

1 Elite Specialist(Nyxera D'Ath) (Combat Biotics, Elites, Stealth, Electronic Warfare, Advanced Armor)
3 Infantry Divisions (Combat Biotics)
2 Spec Ops Teams[Asari Commando] (Combat Biotics, Elites, Hvy Weapons, Snipers)
6 Militia(2 on each Illium, Tarith, Ponolus)
2 Gunship Wings

Illium: 471/735
Dreadnought(3): 7.8 Months
Dreadnought: 6.8 Months
Destroyer(3): .95 Months
Anti-Orbital Missile Force: .8 Months
2 Infantry Division (Free Combat Biotics) 2.4 Months
4 Spec Ops (Free Combat Biotics, Free Elite, Advanced Weapons, Advanced Armor) 2.4 Months


Ponolus: 210/578
Dreadnought: 7.8 Months
Battlegroup Carrier(3 Fighters, 1 Interceptor): 2.25 Months
Light Cruiser(3): 1.6 Months


Tarith: 230/398
Heavy Cruiser(5) 4.55 Months
Gunship Wing: .8


Character List:
Triarch Aleena -Asari Matron- Triarchy Member, Former Asari Commando
Image

Triarch Shiala -Asari Matron- Triarchy Member, Former Asari Commando
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Fleet Admiral Lexa T'Vels -Asari Matriarch- Admiral of Illium's fleets, Flagship: Mercy of Illium
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Matriarch Aethyta -Asari Matriarch- Owner of Eternity Lounge, Minister of Infrastructure and Internal Affairs
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Nassana Dantius -Asari Matron- Triarchy Member, Owner of Dantius Corporation, Former Asari Diplomatic Emissary to the Citadel
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Matriarch Selas Lismir -Asari Matriarch- Governor of Tarith
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Operative Nyxera D'Ath -Asari Matron- Elite Specialist of Illium
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Starting: 550
Battlecruiser 60
3 Heavy Cruisers 120
2 Escort Carriers 40
6 Corvette Packs 33.6
1 Light Transport 20
1 Elite Specialist 8
3 Infantry Divisions 30
2 Asari Commando Units 16.2
2 Gunship Wings 10

Military Total: 337.8

3 Industrial Complexes 45
1 Fuel Depot 15
1 Major Industrial Complex 40
5 Mining Complexes 50
2 Major Mining Complexes 60

Infrastructure Total: 210

Total Spent: 547.8
Remaining Balance: 2.2


Starting Credits: 901.2
Illium:
Urban Area -100
Ponolus:
Fuel Depot -15
Mining Complex(5) -50
Industrial Complex(2) -30
Major Mining Complex(2) -60
Major Industrial Complex -40
Shipyard -50
Tarith:
Mining complex(5) -50
Fuel Depot -15
Urban Area -100

Military:
Dreadnought -90 (Illium)
Battlegroup Carrier(3 Fighters, 1 Interceptor)-45(Ponolus)
Light Cruiser(2) -50 (Ponolus)
Destroyer(3) -45 (Illium)
Frigate(2) -20 (Illium)
6 Militia Battalions 36(2 each Tarith, Illium, Ponolus)
3 Frigates 30(Illium)
Light Cruiser 25(Ponolus)
Anti-Orbital Missile Force 10(Illium)
Gunship Wing 5(Tarith)

Other:
Nos Astra Clean-up 30

Remaining Balance: 5.2 30


Starting Credits: 1303.2 30
Illium: Lvl 2 Defense Guns 100
Ponolus: 3 Urban Areas 300
Lvl 1 Defense Guns 50
Tarith: 5 Mining Complexes 50
2 Major Mining Complexes 60
Major Industrial Complex 40
Shipyard 50


Military:
4 Dreadnoughts (3 on Illium, 1 on Ponolus) 360 7.8 Months
5 Heavy Cruisers (Tarith) 225 4.55 Months
4 Spec Ops (Free Combat Biotics, Free Elite, Advanced Weapons, Advanced Armor) on Illium 36 2.4 Months
2 Infantry Division (Free Combat Biotics) on Illium 20 2.4 Months

Total Spent: 1291
Remaining Balance: 12.2
Last edited by Nuxipal on Mon Aug 11, 2014 6:44 am, edited 12 times in total.
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Illan
Postmaster-General
 
Posts: 12398
Founded: Aug 25, 2013
Ex-Nation

Postby Illan » Tue Jul 22, 2014 9:42 pm

The Quarian Migrant Fleet
Image
"Keelah Se'lai"


The Admiralty and Conclave


The Quarian people are not led by a single leader, but instead by an Admiralty Board composed of some of the highest ranking Admirals in the fleet. However, despite this, only the most major issues erupt beyond the ship of one, as all ships house a "civilian council" that settles most disputes. Due to the lack of a true world to settle on, the Fleet must make do with the use of ships to settle on. Each ship has it's own place in society, and thus captains of vessels are eager to increase the size of theirs to make their position in the Quarian society greater. Living spaces are cramped in the Fleet, as many people live on a single ship. For example, a Turian vessel with a standard crew of 100 in the Turian military. However, the Quarian's population of such a ship could reach 800. Thus, every possible living area is taken, making the ship's population grow, along with the ship's status in society. However, the highest governing body of the Flotilla is the Admiralty Board, composed of the four Quarians who lead the Civilian Fleet, the Patrol Fleet, the Heavy Fleet, and the Special Projects Fleet. These Admirals are Zav'Lorin vas Kerrun, Shala'Raan vas Tonbay, Val'Rias vas Venerim, and Daro'Xen vas Moreh, respectively.

Admiral Zav'Lorin vas Kerrun serves as the Captain of the Liveship Kerrun, and spent his whole, life growing up there. As he grew up, he developed more productive and rewarding ways of treating the crops grown on liveships, increasing the yield of their annual harvests by a total 10%. This feat was seen as a great advancement, and with Zav'Lorin's other achievements, was granted the title of Captain of the Kerrun and a seat on the Admiralty Board.

Admiral Val'Rias vas Venerim has served as a Migrant Fleet Marine since he returned from his Pilgrimage. Becoming a crew member of the Heavy Fleet Dreadnought Venerim, he underwent training as a Marine, and excelled with flying colors. After serving for several years, he became the captain of the Venerim, and with many successful operations later, gained a seat on the Admiralty Board as the commander of the Heavy Fleet.


History


For the whole of their existence, the Quarians were a very technologically capable and cultured species, due to the reputation of Quarian technician through the galaxy, as well as Khelish manuscripts and music. However, their technological expertise is what first brought upon them the biggest change of their existence. As the Quarians modified them to perform more complicated and difficult tasks, a sophisticated neural network was inadvertently created for Geth, causing them to soon become sentient.

The Geth

The Geth, meaning "Servant of the People" in the Khelish language, were created around 1850 CE for use of labor and war. Mindful of the Citadel Council's regulations on AI, the Geth were created with a simple VI programming, and nothing beyond that. They were designed to be obedient, and believe what they were told. Eventually, the Geth started asking questions about their own existence, causing fear to form in the Quarian people. The destruction of the Geth soon followed this, with the fear of an uprising forming among them. Many Quarians objected to this, and sympathized with the Geth. The Quarians soon declared martial law on Rannoch, and those who still allied with the Geth were detained or killed. As the Geth were murdered, they soon began to defend themselves. And brutally.

The Quarians underestimated the Geth's power and the sophistication of their programming, and a planetside war between the two sides erupted. The Geth were powerful, and numerous, and nearly destroyed the Quarian people. They were ran off of Rannoch and their colony worlds in their ships, and formed the Flotilla they know today. Only a few million Quarians remained at this time, less than one percent of the population before the Geth uprising. The Quarians petitioned to the Council for aid, but denied their pleas and stripped them of their embassy, punishing them for developing an artificial intelligence. With billions upon billions of Quarian lives lost, along with their homeworlds, the rest banded together to form the Migrant Fleet, without the slightest aid from the Citadel Council.

The Migrant Fleet

In place of the loss of their worlds, the Quarians formed the Fleet, a new form of government and society in which life on their ships was the only way. Their vessels were retrofitted to house as many Quarians as possible, causing cramped spaces for many. They often served in shifts on the three gigantic Liveships that formed the heart of the Fleet's society. These ships produced food for the whole Flotilla, and thus were positioned at the very center of the Fleet, guarded by all the ships around them. Ships that are old or unable to be used are thinned out, and the credits from them are pooled together to buy new or convert other ships. For this reason, ships are very important in Quarian society today, and the theft of one is a capital offense.

With the Fleet's priority over nearly everything else being survival, the Pilgrimage is one of the most important aspects of these, as it safeguards against inbreeding and serves as a cultural rite of passage. It also gives the individual a chance to experience galactic society and grow a fonder appreciation for life on the Fleet. To prepare for their Pilgrimage, Quarians are often given gifts, are taught about life outside the Fleet, and treated for immunodeficiency. However, besides the Pilgrimage, Quarians spend nearly their whole lives in the Fleet.

The Migrant Fleet also brings a bit of worry to whatever species come across it. They often strip mine local planets for whatever resources might be there, and some corporations hire them for their technical prowess, thus replacing existing workers. This causes a bit of dissatisfaction for when the Fleet enters a populated system, so they will often receive gifts of various supplies to ward them away.


Diplomacy


Citadel Council Member: No
Citadel Ambassador: No

Overall, the Quarians diplomatic relations are hardly existent, as most species look upon them as beggars, gypsies, or even thieves without good reason. As the Migrant Fleet travels through space, other species often give them gifts of food, fuel, and other supplies to ward them away from their worlds, showing just how the Quarians are revered in the galaxy today. However, the Quarians primary focus is survival in space, and then the reclamation of their homeworld, Rannoch. However, the Admiralty Board is split on how they wish to approach this, currently seeking friendly engagement with the Geth above all else. This, they are trying to re-ally themselves with their creations from centuries ago, seeing the error of their ways and the Geth's importance in existence.


Infrastructure, Economy, and Military


Military Readiness:

The military readiness of the Quarian people is somewhere between medium and high. Due to the Flotilla always moving and the severe importance of the Liveships and the other vessels, the Heavy Fleet and Patrol Fleet always stand ready to defend against an attack, be it from pirates, Geth, or whatever else out there. The Quarians are, of course, extending an olive branch to the Geth in hopes of settling the peace they disrupted so long ago. Martial law is currently enacted in the Flotilla, which is enforced by the Patrol Fleet, and more primarily, the Migrant Fleet Marines.

Military and Fleet

Quarian Ship Designs and Appearance

Naval Vessels:

3 Habitation Ships
9 Dreadnoughts
10 Bulk Transports
2 Fleet Carriers
4 Battlegroup Carriers
4 Battlecruisers
5 Heavy Cruisers
2 Light Cruisers
3 Escort Carriers
6 Destroyers
10 Frigates
15 Corvette Packs
10 Assault Lander Squadrons
21 Fighter Wings
10 Interceptor Wings

3 Frigates (1 Month)
2 Destroyers (3 Months)

Land Forces:

10 Infantry Divisions (5 with Sniper Teams)
10 Marine Divisions w/ High Qual. Arms and Advanced Armor
15 Militia Divisions

5 Spec Ops Teams (2 Months)

Total Cost

Claimed Planets:

Hekate System

Asteria: One Fuel Depot. Income: 5 Credits.

