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Karlsland FT Factbook (Now Open to Q&A... no history, tho)

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]
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Rupudska
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Karlsland FT Factbook (Now Open to Q&A... no history, tho)

Postby Rupudska » Sun Feb 12, 2012 3:10 pm

Factbook of the Anglo-Germanic Empire of Karlsland

Contents:
1.Contents/General Info
2. Geography/Important Planets
3. Government
4. Navy
5. Air Force
6. Army

General Information:

Flag:

Image

Seal:

Image


Full name: The Anglo-Germanic Empire of Karlsland

Government Type: Federal constitutional monarchy with bicameral legislature

Languages: German, English, Danish, Polish, Swedish, Norwegian, Celtic

Capital and Largest City: Sudentor, population 21.5 million

Currency: The Mark

Population: 9.46 trillion

National Religion: Karlslandic Christianity

Head of State: Empress Maria V

Head of Government: Prime Minister Erica Bachmeier [CP]

National animal: Golden Eagle

Brief Overview: The Anglo-Germanic Empire of Karlsland is a very large, FTL-capable nation covering roughly 93 major inhabitable planets, and 110 terraformed systems. There are also more than three hundred systems who have a population of 1 billion or less, almost all of which are terraformed. The capital planet of Earth is the third planet from the yellow dwarf Sol, near the edge of the Milky Way galaxy. The country is almost entirely populated by non-humans, especially those of the Homo genus. The dominant party in the two-house legislative branch is the Centralist party, which is a neutral party that favors no species over any others. Its biggest competitor is the Non-Humanist Party, which favors non-human sapient life, apart from equines, who almost universally stick to the Equine Party, the most liberal of the Big Three parties.
Last edited by Rupudska on Tue Jan 08, 2013 2:04 pm, edited 14 times in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

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Rupudska
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Postby Rupudska » Sun Feb 12, 2012 3:23 pm

Geography:

There are many inhabited planets in Karlsland control. The most heavily populated ones are, in order:

Image
Earth, population roughly 13 billion.

Image
Usea, population 10 billion. Has a very similar climate to Earth, albeit wetter.

Image
Kokytos, population 8 billion. Surprising, since it's colder than GWO's heart.

Image
Holle, population roughly 6 billion. It is far larger than Earth, but its population is lower due to the harsher, drier climate.

Image
Amazonia, population roughly 5.5 billion. Roughly the same size as Earth, almost all dense jungle.

Image
Mars, population roughly 3 billion. It is the smallest of the terraformed planets, and maintains a terraform thanks to gravity intensifiers deep in the mantle.
Last edited by Rupudska on Thu Feb 23, 2012 5:29 pm, edited 1 time in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

User avatar
Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Sun Feb 12, 2012 5:12 pm

Government:

Independence: 1871 (Self-declared, non-war based)
WA Category: Capitalist paradise
Type: Constitutional monarchy.
Capitol: Sudentor, 21.5 million, founded 1581.
Administrative Regions: 110.
Constitution drafted October 9, 1871.
Electoral system: For leader, none. (Birthright only) For Prime Minister, elections held at the end of each minister's life. Since the current PM is a youkai, that may as well be no election to humans.
Legislature: Bicameral.
Legal system: 68 systemic courts controlled by the Supreme Court of Karlsland, judges must be appointed by the Royal Family.
Suffrage: 18, both genders. (Womens rights c. 1955)
Political parties:

Centralist party:
The largest party in Karlsland, it takes the stance of the traditional monarchy-supporting political party. Its members make up roughly 45% of the population. Is fairly conservative, but is nowhere near being the most so. Believes in equal rights for humans and non-humans alike. It also strongly believes in continuing our control over our colonies.

Non-Humanist Party:
The second-largest party in Karlsland and the most conservative. It makes up roughly 24% of the population. Differs from most similar parties due to its total lack of Antisemitism, primarily due to the fact that there aren't enough Jews in the country to warrant it. Instead, it targets the humans in the nation, claiming that they are slowing us down due to their inherent lack of both physical and magical strengths. Apart from that, it does not differ significantly from the Centralist party. The party has always been very strong, albeit it almost imploded in the 23rd century.

