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Darksworth
Envoy
 
Posts: 316
Founded: Nov 10, 2017
Ex-Nation

Postby Darksworth » Wed Dec 13, 2017 10:43 am

Spindle wrote:
WIP Application

NS Name: Spindle

Nation Name: The Star Kingdom of Spindle

(Image)

Capital: Puriel




Population Size: 38,058,811,986

Primary Species: Dearyn: Deayn are a heavily social race of insectile, highly polymorphic aliens with a complex carbon-based, metal-stranded biology. While not evidenced so much for themselves, the Dearyn biosphere - in ages past, at least - was capable of supporting gargantuan creatures. The most common Dearyn form - the Worker - is around two and a half metres tall, supported by a linked internal and external skeleton criss-crossed with muscle fibres. Evolved near the bottom of the food chain Deayn are primarily herbivorous, with grinding mouthparts to strip away the metallic bark of the once-prevalent trees and reveal the glassy interior tubules.

In the past Dearyn lived in Hives constructed from the various types of resin most castes can secrete. These were made semi-instinctively, and modern Hives are still styled as the older versions. Indeed, the living quarters of most Dearyn is simply a smart material box filled with rooms separated by self-produced resins and the vast majority of hives will have their walls and floor coated with it, if only to make the inhabitants feel at ease with their surroundings. Of course, resin isn't merely aesthetic: it also damps down the concentration of pheromones in the air: vital for maintaining any real population density without Hive-wide mood swings.

The pheromones are what place the Dearyn halfway between the swarm species and the full individualists. There is no Dearyn "Hive Mind" - except on the same, very broad, level that all species possess - but instead, the Dearyn are significantly more in touch with their collective than most species with pheromones and subsonics from every Dearyn in a Hive affecting every other Dearyn. From this comes a degree of that swarm coordination - especially on the smaller scale - despite every member of the species being fully sentient and a fully-fledged individual in their own right.

Dearyn have three main genders: females, primarily Lecet and Queens, Matrons, who are considered their own caste, and Males, which make up every other morph. Females periodically lay eggs in communal fertilisation spaces, which males then fertilise when the time of month descends upon them. Once this is done a Matron will swallow certain eggs and nurture them within herself, warming them and providing them with sustenance while she fattens herself up. The eggs hatch after nearly a year, at which point the young will eat their way out of the Matron and then thoroughly consume her. They scatter through the Hive for the next few years until they start to release their own pheromones and integrate into society.

As a result of their subconcious communication, Dearyn are highly empathic - between each other, at least. This leads them to a blind intersection between genuine naivety and accidental cruelty in their encounters with alien beings. While the Dearyn equivalent of a handshake is to release large quantities of satisfaction pheromones, the composition of these has lead many hopeful ambassadors to accidentally spew copious quantities of highly-toxic gasses directly into the face of a counterpart whose chemistry reacts poorly to ingesting heavy metals. No harm is ever meant by such actions - and the Lecet in particular have learned to appraise their counterparts for chemical composition and tensile strength before attempting any form of communications with them.

While any given Dearyn is unlikely to change morph throughout their lives, it is an increasingly common occurrence as the species as a whole continues to come to grips with the extent of modern technology. This is usually done as a result of various stress hormones found within the Hive, which also affect the caste composition of the eggs deposited by Lecet and Queens and the mental growth of hatchlings. Although a somewhat slow mechanism, this was originally meant to ensure that the Hive could adapt to prolonged wars easily. In the modern age, it simply unbalances the population long after the war is done.

Traditionally shifting morphs required direct injections from a Queen, and was equally likely to result in death as it was any change of caste after the days of agonising internal restructuring. In the modern day morphs can be changed in hours, even minutes, and is nearly-painless. In part, this is because of the natural integration of macro-technology, nanotechnoloy and biotechnology into the Dearyn form, but more of it is because of the sheer practice which morph-shapers have had in recent years. While very few Dearyn shift their morph, almost all will undergo modification at some point in their life. This ranges from simple augs to full-body reconstruction or even disassociation - becoming a disembodied brain with a body made of nanite-infused smart metals. As such, the appearances of Dearyn even of the same morph can often be entirely unrelated from each other and few two Dearyn appear exactly the same, even to outsiders.

Workers make up around sixty percent of a Dearyn Hive and form the social and economic bedrock upon which the rest of the Hive rests. Amongst the shortest of the Dearyn morphs, they are almost-universally male and have a collective pheromonal effect far outweighing their social impact. This is probably why the Dearyn are dismissive of slavery as a concept - what use is there in slavery, they ask, when you're suffering along with your slaves?


Preatorians are, despite their name (or rather, the rough translation of their name, not soldiers. Instead they are hazardous-condition workers: bred over the years to survive most natural hazards. In the modern world they are a dying breed: where size and bulk no longer provide the protection it once did, the smaller Workers are equally viable and eat far less than their larger cousins. Despite this, Praetorians still retain a social status far above that of Workers, and one of the most common morph-changes has been from Worker to Preatorian.
While not enough to revive the caste this has created a large pool of "wannabes" which are looked down upon by the natural-born Preatorians as imitators.


Matrons are one of the most revered morphs in the Hives.
Whatever can be said for the other castes of society, Matrons command a near-religious respect from all other Dearyn - they are the ones who lay down their lives, in peacetime and war, that the Hive may continue on. This respect is such that Matron Chambers are one of four forbidden targets in Dearyn military philosophy, along with Queen Chambers, the Birthing Ground and any males who happen to be on their time of month. As those who select the eggs to be incubated, Matrons are also considered to be deciders of fate and fortune even as irreverence to the traditional gods continues to fade.


Lecet
are a sign of opulence in Dearyn society. By far the rarest morph, they are only born into successful, peaceful Hives: gestating from Queen eggs when the Hive is sufficiently content that the power struggle for a new Queen would be overly-destructive. Instead, these eggs gestate into something else entirely: lacking the external portion of their skeleton except for a few plates and lacking all but the most basic of pheromonal glands, they are instead the most mentally gifted of all Dearyn morphs. As such, they are a way to supplement a Queen's rule without the need to precipitate a power struggle between two competing sides: an adviser who cannot betray their charge.


A Queen will always be the most socially influential and politically powerful of all Dearyn in a particular Hive, if for no reason other than that the Queen is the only morph which can be spontaneously generated from any other morph. Or, put better, the most influential Dearyn in a particular Hive will be a Queen, even if they need to spend days in a cocoon to do so.
As such, Queens cannot abide competition within their domain, and can be some of the most vicious of all Dearyn to protect it from those they consider to be unworthy.
Had it not been for the artificial creation of Regents, a unified government would have been impossible.


Nation History: The earliest chapters of Spindle's history is tied to that of the forests which were its first home. Beyond the forests stalked creatures of immense size and power, and so the Dearyn remained within them and warred amongst themselves for power and unity: expending both. They learned to smelt metals and ores, but the weapons they fashioned thus were of little use against the chitin of their natural adversaries, so they turned them against themselves instead. The forests remained oases of safety amid the desert of danger on the grasslands and tundra beyond.

And then the wars took a new turn as the first true firearms were developed. In the close ranges necessitated by forests, even primitive firearms proved deadly: capable of firing all of the way through a Dearyn without slowing down. The slaughter in the forests intensified, but the first inroads to safe pathways between the forests were made them. As cannon became more and more advanced, the Dearyn soon began to spread out to the rest of their planet. For the first time, they found themselves unified: doing all that they could to remove the only external threat to their being.

Within a century the great beasts which stalked the plains had been slain, and the Dearyn collapsed back into their old ways. Hive fought Hive in wars of subjugation, assimilation and, on occasion, annihilation which came close to shattering them as a people. Peace became little more than a resting space, a pause for breath before the next conflict as empires were formed, expanded, overreached and collapsed. Life remained short, and just as harsh as in years before, yet as technology advanced the rate of warfare slowed, stilled, stopped entirely with the advent of nuclear weapons.




Military Size: 17,503,858

Military Tech:

Soldier Appearance:
Spindlean Legionnaires are the primary offensive unit of the Star Kingdom: assigned to the Navy, they are the ones who are supposed to fight its wars on the planets across the galaxy at large. Because of this they are the second-lightest infantry unit the Star Kingdom has to offer, primarily in terms of pure mass and logistical dependance. Which isn't to say that they are pushovers by any means - rather, that they are meant to stay as far away from protracted fights as is physically possible. Intended to strike fast and hard before disengaging and disappearing, Legionnaires are intended as rapid-strike platforms; not tanks.

In order to better serve in this role, Legionnaires have their brains implanted into Oversuits upon their induction and remain implanted within them until they are removed from duty. This is part of the reason why Legionnaires are so much smaller and more mass-efficient than their counterparts in the Army, and also why they can endure so much more physical punishment: short of a direct hit on the suspended brain there is very little most small-arms fire can do to hinder a Legionnaire, and Spectre fields help them to hide from heavier weapons.

In return Legionnaires mount a plethora of weaponry themselves. Most use a G/G-199 integrated projectile weapons system as their primary sidearm: the former being the most common. A primarily kinetic system, the G/G uses a combination of electromagnets and internal gravitics to launch self-assembling kinetic ammunition, capable of modifying itself mid-flight to adjust flight path, evade countermeasures or simply fire shots larger than the gun itself. Less common armaments include the P/L-209, a laser/particle beam weapon made for mobile point defence and anti-air and the E/I-183, a solid-slug railgun meant for breaking open shielded targets with weight of fire.

On top of the direct weapons, all Legionnaires have both gravitics and plasma screens. Gravitics are used for fine-manipulation telekinesis, as well as minor flight adjustments and interception of incoming projectiles, but their use in offensive tactics is not uncommon: the "nova bomb" is the primary example of this, where gravitics are used to tear away armour in preparation for a killshot from another Legionnaire. Plasma screens, on the other hand, are used for providing thrust, protecting Legionnaires from kinetic and charged beam attacks and creating short-ranged bursts of searing heat.

In addition to the physical battlefield, Legionnaires fight in the virtual world as well. Decoy drones, ECM and ECCM suites and cyberwarfare links to Station Cyraell's distributed computing networks. A common tactic is to burst-fire nanites onto enemy positions, create micro-scale EM emitters and then either hack directly into enemy systems - relying on sheer number of access points and the brute force they have available - or else disrupt enemy communications with continuous bursts of electromagnetic energy. While other, more direct, uses of nanites are possible, their use in cyberwarefare is a Legion favourite.

Between all of this, a single Legionnaire is a formidable fighting force. With QE communications between every member of a fighting force, Legionnaires become exponentially more dangerous with numbers. Able to share sensor data and communicate near-instantly, Legionnaires have been trained rigorously to best capitalise on this advantage:
while some enemies can have their chain of command disrupted by attrition, precise strikes or ECM, the Legions have no such weakness. In every battlespace they are fluid,
adapting to every threat as they arrive and dominating every aspect possible. Though they number less than three hundred thousand, they are easily one of the foremost combat units in the galaxy.






Standard Ship Appearance:
The Cyrynth-class Heavy Cruiser is the workhorse of the Fleet, meant to function as a patrol craft in groups of six or an escort craft in groups of four. Equal parts carrier, point defence and anti-warship, the Cyrynth demonstrates Spindle's dedication to technological superiority in all areas of war, as well as the "layered supremacy" doctrine which characterises their warship design. As such, the battlespace surrounding it can be divided into layers of threat, or zones of control, which illustrate the Cruiser's ability to influence the actions of those around it.

The outermost layer is considered to be the entire solar system the Cyrynth is in. Here, the Cruiser is capable of launching missiles to to harass enemy ships or wolf-pack stragglers. While potentially devastating if used correctly, a Cyrynth lacks much of the throw weight of older vessels - only boasting a sixty-missile salvo. As such,
the Cruiser can only really overwhelm smaller targets, or those bare of point defences, within this layer. The second layer, however, ranging from thirty to three light-seconds from the Cruiser, are the domain of the Cyrynth's complement of small craft.

The Cyrynth has sixty Rapier Interceptors, in addition to twenty-four Falachion Multirole Exosuits and six Claymore Heavy Exosuits. Between these, the Cyrynth has the ability to project firepower against small craft, missiles and other warships without endangering itself to any direct response. With the inclusion of anti-warship or anti-fighter missiles in this layer, the threat presented by a Cyrynth leaps dramatically. Coordinated properly against a foe without heavy point defence, a Cyrynth can tear apart entire squadrons of smaller ships before even reaching engagement range proper.

From three to half a light second, the Cyrynth's main batteries are within effective range. These are made up of twenty-four particle beam cannon - capable of firing nucleii, protons, neutrons and electrons, depending on range - and eighteen railguns, firing self-assembling ammunition in the same vein as the G/G-199 used by the Legions. Between these the Cyrynth has access to a broad range of firepower types in traditional engagement ranges, and can combat anything from escort squadrons to capital ships with a reasonable degree of confidence.