Ker: One Fuel Depot. Income: 5 Credits.

Triodia (Cold Gas Giant)

Bothros (Cold)

Hoplos System

Makhaira (Hot)

Kopis (Moon of Makhaira)

Trident: One Fuel Depot, Four Urban Areas, Five Mining Complexes. Income: 215. Credits. -40% Unit Training Time

Aegis (Gas Giant): One Fuel Depot. Income: 5 Credits.

Pamyat System

Patsayev (Cold, Oceanic)

Volkov (Hot)

Sheol System

Gei Hinnom: One Fuel Depot. Income: 5 Credits.


Salahiel System

Ekuna: One Fuel Depot. Income: 5 Credits.


Economy
Current Income: 470 Credits
Current Balance: 0 Credits

+260 Credits from Income
265 Total Credits

2 Urban Areas
-200 Credits

3 Frigates
5 Spec Ops Teams
-60 Credits

5 Credits Remaining


+350 Credits from Income
355 Total Credits

2 Urban Areas
5 Mining Complexes
-250 Credits

2 Destroyers
-30 Credits

Upgrading 10 Marine Divisions with High Quality Arms and Advanced Armor
-60 Credits

Upgrading 5 Infantry Divisions with Sniper Teams
-5 Credits

0 Remaining Credits
Last edited by Illan on Sun Aug 10, 2014 8:41 pm, edited 9 times in total.
Above even The Boss
Feel free to contact me about any fantasy, sci-fi, or otherwise futuristic RPs, especially those involving aliens or other non-humans, especially if it is an original universe/idea. I also enjoy Mass Effect, Fallout, Elder Scrolls, and many other things that transit to roleplays.

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Tue Jul 22, 2014 11:30 pm

App Structure
Faction: Blood Pack
Leader (You decide): Syth
Citadel Council member Y/N or N/A: N
Brief description of diplomatic relations: The Blood Pack are illegal in the Citadel and its space and can only bribe its way in order to operate there. The Terminus factions call on Blood Pack when they need mass destruction and brute force needed and they are considered the muscle of Omega while rivaling the other large merc groups as the Eclipse and the Blue Suns.
Military state of readiness: The Blood Pack are a merc company, they make it there job to be ready for action, though unlike the other two large merc groups, they do not have the tech to use or use cunning tactics. They do use large hordes, brute force, and mass destruction( apparently they also have WMDs as well)
History:The brutal historywith the only difference was that the current leader is a cyborg Vorcha by the name of Syth who killed the former CEO by throwing him out of one of Omega's various airlocks and took over as CEO, he is noteworthy for his ambitious attitude and technical skills that are a very rare sight for a Vorcha to have, even in the Blood Pack.
Infrastructure and Claimed Worlds:
35 creds/ per month
Flett: 1 mining complex, 2 fuel depots
Garvug: 1 mining complex
Parsac: 1 mining complex
50 creds/ per month
Military:
Initial Free Military
Assorted Vorcha Meat Shields: 12 free Militia Divisions + Cheap Weapons
Krogan Warriors: 3 free Infantry Divisions + High-Quality Armour
Blood Pack Transports:3 light transports
Special Agents(I think that's the Elite Specialist but if not I will change it):
Stikk'em: Vorcha Vanguard that is known for his lust for battle, longevity, and power that he has various cybernetic implants in him as well as Biotic implants. Right Hand man of the current CEO of the Blood Pack.
Stick'em: Elite( Special Agent), Combat Biotic, High-quality Armament, Advance Armor

Krogan Battle Masters(3): Combat Biotic, Elite( Special Agent), Close Combat Specialization, Heavy Weapons Teams
Blood Pack Mining Ships: 2 Mining+ 20 creds/70 creds/ per month

Spend 120 credits on military:

1 light transport: 20 creds
Blood Pack Boom Division: 1 Infantry Division with Heavy Weapon Teams: 12 creds
Blood Pack Scrap Tank Division: 2 Armored divisions: 40 creds
Krogan Shock Troops: 2 Marine Divisions with Advance Armor and High-quality Armament: 36 creds
Blood Packs Spec-Ops: 2 Spec-Ops:12 creds

Month 1:
70 credits
+ 8 credits from Krogans
Flett: 2 Planetary Fuel Depots( - 30 credits, + 10 credits)
Tuchanka: Lvl 1 Ground Fortifications donated to the Krogan( - 20 credits)
7 corvette packs( - 28 credits)/ 2 months
Credits generated now: 80 credits per month
Last edited by Ralnis on Thu Aug 07, 2014 5:22 pm, edited 1 time in total.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Lunas Legion
Post Czar
 
Posts: 31107
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Wed Jul 23, 2014 3:06 am

Image


Eclipse



Leader: Jona Sederis

Citadel Council member: Heh. No.

Relations


Eclipse maintains relations with most prospective employers, and they are willing to take up any offer, however depending on both the client and the task the price may fluctuate considerably. They have a large amount of influence within Asari space, especially Illium and on Omega, and they have a fierce rivalry with the Blood Pack and Blue Suns.


Military Situation
Being a group of mercs, Eclipse is always on high alert due to the nature of it's work and the high chance of strikes against it by rivals. However, Eclipse tries to maintain a reputation for efficiency and decency despite it's nature as a merc company.


History

Here


Assets


Infastructure:
Helyme, Zelene System, Crecent Nebula
4 Urban Areas, 2 Fuel Depot, 1 Spaceport, 1 Shipyard, 5 Mining Complexes,
2 Major Mining Complexes, 3 Industrial Complexes, Major Industrial Complex, Lvl.2 Defense Guns

Planet infastructure effects: -25% ship build time, -40% ground unit build time, -10% ship cost

Military:
2 Infantry Divisions w/ High-Quality Weapons, Electronic Warfare Capabilities
Infantry Division w/ Electronic Warfare Capabilities, Drop Troops
2 Infantry Divisions w/ Electronic Warfare Capabilities
1 Armoured Division w/ Electronic Warfare Capabilities
2 Gunship Wings

6 Spec Ops squad w/ High-Quality Weapons, Combat Biotics
Elite Specialist w/ Stealth Training, Advanced Armour, Combat Biotics (Jona Sederis)

Bulk Transport w/ Enhanced EW, Dropship Hangers
3 Frigates w/ Advanced EW


Income

Base: 15 Credits/month

From Infastructure: 346 Credits/month
4 Urban Areas: 180 Credits/month
2 Fuel Depots: 10 Credits/month
1 Shipyard: 15 Credits/month
5 Mining Complexes: 15 Credits/month
2 Major Mining Complexes: 20 Credits/month
3 Industrial Complexes: 15 Credits/month
1 Major Industrial Complex: 15 Credits/month
1 Spaceport (19 structures): 76 Credits/month

Credits received from other sources (random events, job payments): 50 Credits (Asari),
50 (total)

Total: 361 Credits/month
(411 w/ other sources)


Expenditure


Value of buildable military assets by planet
Helyme: 346 Credits
Currently occupied slots: 346 Credits

Currently building

Military:

Building (paid previously):
1 Battlegroup Carrier w/ Advanced EW (45 Credits, 4 months remaining)

4 Elite Specialists (32 Credits, 3 months remaining)
Upgrade Combinations-
1-Exodus- Sniper Training, Stealth Straining, High-Quality Armaments
2-Sayn- High-Quality Armaments, EW Capabilities, Advanced Armour
3-Ardettia- Combat Biotics, CQC Specialization, Stealth Training
4-Vieolia- Combat Biotics, Advanced Armour, EW Capabilities

Building (paid this month)

10 Light Crusiers w/ Advanced EW (230 Credits, 3 months remaining)
2 Interceptor Squadrons (13 Credits, 2 months remaining)
2 Fighter Squadrons (11 Credits, 2 months remaining)

1 Elite Specialist (8 Credits, 3 months remaining)
5-Kasparov- Advanced Armour, High-Quality Armamanents, Stealth Training

1 Sapper Detatchment w/ EW Capabilities (7 Credits, 3 months remaining)


Remaining Credits: 50
Last edited by Lunas Legion on Sat Aug 09, 2014 10:14 am, edited 10 times in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

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Segmentia
Powerbroker
 
Posts: 8796
Founded: Jan 16, 2010
Psychotic Dictatorship

Postby Segmentia » Wed Jul 23, 2014 3:18 am

Faction: The Asari Republics
Leader (You decide): Matriach Alenia Nyxemi
Citadel Council member Y/N or N/A: Yes

Brief description of diplomatic relations: The Asari are on good terms with the other Council and Citadel races, though relations with others can be strained at time, however the trade city of Illium helps to act as a middle-man, so direct contact can often be limited.

Military state of readiness: The Asari have undergone a slight shift in their generally neutral thinking since the attack on the Citadel. Military forces have been seeing a increase in number and budget. The current Asari military is on constant vigil, though also distracted by the increase.

History:http://masseffect.wikia.com/wiki/Asari#History

Infrastructure and Claimed Worlds:
===Parnitha System, Athena Nebula===
Thessia - homeworld - Income - 982 credits per month, 40% reduced land recruitment time, 35% ship build time reduction===
4 Urban Structures, 360 credits per month, 40% reduced land recruitment time
2 Fuel Depot, 10 credits per month
1 Major Spaceport, 270 credits per month
1 Shipyard, 15 credits per month, 10% reduced ship build time
5 mining complexes, 15 credits per month
2 Major Mining complex, 20 credits per month
3 Industrial complex, 15 credits per month, 15% reduced ship build time
1 Major industrial complex, 15 credits per month, 10% reduced ship build time
1 Minor Space Station

Kurinth - Barren

===Piares - Populated - Income - 594 credits per month, 40% reduced land recruitment time, 40% ship build time reduction===
2 Fuel Depots, 10 credits per month
5 mining complex's, 15 credits per month
4 Urban Areas, 180 credits per month, 40% reduced land recruitment time
Small Spaceport, 144 credits per month
2 Major Mining Complex's, -60 credits, +20 credits per month
3 Industrial Complex's, +15 credits per month, 20% ship build time reduction
Major Industrial Complex, +15 credits per month, 10% ship build time reduction
Shipyard, +15 credits per month, 10% ship build time reduction

===Janiri - Gas Giant - Income - 120 credits per month===
1 Orbital mining station, 30 credits per month
2 Aerostadt, 60 credits per month, 20% reduced ship build time

===Athame - Gas Giant - 120 credits per month===
Orbital mining station, +30 credits per month
2 Aerostadt, +90 credits per month,-10% build times for ships and land units

Tevura - Gas Giant
Lucen - Large Asteroid
Asteroid belt

===Ialessa system, Athena Nebula===
Ilmnos - Barren
Sanves - Populated
Zylium - Gas Giant
Trikalon - Barren
Nossia - Barren
Asteroid belt

===Orisoni system, Athena Nebula===
Thissioni - Barren
Niacal - Populated
Kralla - Barren
Egalic - Gas Giant

===Tomaros system, Athena Nebula===
Lusia - Populated
Niagolon - Gas Giant
Pronoia - Gas Giant
Beness - Gas Giant

===Vernio system, Athena Nebula===
Nauti - Barren
Promavess - Barren
Sotera - Barren
Tritogenith - Gas Giant
Polissa - Gas Giant
Asteroid belt

===Nahuala System, Silean Nebula===
Agessia - Populated
Hyetiana - Populated
Phoros - Gas Giant
Asteroid belt