Empirist Party:
An expansionist party, making up 14% of the population. Fairly similar to the Libertarian party of Liberion when it existed, it is considered by some to be a direct descendant of it. Believes in exploring and expanding Karlsland indefinitely. More extreme members believe in making first contact upon discovery of sentient life on the planet as soon as they gain an interest in space travel, instead of upon them obtaining faster-than-light capability.
Last edited by Rupudska on Mon Nov 10, 2014 9:01 am, edited 3 times in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

User avatar
Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Sun Feb 12, 2012 5:38 pm

Karlsland Kaiserliche Marine
I do not claim ownership to the designs of any of these ships.

Dreadnoughts
IMS Saint's Cradle-class
Image and some data by Breandan-OCiarrai of DeviantART


Type: Dreadnought
Length: 28.72 km
Max Acceleration: 950 G
Max Speed (FTL): >25 Parsecs/m (Exact maximum warp speed classified)
Hull: Layered molecular armor over important sections, graphene-reinforced alusteel elsewhere.
Sensor systems: JM&D S23A5 shield generator domes (x8)
Armament:
Assault concussion missile tubes (6,550)
30 missiles each
Positron torpedoes (5,250)
Chemical turbolaser cannons (4,200, fire-linked in groups of 8)
Heavy turbolaser cannons (3,000, fire-linked in groups of 6)
Point defense coilguns (2,100)
Heavy antiproton beam cannons (400)
Heavy antiproton missile tubes (300)
Singularity missile tubes (150)
JM&D tractor beam projectors (50)
Wave Motion Cannons (16)
MJOLNIR dimensional rift generator gun (1)
Can carry fighters? Yes
Prefabricated garrison bases (6)
Various other assault and support craft (total of 2,500)
Crew: 475,000
Minimum crew: 32,500
Passengers: 65,000
Cargo capacity: 725,000 metric tons
Supplies for 545,000 individuals
Cargo handling systems: Beltway system
Consumables: 23 years
Communication systems: JM&D transceiver



Type: Carrier
Length: 16.15 km
Max acceleration: 750 G
Max Speed (FTL): 35 Parsecs/m
Hull: Layered molecular armor over important sections, graphene-reinforced alusteel elsewhere.
Sensor systems: JM&D Heavy shield generators (8x)
Armament:
Assault concussion missile tubes (2750)
30 missiles each
Chemical turbolaser cannons (2,200, fire-linked in groups of 8)
Heavy turbolaser cannons (1,700, fire-linked in groups of 6)
Positron torpedoes (1,500)
Point-defense railguns (400)
Heavy Neutron Beam cannons (125)
JM&D tractor beam projectors (75)
Wave Motion Cannons (2)
Can carry fighters? Yes
Prefabricated engineer bases (4)
Various other assault and support craft (Total of 1,600)
Crew: 275,000
Minimum Crew: 35,900
Passengers: 43,500
Cargo capacity: 525,000 metric tons
Supplies for 360,000 individuals
Cargo handling systems: Beltway system
Consumables: 15 1/2 years
Communication systems: JM&D transceiver

Heavy combat ships
Image
Bismarck-class
Design made by Vince-T of DeviantART


Type: Battleship
Length: 13.81 kilometers
Max Acceleration: 1320 G
Max Speed (FTL): 35 Parsecs/m
Hull: Graphene-reinforced alusteel
Sensor systems: JMD shield generators (3x)
Armament:
Assault concussion missile tubes (2250)
30 missiles each
Chemical turbolaser cannons (1,800, fire-linked in groups of 8)
Heavy turbolaser cannons (1,500, fire-linked in groups of 6)
Positron torpedoes (1,000)
Heavy Neutron beam cannons (225)
JM&D tractor beam projectors (35)
Point-defense railguns (400)
Wave Motion Cannons (6)
Can carry fighters? Yes
Prefabricated garrison bases (3)
Various other assault and support craft (total of 200)
Crew: (245,144)
Gunners (1,390)
Minimum crew: 47,500
Passengers: 32,000 (troops)
Cargo capacity: 225,000 metric tons
Supplies for 265,000 individuals
Cargo handling systems: Beltway system
Consumables: 11 1/2 years
Communication systems: JM&D transceiver