Half a light second and shorter is where defensive systems become offensive systems. Plasma screens, point defence networks and gravitic shielding all work by destroying incoming attacks - either through heat, kinetic energy or gravitic shear forces - and at close ranges, they can work as effectively against warships as they do against missiles and small craft. At this kind of knife-fight range, the Cyrynth is less comfortable than it is a greater distances - it is intended for mid-long range combat and its weapons and loadout are optimised for this longer-ranged combat.






The Cyllei


The Tsaycc




#DOSAPP


Ermm, we are using the same pic for your Lecet and my primary species of Vor'Saktenus. Things might get confusing
The Commonwealth of Darksworth is a pseudo-steampunk space-faring civilization. With their technology having been acquired by invading a far greater civilization. Due to this peculiar situation, their tech is a mix between pre-industrialized and late-space age.
Technology Level: Tier 4-5: PT/MT
Arcane Level: Level 0-Inept
Influence Type: Type 6-Planetary Politician
Based on this Index
---
Tier: Tier 5
Type: Type IV
Government Size: Superpower
Based on this Index


*Consult me for NS stats via TG*
Working as a Concept Artist, drawing mainly monsters, creatures and maps. Currently living somewhere in Southeast Asia or Oceania, take a guess.
---
In terms of my political stance, I'm Far/Alt-Right. That's legit, I could be categorized as a Technocratic Fascist.

User avatar
Spindle
Senator
 
Posts: 4542
Founded: Aug 04, 2015
Ex-Nation

Postby Spindle » Wed Dec 13, 2017 10:58 am

Darksworth wrote:
Spindle wrote:-SNIPPS-


Ermm, we are using the same pic for your Lecet and my primary species of Vor'Saktenus. Things might get confusing


Arright, I'll try and find something to throw at them instead.
Disclaimer: Nothing said here is the product of a rational mind.
So...apparently I'm a decent writer. Um...wait, what?
Relativity, nukes in space, nukes in atmosphere, LASERs, MASERs, kinetic weapons, missile and kinetic CIWS, impactors and centripital force.

And, of course, for anything at all, you can always go here.

User avatar
Spindle
Senator
 
Posts: 4542
Founded: Aug 04, 2015
Ex-Nation

Postby Spindle » Wed Dec 13, 2017 12:57 pm

WIP Application

NS Name: Spindle

Nation Name: The First Empire of Spindle

Image

Capital: Tserial




Population Size: 38,058,811,986

Primary Species: Dearyn: Deayn are a heavily social race of insectile, highly polymorphic aliens with a complex carbon-based, metal-stranded biology. While not evidenced so much for themselves, the Dearyn biosphere - in ages past, at least - was capable of supporting gargantuan creatures. The most common Dearyn form - the Worker - is around two and a half metres tall, supported by a linked internal and external skeleton criss-crossed with muscle fibres. Evolved near the bottom of the food chain Deayn are primarily herbivorous, with grinding mouthparts to strip away the metallic bark of the once-prevalent trees and reveal the glassy interior tubules.

In the past Dearyn lived in Hives constructed from the various types of resin most castes can secrete. These were made semi-instinctively, and modern Hives are still styled as the older versions. Indeed, the living quarters of most Dearyn is simply a smart material box filled with rooms separated by self-produced resins and the vast majority of hives will have their walls and floor coated with it, if only to make the inhabitants feel at ease with their surroundings. Of course, resin isn't merely aesthetic: it also damps down the concentration of pheromones in the air: vital for maintaining any real population density without Hive-wide mood swings.

The pheromones are what place the Dearyn halfway between the swarm species and the full individualists. There is no Dearyn "Hive Mind" - except on the same, very broad, level that all species possess - but instead, the Dearyn are significantly more in touch with their collective than most species with pheromones and subsonics from every Dearyn in a Hive affecting every other Dearyn. From this comes a degree of that swarm coordination - especially on the smaller scale - despite every member of the species being fully sentient and a fully-fledged individual in their own right.

Dearyn have three main genders: females, primarily Celet and Queens, Matrons, who are considered their own caste, and Males, which make up every other morph. Females periodically lay eggs in communal fertilisation spaces, which males then fertilise when the time of month descends upon them. Once this is done a Matron will swallow certain eggs and nurture them within herself, warming them and providing them with sustenance while she fattens herself up. The eggs hatch after nearly a year, at which point the young will eat their way out of the Matron and then thoroughly consume her. They scatter through the Hive for the next few years until they start to release their own pheromones and integrate into society.

As a result of their subconcious communication, Dearyn are highly empathic - between each other, at least. This leads them to a blind intersection between genuine naivety and accidental cruelty in their encounters with alien beings. While the Dearyn equivalent of a handshake is to release large quantities of satisfaction pheromones, the composition of these has lead many hopeful ambassadors to accidentally spew copious quantities of highly-toxic gasses directly into the face of a counterpart whose chemistry reacts poorly to ingesting heavy metals. No harm is ever meant by such actions - and the Celet in particular have learned to appraise their counterparts for chemical composition and tensile strength before attempting any form of communications with them.

While any given Dearyn is unlikely to change morph throughout their lives, it is an increasingly common occurrence as the species as a whole continues to come to grips with the extent of modern technology. This is usually done as a result of various stress hormones found within the Hive, which also affect the caste composition of the eggs deposited by Celet and Queens and the mental growth of hatchlings. Although a somewhat slow mechanism, this was originally meant to ensure that the Hive could adapt to prolonged wars easily. In the modern age, it simply unbalances the population long after the war is done.

Traditionally shifting morphs required direct injections from a Queen, and was equally likely to result in death as it was any change of caste after the days of agonising internal restructuring. In the modern day morphs can be changed in hours, even minutes, and is nearly-painless. In part, this is because of the natural integration of macro-technology, nanotechnoloy and biotechnology into the Dearyn form, but more of it is because of the sheer practice which morph-shapers have had in recent years. While very few Dearyn shift their morph, almost all will undergo modification at some point in their life. This ranges from simple augs to full-body reconstruction or even disassociation - becoming a disembodied brain with a body made of nanite-infused smart metals. As such, the appearances of Dearyn even of the same morph can often be entirely unrelated from each other and few two Dearyn appear exactly the same, even to outsiders.

Workers make up around sixty percent of a Dearyn Hive and form the social and economic bedrock upon which the rest of the Hive rests. Amongst the shortest of the Dearyn morphs, they are almost-universally male and have a collective pheromonal effect far outweighing their social impact. This is probably why the Dearyn are dismissive of slavery as a concept - what use is there in slavery, they ask, when you're suffering along with your slaves?


Preatorians are, despite their name (or rather, the rough translation of their name, not soldiers. Instead they are hazardous-condition workers: bred over the years to survive most natural hazards. In the modern world they are a dying breed: where size and bulk no longer provide the protection it once did, the smaller Workers are equally viable and eat far less than their larger cousins. Despite this, Praetorians still retain a social status far above that of Workers, and one of the most common morph-changes has been from Worker to Preatorian.
While not enough to revive the caste this has created a large pool of "wannabes" which are looked down upon by the natural-born Preatorians as imitators.


Matrons are one of the most revered morphs in the Hives.
Whatever can be said for the other castes of society, Matrons command a near-religious respect from all other Dearyn - they are the ones who lay down their lives, in peacetime and war, that the Hive may continue on. This respect is such that Matron Chambers are one of four forbidden targets in Dearyn military philosophy, along with Queen Chambers, the Birthing Ground and any males who happen to be on their time of month. As those who select the eggs to be incubated, Matrons are also considered to be deciders of fate and fortune even as irreverence to the traditional gods continues to fade.


Celet
are a sign of opulence in Dearyn society. By far the rarest morph, they are only born into successful, peaceful Hives: gestating from Queen eggs when the Hive is sufficiently content that the power struggle for a new Queen would be overly-destructive. Instead, these eggs gestate into something else entirely: lacking the external portion of their skeleton except for a few plates and lacking all but the most basic of pheromonal glands, they are instead the most mentally gifted of all Dearyn morphs. As such, they are a way to supplement a Queen's rule without the need to precipitate a power struggle between two competing sides: an adviser who cannot betray their charge.


A Queen will always be the most socially influential and politically powerful of all Dearyn in a particular Hive, if for no reason other than that the Queen is the only morph which can be spontaneously generated from any other morph. Or, put better, the most influential Dearyn in a particular Hive will be a Queen, even if they need to spend days in a cocoon to do so.
As such, Queens cannot abide competition within their domain, and can be some of the most vicious of all Dearyn to protect it from those they consider to be unworthy.
Had it not been for the artificial creation of Regents, a unified government would have been impossible.


Nation History: The earliest chapters of Spindle's history is tied to that of the forests of Tserial which were its first home. Beyond the forests stalked creatures of immense size and power, and so the Dearyn remained within them and warred amongst themselves for power and unity: expending both. They learned to smelt metals and ores, but the weapons they fashioned thus were of little use against the chitin of their natural adversaries, so they turned them against themselves instead. The forests remained oases of safety amid the desert of danger on the grasslands and tundra beyond.

And then the wars took a new turn as the first true firearms were developed. In the close ranges necessitated by forests, even primitive firearms proved deadly: capable of firing all of the way through a Dearyn without slowing down. The slaughter in the forests intensified, but the first inroads to safe pathways between the forests were made them. As cannon became more and more advanced, the Dearyn soon began to spread out to the rest of their planet. For the first time, they found themselves unified: doing all that they could to remove the only external threat to their being.

Within a century the great beasts which stalked the plains had been slain, and the Dearyn collapsed back into their old ways. Hive fought Hive in wars of subjugation, assimilation and, on occasion, annihilation which came close to shattering them as a people. Peace became little more than a resting space, a pause for breath before the next conflict as empires were formed, expanded, overreached and collapsed. Life remained short, and just as harsh as in years before, yet as technology advanced the rate of warfare slowed, stilled, stopped entirely with the advent of nuclear weapons.

And so the game of Hives became one of jostling for position. With no-one willing to risk a war proper, everything became about weaselling advantage from the other side. The Dearyn looked to the stars and reached towards them, but the vagaries of lightspeed denied it to them so they settled for the planets of their solar system. Here, too, they jostled for power and influence, vying to prove who could spread their seed the furthest, the fastest. To prove who was the strongest out of all of them, to force concessions from each other.

In the end, the First Empress of Spindle won the silent war, by guile more than might, setting one enemy against each other until she was the last one standing. And with the Dearyn united for the second time in their history, they managed to force themselves on the nearest systems with little more than persistence and a willingness to push through technological barriers previously insurmountable. In hindsight this would prove fortunate, as this first wave of colonisation would produce four worlds with relatively developed technology bases: Tserial, Cearys, Tsserric, and Cerrea.

Because it was only two hundred years after setting these first colonies up that They came.

There is no word in Sclesh for Them - they were never seen face-to-face and never attempted communication, and as such were never afforded the honour of a true name - but They are often referred to euphemistically as The Silent Ones. Whatever Their name, They were seemingly inimical to the Dearyn and attacked without cause or provocation. The war was long and drawn out, but as the First Empire began to understand their new enemy and adapt the tide began to turn. Where, at the start, fleets of Dearyn warships had been sacrificed to cripple even a single enemy vessel, by the end the odds had been reversed. But no mater what the Dearyn did, they were still on the defensive: they did not possess the ability to travel between the stars as their foe did.

But eventually, They simply stopped. Perhaps They had ceased to care for the Dearyn, perhaps whatever ineffable goals They had, or perhaps They had run out of meat to throw into the grinder the war had become. Whatever the case, the First Empire came out victor - at a cost which was dear. Tsserric was ruined, its crust shattered and its three moons wobbling in erratic orbits, its people dead or dying and its orbit so cluttered that any attempt at rescue was doomed before its inception. And so the planet was sorrowfully abandoned to its fate.

It was fifty years before the first crude FTL could be reverse-engineered from the wreckage They left behind, an unsafe, clunky affair. Within the decade, it had been refined and streamlined and the second surge of interstellar settlement began, the Dearyn spreading out across the stars to colonise at a feverish pace. Well aware of the threat that They still existed somewhere - or that there were others with intentions similar to Theirs - they did everything in their power to fling the Dearyn Hives to the farthest reaches of the galaxy.

Of course there are other races out there, and the Dearyn are going to learn just how small they are compared to them...




Military Size: 2,396,814

Military Tech:

Soldier Appearance:
Spindlean Legionnaires are the primary offensive unit of the First Empire: assigned to the Navy, they are the ones who are supposed to fight its wars on the planets across the galaxy at large. Because of this they are the second-lightest infantry unit the First Empire has to offer, primarily in terms of pure mass and logistical dependance. Which isn't to say that they are pushovers by any means - rather, that they are meant to stay as far away from protracted fights as is physically possible. Intended to strike fast and hard before disengaging and disappearing, Legionnaires are intended as rapid-strike platforms; not tanks.