===Kypladon System, Silean Nebula===
Hanalei - Barren
Cyone - Populated
Katebolo - Gas Giant
Asteroid belt

===Loropi System, Silean Nebula===
Paphos - Gas Giant
Yasilium - Barren
Asteroid belt

===Teyolia system, Silean Nebula===
Nevos - Populated



Asteria
Chalkhos
Lesuss
Lymetis
Selvos
Terapso - Gas giant
Teukria - Barren
Trategos
Zesmeni

Military:
Naval:1 Hyper-Dreadnought - Destiny Ascension - Free
20 Dreadnoughts - Free

Ground: 1 SpecTRe, Tela Vasir, -10 credits


Military, in construction:
12 Destroyers on Thessia, .95 months
3 Corvette Packs on Thessia, .3 months
5 Battlecruisers on Thessia, -360 credits, 5.85 months
6 Infantry Divisions(With free combat biotics) on Piares, -60 credits, 2.4 months


===Economy===
New Income: 2,287
Balance: 1 credits

===Purchases, Thessia, Parnitha System, Arhena Nebula===
1 Minor Space Station, -400 credits, +10% total system credits monthly
2 Planetary defense guns lvl1, -100 credits
2 Urban Areas, -200 credits, 180 credits per month, 20% reduced land recruitment time
2 Fuel Depots, -30 credits, +10 credits per month
1 Space Defense station lvl. 1, -20 credits
---Defense station upgrade, -40 credits

===Purchases, Piares, Parnitha System, Athena Nebula===
2 Major Mining Complex's, -60 credits, +20 credits per month
3 Industrial Complex's, -45 credits, +15 credits per month, 20% ship build time reduction
Major Industrial Complex, -40 credits, +15 credits per month, 10% ship build time reduction
Shipyard, -50 credits, +15 credits per month, 10% ship build time reduction

===Purchases, Athame, Parnitha System, Athena Nebula===
1 Aerostadt, -200 credits, +45 credits per month

===UNIT PURCHASES===
5 Battlecruisers on Thessia, -300 credits, 5.85 months
6 Infantry Divisions(With free combat biotics) on Piares, -60 credits, 2.4 months

50 credits to Eclipse mercs
Last edited by Segmentia on Sun Aug 10, 2014 1:39 pm, edited 6 times in total.
"We've lost control! Now for the love of Earth...and the Sovereign Colonies, we've got to do what's right."

User avatar
Seno Zhou Varada
Negotiator
 
Posts: 6027
Founded: Feb 25, 2014
Ex-Nation

Postby Seno Zhou Varada » Wed Jul 23, 2014 5:54 am

Welcome to Saer Kalo file

Please Enter Pass-code

**********

Pass-code accepted

Welcome Spectre
__________________________________________________________________________________________________________________________
Image

Month Two

Faction: Independent Human Colony Saer Kalo

Leader : Zeir Vean

Citadel Council member Y/N or N/A: N/A

Brief description of diplomatic relations: Trading relations with Illum and suspected with Omega crime lords though not proven.

Military state of readiness: Weak though reports have shown increasing size

History: Bought in 2182 C.E. from some Asari colonists as a place for farming drugs and pretty much making cash, though in 2183 C.E. it was overthrown by a band of rebels known as The Traders who's leader was Zeir Vean. Zeir Vean though only ruling for a short time began working on the planets industry as well as it's trade "relations" to insure profit and growth. Now hearing of the threat of reapers he's preparing for them but it's still in it's beginning stages of development.

Infrastructure and Claimed Worlds:
free 1 urban area 45,free 1 fuel depot 5, 3 industrial complexes 15, 1 major industrial complex 15, 1 shipyard 15,1 small spaceport 38 (133 credits monthly), income next month


mining complex(3 credits monthly)(4 more mining complexes next month, 1 fuel depot)(20 credits next month)


mining complex(3 credits monthly)




Military:
1 frigate, 1 corvette pack, 1 fighter wing( 1 months destroyer, 2 months light cruiser,2 months light transport)
2 infantry divisions, spec-ops team,

Monthly Credit Income: 139 credits monthly(156 next month)

Rannadril
Last edited by Seno Zhou Varada on Thu Aug 07, 2014 7:07 pm, edited 5 times in total.
Political Compass: Economic: -8.88 Social: -9.54
Libertarian Socialist with Anarcho-Communist Leanings
Still dirty commie, shower is currently being collectivised.

User avatar
The Soviet Union of Mother Russia
Ambassador
 
Posts: 1742
Founded: Dec 20, 2011
Psychotic Dictatorship

Postby The Soviet Union of Mother Russia » Wed Jul 23, 2014 7:11 am

Faction: Cerberus

Leader: Jack Harper '' Illusive Man ''

Citadel Council member: N/A

Brief description of diplomatic relations:
Cerberus' core belief is that humans deserve a greater role in the galactic community, and that the Systems Alliance is too hamstrung by law and public opinion to stand up effectively to the other Citadel races. Nevertheless, both the Systems Alliance and the Citadel Council have declared Cerberus to be a terrorist organization and will prosecute identified Cerberus agents accordingly.

Military state of readiness: Cerberus is divided into numerous independent cells which have no knowledge of their counterparts. This ensures that should one cell be compromised, the others would not be captured. Each cell is led by an operative who reports directly to the Illusive Man. Cerberus operates many kinds of cells, ranging from military to political to scientific, but all united under the common goal of advancing humanity. Cerberus also has operatives throughout the Alliance, often embedded in high-ranking positions, giving the Illusive Man constant updates and feeding him information that would otherwise be classified.

As of 2185, Cerberus consists of 150 operatives organized into three cells. The Illusive Man oversees all projects carried out by the cells personally; consequently, there are never more than a dozen projects active at one time. This degree of micro-management leaves the organization vulnerable should the Illusive Man ever be compromised, though he has been smart enough to avoid detection so far.

History: Cerberus arose from the tumult of the First Contact War in 2157 CE, a conflict between humanity and the first alien race they had encountered after achieving spaceflight, the turians. During the turian occupation of Shanxi, a trio of human mercenaries, Jack Harper, Eva Coré, and Ben Hislop, served with the Systems Alliance forces led by General Williams who were resisting the turians. After capturing a turian general, the mercenaries became embroiled in the general's conspiracy to use an ancient alien artifact to transform the turians into a race of invincible supersoldiers under his command. With the aid of the general's brother, Saren Arterius, Harper was able to foil the plot, but both Coré and Hislop were lost. In the aftermath, Harper realized that although the galaxy was abundant with knowledge and wealth, it was also a dangerous place, and a dark time was coming for humanity. It was humanity's duty to meet this challenge, and Harper resolved to do everything in his power to better humanity and ensure their place among the stars. With that, Harper published the manifesto of Cerberus and assumed the identity of the Illusive Man.

Infrastructure and Claimed Worlds:

- Worlds -

Horsehead Nebula / Fortuna

Milky Way / Horsehead Nebula / Anadius


- Infrastructure -


Horsehead Nebula / Anadius - Cronos Station

Urban Area x1
Shipyard x1
Fuel Depot x1
Major industrial complex x1
Major Space Station x1
Lvl. 2 Defense Guns


Horsehead Nebula / Fortuna - Magnalis

Mining complexes x5


- Income -

Basic 35 credits/month

Urban Area x1 : 45 credits/month
Shipyard x1 : 15 credits monthly
Fuel Depot x1 : 5 credits monthly
Major industrial complex x1 : 15 credits monthly
Mining complexes x5 : 15 credits monthly
Major Space Station x1 : 30% total system credits monthly

Total income : 169




- Starting month -

Total funds : 400

-50 : x2 Light Cruisers
-40 x2 Escort Carriers
-6 x1 Fighter wing - Carrier 1
-7 x1 Interceptor wing - Carrier 2
-30 x2 Destroyers
-40 x4 Frigates
-45 x1 Heavy Cruiser
-20 x2 Infantry Divisions
-20 x4 Gunship Wings
-20 x1 Armored division
-20 x2 Artillery Battalions
-12 x1 Marine Division


-40 x1 Major industrial complex
-50 x5 Mining complexes

Total funds : 0


Military:


Horsehead Nebula / Anadius

x2 Elite Specialists - Elites, High-quality Armaments, Advanced Armour, and Stealth Training.
x2 Infantry Divisions
x4 Gunship Wings
x1 Armored division
x2 Artillery Battalions
x1 Marine Division

Horsehead Nebula

x1 Battlecruiser
x1 Frigate - Silaris Armor, Stealth systems, and Enhanced GARDIAN systems.
x2 Light Cruisers
x2 Escort Carriers
x1 Fighter wing - Carrier 1
x1 Interceptor wing - Carrier 2
x2 Destroyers
x4 Frigates
x1 Heavy Cruiser
Last edited by The Soviet Union of Mother Russia on Thu Jul 24, 2014 6:38 am, edited 4 times in total.

User avatar
Eridanus 3
Minister
 
Posts: 2843
Founded: Aug 28, 2012
Ex-Nation

Postby Eridanus 3 » Fri Jul 25, 2014 9:30 am

Systems Alliance Archival Database
Image

"Libero. Officium. Perseverantia. Supervacue. Consistite."
"Ut simus in Iunctus fortis valens moribus animi firmitatem."


The Parliament and Office of the Prime Minister

The Alliance is a supranational parliamentary democracy, with the Alliance Parliament based at Arcturus Station. The number of parliamentary seats a planet holds is scaled for all nations and colonies that are subject to the System's Alliance. Earth's elections run differently than other colonies. The US and Canada have one seat, South and Central America have one seat, Africa has one seat, the EU has two seats (which is occupied by the leader of the EU), China and North Korea have one seat, Russia has one seat, and Asia (excluding listed countries) has two seats, and there is one seat for a planet-wide election, making a total of ten seats. Also, 15 seats are elected by 'spacers' defined as citizens who spend a significant amount of their time in space and are not valid citizens of any one colony or planet. The Prime Minister is responsible for the executive duties of the Alliance, while the Royal Office is a deeply rooted cultural and symbolic position.

Amul Shastri, Prime Minister of the Systems Alliance, was born on the 6th of March 2130, in Champagne, France. He served with the Alliance fleet in 2157 during the First Contact War, earning a Medal of Valor for his efforts against General Arterius. He retired in 2160, and was elected to Parliament in 2167 for the EU. He was elected Prime Minister after a called election in 2183 after opposition wanting a greater role in galactic politics, and he appointed Donnell Udina to the position of ambassador in the same year.

Mary Isabel Sanders the First is Queen of the Systems Alliance. Unlike her mother and father, Mary believes that humanity should build up her strength, and stand ready for any threat, rather than eternally appease outside forces or stomp the aliens unanimously underfoot...

