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Empire of Bakra Factbook (FT)

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Empire of Bakra Factbook (FT)

Postby The Ben Boys » Fri Nov 08, 2013 9:38 pm

The Empire of Bakra

Image
Imperial flag and seal




"Aside from a few mutations, Bakrans are completely human. Psychologically, however, they are much different. Their emotions seem to govern their actions, but their minds manipulate their motives. You know a Tarean will go down fighting, an Umbrak will fight for a cause, and a Yook will do what's logical. Humans usually do one of two things: fight or flight, it’s unpredictability and adaptive capabilities making it dangerous. Bakra however, are unique: they seem to have the inbred ability to fight without the presence of hope.

In essence, Bakrans are without a doubt the most confusing and possibly dangerous creatures I have had the misfortune to come across.

Recommendation: Avoid first contact, or destroy them before it’s too late"

-Unknown Uli analyst, summarizing it's report on the Bakrans prior to the First Uli War

“The stars beckon us”-Emperor Soren Tunner





Oft called the pragmatic answer to facism on an interstellar scale, the Empire of Bakra is a cross between a blatant dictatorship and a libertarian bordello. Though the people enjoy many civil and economic rights that are somewhat lacking in other star nations their political rights only extend to immediate local leaders and not nationwide policy, and in a curious cultural quirk are content to keep it that way, at least for the time being. A large reason for this social and political dichotomy is the immediate presence of annihilation, something that has always been present in the interstellar empire. The Uli Dominion has existed, and still does, to destroy it's much smaller neighbor for nearly eighty years, longer than the Empire has even been around. Yet the hardy population of Bakra has not only met this menace, but seems to even be gaining ground against one of the largest slave societies in the Romera galaxy.




1. Statistics and Administration

2. Species

3. History

4. Inner Systems

5. Outer Systems

6. Milky Way Colonies

7. Protectorates

8. Persons of Note

9. Culture

10. Isotheism

11. Bakran Imperial Military

12. Navy

13. Army

14. Marines

15. ANGEL Program

16. Infantry Equipment

17. Economy

18. Interstellar Infrastructure

19. Quotes

20. Final Note
Last edited by The Ben Boys on Sat Feb 10, 2018 1:19 pm, edited 38 times in total.


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Statistics and Administration

Postby The Ben Boys » Fri Nov 08, 2013 9:48 pm

Statistics

Name: The Bakran Empire
Government: Authoritarian Republic
Current Head of State: Soren Tunner
Current Head of Government: Soren Tunner
Capital: Odris-Corvatta
Official Language: Bakraa
Currency: Bakran Thaler
National Animal: Fawx

Number of Systems: 13
Population: 80 billion
Average age: 35
Average life expectancy at birth: 95
Oldest recorded age: 168
Average height: 5’ 9”

Species Composition:
71% Humans
14% Tarean
11% Yook
2% Lucha
<1% Umbrak
1% Other


Administration

Imperial Family

The Imperial Family is in it’s first generation (with no heirs apparent) with Soren and Shala Tunner as it’s only members. Soren is the “official” head of state and government, though his wife carries the same weight and authority that he does, and is insofar a curiously efficient and effective attempt at dual rule.

Though no official constitution exists, the Declaration of Authority in 2058 left Soren and Shala Tunner in absolute control of the entire government, with governors managing planets and systems. Despite the government’s authoritarian nature, the democratically elected governors are the ones that largely manages and governs their jurisdictions in a libertarian fashion. There has been some controversy concerning what would happen in the even of the deaths of both Soren and Shala, as no heirs are available. The Imperial Palace has a plan in which the head of the armed forces would act as the leader of the Empire in the event of their deaths, however this is only a short-term, emergency measure.

Tunner Family Emblem


Seren Guard

The Seren Guard was created right after the Revolution by newly crowned Emperor Soren, as a personal bodyguard of the Imperial Family based at the Imperial Palace. It was thought that the Uli, if they broke through the system defenses, would immediately rush to Ilencia and then Odris Corvatta. However, over the years the Seren Guard have expanded to become the premier garrison of Odris-Corvatta, defending important persons as well as having the authority of the Emperor.

The initial recruits were distinguished fighters that had fought with Soren and Shala during the Revolution, fighting on Foregone during the initial insurgency, even as far back as Sobanu Fields. Since then, the Seren Guard has expanded it’s recruit base to include augers who make up the elite “Runem”, the twenty warriors who are with the Emperor and Empress at all times.

The Seren Guard was also charged with rooting out informants and spies, particularly in Odris-Corvatta, becoming a sort of police of the city. On more than one occasion, a team would be sent on a secret mission, usually briefed by the Emperor himself. It operates completely independent of the military and government, answering only to those in the Imperial Family.

Typical Seren Guard
Runem


Imperial Intelligence Office

The Imperial Intelligence Office (IIO) is the vast secret service and intelligence branch of the Bakran military and government. Their primary objectives revolve around intelligence gathering and hunting enemy spies, though they are also known to secretly interfere in foriegn affairs, such as assassinations, sparking revolution, or supporting dissents both politically and militarily. Most of their operatives are humans, however it is by far one of the most diverse sections of the government, as well as the most secretive. IIO. Currently, the headquarters of the IIO is in Odris-Corvatta, located in Deskin Spire, known colloquially as "The Spire" (which sometimes references the IIO as a whole). The Seren Guard are known to collaborate with the IIO on a regular basis, mainly as troops or escorts, though the IIO has it’s own dedicated special warfare branch as well as fleet to accompany it's many operations. The IIO itself is technically a military organization, as it is commanded by a flag officer (admiral or general of any of the three branches) as well as being largely made up of civilians conscripted as military officers for the purpose of working for the IIO, with a few exceptions for civilian contractors such as scientists and consultants.

The IIO is divided into "sections" each based upon a specific purpose or field so to easily control the ever-growing organization. Each section is composed of it's own facilities, offices, and directors with the ability to pick from a pool of Bakran soldiers as grunt labor and guards, as well as requisitioning ships from both the military and IIO mother branch. Sections 1-5 (S1-S5) are all under the supervision of the Office of the Director (SD). The current Director of the IIO is Admiral Kochna Serkok, the first alien to occupy the position.

IIO Emblem

Office of the Director-SD

(IIO Administration and Leadership)

Security Services-S1

(Counterintelligence/Internal Security)

IIO Security Services trooper

Special Intelligence Services-S2

(Intelligence/Espionage)

Data Services-S3

(Cyberwarfare/Codebreakers)

Psychological Services-S4

Section Four deals primarily with the psychological operations and propaganda dissemination. Despite it's relatively public footprint this section is one of the most secretive about it's operations, preferring to show only some of it's results and little of it's processes. They are aptly called the "information warriors" for their ability to manipulate entire populations towards their agenda (including the nation of Bakra itself). This includes disseminating both false and factual information to enemy soldiers and civilians, as well as the nation's own military and citizens. This includes spreading political leaflets, fomenting dissent in information structures, and manipulation of morale in military structures.

Resistance Aid-S5

Following previous wars with the Uli and seeing them struggle with insurgencies and slave uprisings, the Bakrans saw a new way to combat the Uli. The Imperial Intelligence Office created “Section Five” to provide resistance aid to worlds the Uli occupied and disgruntled slave species. The nation which had just been on the precipice of destruction had bought themselves time by supplying these worlds with millions of weapons and billions of rounds of ammunition through a complex network of smugglers and hot drop operations. Soon intelligence was funneled back and forth along established lines of communication between resistance organizations and the IIO, military advisors were dropped onto occupied worlds, and even dedicated special operations units were deployed to work with the resistance initiatives. This complex set of operations created an entire war the Uli fought against a dedicated insurgency, though there has yet to be open warfare on any occupied worlds. It is the responsibility of Section Five to support revolts, insurgencies, and general discord on occupied worlds, as well as creating networks on at-risk worlds for starting and maintaining future resistance networks.


Diplomatic Relations

Galactic People's Republic of Ilasiano-Despite being more socialist inclined, an ideology feared and scorned by the Bakrans, the Ilasians have found a special place within the hearts of Bakrans. A mutual defensive pact, military cooperation, and a series of extensive trade agreement treaties solidify them as by far the closest allies of the Bakrans. This "special relationship" formed upon first contact, when Ilasians helped Soren's revolutionaries overthrow the Alliance and establish the "Coalition" of the two powers. When Soren's personal friend Lucraj became the nation's head of state, their ties became even closer, significantly aided by significant unity between their nearly identical religions under the umbrella term of "Isotheism". They are one of the three original signers of the TIBER treaty and continue as the primary ally of the Bakrans.

Empire of Iron-The Bakrans led the first TIBER expedition to stop the Uli from overrunning the system-power of the Iron Empire early in the war and since then the Irons, even more wary of other powers than the Bakrans, have grown closer to the Bakran Empire. They have joined closely with the Bakrans in not only fighting the Uli out of the Iron system of Culvantil, but also defending the Bakran holdings in the Milky Way against the Tnemeden. Despite the Irons' uneasy relations with the Ilasians at best, the Bakrans have managed to keep both as close allies through deft political maneuvering and luck.

Teutonic Order-Also known as the "Covenant" or "Corvani" in Bakran space, the Teutonic Order has worked diligently with both Ilasiano and the Bakrans despite cultural differences. Stereotypically suspicious at first contact, the Bakrans quickly found the Teutonics as easy allies against the Uli and proposed the creation of the TIBER alliance to offset the superior numbers of the Dominion. The Teutonics themselves have been politically removed from the Bakran scene, though the Bakran diplomatic corps has worked tirelessly to keep the industrial might of the Teutonics on their good side.

Uli Dominion-Hated with all their breathe by the Bakrans, the Uli are the sworn enemy of the Empire and all it stands for. Mercy is rarely shown against the Uli, much to the horror of the Ilasians but to the delight of the Irons. From deadly first contact to the continued war to destroy each other, the Bakrans have had little political contact with the Uli apart from the rare diplomatic communique by the reigning Ulor to seek an agreement, only once ever culminating in peace.

Tnemeden Republic-Engaged in a minor arms race and cold war with the Bakrans for some time, the relatively new Tnemeden Republic's opportunistic nature sought to take advantage of the Bakrans' preoccupation with the Uli rather than an intense historical hatred that the Bakrans and Uli have. However the Bakrans have not forgotten that the Tnemeden have attacked them in their direst hour during the Third Uli War, and they have vowed to obliterate the Republic and all of it's constituents by war's end.


Etymology of "Brakra" and Naming of the Empire

The use of "Bakra" was first used in the inter-war period of the Alliance, when intercepted Uli transmissions, collections of data from the Yooks and Umbracki, and advancements in interstellar sensors indicated that there were more civilizations out in the void, sharing the same language patterns and religion as that of the Ilencians. Though the Alliance were largely suspicious of these new neighbors, especially in light of the impending second war with the Uli, a small group of non-government scientists worked tirelessly to find these similar civilizations and establish contact. They labelled the overarching meta-culture "Bakra", after the ancient words "Bauna" (meaning light) and "Kora" (meaning fire). Bakra is sometimes referred to as "Nation of Light and Fire" or "Empire of Light and Fire" because of it's etymology.

The scientists didn't get very far, having only located the Deltan and Zeytyr civilizations before half were killed by the Alliance and the other half recruited to become government researchers. One of them fought alongside Soren and Shala during the Revolution, and when they heard of this they made it a goal to contact and unify the three civilizations. They started by naming their new government the "Empire of Bakra" rather than Ilencia, revealing their desire to unify, not subjugate, the other Bakran civilizations. Following the relatively peaceful transition of the other two Bakran civilizations, the term "Bakra" has taken the implications of unity rather than conquest to other civilizations as well, contributing to the non-violent annexation of the Tareans and Yooks into the Bakran Empire.


Planetary Administration

Governors

Governors are elected officials within Bakra, their power and influence usually extending to entire solar systems making them some of the most powerful civilians outside of the ruling family. They are the paramount civilian leader on in their star systems, their power only limited by the Bakran armed forces that are usually found in abundance on their planets. They have limited rights to check power against the military, though these usually aren't exercised for a variety of cultural, political, and practical reasons.

Nomarch

Having the scope of power similar to governors, nomarchs are directly appointed by the Imperial Family to rule a star system or, more rarely, a world or starbase. They are considered extensions of the Imperial Family and occasionally are granted powers over the military depending on their status and situation. For the most part, their influence and governing rights are comparable with that of elected planetary administrators.

Exarchs

A unique class of administrators in Bakra, being designated an exarch is usually considered a "demotion" from being a nomarch or governor. In times of emergency such as an invasion when the military must take control of a planet the civilian government is not swept aside. When martial law is declared governors/nomarchs become exarchs, responsible for petitioning civilian matters before the military and commanding the defense of the capital, as well as coordinating civilians towards the war effort. This continues until the emergency passes. This position is looked on with mixed feelings by many politicians: on one hand it greatly reduces their power, on the other it brings great possibility for glory and even more power once they are reinstated.


Map of Bakra and it's Territories
Last edited by The Ben Boys on Sat Jul 07, 2018 3:50 pm, edited 19 times in total.


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Species

Postby The Ben Boys » Mon Dec 23, 2013 5:34 pm

Species

Humans and Auger Powers

The very concept of auger powers suggests that it’s origin is not of this universe, as it’s very objective is to bend and even destroy what is widely thought to be the laws of physics. This has led to many, such as the Isotheist Church, to believe that the Creator had given his creation the ability to defy the rules of his domain (i.e. the laws of physics). Some secular scientists, what few exist, theorize that during the creation of the universe, however it came about, objects existing outside of said universe (extra-universal particles) had latched onto such elements, some of which would become living things and others would remain as minerals. So far, no non-sentients with auger powers have been discovered, nor minerals that emit such characteristics (though nether is scientifically impossible). They are, insofar, limited to Bakran, Ilasians, and a few Umbraki.

Although auger powers technically defy the laws of physics, while they are active the subject always returns to the norm whenever the abilities stop or are interrupted. For instance, when an auger “flies” (which requires much training and ability) it is not actually flying per-say; in reality he is jumping very high and very far. Therefore to reach the ground again he must also either be very skilled as a shield ability or have very powerful bones, otherwise the subject would be crushed.

It is important to note that powers have strict limits even for higher-level augers and it is actually quite common for trainees in the early days to get seriously injured with their powers.

Less than 1% of the population has auger powers, and of that 1% most of them have it of a fairly lower, unskilled degree that doesn’t even warrant training or examination.


Lucha

The Lucha are a cat-like species native to Nios, a largely temperate world. The species are known as hard-fighters, despite their lithe stature and size when compared to the UIi or even humans. The Lucha were first encountered during the years leading up to the Third Uli War and through the height of the Unsung War when a stranded Lucha starship encountered a Bakran ship, whereupon the Bakrans learned of the Uli’s attempt to subjugate the Lucha. At that point the Uli had taken one of their systems, however the other remained in Lucha hands only for a short while longer. The Bakrans offered all of the species asylum on the planet of Delyx, and it was quickly accepted. Sicne then the Lucha Confederacy has become a protectorate of the Empire (with fanatical loyalty to the Emperor), though a fierce guerrilla war continues on Nios to this day.

Lucha male, unarmored


Yooks

The Yook Confederation was founded in the galactic year 1504 following a bloody civil war by rebelling worlds against their home system of Tyok. The war ended with the desolation of Tyok and the remaining rebel worlds formed a loose confederation, governed by representatives chosen independently by each world.

A surprise invasion by the Uli was an enormous success (and it’s same strategic principles were used in the Fall of Alpharus) expanding the Dominion by many systems and easily incorporating the Yook as a slave species.

However, the Yooks did manage to escape to Bakra territory, easily incorporating themselves into Bakra society but retaining a strong hatred for the Uli, only paralleled by the Bakra.

Yooks stand on average four feet tall, with hair all across their bodies showing a curious resemblance to bears. They have fairly unique brain: as their knowledge increases, their brain size does on a cellular level, however, the size of the brain’s growth-whilst measurable-does not always constitute the intelligence of a Yook because of various scientific factors. They are known to be remarkable intelligent as a species.

Most Yooks are fast and strong for their size, thanks partly to genetic engineering following the start of the Yook-Uli Wars and partly the species’ generally dense stature. They are favored as snipers and commandos, though they mostly operate in segregated units aside from a few posts that are vest suited for them in the regular army.

Yook Smuggler


Tareans

Tareans have developed on their high-gravity homeworld of Cheroki in the Ikkis system, their bones extremely strong and their muscles fairly large from everyday activities which would tire a normal gravity human. Their brains are less advanced than humans, but they are still capable leaders and academics, though Tarean scientists and professors are still somewhat of a rarity and the species' lacking in this field is somewhat of a bad joke. However, Tareans are ideal soldiers and specialist squads fill the ranks of the Army and Marines, being one of the only species that can stand toe-to-toe with the Uli in terms of strength and tenacity.

The Tareans had experienced first contact with the Bakrans in the early days of the Empire, and after experiencing a rather shaky first contact with the Uli (as seems to be the norm) the leaders of the world, which had just undergone a world war, elected to join the new Bakran Empire as a protectorate. Eventually the two species came increasingly close, to the point where the Tareans are now fully integrated within the Empire, as is the Ikkis system. However, there were those who didn't want to join the Empire.

Tareans that didn’t want to join the Empire, chiefly the tribal “razci”, emigrated to the Ferenzgi Cluster with their warbands, or “razcites.” Since the razci had been on the losing side in the last world war on Cheroki, they were already hated by the winning populace, so the razci chiefs sought to keep their power and emigrated across Bakran space. They have been fighting with the Eshtek for their perceived right to settle in the Ferenzgi Cluster, even though the Eshtek had already claimed it for some years but have yet to colonize it. The Bakran, with the Ferenzgi systems on their doorstep, were too busy readying for war with the Uli to care. The Eshtek were driven back, but with no common enemy the individual razcites have fought amongst themselves. Though this conflict is powerful, it has yet to spill into Bakran territory enough to warrant resources that could otherwise be used to fight the Uli. Razci are a distinct ethnic group, easily distinguished by their lack of spikes and longer tails.


Male Tarean
Razci Tarean


Umbracki

Umbracki were the first aliens to make direct contact with the Bakran, and were also the first aliens allowed as citizens in the Empire. They came over to Ilencia at first in a colony ship, which come from the home planet that was destroyed by the Uli some years earlier, and were secretly welcomed by the Bakran leaders. From there the Umbracki establish underwater colonies under the ice caps, both to fit their biological needs and to keep the Bakran public and Uli from finding them. They supplied the Bakrans with technology that saw them transform from a world at the height of the industrial revolution to a space faring people within a hundred years. When the Uli invasion rolled around, Umbracki were made public thug viewed with great suspicion. It wasn't until the invasion of Bakra, when Umbracki died with the Bakrans, that they were fully trusted. During the First Uli War they were the main ship-building force, creating warships and battle stations that the Bakrans could barely fathom, and their contributions allowed for a swift end to the First Uli War with the invasion of Geshae.

Currently, the Umbracki remain largely where they have been for the last two hundred years, under the ice caps on Ilencia. Their population was already small when they arrived at Ilencia, but fighting during the First Uli War has dwindled their numbers into just over three million. They are very reclusive, though they cooperate with the Bakrans very well and make money off of ship patents and as engineers.

Umbrack
Last edited by The Ben Boys on Thu Jul 28, 2016 11:44 pm, edited 11 times in total.


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History

Postby The Ben Boys » Sat Dec 28, 2013 4:46 pm

History of Bakra

Origins

The origin of Bakran civilization was shrouded in mystery for many years (as it is apparent that they did not originate on Ilencia), but records gathered from the Zeytyr and Deltan peoples have shed light on this. At an unknown date, fourteen colony ships from an unknown nation entered FTL for an unknown destination. However, they hit an anomaly, and five of the ships are destroyed in en route. Contact is lost with four more, and the remaining five dropped out of FTL somewhere in the Romera galaxy (it is not known if the host nation was even within the galactic neighborhood) and with most systems damaged including FTL. They decided to colonize a new world as planned, but separately as to ensure greater chances of survival and to spread resources. One ship goes to Hollow in the Zeytyr system, where over the course of thousands of years create a massive factory planet and become highly advanced, though lack FTL. Another arrives in the Delta system, where Delta Major and Delta Minor orbit each other, and they develop a warrior culture as they fight for the sparse resources on the planet, causing stagnation in terms of technology. The Lys colonists name the planet Ilencia, after their homeworld. Their colony ship is damaged even more as it enters the atmosphere, to the point where almost all electronics are destroyed and the millions of colonists are forced to spread out across the various continents. Those that survive do so as hunter-gatherers and small agrigarian societies, their origins lost to nothingness. Recorded history on Ilencia begins with Lys-Standard (LS), some thousands of years after the landing on planet.

200 LS: Uli Dominion founded on Ulinor

1467 LS: The Yooks colonize Geshae. The planet is home to a variety of different peoples from the Yook government currently in power, leading to a series of ethnic disputes that continue until the Yook Civil War.

1498-1504 LS: The Yook Civil War is fought between the powerful central worlds and the outer systems. It is a bloody affair, exterminating a tenth of the population and causing the utter destruction of Tyok, it's atmosphere burning and the landscape bleak with almost nothing surviving on the surface. What rebel worlds remain-as the desolation brought upon Tyok was not an isolated incident-form the Yook Confederation. From this point on the Yook become a more peaceful species, exploring science and philosophy and neglecting their defenses in the absence of an enemy.

1750 LS: The Uli destroy most of the small Umbracki civilization and proceed to commit xenocide against them for the incredibly high cost the war brought and their unwillingness to submit to Dominion rule. Some escape and survive on generation ships, since they lack proper FTL, though most are hunted down by the Uli.

1822 LS: Start of the Yook-Uli Wars with the invasion of Ruternon.

1840 LS: The Uli Dominion invades Geshae, the ensuing war lasting for four years. Despite the presence of a modern society on Ilencia, both the Uli and the Yooks ignore them as the fighting on the planet continues to degrade. At this point, the Ilenciasn have advanced to an early-modern period, oblivious to the war happening on the other side of the solar system.


First Contact

The world of Ilencia has insofar advanced socially and technologically at an average pace, with no one nation or alliance gaining "hyper-power" status over the rest of the planet. However, various such nations and alliances exist. The Nasan sub-continent is home to the Emirates of Nasan and Rupol (ENR), which stretches across Nasan and to the Rupol coast with an elected chancellor at it's head. Across the ocean is a series of small nation-states on the Arreti continent, the largest of which is the Tarshan, which is fighting an alliance of nations on the Origoth plain (named the "Origoth Alliance") for ultimate control of the Arreti continent. However, first contact with the Umbracki changes things, uniting the various factions of Arreti in an uneasy confederacy, with a cold war ensuing between the ENR and the newly form Arreti Union. Eventually, the Arreti Union fractures and a world war takes place as the ENR is attacked from enemies of the reformed Origoth Alliance, who is once again facing down the Tarshan. As the war ends, the nations of the world unite under an international government just prior to the invasion of the Uli, known as the Alliance of Ilencian States, or just the Alliance.

1890 LS: Fugitives from the Uli, a small Umbracki generation ship lands on Ilencia. In exchange for secrecy and safety, the Umbracki give the Ilencians technology that provides incredible advances. They are allowed to live in underwater colonies near the poles to keep them secret from the Ilencians public and the Uli.

1920 LS: The Arreti Union descends into civil war, the Tarshan facing down the Origoth Alliance, decimating the vast fields of the Origoth plains. The Origoths barely hold back the superior Tarshan forces in a combination of deft strategic maneuvering and sheer tenacity. The world is in a state just prior to atomic weaponry thanks to advances provided by the Umbracki.

1923 LS: The ENR, which is funding the fledging Origoth Alliance, is invaded by the Verres Republic. They strike deep into the ENR heartland before they are crushed by a surprise counterattack. The war on Nasan is a stalemate for the next three years as each side attempts to breach the other's defenses, to no avail.

1925 LS: Tarshan forces push into the Origoth central states, resulting in the Battle of Odris-Corvatta. It claims nearly three million lives-the most costly battle on Ilencia-but utterly destroys the Tarshan offensive. The immediate break in the fighting that followed allows the Origoths to gather enough forces for a last desperate offensive, which destroys the Tarshan resolve and they are in a fighting retreat.