In order to better serve in this role, Legionnaires have their brains implanted into Oversuits upon their induction and remain implanted within them until they are removed from duty. This is part of the reason why Legionnaires are so much smaller and more mass-efficient than their counterparts in the Army, and also why they can endure so much more physical punishment: short of a direct hit on the suspended brain there is very little most small-arms fire can do to hinder a Legionnaire, and Spectre fields help them to hide from heavier weapons.

In return Legionnaires mount a plethora of weaponry themselves. Most use a G/G-199 integrated projectile weapons system as their primary sidearm: the former being the most common. A primarily kinetic system, the G/G uses a combination of electromagnets and internal gravitics to launch self-assembling kinetic ammunition, capable of modifying itself mid-flight to adjust flight path, evade countermeasures or simply fire shots larger than the gun itself. Less common armaments include the P/L-209, a laser/particle beam weapon made for mobile point defence and anti-air and the E/I-183, a solid-slug railgun meant for breaking open shielded targets with weight of fire.

On top of the direct weapons, all Legionnaires have both gravitics and plasma screens. Gravitics are used for fine-manipulation telekinesis, as well as minor flight adjustments and interception of incoming projectiles, but their use in offensive tactics is not uncommon: the "nova bomb" is the primary example of this, where gravitics are used to tear away armour in preparation for a killshot from another Legionnaire. Plasma screens, on the other hand, are used for providing thrust, protecting Legionnaires from kinetic and charged beam attacks and creating short-ranged bursts of searing heat.

In addition to the physical battlefield, Legionnaires fight in the virtual world as well. Decoy drones, ECM and ECCM suites and cyberwarfare links to Station Cyraell's distributed computing networks. A common tactic is to burst-fire nanites onto enemy positions, create micro-scale EM emitters and then either hack directly into enemy systems - relying on sheer number of access points and the brute force they have available - or else disrupt enemy communications with continuous bursts of electromagnetic energy. While other, more direct, uses of nanites are possible, their use in cyberwarefare is a Legion favourite.

Between all of this, a single Legionnaire is a formidable fighting force. With QE communications between every member of a fighting force, Legionnaires become exponentially more dangerous with numbers. Able to share sensor data and communicate near-instantly, Legionnaires have been trained rigorously to best capitalise on this advantage:
while some enemies can have their chain of command disrupted by attrition, precise strikes or ECM, the Legions have no such weakness. In every battlespace they are fluid,
adapting to every threat as they arrive and dominating every aspect possible. Though they number less than three hundred thousand, they are easily one of the foremost combat units in the galaxy.






Standard Ship Appearance:
The Cyrynth-class Heavy Cruiser is the workhorse of the Fleet, meant to function as a patrol craft in groups of six or an escort craft in groups of four. Equal parts carrier, point defence and anti-warship, the Cyrynth demonstrates Spindle's dedication to technological superiority in all areas of war, as well as the "layered supremacy" doctrine which characterises their warship design. As such, the battlespace surrounding it can be divided into layers of threat, or zones of control, which illustrate the Cruiser's ability to influence the actions of those around it.

The outermost layer is considered to be the entire solar system the Cyrynth is in. Here, the Cruiser is capable of launching missiles to to harass enemy ships or wolf-pack stragglers. While potentially devastating if used correctly, a Cyrynth lacks much of the throw weight of older vessels - only boasting a sixty-missile salvo. As such,
the Cruiser can only really overwhelm smaller targets, or those bare of point defences, within this layer. The second layer, however, ranging from thirty to three light-seconds from the Cruiser, are the domain of the Cyrynth's complement of small craft.

The Cyrynth has sixty Rapier Interceptors, in addition to twenty-four Falachion Multirole Exosuits and six Claymore Heavy Exosuits. Between these, the Cyrynth has the ability to project firepower against small craft, missiles and other warships without endangering itself to any direct response. With the inclusion of anti-warship or anti-fighter missiles in this layer, the threat presented by a Cyrynth leaps dramatically. Coordinated properly against a foe without heavy point defence, a Cyrynth can tear apart entire squadrons of smaller ships before even reaching engagement range proper.

From three to half a light second, the Cyrynth's main batteries are within effective range. These are made up of twenty-four particle beam cannon - capable of firing nucleii, protons, neutrons and electrons, depending on range - and eighteen railguns, firing self-assembling ammunition in the same vein as the G/G-199 used by the Legions. Between these the Cyrynth has access to a broad range of firepower types in traditional engagement ranges, and can combat anything from escort squadrons to capital ships with a reasonable degree of confidence.

Half a light second and shorter is where defensive systems become offensive systems. Plasma screens, point defence networks and gravitic shielding all work by destroying incoming attacks - either through heat, kinetic energy or gravitic shear forces - and at close ranges, they can work as effectively against warships as they do against missiles and small craft. At this kind of knife-fight range, the Cyrynth is less comfortable than it is a greater distances - it is intended for mid-long range combat and its weapons and loadout are optimised for this longer-ranged combat.






The Cyllei


The Tsaycc




#DOSAPP
Last edited by Spindle on Wed Dec 13, 2017 2:22 pm, edited 2 times in total.
Disclaimer: Nothing said here is the product of a rational mind.
So...apparently I'm a decent writer. Um...wait, what?
Relativity, nukes in space, nukes in atmosphere, LASERs, MASERs, kinetic weapons, missile and kinetic CIWS, impactors and centripital force.

And, of course, for anything at all, you can always go here.

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Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Wed Dec 13, 2017 7:47 pm

NS Name: Turmenista
Nation Name: The Freelands
Flag: Pleasuredome Station Flag
Capital: Pleasuredome Station, Advent System (de facto)




Population Size:: 150 Billion
Primary species: Human (100%)
Nation History:
At the dawn of an era of rapid human expansion, an independent spacefaring program that would later become known as the "Interstellar Initiative" was formed in 2109, in light of recent reforms and Earth conflicts, both of which had taken a vast toll on the global economy for a brief moment. Thus, serious action had to be taken in order to help the economy, which indirectly contributed to to the creation of the ISI that quickly expanded out of it's Earthly boundaries and elsewhere into the solar system. The ISI, as a private venture and offshoot of the UN's pre-Entente spacefaring program, guided the population of an overpopulated Earth to the stars without any major restrictions, establishing colonies far and wide in the vast Sagittarius Arm in an area which would later become known as the Sagittarius Sector.

This period of vast and rapid interstellar travel came to an abrupt crash in 2359, when an organization known as the National Secessionist Front, a syndicalist rebellion centered in the Asimov System of the Northern Sagittarius Sector, declared unilateral independence from the ISI's Colonial Authority, transforming formerly peaceful trade hubs and worlds into bloody warzones almost instantly. The ISI, set back by several economic busts and crashes in previous years (as well as from a lack of economic support from the UN,) had already begun to steadily lose power over their frontier possessions due to their vast distance from friendly systems and constant pirate harassment; a weakness which the NSF actively used in order to to back their rebellion in dismantling the ISI. Using the ongoing revolt to their advantage, several pirate groups and alien warbands bent on destroying the already capitulating ISI also made their moves, striking the weakened ISI on an almost daily basis. Now beset at all sides by secessionists and enemies, the ISI, on the verge of bankruptcy, grew increasingly reliant on vast megacorporations to continue the flow of resources through its holdings, while more and more of their own citizens were being either culled by pirates and marauding aliens or defecting to the NSF.

The so-called "War for the Annihilation of the ISI" continued until 2360, when the ISI itself, ultimately unable to contain the National Secessionist Front and other marauders, utterly imploded, in an action completely unknown to Earth or essentially any other major galactic power, all thanks to the lack of communication outwards. Before it could take the reins of the Sagittarius Sector, however, the NSF also capitulated and lost power, stricken with internal coups and other revolutions almost instantly after it had assumed power in the region. The void in authority was often fought over by pirates and mining guilds alike, but unknown to them, the sudden power vacuum had led to the creation of another beast, which would ultimately assert its dominance over the Sagittarius Sector the ISI formerly owned.

This powerhouse, located in the central regions of the ISI's former Sagittarius Sector, would later become known as the Freelands. It had inadvertently formed when the ISI completely lost all authority and influence over its trade centers, leaving the area ripe to become a chaotic ochlocracy with the already high amount of existing crime syndicates. Strangely, however, this did not happen. In fact, nobody even bothered to take power in the Freelands when the ISI went kaboom. By default a stateless, anarcho-capitalist society, the lack of law and order in the Freelands had quickly transformed its worlds and stations into trade hubs of unprecedented size after disregarding the restrictions put in place by the ISI, whilst loosely-united coalitions of megacorporations and pirates alike attempted their hardest to maintain relative order in the area. despite their differences.

The Freelands was, essentially, founded and funded by three massive megacorporations. The first was the gigantic United Interspace Corporation: A private and much more successful spin-off venture of the original ISI tasked with charting and settling the southern reaches of the Sagittarius Arm, the UIC soon became the prime source for the Freeland's Mercenary Forces and naval strength due to its massive industrial output and equally as large population. The second was Savant Bioelectronics, a shady, technologically-advanced megacorporation specializing in the production of androids and cybernetics for various purposes - be it for work, combat or sex. With the advent of the ISI's collapse creating a power vacuum, Savant Bioelectronics quickly stepped in and became the Freeland's prime producer of combat androids, serving as replacements for the steadily waning human manpower of the UIC. Concurrently, it contributed to a huge sector of the Freeland's already massive robot production department, and is arguably considered the dominant of the other two megacorporations, responsible for the technological advancements seen in the Freelands today. The third and final megacorporation was the corrupt United Mining Conglomerate, the amalgamation of several mining guilds which presided over the resource-rich Einstein system in the western fringes of the Sagittarius Sector. Formerly operating for the ISI, the UMC found itself working on a joint UIC and Savant payroll, which indirectly led to its frighteningly rapid growth in power and clout, and current monopoly on mining operations within the Freelands. Despite its low pay and highly unsafe work conditions of its many mines in the Einstein System, it still maintained a massive workforce due to its contracts - which entrap entire families to labor in the service of the UMC.

Each of the three megacorporations contributed to the construction of Pleasuredome Station, a near planetoid-sized space station acting as the de facto capital and largest trading hub of the Freelands. With the three companies backing its survival, the Freelands quickly became a haven for anything illicit in the galaxy - human trafficking, alien trafficking, weapons smuggling, drug smuggling - if it had a price tag on it and could theoretically be bought and sold, one could probably find it in the Freelands. As of 2599, the Freelands had become a major economic and trading powerhouse, and contributed to a large number of mercenaries and hired assassins seen elsewhere in the galaxy. To quote an outsider, it was where no sane person would ever dare to go, unless they wished become entangled in the web of its massive market, constant crime, sex trafficking, murder, prostitution, and many more heinous crimes, all possible from indulging in the galaxy's stellar hell.





Military Size: 150,000,000
Military Tech (Including composition as well at the end as ORBAT):
  • GROUND-BASED
    • Mass Drivers
    • Pulse Rifles
    • Plasma-based melee weapons
    • Railguns/Gauss weaponry
    • Night Vision
    • Laser-based weaponry/countermeasures
    • Infantry Shielding; Recharging
    • Vehicle Shielding; Recharging
    • Cybernetic Enhancements
    • Mechas/Walkers
    • Bio-mechanical augmentations (infantry + medical)
    • Cloaking Technology
    • Sound dampening technology (Protoype)
    • Autonomous Android Infantry
    • Autonomous Vehicles
    • Infantry-based Neurally Integrated Power Armor
    • Nanotechnology
    • Holograms
    • Heads up Displays (HUD)
    • Bioelectronics Technology
    • Deuterium fusion reactors
    • Tokamak Reactors
    • Thermonuclear Weaponry
    • Anti-orbital weaponry
    • Ship Beaming Technology (Think star trek beaming, but only human-sized things)
  • ORBITAL TECHNOLOGY
    • Anti-FTL Gravity Well Projection
    • Tractor Beam Projectors
    • Magnetic Assault Cannons
    • Railguns/Gauss Guns
    • Titanium-A/Tungsten Hull Plating
    • Energy Shielding (Recharging)
    • Ion Cannons
    • Autonomous Strike Craft
    • Deuterium fusion reactors
    • Tokamak Reactors
    • Nuclear Impulse Engines
    • FTL Warp Drives
    • Homing Mines (nuclear and conventional)
    • Artificial Intelligence (both smart and dumb)
    • Ship & Station based artificial gravity
    • Ship Beaming Technology (Think star trek beaming, but only human-sized things)
    • Etc


Standard Weaponry:

    GROUND VEHICLE/MECH WEAPONS
  • T1 Railgun, Heavy Variant
  • HELLION-class Dual-purpose Missiles
  • ASRAM missile pods
  • ZM86 HMG
  • GAU-180 Abrogator Rotary Autocannon
  • Mk.1 Galilean/Nonlinear Heavy Lasers



Soldier Appearance:
Savant Bioelectronics RAIDER-series Combat Androids
  • Role: General-purpose android infantry
  • Manufacturer: Savant Bioelectronics
  • Armor Grade: Medium
  • Shielding Grade: Medium
  • Weaponry: ZM6A1 Pulse Rifles, "Sword Shields", Cobra RAWs, etc.
  • Description: The Freeland's combat strength infantry-wise primarily relies on paid mercenaries and hired contractors, but when manpower is limited or unavailable, or when particularly hostile situations arise, Savant Bioelectronics RAIDER series androids fill the gap. These robotic soldiers are the poster children of Savant Bioelectronics, which have been given the most advanced upgrades to their hardware and programming, and have been equipped with state of the art armor and weaponry. Given current resources and the use of artificial intelligence, the difference between man and machine are almost none with these androids. RAIDER droids are commonly deployed in small squads that actively share and analyze information of the situation, and are capable of fighting in areas which no ordinary human is capable of. The fact that they are mass-produced and linked together in combat means that these soldiers fit the balance of being cheap, reliable, and efficient. While private forces under the paycheck of smaller corporations in the Freelands also have their own human or robotic infantry forces, the fact remains that Savant's RAIDER androids have become nearly ubiquitous in the Freelands, with some filling the roles of assassins, bodyguards, and the occasional pilot. Additionally, some corporate heads and mercenaries have found that the RAIDER androids are capable of being directly controlled from a remote location, but this technology has not been tested properly yet.
  • Armor and Weapons: RAIDER androids are equipped with personal energy shielding, which breaks after receiving an adequate amount of damage, and automatically recharge when not in combat. In addition to ZM6A1 Pulse Rifles and/or Cobra RAWs, they also carry "Sword Shields", which emit a field of magnetically-shaped plasma capable of blocking incoming damage in a dome or front-facing shield, or narrowing into a blade. The armor itself is entirely modular and is capable of being modified for nearly any task, and is entirely vacuum-capable with small sets of maneuvering thrusters.