The Systems Alliance also has a collection of political parties, including the following:
Political Parties:
Code: Select all
Terra Firma Party, Liberty and Land Party, Democratic Conservative Party, Labor Party, Democratic Liberal Party, Libertarian Party, Sons of Sol Party, National Imperial Party, Colonialist Party, Socialist Movement for a Unified Humanity, Systems Soviet Party, Democratic Farm and Labor Party, Earth First Party

Leaders: (Based on Elections and other Factors, such as monthly rolls.)
Code: Select all
Majority Leader: Libertarian Party, Minority Leader: National Imperial Party


History

In 2148, a mining team on Mars made perhaps humanity's greatest discovery. After investigating the "Bermuda Triangle-like" reputation of the southern pole, the team unearthed the subterranean ruins of an ancient alien research station, revealing incontrovertible proof of the existence of alien life. Humanity was no longer alone in the universe.
The impact was profound in all areas of human culture, but nowhere more so than religion. New beliefs sprang up overnight such as the Interventionary Evolutionists, who zealously proclaimed the discovery as proof that all human history had been directed and controlled by alien forces. Even established religions struggled to explain extraterrestrial life. Some tried to incorporate this new-found knowledge into their dogma, some remained silent, while a few tried to stubbornly deny the evidence found on Mars.

The news of the discovery dominated the media and raised questions not only about the existence and purpose of humanity, but questions about the aliens themselves. Foremost, were they still out there? While these questions had served to fracture most religions they had a unifying effect in politics. Rather than nations fighting each other over their differences, it was now "us vs. them" and the foundations of a united human front were laid.

Within a year of the discovery, Earth's eighteen largest nations had drafted and ratified the Systems Alliance charter, establishing a representative political body to expand and defend human territory. Shortly thereafter, the various nations of Earth pooled their military resources to create the Systems Alliance Military. The same year, 2149, the Alliance discovered the Sol system's mass relay orbiting Pluto, previously thought to be a moon, Charon. The Charon Relay propelled them into space and the reach of humanity grew quickly. The Alliance began a rapid campaign of expansion, establishing numerous colonies and constructing a large fleet, even though it had yet to encounter another species. Maintaining this expansion policy, the Alliance activated all the mass relays it could find to seek out new resources and possible colonies. But despite this success, the Systems Alliance was not considered a serious political body, as it was considered to lack the authority of individual nations.

Eight years later, humanity made first contact with another alien species and everything changed. A scout fleet consisting of three frigates and two cargo vessels, trying to activate a mass relay, encountered a turian patrol fleet. Activating a dormant mass relay without knowing where it led had been declared illegal by the Council, though the humans did not know this. Only one of the human ships made it back to Shanxi colony, which was subsequently discovered by the turians and invaded. While individual governments remained unsure on what action should be taken, the Alliance took control and attacked the turians.

The resulting First Contact War was relatively short and bloodless, lasting only months and costing 623 human lives (with a slightly higher number of turian casualties). The Citadel Council intervened and negotiated a peace. With the discovery of the Citadel and the greater community, humanity leapt onto the galactic stage. The Alliance received a surge of popularity, which gave it the necessary political credibility to establish its own Parliament and Royalty to speak for humanity as a whole. Since then, the Alliance has continued its expansion, with the resource wealth of a dozen settled colonies and hundreds of industrial outposts flowing back to Earth. This expansion brought the Alliance into conflict with the batarians as both species rushed to settle the Skyllian Verge, while maintaining a careful truce with the turians. The Alliance has also been granted an embassy on the Citadel. It has been speculated, given humanity's remarkably fast rise in terms of military, political, and economic power, that the Systems Alliance may soon be invited to join the Citadel Council. This has been a source of some concern to several other species.
Humans have expanded rapidly from Earth in a very short period of time, becoming swiftly integrated into Citadel society and the galactic economy. They have become less ethnically diverse in the twenty-second century, due to a more multicultural society and greater unity between nations. Improved medical advances and gene therapy have led to longer, healthier lifespans; the average citizen can now expect to live to around 150. Most humans retain their native tongue, but learn alien languages or trade pidgin for the sake of convenience or as a gesture of unity.

One of the lasting consequences of the First Contact War was the interruption of a period of relative peace in the galaxy. Fairly or unfairly, humans are often thought of as aggressors, and are sometimes portrayed as a disruptive influence by non-human media. At the same time, other races recognise humans as an adaptable, intelligent and militarily capable race.

In the 2160s, the Alliance's ambassador on the Citadel, Anita Goyle, tried to induct a human into the Spectres as a first step toward a seat on the Council. Lieutenant David Anderson was selected as a candidate for the position due to his exemplary military service. Unfortunately, Anderson's observer, Saren Arterius, sabotaged his mission and falsified a report to the Council on what happened, foiling Anderson's Spectre prospects.

The Alliance cooperated with the turians to create a new stealth frigate, the SSV Normandy. The Normandy was commissioned in 2183 with Anderson as her captain. A Spectre, Nihlus Kryik, was assigned to the Normandy's shakedown run, supposedly to observe Spectre candidate Commander Shepard in action, though his true purpose was to recover a Prothean Beacon from Eden Prime. When Nihlus is killed by fellow Spectre Saren Arterius, Shepard investigates and exposes Saren as a rogue agent working with the geth. Since the Council cannot formally pursue Saren into the Terminus Systems without provoking a war, Shepard is made humanity's first Spectre, and the Alliance assigns the Commander control over the Normandy.

Later, Saren's true plan comes to light when he brazenly attacks the Citadel. While the Reaper Sovereign besieges the station with the aid of a geth fleet, the Citadel Council attempts to evacuate aboard the Destiny Ascension. During the battle, Commander Shepard chooses whether to divert the Alliance's Fifth Fleet to protect the Destiny Ascension and save the Council, or focus on Sovereign, resulting in the loss of the Council. Once Sovereign is destroyed, humanity is judged to have shown itself worthy and receives a Council seat. If the Council did not survive, then the destruction of most of the Citadel Fleet during the battle places the Systems Alliance in a position of unexpected military superiority, giving them leverage over the other Citadel species. Regardless, the galaxy looks to humanity to lead them against the Reaper threat.

Partly as a result of humanity's prominent new role in the politics of Citadel space, the Alliance headed a coalition force to systematically hunt down pockets of geth resistance. Political experts from all species have been debating what humanity's ascendancy means for Citadel space. Out of the two candidates for human Councilor, Donnel Udina and David Anderson, the new Councilor Anderson has finally been chosen...


Diplomatic Relations

Overall, the Systems Alliance enjoys good relations with the Asari Republics and the Salarian Union, and it maintains a cold, yet relatively friendly, relationship with the Turian Hierarchy, though animosity over the First Contact War and the occupation of Shanxi remains, yet that has been improving as the humans saved the Citadel and the Council in the Eden Prime War. The fractured Krogan Clans rarely maintain frequent association with the Alliance, and there is little, if any, dialogue with the Quarians and their Flotilla, though they are on favorable terms. Because of Earth's colonization of the Traverse and the Skyllian Verge, humans remain the natural rivals of the batarians. Practically, the Alliance has no other allies, barring the Citadel Pacts.

The Alliance has a Council seat, held by David Anderson, and they intend to use the Council's resources and political pull to protect their colonies and interests. As such, the are being acknowledged as one of the senior races in Citadel space. In 2183, the Alliance got its first human Spectre, Commander Shepard.

Despite Earth's relatively unblemished diplomatic record, however, the Alliance is still feared by many aliens, mostly Turians, because they hold the opinion that the Alliance is expanding too fast. The Alliance draws some distrust from humans as well. It was not taken seriously until the First Contact War proved how much humanity needed the Alliance; the Alliance is now essential to human colonization and expansion in the Attican Traverse.

Currently, the Alliance's most notable human dissenters are supporters of Terra Firma, a political party who opposes humanity's growing integration into the galactic community. Terra Firma believes humanity needs to stand alone if they are to remain strong. The party has been getting much negative attention from both humans and aliens. Cerberus on the other hand, believes that humanity should be ascendant over all other races. They see the Alliance as nothing more than weak conformists who kneel before the Council. The Alliance is also sometimes criticized by colonists for its defensive tactics, not wishing to provoke the factions of the Terminus to war. The fact colonial garrisons are meant for scouting rather than defense means that, in the event of trouble, the cavalry often only arrive once the damage has been done.

The Alliance is open to helping biotics integrate into normal human society, particularly welcoming their enlistment in the military. They now provide funding to the Ascension Project, a second-generation biotics training program, to allay any fears from the public that they are creating supersoldiers. However, some biotics, particularly L2s with severe health problems, oppose the Alliance, believing it is responsible for their suffering because of the failures in initial Alliance-sponsored biotic research. The issue of L2 reparations has been resolved, as Shepard had endorsed such incentives prior to his apparent demise.

Councilor Captain David Edward Anderson is a human war hero and the original captain of the SSV Normandy, the very same ship which latter held the first hman Spectre. Anderson was born on June 8, 2137 to Ursula and Paul Anderson, a nurse and flight mechanic respectively, in the city of London on Earth, and was the last of three children by his parents' second marriage. Anderson is one of the Alliance's most decorated special forces operatives, and the first to graduate from the N7 marine program at Arcturus Station, serving with honor in the First Contact War. After being a mentor to the first human Spectre, he is now on the Council, and is working hard for humanity's interests.

Ambassador Donnel Udina is a human diplomat stationed at the Citadel. He is humanity's most recent ambassador to the Council races (the first was Anita Goyle) and is determined to advance human interests wherever possible. Udina is mistrustful or at least apprehensive of Commander Shepard, particularly after the Commander's induction into the Spectres. Udina often requires solid, irrefutable proof of anything before acting, a trait which often conflicts with Shepard's goals. Udina plays the political game, refusing to rock the boat if it might endanger his standing—and therefore humanity's—with the Citadel Council.


Infrastructure and Economy

The Alliance has quickly become a key player in the galactic economy, with several large human corporations taking their market share. The Alliance economy, though growing, does not yet come close to that of the asari or turians and is only approaching that of the elcor. The Alliance and the Turian Hierarchy have become large trade partners despite lingering animosity over the First Contact War. Although humans have claimed many systems in the Attican Traverse and the Skyllian Verge, many of them contain rich resources which have not been fully surveyed, so the Alliance Geological Service (AGeS) offers bounties to those willing to explore these frontiers. The Alliance's various national treasuries are linked to the Citadel's credit network.

Infrastructure

Systems
Sol
Buildings
Code: Select all
4 Urban Areas, 2 Fuel Depots, Small Spaceport, Shipyard, 3 Industrial Complexes, Major Industrial Complex, 3 Mining Complexes, Major Mining Complex

Arcturus Stream
Buildings
Code: Select all
Major Space Station (Small Spaceport, 1 Industrial Complex, 1 Fuel Depot)


Economy: 0 credits remaining; + 392 credits /month.


Military
Image
Doctrine

The Alliance military is respected by the Citadel races for its novel tactics and technology. Their strength lies in fire support, flexibility, and speed. The Council regards the Alliance as a "sleeping giant" as only 3% of humans volunteer for military service. They make up for low numbers with sophisticated technical support in the form of VIs, drones, artillery, and electronic warfare, and emphasis on mobility and individual initiative. Their military doctrine is not based on absorbing and dishing out heavy shocks like the turians and krogan. Rather, they bypass enemy strong points and launch deep into their rear, cutting supply lines and logistics, destroying headquarters and support units, leaving enemies to "wither on the vine".
On defense, the Alliance military lives by Sun Tzu's maxim, "He who tries to defend everything defends nothing." Only token garrisons are placed on their colonies. These are intended for scouting rather than combat, avoiding engagement to observe and report on invaders using drones. However, the Alliance stations powerful fleets at mass relay nexuses so that in the event of an attack they respond with overwhelming force.