Type: Battlecruiser
Length: 6.35 km
Maximum acceleration: >1500 G
Max speed: 35 P/m
Hull: Graphene-reinforced alusteel
Sensor systems:
JM&D S11A5 heavy shield generator domes (9)
Targeting systems:
Lockheed Martin targeting computers
Armament:
Concussion missile tubes (450)
35 missiles each
Positron torpedoes (350)
JM&D XX-9 Heavy turbolasers (90)
Colt IC-7 neutron beam cannons (90)
Phylon Q7 tractor beam projectors (20)
Dual heavy antiproton chemical beam turrets (12)
Quad heavy chemical turbolasers (10)
Can carry fighters? Yes
Prefabricated garrison base (2)
Orion-class shuttles (25)
Delta-class infantry transports (40)
Assault gunboats (15)
Gamma-class assault shuttle (1+)
Repair and recovery vehicles
Complement
Can carry Warlocks?: Yes
Officers (26,550)
Infantry (21,400)
Enlisted (70,250)
Gunners (960)
Cargo capacity: 120,000 metric tons
Consumables: 10 years
Communications: ASUS transceiver

Medium combat ships
Sieg-class


Type: Heavy frigate
Length: 2.65 km
Maximum acceleration: >1800 G
Max speed: 45 P/m
Hull: Graphene-reinforced alusteel
Sensor systems:
JM&D S11A5 heavy shield generator domes (4)
Targeting systems:
Lockheed Martin targeting computers
Armament:
Concussion missile tubes (200)
40 missiles each
Positron torpedoes (110)
JM&D XX-9 heavy turbolasers (50)
Colt IC-7 neutron beam cannons (50)
Phylon Q7 tractor beam projectors (10)
Quad heavy chemical turbolasers (6)
Medium chemical turbolasers (6)
Dual heavy antiproton beam cannon turrets (4)
Can carry fighters? Yes
Complement
Can carry Warlocks?: Yes
Orion-class shuttles (12)
Delta-class infantry transports (20)
Assault gunboats (8)
Gamma-class assault shuttle (1+)
Repair and recovery vehicles
Prefabricated garrison base (1)
Crew:
Officers (12,550)
Infantry (10,700)
Enlisted (35,250)
Gunners (470)
Cargo capacity: 60,000 metric tons
Consumables: 8 years
Communication systems: HP transceiver

Image
Invincible-class


Type: Light cruiser
Length: 2.57 km
Maximum acceleration: >1800 G
Max speed: 42.5 P/m
Hull: Graphene-reinforced alusteel
Sensor systems:
JM&D S11A5 shield generator domes (4)
Targeting systems:
Lockheed Martin targeting computers
Armament:
Dual heavy neutron beam cannon turrets (4)
Quad heavy chemical turbolasers (3)
Medium chemical turbolasers (6)
Concussion missile tubes (240)
30 missiles each
Positron torpedoes (80)
JM&D XX-9 heavy turbolasers (40)
Colt IC-7 neutron beam cannons (40)
Phylon Q7 tractor beam projectors (15)
Can carry fighters? Yes
Complement
Can carry Warlocks?: Yes
Orion-class shuttles (12)
Delta-class infantry transports (20)
Assault gunboats (8)
Gamma-class assault shuttle (1+)
Repair and recovery vehicles
Prefabricated garrison base (1)
Crew:
Officers (12,550)
Infantry (10,700)
Enlisted (35,250)
Gunners (470)
Cargo capacity: 56,000 metric tons
Consumables: 8 years
Communication systems: HP transceiver



Type: Light carrier
Length: 2.3 km
Maximum acceleration: >1,600 G
Max speed: >45 P/m
Hull: Graphene-reinforced alusteel
Sensor systems:
Boeing ISD-72x shield generator domes (3)
Targeting systems:
JM&D targeting computers
Armament:
Positron torpedoes (50)
Concussion missile tubes (40)
20 missiles each
Dual chemical turbolaser cannons (20)
Triple chemical turbolaser cannons (15)
JM&D tractor beams (6)
Quad chemical turbolaser cannon (4)
Can carry fighters? Yes
Lambda-class shuttles (16)
Delta-class infantry transports (45)
Assault gunboats (10)
Gamma-class assault shuttle (2+)
Repair and recovery vehicles
Prefabricated engineer base (1)
Crew:
Officers (9,235)
Infantry (9,700)
Enlisted (27,850)
Gunners (475)
Cargo capacity: 36,000 metric tons
Consumables: 6 years
Communication systems: HP transceiver