Standard Ship Appearance:
United Interspace Corporation Orion-class Merchant Trawler
  • Classification: Destroyer
  • Role: Escort, Ship-to-ship combat
  • Manufacturer: United Interspace Corporation
  • Length: 1.5k meters
  • Hull Grade: High
  • Shielding Grade: High
  • Maneuverability: Average
  • Propulsion: Nuclear Impulse Engines
  • FTL Drive: Warp Drives
  • Complement: Varies; Hangar room for 1 Salvage Corvette or 100 strike craft.
  • Armament:
    • M2551 Mass Accelerator Cannon (2)
    • T3 Gauss Point Defense Autocannons (30)
    • T2 Super Heavy Rail Turrets (20)
    • MACER Torpedo Tubes (4)
    • ASRAM Missile Pods (10)
    • Mk.1 Galilean/Nonlinear Heavy Laser Turrets (10)
    • Mk.2 Angel Laser CIWS System (10)
  • Noteworthy Systems:
    • Anti-FTL Gravity Well Projectors (1)
    • Tractor Beam Projectors (1)
    • Electronic Warfare Suite
    • Transporter Beaming Station (1)
    • Medium Hangar (1)


INFANTRY

  • Savant Bioelectronics RAIDER-series Combat Android - A multi-purpose series of combat androids as stated before, the RAIDER series is by far the most effective - and the most ubiquitous - combat android in the Freelands.
  • SB DEATHWATCH-series Combat Android - A much more aggressive and stronger variant of the RAIDER series, the DEATHWATCH series are commonly deployed as dedicated shock troopers or "death squads", medium-sized units often sent into high-risk areas to eliminate targets of interest using shock and awe tactics. They carry an OICW, which packs a far greater punch than just a standard Pulse Rifle, and functions well as a multipurpose weapon.
  • SB DEFENDER-series Combat Android - Essentially identical to the RAIDER series of Android, the DEFENDER series only differs in its role - it is strictly used in defense and security roles, such as security onboard stations and ships, or even the occasional pilot.
  • SB HOPLITE-series Combat Android - Occasionally deployed with RAIDERs, the HOPLITE series is used in a more supportive or defensive role, with a much bigger and more stationary gun and tougher overall armor and shielding than their much more nimble counterparts.
  • SB SKIRMISHER-series Combat Robot - The SKIRMISHER series was one of the first series of combat robots that Savant ever put forth, yet still has been maintained and upgraded throughout the years to become long-lasting, mass-produced cannon fodder for Savant still in service today. In numbers, they are not to be taken lightly, but are much weaker individually.
  • SB OGRE-series Combat Robot - Essentially a walking tank that is too small to be considered a mech, Savant's OGRE series was created alongside the SKIRMISHER as one of the first combat robots built. Despite its age, it has been upgraded actively alongside the SKIRMISHER, and has still found itself fighting alongside much newer androids with just as much ferocity and durability.
  • SB Cyborg Contractor - Even Savant Bioelectronics, which literally has an entire robot army, also uses human soldiers. Cyborg contractors are exactly what they sound like - hired mercenaries with cybernetic enhancements to rival the more mainstream augmented super soldier scene and serve as security on sensitive installations.
  • United Interspace Corporation Grunt - The UIC has its fair share of volunteers and mercenaries, with a large number of hired contractors and mercenaries making up the brunt of its ground-based security force. The UIC's Mercenary Grunts are a fighting force on par with Savant's androids, though they see less combat, they are still a force to be reckoned with in numbers.
  • UIC Enforcer - The UIC runs a privately-mandated "police force," used to maintain relative authority in the Freelands, at least, in the sections owned by the UIC. UIC Enforcers are about as common as they come in these sections, actively keeping the peace and patrolling criminal hotspots, much to the dismay of UIC's corporate rivals and criminal cartels.
  • UIC Assassin - The UIC uses highly-trained assassins, primarily snipers, to eliminate or downright erase targets of interest and commercial rivals.
  • UIC Pilot - UIC Pilots often are regarded as the best in the Freelands, and usually find themselves in the employment of other corporations and mercenary groups as private pilots. For the UIC, and for the Freeland's "Navy," they fill the role of strike craft pilots generally.
  • United Mining Conglomerate Merc - UMC Mercenaries are as numerous and average as they get - they carry a variety of weapons and equipment for a variety of tasks, nothing too out of the ordinary for them. Many of these are volunteers or paid soldiers.
  • UMC Heavy Merc - UMC Mercenaries often mix their heavy mining equipment with combat armor, such as in the case of the UMC Heavy Mercs, who carry around GAU-180 Abrogator Rotary Machine Guns that would be better off mounted on aircraft than ported around by infantry in power armor.
  • UMC TAC-Teams - The most elite teams of miners with guns out there, TAC-Teams are specifically designed for repelling ship boarders and close-quarter combat, and are often regarded as the benchmark for any anti-piracy and terrorism task force. Nearly every UMC vessel has a TAC-TEAM or two on board to repel boarders.

GROUND VEHICLES/MECHS

  • UIC Raptor Walkers: Raptor Walkers are perfect for Mechanized assault, as a pack of raptors can quickly bring ruin to almost any enemy with its powerful autocannons and HELLION missiles, which devastates infantry and vehicles/aircraft respectively. The Raptor can pass through tricky terrain, unlike a tank, and can easily fold into a more portable size to be transported by dropships, where it can drop from aircraft to survive a fall from the ground, due to its powerful legs. The Reaper is given energy shielding to protect it from light damage, but and getting out of it when its destroyed or on fire is the same effect as being buried alive under six feet of dirt. As such, Raptors are also given the nickname of "Coffins". To prevent capture, a Raptor is designed to explode in a controlled radius after its been destroyed, leaving behind little of its technology.
  • UIC Lynx Walkers: UIC Lynx walkers are the larger, slower big brothers of Raptor Walkers, and are often deployed to engage solely enemy armor and fortifications on the ground due to its powerful cannons and tougher shields.
  • UMC Loader - The exoskeleton does what it looks like - it loads cargo and other pertinent supplies into ships and storage.
  • UIC Ogre Mech - The Ogre is the walking answer to a conventional tank, which, although slower, is arguably more armored and heavily armed than its tracked counterparts.
  • UIC Kodiak Walker - The Kodiak is essentially a walking turret of many, many guns of varying sizes. It is an armored vehicle perfect for designated Anti-air roles due to its high mobility and fast firing quad autocannons, and its twin main cannons - the same guns used on spaceships for close defense, will decimate ground vehicles. In addition, it is armed with a set of HELLION missiles, which do a wonder to both aircraft and vehicles within range.
  • Savant REX-class Mech/REX-class Shield generator Mech - The REX class of mechs are designed to be deployed in pairs, with one walker dealing out most of the damage while the other provides for its protection utilizing a large shield generator.
  • Savant Goliath MBT - Savant's Goliath MBT is a powerful main battle tank which carries a large railgun, making it on par with other tanks of the day and even mechs, if it has the chance to fire first.
  • SB PV-14 Interceptor - Savant's PV-14 interceptor is an armored car functioning as a police car, used by Savant Security and other private security agencies in the Freelands.
  • UIC PV-18 ATV - The PV-18 is a speedy MRAP capable of completing a variety of objectives with a varying number of weapons, and is noteworthy for its ability to take on the toughest of alien terrain. Commonly it is equipped with a ZM86 HMG and a set of smoke grenade canisters, as well as a large camera suite.
  • UMC Explorer ATV - Explorers are armored personnel carriers that possess the same offroad capability of a PV-18, but carry the speed of a PV-14 and the armor of a Goliath.
  • UIC LRV - LRVs, or more commonly referred to as "quads", are still a very effective, very nimble vehicle, despite their archaic design. They are capable of taking on the toughest of terrain with ease, and can speedily carry one to two soldiers from point A to point B.

AIRCRAFT/SPACE-BASED STRIKE CRAFT

  • Savant Bioelectronics Copperhead Drones: Copperhead Drones are high-speed, stealth-capable drones that can operate in small spaces both in space and in atmospheric conditions. They are not equipped with noteworthy weapons but have a myraid of electronic equipment and sensors on them, as well as cameras and the like.
  • AV-11 Attack VTOL - AV-11s are next-generation, nimble stealth VTOL gunships, equipped with cloaking and sound-muffling technology to mask their signature. They are armed with HELLION and ASRAM missiles to take on both aerial and ground-based targets, as well as a powerful rotory autocannon that shreds through tank armor.
  • AV-12 Transport VTOL - AV-12s are large rotor-based VTOLs that can carry large numbers of soldiers and vehicles across large distances on planets and other atmospheric environments.
  • Orca Attack VTOL - Orcas are dedicated ground bombers and ground-attack VTOLs that, when in formation, are capable of decimating even the most fortified of positions. Unlike some of the craft listed, orcas are Exoatmospheric, meaning they can operate just as well planetside as they can in space.
  • DC-18 Harpy Transport Gunship - DC-18 Transport gunships are exoatmospheric gunships which can carry a medium-sized troop complement, and are commonly used as utility craft and transport craft as well as gunships and boarding craft.
  • DC-100 Revenant Heavy Dropship - The DC-100 Revenant dropship is a heavy dropship that rivals the size of the AV-12, and serves essentially the same purpose save for being exoatmospheric.
  • M/A-101 Fighter - M/A-101s are exoatmospheric strike craft armed with the aptly-named ASRAM missile effective on strike craft and atmospheric aircraft alike.
  • M/A-141 Bomber - M/A-141s are larger, tougher M/A-101s with a sole purpose of penetrating and suppressing enemy space-based defenses and ships, and are frequently paired with torpedoes and missiles alike.
  • M/A-3 Gunboat - The M/A-3 is the largest strike craft that is small enough to be considered a strike craft and not a corvette. It boasts the heaviest armor and shielding of any strike craft and an ample amount of guns to back it up. It's got some space onboard and can even fit a warp drive.
  • UIC ZF-23 Prototype - Although a limited number of ZF-23s have been created, they are still used actively in defending the Pleasuredome station and the Constellation, serving as escort superiority fighters for both of the ships.