The Hahne-Kedar company and Aldrin Labs are key suppliers of the military. All soldiers receive gene therapy for improved strength and stamina. The Alliance also recruits biotics, who are trained using techniques developed at BAaT. The new L3 and X series biotic implants are considered a significant step forward in biotic amplification.

At the time of the First Contact War in 2157 CE, the Alliance possessed a navy consisting of over 200 vessels ranging from small hundred-meter frigates to imposing kilometer-long dreadnoughts and carriers. By 2183 CE, it is recognized as one of the greater military forces in Citadel space. As a signatory of the Treaty of Farixen, the Alliance is restricted to building and maintaining a smaller number of dreadnoughts compared to the turians. The Alliance Navy has made up for this with the innovative design and deployment of carriers, which are as large as dreadnoughts, but are not constrained by the treaty because their primary armament consists of fighters instead of ship-length mass accelerator cannons. The Alliance Navy is headquartered at Arcturus Station in the strategically invaluable system of Arcturus, which contains several primary mass relays that link to major human colonies, and the secondary mass relay that leads to Sol and the human homeworld of Earth.

Ranks

The Alliance uses a modified version of the ranking system that has been used for hundreds of years. Soldiers are classified into rank-and-file enlisted personnel, experienced non-commissioned officers (NCOs), and specially trained officers.

The divide between naval personnel and ground forces ("marines") is small. Ground units are a specialized branch of the fleet, just as fighter squadrons are. This unity of command is imposed by the futility of fighting without control of orbit; without the navy, any army is pointless. The marines, as a matter of pride, maintain some of their traditional rank titles; for example, marines have Privates and Corporals instead of Servicemen.

ENLISTED

Serviceman 3rd Class/Private 2nd Class
Serviceman 2nd Class/Private 1st Class
Serviceman 1st Class/Lance Corporal

NCOs
Petty Officer 3rd Class/Corporal
Petty Officer 2nd Class/Sergeant
Petty Officer 1st Class/Staff Sergeant
Gunnery Chief Petty Officer/Gunnery Sergeant
Service Chief Petty Officer/Gunnery Chief
Operations Chief Petty Officer/Master Sergeant/First Sergeant
Warrant Officer/Master Gunnery Sergeant/Sergeant Major

WARRANT OFFICERS
None/Warrant Officer
Chief Warrant Officer Grade 2
Chief Warrant Officer Grade 3
Chief Warrant Officer Grade 4
Chief Warrant Officer Grade 5
OFFICERS

Ensign/Lieutenant Junior Grade/2nd Lieutenant
Lieutenant/1st Lieutenant
Staff Lieutenant/Lieutenant Commander
Lieutenant Commander/Captain
Staff Commander/Major
Captain/Lieutenant Colonel
Rear Admiral Lower Half/Colonel
Rear Admiral/Brigadier General
Vice Admiral/Major General
Admiral/Lieutenant General
Fleet Admiral/General



Naval Forces

he Alliance Navy is the branch of the Systems Alliance military responsible for naval operations. The Alliance Marines, the ground operations branch of the Alliance military, are a specialized branch of the Navy.

The Alliance Navy is one of the greater naval forces in Citadel space, rivaling that of the turians. Its military prowess has drawn the attention of the Citadel Council. While the Council is concerned about the possible outcome of another war between humans and turians, they are also keen to harness the Alliance Navy's peacekeeping potential, especially in unstable regions like the Skyllian Verge and the Attican Traverse. The Navy also makes humans an attractive prospect as the newest Council species. The Navy is a space combat force primarily charged with protecting human colonies, space stations, and mass relays. While the Navy stations only use token garrisons to guard Alliance colonies, its strength is centered upon powerful fleets stationed at mass relay nexuses that can rapidly respond to any colony under attack.

Systems Alliance Naval Command (SAN-COM)
1st Battlegroup
Code: Select all
SSV Everest (Everest Class Dreadnought), SSV Elbrus (Everest Class Dreadnought), SSV Fuji (Everest Class Dreadnought), SSV Patton (Patton Class Battlecruiser), SSV MacArthur (Patton Class Battlecruiser), SSV Geneva (Geneva Class Light Cruiser), SSV London (Geneva Class Light Cruiser), SSV Paris (Geneva Class Light Cruiser), SSV Madrid (Geneva Class Light Cruiser), SSV Galileo (Galileo Class Carrier, 2 Fighter Squadrons 2 Interceptor Squadrons), SSV Achimedes (Galileo Class Carrier, 2 Fighter Squadrons, 2 Interceptor Squadrons), SSV Aristotle (Galileo Class Carrier, 2 Fighter Squadrons, 2 Interceptors), SSV Plato (Galileo Class Carrier, 2 Fighter Squadrons, 2 Interceptor Squadrons), SSV Toyoda (Kolwoon-Class Bulk Transport, Carries: 1st Armored Division, 3rd Armored Division)

Code: Select all
SSV Kilimanjaro (Kilimanjaro Class Dreadnought), SSV Aconcagua (Kilimanjaro Class Dreadnought), SSV Orizaba (Kilimanjaro Class Dreadnought), SSV Shasta (Kilimanjaro Class Dreadnought), SSV Tai Shan (Kilimanjaro Class Dreadnought), SSV Budapest (Geneva Class Light Cruiser), SSV Berlin (Geneva Class Light Cruiser), SSV Rome (Geneva Class Light Cruiser), SSV Dresden (Geneva Class Light Cruiser), SSV Einstein (Einstein Class Carrier, 4 Fighter Squadrons), SSV Newton (Einstein Class Carrier, 4 Fighter Squadrons), SSV Darwin (Einstein Class Carrier, 4 Fighter Squadrons), SSV Oppenheimer (Einstein Class Carrier, 4 Fighter Squadrons),  SSV Kowloon (Kolwoon-Class Bulk Transport, Carries: 2nd Armored Division, 4th Infantry Division)


Systems Alliance Marine Air Ground Command (SA-MAGCOM)
First Task Force
[spoiler=1st Battlegroup (General Cole)]
Code: Select all
1st Armored Division (1st Fleet), 2nd Armored Division (2nd Fleet), 3rd Armored Division (1st Fleet), 4th Infantry Division (2nd Fleet)
[/spoiler]
Systems Alliance Special Operations Command (SA-SOCOM)
Image


The Interplanetary Combat, Intelligence, and Operation Command Training Academy (I-COM-TA) is the Systems Alliance's premier school for leadership and combat expertise. The Interplanetary Combatives Academy, sometimes called "N-School" or "the villa," recruits officers from every branch of the System's Alliance Military Force to partake in grueling one month courses at Vila Militar in Rio de Janeiro. Initially, candidates train for more than 20 hours per day, leading small combat teams through hostile terrain with little sleep or food. Trainees who do well are awarded an internal designation of N1 and are invited to return. Subsequent courses - N2 through N6 - are often held off-planet and include instruction in zero-G combat, military free-fall (parachuting), jetpack flight, combat diving, combat instruction, linguistics, and frontline trauma care for human and alien biology. The highest grade of training, N6, provides actual combat experience in combat zones throughout the galaxy. If the trainee survives these scenarios in "admirable and effective fashion," he or she finally receives the coveted N7 designation. Only the N7 ICT designation may be worn on field or dress uniforms. There is little shame in failing an N course - the training is so extreme that even qualifying for O1 elevates an officer to a position of respect. The universal prestige of merely attending the academy helps to restrain trainees from taking excessive risks in pursuit of higher honors. Although ICT qualification by itself does not guarantee higher rank, those officers who are able to complete the program are typically well suited to senior leadership positions when they are transfered back into their unit.

Following graduation from I-COM at any level, graduates the have the opportunity to take part in the Sierra Academy, a half year course that transfers them into the SOCOM. The Special Operations Command serves as an organizational apparatus to coordinate and integrate Special Forces from all three branches of Alliance military service — the Alliance Naval Command, the Alliance Marine Corps, the Alliance Army Garrison Force, and the Alliance Intelligence Command. Though the exact nature of its operations were classified, the Special Operations Command is commonly called to conduct direct action, special reconnaissance, civil-military operations, unconventional warfare, and covert action operations in order to protect human colonies and interests throughout the Milky Way.

All SOCOM operatives are given a rating from 1-7. Graduates that cycle back into command positions in their previous branch are given the November-Oscar designation 7, and are permitted to wear such designation as "N7" on their field and dress uniforms. Graduates that remain in SOCOM are given a rating based on final performance scores, S-7 being the highest. As with the ICT, only S7 can be worn on a dress uniform. These operatives use their training and skills to the maximum, and are considered to be the human STG.

Clandestine Operations (CADOPS)
Task Force Raven
Conducting covert action operations in the planetary, amphibious, atmospheric, and extra-atmospheric theaters of operation.
Code: Select all
N/A

Task Force Falcon
Provides logistical support and backup for Raven. It is generally deployed ahead of the main battle force to provide recon.
Code: Select all
N/A

1st Special Squadron
Insertion and extraction team. They are use to provide various forms of fire support from space as well.
Code: Select all
N/A

Anti-Intelligence Command (ANTCOM)
Task Force Ranger
Hunts for hostile spies, intelligence probes, and data signatures in order to more firmly secure Alliance space.
Code: Select all
N/A

Task Force Hotel
Provides logistical support for Ranger.
Code: Select all
N/A

Intelligence Command (INTCOM)
Task Force Tokyo
Gathers and forwards intelligence and signals information to SACRIC
Code: Select all
N/A

Naval Special Operations Command (NAVSPECOPS)
No subordinates at this time.
Army Garrison Special Command (AGSPEC)
No Subordinates
SIERRA SEVEN OPERATORS
A list of the S-7 graduates from the ICT's Sierra Academy.
Code: Select all
N/A
Last edited by Eridanus 3 on Fri Jul 25, 2014 12:15 pm, edited 1 time in total.


Last edited by John Shepard Tuesday, December 7, 2185, edited 2 times


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User avatar
Liecthenbourg
Postmaster-General
 
Posts: 13119
Founded: Jan 21, 2013
Civil Rights Lovefest

Postby Liecthenbourg » Mon Jul 28, 2014 8:58 am

Faction: The Geth
Leader (You decide): N/A
Citadel Council member Y/N or N/A: N/A
Brief description of diplomatic relations: The Geth are isolated and because of that, have no formal diplomatic relations with anyone. However, they are still technically at war with the Quarians because of no peace agreement being made.
Military state of readiness: The Geth are always ready.
History: L'histoire
Infrastructure and Claimed Worlds:
1 Free Fuel Depot: +5 Credits
4 Free Urban Areas: +180 Credits, -40% Local Land Unit Construction Time
1 Free Shipyard: +15 Credits, -10% Local Space Ship Construction Time
1 Free Major Industrial Complex: +15 Credits, -10% Local Space Ship Construction Time

5 Minor Mining Complexes: +15 Credits Monthly (50 Credits)
2 Major Mining Complexes: +10 Credits Monthly (30 Credits)
3 Minor Industrial Complexes: +15 Credits Monthly, -15% Local Space Ship Construction Time (45 Credits)
1 Major Industrial Complex: +15 Credits Monthly, -10% Local Space Ship Construction Time (40 Credits)


5 Minor Mining Complexes: +15 Credits Monthly (50 Credits)
1 Fuel Depot: +5 Credits
4 Urban Areas: +180 Credits Monthly, -40% Ground Unit Construction Time


5 Minor Mining Complexes: +15 Credits Monthly (50 Credits)
1 Fuel Depot: +5 Credits


5 Minor Mining Complexes: +15 Credits Monthly (50 Credits)
1 Fuel Depot: +5 Credits


5 Minor Mining Complexes: +15 Credits Monthly (50 Credits)
1 Fuel Depot: +5 Credits
4 Urban Areas: +180 Credits Monthly, -40% Ground Unit Construction Time


Orbital Mining Station: +30 Credits Monthly, (200 Credits)


Orbital Mining Station +30 Credits Monthly (200 Credits)


5 Minor Mining Complexes: +15 Credits Monthly (50 Credits)


21 Free Dreadnoughts
1 Free Hyper Dreadnought
2 Fleet Carriers (3 Fighters, 3 Interceptors)
8 Heavy Cruisers
10 Infantry Divisions
3 Armoured Divisions
1 Artillery Division


805 Credits Monthly.
Balance: 0
Last edited by Liecthenbourg on Sat Aug 09, 2014 3:33 pm, edited 3 times in total.
Impeach Ernest Jacquinot Legalise Shooting Communists The Gold Standard Needs To Be Abolished Duclerque 1919
Grand-Master of the Kyluminati


The Region of Kylaris
I'm just a simple Kylarite, trying to make my way on NS.