Origoth troops advancing on Tarshan positions, nightfall

1926 LS: Origoth forces break through Tarshan fortifications and march onto the city of Tarsha, the last bastion for the nation to cling to. At the same time the ENR breaks the back of Verres forces at the Battle of Centru Pass, and they find themselves conquering the entire nation within months. The War of the Alliance, as it is called, ends with the surrender of the garrison of Tarsha and the formation of the Alliance of Ilencian States, with more than one hundred and fifty million dead. The Alliance fights a series of brushfire wars in an attempt to keep the peace on the world, but no major wars break out as both the victors and the defeated repair their societies and economies. Uneasy peace ensues until the First Uli War.


First Uli War

The only good thing that came out of the War of the Alliance was that it unified the Ilencian homeworld. The sudden invasion of the Uli decimated the ENR, leaders of the Alliance, destroying entire armies and overrunning defenses by the day at the start of the conflict, and a new Chancellor of Ilencia was elected from Odris-Corvatta, Unik Reyner, who united the forces of Ilencia to combat this extra-terrestrial threat. Though many, many battles were fought and the campaigns by both sides were extensive and bloody, the Ilencians managed to make it a war of attrition (which brought them decisive advantages). This also brought to the forefront the Ilencians' brutal nature towards the Uli, who had enslaved or massacred the regions they conquered and rarely took prisoners, and there was absolutely nothing the Ilencians' (later Bakrans) otherwise strict code of honor omitted when it came to the Uli. The atrocities that were committed by the Ilencians were more surprising (and in some cases more bloody) than that of the Uli's: they burned prisoners alive, executed wounded, and had no reservation about the use of weapons of mass destruction against the alien menace. Reyner died just before the war ended, leaving behind a fighting machine that idled after the conclusion of the war that became a bureaucracy feared by it's own people.

1998 LS: Having learned the "lesser" species of Ilencians are harboring Umbracki, the Uli finally acknowledge the Ilencians and invade. Start of the First Uli War with the invasion of Nasan and various bombardments across the planet of strategic objectives, obliterating the industrial capacity of the Ilencians.

1999 LS: The Umbracki give the Ilencians full access to their technology as both species are rapidly losing the fight. The Umbracki fight the Uli as well whilst they construct a fleet of ships in their water colonies, with secret assistance from the Yooks, in preparation either for another exodus or to take the fight the the Uli, depending on how the war goes. The Uli land on Arreti, but meet fierce resistance from the Tarshan and Origoth people that they didn't expect from the fight against the Nasanians. Reyner is elected Chancellor of Ilencia and starts building factories under the surface with what littler resources are left, to save them from bombardment by the Uli. To this day most of the factories on the planet are underground, as most of them are highly efficient if from the days of the First Uli War.

Battle of Tarsha, 2010

2012 LS: The Ilencians, Yooks, and Umbracki push the Uli off the planet and secretly construction begins of Anchor One on the moon of Manens. It will act as a four-mile long battle station in orbit, assisting in the invasion, a factory for ammunition and arms, and as a staging platform for assaults. A series of smaller Anchor-class battlestations also begins (a total of seven more are built; Anchor Two to Anchor Eight). A strike force largely consisting of the new Alliance Marines launches towards the moons of Gygra at the end of the year with the objective of capturing the fortress moons around the gas giant that could provide support to Geshae in the event of an invasion. Thanks to the technology provided by both the Umbracki and Yooks the Ilencians have had an unprecedented technological leap that takes them from the early space age to holograms, power armor, starships, railguns, robotic advances, and artificial intelligence systems.

2013 LS: The strike force arrives on Gygra's moon Jillar. It is taken from the Uli in a surprise attack, and the garrison crumbles, the fortresses taken almost entirely intact. Further efforts by the Uli to dislodge the Alliance Marines ends in heavy Uli casualties and routs.

Alliance Marines on Jillar

2016 LS: Second Uli invasion of Ilencia, with nearly a hundred ships appearing as a call for reinforcements above Ilencia. It becomes a complete failure when the ships are destroyed by Alliance anti-orbital batteries on the surface and on Manens, and nearly all the ships are completely decimated, with only four depositing a fraction of their troops. Since then the Bakrans have installed anti-orbital batteries on nearly every holding they have.

2019 LS: Two more moons are taken from the Uli and heavily fortified by the Alliance Marines. The Uli attempt to retake them, with heavy casualties on both sides, but to no avail as the Marines are stalwart and hold firm in the former Uli fortresses.

2021 LS: Operation Skylark begins just after the new year. After four months of travel the invasion fleet arrives at Geshae, Anchor One at it's head. The vanguard fleet destroys the Uli defense in orbit over Geshae in the first ship-on-ship battle of the war, and the first action by the Alliance Navy. Eight battle stations are in orbit over the planet, each with at least a dozen combat ships to keep the Uli at bay and to blockade Geshae. A steady stream of transport ships come from Ilencia, providing fresh troops and supplies to the troops on Geshae. By the end of the year, the amount of troops on Geshae goes from 50,000 to nearly two million.

Surface of Geshae during Skylark
Troops on Geshae during Skylark

2029 LS: The Alliance finally take Geshae from the Uli and the rest of Lys follows suit, with outposts on the remaining moons of Gygra being cleared out in short order. A treaty is drawn up between the Alliance and the Uli, though Reyner dies shortly before the signing of the treaty but after the conclusion of Skylark. The Yooks drop out their support after the death of Reyner, who was the only leader that the Yooks seemed to like. The Alliance develops an operable Jump Drive from captured technology from the Uli and with help from the Umbracki, and construction of an interstellar fleet commences for the inevitable second war with the Uli.


Second Uli War

It was known by the Ilencians that through all of their flaws the Uli never did give up, and so they spent the next twenty years in hyper-industrialization, rebuilding their cities and replanting their crops, especially the Origoth plain (known as the "breadbasket" of Ilencia) which had been burned during the First Uli War. The government that was created by Reyner to oversee a massive planetary government had grown into an oppressive bureaucracy in the absence of war, it's policies stagnating the economy and eliminating most large private enterprise by law in order to use it for further expansion of the fledgling Ilencians. Though this was successful, the name "Keltin Nurrim" is infamous on Ilencia because of these policies and how he transformed the government into a police state for the "greater good". In some ways, the absence of war for two decades was really what destroyed the Alliance.

But the Second Uli War did start like the Ilencians foresaw with an invasion by the Uli, which was summarily crushed by the new Alliance Navy and the extensive defenses that were built by the Alliance just in case the war did happen. Nurrim, who at this point was the unofficial "Chancellor for life", ordered an invasion of the Uli world of Foregone, which provided a large amount of food for the Uli in the sector. Since the Dominion as a whole was preparing for an invasion of the Yook Confederacy, the sector was left to deal with the threat, and dispatched what forces it had into the system. This becomes the first interstellar war the Bakrans as a whole fought, dictating doctrine and strategy that creates the foundation for modern Bakran military thought.

2048 LS: Second Uli War starts when the Uli invade the fortress moons in orbit over Gygra. It ends in disaster and the Alliance attacks the agricultural world of Argo in the Forgone system, sparking an intense if shorter war with the Uli. It's used by Nurrim to take the public's eye off of the failing economy and to unite them against opposition, both internal and external.

2049 LS: The ANGEL program is created to provide direct action support to the Alliance forces, which are suffering heavy casualties and which has led to a disgruntled public. Soren Tunner is drafted by the Marines and placed in the program, and though he survives the program's harsh training and deadly augments, his body and psychological state are severely scarred by his time in the service, and by the war's end he is almost unrecognizable.

Alliance Marines on Argo

2050 LS: With the help of the ANGELs, the Uli are pushed back from their major population centers. Soren goes missing and is presumed dead, however he survives in the Argo wilderness. A brushfire war and the occasional major battle occurs during the rest of the war, but the Uli are systematically hunted down and killed.

Alliance forces fighting in an Uli city

2051 LS: Second Uli War ends with an unofficial truce, the Alliance keeping Argo. Since there was no "official" end to the conflict, skirmishes break out on the borders between the Dominion and the Alliance, later the Empire, for the next thirty years. Nurrim sends in colonists to farm the fields and build cities within the ruins of the Uli. Since most of the colonists are forced to relocate, bitter animosity exists between the new residents and the Alliance.


The Revolution

Called by some the Ilencian Civil War, the Revolution was a series of uprisings starting on the world of Argo following a set of decrees and policy changes by Chancellor Nurrim in an effort to consolidate his power. Some decrees had to do with forbidding public worship-a major part of the Isotheist movement-redistribution of wealth, the full institution of a command economy, and a further chokehold on the civil rights of the Ilencians. Though these laws were by no means fully communist or socialist in nature, this is as far as the Ilencians as a whole have gone towards such government and consider any government that makes these laws communist in nature, and therefore a danger to the individual.

The Revolution itself started off disorganized as protests that turned to attacks against the government entities that were oppressing them, but by 2053 the resistance became organized. Since the rapid construction of the mega cities inside of two years had killed many workers, as well as the government blaming many of the Ilencians' historical problems on the rich and aristocratic, the Alliance had enemies at every level on Argo. The Revolutionaries were nearly wiped out, however, at the Battle of Sobanu Fields, but enough managed to escape and rally around Soren and Shala Tunner, who led a the Revolutionaries to seek allies in the disgruntled armed forces. Finally, in 2058, the two overthrow the Alliance in a surprise coup involving more than half of the armed forces, but Nurrim commits suicide before he could answer for the crimes he ordered during the Revolution.

2053 LS: Major uprisings in the newly colonized Forgone system following a set of laws that goes against the principles of the colonists. The Alliance turns into a police state, and crackdowns on dissidents are frequent and deadly. Soren and Shala marry, and Shala convinces him that the Revolutionaries are the best future for the Ilencians. Two two join the Revolutionaries and become middle-level officers, each leading a battalion that have admirable records.

2054 LS: First contact with the Ilasians, who find contempt with the totalitarian Alliance. They provide secret support to the Ilencian Revolutionaries, who hold the Ilasians in high regard in spite of their "socialist" policies. The start of Bakran-Ilasian relations, though oddly enough it doesn't occur with the Alliance but rather the Revolutionaries.

Argo city at nightfall

2055 LS: The Revolutionaries fight a massive Alliance assault on Sobanu Fields, beating back waves of troops before the center is broken and they are forced to retreat, hiding in the wilderness or with the populace. The Alliance loses three times as many troops as there are Revolutionaries, and they firebomb Sobanu Fields in an effort to exterminate what is left. The fire spreads to the nearby capital of Sorinross, but the frustrated Alliance lets it burn to flush out any insurgents still within the city. Soren and Shala believed to have lost their child in the fires along with Shala's father, and entirely commit themselves to the Revolutionary movement. Since they are some of the few surviving officers, they are placed in command of the crumbling Revolutionary movement. They establish a manual of sorts that dictates an honor code for their troops, such as what to do in regards to prisoners and civilians, as well as how to fight, which greatly increases the effectiveness of the Revolutionaries.

2056 LS: General Saul Tyrus, after seeing what the Alliance did to Sorinross and their atrocities against the Revolutionary prisoners, joins the Revolutionary movement along with his division, the 121st Armored. He uses his contacts within the military to gain followers for the Revolutionary cause, which has a face with Soren and Shala. The three realize that they cannot defeat the Alliance in open battle, and spend the next two years preparing a coup, keeping most of their forces in reserve training or keeping up a light insurgency.

2058 LS: The Soren and Shala lead a full blown coup against the Alliance. Heavy fighting takes place in both star systems as allegiances are realized, resistance fighters come out of hiding, and common civilians joining each side. Having superior numbers and the element of surprise, the Revolutionaries defeat the Alliance within weeks and after Nurrim's suicide what Alliance forces remain surrender and swear allegiance to the new government. Soren and Shala become the Emperor and Empress of the Bakran Empire, and work on rebuilding the economy and encourages colonization of other star systems, as well as opening up trade with the Ilasians.

Coup attack in Odris-Corvatta


Interwar

The ante bellum years between the Revolution and the Third Uli War is a thirty-years period of rapid growth and expansion by the Bakrans in Lys and Foregone into an interstellar empire, one that could face the full brunt of the Uli. This era was also marked as, incidentally, expansion of the Uli Dominion to cover a multitude of regions, most notably the Lucha and the Yook Confederacy. The build-up between forces that occurred led to an increase in the Bakran-Uli skirmishes that had taken place since the "end" to the Second Uli War, known now as the "Unsung War" because both sides knew of it but until it's end barely acknowledged it because it seemed necessary if the two powers were to exist simultaneously. The Unsung War was also a reminder-particularly to the Bakrans-that another Bakran-Uli War was almost an inevitability.

2061 LS: First contact with the Bakran peoples at Hollow in the Zeytyr system. The entire planet is covered in cities and factories, however the planet had descended into civil war some years ago and almost all historical records have been lost. Seeing that they are threatened by the Uli and their relationship with the Lys Bakrans, the Hollow Bakran factions sign a peace agreement and fall under the rule of the Empire. The entire system accounts for much of the Empire's industrial output, though the people of Hollow and even their moon of Friaris are still somewhat fractured because of centuries of fighting.

The Yooks are destroyed by the Uli in a surprise invasion, and refugees flock to the Empire. They are given citizenship and allowed to settle in Imperial territory, though since it only encompasses three systems and millions more come to the Empire by the end of the year, there is a housing crisis. Plans begin for mass colonization.

2062 LS: First contact with Delta Bakrans. They are warriors by nature and have been fighting since the landing of the colony ships for the scarce resources on the planet. As such they are considered the best soldiers anywhere, however despite their misgivings towards each other they unite themselves much more easily than the Hollow Bakrans. Since they have joined the Empire, the Deltans have almost no animosity towards each other unlike the Hollow Bakrans.

2063 LS: The long awaited colonization of Baelblis, Sanka, Alpharus, Raydis, and Ionas occurs. These systems are colonized mostly by Hollow and Lys Bakrans, but have a large amount of Yooks as well. This large shift of the population from the central systems to the outer systems solves the housing and food crisis that has been going on since the start of the First Uli War, creating a massive baby boom that nearly doubles the population of the Empire within a twenty-year period, not stopping until the onset of the Third Uli War. These colonies experience rapid industrialization and farming within a five year period, and even the outermost colonies producing quality goods and crop.

2065 LS: The Empire has first contact with the Tareans. The Tareans, after having a bitter first contact with the Uli, vote themselves to be annexed by the Empire for protection against the Uli. The Razcites would lose all of their power if they were to join the Empire, so they lead an exodus to the Ferenzgi Cluster on the opposite side of Bakran space.

2067 LS: The Empire develops a Jump Gate between the Milky Way and Romera, with Admiral Jonas Archer leading a colonization of the Deros system. Deros becomes a central trading hub and a gateway for the Empire into the Milky Way galaxy, acting as it's foothold for expansion in the region.

2073 LS: Bakran Marines and naval forces attack Songnam Minor then Songnam Major in the Milky Way. The Bakrans, considering them "communist" and on their way to police state, immediately seek to dismantle the government so they wouldn't spread. The operation is a huge success, bringing to light the tactical and strategic genius of the young Leos Cragg (son of Willis Cragg). Songnam is annexed into the Empire following a few major battles and a series of insurgencies, which are put out by the successful government installed and the outnumbered but highly trained Bakran forces.

2074 LS: "The Great Crusade"; Hollow is invade by Karaigian and Tierran forces, both beaten back but at a tremendous fiscal, structural, and loss of life. Though the Tierrans are defeated in the beginning by a suicide run in orbit, an incredible defense of the Quarrsaw Arms, and an ANGEL operation that guts the command structure, the Karaigians prove to be very tough opponents and it takes the next six months to encircle and destroy what Karaigian forces remain. Tierra undergoes a massive revolution, a direct result of the Hollow War. This highlights various weak points in the Bakran naval forces, which are immediately fixed following a massive investigation by the admiralty into their own branch.

Battle of Quarrsaw Arms

2081 LS: The Milky Way Crisis begins when pirates raid convoys carrying supplies from the Songnam colonies to Deros. Both to restore Bakran notoriety in the Milky Way and confidence with the Songnamese and to eliminate a series of pirate clans, the Bakrans join the Xiscapians in attack the Tigerian holdings. It ends in an overwhelming victory, and the Bakran's prestige is saved as well as gaining much-needed supplies from the attacks on the Tigerians.


Third Uli War

Since the Uli abruptly invaded Ilencia almost a century before the Bakrans and Uli, however lopsided, have been at each other's throats. The Bakrans were considered by the Uli, at the time, as another rebel species that needed to be wiped out, but the Bakrans fought back with such ferocity that it sparked hope for other captured and enslaved races under the monstrous Uli Dominion. Over the years, the Bakrans colonized many worlds, and refuged many species that the Uli were attempting to destroy furthering tensions between the two powers. Because of the Empire's rapid expansion and multitude of species defending it, it believed that the Uli would not try it's brute force strategy against them. Instead, the string of defensive systems along the Bakran-Uli border held sites of skirmishes and minor battles, in which tens of thousands died, but no official war was declared.

However, Juac'kaka Leke came to power as the Ulor of the Dominion, and sought to expand the Uli by launching a strike into the Alpharus systems, showing strategic knowledge and understanding of Bakran tactics that had not been utilized by the Dominion. He didn't not count on the inclusion of Ilasiano and later the Teutonic Order on the side of the Bakrans, nor the formation of the Teutonic-Ilasian-Bakran Empire Reactionary coalition (TIBER) which has since been fighting the Uli in a bid not only to halt the Dominion's advance, but to fracture them once and for all. Thus far the Iron Empire has joined TIBER, but the Tnemeden Republic has sided with the Uli and currently threaten TIBER's holdings in the Milky Way. As of 2085 LS, the war is still under way.

2084: After the attacks in the first year of the war and the loss of the Alpharus Sector to the Dominion, remaining battle-ready Bakran and Ilasian forces assaulted the fringe world of Bourche in the Ionas system, liberating it within two days but with heavy casualties that has since become the norm. This was the first real Coalition action as a joint force, and the first of many counter-strokes undertaken by the Coalition.

Operation Cardinal, the rescue of an entire fleet deep in Uli territory, becomes a legendary action and bolsters losses from the initial Alpharus attack as well as sinking morale. The Bakran and Ilasian navies have a majority of their differences during this operation and protocol is changed as a result of it. This is when the need for an official alliance and command structure is brought into the spotlight, but more importantly there is the possibility of traitors within the Coalition.

The Coalition launches Operation Storming the Keep, the liberation of Emmos, a major Yook slave world. The Uli cut off Bakran and Ilasian space forces and forced them to retreat after a botched Coalition attack on the Uli's main anti-orbital weapons. They leave behind some seventy-thousand drop troops to defend the breeding centers at Pokuak Tyok until reinforcements arrive. Once said reinforcements arrived, the planet was swiftly liberated with help of the Yook rebels and becomes a staging area for future operations, though Uli resistance continues in the mountainous regions until the middle of 2085.

Battle of Pokuak Tyok

2085: A diplomatic summit is held by the Ilasians to discuss the involvement of the Teutonic Order and the possible creation of a new alliance. This is where talks begin for the a military and economic cooperation pact, and result in the creation of Teutonic-Ilasian-Bakran Empire Reactionary coalition (TIBER). Despite numerous assassination attempts on all three major leaders, the meeting ends with the creation of the only power able to challenge the Uli Dominion.

The Iron Empire, a relatively small power, is invaded by the Uli Dominion. Without the assisstance of TIBER it would likely fade into obscruity as another species subjugated by the Uli, but the alliance launches Operation Kingpin to liberate one of their worlds and push the Uli back. The Irons sides with TIBER though neglects to join the alliance itself, still unsure of the alliance's motives.
Last edited by The Ben Boys on Mon Jan 15, 2018 1:29 pm, edited 24 times in total.


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Ex-Nation

Inner Systems

Postby The Ben Boys » Thu Jan 02, 2014 6:59 pm

Inner Systems

"Inner Systems" are the oldest and most developed systems within Imperial control, though a more accurate explanation would be those most assimilated within the Empire. Because of the material and strategic value of these systems, they are the most heavily defended with orbital stations, defense platforms, entire armies, and a rotation of ships through the system. They are also incredible pools for soldiers and colonists, with many citizens yearning to escape the relatively cramped and traditional planets to new frontiers.

Lys

Lys
Status: Inner System
Population: 11,000,000,000
Planets: 5 (Mipen, Geshae, Ilencia, Gygra)
Inhabited Planets: 3

Overview
Though the Lys system isn't the most populous or developed system within in the Empire, it is the administrative and commercial center of the intergalactic state. It is by far the most heavily fortified, with four Ascenion-class orbital fortresses in orbit over Ilencia with converging fields of fire and the capacity to repair—as well as defeat—entire fleets. Hundreds of combat ships are within the system at any one time, with tens of thousands of merchant and supply vessels zipping in and out almost daily. In addition to the hefty space presence there are fifty million ground troops on garrison duty or training and retraining for combat in far away theaters.

Mipen

A smooth sphere of rock, Mipen is the closest to the Lys star and is largely uninhabited. It's hot surface provides little strategic or economic importance, and thus far no proposals have been made to colonize or establish a presence aside from a few isolated scientific stations and the Mipen Prison Complex, or MPC. The MPC holds some ten thousand of the worst prisoners within the system, men and women who can't even be allowed to work within the normal prison labor system. It is considered one of the highest security prison in the Empire, and even if one managed to escape the underground cells they would have to find a way to the surface, which lacks atmosphere and melts skin, and find a way off of the isolated planet.

Ilencia

Roughly the size and density of Terra but with a higher oxygen count, Ilencia is the cultural and commercial center of the Empire. It's population of nine billion reside in a series of multi-million person mega-cities, which are really just massive collections of townships and cities. Though by no means tightly compacted, there exists vast greenbelts between the mega-cities, sometimes hundreds of miles between them. The mega-cities were formed during the reconstruction after the First Uli War, as most major cities and townships were decimated by the Uli those that survived became the centers of these massive population centers. In these greenbelts there exists farms and some townships, most of which are less than 100,000 people, and an abundance of wildlife that had almost been decimated in the First Uli War. Though there are vast factories, most of them are located underground as to prevent orbital bombardment of the Bakran manufacturing centers during the First and Second Uli Wars, and exist to this day.

The largest of the three continents on Ilencia is that of Enros, stretching from the Nasan sub-continent in the northwest to the eastern Rupol steppes and coastline. The Nasan-Rupol region (making up two-thirds of Enros) is traditionally dry and cold, with massive amounts of snow in the winter but tame summers. They are home to the largest population centers of Kushro, Tetlar, Selbis, and Keck (all but Keck are within Nasan). Southern Enros is a long but wide finger, too large to be a peninsula but distinct enough to stand out, and called the Polkands. This area is mostly wet and warm, with great tropics and jungles. The Polkands were usually divided prior to the First Uli War, and were very troublesome to the Alliance (requiring multiple peacekeeping operations until the Revolution). Because of their divided nature and devastation during the First Uli War, the Polkands only have one mega-city, that of Verres on the central coastline of the continent (and the largest mega-city on Ilencia).

Arreti is the more developed, if less populous, continent, geographically divided between Tarsha and Origoth. Origoth is a mostly plains and hills, home to massive farms that feed a large part of Ilencia, with only two mega cities to speak of, Odris-Linos and Odris-Corvatta (the latter of which is the Imperial capital). Across the small mountain range and hills to the west is Tarsha, which is temperate like Origoth until you reach the far western Tarsha coast, which is mostly desert. Tarshan mega-cities include Tarsha, Perres, and Telnar. Part of the Arreti continent is the heavily-industrialized Tiris Isles, some of the only surface factories hastily constructed during the First Uli War and invasion of Geshae.

Odris-Corvatta
Imperial Palace, Odris-Corvatta

Tarshan Mountains
Tarsha City

Though barely a continent in and of itself, the large islands in the southern area of Ilencia are called Cerres, and are sparsely habited. The climates vary depending on what area of Cerres, and because of the developed nature of the rest of Ilencia people hardly come here as there is no necessity. It is, however, the closest landmass to the Umbracki colonies, with some of the species settling or trading in the isles.

Ilencia

Manens

The only moon of Ilencia, Manens is home to fifty million people. Containing an almost nonexistent atmosphere but rich in minerals, Manens is therefore 1/80th the mass of Ilencia (but 1/4 the size) almost resulting in a double-planet system (i.e. rotation around each other). However, the barycenter (or center of rotation) between Ilencia and Manens is about a thousand miles beneath the surface of Ilencia.

Both because of it's proximity and richness in ores, Manens is both an industrial source and manufacturing center. The fifty million people on Manens mostly work in the mines that are deep within the crust of the moon or the sub-surface factories. Those that don't work underground hold minor commercial jobs in Kerra, the sole city on Manens, or work on the numerous shipyards on the surface of the moon. About half a million troops man the defenses of Kerra, which overlook Ilencia and most possible entry points depending on the orbital position.