SPACECRAFT (unspecified ship lengths are within max length of their class, at most)

  • UMC MC-175 Salvage Corvettes - Mining corvettes repurposed for a more unconventional role, the UMC's ubiquitous MC-175s have been redesigned from mining asteroids to capturing and analyzing spacecraft of interest, and for towing general debris. Several of these 150-meter long spacecraft can quickly capture larger vessels, while it should be noted that these ships are lacking in shields and armor.
  • UIC Angel-class Corvette - This nimble corvette is capable of transporting a considerable amount of infantry and vehicles down planetside, and comes armed with a quad array of railgun cannons, several ASRAM missile pods, and smaller sets of defensive autocannons. In space, this can easily destroy incoming strike craft, but it struggles in engaging craft larger than a frigate.
  • UMC Warrior-class Torpedo Corvette - About the same size as an Angel, the Warrior Torpedo Corvettes have been designed to tank massive amounts of damage so that they may deliver their payloads: MACER-class guided torpedoes and flurries of ASRAM missiles.
  • UIC Ticonderoga-class Frigate - Serving as the middle ground between small and nimble corvettes and big and tough destroyers, The Ticonderoga frigates are often deployed en masse as escorts or patrol ships, due to their medium size, relatively manageable cost of maintenance, and overall cheapness. They have remained a staple of the Freelands's naval strength, and some pirates are even considering using them.
  • SB Trireme-class transport Ships - Savant is not as well known for shipbuilding as the UIC or UMC, but they still maintain an adequate strength fleet-wise. The Trireme ships are frigate-sized Transport ship, specifically designed to carry entire android or robot armies to planets and withstand large amounts of damage to deliver their troops. They are equipped with several hangars and beaming bays, and space for entire armies onboard, and when the time comes for battle they may deploy their Heavy MAC guns.
  • UIC Sagittarius-class Destroyer - The Sagittarius series of destroyer is as synonymous with the UIC as the RAIDER androids are with Savant. They are average in weapon composition and size compared to other Destroyers, but have still managed to prove their worth and strength alongside the Orion-class Destroyers.
  • UIC Orion-class Merchant Trawler/Destroyer - Orion-class destroyers were created purely by accident, as the mashup between a heavy duty freighter and a heavily armored and armed warship. Originally created by a freelance freighter to deal with a pirate threat, the UIC saw how effective the impromptu warship performed and decided to build off of it, producing the Orion seen today. Echoing back to its original design, the Orion-class Destroyers combine adequate cargo space and weapon complement, and are still sometimes used as dedicated freighters and escorts today.
  • UIC Halberd-class Cruiser - The Halberd-class Cruiser is an underdog in the cruiser category, but that does not mean it's a bad ship. In fact, it is one of the strongest ships that the UIC ever built, and is often seen leading Freelands fleets to battle against alien menaces and pirates alike.
  • SB Pulsar-class Cruiser - Savant Bioelectronics' newest Pulsar-class Cruisers are equipped with upgraded shields, heavy ion and mass driver weaponry, and a stealth and cloaking suite rumored to be so effective, according to its makers, that the ship could effectively sneak past an enemy fleet, totally undetected.
  • UIC Galaxy-class Assault Carriers - Galaxy-class Assault Carriers fill the gap between a full blown warship and a carrier. They carry massive amounts of vehicles and aircraft into battle and port along an equally large amount of firepower, second only to the Constellation and Hercules-class Battleships.
  • UIC Hercules-class Battleship - Rather than just build a new ship, the Hercules-class battleships were built around an upgrade to the M2551 Mass Accelerator Cannon, the M2552 Super Heavy Mass Accelerator Cannon, also known as the SHMAC cannon. A single salvo from the main gun on this ship can ruin anyone's day at long ranges and close ranges alike, but they have one fatal flaw: They rely on smaller warships for escort against strike craft and corvettes, as they appear to be lacking in that department in favor of pure anti-warship combat.
  • Savant Bioelectronics Constellation; Atlas-class Titan - The sole ship of its kind, the Constellation is a symbol of Savant military strength, and a staple of the Freeland's navy. She is a 40km long Atlas-class titan, named after the Titan who once held the world up on his back, but not carries the Freelands on her back. With her great size comes great power - the Constellation is armed with many, many cannons and three Super Heavy MAC cannons, and is essentially capable of taking on small enemy fleets all by herself. The Constellation is noteworthy because she carries the largest number of prototype ZF-23 superiority fighters, and has a beaming pad capable of transporting not one, not two, but ten soldiers onto the ground or any other open area, the most out of any other Freelands vessel ever.
  • Charon-class stations - Charon stations are a relatively recent sight, that one could find typically orbiting a Freelands world or defending the occasional space station. Charon stations are unique in that they double as both beaming stations and orbital defense stations, and are capable of beaming down soldiers and supplies to planets whilst also being able to defend from incoming attacks using a rather powerful Ion Cannon.
  • Pleasuredome Station - the de facto capital of the Freelands, Pleasuredome Station is a vast, planetoid-sized space station acting as the trading center and hub of activity for the Freelands. Due to its capability of warping from one place to another, the Pleasuredome station is effectively not in one permanent location at a time, and is constantly moving around as to evade detection. Still, though, the station is relatively secure, with an adequate amount of defensive weaponry and countermeasures to defend itself from any sort of hostile incursion. Pleasuredome station has its own artificial gravity and has hundreds of docking ports which can house and refit hundreds of ships at once. Even though it is vast and well-defended by nearby ships, the Pleasuredome is effectively defenseless, meaning that any attacker that destroys its guard fleet would essentially have a free way into the capital of the Freelands, allowing them to do whatever they liked with the station from there.


#DOSAPP (do not delete)
Last edited by Turmenista on Thu May 24, 2018 2:59 pm, edited 8 times in total.

User avatar
Tagali Federation
Ambassador
 
Posts: 1151
Founded: Jun 07, 2016
Ex-Nation

Postby Tagali Federation » Wed Dec 13, 2017 10:22 pm

Ithalian is accepted

The Roster has been updated with all accepted players.
Last edited by Tagali Federation on Wed Dec 13, 2017 10:35 pm, edited 1 time in total.
[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

User avatar
Durmatagno
Negotiator
 
Posts: 7132
Founded: Oct 10, 2011
Ex-Nation

Postby Durmatagno » Thu Dec 14, 2017 1:14 pm

Some neat ideas in here, can't wait to see them all butting heads in the increasingly crowded galaxy.
When we lose one we love, our bitterest tears are called forth by the memory of hours when we loved not enough. - Maurice Maeterlinck

There is a sacredness in tears. They are not the mark of weakness, but of power. They speak more eloquently than ten thousand tongues. They are the messengers of overwhelming grief, of deep contrition, and of unspeakable love. - Washington Irving

It is easy to hate and it is difficult to love. This is how the whole scheme of things works. All good things are difficult to achieve; and bad things are very easy to get. - Confucius

User avatar
Spindle
Senator
 
Posts: 4542
Founded: Aug 04, 2015
Ex-Nation

Postby Spindle » Thu Dec 14, 2017 3:34 pm

Okay, so it's not done-done, but it's just a case of adding flavour now: the main ingredients are in and it's not gonna change too much. So...done, I guess?

Application

NS Name: Spindle

Nation Name: The First Empire of Spindle

Image

Capital: Tserial




Population Size: 38,058,811,986

Primary Species: Dearyn: Deayn are a heavily social race of insectile, highly polymorphic aliens with a complex carbon-based, metal-stranded biology. While not evidenced so much for themselves, the Dearyn biosphere - in ages past, at least - was capable of supporting gargantuan creatures. The most common Dearyn form - the Worker - is around two and a half metres tall, supported by a linked internal and external skeleton criss-crossed with muscle fibres. Evolved near the bottom of the food chain Deayn are primarily herbivorous, with grinding mouthparts to strip away the metallic bark of the once-prevalent trees and reveal the glassy interior tubules.

In the past Dearyn lived in Hives constructed from the various types of resin most castes can secrete. These were made semi-instinctively, and modern Hives are still styled as the older versions. Indeed, the living quarters of most Dearyn is simply a smart material box filled with rooms separated by self-produced resins and the vast majority of hives will have their walls and floor coated with it, if only to make the inhabitants feel at ease with their surroundings. Of course, resin isn't merely aesthetic: it also damps down the concentration of pheromones in the air: vital for maintaining any real population density without Hive-wide mood swings.

The pheromones are what place the Dearyn halfway between the swarm species and the full individualists. There is no Dearyn "Hive Mind" - except on the same, very broad, level that all species possess - but instead, the Dearyn are significantly more in touch with their collective than most species with pheromones and subsonics from every Dearyn in a Hive affecting every other Dearyn. From this comes a degree of that swarm coordination - especially on the smaller scale - despite every member of the species being fully sentient and a fully-fledged individual in their own right.

Dearyn have three main genders: females, primarily Celet and Queens, Matrons, who are considered their own caste, and Males, which make up every other morph. Females periodically lay eggs in communal fertilisation spaces, which males then fertilise when the time of month descends upon them. Once this is done a Matron will swallow certain eggs and nurture them within herself, warming them and providing them with sustenance while she fattens herself up. The eggs hatch after nearly a year, at which point the young will eat their way out of the Matron and then thoroughly consume her. They scatter through the Hive for the next few years until they start to release their own pheromones and integrate into society.

As a result of their subconcious communication, Dearyn are highly empathic - between each other, at least. This leads them to a blind intersection between genuine naivety and accidental cruelty in their encounters with alien beings. While the Dearyn equivalent of a handshake is to release large quantities of satisfaction pheromones, the composition of these has lead many hopeful ambassadors to accidentally spew copious quantities of highly-toxic gasses directly into the face of a counterpart whose chemistry reacts poorly to ingesting heavy metals. No harm is ever meant by such actions - and the Celet in particular have learned to appraise their counterparts for chemical composition and tensile strength before attempting any form of communications with them.

While any given Dearyn is unlikely to change morph throughout their lives, it is an increasingly common occurrence as the species as a whole continues to come to grips with the extent of modern technology. This is usually done as a result of various stress hormones found within the Hive, which also affect the caste composition of the eggs deposited by Celet and Queens and the mental growth of hatchlings. Although a somewhat slow mechanism, this was originally meant to ensure that the Hive could adapt to prolonged wars easily. In the modern age, it simply unbalances the population long after the war is done.

Traditionally shifting morphs required direct injections from a Queen, and was equally likely to result in death as it was any change of caste after the days of agonising internal restructuring. In the modern day morphs can be changed in hours, even minutes, and is nearly-painless. In part, this is because of the natural integration of macro-technology, nanotechnoloy and biotechnology into the Dearyn form, but more of it is because of the sheer practice which morph-shapers have had in recent years. While very few Dearyn shift their morph, almost all will undergo modification at some point in their life. This ranges from simple augs to full-body reconstruction or even disassociation - becoming a disembodied brain with a body made of nanite-infused smart metals. As such, the appearances of Dearyn even of the same morph can often be entirely unrelated from each other and few two Dearyn appear exactly the same, even to outsiders.

Workers make up around sixty percent of a Dearyn Hive and form the social and economic bedrock upon which the rest of the Hive rests. Amongst the shortest of the Dearyn morphs, they are almost-universally male and have a collective pheromonal effect far outweighing their social impact. This is probably why the Dearyn are dismissive of slavery as a concept - what use is there in slavery, they ask, when you're suffering along with your slaves?


Preatorians are, despite their name (or rather, the rough translation of their name, not soldiers. Instead they are hazardous-condition workers: bred over the years to survive most natural hazards. In the modern world they are a dying breed: where size and bulk no longer provide the protection it once did, the smaller Workers are equally viable and eat far less than their larger cousins. Despite this, Praetorians still retain a social status far above that of Workers, and one of the most common morph-changes has been from Worker to Preatorian.
While not enough to revive the caste this has created a large pool of "wannabes" which are looked down upon by the natural-born Preatorians as imitators.


Matrons are one of the most revered morphs in the Hives.
Whatever can be said for the other castes of society, Matrons command a near-religious respect from all other Dearyn - they are the ones who lay down their lives, in peacetime and war, that the Hive may continue on. This respect is such that Matron Chambers are one of four forbidden targets in Dearyn military philosophy, along with Queen Chambers, the Birthing Ground and any males who happen to be on their time of month. As those who select the eggs to be incubated, Matrons are also considered to be deciders of fate and fortune even as irreverence to the traditional gods continues to fade.


Celet
are a sign of opulence in Dearyn society. By far the rarest morph, they are only born into successful, peaceful Hives: gestating from Queen eggs when the Hive is sufficiently content that the power struggle for a new Queen would be overly-destructive. Instead, these eggs gestate into something else entirely: lacking the external portion of their skeleton except for a few plates and lacking all but the most basic of pheromonal glands, they are instead the most mentally gifted of all Dearyn morphs. As such, they are a way to supplement a Queen's rule without the need to precipitate a power struggle between two competing sides: an adviser who cannot betray their charge.


A Queen will always be the most socially influential and politically powerful of all Dearyn in a particular Hive, if for no reason other than that the Queen is the only morph which can be spontaneously generated from any other morph. Or, put better, the most influential Dearyn in a particular Hive will be a Queen, even if they need to spend days in a cocoon to do so.
As such, Queens cannot abide competition within their domain, and can be some of the most vicious of all Dearyn to protect it from those they consider to be unworthy.
Had it not been for the artificial creation of Regents, a unified government would have been impossible.


Nation History: The earliest chapters of Spindle's history is tied to that of the forests of Tserial which were its first home. Beyond the forests stalked creatures of immense size and power, and so the Dearyn remained within them and warred amongst themselves for power and unity: expending both. They learned to smelt metals and ores, but the weapons they fashioned thus were of little use against the chitin of their natural adversaries, so they turned them against themselves instead. The forests remained oases of safety amid the desert of danger on the grasslands and tundra beyond.