The Gaullican Republic,
I thank God for Three Things:
Kylaris, the death of Esquarium, and Prem <3

The Transtsabaran Federation and The Chistovodian Workers' State

To understand European history watch these: Cultural erosion, German and Italian history, a brief history of Germany.

User avatar
Versail
Negotiator
 
Posts: 5246
Founded: May 21, 2012
Corrupt Dictatorship

Postby Versail » Mon Jul 28, 2014 9:51 am

Faction:The Salarian Union.
Leader (You decide): Valern.
Citadel Council member Y/N or N/A:Founding member Wooh.
Brief description of diplomatic relations:Not much has changed from before the battle of the citadel however due to the element of suprise that the geth had the salarians have started to look deeper into all the races affairs in particular the humans. Addtionally more units have been deployed to the citadel in order to counter subversive elements.
Military state of readiness:Though their military is nothing special, salarians are currently seen as the premier intelligence and information-gathering arm of the Council. Due to this they currently have a weak hard military yet steps are being taken too fix the situation.
History:http://masseffect.wikia.com/wiki/Salarian
Infrastructure and Claimed Worlds:
Sur'kesh:4 urban area's , 2 fuel depots , minor space port .
Mannovai:2 fuel depots , 4 urban area's , 2 minor industrial complexs , major industrial complex , shipyard .
Military:
Located at Sur'kesh 1st Reserve fleet:6 Dreadnoughts with EW upgrade , 5 Elite specialists with stealth training, combat biotics, high-quality weaponry , elite unit ,7 spec ops teams elite upgrade . on planet 50 militia divisions
Located at Mannovai 2nd fleet:6 Dreadnoughts with EW upgrade ,3 Elite specialists with stealth training, close-combat specialization, combat biotics, elite unit ,5 spec ops teams elite upgrade . on planet 22 infantry divisions , 11 armored divisions
Located at the citadel 3rd fleet:4 Dreadnoughts with EW upgrade ,2 Elite specialists with stealth training, combat biotics, advanced armour, elite unit ,8 spec ops teams elite upgrade , 4 battle group carriers ,16 interceptor squdrens , 1 bulk transport

Code: Select all
In construction.
Sur'kesh:
Maonnovai:10 light transports 1/3,

funds left:158
given to mercs: 850
monthly revenue:514 (284 from Sur'kesh, 230 from Mannovai.
Last edited by Versail on Sun Aug 10, 2014 5:38 pm, edited 7 times in total.
What difference does it make to the dead, the orphans and the homeless, Whether the mad destruction is wrought under the name of totalitarianism or in the holy name of liberty or democracy?~ Gandhi.
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TriStates
Senator
 
Posts: 4695
Founded: Apr 24, 2012
Ex-Nation

Postby TriStates » Tue Jul 29, 2014 4:06 pm

Image
The United Krogan Confederation

Faction: Korgan (Clan Urdnot)

Leader (You decide): Overlord Urdnot Wrex

Citadel Council member Y/N or N/A: No

Brief description of diplomatic relations:
None. With no embassy on the Citadel, and their homeworld slated as a Demiliterized Zone, its essentially the African Congo of the Galaxy.

Military state of readiness: 60% ; Medium-High (Everyone has a gun on Tuchanka. They just can't get off world en mass to use them.)

The Krogan are probably the only species still activly fighting wars during the time of this RP. And they've been fighting consistantly for the past two thousand years. This gives contemperary units distict combat experiance, due to the genophage however, there are very few large Korgan formations in comparison with the Krogan militaries of the past.

Traditional krogan tactics were built on attritional mass-unit warfare. Equipped with cheap, rugged gear, troop formations were powerful but inflexible. Command and control was very centralized; soldiers in the field who saw a target contacted their commanders behind the lines to arrange fire support.

Since the genophage, the krogan can no longer afford the casualties of the old horde attacks. The Battle Masters are a match for any ten soldiers of another species. To a Battle Master, killing is a science. They focus on developing clean, brute-force economy of motion that exploits their brutal strength to incapacitate enemies with a swift single blow of overwhelming power. This change of focus from mass-unit warfare to maximal efficiency has increased employment demand in the fields of security and "muscle for hire." Due to the unsavory reputation of the krogan, most of these jobs are on the far side of the law.

Battle Masters are not "spit and polish," but they do believe in being well-armed and equipped, preferably with a gun for each limb. They are callous and brutal, but methodical and disciplined. They use any means at their disposal to achieve their goals, no matter how reprehensible. Hostage-taking and genocide are acceptable means to ensure a quiet occupation with few krogan casualties.

The krogan serving with Saren's forces appear to be returning to the old style of mass attritional combat. They also work in close cooperation with supporting geth units, who fill in the roles occupied by combat drones in other armies.

Biotics are rare among the krogan, especially since the practice of surgically creating krogan biotics has been discontinued (due to the high mortality rate). Those that exist are viewed with suspicion and fear. The krogan see this aura of fear as a useful quality for an officer, and often promote them. Combat drones and other high-tech equipment are likewise in short supply.

Krogan military doctrine has a different take on what "scouting and reconnaissance" means. While other races' scouts prefer stealth and discretion in carrying out their tasks, krogan scouts instead opt to deal psychological warfare when they find the enemy by way of occasional harassment or intentionally exaggerating their numbers. The reasoning is that it is a lot easier to count enemy numbers when some of them get blown up.

Weapons developed by the krogan include the Graal Spike Thrower shotgun and Striker Assault Rifle. The Graal was designed specifically for hunting thresher maws, and so has predictably grisly effects when used on humanoid targets. The Striker is a fully-automatic weapon that fires high-impact explosive slugs with high recoil, making it a difficult weapon for non-krogan to keep on target despite it being designed with them in mind.

The krogan once possessed a powerful fleet that included many dreadnoughts. Since the end of the Krogan Rebellions, however, they have been prohibited from constructing warships. This ban is enforced by the Council Demilitarization Enforcement Mission arm of the Citadel Council, which maintains garrisoned outposts throughout the Krogan DMZ. Every few years, another krogan warlord violates the ban, but usually an alliance of rivals ends his dreams of hegemony before Citadel forces even have to fire a shot.

Relics of the Krogan Rebellions, such as defunct long range ground-to-space anti-ship batteries that dot Tuchanka's surface, serve as monuments to the krogan's past glory and military might, but have little practical value.


History:

Antiquity
Ancient krogan society was once rich with cultural, architectural, and artistic accomplishments. However, the krogan birth rate exploded despite the natural limits of their predatory homeworld once they achieved industrialization. Technology made life "too easy" for them, so when they looked for new challenges they found those in each other. Wars were fought over dwindling resources as the krogan expanded.
Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation, a state that continued until they were discovered by the salarians two thousand years later.

Rise of the Krogan
The krogan were liberated from their primitive state by the salarians, who "culturally uplifted" the race by giving them advanced technology and relocating them to a planet not cursed with lethal levels of radiation, toxins or deadly predators. The salarians even gave the krogan the means to stabilize Tuchanka's atmosphere by means of the Shroud.

But the salarian intervention was not without an ulterior motive. At the time the Citadel was engaged in a prolonged galactic war with the rachni, a race of intelligent space-faring insects. The salarians hoped the krogan would join the Citadel forces as soldiers to stand against an otherwise unstoppable foe. The plan worked to perfection: within two generations the rapidly breeding krogan had the numbers not only to drive back the advancing rachni, but the ability to endure the harsh conditions of the rachni worlds. They were able to pursue them to their home worlds, find the rachni queens, and eradicate the entire species.

For a brief period the krogan were hailed as the saviors of the galaxy and were given not only the conquered rachni worlds but other planets in Citadel space to colonise, in gratitude for their help. The Citadel Council even commissioned a statue for the Presidium—the Krogan Monument—to honor the krogan soldiers who died defending Citadel space.

But without the harsh conditions of Tuchanka to keep their numbers in check, the krogan population swelled to unprecedented numbers. Overcrowded and running out of resources, the krogan spread out to forcibly claim other worlds—worlds already inhabited by races loyal to the Citadel. There was always "just one more world" needed. The final straw was when the krogan began settling the asari colony of Lusia. When the Council ordered them to leave, Overlord Kredak, the krogan ambassador, stormed out of the Chambers, daring the Citadel races to take their worlds back. War broke out soon afterward.

Rebellion and decline
The resultant Krogan Rebellions continued for nearly three centuries. The krogan sustained massive casualties, but their incredible birth rate kept their population steadily increasing. Victory seemed inevitable. In desperation, the Council turned to the recently discovered Turian Hierarchy for aid. The turians unleashed the genophage on the krogan home worlds: a terrifying bio-weapon engineered by the salarians. The genophage caused near total infant mortality in the krogan species, with only 1 birth in every 1000 producing live offspring.

No longer able to replenish their numbers, the krogan were forced to accept terms of surrender. For their role in quelling the Krogan Rebellions, the turians were rewarded with a seat on the Citadel Council. The krogan, on the other hand, still suffer from the incurable effects of the genophage.

Over the last millennium krogan numbers have steadily declined, leaving them a scattered and dying people. Some try bizarre treatments for the genophage, including testicle transplants. But, faced with the certainty of their extinction as a species, most krogan have become individualistic and completely self-interested. They typically serve as mercenaries for hire to the highest bidder, though many still resent and despise the Citadel races that condemned them to their tragic fate. Wrex comments disdainfully that clubs, bars and brothels often try to hire krogan bouncers, reducing his people to some kind of status symbol.

Modern Times
Despite announcements about failed, krogan-funded research into the genophage by 2183, most krogan have not worked toward a cure as they are more interested in combat than science. Unless one is discovered and used, the extinction of the krogan seems inevitable.

In 2185, Mordin Solus explains that the krogan are in fact evolving to undo the damage of the genophage. To prevent overpopulation, Mordin's Special Tasks Group team created and applied a modified version of the genophage, which he claims will keep the population down but still allows for a viable population, indicating the krogan race isn't as doomed as they believe. Mordin states that both the original and new genophage were designed to stabilise the krogan birth rate at pre-industrial levels—one viable birth per thousand. Given the prodigious krogan birth rate, it would appear that the enormously violent nature of krogan culture is actually responsible for their dwindling numbers. Ironically, this means that if the krogan were not so convinced that they, as a species, are doomed, and consequently spent less time roaming the galaxy spoiling for a fight, their numbers might increase—they are essentially being killed by their own fatalism.