Image
Gallia-class


Type: Destroyer
Length: 1.6 km
Maximum acceleration: >2,300 G
Max speed: >40 P/m
Hull: Graphene-reinforced alusteel
Sensor systems:
Boeing ISD-72x shield generator domes (2)
Targeting systems:
LeGrange targeting computers
Armament:
Dual chemical turbolaser cannons (12)
Triple chemical turbolaser cannons (10)
Quad chemical turbolaser cannon (2)
Concussion missile tubes (80)
20 missiles each
Neutron beam cannons (2)
JM&D tractor beams (6)
Positron torpedoes (52)
Can carry fighters? Yes
Lambda-class shuttles (8)
Delta-class infantry transports (15)
Assault gunboats (5)
Gamma-class assault shuttle (1+)
Repair and recovery vehicles
Prefabricated garrison base (1)
Crew:
Officers (9,235)
Infantry (9,700)
Enlisted (27,850)
Gunners (475)
Cargo capacity: 36,000 metric tons
Consumables: 6 years
Communication systems: HP transceiver

Image
Copenhagen-class


Type: Frigate
Length: 1.15 km
Max acceleration: >3200 G
Max speed (atmosphere): 1020 kph
Max speed: 45 P/m
Hull: Graphene-reinforced alusteel
Sensor systems:
JM&D shield generator dome (1)
Targeting system:
Boeing targeting computers
Armament:
JM&D heavy dual chemical laser turrets (8)
Medium dual chemical laser cannons (2)
Positron beam cannon
Point-defense railguns (52)
Tractor beam projectors (4)
FTL torpedo tubes (4)
20 torpedoes each
Can carry fighters? Yes
Complement:
Gunships (40)
Military vehicles (25)
Various shuttles
Prefabricated garrison base (1)
Crew: 7,400
Passengers: 2,000 troops
Cargo capacity: 20,000 tons
Consumables: 2 years

Transports
Image
Sleipnir-class


Length: 750 m
Maximum acceleration: 1550 G
Maximum speed (Atmosph.): 965 kph
Maximum speed (FTL): 45 P/m (Parsecs/minute)
Shielding: Absorption shields, graphene-reinforced titanium-alusteel mesh hull
Armament:
Concussion missile tubes (32)
Chemical lasers (32)
Positron torpedo tubes (3)
10 torpedoes per tube
Complement:
Can carry fighters? Yes
Crew: 430
Gunners: 40
Minimum crew: 120
Passengers: Up to 1000
Cargo capacity: 350,000 tons
Communication: HP transceiver

Image
Pferd-class


Length: 300 m
Maximum acceleration: 1550 G
Maximum speed (Atmosph.): 800 kph
Maximum speed (FTL): 50 P/m
Shielding: Absorption shields, titanium-alusteel mesh hull
Armament:
10x chemical lasers, 5 per side
1x Forward missile launcher
Complement:
Can carry fighters?: Yes
Crew: 130
Gunners: 20
Minimum crew: 50
Passengers: Up to 300
Cargo capacity: 100,000 tons
Communication: HP transceiver

Light combat ships
Image
Kobra-class


Length: 120 meters
Maximum acceleration: >9,500 G
Maximum speed (Atmosph.): 1150 kph
Maximum speed (FTL): 85 P/m
Targeting system: JM&D targeting computers
Shielding: Reflective shields, graphene-reinforced titanium hull plating
Armament:
Chemical laser cannons (8)
Fore positron torpedo tubes (10)
Aft positron torpedo tubes (6)
10 torpedoes per tube
Concussion missile tubes (20)
15 missiles each
Complement:
Can carry fighters? No
Crew: 55
Communication: HP transceiver
Last edited by Rupudska on Tue Jan 29, 2013 1:39 pm, edited 13 times in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

User avatar
Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Sun Feb 12, 2012 7:01 pm