Geshae

Currently a bare, desolate world, Geshae is roughly the size of Ilencia and in a natural synchronous orbit over the ice giant of Gygra. Though the original reason for colonizing a moon of Gygra instead of Ilencia (despite the presence of the native, comparably primitive Bakrans) by the Yooks is unclear, it is known that they colonized Geshae because it's orbital pattern allowed for a multitude moons to always be "overlooking" the moon. Though there were plans for the Yooks to construct fortresses on these "overlooking" moons, the Uli did that once they conquered Geshae and turned the satellite into a manufacturing world, destroying what wildlife and ecosystems had existed.

The situation on the surface was made worse by the First Uli War, when a combination of extreme industrializtion and bitter warfare pounded the planet for nearly three decades before the Bakrans claimed victory. In the aftermath of the war it was abandoned, and only during the Interwar period did the Empire establish a series of outposts and mines on the surface. Once the Third Uli War started, the Bakran mines have been going into overdrive, with shipyards appearing in orbit and new sub-surface mining colonies sprigging up right and left.

Geshae

Gygra

Though often referred to as a gas giant because of it's immense size and incredible storms, Gygra is actually an ice giant, with only 20% of it's atmosphere hydrogen and a very hazy atmosphere in combination with traces of methane giving it a deep aqua blue appearance. Orbiting Gygra is thirty-four moons of various size and composition—the largest and most able to support life being Geshae. A eleven moons orbiting Gygra have been fortified by the Uli or Bakrans in one way or another, with outposts existing on many others. The presence of shipwrecks around the giant are perpetual, as they contain wreckage from two Uli Wars (though mostly from the First Uli War) and from the original invasion of Geshae by the Uli when the Yooks controlled the system.

Gygra passing by Lys


Foregone

Foregone
Status: Inner System
Population: 1,700,000,000
Planets: 3 (Wisare, Argo, Thrope)
Inhabited Planets: 1

Overview

Foregone is a twice war-torn system that has survived both well, if bloodied. Originally a staging point for the Uli invasion of Lys, it was wrestled from Uli control over the four-year Second Ui War. Though the vast plains were scarred by the war, the central planet of Argo recovered by terraforming and careful ecological control under Alliance supervision. During the early years Foregone flourished as mega-cities were established across Argo.

The Revolution started in Foregone by individualist farms as the Alliance became more and more corrupt. The war in Foregone climaxed at Sobanu Fields, where the rebels were crushed by the Alliance—who suffered incredibly high casualties—but the subsequent hunt for the remaining insurgency greatly turned Foregone's opinion in favor of the Revolutionaries.

After the Revolution Foregone's population was concentrated in metropolises wracked by war and their farmers struggled to turn their massive fields. Emperor Soren did not forget that the populace overwhelmingly supported him and hired terraforming companies to improve the planet. Currently, Foregone grows the most crop and produce of any Imperial holding, as well as an incredibly individualist (though conversely loyal to the Imperial Family) population.

Argo

Though 65% water, Argo is dominated by a single landmass and a few smaller islands. This landmass is largely plains and developed farmland, where families work on tens of thousands of acres to feed whole cities in a single season. Because of this large amount of produce, most of the planet's economy is concentrated on farming, agricultural equipment, and shipping the foodstuffs offworld.

Sorinross is the largest mega-city on Argo, though half of it burned during the aftermath of Sobanu Fields. Under the Empire, the city has been rebuilt and is much larger than it was before, containing half a billion people and can be seen from the orbit of Argo on a clear night. It's spaceport is especially large, shipping off hundreds of thousands of tons in foodstuffs every day.


Zeytyr

Zeytyr
Status: Inner World
Population: 24,500,000,000
Planets: 3 (Eree, Hollow, Bosh)
Inhabited Planets: 1

Overview

Zeytyr was colonized by the same people that had settled both in Lys and the Delta Major, though unlike both of their kin they had developed into a large technocratic society. This society flourished for a number of years, raising cities on entire continents on Hollow and creating massive hive cities on Friaris. The highly advanced civilization had numbered somewhere around 80 billion at it's peak, however a civil war broke out and lasted centuries, to the point that many technological leaps and history has been lost due to the destruction that the wars brought. The war only ended by first contact with the Lys Bakrans and the immediate threat of the Uli, an uneasy peace being drawn under the watchful moderation of the Lys Bakrans. Since then Zeytyr, though the most populous and industrialized system by far, has been the epicenter of the Empire's sectarian problems due to the bad blood between the varying factions of the centuries long civil war. No doubt conflict could still erupt after the end of the Uli menace.

Hollow

Hollow is home to billions of people and millions of factories that were largely automated, operating around the clock to fuel the Empire's war machine. It produced more goods than all the other central systems combined, it’s yearly tonnage outweighing whole planets at it’s peak. Thousands of ships from as far away as the Milky Way brought raw material that would be processed, and in a matter of weeks or even days millions of shells, thousands of rifles, and hundreds of tanks would be sent back.

The planet is entirely covered in cities and factories, with only 35% of the surface water remaining though geological analysis shows that when the planet was first colonized, 60% of it was covered in water. The oceans that remain are incredibly deep and fertile, though they still haven't escaped the massive urban sprawl that Hollow has succumbed to. Though many of the underwater cities are abandoned because the population hasn't risen to previous levels, they are slowly being resettled as the surface factories are being expanded into the residential sectors.

Obviously the entirety of Hollow's surface isn't made up of factories and cities, as such a population would run into the hundreds of billions. Rather, Hollow is home to a few dozen mega cities in dark urban sprawl that extend hundreds of miles in every direction. Outside of the great walls of the cities are vast wastelands, destroyed over the years of Hollow's long, hard war preceding first contact with the Lys Bakrans. Little to no life grows here, and neither flora nor fauna are seen but on an exceedingly rare occasion, the last of Hollow's ecosystem dying out.

Friaris

The only moon of Hollow, Friaris is less than half it's size and home to barely a billion people, however it holds vast underground farms and bubble cities to house it's comparatively small population to it's massive neighbor. It too was divided during the great wars that shook Hollow over the past few centuries, with it's own factions and allies on the home planet. Though it survived better than Hollow, with much less destruction and death, there still exist husks of former cities and an agricultural sector that is still recovering, hampering the growth of Hollow, which it feeds.


Delta Major

Delta A/Major and B/Minor
Status: Outer World
Population: 6,000,000,000
Planets: 4 (Linus, Sethea, Sundara, Phrixus)
Inhabited Planets: 2

Overview

The third Bakran society to be discovered by the Empire, the Deltans were placed between a rock and a hard place, with the names of Sethea and Sundara. These planets were vastly different in terms of dominant biomes, however both were incredibly harsh and lacked many resources, transforming the Deltans into a hardy and resourceful people whose technological growth was stunted in the late information age for thousands of years, unlike the Zeytyrs who thrived or Lys who started from square one, due in no small part to the constant warfare that shaped the conservative warrior-society of the Deltans. Unlike the diverse Lys or sectarian Zeytyrs, the Deltan societies are incredibly alike on both planets since their situations are incredibly similar, biomes uniform among the regions on the respective planets, and each social group had at one point in the system's history conquered partially or wholly every other nation on it's planet. It was because of this that the Deltans united relatively easily despite the constant warfare they have experienced. Deltans are known for their dedication to the Imperial Army to the point that Deltan-specific units (such as the Backbreaker Army) have separate equipment and traditions, unusual in the increasingly centralized armed forces.Since it's assimilation within the Empire and shipments of foodstuffs as well as establishment of hydroponic farms, the Deltans have experienced a population boom unlike and other in it's history.

Since the Deltan planets are so desolate but still beloved by their inhabitants (and only them), in Bakran spheres there is a phrase known as "only a face a Deltan could love".

Sethea

The warmer of the two, Sethea is located nearer to the Deltan suns. It's surface is either arid desert or harsh steppes, with little vegetation however a lot of large bacteria-eating organisms measuring usually about four inches in length (thought to be the reason that there is little vegetation on the planet) and many species that hunt it. The planet's wars were dominated around the mountains and flatlands that housed the farms and smithies. Even during the latter era of the Deltan wars these areas were of high importance, even with the advent of space travel and slow but sure technological advancement.

The two continents on Sethea are large with many peninsulas snaking out of them to form ideal ports and large fisheries that on a more lush world could feed thrice the amount that they feed on Sethea. The value of these fisheries, though not as much as the inland farms, made them virtually untouchable by the warring factions and it was an unwritten law of war that one is not to raid or destroy these important food sources because of their rarity and key to the survival of the planet. This is speculated to be why the Deltans despise naval and space warfare and advanced little in the way of starships, because they seldom fought on the water and explored it's vertical extent or depths. The largest city if Gendym, the capital of the star system and former home to the last hyper power of the Deltan age of war.

Gendym

Sundara

Sundara is a totally different story. Though like Sethea it holds a hostile environment with little resources, the planet is much colder and located much far from the Deltan suns. The population, about a third the size of it's inner system counterpart, is mostly concentrated on one continent covered in tundra. Before it's assimilation into the Empire, the Sundarans too were very warlike, though they were mostly concentrated in villages of towns of no more than five hundred people, with only four cities larger than one million people, and some just barely. Even by Deltan standards the Sundarans are incredibly hardy and generally of few words, with slower technological progress than Sethea but produces incredibly tough and resilient soldiers.
Last edited by The Ben Boys on Thu Jul 28, 2016 11:46 pm, edited 20 times in total.


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Outer Systems

Postby The Ben Boys » Fri Jan 24, 2014 1:48 pm

Outer Systems

Baelblis

Baelblis
Status: Outer System
Population: 1,400,000,000
Planets: 3 (Eskan, Kysk, Tampe)
Inhabited Planets: 1


Santist

Santist
Status: Outer System
Population: 200,000,000
Planets: 2 (Meccem, Ovas)
Inhabited Planets: 1

Santist was the Bakran empire’s answer to Hollow’s immense manufacturing capability. Whilst Hollow had to recycle almost all of their materials so to continue manufacture of even basic products and lacked the raw resources that had been incessantly mined for thousands of years and not practical asteroid belt to speak of, causing frequent shortages despite the Phoenix policies in the early years.

Santist’s initial exploration yielded little, with Marsh a world covered in lava and no mineral value and Ovas a harsh world covered in alien wildlife similar to a terran tropical planet and a nitrogen-methane atmosphere. Subsequent scouting missions by curious explorers and corporations found that beneath the soil lay vast reserves of mineral wealth, more rich than Hollow before it was stripped of resources. Ovas was enthusiastically colonized by a wave of Deltan colonists with other systems sprinkled in, either working with the government colony administration or mining conglomerates that were quick to establish themselves. Soon Ovas's cities were not on the inhospitable surface, but rather concentrated in gigantic boreholes that were being dug into the planet’s crust. Workers live near that top, the areas first mined by the colony, and make their living digging at the bottom of the mine, using dropships and massive elevators to lift ore out of the mine-cities. It remains the most profitable mining colony in Bakra, making up an impressive fraction of the nation's ore sector.


Ikkis

Ikkis
Status: Outer System
Population: 10,000,000,000
Planets: 5 (Arkas, Cheroki, Taris, Mijnoy, Eckscra)
Inhabited Planets: 3

Overview

Cheroki


Ionas

Ionas
Status: Outer System
Population: 300,000,000
Planets: 1 (Bourche)
Inhabited Planets: 1

The Ionas system is a backwater in the truest sense of the term, one of the least populated and strategically and economically invaluable systems that normally the pragmatic Bakrans would ignore. However, the influx of colonists and the heavy demands they placed on the overburdened colonies made Ionas a "leftover" spot to avoid overpopulating some of the newer colonies. Thus the Ionas system became a Bakran possession, something of a novelty known for its lack of anything outright useful to the Bakrans.

In an effort to create some semblance of use from Ionas, the Bakrans seeded the sole planet of Bourche with staple agricultural crops, making the planet a regional food supplier, though not on the level of Foregone. For the next few years the system was resigned to this fate, until the start of the Third Uli War. A small Uli fleet promptly took the system from Bakran hands in the wave of surprise attacks that devastated the Bakrans. However, just as quickly the Bakrans took the system back, in doing so created a strategic importance for the system. It now was used as a jumping point for strikes into the Uli Dominion, with massive shipyards, defense stations, and naval facilities built in space and barracks and headquarters on Bourche itself. The planetary economy now not only fed this rapid response and invasion force, but now supplied it and supported it.


Hiniri

Hiniri
Status: Outer System
Population: 8,000,000,000
Planets: 2 (Beltar, Emmos)
Inhabited Planets: 1

Overview

Emmos

Tryxxt
Last edited by The Ben Boys on Wed Mar 22, 2017 4:58 pm, edited 7 times in total.


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Milky Way Colonies

Postby The Ben Boys » Fri Jan 24, 2014 6:36 pm

Milky Way Colonies

Deros

Deros
Status: Milky Way Colony
Population: 1,300,000,000
Planets: 3 (Nisan, Volos, Zichar)
Inhabited Planets: 1


Songnam Major

Songnam A/Major and B/Minor
Status: Milky Way Colony
Population: 3,200,000,000
Planets: 3 (Zhon, Sanguerth, Nuju, Muzki)
Inhabited Planets: 1

Overview

Sanguerth


Zhi

Zhi
Status: Milky Way Colony
Population: 400,000,000
Planets: 6 (Setsko, Katoa, Kaede, Rokor, Rychio, Eunai)
Inhabited Planets: 2
Last edited by The Ben Boys on Mon Jul 20, 2015 10:50 am, edited 2 times in total.


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Protectorates

Postby The Ben Boys » Fri Jan 24, 2014 6:39 pm

Protectorates

Pennoth

Pennoth
Status: Protectorate
Population: 1,500,000,000
Planets: 2 (Etteth, Delyx)
Inhabited Planets: 1
Last edited by The Ben Boys on Mon Jul 20, 2015 10:50 am, edited 1 time in total.


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Persons of Note

Postby The Ben Boys » Fri Jan 24, 2014 7:16 pm

Persons of Note

This is both a character dossier and a reference source

The Bakran Empire is held together by a variety of people, most obviously the leaders of the Empire. These people include politicians, scientists, businesspersons, generals, admirals, etc. Their names are known across Imperial space, and across the TIBER alliance as a whole if they are of particular notoriety. Then there are those that are much less known but still part of the Imperial machine and their history: soldiers, spies, priests, and the like.

King Audovacar IV (deceased)

Race: Yook

Occupation: Former King of Emmos

Birth Year: 1812

Bio: The Yook government was simply a strong coalition of systems, each with their own culture, background, and government that sends it's head of state as a representative for their specific state. The Emmosian way was to use a caste system: families chosen thousands of years ago and their descendants would become candidates for King of Emmos after the death of the previous monarch, each playing politician to the people until they were elected as the rulers of Emmos.

The Audovacar family has had the least amount of rulers rise to the throne over the last few hundred years, only 1 of the 14 rulers becoming king. At the time of his coronation, Audovacar IV had been tackling the problems of health and sanitation for the twenty-two billion people on Emmos, and devoted little to the military and planetary defenses. When the Council of the Yook met just prior to the Uli attacks on the Yooks, Audovacar was the first to say that the Uli were of no threat at the time, and more attention needed to be devoted to the problems at home.

When the Uli attacked, he was also the first to have a back-up plan: acknowledging that they couldn't defeat the swarms of Dominion troops, he had as many civilians evacuated as he could before holing himself and his remaining troops in the capital for a last stand against the Uli. His wife was killed during the initial bombardments, and his son and two daughters died defending the palace, and he narrowly escaped with the remains of his Royal Guard division into the Xanifar mountains, residing their for a century in exile, creating a small resistance movement and ambushing Uli scouts and patrols. Over time, he has been brooding over his mistakes concerning the defense of Emmos and his role in weakening the Yook states as a whole, looking for redemption for his grave errors.

The redemption came with the Coalition invasion of Emmos, where he plans to help the effort by gathering support from the Yooks under the Uli and assist in the defense of Pokuak Tyok. Audovacar and his troops have made a four hundred mile trek through the Xanifars, attempting to reach the Coalition troops before they get overwhelmed. When he arrived, him and his divison took the brunt of a massive Uli assault, and most didn't survive (including himself). Even in his death, Audovacar is an inspiring figure to the Yooks remains one of the greatest heroes in their culture.

I am King Audovacar the Fourth, last king of Emmos.


Captain Nickelo Dyrnos

Race: Human

Occupation: Bakran SAC

Birth Year: 2049

Bio: Born to a grain farmer and a pastor's daughter Foregone in the Milky Way galaxy, Nickelo had grown up operating house-size tractors across the massive farmland that his family owned (which were about the size of the neighbors land). He also became handy with knives, as the rabbit-type creatures that eat the crop on the planet are too fast to be shot. After he completed his schooling, he chose to catch the next flight off of Foregone to Romera, where he promptly signed up for the Bakran Army. His father, his remaining parent, wasn't too keen on the idea of his son, who had never gone more than two-hundred miles from their homestead, going off to some far off battlefield. He hitched a ride on a flatbed as his father stood cursing his son in the distance. Nickelo was sure to repay him.

He entered and graduated the SAC program three years later, and began to make a name for himself in the tight-knit commando community due to his actions on the border worlds during the Unsung War, a series of bloody skirmishes between the Uli Dominion and the Bakran Empire. He made squad leader at 36, and fought on Emmos during the failed Operation Storming the Keep. Whilst here he fell in love with a TERRA agent named Anya Phinovi, and used what influence he had to keep her both out of prison and close by. Though they separated for a time, she was assigned as his liaison during the hunt for a rouge ANGEL.

Amateurs have body counts. Professionals don't leave bodies to count.


Asher-128

Race: Human

Occupation: Bakran ANGEL

Birth Year: 2071

Bio: The ANGEL program was controversial even when the Emperor was part of it under the Alliance years earlier. The ANGEL-IIs simply furthered that controversy: test-tube babies created simply to become super soldiers that would not only perform commando missions but become force-multipliers on plant-spanning battlefields, a very hard concept to take hold of. It's even harder to understand why the Emperor, a product of the original ANGEL program (albeit one that did not recruit children), would do such a thing that originated from the much hated Alliance. Though the ANGEL-IIs went public, censored the fact that they were test-tube babies raised to fight, the ANGEL-IIIs didn't and maybe never will. The IIIs were taken from orphanages or switched beds in hospitals, which many would say is even worse than the II program.

This is why Asher never knew, nor may never know, his previous life. He is unique among the ANGELs of his company for, of all things, a psychological problem (some would cynically say that his "problem" is only significant because it's noticed). He is unable to work well in a squad environment, but excels alone. This makes him a "Lone Wolf", one of the two dozen that operates alone on missions that require one operator. He is also considered "hyper-lethal", a designation that only belongs to three others ever. This is why he was chosen for the mission to hunt down a rouge ANGEL, he is very indoctrinated, and is a "fire and forget" weapon and should be regarded as such: the rest of the team is to find or trap him, and Asher is to go in for the kill, with or without the support of his teammates

"There is only me, myself, and I": the creed of the Lone Wolf


Kigazna Jiraxal

Race: Uli

Occupation: Uli Hellion; TIBER agent

Birth Year: 2050

Bio: Born of the Garshi clan on the planet Resputis, Jiraxal knew little of his mother, like most of the Uli youth. To keep more males for service, the Uli have a select few males fertile and use them to produce countless offspring in their communities of sixty or seventy: Jiraxal’s community simply had one father, whom he solemnly refers to as Takkek. It is unknown if Jiraxal was close to his father and his current status is unknown, even to Jiraxal. The Imperial Intelligence Office believes, from their first interrogations of him, that Takkek was distant to most of his sons, very unusual in the Uli culture (which gains loyalty by using the fraternal parent as the closest thing an Uli could desire, and therefore a mouthpiece for the Dominion).

Jiraxal had not fought anyone really, until the Battle of Emmos, where he was mortally wounded. During the Uli retreat, he was given suicide pills that his commander said were to help him gain his energy, and therefore to fight the incoming Coalition troops. He was captured and beaten by the Bakran troops before a naïve lieutenant ordered that he be brought back, alive, to headquarters for interrogation. He was transferred to an unknown IIO ship, where they convinced him to become an agent for the Coalition. After much deliberation, he accepted.

He was trained for four months by Bakran and Ilasians in code, military intelligence, and combat techniques that were known to be used by some Uli troops, as well as a few of their own tricks. At one point he managed to take down a Bakran ANGEL, for all of fifteen seconds before he found his hand broken and passed out by a strategically placed kick in the chest. Still, it is regarded as a very high achievement, to the few that know about it.

Upon his insertion into Uli territory (involving him “hijacking” a small ship and “killing” all fourteen aboard) he was promoted and the Uli who gave him suicide pills decapitated. Though intelligence agents feared that he would turn back to the Dominion, especially after he was given augments and trained to become an elite Hellion (in light of his “escape”), he remained ironically loyal to TIBER, and is now a deep-cover agent within the Dominion. What very few communications come from him, whether from piggyback messages, FTL packages, and even once by a cargo ship, it is known that he is causing quite an anti-Dominion movement, albeit very slowly, within his unit and on the planet he is stationed on. His creativity, intelligence, and physical strength are remarkable and earning him a name in the small corner of the Dominion that he resides in. The most valuable piece of information he’s given TIBER, by far, was the location of Princess Laputa to TIBER.

What would you have me do?


Colonel General Vikki Ugary

Birth Year: 2040

Occupation: General Officer

Species: Human

Bio: Born in 2033 on Delta Major's Sethea, Ugary, like many of her kin, was recruited at eighteen to fight for her nation in one of the planet's many wars. After displaying herself in combat as excellent officer material, she was given a battlefield promotion to platoon leader at 22. As the wars prevalent on Sethea progressed so did her rank, and by the time she was thirty she had command of a regiment that was stationed in the mountains. Here she gained a reputation as cold and calculated, a commander with brutal efficiency and willing to sacrifice her entire command to get the job done.

Upon first contact with the Lys Bakrans and integration of the Deltans into the Empire, Ugary found herself part of the growing Bakran army. She advocated for the creation of an elite shock-trooper force within the Army, a system the Deltans had used for decades. This lead to the formation of the "Backbreaker" Division in 2081, an all-Deltan unit dedicated to assault and shock tactics. Though this was a start, Ugary still pushed for larger, more dedicated shock troop units.

Following the stunning victory of Ugary's Backbreakers on Foundation and the increasing need for assault troops, Ugary was promoted and given the task of creating a Backbreaker Army that would lead the charge against Uli worlds. Their first action was the second invasion of Emmos, liberating the planet within a few weeks and relieving the tired droptrooper force at Pokuak Tyok. Ugary is known as one of the most ruthless and efficient commanders in the Empire, her reputation and that of her troops fearsome.

We're surrounded by the enemy. Poor bastards.


Captain Veral Rothis

Race: Human

Occupation: Captain of the Truculence

Birth Year: 2035

Bio: Veral Rothis was born into an advantageous position on Hollow, the family of government researchers who were treated very well by the faction they belonged to. However midway through her childhood they were killed in one of the era's innumerable ethnic cleansing, and Veral was suddenly an orphan in another faction's state facility. After two years there and nearing starvation from the war, first contact with the Lys Bakrans brought her hope. Once she became a teenager Veral volunteered to become a colonist, leaving Zeytyr to live on Alpharus. There she scratched a hardy living and married an older man, a captain set to retire from the Navy. After his retirement both worked on freighters for years, before Veral went alone on a run to Ilasiano. Her husband was left on Alpharus during the Uli invasion, and he has not been heard from since the occupation.

Veral, considering him dead, sold the small freighter company and set out as an officer in the Bakran Navy. She was rapidly promoted, as her bloody hatred of the Uli was apparent in several actions that called for wanton aggression and split second decision making. She was transferred to the Milky Way to fight off the Tnemeden, and has been serving valiantly in that capacity. She is a hardy if depressed woman, though her crew knows nothing of this the officers murmur about it.

We kill because we must.


Colonel Tellis Roane

Race: Human

Occupation: Commander of the 1938th Hollow Regiment

Birth Year: 2038

Bio: Born in an era of strife on the overpopulated planet of Hollow, by the time Tellis joined the Army the wars and ethnic cleansing had ended with the revelation that there were other Bakran cultures out in the void. Tellis then joined the newly formed Bakran Imperial Army, becoming an "officer and a grunt" as described by his soldiers. His down to earth, hard nosed style of command hit well in the Bakran Army, and he enjoyed promotions and adoration from his troops for many years, but the prospect of flag command has always eluded him.