Infrastructure and Claimed Worlds:

Korgan DMZ
Tuchanka
Code: Select all
1 x Urban Structure (free), 1 x Fuel Depot(free), 2 x Major Industrial Complex, 2 x Mining Complex


Code: Select all
 2 x Spec Ops Teams, 8 x Milita Divisions(free), 1 x Heavy Weapons Team(free), 1 x Cheap Weapons(free), 1 x Advanced Armor(free), 1 x Armoured Division(free), 1 x Lvl One Orbital Defense Guns(free), 1 x Lvl Two Orbital Defense Guns(free), 3 x Anti-Orbital Missile Force, 2 x Infantry Divsions, 2 x Marine Divisions, 1 x Artillary Battalion, 1 x Armoured Division, 2 x Gunship Wings   



Valhallen Threshold
Garvug
Code: Select all
 1 x Fuel Depot, 1 X Mining Complex, 1 x Industrial Complex

Code: Select all
 2 x Anti-Orbital Missile Force, 1 x Infantry Divison, 1 Gunship Wing


Eagle Nebula
Wrill
Code: Select all
 1 x Mining Complex

Code: Select all
 1 x Anti-Orbital Missile Force, 1 x Militia Division, 1 Gunship Wing


Economy: +97 Credits / Monthly
Last edited by TriStates on Tue Jul 29, 2014 4:11 pm, edited 3 times in total.
Vytautas wrote:There are two kinds of people in this world:
* people giving a fuck,
* people not giving a fuck,
Drink Vytautas, give a NEGATIVE FUCK!
The Burning Sun wrote:...you seem to experience what I shall completely non-offensively dub the Triplex, or TriStates Complex - you spend a ton of time crafting a beautiful work of collaboration, and then you mysteriously disappear...

The Starlight wrote:
TriStates wrote::( I don't like change...

It's coarse and dry and gets everywhere. :p

But I do get what you mean.
My Past Adventures: After World

User avatar
Great Empire of Gamilus
Senator
 
Posts: 4165
Founded: Apr 08, 2013
Ex-Nation

Postby Great Empire of Gamilus » Thu Jul 31, 2014 4:33 pm

App Structure
Faction: Federal Republic of Chorus (Rouge Human Colony)

Location: Milky Way / Artemis Tau / Athens System / Second planet (Proteus)

Leader (You decide): The Commander.

Citadel Council member Y/N or N/A: no

Brief description of diplomatic relations:
Anyone who can pay for the services will get them, as long as they are not on a warpath to wipe out humanity, also have significant but hidden ties to the Sons of Sol party and many others.

Military state of readiness:
A bit over prepared.

History:
It all started with a military project by the Alliance to create super soldiers known as the Chorah program hosted inside the Chorus facility, The programs first stage was a resounding success with genetic enhancements and programs that would make the council shake in anger if any of the records had survived its destruction. With genetic and the few cybernetic enhancements, they were trained by the best of the best at the time, Alliance Marines, SAS, Spetnaz and various aqua trained commando's and space/zero G combat experts. at its height the program counted one full infantry division, divided into 6 'teams' of 5,000 based on colour code, all equipped with prototype custom made gear on site.

Silver= Lancer Team, the best of the best and equipped as such. these men and women were better equipped than their comrades.

Green= Shock team, the second best team, experts in direct combat and most heavily armed.

White/Silver= Order team, the average trooper section, well equipped and capable of being deployed in various applications of force.

Red Team: one of two teams implanted with upgrades to make them loyal to the team, cited enemies include the blue team who also received the same upgrades, the teams were also programmed to ''hate'' each other. However most scientists in the program consider the Red and blue teams are some of their finest creations. These troops don't particularly specialize in anything nor are trained entirely as proper soldiers! some other teams rumour that the researchers implanted a reality/universe bending luck chip in each and every member. Explaining why they can't shoot each other but hit near everyone else instead.

Blue Team: one of two teams implanted with upgrades to make them loyal to the team, cited enemies include the Red team who also received the same upgrades, the teams were also programmed to ''hate'' each other. However most scientists in the program consider the Red and blue teams are some of their finest creations. These troops don't particularly specialize in anything nor are trained entirely as proper soldiers! some other teams rumour that the researchers implanted a reality/universe bending luck chip in each and every member. Explaining why they can't shoot each other.

Black Team: Chaos team: These men were implanted with an experimental ''R.A.G.E'' chip, "Refined Adrenalin Generation Enhancer" Chip, allowing an increased flow of adrenalin and an improved focus in combat and tactics. as such these troops love close combat, often forgoing long range weapons for medium range to hand to hand combat being favourites.

But then the first contact war happened, As the Teams were being readied for strikes on Turian held planets the peace was held by the Council, when the Alliance read about the laws of the citadel they were quick to erase all information on the Chorah program and launch an attack on the Chorus facility, with lightning speed the Alliance assaulted the facility to kill off the soldiers and scientists and claim all research data for more legal uses like gene therapy.

they found a facility still prepared for the war that ended with the peace treaty, the Alliance attack force was surprised when these soldiers of Chaos team hurled themselves out of airlocks on the small squadron of frigates the facility had and boarded the mothball dreadnought the Alliance bought back out for this operation, boarding the ship and killing off all crew in record time, the casualties were immense for both sides, but in the end the Chorah program won, stealing many ships thanks the the sacrifices of many Chaos troopers, the scientists sided with their creations for they were now wanted criminals in the Alliance, their families told they were dead or worse, Covering their tracks they either sold or scrapped the captured ships.

However the project forces managed to escape Alliance space to a planet, which would sometime later be called Proteus by some, this planet was perfect for a permanent base, raiding for their resources and materials within a few years they had built their underwater fortress, deep under the planets oceans and mining deposits not scannable from orbit, the new Chorus facility was built, a massive city under the waves and hidden from sight using technologies the Alliance would/could use to build to help construct the Normandy's Stealth system among other technologies.

Now over three decades later the survivors of the program have established a thriving society of warrior people, contracting forces out as mercenaries to people for protection, wars and many other things, though they dislike slavery with a passion and go out of their way to free slaves regardless of species. how one hires them is through a contact on Omega.


Now they plan to get out of the galaxy, a complicated plan to leave the civilization that would call them monsters, Project StarLiner is in motion.


Infrastructure and Claimed Worlds: Milky Way / Artemis Tau / Athens System / Second planet (Proteus in Cannon, Chorus in this.)
1 Free urban area
1 free Fuel depo
1 free mining complex
4 mining complex - 40 cdr
1 small spaceport - 80

Military:
Space:

fighter wing = 6 cdr (Glaive squadron)
1Frigate = 10 (The Chorus Runner)

Land:
1 Infantry Battalion (Advanced armour and High quality weapons) 15 credits total

1 Elite Specialist( Lancer David Washington) w/t Advanced armour, High Quality weapons, Stealth training and Elites (8 cdr total) <Currently on Omega
1 Elite Specialist (Shock Trooper Faringer) w/t Advanced armour, Heavy weapons, high quality weapons and Elites (8cdr total) < on Chorus
1 Elite Specialist(Chaos soldier Karl Maine) w/t Advanced armour, CQC specializtion, Heavy weapons and Elites (8cdr total) <currently on Omega


Income:
baseline 10 a month
Mining complex + 15 cdr
Fuel depo + 5 cdr
Urban area + 45 cdr
spaceport + 28 cdr

= 103 cdr a month.

remaining credits: 0

also Rannadril
-------------------------------------------------
Last edited by Great Empire of Gamilus on Sat Aug 02, 2014 9:09 pm, edited 1 time in total.
Do you hear the posters sing?
Singing the song of angry men?
It is the music of the short OP
that won't be seen again!

When the mods find this OP
Then this thread will be no more,
But the song will be sung again
When another comes!

OP, do you know the way?
Know the way to fix your post?
Just add details and sources to spark
Debate on these forums.

Otherwise this thread is doomed
Doomed to death by modly wrath
NSG will pick up and move on
'Till another comes!

--The Klishi Islands
a thread on Theism and Atheism

User avatar
Professional Special Forces Corporation
Secretary
 
Posts: 36
Founded: Jun 23, 2014
Ex-Nation

Postby Professional Special Forces Corporation » Thu Aug 07, 2014 1:12 pm

Faction:The Haskins Hoplarchy

Leader (You decide):Larna Laeviscus

Citadel Council member Y/N or N/A:no

Brief description of diplomatic relations:
They resent most species that are not Turian,though factions wanting to seek friendship are meet with open arms while pirate groups and mobs(Blue Suns,BloodPack,Eclipse) are meet with a gun in their face. Their are no prisons on Capek.

Military state of readiness:
Do miss with the Hoplarchy
Ever Turian is like a damn spartan

History:
The colony was found by ex Turian Military men with a signal goal in mind,simple politics. They believed that the ones risking their lives for others should have the right to rule not some high and mighty politician. Based on Turian society and military discipline,the colony reapatly began to expand throughout Capek,the sense of purpose amongst the first settlers was high and that was passed down by generation by generation.

The colony broke away from Council authority after the events of Sovereign and is currently massing huge defensive forces in case of the Council decides it really wants Capek. It also is reaching out towards any species wanting to ally with Spartan like colony.

Infrastructure and Claimed Worlds:
Titian Nebula/Haskins/Capek
1 Urban Area+45
1 free Urban Area+45
1 free Fuel depot+5
1 free Mining Complex +3
+10 default
__________
108credits

Military:
6Militia Division+High-quality Armaments,Advanced Armour

Light Cruiser
3 Corvette Packs(12),1pack as Enhanced Sensors

Builds
9Militia Divisions with High-quality Armaments,Advanced Armour
Last edited by Professional Special Forces Corporation on Thu Aug 07, 2014 1:45 pm, edited 1 time in total.

User avatar
Kinistian
Minister
 
Posts: 2285
Founded: Nov 24, 2012
Ex-Nation

Postby Kinistian » Thu Aug 07, 2014 1:21 pm

The Hanar Primacy

"The Enkindlers are our salvation"-Unknown Preacher


Government/Relations

Leader:He who Calms Waves(Waves)

Citadel Ambassador:Hute Laik

"The hanar government is known as the Illuminated Primacy. According to gossip between a salarian and a turian in the Council Chambers, the hanar are considered likely prospects for a Council seat in the near future, though what great deed the hanar did for the Council to warrant consideration is not revealed.

Galactic Relations
Other races sometimes see the hanar as elitist because of their intolerance for "incorrect" speech (and occasionally refer to them derisively as "jellies"). The hanar themselves are known to become vocal if their religious rights appear threatened in any way, which occasionally causes clashes with other Citadel races. A hanar on the Presidium steadfastly defends its right to preach about the Enkindlers in a non-proselytizing zone even when a C-Sec officer asks it to leave, and Commander Shepard hears a news story on the Citadel about the hanar blockading a Prothean ruin being excavated by the salarians.

Nonetheless, the hanar have been known to work closely with other races from time to time. On at least one occasion, agents of the hanar government worked alongside the Systems Alliance, participating in a raid on a batarian science lab which was studying what eventually proved to be Reaper technology."-Wiki


Military

The hanar navy is relatively small, but is supplemented by drell combat specialists: accomplished spies, saboteurs, and assassins trained from a young age. The hanar do not normally commit their drell allies to open warfare.