Karlsland Kaiserlichen Luftwaffe

Image
JM&D JX-290 Valravn


Type: Advanced air superiority fighter
Crew: One
Length: 17.20 m
Wingspan: 30.11 m
Height: 3.82 m
Empty weight: 32,650 kg
Takeoff weight: 39,940 kg
MTOW: 65,500 kg
Max acceleration: >18,000 G
Max speed (Atmosph): Mach 3.75 @ sea level, Mach 6.0+ @ 21,000 m
Max speed (Interstellar): 90% c
Max speed (FTL): 220 P/m
Stalling speed: 190 kph
Armament:
Neutron beam cannon
7.5 mW FEL defensive/offensive laser system
ECM pods (Contained internally)
2x MITR launchers (Multiple Independently Targetable Rockets)
Up to 25,560 kg various munitions
Avionics: COFFIN III

Image
JM&D JX-260 Carcharodon


Type: Air superiority fighter
Crew: 1
Length: 20.66 m
Wingspan: 13.8 m
Height: 4.9 m
Empty weight: 8,640 kg
Takeoff weight: 10,040 kg
MTOW: 32,635 kg
Max acceleration: >17,500 G (Extraorbital only)
Max speed (Atmosph.) Mach 3.4 @ sea level, Mach 5.5+ @ 21,000 m
Max speed (Interstellar): 87.5% c
Max speed (FTL): 205 P/m
Stalling speed: 200 kph
Armament:
2x pulse laser cannons
5 mW FEL defensive/offensive laser system
12,235 kg various external missiles & weapons pods
Avionics: COFFIN III system

Image
MF-270 Isurus
This one is by Jetfreak74656. It's a mulitrole evolution of the Delphinus III.


Type: Multirole
Crew: 1
Length: 19.87 m
Wingspan: 18.52 m
Height: 3.88 m
Empty weight: 9521 kg
MTOW: 23,250 kg
Max acceleration: >13,500 G
Max speed (Atmosph): Mach 3.31 @ sea level, Mach 4.5 @ 21,000 m
Max speed (Interstellar): 75% c
Max speed (FTL): 200 P/m
Stalling speed: 206 kph
Armament:
30mm pulse carbon laser cannon
5 mW FEL defensive/offensive laser system
Up to 10,650 kg of various munitions
Avionics: COFFIN III

Image
IF-255 Matador


Type: Interceptor
Crew: 1
Length: 29.95 m
Wingspan: 17.18 m
Height: 3.72 m
Weight: 30,218 kg TOW
Max acceleration: >20,000 G
Max speed (Atmosph): Mach 10+
Max speed (Interstellar): 99.99% c
Max speed (FTL): 295 P/m
Stalling speed: 239 kph
Armament:
Dual carbon laser cannons
15 mW FEL defensive/offensive laser system
1x Antiship neutron cannon
Up to 11,400 kg various other munitions
Avionics: COFFIN III

Image
AF-109 Jericho
This one by Shimmering Sword.


Type: Fighterbomber
Crew: 1
Length: 16.70 m
Wingspan: 18.25 m
Height: 4.25 m
Empty weight: 13,500 kg
Loaded weight (CAS mission): 22,500 kg
MTOW: 24,500 kg
Max acceleration: >10,300 G
Max speed (Atmosph.): 1000 kph
Max speed (Interstellar): 65% c
Max speed (FTL): 135 P/m
Stall speed: 210 kph
Armament:
1x 30mm JM&D Gatling rail cannon, 1500 rounds
10x hardpoints capable of carrying up to 11,000 kg munitions
Avionics: JM&D laser tracker pod, look down/shoot down air-to-air radar
Last edited by Rupudska on Tue Jan 29, 2013 1:45 pm, edited 9 times in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

User avatar
Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Mon Feb 13, 2012 2:54 pm

Tank Striker:
Image
The newest incarnation of the Tank Strikers, although they are lighter on body armor than the Battle Armors, they are faster, and since they don't use nearly as much magical energy to run as a regular jet Striker, the Witch using them can make much stronger shields.