As a regimental commander his combat record is short but distinguished. Fighting on Sanguerth, he routed a Tnemeden division during the opening stages of the Battle of Hikowa. He chose to destroy two avenues, leaving one in the middle open and causing the Tnemeden to rush in, funneling their soldiers into a narrow corridor. Here he made his stand, enjoying the bloodlust against the Tnemeden but also losing a third of his regiment before pulling back. The 1938th was almost disbanded, but Tellis pulled a few favors and transferred his unit to a new counter-attack against the Tnemeden, requiring his ranks to be filled by new recruits beside his battle harder veterans.

Damn it all, I love Bakra.


Field Commander Kamse Telju

Race: Human

Occupation: Marine

Birth Year: 2051

Bio: Kamse Telju was born on the frigid Deltan world of Sundara to a family in the slightly warmer equatorial zones. Per tradition, his face was tattooed once he left to become a Marine, training on Baelblis before attending officer school on Sethea. After his training, he became a platoon leader on the Sound of Drums, commanded by Mouri Palmer.

Kamse was the second in command of Marines on the ship before long, but during the infamous Hamblisk Incident his commander was killed and Kamse was charged with boarding the 44th's ship in order to bring the comparative dreadnought to its knees. He excelled in this role, and the crew was brought to the table, ending the battle and giving Kamse both notoriety and infamy. Though he did not attract the same mix of admiration and its that Captain Palmer did, his commanders saw his as anathema and continually denied his requests for combat duty.

This was not to last forever, and after outpost duty was up Kamse was promoted to field commander in change of the Truculence's Marines. Here he fought in the Songnam Major system and was known for his straightforward strategy, preferring to go with tried and true methods of command and battle bordering on uncreative, though many have seen his simplicity as audacious in an era where cleverness is a common strategy.

Every bullet has a target.


Executive Council

Colloquially known as "ExCon", the Executive Council is a small collection of administrators that govern the Empire and command the armed forces. Though the Emperor and Empress are in charge of the Empire and the Council holds no power over the Imperial Family, and even as a unit aren't a lawful political force, individually the seat members hold all the power within the Empire through their positions as military commanders and political leaders. The seat members are as follows: the Emperor, the Empress, Grand Admiral of the Navy, General of the Army, General of the Marines, Director of the IIO, Chief of the Diplomatic Office, Governor of Zeytyr, and Governor of Delta Major.

Emperor Soren Tunner

Birth Year: 2024

Profession: Emperor of the Bakran Empire

Species: Human

Bio: Born in 2030 LS, Soren Tunner was a bright but lazy child on the outskirts of Odris-Corvatta, growing up with a farming community on the Origoth plains. He was orphaned at sixteen months when his parents were murdered by an unknown assailant (thought to be the work of Alliance agents). He then lived with his aunt on the plains, farming with her despite his aversion to work.

He attended a local standard school, and became a phenomenal Blitzball player. To stay on the team, he got his grades up and by seventeen he was recruited by the top Blitzball conference schools. As he went into university, he became a moderately famous Blitzball player until the team went on a losing streak.

During his sophomore year, the Second Uli War broke out and he was drafted by the Marines. Out of boot camp he was recruited for a special assignment, PROJECT: ANGEL. It was an elite soldier program, where candidates underwent harsh training and classes, then augmented, then finally being fit in state-of-the-art power armor. Of the two thousand to start off, only six hundred made it, and a sparse fifty survived the war.

His team was assigned to clear out an outpost on Argo, where some prisoners were being held. As they easily cleared out the Uli company, Soren found that only was prisoner was left alive: a young sniper named Shala. After he freed her from a torture chair, he escorted her back to the transport. Vowing to himself that he was going to marry her, he promised never to lose contact.

However, three months later, and more than sixty politically controversial video messages later, Soren became missing in action when he was clearing an Uli destroyer. He was blown off the destroyer and into the gravity of Argo. He miraculously survived the landing in Argo's ocean and was captured by Uli. He promptly escaped, and started a small war against the Uli until the end of the war. He was found in the woods two years later, seven months after the war ended, and taken back for rehab. Apparently, he was physically and mentally stable and released as a civilian. Learning that his grandparents were dead, and that the Alliance already spent all his pensions, he went to explore Argo.

The veteran wandered Argo, finishing his education through a local university and doing oddjobs. He was miserable, nowhere to go and no one to be with. He was contemplating his life whilst sitting in a cafe, when a familiar face walks over to him. She asks him how he's doing, and they get engaged in a conversation. She admits that she came over because he looked familiar with an old friend that died during the war. She tells him her name is Shala and he tells her he's Soren.

The two marry six months later, and Shala talks to Soren about the Libertarian Movement. She convinces him it's a worthy cause, and the two become prominent leaders in the movement. They underwent a coup a year later on Ilencia, and the two start the Imperial Family.

Soren is most known for his blunt talk, raised not to beat around the bush and to tell the person precisely what you want. He still remains physically fit, and refers to Isotheism during many of his speeches. His face is scarred, and is not very handsome as Bakrans go. Though not the most charismatic leader, he is one of the smartest and considered a military and political genius, almost Machiavellian in his quest to further Bakra.

"The stars beckon us"


Empress Shala Tunner

Birth Year: 2025

Profession: Empress of the Bakran Empire

Species: Human

Bio: Her birth name Shala LaMone, the witty woman had a privileged childhood. Though her parents were middle-management in the Alliance, they were of the class of people with power. She was known to badmouth teachers if they were disrespectful to her, and a remarkable sports player. She was accepted to law school, but joined the Army after the start of the Second Uli War.

Shala evolved into a beautiful woman, and ended up as one of the deadliest shots at boot. She went on to become a sniper, and had a series of narrow brushes with death during the war.

On one mission, she and her spotter were tasked to go deep behind enemy lines and cover a SACs mission against an Uli outpost. The mission ended in failure, and, despite being tortured, she didn't speak a word through one of the Uli's infamous interrogations. The rest of her mission squad was killed off, until Soren's ANGEL team destroyed the outpost and liberated her.

Once Soren went MIA, however, she became extremely distraught. As a soldier, she wasn't allowed to fraternize with superior officers, and Soren was an officer unlike herself. She was court marshaled after she revealed the source of her sadness to a corpsman. She wasn't drummed out, because of the Alliance's need for soldiers, but was subject to corporal punishment, and given five lashes. She's had a hatred for the Alliance ever since.

After the war, she finished her law degree and became a lawyer on Argo. After a particularly bad day in court and a breakup with her lover, she went to a cafe to think about her life. She saw a man that looked familiar to her, and thought he may have been Soren. After a brief talk, she found out it was. They were married a short while later.

Because of Shala's influences in law, she recognizes the weaknesses and shortcomings of the socialist society. She talks to Soren, and convinces him to join the Revolutionary Movement. They underwent a coup a year later on Ilencia, and the two start the Imperial Family. To date they have had one child, who is presumed dead.

Shala is distinguished as Soren's opposite, a smooth talking, convincing, beautiful, quick-witted woman. She is not as blunt or brief as Soren, and makes sure her conversations are always to her advantage, never on the defensive.

"The only thing necessary for the triumph of evil is for those good to do nothing."


Grand Admiral Willis Cragg

Birth Year: 1990

Profession: Grand Admiral of the Navy

Species: Human

Bio: The patriarch of the Cragg naval family, Willis is called "the old man of the navy", noted for his cold demeanor and lack of empathy on the surface. His command style, though distant to his subordinates and clipped sentences that evokes a sense of biting authority, he has managed to guide the Bakran Navy against a much larger opponent and kept them from falling off the precipice more than once. His grasp of grand strategy and taking into account every factor makes him the ideal head of the Navy.

Born on Zeytyr nearly a century ago, Willis fought in Zeytyr's numerous wars as a fighter pilot where he performed well enough not to die, but wasn't ever decorated. By luck more than skill he became commander of his wing on a carrier when his CO and XO died, and at the tender age of 24 he led a half-strength wing into taking down an enemy battleship, earning him a high decoration and notoriety as one of the greatest wing commanders in the late Zeytyr wars. With his distinction as a commander rather than a soldier he enjoyed rapid promotion, leading of of the Zeytyr nation-states' navies by the time of first contact.

As part of the terms for Zeytyr to join the Bakran Empire (and has since been the norm for the Empire) they were to contribute a leader to the newly-founded Executive Council. More by the ruthlessness of his home country's politicians than by election Willis became the Zeytyr contribution of ExCon, and has served in that capacity for the last twenty-five years, covering a vast expansion of the Empire, a "remodel" of the Navy, and the devastating Third Uli War.

"Let the enemy talk about patriotism. We will talk about victory."


General Stanly Midas

Birth Year: 2029

Profession: General of the Army

Species: Human


General Saul Tyrus

Birth Year: 2011

Profession: General of the Marines

Species: Human



Admiral Kochba Serkok


Birth Year: 2025

Profession: Director of the IIO

Species: Tarean

The only Tarean on ExCon, some speculate that she holds more power than all of the others, besides the Imperial Family of course. At her leisure is one of the largest non-military armed entities in Bakran space, an intelligence network that rivals galactic organizations, and a sharp mind and pursuing will to bend the galaxy to her will. Luckily for Bakra, her will is synonymous with the nation's.

Born to a noble family that was on its way out of the elite circles, Serkok was involved in an engagement that would have saved her family from a version poverty of used-to-be-nobles. Though she hated her would-be husband, she was saved by the annexation of the Tareans into Bakra, which benefitted her family's investments in interstellar trade. She promptly broke off the engagement and enlisted first as a civilian in the Imperial Intelligence Office. After engaging in wetwork during the Unsung War, she was shifted onto the fast track for promotion and received military training, formally bringing her into the officer corps of the IIO.

Around the late 2070s there was talk that the Tareans had not been given enough say in the running of the nation. Serkok, seeing an opportunity for the highest promotion she would get, marketed herself as a cheap but valuable investment to calm the populists and gain an office that hadn't had much power or authority in the nation. She was given the position, and proceeded on a two front battle: one against the Uli, the other to gather more influence and petition for a post in ExCon for the director of the IIO. Seeing her record and work for the Empire grow and grow, she was given access to the entity without question.

Power is the currency of nations. Knowledge is the currency of power.


Imperial Science Board

The greatest collection of scientists in the Empire, the "Board" is a committee of ten to twenty scientists who are the highest experts in their respective fields: robotics, physics, bioaugmentation, etc. These members are tasked with overseeing the greatest research projects the Empire undertakes, from the creation of the most powerful FTL drives to the Thundergod program to the bioaugmentations that are now widely used by the public they have had their hand in it. Even non-governmental projects sometimes see the Board's mark, as it is considered an honor and a privilege to have the greatest minds in the Empire weigh in on their project, and more than once corporations have tried to pry their services or speculations.

Dr. Gavu Arseni

Birth Year: 2041

Occupation: Head of the Imperial Science Board

Species: Human


Dr. Annalita Vegos

Birth Year: 2047

Occupation: Imperial Science Board Member, President of Lenslow University

Species: Human
Last edited by The Ben Boys on Mon Jan 15, 2018 1:27 pm, edited 20 times in total.


"Both Religion and science require a belief in God. For believers, God is in the beginning, and for physicists He is at the end of all considerations"-Max Planck

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The Ben Boys
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Founded: Apr 16, 2009
Ex-Nation

Culture

Postby The Ben Boys » Sat Jan 25, 2014 5:32 pm

Culture

A nation's culture is rarely controlled by any one entity, despite what the propagandists hope. Rather the culture controls the nation, shaping it's identity and it's day to day activities. The Bakran culture was born out of survival, a response so immediate that they united with nation's they just met, fought species they barely knew, and dedicated their existence to never again being caught with their backs against the wall. But out of the fires of war and suffering the identity of Bakran was born: hardy, proud, solemn, but always ready to support what few strong ideals remain after so many years of destruction. This is the meta-culture that permeates throughout the empire, across half a dozen species and home worlds, one that unites them and keeps them from falling into the pit that they always seem so close to.

Pillars of Society

Swords are a staple of Bakran society, probably the single object most associated with the star nation. It was originally a Lys Bakran cultural phenomena, however it has invaded several cultures since then, most notably the Deltans and some Zeytyr circles. Lys, being the cultural and political capital of the Empire, has spread the planet's fascination and near-obsession with the bladed weapons to the point that some Bakrans will measure one's value based upon their family sword's age and ornamentation, though this is an extreme that only the aristocratic have adopted to stroke their own ego.

Self Defense

The sword represents several ideals of Bakran society. Self-defense is a major tenant, symbolizing the power of the individual to protect themselves with the tools they have, though not always with a sword it is represented by this. Therefore many households have at least one sword but also firearms for self-defense, in addition to other weaponry. It's considered a bad omen to live or sleep in a home without a sword, and omens are not something that the conservative Bakrans believe in as a rule.

Military

The sword has had an explosive effect within the military culture, with swordsmanship being taught in boot camps and standard swords given to troops with the option for them to bring their own. Though these swords are much more advanced than most, with synthetic materials making up the blade instead of steel and an electrical field surrounding the blade itself making it even more deadly, they still hold true to the Bakran sword tradition. Bakran field armies (including the newly raised ones) each have a ceremonial sword usually of ancient value or made from shards of an older sword, usually of different designs and sometimes inscriptions on the blades and hilts.

Oath

Honor is often associated with swords as well in Bakran society. Though this is by no means new, as in many societies it evokes the tradition of chivalry, swords are something to be sworn on. An informal deal between two parties or individuals will be sealed by swearing on one's own sword, and breaking an oath usually results in loss of the sword (a fact recognized even by the Bakran courts). This is followed religiously, so that the "sword code" as it were is the Bakran oath tradition.

History

The Bakran sword reflects history in every sense of the word. Though the weapon is often one used by pre-FTL civilizations, it's representation of history goes beyond it's original era of use. To a family it is the culmination of family heritage, and the older the sword the more grandeur is bestowed upon it. Even Bakran field armies follow this tradition as stated earlier, and to a select few social status depends on the age of the family's sword.

Types of Swords

Each region of the Empire holds it's own swords based upon the cultural context and their ability the manufacture swords. Some swords on highly industrialized worlds, for example, will be advanced with electric blades and fingerprint activation, whereas colony worlds will have standard steel swords. Others will take after their dominant parent culture, such as Lys, Delta Major, or Zeytyr, or have an odd mix of their own depending on the cultural standing. Regardless they generally follow the same traditions associated withe Bakran sword culture. Since Lys has a strong sword culture, it has many variations depending on the regions the word originates from.

Zeytyr-Electrified blades are the norm, usually a gentle glowing blue with no crossguard. The electrification varies between very light to extremely powerful because of Zeytyr's manufacturing ability, however the stronger the current usually the weaker the metal is to fit in a larger power supply.

Nasan subcontinent, Lys-Large one-sided curved blade, with a hilt fitted at the bottom of the blade behind the blade itself. Has been compared to a scimitar with the hilt curving behind the blade.

Polkands, Lys-Thick one-sided curved blade, with the hilt located at the bottom. A ribbon of some sort is usually attached to the bottom to attached to the wearer's arm to keep it from tossing around.

Origoth Plains, Lys-Double-edged sword, straight leading down to a diamond-shaped crossguard and stocky hilt. Hilt material formerly made of brass or copper, now usually made with synthetic materials of the same color and properties.

Tarsha, Lys-Shortsword with a thick, stocky straight blade that leads down into a hilt, almost always lacking a crossguard.

Sethea, Delta Major-Large straight blade, with the tips rounding upwards so to have a completely straight back side as well. Lacks hilt but usually of high quality materials; considered prime weapons of war.

Sundara, Delta Major-Long blade with curved edges on both sides to have the tip resemble a rounded arrowhead. The cross guard is curved outwards from the same part as the blade itself, with a long hilt to support the large blade.


Bakrans believe in the purity of the body, with little to no drinking culture and drugs unheardof in the nation, as only the mild myoe plant is cultivated and smoked. Part of this philosophy is that the body must be free of mechanical impurities, most importantly augmentations and to a large extent genetic engineering. Any replacement or even addition to the body that is mechanical in nature isn’t just frowned upon by society, but outright illegal.

This societal standard has it’s roots in reality as well. During the last round of Zeytyr wars, ethnic cleansings were frequently carried out by mechanically augmented social groups rathere than the governments of the planets, with augmented street wars killing almost as much as the combat between nations. Additionally, genetic engineering was abused heavily by the Alliance, leading to a series of black projects that at any point could have toppled both the Ilencian Alliance and it’s successor the Bakran Empire. This is for much of the same reason that cloning is also banned for sentients within the Empire.


Competition is very important to the Bakrans, to them it brings out the strength that they don't know they have, mirroring how the Uli invasion started a fractured world of competing civilizations into an interstellar empire in less than 100 years. The Bakran people use this as a staple of what the spirit of competition is, which worms it's way into all facets of society. The resulting social meritocracy that has developed is somewhat unfair in some cases, such as military failures ruining commanders' careers (regardless of their degree of responsibility) or how the failure of sports teams doesn't bring out the individuals.

Sports are very important in the cultural development and identity of the Bakran people. The simple reason they love sports so much is that it challenges their abilities and breeds competition, making the games much more rigorous to outsiders. One such sport included is blitzball, a running game that resembles football and basketball, except a slightly larger field and fewer players. It is the most popular sport in the Empire with a powerful sports league and it's players celebrities. Noted for it's harsh play and emphasis on running, blitzball (or "blitz") produces athletes who are both fast and strong, with many of them able to keep pace with record-setting foot racers.


The Bakran Empire exists because of the unity of it's people, whom are far and wide in their origins and even their beliefs. This patchwork empire has nevertheless inspired such a unity in it's populace that some would think the empire had existed for thousands of years, not a scant few decades.

The Bakran Empire, for all it’s aggressiveness and apathy, is so totally committed to unity to the point that assimilation of conquered peoples is almost a non-issue. The nature of it’s expansion is not marked by military conquest (except for the annexation of the Songnamese) but by political endeavor. The original Bakran Accords between the Deltans, Zeytyrs, and Lys were the first instance of this, uniting the people’s under the “Empire of Fire and Light”. Since Lys, the political capital of the Empire, has hosted numerous refugees across the galaxy (most notably the Umbracki and Yooks) the Empire’s image is not one of human dominance, but rather of protection. With this in mind both the Tareans and the Lucha have sought protection as equal partners in the Empire, with the very name not denoting a capital or person, but an ideal of protection against the ravages of the galaxy.


Bakrans are not a sensitive people, far from it. Rather, they are considered to be cold and distant, and to some outsiders many may seem sociopathic in their apathy. In reality Bakrans accept what reality is: unfair in the most extreme. This point has been driven home in society, with many people finding solace in religion, but even the narratives of wars and the good and evil in the universe has a solemn twist that makes them even more drawn back. Therefore the unfairness needs to be embrace and accepted, not ignored like many “pure” societies try to do.

Therefore a social meritocracy has developed. Other than the Imperial Family, everyone’s position in life is focused on their abilities, for better or worse. In a perfect world this would be enough to make a society fully functional and a galactic Eden, and many nation’s claim to hold true to this idea despite their actions to the contrary. The Bakrans have taken it to the extreme: the size of one’s failure is proportionate to their consequences and standing in society, though it extends to causing someone else harm or negative consequence. Failure is not accepted or written off, excuses aren’t drafted or given attention, and the idea of “fairness” and “unfairness” is foreign. Obviously overwhelming odds are taken into account, but if a businessman fails in a single acquisition and loses others’ money his career takes a lengthy backslide. It makes the Bakrans a conservative people, true, but they are cautious and neutral in their judgements, and if anything could be “fair” in Bakran society it would be the status of failure.


In the interest of fairness that Bakra distills on it’s people, taxation has always been direct and the same. Though it flucuates from time to time, the nation gives the entire people, from the poorest to the richest, the same flat (though fairly high) sales tax rate, doing away with complicated tax plans and agencies and instead allowing those who save their money to do so. This government policy has been largely successful, with the rich and corporations paying a vast amount in taxes as they buy equipment and luxury goods, and the poor giving their fair share in everyday life. This allows those who are at the bottom of the economic pyramid to increase their savings if they so desire, or allowing them to continue to enrich their lives but having smaller pocketbooks.


The history of Bakra’s obsession with auger powers starts with first contact with the Umbracki. What little contact the Bakrans had with them indicated that the mysterious aliens had some powers that they at first deemed “supernatural”. What went from a few government observations to a part of the nation’s image was a slow evolution of thinking revolving around at first the necessities of their circumstances. The Bakrans from the Invasion of Ilencia onwards realized that they don’t have any major advantages over the Uli aside from auger powers, so this mysterious phenomena was embraced.

The Bakrans have taken their singular advantage in stride. Augers are highly sought after and researched has been heavily invested in the field of “auger-biology”. The recent prospect of “auger-engineering” has challenged the Bakrans’ traditional ban on cloning and aversion to mechanical implants, especially since the prospects for success are higher than biological augmentations.

Various religious organizations and Isotheism has played a major role in promoting augers, seeing it as a gift from the Creater and validation of their holy book Neshroti. Even with the Zeytyr Bakrans the church had played a major role in the control and research of augers, just as today many augers elect to join the Salaron to control their powers and hone their skills, especially considering how erratic they can become because of their “gift”. Though Isotheism as a whole has by no means a monopoly on auger research and technology, their resources have forced the government to work with them hand-in-hand in their unrelenting drive to find out more about augers.

Imperial Army

The Army has always had a keen interest in the development of augers since they were proven to exist by scientists more than a century ago. The army, recognizing that augers present an advantage with their abilities but also a disadvantage with their erratic tendencies, have elected to take a middle ground: augers will not be part of the general military, rather work with special forces and some shock infantry formations (when they have enough augers to do so). Exceptions to the rule applies, with augers who realize their abilities whilst in the army tend to shuffle off to a training center and re-enter the general Army, as they have proven their ability to control their psyche and respect authority despite their auger powers heightening their emotions. Recent advances in augmenting auger abilities which are dormant or of very little power has boosted the ranks of the Army’s auger population somewhat, though not noticeably.

Imperial Marines

The Marines are another story entirely. Always eager to make their forces as destructive as possible, as terrifying as possible, as effective as possible, they are the most zealous auger researchers in the Empire, rivaling the Isotheist church. They are now heavily investing in fully augering the STORMers, acknowledging that they don’t have the funding or the ability to use biological augments on entire legions. Rather, all auger-sensitive Marines are immediately transferred to STORMer facilities so to be examined, augemented, and trained into effective killing machines that will make the STORMers even more of a feared force. However this comes at a price: the heavy Marine armor produces too much interference and glitches are common when used with auger powers, so a new type of armor is being pioneered for use by those with these unique abilities.

Imperial Navy

No matter how intriguing they may be, per standard Bakran philosophy if there is no use for augers then they will not be given attention or resources. Whilst in other branches augers can perform stunning feats on the battlefield, in the harsh vacuum of space there is nothing that they can do apart from boarding actions. The most the Navy has been able to use augers for is in exceedingly close quarters fighting-with a hundred yards between ships-or in single-ship engagements where they provide a unique advantage to the harsh dogfighting that dominates the space between ships. Still, the Navy has all but left augers to the dust, shuffling auger-sensitives off to other branches and research programs so they won’t interfere with the ship’s systems. To affect combat on the scale needed for the Navy, an auger would have to have mythic abilities, and one simply doesn’t exist.

ANGELs

The applications augers have in the ANGEL program are fairly straightforward and easy. The ANGELs are the best the Bakrans have to offer, and as such those auger-sensitives are the best that can be mustered. The ANGEL program contains some of the greatest augers humanity offers, exceeding all but some senior Templars who have managed to perfect their abilities through practice and meditation. Some of the most “hyper-lethal” ANGELs, a handful ever to reach that category, are augers who have honed their powers through methods similar to the Salaron and high-end augments not in general circulation.


It is not in a nation’s nature to forgive and forget, but especially not for Bakra. The culture prides itself on harsh fairness that it gives it’s people, but expects to be given it in return. Naturally this rarely happens but those who especially wrong the nation and it’s people earn a special place in the anger of Bakra. The Uli, who robbed Ilencia and Bakra of it’s innocence and desires for exploration and trade rather than war and death are not subject to the honor code that Bakrans instill on themselves. Socialists and communists, who in the name of their ideology sought to consolidate power on Hollow and Ilencia are not tolerated and sometimes even actively burned out in the nation. Mechanical augmentation, the bane of Zeytyr’s harshest wars, is banned throughout the nation. Disunity is met with force as it was tolerated all too much on Sethea and Sundara, and the peoples there remeber it. It is here where the Nation of Light and Fire remeber, learn, and fight it’s own mistakes and demons.