And then the wars took a new turn as the first true firearms were developed. In the close ranges necessitated by forests, even primitive firearms proved deadly: capable of firing all of the way through a Dearyn without slowing down. The slaughter in the forests intensified, but the first inroads to safe pathways between the forests were made them. As cannon became more and more advanced, the Dearyn soon began to spread out to the rest of their planet. For the first time, they found themselves unified: doing all that they could to remove the only external threat to their being.

Within a century the great beasts which stalked the plains had been slain, and the Dearyn collapsed back into their old ways. Hive fought Hive in wars of subjugation, assimilation and, on occasion, annihilation which came close to shattering them as a people. Peace became little more than a resting space, a pause for breath before the next conflict as empires were formed, expanded, overreached and collapsed. Life remained short, and just as harsh as in years before, yet as technology advanced the rate of warfare slowed, stilled, stopped entirely with the advent of nuclear weapons.

And so the game of Hives became one of jostling for position. With no-one willing to risk a war proper, everything became about weaselling advantage from the other side. The Dearyn looked to the stars and reached towards them, but the vagaries of lightspeed denied it to them so they settled for the planets of their solar system. Here, too, they jostled for power and influence, vying to prove who could spread their seed the furthest, the fastest. To prove who was the strongest out of all of them, to force concessions from each other.

In the end, the First Empress of Spindle won the silent war, by guile more than might, setting one enemy against each other until she was the last one standing. And with the Dearyn united for the second time in their history, they managed to force themselves on the nearest systems with little more than persistence and a willingness to push through technological barriers previously insurmountable. In hindsight this would prove fortunate, as this first wave of colonisation would produce four worlds with relatively developed technology bases: Tserial, Cearys, Tsserric, and Cerrea.

Because it was only two hundred years after setting these first colonies up that They came.

There is no word in Sclesh for Them - they were never seen face-to-face and never attempted communication, and as such were never afforded the honour of a true name - but They are often referred to euphemistically as The Silent Ones. Whatever Their name, They were seemingly inimical to the Dearyn and attacked without cause or provocation. The war was long and drawn out, but as the First Empire began to understand their new enemy and adapt the tide began to turn. Where, at the start, fleets of Dearyn warships had been sacrificed to cripple even a single enemy vessel, by the end the odds had been reversed. But no mater what the Dearyn did, they were still on the defensive: they did not possess the ability to travel between the stars as their foe did.

But eventually, They simply stopped. Perhaps They had ceased to care for the Dearyn, perhaps whatever ineffable goals They had, or perhaps They had run out of meat to throw into the grinder the war had become. Whatever the case, the First Empire came out victor - at a cost which was dear. Tsserric was ruined, its crust shattered and its three moons wobbling in erratic orbits, its people dead or dying and its orbit so cluttered that any attempt at rescue was doomed before its inception. And so the planet was sorrowfully abandoned to its fate.

It was fifty years before the first crude FTL could be reverse-engineered from the wreckage They left behind, an unsafe, clunky affair. Within the decade, it had been refined and streamlined and the second surge of interstellar settlement began, the Dearyn spreading out across the stars to colonise at a feverish pace. Well aware of the threat that They still existed somewhere - or that there were others with intentions similar to Theirs - they did everything in their power to fling the Dearyn Hives to the farthest reaches of the galaxy.

Of course there are other races out there, and the Dearyn are going to learn just how small they are compared to them...




Military Size: 2,396,814

Total Manpower: 2,614,706

Of which Navy: 715,659

Of which Navy Frontline: 62,930

Of which Legions Frontline: 207,084

Of which Army: 1,681,155

Of which Army Frontline: 1,564,338

Of which Sparatoi Network: 20,737


Military Tech:
Gravitics is one of the cornerstone pieces which define Spindle's technology base. Put simply, gravitics allows for gravity to be "thrown"
- moved from one point for another, allowing for the creation of floating point-sources and gravitic fields and planes. The applications of this are well known to Spindlean scientists and engineers - from simple propulsion and anti-gravity harnesses to weapons which tear spacetime apart and rend ships along with it. Almost any purely mechanical device created by Spindlean hands will include gravitics in some shape or form, and that assertion can be stretched to more than a few non-mechanical areas of invention. Gravitics are the bread and butter of Spindlean engineering: without it, the First Empire would collapse.


Nanitics are the second cornerstone of the Spindlean technological base: but whereas gravitics dealt with large-scale problems, nanitics thinks small. It is everywhere: almost all Dearyn have immune systems augmented by nanites, blood vessels full of uncounted trillions of machines with varying purposes and hindbrain nanites to let them interface with machinery more easily. Nanites are what make smart materials smart, run the fabberies which power the economy and what forces chemical reactions to run uphill: they are the invisible hand which sets everything in order, and without them all would be chaos.


The third, unseen cornerstone of the Spindlean technology base, quantum computing seems relatively mundane at first. Where the other two offer possibilities untrammelled, quantum computing is merely...computers. Having said that, of course, one cannot understate the importance of entanglement-based faster-than-light communications - immune to interception and interference, yet light enough that hundreds of channels could be fitted into a receiver the size of a grain of sand - and the sheer computing power provided by a molecular quantum computer. And, of course, Spindle's combination of these has resulted in massively offloaded computing:
where vast orbital computer rings provide the


Soldier Appearance:
Spindlean Legionnaires are the primary offensive unit of the First Empire: assigned to the Navy, they are the ones who are supposed to fight its wars on the planets across the galaxy at large. Because of this they are the second-lightest infantry unit the First Empire has to offer, primarily in terms of pure mass and logistical dependance. Which isn't to say that they are pushovers by any means - rather, that they are meant to stay as far away from protracted fights as is physically possible. Intended to strike fast and hard before disengaging and disappearing, Legionnaires are intended as rapid-strike platforms; not tanks.

In order to better serve in this role, Legionnaires have their brains implanted into Oversuits upon their induction and remain implanted within them until they are removed from duty. This is part of the reason why Legionnaires are so much smaller and more mass-efficient than their counterparts in the Army, and also why they can endure so much more physical punishment: short of a direct hit on the suspended brain there is very little most small-arms fire can do to hinder a Legionnaire, and Spectre fields help them to hide from heavier weapons.

In return Legionnaires mount a plethora of weaponry themselves. Most use a G/G-199 integrated projectile weapons system as their primary sidearm: the former being the most common. A primarily kinetic system, the G/G uses a combination of electromagnets and internal gravitics to launch self-assembling kinetic ammunition, capable of modifying itself mid-flight to adjust flight path, evade countermeasures or simply fire shots larger than the gun itself. Less common armaments include the P/L-209, a laser/particle beam weapon made for mobile point defence and anti-air and the E/I-183, a solid-slug railgun meant for breaking open shielded targets with weight of fire.

On top of the direct weapons, all Legionnaires have both gravitics and plasma screens. Gravitics are used for fine-manipulation telekinesis, as well as minor flight adjustments and interception of incoming projectiles, but their use in offensive tactics is not uncommon: the "nova bomb" is the primary example of this, where gravitics are used to tear away armour in preparation for a killshot from another Legionnaire. Plasma screens, on the other hand, are used for providing thrust, protecting Legionnaires from kinetic and charged beam attacks and creating short-ranged bursts of searing heat.

In addition to the physical battlefield, Legionnaires fight in the virtual world as well. Decoy drones, ECM and ECCM suites and cyberwarfare links to Station Cyraell's distributed computing networks. A common tactic is to burst-fire nanites onto enemy positions, create micro-scale EM emitters and then either hack directly into enemy systems - relying on sheer number of access points and the brute force they have available - or else disrupt enemy communications with continuous bursts of electromagnetic energy. While other, more direct, uses of nanites are possible, their use in cyberwarefare is a Legion favourite.

Between all of this, a single Legionnaire is a formidable fighting force. With QE communications between every member of a fighting force, Legionnaires become exponentially more dangerous with numbers. Able to share sensor data and communicate near-instantly, Legionnaires have been trained rigorously to best capitalise on this advantage:
while some enemies can have their chain of command disrupted by attrition, precise strikes or ECM, the Legions have no such weakness. In every battlespace they are fluid,
adapting to every threat as they arrive and dominating every aspect possible. Though they number less than three hundred thousand, they are easily one of the foremost combat units in the galaxy.






Standard Ship Appearance:
The Cyrynth-class Heavy Cruiser is the workhorse of the Fleet, meant to function as a patrol craft in groups of six or an escort craft in groups of four. Equal parts carrier, point defence and anti-warship, the Cyrynth demonstrates Spindle's dedication to technological superiority in all areas of war, as well as the "layered supremacy" doctrine which characterises their warship design. As such, the battlespace surrounding it can be divided into layers of threat, or zones of control, which illustrate the Cruiser's ability to influence the actions of those around it.

The outermost layer is considered to be the entire solar system the Cyrynth is in. Here, the Cruiser is capable of launching missiles to to harass enemy ships or wolf-pack stragglers. While potentially devastating if used correctly, a Cyrynth lacks much of the throw weight of older vessels - only boasting a sixty-missile salvo. As such,
the Cruiser can only really overwhelm smaller targets, or those bare of point defences, within this layer. The second layer, however, ranging from thirty to three light-seconds from the Cruiser, are the domain of the Cyrynth's complement of small craft.

The Cyrynth has sixty Rapier Interceptors, in addition to twenty-four Falachion Multirole Exosuits and six Claymore Heavy Exosuits. Between these, the Cyrynth has the ability to project firepower against small craft, missiles and other warships without endangering itself to any direct response. With the inclusion of anti-warship or anti-fighter missiles in this layer, the threat presented by a Cyrynth leaps dramatically. Coordinated properly against a foe without heavy point defence, a Cyrynth can tear apart entire squadrons of smaller ships before even reaching engagement range proper.

From three to half a light second, the Cyrynth's main batteries are within effective range. These are made up of twenty-four particle beam cannon - capable of firing nucleii, protons, neutrons and electrons, depending on range - and eighteen railguns, firing self-assembling ammunition in the same vein as the G/G-199 used by the Legions. Between these the Cyrynth has access to a broad range of firepower types in traditional engagement ranges, and can combat anything from escort squadrons to capital ships with a reasonable degree of confidence.

Half a light second and shorter is where defensive systems become offensive systems. Plasma screens, point defence networks and gravitic shielding all work by destroying incoming attacks - either through heat, kinetic energy or gravitic shear forces - and at close ranges, they can work as effectively against warships as they do against missiles and small craft. At this kind of knife-fight range, the Cyrynth is less comfortable than it is a greater distances - it is intended for mid-long range combat and its weapons and loadout are optimised for this longer-ranged combat.






The Cyllei


The Tsaycc




#DOSAPP
Disclaimer: Nothing said here is the product of a rational mind.
So...apparently I'm a decent writer. Um...wait, what?
Relativity, nukes in space, nukes in atmosphere, LASERs, MASERs, kinetic weapons, missile and kinetic CIWS, impactors and centripital force.

And, of course, for anything at all, you can always go here.

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Shadowwell
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Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Thu Dec 14, 2017 3:57 pm

Spindle wrote:-Snip-

The Nah'ni imperium approve of other Insectoids.
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The Unhallowed City
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Founded: Aug 27, 2015
Ex-Nation

Postby The Unhallowed City » Thu Dec 14, 2017 6:58 pm

NS Name: The Unhallowed City
Nation Name: The Vi
Flag: The Vi bear no official flag or symbol of their people, but the ouroboros-esque symbol they denote certain structures with serves as a common identifier.
Capital: Vel


population size: 600 million fully sentient AIs, ~500 billion drones platforms, and 10 million Naviil.
Primary species: The Naviil are the founders and guiding hand of the Vi. They're small, diminutive, and almost impish individuals bearing horn-like antennae and a greyish-violet pigmentation.
Nation History: The Naviil are a species of amiable, bipedal tinkerers that maintain an uncannily positive attitude in the face of the near constant distasters that have repeatedly killed off large portions of their population. They are outwardly pleasant and cheerful, but simultaneously follow a cynical logic that contradicts their disposition.

Naviil were not born from primordial muck, but rather we’re crafted in the tenebrous embrace of a species they simply refer to as their ‘Old Masters’. Their creators dwelled in a distant, unnamed galaxy, and used them as a servant caste for some time, leaving the Naviil to tend to and command less intelligent labor castes, or serve as their prized assistants in experiments that required a few thousand helping hands. The Naviil enjoyed a position of relative comfort as the most intellectually capable and independent servant species beneath the Old Masters, but would find themselves slaughtered en masse when a race capable of challenging their makers stepped forward. The Naviil have a natural inclination to loyalty and cooperation, and would doom themselves to extinction before leaving their makers.

Their species was saved by the actions of a Master who felt sympathy for their child-races. The Old Master ushered a clan of Maviil out into the void between galaxies, promising them a better future elsewhere. The Naviil flotilla sped off into the void with their favoured Master’s blessing, and began a long, uneventful voyage across the cosmos. When they at last found refuge at the outermost rim of the Milky Way, their many massive starships came to roost in orbit of a massive, wrathful has giant at the heart of a system of nearly twenty moons. They claimed it and all which orbittted it as their own, and laid anchor.