Powered body armor:
Image
MS1A3 Primary battle armor (Officer version, also shown with night scope on helmet)

Image
MS2A6 main mechanized armor (MI2A8 is designation for Meltrandi version)


Mechanized infantry:

Image
MI4A5 heavy mechanized armor


Image
MI7A3 centauroid mechanized armor


Image
Once the big superfighters started to take to the stars, Witches found themselves outclassed in the final frontier. After around 2200, Striker designs stopped parallelling those of fighter aircraft and took their own form. This proved to be a good thing indeed for Witches, as it enabled them to evolve in such a way that while they would never again outclass true fixed-wing aircraft in space; for special operations, close-range attacks on starships, and nearly any mission below 10,000 meters, the Witch is still a critical part of the Karlsland military. Shown above is the primary fighter Striker of Karlsland, the Caliburn. Below is the A-10G Super Warthog. Both in atmospheric uniform. The one below the A-10 is the EB-2G Super Spirit, designed specifically for Meltrandi.
Image
Image


Armor:
Image
Pz.Kpfw. Rommel


Type: MBT
Length: 10.5 m
Width: 3.65 m
Height: 2.59 m
Crew: 4 (commander, gunner, loader, driver)
Armor: Alusteel-titanium mesh plates, graphene-reinforced steel
Primary armament: 120 mm L44 M728 smoothbore Gauss cannon
Secondary armament: Turret-mounted M2711 Hurricane 3MG (Multiturreted Mountable Machine Gun)
Engine: JM&D R150 Repulsors
Speed: 120 kph (Smooth terrain, governed); 55 kph (Rough terrain)
Operational range: 1040 km

Image
Pz.Kpfw. Subutai
Not mine, just like the fighters and ships. Neither is the floaty tank. It floats!


Type: Heavy tank
Length: 12.4 m
Width: 4.75 m
Height: 2.65 m
Crew: 4 (commander, gunner, loader, driver)
Armor: Graphene-reinforced alusteel-titanium mesh
Primary armament: Dual 120 mm smoothbore railguns
Secondary armament: Dual M50 chain guns, 10 barrel RPG launchers
Engine: JM&D cold fusion reactor
Speed: 90 kph (Smooth terrain, governed), 50 kph (Rough terrain)
Operational range: 900 km

Gunships/Aerial Assault vehicles:

Image
H-140 Meteor


Type: Transport/Gunship:
Length: 17.3 m
Width: 17.3 m (wingspan)
Height/depth: 6 m
Max Speed: 35% c
Maximum speed (atmosphere): 620 kph
Armament :
Anti-personnel laser turrets (1 behind the doors and 2 at the front)
Composite-chemical laser turrets (2 behind the cockpit and 2 others on the wings)
Heavy guided missile launchers (2)(30 missiles each)
Light air-to-air rockets (4 under each wing)
Escape craft
1 (cockpit capsule)
Crew:
Pilot (1)
Co-pilot/Gunner (1)
Gunner (2-4)
Passengers: 30
Cargo capacity: 17 m3
Consumables: Fuel for 8 hours
Last edited by Rupudska on Mon Mar 19, 2012 6:29 am, edited 9 times in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

User avatar
Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Sat Feb 18, 2012 4:20 pm

Erd-based Non-Humans in Karlsland

Non-humans make up roughly 85% of the Erd-based population. Most are youkai, which was formerly a term to describe demons in ancient Fuso but has since come to mean more or less any sapient non-human of the Homo genus. The True Youkai class includes, in order of prevalence:

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Homo cornicem
The most common form of youkai, and the least varied, with only 3 subspecies: H. cornicem cornicem, shown above, H. cornicem rubrum, which have longer, less humanoid noses and reddish skin, and H. cornicem solis, which is discussed lower down on the page. Physically, they are on the shorter end of average for humans, and have a wingspan usually no greater than 2.5 meters. Tengu have black hair, and black-feathered wings, although the African morph has golden-brown feathers, and the Tundratic morph has pure white feathers and hair. All subspecies except solis are known for their astronomical speeds, both on land and in the air. Average top speed on land/air is 2200/3500 kmh, although some have been clocked in the air at excess of 6400 kmh. Their natural range in Karlsland is mostly limited to the mountainous regions in Karlsland proper, in a thick band that hugs the Alps. In the colonies, they naturally occur on the southern tip of Greenland, in the Faroe Islands, and near the shores in German Southwest Africa.

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Homo sapiens ceter

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Homo sapiens vulpes

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Homo sapiens felis

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Homo fluvius ssp.

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Homo coleopteron ssp.


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Homo robus ssp.

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Homo sapiens draco

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Homo cornicem solis

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We only have one, filthy rich, flaky, carefree Border Youkai. And she likes it that way, mind you. It's hard enough to keep one filthy rich woman with the power to warp reality under control. We don't need more.