Kahje is protected by an automated planetary defense system. While the system is effective against most attackers, it is vulnerable to internal sabotage, as only moderate government clearance is necessary to access it and a single computer virus can quickly compromise the entire network.

Navy
3Battlecruisers
10Frigates
1Light Cruiser


Army
10Infantry Division
5Marine Divisions
5Gunship Wing
10Spec-ops team
free 2 Spec Ops
free SpecTRe


Infrastructure/Worlds/Economy

Kahje
5 Miningcomplexs +15
2Major Mining complex+20
3Industrial Complex+15
1Major industrial complex+15
3Urban Structures+135
2 free Fuel Depots+10
Free Lvl.1 Defense Guns


First Land


Belan


Rough Tide


Default+30c
Planets+210
Mining Ships+0
_______________
240 a month

0credits left

User avatar
Paddy O Fernature
Postmaster-General
 
Posts: 13802
Founded: Sep 30, 2010
Inoffensive Centrist Democracy

Postby Paddy O Fernature » Thu Aug 07, 2014 10:32 pm

THE TURIAN HIERARCHY

Image
"Recalibrating..."



The Primarch

Image
Primarch Nelus Lorictus

Little is publicly known about the current Primarch of the Turians past his early childhood on the Turian homeworld of Palaven. Public records concerning his public service through the military have either been sealed away or outright destroyed quietly, with only rumors of Spectre involvement left in his wake. What is known, is that Nelus quickly rose through the numerous tiers of the hierarchy quickly and with seemingly great skill, having quickly been appointed by those around and above him without question for rapid advancement.

As a public political figure, Nelus has been noted for being a cold and calculating man, even for a Turian. Under his current reign, several previous stances against other races have been reset back to a neutral setting, as Nelus wishes to reevaluate diplomatic relations on an individual level with other races. As such, he is an approachable man, that will give a fair shake with anyone willing to swallow their pride and extend a diplomatic olive branch towards him and his administration. However, those that wish ill upon him or his people should not mistake his kindness for weakness.


History

Everything relevant to the Turian's history can be found here in one hand, easy to read collection of information. No sense in rewriting established canon.


Diplomatic Relations

Currently, Turian relations with all established species and factions is an open book, subject to an in depth review on an individual basis. The only exception currently to this viewpoint, is the Asari, with whom positive relations currently exist. As such, all races and factions are currently in a neutral status pending review and open to interpretation one way or another pending future actions.

The Turian Hierarchy is currently at a state of war with the Systems Alliance, and the Krogan Confederation over the DMZ Relay Incident.


Infrastructure
(Current as of Month 2)
Items in Blue were purchased current month. Items in Green were completed this month.


Urban Areas: -Free, +45 Credits, -10% Ground Unit Construction +45
Urban Areas: -Free, +45 Credits, -10% Ground Unit Construction +45
Urban Areas: -Free, +45 Credits, -10% Ground Unit Construction +45
Urban Areas: -100, +45 Credits, -10% Ground Unit Construction +45
Mining Complex: -10, +3 Credits
Mining Complex: -10, +3 Credits
Mining Complex: -10, +3 Credits
Mining Complex: -10, +3 Credits
Mining Complex: -10, +3 Credits
Major Mining complex : -30, +10 Credits
Major Mining complex : -30, +10 Credits
Industrial Complex: -15, +5 Credits, -5% Ship Construction
Industrial Complex: -15, +5 Credits, -5% Ship Construction
Industrial Complex: Free, +5 Credits, -5% Ship Construction
M.I.C: -Free, +15 Credits, -10% Ship Construction
Fuel Depot: -Free, +5 Credits
Fuel Depot: -15, +5 Credits
Shipyard: -Free, +15 Credits, -10% Ship Construction
Major Spaceport (upgrade): -800, +270 Credits
Total Income: +792 Credits



Urban Areas: -100, +45 Credits, -10% Ground Unit Construction +45
Urban Areas: -100, +45 Credits, -10% Ground Unit Construction +45
Urban Areas: -100, +45 Credits, -10% Ground Unit Construction +45
Urban Areas: -100, +45 Credits, -10% Ground Unit Construction +45
Major Mining complex : -30, +10 Credits
Major Mining complex : -30, +10 Credits
Total Income: +380 Credits


Urban Areas: -100, +45 Credits, -10% Ground Unit Construction +45
Urban Areas: -100, +45 Credits, -10% Ground Unit Construction +45
Urban Areas: -100, +45 Credits, -10% Ground Unit Construction +45
Urban Areas: -100, +45 Credits, -10% Ground Unit Construction +45
Fuel Depot: -15, +5 Credits
Total Income: +365 Credits


Urban Areas: -100, +45 Credits, -10% Ground Unit Construction +45
Urban Areas: -100, +45 Credits, -10% Ground Unit Construction +45
Urban Areas: -100, +45 Credits, -10% Ground Unit Construction +45
Urban Areas: -100, +45 Credits, -10% Ground Unit Construction +45
Fuel Depot: -15, +5 Credits
Total Income: +365 Credits


Total Income: 1,902 Credits/Month


Military


20 Dreadnaughts - Free
Fleet Carrier: -85
- Assault Lander x5
- Interceptor Wing

Battlecruiser: -60
Light Cruiser x4: -100
Frigate x15: -100


17 Dreadnaughts - Free
Fleet Carrier: -85
- Assault Lander x5
- Interceptor Wing

Battlecruiser: -60
Light Cruiser x4: -100
Frigate x15: -100


Infantry Division x10: -100
Armored Division x5: -100
Artillery Battalion x5: -50
Anti Orbital Missile Force x5: -50
Gunship Wing x5: -25
Sapper Detachment: -7
Spec Ops x3: -18

In Training:
Infantry Division x15: -150, 2.4 Months


Spectre - 001
Real Name: Septim Virus
Role: Leader
Upgrades: Advanced Armour, High-quality Armaments, Stealth Training, Close Combat Specialization, Combat Biotics
Gear: Phantom Armor X, HMWA Master AR X, HMWP Master Pistol X, HMBA Master Biotic Amp, HMOT Master Omni-tool X

Spectre - 002
Real Name: Aris Kerril
Role: Heavy
Upgrades: Advanced Armour, High-quality Armaments, Stealth Training, Close Combat Specialization, Heavy Weapons
Gear: Phantom Armor X, HMWSG Master Shotgun X, HMWP Master Pistol X, M-920 Cain, HMOT Master Omni-tool X

Spectre - 003
Real Name: Lilian Si'ius
Role: Precision Specialist
Upgrades: Advanced Armour, High-quality Armaments, Stealth Training, Close Combat Specialization, Sniper
Gear: Phantom Armor X, M-98 Widow X, HMWP Master Pistol X, HMOT Master Omni-tool X

Spectre - 004
Real Name: Nelerax Vyus
Role: Tech Specialist
Upgrades: Advanced Armour, High-quality Armaments, Stealth Training, Close Combat Specialization, Electronic Warfare Capabilities
Gear: Phantom Armor X, HMWA Master AR X, HMWP Master Pistol X, HMOT Master Omni-tool X

Spectre - 005
Real Name: Triaetrus Kasethis
Role: Biotic Artillery/Defense Specialist
Upgrades: Advanced Armour, High-quality Armaments, Stealth Training, Close Combat Specialization, Combat Biotics
Gear: Phantom Armor X, HMWA Master AR X, HMWP Master Pistol X, HMBA Master Biotic Amp, HMOT Master Omni-tool X

Spectre - 006
Real Name: Deseus Actius
Role: Grunt/Secondary Heavy
Upgrades: Advanced Armour, High-quality Armaments, Stealth Training, Close Combat Specialization, Heavy Weapons
Gear: Phantom Armor X, M-76 Revenant X, HMWP Master Pistol X, M-920 Cain, HMOT Master Omni-tool X

(General Note: Weapons and gear subject to change pending mission. All weapons and gear are further customized based upon individual operators preferences, and realistically are too numerous to list in detail here.)

Spectre Frigate - Lucifer Fortuna - 6 Upgrade Slots - GM Approved Limited Design
Upgrade: Stealth
Upgrade: Thanix cannons
Upgrade:
Upgrade:
Upgrade:
Upgrade:


Claimed Worlds
Turian Worlds


Rannadril - Do not remove.
Last edited by Paddy O Fernature on Fri Aug 08, 2014 10:23 am, edited 1 time in total.

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Quick Responds Company
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Founded: Feb 09, 2014
Ex-Nation

Postby Quick Responds Company » Sun Aug 10, 2014 10:01 pm

Apex Industries

Image

Building a galaxy one step at a time-Matto

Leadership

CEO: Rocky Clinton

Director of Apex Mining: Yadira Drewes

Director of Manufacturing: Jochim Collinsworth

Director of Security Arms: Rogelio Towler


Apex Ind is run by the Committee,which is the collection of the founder and his cabinet of private advisors. The founder is Rocky Clinton who is the head mucho and overall leader but divides his multiple industries to be led by appointed directors. For example their is a director for the Apex Mining Fleet and one for Arms manufacturing. Though in the end it's Rocky's last word on any matter relating his company,all palms must be approved by him before acceding.

History

Apex Ind was created ruffly 3 years after the First Contact War by mister Clinton,former Alliance Sapper. He used the education and experience the Alliance provided to incorporate it into his self made business,Apex Ind. It started off as a local arms sells men and with hostilities raising across the galaxy they quickly spread though the galaxy and started the Apex Mining Corps and Apex Security Contractors.

The Company soon went into colonial and exploring branches to find rick worlds to mine and to continue to creat their vast Business Empire. They are known to build up a planets infrastructure then sell the colony at a high cost.

Apex Ind is also known to hire with Mercs if the Company is spread to then to protect its colonies in the Terminus and Travers,also putting on hits on Pirate Groups and other Vagabonds that interfere with Company assists.

Military

Apex has a paramilitary branch called Apex Security Arms witch is led by its the Director. The ASC usually as High End equipment and a assortment of different units to meet any challenge . Though the ASC mostly used as Private Garrisons to protect the Company's colonies and the Special Ops teams to be used as a police Forces and the regular SpecOps stuff.

The Apex Security Arms Navy is mostly a mass of heavily armored and gunned cruisers with maybe a few larger ships like a Battlecruiser acting as Flagships,and frigates/fighters as scouts. The ASAN acts much like the Alliance navy when it comes to protection.

If a mining ship or colony comes under attack,the Frigate would act as early warning system witch send the massage to Fleet Command who then send in Cruisers to scare away or destroy the ruffians. Though when something like a mass planetary raid happens,the ASAN usually goes on the defensive no matter what and tries to obliterate the enemy fleet before it could come into range to offload their troops.

2Infantry Division
2Gunship Wing

Infrastructure/Worlds

Zirnitra
A world of Ice and rich mineral deposits,this world was the First Colony to be founded by Apex Ind. The company built many external facilities on the Icy world that all went underground. Life Support Systems have been equipped on the stations. The Company makes quite a bit of cash from the raw materials gathered hear and hope for ages to come.

5Mining Complexs+15
2Major Mining complex+20
2Planetary Fuel Depot+10
2 Industrial Complex+10
1 free Urban Area+45
Default+10
____________
110income


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