Bakra is a nation that is forced to face the harsh realities of the galaxy. Escapism is not accepted as it is in other interstellar nations, but rather reviled and hated. It is because of this that the Bakran armed forces realized it could not control the desires of their troops through discipline and relying on their troops’ honor alone, rather it needed to control the soldiers and maintain discipline in order to save lives. Additionally, the armed forces were also fearful of sexual assault and rape, which has been committed and still is by militaries throughout the galaxy. The military elected to solve this problem by “spiking” their rations with anti-hormonal drugs, putting their soldier’s sexual desires on hold while they are on active duty. This has been largely successful, especially since Bakr’s advanced biotechnology has little to no side effects and no long term damage, however there have been several complaints from military husbands and wives during homeworld leave.


The Bakrans may detest mechanical augmentation as a violation of the purity of the body, but they are far from a backwards species that refuses to embrace the future. Rather, they look to bioaugmentation to extend their lifespan and abilities, looking towards what nature has provided and expounding upon it's creation. Though cloning of whole genomes is illegal and taboo in Bakran society, the cloning and growth of organs from artificial stem cells is the closest that they will come to wholesale cloning, at least publicly. This has created a large and booming biotechnological sector that continually fuels the medical and utility needs the society has, though most of the work-oriented bioaugmentation is given to space workers and military personnel as it is severely restricted by the government so to keep it from being abused. The Bakran medical community subscribes to the "Procedures of Vivification" in regards to bioaugmentation, as listed below:

Reprogenesis

The ability to fix diseases works better if they never find their way into the genes to begin with. Rather than genetically engineer someone, which is both illegal and expensive in regards to sentients, Bakran doctors and scientists have found a new way to eliminate genetic illnesses altogether in offspring rather than wait for ontogenesis. Rather, they modify the male sperm or female eggs before fertilization, depending on who is carrying the genetic illness in question, and eliminate the sperms or eggs that are carrying the traits through the use of pharmaceuticals.

Ontogeny Procedures

Though genetic engineering is outlawed in the Empire, as well as abortion, the belief that life starts with fertilization prevents a moral loophole for "tampering" with life inside the womb. Through therapy, a newborn can be "cultivated" inside the womb in a similar fashion to how a plant can be cut as it is grown, except additions are possible as well with augmentations and nanobot surgery to fight against diseases and defects within the womb are common procedures with extremely low risk to the mother and child in the womb.

Cognitive Regeneration

The body may keep living but without a brain it is useless. This fact has been recognized early and researches have worked for decades to combat it, and the nearest they have come is the level of cognitive regeneration. This is achieved whereupon cells are "reprogrammed" using a conglomeration of pharmaceuticals to repair links in the brain and central nervous system that are damaged by cognitive diseases and nerve injuries (such as strokes, multiple sclerosis, and Alzheimer's disease).

Apexification

This refers to everything that is "the rest" that can be created by artificial stem cells: artificially grown hearts, limbs, nerves, etc. The medical community uses this as a dump for everything that doesn't fit in the other categories, and if can be grown in a vat than it is apexification. The term is derived from "becoming the apex" of what one can be, though if one looks at what is grown they will notice it's all repair work rather than creating a better body. This harkens back to the Bakran mindset of "making it last longer is better", which applies to every individual within the Empire.


Though the Bakrans follow the purity mindset in regards to mechanical augmentation religiously, favoring bioaugmentation, augers, and exoskeletons to give them advantages in industry, science, and military standing in regards to other interstellar powers they also make liberal use of artificial intelligence systems. They are used mostly in manufacturing and scientific purposes, as well as a collection of the ship's computer systems so that the crew can better "interact" with the ship in question. The "Unnatural Order" is how AIs are all programmed to be placed "below" Bakran lives, with high-end AIs capable of processing enough information to power an information-age world sacrificing all of it's resources-including itself-for a newborn. They are considered incredibly loyal and even the most advanced are required by law to have human interests in mind, with the penalty for constructing a "free will" AI steep. AIs exist at the bottom of the social ladder, otherwise they cease being tools and instead act on-par with sentients, which leads to Bakrans being lazy and devoting all of their tasks to the AIs. These AIs typically are categorized into three different areas depending on their purpose and process abilities.

Byteglate

These are collectively known as the "Byteglate" system, a collection of computers and primitive artificial intelligences that make up the "dark network" of the Empire. These systems govern everything from running advertisements to search engines, and are considering the "Internet" of the Bakran Empire. Each planet and base in the Empire, to connect with the Byteglate system must have a T.A.R.Z.A.N. array installed so to interact with the rest of the Empire's network and connect to the "internet" of sorts. They are artificial intelligence systems in the loosest terms, and by galactic standards are very primitive but necessary.

Programmed Intelligence

The "traditional" artificial intelligence as it were, these AIs are still incredibly smart but lack the ability to "connect" with their research subjects or "think" beyond their programming. Relatively, they are not adaptable to many areas of expertise that are outside their programming and their ability to learn, whilst existing, isn't as powerful as "higher" AIs. However they do prove to be incredibly reliable and smart, and last much longer than C.I.M. AIs.

Cognitive Impression Mapped Artificial Intelligence

Colloquially termed as "Sim" AIs rather than C.I.M.s, these are the most advanced AIs that the Bakrans have to offer. They are created by "mapping" a donor brain, someone of high intelligence and therefore function as an incredibly advanced human brain. There is no limit to their learning capacity or their memory processing matrix like the programmed intelligences and they develop distinct personalities, but this comes at a price. Though they are the smartest computer systems in the Empire and can learn and comprehend from their surroundings regardless of the subject matter, they have a relatively short lifespan. This is caused by them "over-thinking", as their memory and processing power degrades after a period of five years (usually) and they go "rampant" sometimes deviating from their "Bakran-first" programming which can lead to devastating consequences before their own rampancy leads to their "death". Most Sims will be shut down before rampancy, though some go on for a little while longer. It is unknown what factors into an AIs extended or shortened lifespan than five years, making them more "human" so-to-speak, since they don't know when they will go "rampant" and die.


The nation of Bakra in many ways is run by mathematicians. The balance of resources, health of the population, and producivity indicators are all having to exist on a delicate precipice, makign the nation thrive with limited resources that at any moment could damage Bakra more than the Uli ever have. Unlike many nations, it is because of this and not in spite of it that capital punishment in Bakra is very rare. A nation that both believes in socially accepting the poor and desitute but also has a constant shortage of resources must draw the line somewhere, and that is crime.

Those convicted of major crimes are not sent to prisons, which deal with minor crimes and focus more on rehabilitation to prevent escalation, but rather to work camps where they contribute to Bakra by performing dangerous tasks or working to the bone on producing goods that the nation relies on. Many die in these work camps because of their jobs, paying their debt to society by contributing to it, but many others live on and after a certain age when they can no longer be productive, depending on their crimes, they are realsed to a world they have had little contact with, and live in government homes in a form of “retirement” as they wait to die. Capital punishment is reserved for those who commit crimes in prison, are considered dangers to the nation, or refuse to work in the camps, which is part of their punishment.


Any star nation is going to have an unconventional class structure compared to others, as the nature of their being is a product of crisis, opportunity, and technological development after thousands of years. For this reason, the class system is usually divided into four loose categories so that economists and civil servants can play at policy making and economic management, whilst giving the public statistics that will keep them at ease. Some are divided by income (as is the Bakran Empire), others by social status, government position, titles, family history, or land ownership. The Bakran Empire follows in much the same way, it's people realizing a classless society is a pipe dream that can never be delivered because of the nature of ambition.

Aristocracy

Consisting of the highest earners and most influential citizens, the aristocracy is an odd mixture of "new wealth" and "survivors". After the first two Uli Wars few of the "old families" that had comprised the Ilencian aristocracy were left, and what few were left had their possessions confiscated by Chancellor's Nurrim's regime, with many being executed. The situation wasn't much better on the Deltan worlds, where constant fighting built up and brought down dozens of superstates and their rulers so that a dynasty could hardly be established, and the massive civil war on Zeytyr left most dead as well. Therefore those few still alive with status managed to live on, however the resulting boom of colonization and technology accompanied the economic explosion and many had found wealth in established mega-corporations overnight by virtue of skill and luck, an economic phenomena that has been dubbed the "Teardrop Effect" for a single drop in the bucket unexpected filling it.

Upper Class

The more affluent but not unimaginably so, the upper class consists mainly of high-end business workers and military officers who have served long and hard, their pensions giving them a comfortable upper-crust life in the Empire. They might even decide to run for mayor or governor as a way to kill time or possibly accelerate them into the books as a fabled Bakran aristocrat. Many people who work their lives and through sheer force of will find themselves in this category, though they will probably have a liberal does of luck along the way. Though by no means rich, they are much more wealthy than the average Bakran. They have some of the best bioaugmentations available, living longer and more healthy than the average citizen. Aboard merchant ships, those that captain the ships are considered "upper class".

Middle Class

The backbone of the economy, the middle class consists of highly specialized workers and educated families or those who didn't spend frugally enough in the upper class and found themselves slide back down. A large amount of mobility exists between the middle and upper classes, as well as slipping down into the lower class and vice-versa. Though second largest they are the face of the Empire, the "average middle class family" that encompasses what the Empire is and stands for, being "classically" Bakran, complete with occipital capillary rejuvenation to have better eyesight and an increased melatonin organ to stave off disease and have longer sleep. Crews of merchant ships usually are middle class.

Lower Class

By far the largest of the class, the lower class is composed of "everyone else", which means the poorest. Consisting of unskilled labor and enlisted military personnel mostly, they are mostly easily to move out of and fall in to. Since the concept of "fairness" in Bakran culture is almost nonexistent, they don't receive much sympathy but at the same time don't ask for it, with the homelessness in the Empire all but a minor statistic as well as the starvation rate. However, the idea that the lower class is an inevitability that needs to be embraced causes many Bakrans of better standing to donate food and money to the most destitute, marking one of the only charity efforts in the Empire. Those in poverty or in danger of it are encouraged to join the armed forces or industrial workforce, both of which usually offer housing and bioaugmentation benefits.


The flag and seal of the Bakran nation is also referred to as the “Blood and Char”, rife with as much symbolism as the flag itself. The flag is a broken circle separated into three white sections, each one representing a civilization of Bakra that was “lost” (ergo the “broken circle”) by an unidentified event or calamity milennia ago. in the background of the broken circle is the complete red circle, symbolizing all the blood that has been by the peoples of Bakra, for Bakra. The black field behind the red circle is the vastness of both danger and space, with the only thing protecting Bakra from the void is the blood of it’s people.


Bakra has never had a large surplus of any resource, and if one sees the logistics reports it is obvious that materials just barely meet demands. The massive manufacturing sector that powers a star empire creates a large demand for many types of materials, not just pure basic resources that can be found in stars. To keep up with both military and civilian demands, Bakrans have instituted a large recycling program. All plastics are melted down regardless of size or make so that they may be readily reused, sold by the government for a low price to the manufacturer's. Metals are reused as religiously as plastics, though reallocation for military applications is much more common than it’s plastics partner.

A recycling subculture has developed in Bakra as a result of these policies. Every household has multiple recycling bins, landfills are considered a product of bad luck, and everything in a Bakran household had once been something else. This tends to make Bakrans a less materialistic people, making their economic and manufacturing model work.


Bakran Dialect

Many of the slang words and swears across all languages in the Empire have originated from the Lys Bakrans, and though all the Bakran human civilizations share the same language roots they do not often match up. It is because of Lys' position as the cultural and political capital of the Empire that the Lys Bakran is the dominate language, even though Zeytyr and Deltan Bakran languages are similar they also have strong histories with many speakers. Regardless, the Bakran dialects as a whole are popular throughout the Empire, with the harsh "t"s' and flowing "v"s' and "s"s' the standard speak, as well as the cross-language popular phrases.

"Ohsvul"- Translated it means "butthole". Of Deltan and Lys Bakran origin, popularized immediately after first contact and the reaction the Lys Bakrans had to the Deltan Bakrans.

"Ohsgreb"- Roughly translated it means "ass sex", a common swear word. Less popular than most other insults and swear words but still in large circulation.

"Skuk"- Vulgar impolite reference to the act of sex, a recent word from a Tarean phrase for "sex", usually another nickname for the Uli.

"Krudt"- Denotes older, impotent male or totalitarian female, very popular among the younger generations. From the Zeytyr word for "eunuch" it has taken a new meaning in recent years.

"Agter"- Essentially, "poop", "crap", "shit", and "damn" all rolled into one. If you pronounce the first half ("Agt"), it's considered crap/shit/poop, the entirety would be damn/literally poop. Unknown origin.


"Taen"- Slang for "computer", from the word "fast" in Lys Bakran.

"Bilen"- Car, or a very cool car. Reference to single ships or shuttles by this name as well.

"Storr"- Awesome, cool, fantastic, etc. More of a "vintage" word to the current adult and youth generations.

"Streng"- A drum or drumstick, sometimes both.

"Bukle"- Very good/lots of quality, literally translated as meat or steak.
Last edited by The Ben Boys on Tue Aug 09, 2016 6:01 pm, edited 26 times in total.


"Both Religion and science require a belief in God. For believers, God is in the beginning, and for physicists He is at the end of all considerations"-Max Planck

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The Ben Boys
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Founded: Apr 16, 2009
Ex-Nation

Isotheism

Postby The Ben Boys » Sat Jan 25, 2014 5:34 pm

Isotheism

Isotheism is based on the principles learned during the ultimate fight between chaos and order: the fight between the weakened Socije and the corrupted Sylbae. Teaching a small but strict code of conduct typical of Bakran culture, the goals of Isotheism to so provide answers for the unanswerable questions and a semblance of purpose in the universe.

Tenets

Religious Plurality

The religion in and of itself preaches that all religions and beliefs are respectable (in theory) and thus all the various branches are taught to consider each other equals in the mind of "the One", thus "Iso- equal," and "theism- divine." Isotheism is still held as paramount above all others, but discourages interfaith wars as unproductive use of zeal.

Apotheosis

Referring to the ascension of mortals into the divine, apotheosis has a significant place in Isotheism. During the Kend'ai the opposing deities Socije and Sylbae utilized the "Ascended" in an effort to destroy the other. Socije called his blessed mortals the "Paragons" and Sylbae referred to his as the "Wraiths". These were the demigods of the mythological world who waged war across the very planes of existence.

The Paragons (incomplete)
Suren: the greatest of the Paragons, the vessel for Socije after he was nearly destroyed by Sylbae.
Vah: Made up from the energy of the Val, a race of warrior slavers loyal to Sylbae, fought alongside the other Paragons during the Kend'ai.
Al-Jara: One of Socije's most brutal and thorough general, his dedication to purity and the destruction of the Wraiths is legendary. He was destroyed before the Kend'ai took place.

Wraiths (incomplete)
Nossac: an artificial being, considered one of the greatest minds in the wars of the faithful. Destroyed by Suren and Vah during the Kend'ai.


Denominations

Gyserian Isotheism

There are two main schools of thought in Isotheism. One is that there is a personal balance between order and chaos, achieved through cleansing of the character, prayer, and meditation. This is popular in most historians, as through histography and history patterns can be found relating to this school of thought. The largest organization that follows this is the Gyserian Church, a conglamoration of many minor and a few major churches. It's also the largest denomination in Isotheism.

Precursor Orthodox

This movement holds moral purity higher than meditation, and that the Creator destined Order to win out, therefore we balance Order and Chaos by reflecting it in laws; in other words, they are thought to be more traditionalist. They are known to support the largest charities and are famous racial, sexual, and species equal rights activists, as all should be equal in the eyes of Order, and believe that following the law is paramount, unless it compromises moral character. The main church associated with this is Precursor Orthodox.


Salaron

The Salaron is a religious organization that exists for the purpose of protecting and preserving ancient artifacts, as well as protecting missionaries and religious figures from physical persecution. Though it’s exact founding date is unknown–as it is thought to be an ancient Bakran secret society–it became known in 2046 when members of the Salaron discovered a small, obscure moon which housed an ancient temple complex (dubbed “Salaron”) in honor of Isotheism. The Salaron’s location is unknown except to those in the Salaron’s hierarchy and the Templar. The Salaron is predominately Bakran, however large numbers of other nationalities (particularly the Ilasians) are members as well, and they claim no loyalty to any nation.

Salaron Temple
Salaron Interior
Shrine to Socije

Templar

The Salaron Templar are the auger-gifted agents of the Salaron, used as protectors, ambassadors, and occasionally as warriors. They fit a variety of tasks, though it is usually to secure artifacts or to protect Salaron personnel or property. Their auger gifts are fine-tuned and precise, and when used in conjunction with their signature hand-to-hand combat techniques–or their sharp diplomatic skills–the result can be devastating. They are most often unarmed (as their bodies provide incredible combat capabilities), but if the situation requires they always carry blades of some sort, depending on the Templar, which are most often used as conduits for their powers (such as incredible durability or potency of the blade). Though the Templars admire many different figures from Isotheism, the one they usually look up to is Alphaïr for his dedication against Sylbae.

Templars in full armor

Onytas

The Onytas are warriors that have devoted themselves to Isotheism and work to use their skills to protect and serve the Salaron. They are almost never auger-gifted (otherwise they would be in the Templar) and instead operate a variety of weapons and equipment, though each one carries some standard equipment in addition to whatever custom weaponry they carry. There are about twenty times the amount of Onytas than there are Templars, who lead to Onytas into battle or on missions in some occasions and apart from a few Onytas the Templar are usually of higher status. The Onytas are the ones that man the defenses around the Salaron and usually accompany Templars on missions.

The Onytas receive their name from Nellen Onyta, who fought for the Paragons Soren and Kyvok, eventually being elevated to the status of Paragon upon her death. Unlike the others, she was not gifted with auger abilities but held a steadfast loyalty to the Paragons. She is one of the most respected entities within the Onytas.


Conclave

A secret society within an already secretive organization, the Conclave is the group that is behind the inner workings of the Salaron (though may not be within the organization as a whole, answering only to the High Priest himself (who is probably part of the Conclave to begin with, some hypothesize). The Conclave members are known to those within the Salaron, though seldom anyone outside the organization. They usually lead the Templar and Onytas into large, important battles or on missions of critical importance. Members include, some say, military personnel, religious figures, politicians, probably even the Emperor and Empress as well as some Ilasian figures.

Other then rumors, most nothing is known about the Conclave outside the Salaron.


Al-Jara Cult

A combination between a church, denomination, and religious order, the Al-Jara Cult is essentially a more extreme and militant Salaron. Though they do pledge to protect converts and root out Chaos and evil, they are much more susceptible to militance and force than charity or negotiation, much like their patron-saint Paragon Al-Jara. The Cult was known to be around during the War of the Alliance, though it was hardly the political machine that the Salaron was and still is. Those within the Cult embrace the moniker given to them by outsiders as "Cultists", because they believe they are the chosen guardians and overseers to watch over the masses, and the very definition of "cult" denotes the scarcity of followers.

The Cult's number one target are slavers because of the prejudices that accompany them and the nature of subjugation, which make the Uli their number one target. They still don't have the political pull of the Salaron, though they do have a considerable militant arm that rivals that of the Salaron despite their fewer numbers. The Cult is largely made up of fighting men or women, mostly as troops and rarely as non-violent priests. They do retain a fleet, though unlike the Salaron these are older or foreign ships used for fighting and not solely for logistical purposes.

Multiple Cultist "cathedrals" exist, each one more of a fortress than a place of worship. They are usually hidden or hard to find in backwater systems, most often with hostile environments that discourage visitors or wanderers. These are their "barracks" so-to-speak, where they live and train until they are called upon for missions or a crusade.

Salaron-Cult relations are usually professionally cordial, though the Salaron doesn't regard the Cult as within the actual church, or even acknowledge them as a church. As per usual Cultist attitude, they don't actually care.

Al-Jara Cultist


Renna Keloas and the Kel

A scientist with the Alliance, Renna Keloas had secretly conducted research in the realm of augers, which at the time the Lys Bakrans knew little about apart from it’s existence and connection with the Bakran genome. During her “dabbling” she discovered that not only did she possess auger powers, but that they had a direct connection into an ethereal time-space that had something to do with pseudo-pantheon of Isotheism. Upon this revelation her program was shut down and she joined the Revolutionaries in an effort to oust the Alliance and eventually continue her research. She found both resources and followers within the diverse movement. Most of the research and insight into auger powers in the modern Bakran Empire is from her.

Originally part of the Isotheist branch of the Revolutionaries (which was divided into many different groups) she founded and led the Warriors of the Reckoning, a highly militant and controversial sect. Though Soren was wary of letting her within the movement, he did so out of desperation and she proved invaluable during the lead-up and climactic “coup” that resulted in the ousting of the Alliance and creation of the Empire. Her “Reckoners” were highly trained and insanely loyal-to her-so as long as Keloas was with the Revolutionaries everything was fine. As she continued her devotion both to Isotheism and augers, it is thought that she fell into a realm of research that was very dark and mysterious. She became increasingly distant to the movement, until she was operating nearly independently with Soren holding only minor control.

During the coup, Soren assigned Keloas and her Reckoners to assault a hardpoint in Odris-Corvatta that he felt no other force could penetrate, since Keloas has assured Soren that her experiments were showing considerable results. As the fighting started it seemed as if Keloas was just throwing troops at the enemy, losing many soldiers but gaining nothing. Just as Soren was to relieve her and lead the attack himself, Keloas appeared to have chanted something and in an instant had transformed herself into a being of immense power-if only for a short time-wiping out everyone (friend and foe) in her path, clearing the way for the rest of the Revolutionaries to take the city. They did take the city and through Keloas’s sacrifices and summoning of what appeared to be dormant Wraith energy they had won the war. Soren realized what she had done and turned her over to the Al-Jara Cultists, who had only recently gained power, instead of the Salaron because he wanted to make sure “this never happened again”. For once he wanted to be kept in the dark and was. Keloas was experimented on, debriefed, tortured, and days before her execution simply disappeared. The Al-Jara leadership keep her fate a closely guarded secret and never speak of it.

The fate of the Reckoners, or those that lived through Keloas’s onslaught, left Bakran space almost immediately, and have either found Keloas (whom they believe to be a god incarnate; known as the Kel Sect) or her spiritual predecessor, since they now have a strong leadership and sense of purpose last time a briefing on them crossed the IIO’s desk, fourteen years after the Revolution.


Terms and Translations

Neshroti-Holy book of Isotheism; literally translates to “Holy Book” in ancient Bakran (roots shared by all three Bakran civilizations)

Kend’ai-Otherwise known as “Battle of Kend’ai” or “final battle”; the face-off between the vessels of Socije (Soren) and Sylbae (Kyvok), resulting the Soren/Socije winning the battle and ending the fight between Order and Chaos.

Great Birth-Socije (it’s implied earlier) “leaves” Soren the Paragon and becomes the “One”, no longer tainted by the Wraiths or his fight against them.
Last edited by The Ben Boys on Thu Sep 14, 2017 8:39 am, edited 8 times in total.


"Both Religion and science require a belief in God. For believers, God is in the beginning, and for physicists He is at the end of all considerations"-Max Planck

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Bakran Imperial Military

Postby The Ben Boys » Sat Jan 25, 2014 5:35 pm

Bakran Imperial Military

A military is either deemed as a cancer on society or the staple of a civilization, depending on the outlook of it's citizens. Rarely is a military born out of immediate and clear nesseccity, as it has been with the Bakran Empire. Whether fighting the Alliance tyrants, the Uli menace, or the relatively recent Tnemeden the military answers with a solemn vow to defend any and all Imperial territory and interests. If that interest means offensive, even outright aggressive action against a soverign nation, so be it.

To maintain it's support of it's people, the military abides by a strict code of honor (typically Bakran) which forbids retribution against the populace, the independent exercise of martial law, and humane treatment of prisoners. The military has been noticeably successful in these regards, to the point where occupied peoples (such as the Songnamese) interact regularly with the military, even volunteer to join their ranks, speeding up the process of assimilation. It is worth noting that the Uli are the exceptions to nearly every rule the military has instilled upon itself, and the increasing hatred of the Tnemeden begs the question of whether they will join the ranks of the Empire's most hated foes.