Homo sapiens laniatus

Non-hominid sapients:

Pseudodraconae
The humanoid, or 'False' dragons, contain some of the most magically and physically powerful beings currently recognized in Karlsland. As a result, almost the entire genus is banned from the military. There have been a few exceptions, namely, the Imperial commander of the Marine Korps, but for the most part pseudodraconids are banned, along with dragons. While some non-human supremacists fantasize about lifting this ban (For Pseudodraconids), most are too smart to even attempt to do so.

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Pseudodraco prasino

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Pseudodraco albucornis

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Pseudodraco tyrranus

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Pseudodraco norvegicus

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Full humanoid form
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Semi-draconid form (20% draconid)
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Semi-draconid form (60% draconid)
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Full dragon form

Pseudodraco pseudodraconis
The type species of the Pseudodraconids, and the most powerful. Also known as the Weredragon, for obvious reasons. While they aren't terribly spectacular outside of full-dragon morph (Which is rarely seen, as morphing much past 65% is extremely painful), they are considered the most powerful of all non-human species magically, due to the fact that they can naturally manipulate aether (The stuff all Karlsland magic runs on) directly. While all Witches have limited control over aether as well (It enables them to fly on brooms, as well as accelerate and steer Strikers and put up shields), no species has quite the level of control over it as the weredragon. They are also known to be extremely honorable.

Lamiae
The family Lamiae comprises the True Laminas (Genus Lamia), and the Medusas (Genus Medusa). Both are found in Karlsland, in varying numbers. Some are, in fact, poisonous, although they are easily recognizable. (OOC: Poisonous species have their species name in blue). Technically, Lamina are divided into categories based on natural range. Lamina are from the Middle East and Africa, whereas Naga are from India, Australia and the New World. Lamina make up roughly 12% of the non-human population.

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Lamina lamina (Make up about 23.4% of laminae population)

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Lamina mulciber (Make up about 18.5% of laminae population)

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Lamina smaragdus (Make up about 13.3% of laminae population)

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Lamina plumatus (Make up about 9.5% of laminae population)
The most dangerous of all recognized species. Native to the colorful Indian jungles, where bright coloration is an asset to a predator. Their venom is made up mainly of two things: A neurotoxin, a hemotoxin, and a heaping dose of serotonin. The hemotoxin goes after your blood cells, killing them. The neurotoxin, a calcium channel inhibitor, messes with your muscles ability to move. Meanwhile, the serotonin goes straight to your brain, causing to think you are in even more excruciating pain than you actually are.

Thank God they're civilized, or they'd be controlling Karlsland right now.

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Medusa medusa (Make up 2% of laminae population)
Last edited by Rupudska on Sat Feb 25, 2012 2:30 pm, edited 2 times in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

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Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Thu Feb 23, 2012 6:51 pm

Aliens in Karlsland


Due to the sheer number of alien life forms out there, they make up an enormous percentage of the total population, roughly 60%. They come in all sizes, and quite a few of them do not look hominid in the least, although many do.

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Equum anthros, home planet Hadar III

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Harpiya pandion, home planet Usea

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Harpiya corvus, home planet Usea

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Harpiya tyto, home planet Usea

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Female shown, males have bright red feathers and hair.

Harpiya cardinalis, home planet Usea

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Harpiya paradisaea, home planet Usea

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Yes, there IS a tail. Deal with the lack of visibility it has.

Trichea sapiens, home planet Usea

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Hominem musculus, home planet Amazonia

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Psi atropa, home planet unknown

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Exahominem medusa, home planet Gn'darr

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Arachnohominem arachnohominem, home planet Atrax

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Thaumoctus decapod, home planet unpronounceable

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Neuroi in front, behind is a Shadow Demon, a trademark of Neuroi magic

Corniger umbra, home planet N'orr
The main species of one of the most powerful empires in the intergalactic community with over a billion galaxies under their control, The N'orri (Or Neuroi, as they are known in most Earth-based languages), have been exploring the Milky Way for millenia. In actuality, Karlsland was discovered by the Neuroi, not the other way around. A group of pirates found the planet Erd millenia ago, and rumors of a planet filled to the brim with minerals and resources spread throughout the Neuroi underground. Due to its remoteness, Earth wasn't really invaded by the pirates in numbers until the 20th Century, first at the beginning (Once in 1914, second in 1939), then in larger numbers near the end, culminating in the Tird Neuroi Invasion in the 2010s, which was quickly put down with the help of the Neuroi Empire.