The rest was history. The Naviil are reclusive and do not take well to the idea of revealing their presence. They constructed a veritable army of AI and drones to do their bidding, using what their Old Masters has taught them over the course of their service. The Naviil reorganized into matriarchal governance around the fertile female ‘Queens’, of their species, and began constructing dozens of massive star bases in the quiet, dark corners of space, keeping out of sight and out of mind, and stripping uninhabited systems at the galactic rim of their ore.

Of late, however, Naviil scouts and merchant ships have notified the Hive of artifacts from the Old Masters finding their way into this far-flung, backwater galaxy, and the Naviil have responded with a massive increase in their drone production. The organic half of the Vi Hive has been seized by a zealous need to reclaim the relics of their makers, and now their mechanical children are being sent across the galaxy to pursue this end.


Miltary size: 600 thousand Naviil and 2 billion combat platforms.
Military Tech:
-Sapient AI
-Self-repairing alloys
-Coil/railguns
-Positron weapons
-‘Shields
-Advanced robotics and genetic manipulation
Standard Weaponry:
Naviil - Standard issue ‘line’ rifle. It is a railgun with variable power output, allowing the user to choose between volume of fire or single, high-power shots. They fire ammunition no larger than a sowing needle, and rarely need a new magazine— Rather, their battery needs changed out far more often. The penetrating power of the rifle is somewhat lacking, as Naviil have little practice combatting foes with proper body armour.

Vi - Positron ‘singer’ cannon. They fire roaring, bright clumps of positrons that burn through the air and leave a trail of ignited atmospheric gasses in their wake. Upon contact with the target, their constituent molecules are disassembled in flashy bursts of firepower. While technologically impressive, the cannon is extremely resource intensive, and generally unnecessary against anything short of enemy mecha or tanks. The Naviil, however, refuse to refit their servants with more efficient firearms.

Soldier appearance: Naviil operators are simply clad in form-fitting mesh ‘wet’ suits with sparse plating over vital organs, and a helmet with built in HUD, camera, and communications. Vi drones are tall, lanky, grey constructs with Singer cannons built into their palm.

Standard Ship Appearance:

Strike Craft:
‘Moebius’ gunships are the only single-pilot vessels of the Naviil. They are generally entrusted to a single AI to fly, while a crew of 5-10 operators concern themselves with the mission at hand, whether that he abducting test subjects, boarding an enemy vessel, or simply moving to a new location.

The remainder of the Naviil navy has no standard ship design. Generally they adhere to vessels vaguely akin to destroyers, carriers, or supercarriers, but each ship is semi-uniquely designed due to each ship doubling as a mobile home. Standard weaponry always includes the same armaments used on the ground simply scaled up.
#DOSAPP (do not delete)

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Shadowwell
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Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Thu Dec 14, 2017 8:02 pm

The Unhallowed City wrote:NS Name: The Unhallowed City
Nation Name: The Vi
Flag: The Vi bear no official flag or symbol of their people, but the ouroboros-esque symbol they denote certain structures with serves as a common identifier.
Capital: Vel


population size: 600 million fully sentient AIs, ~500 billion drones platforms, and 10 million Naviil.
Primary species: The Naviil are the founders and guiding hand of the Vi. They're small, diminutive, and almost impish individuals bearing horn-like antennae and a greyish-violet pigmentation.
Nation History: The Naviil are a species of amiable, bipedal tinkerers that maintain an uncannily positive attitude in the face of the near constant distasters that have repeatedly killed off large portions of their population. They are outwardly pleasant and cheerful, but simultaneously follow a cynical logic that contradicts their disposition.

Naviil were not born from primordial muck, but rather we’re crafted in the tenebrous embrace of a species they simply refer to as their ‘Old Masters’. Their creators dwelled in a distant, unnamed galaxy, and used them as a servant caste for some time, leaving the Naviil to tend to and command less intelligent labor castes, or serve as their prized assistants in experiments that required a few thousand helping hands. The Naviil enjoyed a position of relative comfort as the most intellectually capable and independent servant species beneath the Old Masters, but would find themselves slaughtered en masse when a race capable of challenging their makers stepped forward. The Naviil have a natural inclination to loyalty and cooperation, and would doom themselves to extinction before leaving their makers.

Their species was saved by the actions of a Master who felt sympathy for their child-races. The Old Master ushered a clan of Maviil out into the void between galaxies, promising them a better future elsewhere. The Naviil flotilla sped off into the void with their favoured Master’s blessing, and began a long, uneventful voyage across the cosmos. When they at last found refuge at the outermost rim of the Milky Way, their many massive starships came to roost in orbit of a massive, wrathful has giant at the heart of a system of nearly twenty moons. They claimed it and all which orbittted it as their own, and laid anchor.

The rest was history. The Naviil are reclusive and do not take well to the idea of revealing their presence. They constructed a veritable army of AI and drones to do their bidding, using what their Old Masters has taught them over the course of their service. The Naviil reorganized into matriarchal governance around the fertile female ‘Queens’, of their species, and began constructing dozens of massive star bases in the quiet, dark corners of space, keeping out of sight and out of mind, and stripping uninhabited systems at the galactic rim of their ore.

Of late, however, Naviil scouts and merchant ships have notified the Hive of artifacts from the Old Masters finding their way into this far-flung, backwater galaxy, and the Naviil have responded with a massive increase in their drone production. The organic half of the Vi Hive has been seized by a zealous need to reclaim the relics of their makers, and now their mechanical children are being sent across the galaxy to pursue this end.


Miltary size: 600 thousand Naviil and 2 billion combat platforms.
Military Tech:
-Sapient AI
-Self-repairing alloys
-Coil/railguns
-Positron weapons
-‘Shields
-Advanced robotics and genetic manipulation
Standard Weaponry:
Naviil - Standard issue ‘line’ rifle. It is a railgun with variable power output, allowing the user to choose between volume of fire or single, high-power shots. They fire ammunition no larger than a sowing needle, and rarely need a new magazine— Rather, their battery needs changed out far more often. The penetrating power of the rifle is somewhat lacking, as Naviil have little practice combatting foes with proper body armour.

Vi - Positron ‘singer’ cannon. They fire roaring, bright clumps of positrons that burn through the air and leave a trail of ignited atmospheric gasses in their wake. Upon contact with the target, their constituent molecules are disassembled in flashy bursts of firepower. While technologically impressive, the cannon is extremely resource intensive, and generally unnecessary against anything short of enemy mecha or tanks. The Naviil, however, refuse to refit their servants with more efficient firearms.

Soldier appearance: Naviil operators are simply clad in form-fitting mesh ‘wet’ suits with sparse plating over vital organs, and a helmet with built in HUD, camera, and communications. Vi drones are tall, lanky, grey constructs with Singer cannons built into their palm.

Standard Ship Appearance:

Strike Craft:
‘Moebius’ gunships are the only single-pilot vessels of the Naviil. They are generally entrusted to a single AI to fly, while a crew of 5-10 operators concern themselves with the mission at hand, whether that he abducting test subjects, boarding an enemy vessel, or simply moving to a new location.

The remainder of the Naviil navy has no standard ship design. Generally they adhere to vessels vaguely akin to destroyers, carriers, or supercarriers, but each ship is semi-uniquely designed due to each ship doubling as a mobile home. Standard weaponry always includes the same armaments used on the ground simply scaled up.
#DOSAPP (do not delete)


Though I am not the OP, i would suggest listing your total pop, then break it down, otherwise having the 600 million first then the billions, could have someone misread, additionally, I would suggest specify on wht the combat platfrms and such are.
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The Fallen Jedi
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Posts: 15729
Founded: Jun 06, 2013
Ex-Nation

Postby The Fallen Jedi » Thu Dec 14, 2017 8:36 pm

Oh good god yes

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Tysklandia
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Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Fri Dec 15, 2017 11:06 am

-> Confederate Human racial and cultural traits:
*Intelligent (Quick with and thinking capacity)
*Engineering aptitude (Confederate culture and schooling has a focus on the material sciences, construction and things of practical nature)
*Quick learners (Humans may be prone to make mistakes, they tend to learn quickly from them)
*Non- Adaptive (The Human body and Confederate culture makes it difficult for colonies to thrive and grow without exponential long-term terraforming efforts or biodome construction)
*Slow breeders (The human gestation period and optimal age of reproduction makes population growth slower than most)
* Self determination (The Confederacy was built on notions of independance and self determination. The power of the state to control the lives of its citizens is limited. A dire situation is needed to enforce restrictions and regulation upon the population.)

->National traits

* Earthbound (Drive to protect the core worlds, loss of even one of these planets will be devastating to the confederate state)
* Conservative (Culturally conservative, incorporating aliens or even other culturally inclined humans will be slow and difficult)
* Star born (The stars are considered the vast frontier, as millions look at the stars and see an endless sea of opportunity
* Survival Through overwhelming firepower (The confederacy has built warships since its inception. Although their size is compared to the ohter terran realms is small, their fleet size and strength is comparable to that of the Ostian and New earth federation successor states.)

*Xenophobe (Due to racial and historical factors, the Confederate people have a dislike of the Alien races in the universe. They tolerate them, but prefer the company of their own people above that of any other.)
*Militarist (Due to Racial and historical factors, the confederacy is a militarized state with a vast Navy)
*materialist (The Confederacy thrives on trade and the constant influx of goods. Perhaps not due societal factors, but likely due to their stark fear of invasion by their larger neighbors.


NS Name: Tysklandia
Nation Name: The Confederacy of Independent Colonies
Flag: -To be Decided-
Capital: (System, planet/station): Nue Europa


population size: 145 billion

Primary species:

-Terrans/Humans: Terrans, Earthlings, Humans. This versatile, dedicated, adaptable and intelligent species has known conflict since the birth of their race. But they have always persevered, against nature, against themselves and even the cold and unmerciful nature of deep space and the dangers that lie beyond the safety of their gravity well.

Nation History:

The colonies of human kind were, for the most part, in utter disarray after the horrendous war with the Tagali Empire left millions, if not billions, dead and dying. Although the United nations did what they could in such troubled times, they had to struggle for survival against a stronger and foreign enemy. Risking the survival of earth for the colonies in the fringe was a difficult but necessary choice.
Although the passing of the Empire had destroyed and razed many colonies, others had been conquered and subjected to the whims of the Tagali Empire. For years, dozens, if not more, solar systems were subjected to occupation of an empire that was eventually fighting a losing war.

When the United Nations return with its battlefleets, liberating world after world, colony after colony, hope returned that victory was at hand. That the enemy would be crushed for the atrocities they had committed on the colonies they had conquered. And victory had been at hand, but not by war, not by the conquest of their home worlds, but by the signing of a treaty. A treaty that allowed the Tagali Empire to exist, a mercy they would have never given upon mankind should they have lost the war.

This peace, although heavily disputed and disliked amongst the liberated colonies, was accepted for the most part. But dislike and frustration quickly turned to hatred and anger, anger that was easy to turn to the general Alien, with a lack of the Tagali being in arms reach. With the United Nations forming the Entente and recovering from a disastrous, nearly nation ending, war. Discontent and even revolutions were hard to quell.

Eventually discontent rose and reached its peak when the, relatively influential and industrious colony of Europa, declared independence and took control of the local garrison and ships stationed in the system.
When such a severe and official rebellion erupting, several other nearby colonies were doused in their own revolutions and rebellions, some peaceful, some less so...

The newly forged Entente however, was still suffering from the war that had nearly brought it to its knees and the social and economic difficulties of incorporating several alien worlds, each suffering from centuries or more of oppression and mistreatment. When faced with multiple independence movements, the Entente was simply forced to let them go. Their moralistic victory would be crushed if they had to violently reincorporate the breakaway colonies that quickly started to band together for support. Outside of short skirmishes during the initial weeks and months of the chaotic series of rebellions, hostilities were nearly non-existent. Entente fleets and personnel was quickly pulled back and their fleet sat at the border, waiting for the order to pacify the territory, an order that never came and the Entente chose to avoid causing a massacre and simply consolidate their post war situation.

When the situation stabilized, the Europa Colony knew that even though their independence was cherished and useful, it was also their greatest flaw. The Tagali Empire had not collapsed as they hoped it would and seemed to hold a firm grasp over its territories. The risk of a resurgent Tagali Empire attacking the smaller and weaker Independent systems was a great concern to the newly Independent systems, so a solution was formed to ensure their combined strength could withstand another attempt at conquering their precious colonies. This solution would become the Confederacy of Independent Colonies. A loose government focused on primarily hosting a combined military force, regulating safe and fair trade and cooperation between the colonies to safeguard their hard-won independence.