Since the Bakran military has always been designed to face the Uli threat, they are very adept at fighting mass warfare, almost entirely with them outnumbered by some absurd figure. This has led Bakran military theory to be focused on conserving as many resources and troops as possible and focusing on high kill to death (K to D) ratios, with even a 1.5:1 or 2:1 resulting in a Pyrrhic victory. Nevertheless, the Bakran military remains as a premier fighting force within Romera, with the ability to capitalize on smaller numbers extremely useful.

Pauldrons

To distinguish between troops, specialists, and commanders in the hectic battlefield, a system has been developed based off a color coding system. Marked on a trooper's right pauldron (their armor's or uniform's shoulder piece) edge is the designated color, which is recognized across all services, though some have different connotations based on units and branch.

Black-Aerospace Pilot

Brown-Squad and platoon commanders, to show low ranking commanders; Chief/Ensign in the Navy

Red-Company and battalion commanders, used to signify medium-level commanding officers; Officers in the Navy

Gold-Regimental and general officers, though sometimes the gold is covered or stripped off to thwart snipers; Captain of a vessel in the Navy

Green-"Unmarked" standard infantry

White-Combat medics, making them bright and easy to see for the wounded; lends itself to the phrase "Wait for the Whites"; medical personnel and firefighters in the Navy

Blue-Auger


Logistics







Decorations

Paragon Star (Highest Honor, bravery)
Sword of Bakra, 2 Blades (Bravery)
Sword of Bakra, 1 Blade (Bravery)
Order of Light (Distinguished Service to Bakra)
Order of Fire (Distinguished Military or War Command)
Remembrance Clasp (Heroes of the 1st and 2nd Uli War)
Campaign Medals


Special Deployments

The Black Fleet—Commanded by Commodore Brov Thelmar

Known to Bakran command as Task Force 344, the Black Fleet has been tailored for anti-robotic/AI combat. Lacking all but the most rudimentary networks to deter possible infiltration and hacking and totally devoid of all but a handful of AIs (and even those operate in secrecy in a closed system), operating anti-robotic weaponry, largely mechanical that can operate after EMP bursts, and assuming that if the worse was come to pass they would disappear from all records and lead enemies away from Bakran space, the Black Fleet is truly a small but potent force. Assembled after the droid rebellion in the Ka'Jarat system and the rise of the Erronian threat in the Romera galaxy, Task Force 344's mission is to halt or deter any other droid or AI threats until Bakra can resolve the Tnemeden situation in the Milky Way galaxy. Though it is a Bakran force, and known to be one, they have been colloquially referred to as the Black Fleet.

x1Oath of Fealty-class Heavy Cruiser
x2 Corvatta-class Cruisers
x5 Feral-class Frigates
x11 Shatterfire-class Destroyers
x6 Headhunter-class Corvettes

3,720 Marines in the Fleet

x25 Warships

423rd Corps (Firewalkers)—Commanded by Imperial General Zoran Kohgelah

Built around the same principles as the Black Fleet, the 423rd Corps has stripped down much of it's networked capacity and relied on mechanical rather than electronic equipment. Troops have been armed with conventional weapons, but the converted equipment allows safer operation of electromagnetic pulse (EMP) weaponry without significantly altering the effectiveness of the 423rd's troops. Battle armor, originally powered by fuel cells, is now powered by kinetic energy converters that are hefty mechanical beasts but are all but unaffected by EMP blasts. HUDs, the staple of Bakran battle armor, can still be downed by EMPs or direct hacking but are now not networked and have a much faster restart time in the event of EMP detonation. Small arms weapon systems have either been converted into more expensive and complex mechanical systems or completely taken off of in an effort to save weight. Troops have been trained to respond to hand signals and other assorted nonverbal commands in the event that communication systems are hacked or down. Though commanders still rely on quick tactical battlefield information systems, they are operating equipment that is so heavily shielded even the strongest EMPs would hardly make a dent on them. Naturally, all of this "new" equipment is both heavy and complex, but the 423rd has been training with this weaponry religiously since the beginning of the Ka'jarat rebellion and the Bakran brass is now confident they can be much more effective than regular troops against droids. However, the expense and industrial cost of these weapons and training mean that very little of these troops can be fielded, not even 60,000.

-1042nd Division, commanded by Field General Jenea Sokkenand
-2764th Division, commanded by Field General Ceyg Oiska
-931st Division, commanded by Field General Beshlin Winwoird
-322nd Division, commanded by Field General Xo Rennin
-4001st Division, commanded by Field General Wess Nallin

x5 Serros Troop Landers

9,000 Planetary Assault Troops

Firewalker Soldier

Green Team

"Green Team" is a collection of IIO agents, ANGELs, and special forces operators that are the strategic balance in the fight. With the technological advantage and massive communication gap that many robotic threats commands, even the specially trained and armed troops of the 423rd or the deft maneuvering of the Black Fleet's ships could tip the balance. Recognizing this, Green Team was assembled by the Imperial Intelligence Office (IIO) specifically to act as direct action, secret intelligence, and a high priority mission force that would operate semi-independently of the rest of the Black Fleet. The exact makeup of the Green Team is unknown, but certain elements have been made aware:

-IIO Section 3 (Data Services) operatives
-IIO Section 2 (Special Intelligence Services) operatives
-One ANGEL II Team
Last edited by The Ben Boys on Mon Aug 15, 2016 9:04 pm, edited 13 times in total.


"Both Religion and science require a belief in God. For believers, God is in the beginning, and for physicists He is at the end of all considerations"-Max Planck

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Bakran Imperial Navy

Postby The Ben Boys » Sat Jan 25, 2014 5:47 pm

Bakran Imperial Navy

"Forth into the unknown"

The Bakran Imperial Navy, or BIN, is the main offensive and defensive space force in the Bakran Empire, as well as the main combat support, auxiliary, and transport force the Empire uses to transport it across the stars. In some ways firecely traditional and in anothers incredibly progressive, the Navy has only recently been given the amount of funding it needs to defend against the Uli, following the start of the Third Uli War. In mid 2085, a massive influx of new designs and ships entered the Navy, rapidly replacing the older ships in a matter of months. These older ships were gutted and scrapped, their systems and metals used to create these new ships (though many do still remain in service or reserve).

Tactics in the Navy usually revovle around the "cauldron" concept. In this model, ships fall into one of two categories, depending on their role and the situation: ship of the line or fleet support. Ships of the line would enter the fray guns blazing, breaking into enemy forces and weaking havok, charging in headlong. On the outskirts of the battle, support ships send in attack craft, rescue ships that are out of the fight, and provide long-range fire support for the ships of the line. The "line" ships are usually the most heavily armed and armored, and the "support" ships carry the most attack craft and long-range weapons.

The Navy's history traces back to the original fleet which the Umbracki built to beat back the Uli during the First Uli War. When the Alliance Navy was established, it was the strong point of the Alliance armed forces, beating back the Uli on countless occasions and starting to develop effective tactics against larger forces. In fact, it was so good, during the coup the Revolutionaries had to infiltrate the Alliance Navy to take it over, instead of attacking them head on like they did with the Army. Thus, when the coup was a success and ended, the new Empire inherited one of the most powerful space forces in Romera at the time. Up until the Third Uli War, the equipment steadily deteriorated and effectiveness waned as ship designers were struggling to catch up with the evolving Naval tactics that were happening in other nations, even within the Empire.

Navy Emblem

Technology and Equipment

I do use technobabble and modern physics terms (links provided as I see fit) that will be partially or wholly inconsistent with the actual RL terms. This is FT, which more often than not is science fantasy more than science fiction.

Deck Guns-Deck guns are used for secondary attacks, each loaded with large shells and fired from a fixed emplacement on the broadside of a ship, akin to cannons on sailing frigates. They are powered by magnetic means, using the technology to propel the explosive warhead at speeds that measure above a third the speed of light. The charger coils, having to accelerate smaller projectiles far below the maximum weight, can fire four salvos with one charge. Because of their effectiveness en-mass, their small size, and their extremely light power intake deck guns are found on nearly every ship and in large quantities.

Lances-The Bakran lance system isn't an energy beam device, which is usually what the term conveys. Rather it is a conventional railround system mounted on a variety of different turrets with varying sizes and configuration depending on it's role and the ship's role. Each round in these turrets is a solid depleted uranium with an explosive tip; this type of ammunition is "conventional". However, a type of "shredder" round exists where the tip of the round is unusually large, with the intention that the round fragments into several large partial projectiles on impact. This spreads the damage over a larger area, useful when trying to shoot down faster ships or when a vessel's shields are depleted.

Close Engagement Attack and Defense Emplacement (C.E.A.D.E.)-The C.E.A.D.E. is, at it’s base, a massive autocannon. Firing large explosive shells, they are capable of firing hundreds of rounds a minute for large periods of time. Usually controlled by an onboard fire control computer (or some form of AI on larger ships and stations) they are devastating against smaller ships at closer range, with their sheer volume of fire and emplacements able to overwhelm defense systems. It doubles as a highly effective point defense system, capable of highly accurate fire against strike craft and enemy missile systems.

Gravity Assisted Projectile (G.A.P.) System-The Hamblisk Incident showed the Bakrans how the galaxy was full of terrors that they couldn't comprehend, so rather than isolate themselves the architects of destruction got to work and designed the G.A.P. This capital ship mounted weapon fired a slug slightly smaller than it's S.T.A.R.C. counterpart, but much, much faster. Powered by the FTL drives, the projectile didn't use any magnets but gravity distortions that would plunge itself into an enemy, becoming a much more effective death machine than the standard railguns, but take much longer to charge up. Both battlefield results and testing has shown that the weapon is indiscriminate against the size of an enemy ship, and that a well placed shot can even knock out a warship a few miles long easily.

Stationary (non-Turret) Accelerator Rail Cannon (S.T.A.R.C.)-The S.T.A.R.C. was made in direct response to the invasion of Hollow by the Karaigians and the Tierrans, where it became all too apparent that the current railgun weapons didn't have a fast enough recharge rate nor enough power to gut ships like they were designed to. Therefore, the Navy designed a new railgun system that was smaller, but tipped with a nuclear warhead that was designed to severely weaken the enemy shields before the heavy projectile would smash into the ship, ripping through it with kinetic energy or at least noticeably damaging the ships or it's shields. In addition, multiple recycler systems, while expensive, were installed in every ship so that a second shot could be fired within seconds, and be "overcharged" as the follow-up shot. It had proven effective both against the Uli and the Tnemeden, before being tested against the totally foreign Polaris forces. There too, this new railgun system proved to be a masterpiece of military engineering.

Sera Missile System-The Sera Missile System is a highly successful “missile pod” system that started out its life as an asteroid defense system. Once asteroids have been hit by the initial blast typical of asteroid defenses, they break into thousands of tiny pieces. This was countered by launching a volley of high explosive missiles that would break off form the central “pod” and melt these smaller pieces seconds after the first missile of the “pod” hits the main asteroid. This was eventually adapted as the main missile system of the Bakrans, with missile pods being launched from the ship and, either at a preset time or when they are being tracked on by point defense systems, will break up into six missiles and one transmitter that does its best to create electronic “chaff” to confuse enemy systems. Ideally defense systems will be overwhelmed by the sudden influx of information, hitting their designated targets or the CIWS emplacement itself.


Hardlight Shields

Brace-Shields

Artificial Intelligence

Tachyonic Antitelephone (Relativity-Zero) Ansible Network (T.A.R.Z.A.N)

Tachyonic Antitelephone


Jump Drive

Hyperlanes


Structure

Flag Officers: "Flag" ranks are those whom command entire fleets or armies, and are always generals, legion commanders, and admirals.

Grand Admiral of the Empire--GAE
Grand Admiral--GA
Fleet Admiral--FA
Admiral--AD
Commodore--CM

-----

Officers: The officers are the backbone of an army or fleet. They are either aides to flag officers, or command small field units into battle. Some are desk jockeys, filing through paperwork and keeping the logistics war going, but are required at least one combat assignment before becoming a paper pusher.

Captain--C
Commander--CD
Sub-Commander--SC
First Lieutenant--FL
Second Lieutenant--SL
Ensign--E

-----

Enlisted Personnel: The enlisted soldiers are the pride of any army or navy. They are the greatest, most legendary fighters whom win or lose battles, even wars. As such, they are respected by the fleet officers and flag officers, and vice versa.

Master Chief--MC
Chief 1st Class-- C1C
Chief 2nd Class--C2C
Crewman 1st Class--CFC
Crewman 2nd Class--CSC


Star Group--Grand Admiral--300-500 ships
Used as a garrison force of a sector or for a large invasion.

Fleet--Admiral/Fleet Admiral--50-100 ships
Used as a garrison force of a star system, sometimes an offensive force.

[Task Force--Admiral/Commodore--20-50 ships]
A purely mission-specific force, used to complete a specific mission against enemy forces. Most famous of these is Task Force 141, led by Admiral Jonas Archer in the Milky Way and Romera, which is considered an elite unit rather than a task force.

Battlegroup--Commodore--25 ships
Battlegroups are typically part of a larger fleet, either as an offensive or defensive operation.

Ship--Captain/Commander--1 ship
The captain commands it's ships and all the craft and crew associated with them.


Captain (Commander of the Ship)

Sensors (Information from STORMS and sensors)

Comms (Communications with outside)

Navigation (FTL and maneuver calculations)

Helm (Ship piloting)

Operations (communication/organization within the ship; sending orders)


Vego's Organ (Motion Sickness and Gs)

Optical Capillary Correction (Eyesight)

Dendrite Superconductivity Enhancement (Reflexes)


Ship Design

(Modular construction, torch engines, reactor ejection)
Last edited by The Ben Boys on Thu Sep 07, 2017 8:45 am, edited 23 times in total.


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Supercapitals

Postby The Ben Boys » Sat Feb 01, 2014 2:38 pm

Supercapital Ships

Name: Star Dragon
Manufacturer: Umbracki Colony Administration (defunct)
Role: Assault and Command Platform
Length: 15.7 miles/27632 yards
Crew: 28,000
Primary Offensive Weapons:
x680 Quad Lances
x225 Heavy Lances
x60 Super Lances
x1600 Missile Silos
x2900 C.E.A.D.E.s
x5520 Deck Guns
x16 S.T.A.R.C.s
x4 G.A.P.s
Planetary Assault Troops: 2,000,000 troops
Complement:
x9,540 Riverbacks
x410 Bastions
x1500 Sundevils
x392 Hammers
x10,000 Marines

The Star Dragon was laid down during the opening months of the Second Uli War, it's superstructure constructed in the underwater Umbracki colonies. It was originally designed to be a massive transport, in which well over a million troops could board and disembark, however it's superstructure was barely finished by the time the war ended. The Umbracki were told to scrap it by the Alliance, rendering their contract defunct. But during this time the Revolutionary movement was picking up speed as Soren and Shala rose through the ranks, gaining contacts not only in the populace and military but also in the government. A group of Umbracki Revolutionaries managed to convince the Umbracki administration to continue to work on the Star Dragon in secrecy. When the coup was executed a year later, the Star Dragon participated in it and helped take down the Alliance forces over Ilencia. It currently serves as the flagship of 2nd Star Group, and remains the largest Bakran ship to be constructed in an atmosphere (though it can no longer descend into a planet's gravity well and survive).


Name: Iridus-class Siege Platform
Manufacturer: Alliance Shipyards (defunct)
Role: Siege Platform
Length: 3.2 miles/5632 Yards
Crew: 21,000
Primary Offensive Weapons:
x315 Quad Lances
x105 Heavy Lances
x90 Bombardment S.T.A.R.C.s
x5000 Missile Silos
x500 C.E.A.D.Es
Planetary Assault Troops: 100,000
Complement:
x50 Havvands
x70 Bastions
x350 Riverbacks
x120 Sundevils
x30 Hammers
x10,000 Marines

During the First Uli War, the Alliance had spent countless resources assaulting the Jovian moons over the Gygra, stalling the eventual victory over the Uli potentially by years. Once the Anchors were contstructed and laid siege to Geshae, it became clear that there was a need for adequate siege and command vessels, and akin to the Anchor battle stations, most of which had either been destroyed during the war or no longer able to operate.

Thus, when the Second Uli War began, the Alliance had two dozen Iridus siege platforms to pound the enemy planetary defenses in Forgone, and supported the invasion of the planet by manufacturing ammunition and supplies, as well as home to aerial support. They are still in service today, mostly in offensive forces or part of a massive siege force to take down fortress worlds. Currently, seventeen have survived and are now in service.


Name: Blood Moon-class Dreadnought
Manufacturer: Halo Shipyards
Role: Super-Heavy Warship
Length: 2.1 miles/3720 yards
Crew: 5,100
Primary Offensive Weapons:
x90 Quad Lances
x30 Heavy Lances
x8 Super Lances
x200 Missile Silos
x300 C.E.A.D.E.s
x750 Deck Guns
x8 S.T.A.R.C.s
x2 G.A.P.s
Planetary Assault Troops: 20,000 troops
Complement:
x120 Riverbacks
x10 Bastions
x120 Sundevils
x30 Hammers
x1,000 Marines

One of the largest orders given to Halo Shipyards, the Blood Moon originally designed as a ship that could take on the Uli's Sanyras dreadnoughts one-on-one, instead of sending in battleship groups to deal with them. However, it soon became apparent that the Blood Moons were capable of facing multiple enemy dreadnoughts and decimate Uli battleships with it's arrays of G.A.C.s. Because of this, the Blood Moon can lead entire Star Groups into battle, destroying entire sections of the enemy fleet before having to halt itself.
Last edited by The Ben Boys on Thu Jul 28, 2016 11:46 pm, edited 5 times in total.


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Ex-Nation

Capitals

Postby The Ben Boys » Sat Feb 01, 2014 3:12 pm

Capital Ships

Name: Honor-class Battleship
Manufacturer: Ferros Drive Yards
Role: Heavy Bombardment Ship/Heavy Warship
Length: 3240 yards
Crew: 3350
Primary Offensive Weapons:
x74 Quad Lance Turrets
x24 Heavy Lance Turrets
x160 Missile Silos
x285 C.E.A.D.E.s
x650 Deck Guns
x6 S.T.A.R.C.s
x2 G.A.P.s
Planetary Assault Troops: 10,000
Complement:
x48 Riverbacks
x15 Bastions
x6 Havannds
x24 Sundevils
x8 Hammers
x1000 Marines

Honor warships are the last of the great "ironclads". Their frames were built during the First Uli War, in case the Anchors were destroyed. They were halfway finished with the frames when the war ended, and the Honors were all but forgotten until months after the Empire was established.

The massive ships were reconstructed in the craters of Manens, where they were made 800 yards longer with more weapons. They were completed early, and served far and wide for several years, until the advent of advanced shields to counter the Uli plasma shields. In a matter of weeks the Honors were obsolete, whilst designers scrambled to create adequate shields for the monstrous vessel. Finally, almost a decade later, they created a large enough shield generator to power the Honor class, complementing it's thick armor with the shields. Though it is exceedingly slow, it houses enough guns to make up for it, along with armor to rival the Star Dragon.

Though currently off the firing line, the Honor can be found as modified transports or in foreign militaries, most notably the Onyx, leading the Lucha Confederacy fleets against the Uli, along with a host of other older Bakran ships.


Name: Nova-class Nova
Manufacturer: Halo Shipyards
Role: Assault and Command Warship
Length: 2900 yards
Crew: 2020
Primary Offensive Weapons:
x65 Quad Lance Turrets
x21 Heavy Lance Turrets
x160 Missile Silos
x280 C.E.A.D.E.s
x580 Deck Guns
x2 S.T.A.R.C.s
x1 G.A.P.
Planetary Assault Troops: 15,000
Complement:
x104 Riverbacks
x32 Bastions
x16 Havannds
x108 Sundevils
x42 Hammers
x1,000 Marines

A unique ship class, the Nova is the first and only of it's kind. It was first supposed to be a battleship with the capability to carry large amounts of troops, before in the middle of the one of the designers had the idea to put hangar "wings" on either side, thereby allowing large amounts of craft to be housed. Instead of calling it a carrier-battleship, it is know called a "Nova", and was thought to phase out carriers and battleships, even cruisiers eventually. However, the two Nova ships, Nova and Moving Mountains have found a niche as a command and control vessel, which can be filled by any number of existing ship types (such as the more effective carriers or battleships). Though considered a failure by it's designers, the Nova still remains in active service.


Name: Shala-class Battleship
Manufacturer: Halo Shipyards
Role: Heavy Warship
Length: 2550 yards
Crew: 2600
Primary Offensive Weapons:
x51 Quad Lance Turrets
x17 Heavy Lance Turrets
x150 Missile Silos
x260 C.E.A.D.E.s
x560 Deck Guns
x5 S.T.A.R.C.s
x1 G.A.P.
Planetary Assault Troops: 10,000
Complement:
x60 Riverbacks
x20 Bastions
x24 Sundevils
x1000 Marines

Named after the first Empress of the Empire, the Shala-class keeps in line with Bakran military theory and battleship tactics by having an incredible amount of armament and armor, capitalizing on the vast space that it's been given. Though can be considered slow and ponderous, as many battleships are, it can withstand an inordinant amount of fire because of it's powerful brace shields and thick armor. It is also a true ship of the line, delivering a massive broadside assult from a pair of it's 230 guns on each side and at least forty lance turrets at any one time. With the impressive ordinance capabilities of it's S.T.A.R.C. systems and G.A.P. cannon, it is formidable in both long range and short-range fights, though excels at the latter.


Name: Sobanu-class Pocket Battleship
Manufacturer: Halo Shipyards
Role: Heavy Warship
Length: 1640 yards
Crew: 1800
Primary Offensive Weapons:
x40 Quad Lance Turrets
x10 Heavy Lance Turrets
x115 Missile Silos
x170 C.E.A.D.E.s
x330 Deck Guns
x2 S.T.A.R.C.s
x1 G.A.P.
Planetary Assault Troops: 5,000
Complement:
x60 Riverbacks
x5 Bastions
x48 Sundevils
x12 Hammers
x500 Marines

Intended to replace the Kry-class battlecruiser but also be a ship that could hold itself on the firing line, the Sobanu really fits as a "jack of all trades", despite the "battleship" designation. Because of it's incredible versatility, what with the armament of a light battleship, the speed of a cruiser, and the fighter support of a small carrier, it doesn't excel at any one thing. This makes it an ideal ship for leading small task forces or fleet sections, and since it's designed to face any threat it doesn't need an escort like it's larger cousins. By facing any threat, the Sobanu can also unleash a devastating combined-arms assault from it's long range weaponry, close engagement systems, and attack craft.


Name: Dysnasty-class Carrier
Manufacturer: Halo Shipyards
Role: Fleet Carrier
Length: 2300 yards
Crew: 3200
Primary Offensive Weapons:
x40 Quad Lance Turrets
x15 Heavy Lance Turrets
x200 Missile Silos
x250 C.E.A.D.E.s
x420 Deck Guns
x2 S.T.A.R.C.s
Planetary Assault Troops: 10,000
Complement:
x125 Riverbacks
x30 Bastions
x20 Havvands
x500 Sundevils
x120 Hammers
x1000 Marines

The Dynasty first came to being as a redesign of the venerated Origoth-class carriers. During the initial designs stages, however, it became aparent that these new models could carry thrice the amount of fighters and, lacking the heavy armament of the Origoth, an Army division within it's hulls. Thus, the Dynasty-class was born.

Now an integral part of Bakra fleets, the Dynasty is designed to swarm enemy battlegroups with a massive amount of fighter craft whilst the battleships are moving in to engage in close combat. Skirting the edge of the battlefield, the carrier re-arms, repairs, and refuels ships from any allied ship in the battle, becoming both a dispenser of fury and a "pit-stop" for friendly craft.


Name: Dragon-class Light Carrier
Manufacturer: Halo Shipyards
Role: Escort/Light Carrier
Length: 1400 yards
Crew: 2000
Primary Offensive Weapons:
x35 Quad Lance Turrets
x5 Heavy Lance Turrets
x120 Missile Silos
x190 C.E.A.D.E.s
x210 Deck Guns
x2 S.T.A.R.C.s
Planetary Assault Troops: 5,000
Complement:
x70 Riverbacks
x10 Bastions
x20 Havvands
x300 Sundevils
x80 Hammers
x500 Marines

Realizing there was a significant gap between the fleet carriers and the heaviest sub-capitals, the Navy requisitioned a line of escort carriers to fill that role. Halo Shipyards answered with the Dragon, which still has heft fighter bays but still able to hold it's one in ship-to-ship combat. Now accompanying smaller task forces or providing support for battleship groups, dreadnoughts, and other heavy ships on the prowl, the Dragon is quickly becoming on of the most popular capital ships in the Bakran arsenal.
Last edited by The Ben Boys on Thu Feb 19, 2015 5:04 pm, edited 6 times in total.