Neuroi themselves are generally short, with adult males reaching at most 5'7" on average, excluding the antlers, and females reaching 5'3". They have pale blue, dark blue, black or red hair, which also covers their antlers, and pale blue, pale green, grey or very, very dark brown eyes. They are known and feared throughout the Karlsland Empire's restaurants for having bottomless stomachs and even more bottomless wallets: Neuroi that have moved to Karlsland tend to be quite wealthy. Their immense magical skill also makes them excellent Witches, and their knowledge of machinery makes them great additions on the crew of any ship.
(OOC: Will add more of these as I go along)
Last edited by Rupudska on Wed Nov 28, 2012 5:25 pm, edited 7 times in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

User avatar
Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Sun Dec 30, 2012 3:24 pm

Types of magic used in Karlsland:

There are numerous schools of magic in Karlsland. While there are many that use the pure (Old) forms, most use a combination of two or three of the five main groups.

Karlsland magic:
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The old Karlslandic magic is the simplest to learn, and the hardest to master by far. It relies primarily on avoiding magical attacks and putting up shields or barriers for defense. For attack, it relies primarily on saturation of the enemy's area with magic bullets, or danmaku. These are often set up in intricate patterns, sometimes with patterns within patterns, and the bullets are placed close together to reduce the chance of dodging the attacks. It is rather inefficient for very long-range attacks, as the lasers it normally produces are rather small (Although they can snake about in curvy lasers). What long-range attacks are capable with Karlsland magic are extremely powerful, long-range beam attacks called Sparks. It is used often by most Witches due to it being excellent for close- and medium-range, especially at high speeds. Its signature device is the Striker Unit, which is an entirely passive device used to enhance speed and magical power significantly.


Old Belkan magic:
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One of the more common forms of magic, often used by the more elite, as it is the more knightly form of magic. Like Mid-Childan magic, it makes use of devices made specifically for use by mages, called Armed Devices. These are generally more primitive and combat-oriented than the Mid-Childan Intelligent Devices. They make use of the Cartridge System, an upgrade to IDs, ADs and Striker Units that momentarily boosts its power output by consuming so-called "cartridges". Cartridges are capsules (shaped like blank rifle rounds) containing compressed magical energy. When used in a Device, it releases that energy all at once, providing a power boost. Belkan Magic is (usually) poor for long-range, but excellent for close range, especially at low and medium speeds. At high speeds, it is about equal with Karlsland Magic, albeit harder to control. What long-range attacks it does have, like Karlsland magic, are extremely powerful and are usually a type of Summoning attack, although they aren't always Summoning attacks.

Mid-Childan Magic
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The best magic in Karlsland for long-range attacks, which it specializes in. Mid-Childan magic is characterized by Intelligent Devices and a heavy reliance on beam and one-directional shot attacks. It is fairly simple to learn, but some of the more powerful means of boosting one's power are extremely dangerous, even lethal to the user. A signature type of attack is the Breaker, which is a powerful, long-range beam attack that absorbs energy from the surrounding area before firing it in a massive, devastating beam.

New Belkan magic:
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The newest form of magic It is a merging of the Old Belkan's cartridge system with the Mid-Childan's Intelligent Device. The result is an ID that is excellent all-around, and capable of enormous power at medium- and short-range, at the cost of being useless at long-range. Frequently used by tank Witches who often end up getting up close and personal with their enemies. It can use long-range attacks, but their range is reduced significantly. It cannot use Breakers.

Coruscant Magic:
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Almost as old as Old Belkan magic, it encompasses the usage of the Force by both Jedi and Sith. It has very many practical uses, and the martial arts associated with it can be applied to any bladed weapon. Unlike other forms of magic, highly powerful attacks using the Force do little to the user. Unfortunately, anti-magic fields and neutralizer weapons are devastating to Force users, completely blocking their supernatural abilities as opposed to any of the other forms of magic, which are merely hindered by it. As a result, Old Belkan magic is generally preferred to it by people who wish to learn something knightly. Without AMFs, however, it is about equal to Old Belkan at close range.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES


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