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Sub-Capital ships

Postby The Ben Boys » Sat Feb 01, 2014 5:23 pm

Sub-Capital ships

Name: Oath of Fealty-class Heavy Cruiser
Manufacturer: Halo Shipyards
Role: Heavy Cruiser
Length: 1030 yards
Crew: 2150
Primary Offensive Weapons:
x52 Quad Lance Turrets
x14 Heavy Lance Turrets
x160 Missile Silos
x200 C.E.A.D.E.s
x206 Deck Guns
x4 S.T.A.R.C.s
Planetary Assault Troops: 5,000
Complement:
x80 Riverbacks
x20 Bastions
x20 Havannds
x50 Sundevils
x12 Hammers
x1000 Marines

Distincly largely than a cruiser but smaller than a battleship, the Oath of Fealty-class is the first truly "big cruiser" to enter service in the Bakran Navy. Whilst the Kry-class carrier with battleship weaponry, the Oath of Fealty carries enough fighter craft to support a naval squadron. Falling in with the Bakran Navy's "cauldron" doctrine, the ship can either exist as a heavy fleet support vessel or in the thick of the fighting as a ship of the line. This versatility in such a large package allows give commanders more options with this ship at their disposal.


Name: Corvatta-class Cruiser
Manufacturer: Halo Shipyards
Role: Cruiser, Heavy Escort
Length: 750 yards
Crew: 1020
Primary Offensive Weapons:
x40 Quad Lance Turrets
x15 Heavy Lance Turrets
x140 Missile Silos
x175 C.E.A.D.E.s
x150 Deck Guns
x3 S.T.A.R.C.s
Planetary Assault Troops: 2,000
Complement:
x40 Riverbacks
x10 Bastions
x30 Sundevils
x8 Hammers
x500 Marines

Though smaller than it's predesseccor, the Fawx-class, the Corvatta-class has more armament, better shields, and larger engines, making it an all-around improvement. It's use in combat varies depending on situation and commander, but unlike the Oath of Fealty-class the Corvattas are usually seen in the thick of the fighting, despite their "cruiser" moniker. Rapid construction of the Corvatta has already rendered the Fawx obselete, and constant changes and improvements to sheilds and reactor systems have made the Corvatta-class one of the greatest weapons in the Bakran arsenal.


Name: Fawx-class Cruiser
Manufacturer: Alliance Shipyards (defunct)
Role: Heavy Escort
Length: 814 yards
Crew: 920
Primary Offensive Weapons:
x45 Quad Lance Turrets
x15 Heavy Lance Turrets
x2 S.T.A.R.C.s
x140 Missile Tubes
x167 C.E.A.D.E.s
x162 Deck Guns
Planetary Assault Troops: 1,000 Marines
Complement:
x9 Bastions
x21 Riverbacks
x20 Sundevils
x4 Hammers
x400 Marines

Heavily armed and armored, the Fawx was once the most powerful warship in the BIN fleet outside of capital ships, and was originally designed to be a super-light carrier before it was retrofitted to cruiser status. Capable of soaking up huge amounts of damage, the Fawx can quickly close in on its targets to unleash its powerful S.T.A.R.C, deck gun, and missile barrage. Many of the Fawx crews are among the most battle experienced in the BIN fleet because of their vast experience fighting the Uli and pirates across two galaxies.

Currently, the Fawx is being phased out of service in favor of the newer, smaller, but more heavily armed Corvatta-class. Though long the mainstay of the Bakran fleet, the Fawx's fate will mostly be as scrap metal to make newer ships or as surplus products to other nations or private entities. The largest retainers of the Fawx-class ships are outlying garrison forces, the Al-Jara Cult, and the Lucha Confederacy.
Last edited by The Ben Boys on Sat Aug 02, 2014 11:35 am, edited 3 times in total.


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Attack Ships

Postby The Ben Boys » Sat Feb 01, 2014 5:38 pm

Attack Ships

Name: Firespite-class Heavy Destroyer
Manufacturer: Halo Shipyards
Role: Heavy Escort, Gunship
Length: 380 yards
Crew: 400
Primary Offensive Weapons:
x34 Quad Lance Turrets
x10 Heavy Lance Turrets
x100 Missile Silos
x50 C.E.A.D.E.s
x76 Deck Guns
x3 S.T.A.R.C.s
Complement:
x20 Riverbacks
x100 Marines

The Firespite is what you would get if every inch of a vessel was weaponry. Scarcely a few yards goes by before a turret, gun, silo, or spinal is seen, making the ship an oversized, faster-than-light gunship designed for a mixture of escort role and direct fire support, being the largest Bakran ship able to enter and exit an atmosphere with just its engines and boosters. Though the Firespite has seen some limited service, it is increasingly prevalent as an oversized attack lander for many Marine deployments, laying down heavy fire and straining the brace shields as it ferries Marines from orbit to the ground.


Name: Feral-class Frigate
Manufacturer: Halo Shipyards
Role: Escort, Attack Ship
Length: 330 yards
Crew: 310
Primary Offensive Weapons:
x26 Quad Lance Turrets
x6 Heavy Lance Turrets
x50 Missile Silos
x45 C.E.A.D.E.s
x66 Deck Guns
x2 S.T.A.R.C.s
Complement:
x14 Riverbacks
x12 Sundevils
x100 Marines

The Feral-class is almost like a very tiny cruiser, intended to be "OK" all-around but not excelling at anything. This concept is particularly useful with the Feral-especially in large numbers-because it can provide it's own fighter support whilst beating back any smaller warship or fighter craft that is attacking it's escort. When in larger numbers they can harass and even destroy larger enemy ships–some as large as battleships–with their incredible maneuverability and speed. Currently, this ship is the only "attack ship" to carry fighter craft, though is lightly armored for it's size.


Name: Shatterfire-class Destroyer
Manufacturer: Halo Shipyards
Role: Escort, Attack Ship
Length: 290 yards
Crew: 250
Primary Offensive Weapons:
x25 Quad Lance Turrets
x4 Heavy Lance Turrets
x20 Missile Silos
x40 C.E.A.D.E.s
x58 Deck Guns
x2 S.T.A.R.C.s
Complement:
x12 Riverbacks
x100 Marines

Small, durable, and insanely armed, the Shatterfire-class is everything the Feral isn't. Built in massive quantities quickly, the destroyer is as powerful than the Feral in regards to pure weaponry (though lacking fighter ships of it's own) and very thick armor to accompany it's small frame. Though the Shatterfire may make the Feral look like a cardbord box with interstellar engines, the Feral makes the Shatterfire a snail: the destroyer is slow though is as agile as any ship it's size, the price to pay for the armor and guns that make her so menacing. The Shatterfire is being built by the bucketload, and quickly becoming the most-used ship in the Imperial Fleet.


Name: Headhunter-class Corvette
Manufacturer: Halo Shipyards
Role: Blockade Runner, Anti-fighter ship
Length: 180 yards
Crew: 80
Primary Offensive Weapons:
x8 Quad Lance Turrets
x20 Missile Silos
x40 C.E.A.D.E.s
Complement:
x5 Riverbacks
x20 Marines

Much more of a specialized class than it's larger destroyer and frigate cousins, the Headhunter is built to do what other ships in the fleet cannot. It's speed and agility make it an asset as a blockade runner and scout ship, exploring crevices that larger ships simply can't, with it's engines a virtue once trouble comes. Complete with a large amount of C.E.A.D.E. batteries, the Headhunter is quite adept at taking down enemy fighters and bombers, with the ability to catch them and obliterate them. Their small size and dangerous role makes Headhunter crews incredibly close, bonds forged with the vessel and shipmates deep, with crews sometimes staying on the same ship for years before someone is transferred.
Last edited by The Ben Boys on Sun Apr 02, 2017 1:56 am, edited 6 times in total.


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Support Ships and Installations

Postby The Ben Boys » Sat Feb 01, 2014 6:06 pm

Support Ships and Installations

Name: Rhapsody-class Assault Carrier
Manufacturer: Ferros Drive Yards
Role: Large Transport
Length: 2800 yards
Crew: 760
Primary Offensive Weapons:
x1 S.T.A.R.C.
x80 Quad Lances
x20 Heavy Lances
x105 C.E.A.D.Es
x131 Missile Tubes
Planetary Assault Troops: 500,000 troops
Complement:
x520 Riverbacks
x100 Bastions

The prime mover of the Imperial Navy's logistics machine, the Rhapsody can transport entire armies within it's hull and dispense them onto a planet in just a few hours. This monstrosity is really just a massive passenger ship, with massive loading bays that make up for it's strictly defensive armaments, allowing troops to be dropped down quickly and relatively safely. Additionally, the class is also used to move supplies to and from theaters, with it's large drop bays retrofitted as even more cargo space so that armies can be supplied for months, even years, with just one ship resupplying them.


Name: Serros-class Troop Ship
Manufacturer: Ferros Drive Yards
Role: Cargo Ship, Troop Lander
Length: 510 yards
Crew: 200
Planetary Assault Troops: 10,000
Primary Offensive Weapons:
x20 Quad Lances
x40 Missile Silos
x40 C.E.A.D.E.s
Complement:
Varies depending on cargo

With the advent of interstellar government, the young Bakra quickly realized that they needed a logistics mainstay to supply their fledging colonies with enough supplies to prosper so they would no longer be dependent on the mother colonies. As time went on and tensions with the Uli and other Romera powers escalated, this need transferred to the mass movement of troops. Enter the Serros, a ship based off of colonial suppliers that quickly became the primary transport for Bakran troops. Entire infantry and armored divisions have their entire logistical and combat arms within a single transport, with thousands of transports to accompany the thousands upon thousands of Bakran infantry divisions.


Name: Fabric-class Factory Ship
Manufacturer: Alliance Shipyards (defunct)
Role: Raw Material Converter Ship
Length: 1435 yards
Crew: 550
Primary Offensive Weapons:
x18 Quad Lance Turrets
x6 Heavy Lance Turrets
x136 C.E.A.D.E.s
x40 Missile Silos
Complement:
x100 Marines
x25 Bastions (modified to collect ores)
x12 Bastions (modified to transport ores)
x17 Riverbacks

Interstellar warfare is further complicated by interstellar logistics. Advanced systems that have taken thousands of years to develop are now thrown into a hostile environment with almost no infrastructure to support them. Therefore, a mobile factory platform was developed by the Ilencian Alliance during the Second Uli War in the fight for Foregone. Known as the Fabric-class, it was over-produced during the war (as the young Ilencian civilization bumbled through it's first true interstellar war) and was mothballed following the ceasefire.

Following the establishment of the Empire the factory ships were reactivated for service during the Unsung War and colonization efforts both in Romera and the Milky Way. They are now attached to fleets and invasion forces as the central supply ships, the fighters of the logistics war and is clearly winning, with the updated design now being churned out of shipyards, giving the Bakrans an edge for wars of attrition.


Naval Installations

Name: Saber-class Defense Platform
Manufacturer: Halo Shipyards
Role: Planetary Defense Platform
Length: 400 yards
Crew: 500
Primary Offensive Weapons:
x20 Quad Lance Turrets
x10 Heavy Lance Turrets
x200 Missile Silos
x50 C.E.A.D.E.s
x6 S.T.A.R.C.s
Complement:
x24 Sundevils
x8 Hammers
x500 Marines

Without a doubt the most common type of defensive installation in Bakran space, the Saber is a testament to both industrial engineering and military design. Unlike most defensive installations, the Saber was designed with rapid production capabilities in mind, allowing vast amounts of them to be constructed and set in the atmosphere of any planet. The entire station's population is concentrated in the middle part that connects the two weapon "wings", which house the S.T.A.R.C. railgun cannons and lance turrets that eat into ships. Most of the missile silos and C.E.A.D.E. batteries are located on a variety of clusters on the station, keeping converging fields of fire.


Name: Ascension-class Orbital Fortress
Manufacturer: Ferros Drive Yards
Role: Orbital defense platform
Height: 4.2 miles
Width: 15.4 miles
Crew: 90,000
Primary Offensive Weapons:
x1100 Quad Lance Turrets
x400 Heavy Lances
x120 Super-Heavy Lances
x2000 Missile Silos
x5000 C.E.A.D.E.s
x35 S.T.A.R.C.s
x7 G.A.P.s
Complement:
x1200 Riverbacks
x150 Bastions
x1500 Sundevils
x300 Hammers
x10,000 Marines

The Ascension-class consists of the largest fortresses in Bakran space, capable of stopping entire fleets in their tracks with just a volley from it's nigh superweapon-type G.A.P.s and super-capital grade S.T.A.R.C.s. The five fortresses are currently all stationed in orbit over Ilencia, with plans to build additional stations in other key systems, although these plans have been put on hold as the construction of just one station could build an entire Bakran fleet. These are more than mobile fortresses, they are strategic platforms and administrative centers that operate as mobile commands if the home planets are overrun.
Last edited by The Ben Boys on Tue Feb 13, 2018 12:22 pm, edited 6 times in total.


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Naval Aerospace Forces

Postby The Ben Boys » Sat Feb 01, 2014 6:28 pm

Naval Aerospace Forces

Always punching above weight

The Aerospace Forces are the small, non-FTL craft based onboard the starships of the fleet. Some forces number in the dozens, while others are hundreds or even thousands. This tends to create a bit of a logistical nightmare as well as difficult to coordinate in battle, leading the Navy to invest a large amount of resources in keep Aerospace as organized and well trained as possible. The Aerospace forces have a large presence both in void-based battles and planetoid, providing close air support and interplanetary transportation.

Ship Aerospace Forces--Ship's Complement--CD
Group--144 craft--SC
Wing--36 craft--FL
Squadron--12 craft--E/SL
Flight--4 craft--MC
Team--2 craft--C1C/C2C


Squadrons

To call scout squadrons the “eyes and ears” of the fleet would be a misappropriation of the old adage. Rather, they are the tentacles, feeling out enemy formations or (more frequently) zipping around the solar system searching for whatever the fleet can’t see for itself. Scouting far away from the fleet, they search dangerously close to gas giants, in the hidden crevices of asteroids, or along the monstrous canyons of moons. The Sundevil/Hammer equipped scout squadrons account for some of the highest casualty rates of the Navy’s aerospace forces, and attract thrill-seekers that are a bit too cavalier even for navy jocks.


The catch-all interceptors, attackers, and fleet defenders, the Bakran Navy’s fighter squadrons are the flesh and blood of the Aerospace forces. Always composed of Sundevil fighters, their mission usually revolves around obtaining and maintaining control of the aerospace. Not infrequently they will be siphoned off for other missions, such as attacking enemy warships or searching for enemy formations, either in support of the other specialist squadrons or in place of them.


Once called “bombardment squadrons”, the Navy’s attack squadrons are meant to destroy enemy warships and planetary or voidborne infrastructure. Frequently escorted by fighter squadrons, the Hammer heavy fighters of the attack squadrons use “wolfpack” tactics to deliver maximum, surgical damage to enemy warfighting systems. Though they are sometimes requisitioned as interceptors, the attack squadrons instead break up initial fighter formations rather than engaging in dogfights. Their role, however, is predominantly anti-ship.


EWar is one of the most elite assignments not just for pilots, but in the entire Navy. Equipped with specialized Hammer fighters and escorted by some of the best Sundevil pilots, the EWar squadrons have to sneak in as close as possible to the enemy before attempting to hack into their systems. This exposes them to enemy fire and interceptors, so the pilots and copilots usually have to juggle hacking and fighting at the same time. They have a bit of a (not unfounded) reputation of elitism, most likely because they are the toughest slot to get into and see some of the harshest fighting.


Small Craft

Name: Sundevil-class fighter
Manufacturer: Halo Shipyards
Role: Space/Air superiority fighter
Length: 24 feet
Wingspan: 15 feet (when folded), 45 feet (when deployed
Crew: One (Pilot)
Primary Offensive Weapons:
x2 Wing Railguns
x2 Chin Chainguns
x8 Missile slots

Designed to be as fast as possible, the Sundevil is the main fighter of the Bakran Navy. It lacks the armor of its larger cousins but makes up for it in speed, countermeasures, and maneuverability. The fighter can also be easily stored, with the fuselage being disconnected from the wings during long interstellar hauling to new bases. This also makes maintenance and repairs much easier and quicker, allowing mechanics to specialize their jobs to the wings or fuselage between battles. For combat or campaign conditions, the Sundevil can fold its wings upon itself until deployment. The Sundevil acts as both an interceptor and a light attack fighter, capable of harassing and damaging starships in large enough numbers.


Name: Champion-class fighter
Manufacturer: Ferros Drive Yards
Role: Space/Air superiority fighter
Length: 40 feet
Wingspan: 36 feet
Crew: One (Pilot)
Primary Offensive Weapons:
x4 Wing Lasers
x1 Chin Chaingun
x6 Missile slots

The Champion fighter was first used by the Ilencians in the Second Uli War, designed to be a hardy bruiser that would fill the role of interceptor and heavy attack craft. It filled both of these roles adequately but not expertly, which lead to the latest generation of small craft replacing the multi-role craft. The Champion was widely manufactured before it was discontinued, and can be found in the service of non-government organizations across the Romera and Milky Way galaxies, as well as some regional defense fleets.



Name: Bastion-class Lander
Manufacturer: Halo Shipyards
Role: Heavy transport, ship-to-surface transport
Length: 250 feet
Wingspan: 105 feet
Crew: Four (Pilot, Copilot/Gunner, Engineer, Loadmaster)
Planetary Assault Troops: 500
Primary Offensive Weapons:
x2 Chin Chainguns

The Bastion comes in when the skies are clear and some semblance of aerospace superiority has been established. Capable of quickly deploying a battalion in a war zone or transferring material between starships, the Bastion is the taxi and cargo hauler of the Navy. The craft isn’t very fast in atmosphere, more clumsy than purposeful despite its VTOL systems enhancing maneuverability. This isn’t much of a problem, as the Bastion is only used to drop down tactical assets and then return to orbit using the craft’s massive engines, leaving more nuanced flight in the hands of smaller craft.



Name: Hammer-class Heavy Fighter
Manufacturer: Ferros Drive Yards
Role: Heavy Fighter, Bomber
Length: 75 feet
Wingspan: 57 feet
Crew: Two (Pilot, Copilot/Gunner)
Primary Offensive Weapons:
x2 Railguns
x4 Chainguns
x8 Missile slots

Nearly twice as large as the Sundevil, the Hammer Heavy Fighter is the natural evolution of the old Champion design. Carrying a large amount of ordinance, the Hammer is mostly used as a “bomber” and anti-ship fighter rather than an interceptor. It is much heavier and more durable than even the tried and true Champion design, but the price it pays is its limited ability for atmospheric flight.

The rail guns are absolutely devastating against enemy starships, with concentrated fire able to disable critical systems and keep enemy ships from fully investing in ship-to-ship combat. The hard points are usually filled with heavy missile pods rather than the rockets and missiles regularly fielded by craft its size. The missile pods, creating a sort of “homing shotgun effect”, are ideal at destroyed enemy anti-fighter batteries, but have been known to break up formations of enemy fighters.

Last edited by The Ben Boys on Mon Jul 23, 2018 6:09 pm, edited 14 times in total.


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Postby The Ben Boys » Sat Feb 01, 2014 6:36 pm

Fleets and ORBAT

The Bakran Imperial Navy is divided up into several different Star Groups, as of December 2085 the number stands at eighteen. This is three times the number of ships that the Navy possessed at the beginning of the Third Uli War, and the numbers continue to swell exponentially with the acquisition of various deals with the ship-building conglomerates at Hollow. Each Star Group is usually commanded by one of the twenty Grand Admirals that are currently serving in the Navy. Star Groups are generally stationed within a single star system in times of peace, but during war most of them are at the border and less guard the central systems, as their lacks an immediate need to do so. However, their bases of operations remain on paper in their original star system. It is not uncommon to have multiple Star Groups in one star system, or have one Star Group based in one system but hardly shows it's presence because of it's need somewhere else.

These estimates are prone to fluctuation due to the unpredictability of FTL communication and the ongoing war with the Uli and Tnemeden. They do not include merchant or civilian vessels in the employ of the Empire

1st Star Group--Lys--500 ships
2nd Star Group--Hiniri--480 ships
3rd Star Group--Ionas--180 ships [Scattered during initial Uli invasion]
4th Star Group--Baelblis--500 ships
5th Star Group--Cheroki--320 ships
6th Star Group--Deros--300 Ships [Stationed throughout the Milky Way colonies]
7th Star Group--Zeytyr--500 ships
8th Star Group--Zeytyr--490 ships
9th Star Group--Lys--470
10th Star Group--Lys--480
11th Star Group--Sanka--430
12th Star Group--Ikkis--400
13th Star Group--Pennoth--120
14th Star Group--Delta Major--500
15th Star Group--Hiniri--500
16th Star Group--Ionas--470
17th Star Group--Baelblis--480
18th Star Group--Foregone--320

Total: 7,440


Active Ship Classes: 20
Ships: 7440
Navy Personnel: 350,000,000
Last edited by The Ben Boys on Sat Apr 01, 2017 1:09 pm, edited 3 times in total.


"Both Religion and science require a belief in God. For believers, God is in the beginning, and for physicists He is at the end of all considerations"-Max Planck

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Bakran Imperial Army

Postby The Ben Boys » Sat Feb 01, 2014 6:59 pm

Bakran Imperial Army

"Accept only victory"

The Bakran Imperial Army's (or BIA) textbook mission statement is to "establish a defense on Imperial planets, garrison Imperial bases, and fight as a large offensive force." They are the main drive behind the building and garrison of planetary fortifications on planets, as well as driving back pirates and the more powerful warlords and criminal empires at the fringes of Imperial space. Though they rely on the Navy for transport, they are almost completely a self-sufficent service, with it's own reserve factories, money, small arms stocks, construction forces, dozens of auxiliary sub-branches, and even it's own close air support.

The BIA has arguably been around since the founding of the Alliance of Bakran States, with it's precursors fighting the War of the Alliance even earlier than that. It takes in many traditional aspects of Bakran warfare, most notably the value of defensive fights and forcing your opponent to act on your terms. Fighting the Uli during the Uli Wars have taught the Army the values of both laying siege and mass warfare, both of which many space-faring powers lack because the nature of their opponents: most of them don't spend decades fighting a massive empire who throws waves of troops at you. Since the Bakrans are almost always outnumbered, they have become adept at conserving resources and troops, and offensive action comes only when the enemy has been whittled down significantly.

The Army's main focus in recent years has been to be a large offensive and defensive force, holding the line as it were. Rarely does the Army alone invade or defend a planet, they are almost always behind the Imperial Marines in one way or another. Whilst the Marines lead the spearhead of an invasion force or make planetfall, the Army to quick to support and exploit the holes the Marines make in a combined-arms fashion and with such ease that rivals that of many powers that have existed longer.

Army Emblem

Structure

Flag Officers: "Flag" ranks are those whom command entire fleets or armies, and are always generals, legion commanders, and admirals.

General of the Empire--GOE
Superior General--SG
General--G
Master General--MG
Colonel General--CG
Lieutenant General--LG
Field General--FG

-----

Officers: The officers are the backbone of an army or fleet. They are either aides to flag officers, or command small field units into battle. Some are desk jockeys, filing through paperwork and keeping the logistics war going, but are required at least one combat assignment before becoming a paper pusher.

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

-----

Enlisted Personnel: The enlisted soldiers are the pride of any army or navy. They are the greatest, most legendary fighters whom win or lose battles, even wars. As such, they are respected by the fleet officers and flag officers, and vice versa.

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


Bakran Imperial Army--Entire Army--GOE

Theatre Army--2+ Solars/6.5 million+--SG

Solar--4 Army Groups/3.2 million--G

Army Group--4 Armies/800,000+--MG

Army--200,000--CG

Corps--50,000--LG

Division--10,000--FG

Regiment--2,000--C/CD

Battalion--500--FC

Company--100-CP

Platoon--25--SL/FL

Squad--6--MC/C1C/C2C


Thundergod Program

Created parallel to the ANGEL program (hence their startling similarities), the Thundergod Combat Warrior was meant to bring the newly unified Bakran army onto the galactic stage, through the use of augments, armor, combat computers, and integrated training regimes, literally changing the face of the Bakran military. The program was an overwhelming success, playing off the scientific advancement of the Lys, the warrior society of the Deltans, and the industrial capacity of the Zeytyrs. The program was left in the capable hands of the Imperial Science Board, and divided between armor and augmentation, with the training portion left largely to the military to finalize.

Project Bolt

Project Bolt was the brainchild of Lys Bakran Dr. Gavu Arseni, assigned by the Science Board to create a standardized powered exoskeleton capable of taking relatively meager physical abilities of a human and allow it to go toe-to-toe with stronger species, i.e. the Uli. The battlesuit is constructed in overlapping layers, with a sealed system, capable of extravehicular activity or operations in a hostile environment. It is hardened against EMP and radiation, and is powered by alkaline fuel cells. It differs from previous “battlesuits” used by the Bakrans because of it’s vast range of capabilities as a powered exoskeleton, but also it’s ease of manufacture. Though Bolt was never used in combat, it's principles and standards of design (listed below) are the basis for nearly all of the human Bakran amor, including the most widely used Mark IV Powered Assault and Combat Exoskeleton (P.A.C.E.) armor.

Power Supply

One of the largest problems that the Arseni’s engineers had to face was a mobile power supply. The most obvious choice was the use of primary fuel cells, providing longer storage and more energy density but no ability to recharge. After a series of tests, it was determined that hydrogen and pure oxygen would be the best element for the Bolt's fuel cells, using an alkaline-type system (each cell producing 150 kilowatts). Two dozen primary alkaline fuel cells are lodged in the “backpack” of the Bolt, and provides 3,600 kilowatts of power in all. The Thundergod also has a kinetic energy system, whereas the wearer powers it by moving, powering the essentials and using the fuel cells more as a reserve.

Skeleton

The skeleton itself is strong but lightweight. Steel is too heavy, as it sacrifices efficiency to both aid the wearer in lifting it’s own weight and augmenting it’s abilities. Aluminum is light but is prone to fatigue and fail after a time, and it would be impractical as a skeleton for the armor. Therefore, a titanium alloy has been chosen to make up the skeleton of the armor. It is both flexible, light, strong, and lasts much longer than aluminum.

Actuators

The powerful but lightweight design issues are also true of the joint actuators. Though standard hydraulic cylinders are powerful and capable of precision, they are fairly heavy and are planned for larger models. Servomotors are general more efficient and power dense, in addition to being lighter than hydraulics. They utilize electromagnets and step-down gearing to provide torque and responsive movement in such a small package. The servomotors also use electronic braking to hold in a steady position while consuming minimal power, which is useful for accurate firing and space combat.

Joint Flexibility

Possibly the biggest problem that Dr. Arseni and his team faced was joint flexibility. The many ball and socket joints of the average human would be severely limited, meaning the Thundergod could not longer be a feasible infantry battlesuit. The team developed a system of gasketed hard shell sections joined with free rotating mechanical bearings that spin as a soldier moves. To prevent the bearings from jamming, a thin but dense gel covered with strong fabric is atop the joint and skeleton “layer”.

Project Flash

Pioneered by Dr. Arseni's as well, Project Flash is the integrated combat computer system of the Bakran military. Each Bakran in the military has a neural chip embedded in their necks as their identification, which doubles as a control interface. This allows any Bakran in question with a neural chip to enter a Bolt-pattern suit and have the armor’s computer core, or Personal Armor Computer and Control Interface (PACCI), to interface and exchange information. This allow’s the armor’s PACCI (primary stored in the helmet, secondary in the back, and tertiary on the chest on most model) to move just nanoseconds before it’s wearer does, therefore augmenting the wearer’s strength and speed using assistive motion. The PACCI also prevents the armor from exceeding the range of motion of a Bakran, detecting and preventing unsafe and invalid motions.

Project Lightening

Lightening was an effort by Lys Bakran Dr. Annalita Vegos to collect all data that the Bakrans had concerning augmentation and focusing it on creating one, unified soldier. Her portion of the program finished last but was arguably the strongest one, bringing together procedures that improve the fighting capacity of the average soldier during a relatively short procedure that is low-risk to the advanced medical practices originally used by the Hollow Bakrans and now widely available within the Empire. Ideally the procedure is complete and takes a full month, however wartime necessities and massive surges in enlistment warrants a shorter two week period with only half of the intended augments in times of immediate crisis. Though there are only four major parts (and assorted minor potions) of the program now in active use, Vegos and her team developed more than three dozen separate implants, augments, and procedures that have varying degrees of use in the Bakran military. The principles of the program laid the foundation for the much more advanced augments used by the Marines and ANGELs.

Artificial Heart Implant

Half the size of a normal heart, this implant allows a soldier to survive the destruction of their primary heart (though not at full combat effectiveness), breathe in low-oxygen environments outside their armor, and also functions to boost blood flow to other areas of a soldier's body.

Betrollin

A slow-acting steroid shot that facilitates muscle growth for the first six months after boot camp, very deadly in one large dose but instead worn as a super-thin gelatin right under the skin of a soldier, usually under their non-dominant arm tricep. This gel then dissolves into the bloodstream slowly over a period of six months to facilitate muscle growth.

Hemocta

Inserted with the artificial heart, hemocta is a very small artificial organ that imbeds itself in the wearers primary heart and increases the hemoglobin content of the wearer's blood, allowing them to carry oxygen more efficiently.

Vego's Pill

A personal invention of the project leader, Vego's Pill is a monthly applied "super-pill" that increases the amount of melanin and other vitamins that increase the soldier's resistance to radiation and slightly lessens motion sickness. It can be applied daily if the need arises, with overdoses relatively rare and usually involving nausea.


Strategic Assets

The MERGED is a machine intended for powering campaigning fleets and armies using the power of geothermal heat, which in the context of planetary size can be harvested for thousands of years before the planet becomes seismically unstable. It was first used successfully during the colonization of the Milky Way colonies when power was short and needed to be harvested fast and cheaply with upfront cost but little upkeep. Since then the Emmos campaign demonstrated how armies and fleets could utilize it's power-harvesting abilities without having to conserve their own resources and shaping strategy around their energy consumption.

A two part device, the MERGED originally started out as a terraforming project during the first waves of colonization. Seeing that many worlds are hardly able to independently support colonies within a decade, which has always been the Empire's goal for prospective colonies, many terraforming ideas and devices came into existence in a short amount of time. One of these was a geological tampering device that was massive and required a large amount of power, but over time changed the shape of planets and either reduced or controlled their seismic activity so to better suit it for colonization. The project proved to have a limited effect on colonization efforts as other Bakran technologies outweighed some of the more expensive terraforming devices such as this one, and was put on the shelf for some time.

The plans for the device fell into the hands of military designers, and rather than devote it to a seismic weapon (as it damaged the planetary structure too much, a danger to both the Bakrans and the enemy) they concentrated it's "planet-breaker" plasma torch to break the crust of a planet, comprising the "Magnetogeologic Energy Resonator". From there a "cap" is put on the miles-deep hole and the geothermal energy from the planet's mantle is collected from a powerful gravitic-distorition "elevator", akin to a propulsor lift, and the energy is "collect" (which is the "Geologic Energy Dissipator").


Recruitment and Training

The Imperial Army is a gargantuan force, comprising 3.5% of the Empire's population with tens of thousands joining the ranks each day. This is due in part to the martial culture of the Empire's citizens, whom most are armed and enjoy very liberal weapons rights, but also to the constant threat of destruction by the Uli Dominion, Tnemeden Republic, and whatever other enemies exist in the void. Conscription has never been practiced, since the amount of volunteers is always more than enough to fill the ranks.

Training is a bit more streamlined for the Bakran Army than most other armies, since the "militia" of Bakra is often the billions of citizens themselves, making them adept at weapon handing and other military skills by the time they are recruited. In many other militaries it makes it difficult to break bad habits the citizens have learned, but due to careful propaganda the military had molded Bakra's martial culture off of it's own; citizens often practice military skills and habits when handling weapons and self defense. Therefore, the initial collective training ("boot camp") is much shorter than other nations, streamlined at a mere four weeks for maximum efficiency. Full combat training finishes in two weeks, making soldiers combat ready in a month and a half.

Additional NCO, officer, and specialist training can take any time between three to five weeks, allowing for, theoretically, an entire regiment to be churned out within a three month period. This hasn't been practiced yet, since an entire green regiment would lead to multiple administrative and combat dangers.


Rifleman

Grenadier

Gunner

Designated Marksman

Medic
Last edited by The Ben Boys on Mon Apr 16, 2018 11:28 pm, edited 6 times in total.


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Support Vehicles

Postby The Ben Boys » Sat Feb 01, 2014 7:14 pm

Support Vehicles

Appearing in one form or another across the Army, support vehicles are the mainstay of the Army and the logistics gurus. It is here where the average soldier will spend the much of their time and in many ways they are the staples of Bakran power across the galaxies. The vehicles here are used throughout the Bakran Army, used so widely that many units could not operate without them.

Land Vehicles

Name: Saber Artillery
Role: Heavy Artillery
Length: 11 yards (hull length
Top Speed: 40 mph
Armament:
x1 180mm canon
x2 Chainguns
Crew: 5 (Commander, Driver, Gunner, Assistant Gunner)

The Saber Artillery vehicle is a self-propelled artillery platform. Moving incredibly slow to make them practically stationary on the battlefield, the monstrous 180mm cannon makes up for its speed with its raw firepower. Easy to manufacture because of its relatively simple construction, the Saber is used almost entirely in large numbers. This makes them an impromptu and somewhat mobile strategic asset during a campaign. The platform’s range is comparable to that of intercontinental missiles, functioning as continent-spanning artillery support thanks to efficient propulsion, guided munitions, and computer calculated.


Name: Midas Infantry Fighting Vehicle
Role: Infantry Support and Transport
Length: 9 yards
Top Speed: 80 mph
Armament:
x1 75mm railgun
x1 Topside chaingun
x2 Splinter missile launchers (each holding 6 missiles)
Crew: 3 (Commander, Driver, Gunner)
Passengers: 12

The Midas is the workhorse of the Bakran Army. Carrying it’s soldiers and supplies on countless planets and battlefields, there is scarcely a place the Midas hasn’t been. It’s ability to act as both a logistics vehicle and APC/IFV fits the Army’s simplistic narrative of “one size fits all”. Many subclasses exist based off of the Midas chassis, but it doesn’t look like it will be replaced any time soon.

The base vehicle isn’t much to see. Carrying a single gun for anti-building actions and missiles for limited armor actions, its real strength lies in its versatility. Dropping off a squad of troops anywhere on the battlefield and supporting them in finding objectives is it’s main role, although it is known as a rapid action vehicle on its own on the outskirts of armor formations. The onboard combat prediction system is the Midas IFV’s biggest strength allowing it to keep itself out of the line of fire when possible. Though the vehicle can be hermetically sealed, there are two closable firing ports each on the rear, left, and right sides of the vehicle, specially fitted with a variant of the Arbiter rifle (the AR141). This model is specifically designated as a "firing port weapon", lacking a stock, having single auto feature, and a higher rate of fire.

Fury AAA

A subclass of the Midas IFV, the Fury AAA vehicle is entirely dedicated to it’s anti-air role. The crew compartment is now filled with logic machines to best track and predict aerial objects, while the turret is replaced with a heavy AAA rail guns designed to gut any objects overhead. To move the turret quickly the heavy Fury vehicle “digs” itself into the ground to keep the turret from totally rocking the vehicle, while its expanded powerplant is devoted to rapid manipulating the rail guns. A staple of every Army regiment, the Fury is rarer than the Midas but considered a strategic necessity in a regiment’s artillery complement.

Verge Assault Gun

The Verge assault gun is a more recent rework of the Midas. The Verge’s mortar can go from 0-85º, designed to be able to lead an assault on enemy fortifications or provide short range artillery support in a variety of environments. Though there is one chaingun, there exists a variety of hard points to add missile arrays, small rail guns, or (most commonly used for frontal assaults) a veritable fortress’s worth of chain guns. It can also be fitted with a frontal minesweeper or dozer blade to clear the way for infantry or other armor attacks.


Name: Armed Reconnaissance Vehicle
Role: Multi-Purpose Recon Vehicle
Length: 9 yards
Top Speed: 180 mph
Armament:
x1 Topside chaingun
x1 Splinter missile launchers (holding 8 missiles)
Crew: 1 (Driver)
Passengers: 5

The Armed Reconnaissance Vehicle (ARV) is the heavy recon vehicle first used and manufactured on Hollow. Originally used as a light vehicle able to safely cross the irradiated wastelands between the hive cities, it is now used as the workhorse of recon regiments and scouts for armor formations. They are also ideal anti-insurgency vehicles, able to chase down guerrillas but heavily armored enough to sustain small arms fire and break suppression. Variants exist for heavy enforcement, mobile triage centers, and even engineering vehicles.


Name: Light Amphibious Reconnaissance Vehicle And Enforcer
Role: Light Multi-Purpose Recon Vehicle
Length: 5 yards
Top Speed: 140 mph
Armament:
x1 Topside chaingun
Crew: 1 (Driver)
Passengers: 2-4 (depending on loadout)

The Light Amphibious Recon Vehicle And Explorer (LARVAE) is the relatively new, stripped down “jeep vehicle” that fills any roles that the ARV doesn’t. By far the most manufactured military vehicle in Bakra, it is not often modified from its original chassis. The LARVAE sacrifices armor and engine size for a compact, cheap package, acting as light scouts, transport on planets and larger space stations, even as raiding vehicles in large enough numbers.


Aerospace Vehicles

Name: Havvand-class Assault Dropship
Manufacturer: Halo Shipyards
Role: Assault Lander, Interplanetary Transport
Length: 180 feet
Crew: 6 (Pilot/Captain, Co-Pilot/Engineer, Loadmaster, Engineer-Technician, 2 Gunners)
Planetary Assault Troops: 100
Primary Offensive Weapons:
x1 Topside Twin Lance
x2 Wing C.E.A.D.Es
x2 Railguns
x2 Missile Racks (40 missiles)

The Havvand is a testament to Zeytyr’s engineers and what is seen as the shape of things to come in the Bakran arsenal. The dropship is more than twice the size of it’s counterpart, the Riverback, designed as an assault transport that could maneuver past enemy defenses whilst still delivering a full company of troops. The Havvand’s devastating arsenal of railguns and missile racks clear landing zones both in space and on planetary surfaces, in addition to it’s much smaller shield generators that protect it from most small arms fire and light weapons, for a time. The Havvand is named after a Sundaran mountain, the tallest in the Deltan system.

Grendyk

The Grendyk is one of the most audacious designs that the FTL engineers have been privy to. Seeing an opportunity to turn the large dropship into something more than a gunship dependent upon a carrier for interstellar transport, the design bureaus elected to assemble the smallest FTL drive in Bakran space and attach it to the Havvand. To have it handle the stresses of dimensional travel the ship was reinforced with stronger but heavier composites. The result is an odd looking ship that can stand up to enemy fire much better than its slower than light cousin, but only because its heavier frame can’t dodge fire nearly as well. The use of the Grendyk is few and far between, usually reserved for transporting precious cargo or important persons without much notice, and has became a darling of the special operations community as a way to transport teams quickly and quietly into enemy space. This variation is almost entirely used by the Navy


Name: Riverback-class Gunship
Manufacturer: Ferros Drive Yards
Role: Close support/Light transport
Length: 40 feet
Wingspan: 35 feet
Crew: Three (Pilot, Copilot/Gunner, Door Gunner)
Planetary Assault Troops: 30
Primary Offensive Weapons:
x8 Missile Slots (4 under the wings, 4 on wingtips)
x1 Chin Chaingun
x1 Door Chaingun

The Riverback is as ubiquitous with Bakran military power as the Blood and Char. One of the oldest craft of any kind in the Bakran arsenal, it started out as a vertical warfare ship in the hive cities of Hollow and Friaris. Known as “skyjumpers” in the vernacular of Zeytyr, they were used extensively in the civilian fields as transports and constructors before the world was torn asunder in the last world war. Converted to gunships relatively easily, it was found that the engines that could hover in place for hours on end could also traverse the wastelands between cities with speed and ease, making them ideal for assaults.

After the war and the integration of Zeytyr into Bakra, the Riverbacks became the primary light transport, assault ship, and close air support of the nation’s arsenal. The original design has only been slightly modified since its inception, with the addition of a longer tail to allow for faster and more maneuverable atmospheric flight as well as extensive missile racks for air to air or air to ground combat.

They exist in more limited numbers in the Navy and Marines.


Name: Tescar-class Missile Platform
Manufacturer: Ferros Drive Yards
Role: Missile Gunship
Length: 32 feet
Wingspan: 40 feet
Crew: Two (Pilot, Co Pilot)
Primary Offensive Weapons:
x2 Wing Railguns
x2 Body Chainguns
x1 Chin Chaingun
x16 Missile Slots (under the wings)
x1 ECM Suite

Atmospheric fire support is usually relegated to spacecraft adapting their interstellar combat capability to planetary combat. The Tescar Missile Platform is the answer to this gap in roles, carrying a large amount of missiles and firepower to support ground forces in combat. The Tescar is extremely agile, able to fly into ground car tunnels with relative ease or between the narrow allies native to hive cities. It is lightly armored, able to withstand small arms fire but only its e-war suite and prediction computer defends against dedicated anti-aircraft weaponry.
Last edited by The Ben Boys on Tue Apr 24, 2018 9:35 am, edited 13 times in total.


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Infantry Forces

Postby The Ben Boys » Sun Feb 02, 2014 1:07 pm

Bakran Infantry Forces

Infantry are the bread and butter of any Army, regardless of their technological advances. The Bakran Army has designed their vast infantry forces with this in mind, putting as many of their soldiers as they could on the front lines by making logistics as organic and unit-based as possible. Though the logistics makeup varies between the spartan light troops and the well rounded general infantry, the basic idea remains the same: the more soldiers shooting is the more enemies dying, with many soldiers learning to cook their own meals, repairing their own armor, and even scavenging for their own supplies when the need has arisen.

"Finding something to blow up"

Sometimes referred to as "Reconnaissance" units, light infantry are sometimes misunderstood as being small, cheap units lacking experience and armor. Rather, they are lightly armed units with almost no mechanized support that can fulfill a variety of roles through the use of airborne support, small squads of highly trained troops, and fast movements to keep larger units from honing in on their position or objectives. These units are generally used for Fabian tactics to buy time, harassing logistics centers, severing enemy supply lines, guerrilla actions, screening forces for larger more heavily armed units, and the classic scouting role as well. A few units are known to shed their standard PACE armor and wear elements of the armor or none at all in to be more swift and easier to hide and surprise enemy troops.


"Sword of the Empire"

aka "Rifles"

By far the largest and most flexible unit in the Army, the infantry gain the most glory and get the most bloodied. With integrated logistical and combat support thanks to advanced organization and supply equipment, the infantry regiment can exist on its own without any support for weeks, sometimes even months at a time freeing many commanders from organizational minutiae and to focus on operational warfare.

The vast array of weaponry these formations field usually depends on army-level planning and the upcoming campaign, but there is always the same core arsenal and support systems with those variations only in the most extreme of cases. Though humans make up the majority of the infantry regiments, many Tareans and Yooks serve in the standard infantry.


"Over, under, or through"

Generation II "Aegis" Armor
Last edited by The Ben Boys on Wed Mar 28, 2018 6:47 pm, edited 17 times in total.


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Drop Forces

Postby The Ben Boys » Sun Feb 02, 2014 1:54 pm

Bakran Drop Forces

"Others will follow where we lead"

Following the initial disaster during the first Emmos campaign and the Battle of Pokuak Tyok, the Bakran military had to devise a solution that would solve the vulnerability of the drop trooper units. The end result was that their composition was entirely changed. Instead of a largely infantry regiment with little mechanized forces, they are equipped with organic armored vehicles, heavy weaponry, and airborne support, allowing them to keep their versatility and their surprise factors but still able to face off against regular infantry and armored units. It also increased the training, durability, and armament of an average squad, making them much more effective than regular infantry even without the drop ability.

The Bakran Empire is built on mass warfare tactics; it’s main enemy for the last hundred years (the Empire’s entire interstellar existence) has relied heavily on throwing meatshields at them until they can exploit weak spots in a Bakran offensive or defensive operation. Therefore, the Bakran drop procedures reflect this. Adjustments have been made following the disastrous Battle of Emmos which nearly destroyed an entire drop army because it lacked heavy support and relied too much on orbital supremacy. The modified composition of drop troop units and drop operations reflect this. Rather than an actual procedure, the armed forces instead have three categories of drop operations. These terms are universal, used by both the Army and the Star Marines.

Independent Drop: This is when the drop troops have little to no orbital support. Most operational commanders expect this as a worst-case scenario, where they have to rely on their own supplies and support when they drop into battle. This is a stark reality for too many drops, making the reputation and higher pay of the drop troops realized.

Supported Drop: The ideal drop operation, which any commander would tell you is uncommon. Guaranteed and dedicated orbital support is something that any commander dreams of but isn’t much of a reality. Nevertheless the supported drop means that orbital supremacy has been partially achieved making the operation go smoother.

Reinforcement Drop: Sometimes called a “hot drop”, reinforcement drops are what comes after initial landings. Whilst transports are sometimes too exposed, the drop troops will come in using their ubiquitous drop pods and reinforce troops on the battlefield, even during battle. Arguably the most chaotic and difficult drop is one that happens in the middle of combat.

Raid Drop: These are typically in preparation for landings or to raid an enemy’s infrastructure. Troops drop in small packs behind enemy lines to sow confusion and sabotage immediately prior to a major operation. This includes assassination, demolition, and guerilla warfare in order to weaken the enemy and avoid bottlenecks in the coming operations.
Last edited by The Ben Boys on Sat Apr 01, 2017 1:12 pm, edited 7 times in total.


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Armored Forces

Postby The Ben Boys » Sun Feb 02, 2014 2:29 pm

Bakran Armored Forces

"Never without infamy"

Central to the doctrine of the Bakran Army is the "breakout" method once the lines of battle have stabilized or are near stabilization. To accomplish this, the Army built from experiences fighting the Uli Dominion a tank corps that is not so much a rapid fighting force as a strong one, capable of standing toe-to-toe with the unknown technologies that strengthen the armor of enemy vehicles or the devastating weapons that they could have at their fingertips. This makes them notoriously hard to "kill" and knock out of the fight, often heavily (and overly) armed to deal with these unknown, alien threats. With that in mind they are usually the vanguards in assaults and can often be seen reinforcing strategic areas during sieges.

Name: Soren Breaching Tank
Role: Heavy Tank
Length: 14 yards (hull length)
Top Speed: 60 mph
Armament:
x1 150mm railgun
x3 Chainguns
x1 Splinter missile launcher
Crew: 5 (Commander, Driver, 2 Gunners, Comms-Operator/Engineer)

Analogous to the “heavy tanks” of other nations, the Soren Breaching Tank is meant to break the thousands of tiny stalemates on the battlefield. Using it’s extremely hefty weaponry, the lumbering war machine is ideal for anti-armor and anti-building role, supporting infantry and initiating a breakout. Frequently put into “kill teams” of two tanks, they are instrumental in changing the landscape of the battlefield.


Name: Mastiff Line Tank
Role: Medium Tank
Length: 8 yards (hull length)
Top Speed: 75 mph
Armament:
x1 90mm railgun
x2 Topside chainguns
x2 Splinter missile launchers (each holding 6 missiles)
Crew: 4 (Commander, Driver, Gunner, Loader)

Not quite the “jack of all trades” that a main battle tank is nor the stopgap that is the medium tank, the Mastiff specializes in “holding the line” against the enemy and slowly pushing them back. Though capable of infantry support, they Are best used as roving cover for infantry and fighting armored vehicles.


Name: Steyher Cruiser Tank
Role: Light Tank
Length: 10 yards
Top Speed: 120 mph
Armament:
x1 Double Barreled Railgun
Crew: 2 (Driver, Gunner)
Passengers: 5

The Steyhur is the most versatile tank of the Bakran armed forces. Fast but lacking armor integral of it’s larger cousins, the Steyhur can barely be considered a tank based on stamina, but it’s armament can even outshoot a larger tank. The main turret almost comically large on the smaller frame, the Steyhur’s gun is rapid firing especially for such a large bore. It’s ability to carry a fire team of troopers and the vehicle’s speed makes it ideal as an infantry support tank. It’s impressive armament fills the niche of tank destroyer, able to quickly outflank and hit the sensitive part of enemy armor formations.
Last edited by The Ben Boys on Mon Feb 05, 2018 3:22 pm, edited 8 times in total.


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