But this, no matter their effort, would ever be enough. The entente or the Tagili outnumbered them by population, by navy, by sheer utter size. They would always be the underdog. So, since their inception, the Confederacy has been an extremely militarized society in the upper echelons at least. A sense and drive to protect their independence has a very large emphasis on their culture. To this end, they work and labor. For the past 2 centuries, they have rapidly expanded their territories with innumerable smaller colonies, mining operations and vast shipyards, capable of supplying, repairing and building the ever-increasing number of ships in the Confederate navy. As far as the Confederate government knows, the amount of ships and weapons in their fleets and armies, compared to their population vastly outstrips any faction they knowledge off.

But their fear remains... Will this be enough to win the wars to come...?



Military size:
* Primarily fleet service personel
* Planets hold their own planetary garrison and defensive forces and fleet
* Confederate armed forces consist of a smaller confederate Army, a confederate Marine corps and a rapidly expanding Droid army.

Military Tech:

Military Tech:

I assume most nations have a mix of technology, so assume the below to be primarily a listing of the most used technologies in the "military". Similarities with the Entente navy are many, including military vehicles and the general design of ships. Although the radical change of doctrine the confederacy has compared to the entente ensures certain radical changes.

** -Railgun/magnetic kinetic weaponry
*** -Missile Weaponry
* -Artificial Intelligence (Primarily used as shipboard AI)
*** -Drone/droid support and combat craft
* -Cybernetic Augmentations (Minor, primarily HUD and machine-human interfacing)
* -Shields (Ship and planetary based heavy shield generators. The Confederacy has not been able to replecate battery and small-scale shield
generators to that fit their specifications.
** -Fusion Reactors
* -Psionics (Psionic abilities are discovered due to intensive genetical modification and experimentation, not yet used in practical military
situations)
* -Genetic Modification (limited)
* -Energy Weaponry (Limited usage due to the high deployment and maintenance cost.)
* -Ship cloaking (Usage of Heat banks and "silent" engines to avoid being noticed by long range sensors)
*** -Armor technology (Due to the high Construction and Maintenance cost of shielding, the confederacy focusses more on durable, redundant
and defensable ship and weapon production. Compared to their lackluster shielding technology, Confederate Armor compound and naval
construction is premier amongst the quadrant.
** -Warp Inhibition/Interdiction technology. (Due to persistant raids of the Tagali Empire, ever deeper in critical Confederate territory,
technology was devised to inhibit the use of warp engines. This has been able by using the Technology of the Kaaronda drive to create a
vast field, capable of disrupting the stable creation of the bubble allowing FTL speeds to be achieved.
** -Orbital construction (The Confederacy focusses primarily on Orbital construction of its warships, allowing them to design ships that do not
require anti-gravity emittors to sustain flight inside a planets atmosphere.

Standard Weaponry:

The primary infantry weapon is a classified as a Heavy gauss rifle, capable of firing caseless and normal cartridge rifles through a magnetic accelerator, firing a large modular and often explosive or penetrating projectile at staggering speeds, causing an impact force due to mass and speed and whatever type of round is used at that time. Such projectiles can range from simple and mass produced penetrating rounds, fragmentize, so called "smart" ammunitions that include everything from sensors, minor trajectory adjustment propulsion or even proximity sensors. The primarily supplied weapon, the C-19 rifle, is designed for usage with a power armored frame and is in all practically, unusable by non-exoskeleton or powered armoured troops.

This technology is used in all variants and sizes, up to carbines, rifles, mechanized equipment and even capital class weaponry.

The second type of weaponry used on mass by the Confederate military is one of the primary reasons why the Confederacy believes it can punch above its own weight scale. Autonomous combat drones.
From civilian to military use, partially autonomous drones in all forms and sizes are used to supplement and support their human counterparts. In the field, this can be anything from autonomous scouting drones, to destructive mobile gun platforms supporting a human task force. In space, this mostly translates to large swarms of combat drones, programmed to shield their carriers and battlegroups and, when ordered to, attack a hostile installation or fleet.

These drones are built with efficiency in mind, cheap, relatively small compared to a pressurized fighter ship, but deadly and swift. They are stored in tightly clustered packs in armoured launch bays on most classes of ships, but only carriers and dreadnaughts truly carry the fearsome amounts that could turn a battle in their favour.

Soldier appearance:

In general, due to the doctrine of the Confederacy, the confederacy focusses on power armoured infantry. Basically a power armoured exoskeleton combat suit with extremely thick plating with an array of servomotors and electronic combat and sensor suit tasked with aiding the marine in battle. This combination creates an infantryman that is durable, protected and well-armed.

The marine and naval infantry are the corps that sees the most action and of course is the best equipped, but the primary difference with other branches is the cybernetical and genetical treatments these soldiers receive to add several implants to allow them to interface with the Mark 15 AMCR or Advanced Mechanized Combat Armor and be more combat effective. The Army branch itself is deployed during planetary invasion, defensive and offensive when the marine corps can't provide enough numbers to achieve the necessary strategical goals.



Branches of the Confederate military

Confederate Marines
The confederate marine corps has been the main soldier deployed in colonial conflicts and boarding events since the inception of the Confederacy after the human/Tagali war.
Due to the doctrine of the CIC, the use of ground forces has always been limited, so the training and equipment of a small, elite corps of Infantry. Although the AMCR suit and its numerous inceptions is used by private contractors amongst confederate space, the CMC is renowned for getting the job done. Not known for gallantry and professional behaviour perhaps, but that is what the navy is for.

Strengths : Rapid deployment / Dropship and Drop-pod insertion / beachhead creation / EVA operations and Boarding
Specials : Heavy power-armour and weapons and training for all members, including engineers, medics and support personel.

Image

Confederate Army

The Confederate army is a new, rapidly expanding branch of the Confederate military designed to aid planetary militias and independent defence forces in case of attack. Technically they are trained for on mass orbital insertion after the establishment of a beachhead to liberate and, if necessary, conquer planets by means of achieving strategic control. With training from the confederate marine corps, planetary defence forces and NEF specialists, the Army branch has achieved a broad base of tactical and strategic experience.
Equipped with a broad mix of weaponry and armoured vehicles and light mechs, included various Confederate and NEF produces small arms, armoured vehicles and aircraft.

Strengths: Sustained battle / Defensive combat
Specials: Varied mix of infantry, light and heavily armed and armoured. Varied mix of light mechs and armoured vehicles. Mix of manned and drone atmospheric support craft.

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Confederate Droid Army

Although the Confederacy has used drones in its armed forces for decades, the only mentionable and noticeable deployment was in its vast array of drone strike craft. However, with the new combat droids provided by the Yaskawa corporation and the distinct need for a quick and efficient army, persuaded the confederacy to invest heavily in ground droid combat models. The capacity of the Confederacy to produce (and so quickly replace losses) these combat droids has given the Confederacy the capacity to deploy armies vastly larger than their population would otherwise support. Losses can be replaced by simply producing more droids, so the focus on droid use will lower the loss of precious human lives.

The downside of such droids, especially the basic Ganji model has downsides of true strategical planning and advanced tactical manoeuvring. To alleviate this, specific command drones, with higher processing power are dispersed amongst the drone platoons, to act as "officers" and to dispense more advanced tactical tactics amongst the models in combat. Other Confederate troops, or preferably a droid control centre or ship could perform this

Strengths: Strength in numbers / no fatigue
Specials: Increases in efficiency with droid control ship nearby / Capable of mass dropship assault / Entire infantry and mechanised battalions that can function independently without human interference

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Special Unit Types:
(Not all units are listed)







Standard Ship Appearance:

Since the separation of the Confederate colonies from the Entente, the Entente and their designed ships have slowly been phased out for what the Confederacy considers more practical designs. Their concept of overwhelming firepower and heavy defence called for a platform with thick armour, redundant weapon and power systems and a shape that allowed for a vast amount of firepower to be pointed to the enemy. This has translated in a primary triangular design in most of their ships, with incredibly thick armour plating, a mass of railguns, large arrays of separated launch bays for drones and fighter craft and an impressive and dangerous amount of guided missile batteries.

In their search for military dominance against their larger and more numerous enemies, new and more deadly weapons have entered their arsenal, primarily larger and destructive railguns and lance type energy weapons.
Fondor class super-heavy Dreadnaught

A vast capital ship nearly 18 kilometres in length, focusing primarily on fleet support in terms of vast numbers of support, drone and fighter craft hidden away in its dozens of armoured and shielded launch bays, its hundreds of missiles launch bays and nearly a thousand smaller railguns, divided into hundreds of artillery batteries.

LANCE: a single, experimental, massive direct energy weapon, designated as a "lance", housed in a massive weapon deck that runs through most of the ship. This direct-energy based weapon was designed to be able to cripple ships by hitting the enemy vessel with one hit that has enough energy to dissipate Tagali shields and pierce most if not all decks in a single hit. The sheer energy requirements necessary for the Lance weapon system does ensure that during firing, shield systems and sensor arrays malfunction, due to sheer static interference the weapon generates throughout the ship.

It stands as a prime example of the standard Confederate design of the past century.

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Length: 18 km
Inventory: X
Role: carrier/artillery role
Primary weapon systems: Missile systems / Super heavy Lance / super heavy railgun batteries / heavy railgun batteries / railgun batteries / drone and fighter hanger bays
Defense: Point defence arrays, Advanced armour plating, L1 class Shield systems
Utility: Large cargo space, utility hanger space, dropship capacity
Manufactured by: Kuat Drive systems / Kuat shipyards / Yaskawa heavy engineering

Rohan class Dreadnaught
Length: 11 km
Inventory: X
Role: Ship of the Line / Flagship
Primary weapon systems: super heavy railgun batteries / Missile systems / heavy railgun batteries / railgun batteries / drone and fighter hanger bays
Defense: Point defence arrays / Advanced armour plating / L1 class Shield systems
Utility: Large cargo space / utility hanger space / dropship capacity
Manufactured by: Kuat Drive systems / Kuat shipyards

Hive class Super-Carrier
Length: 10 km
Inventory: X
Role: Super-Carrier / fleet support
Primary weapon systems: Drone and fighter hanger bays / / heavy railgun batteries / railgun batteries
Defense: Point defence arrays/ Advanced armour plating / L1 class Shield systems
Utility: massive cargo space / utility hanger space / dropship capacity / drone repair / maintain facilities/Drone control ship / fleet repair capacity
Manufactured by: Skanar Corporation / Yaskawa Heavy engineering / Kuat Shipyards

(Older carrier class ships lack Shield systems and ground-drone control capabilities)

Gondor class battlecruiser
Length: 4.3 km
Inventory: X
Role: Patrol / Ambush
Primary weapon systems: Missile Systems / heavy railguns batteries / railgun batteries / Heavy Lance
Defense: Point defence arrays, Advanced armour plating, L1 class Shield systems
Utility: Cargo cargo space, utility hanger space, dropship capacity, Stealth systems
(Older battlecruiser class warships lack more advanced stealth systems and the Lance system)
Manufactured by: Kuat Drive systems / Kuat shipyards

Danube-II class Heavy-Battleship
Length: 6.6km
Inventory: X
Role: Ship of the Line / Sniper
Primary weapon systems: heavy-lance / Heavy Railgun batteries / super heavy railgun batteries / railgun batteries / Missile systems / drone hanger bay
Defense: Point defence arrays, Advanced armour plating, L1 class Shield systems
Utility: cargo space, utility hanger space, dropship capacity
Manufactured by: Kuat Drive systems / Kuat shipyards

Danube-I class Heavy-Battleship
Length: 6km
Inventory: X
Role: Ship of the Line
Primary weapon systems: Heavy Railgun batteries / super heavy railgun batteries / railgun batteries / Missile systems / drone hanger bay
Defense: Point defence arrays, Advanced armour plating, L1 class Shield systems
Utility: cargo space, utility hanger space, dropship capacity
Manufactured by: Kuat Drive systems / Kuat shipyards


Rhine class Cruiser
Length: 3 km
Inventory: X
Role: Ship of the Line
Primary weapon systems: Heavy Railguns batteries / railgun batteries / missile systems / drone hanger bay
Defense: Point defence arrays, Advanced armour plating, L1 class Shield systems
Utility: cargo space, utility hanger space / dropship capacity
Manufactured by: Kuat Drive systems / Kuat shipyards

Nirti class Cruiser
Length: 3 km
Inventory: X
Role: Fleet support ship
Primary weapon systems: Missile systems / heavy railgun batteries / railgun batteries
Defense: Point defence arrays, Advanced armour plating, L1 class Shield systems
Utility: Utility hanger space / dropship capacity / Jump Interdiction device / Extremely large Sensor suit
Manufactured by: Kuat Drive systems / Kuat shipyards

Schelde class Carrier (Cruiser class)
Length: 3 km
Inventory: X
Role: Fleet support / Carrier
Primary weapon systems: Missile systems/ railgun batteries / drone and fighter bays
Defense: Point defence arrays, Advanced armour plating, L1 class Shield systems
Utility: Large cargo space, utility hanger space, dropship capacity, drone repair/maintain facilities, fleet repair capacity
Manufactured by: Skanar Corporation / Yaskawa Heavy engineering / Kuat Shipyards

Rapier class Frigate
Length: 565 meters
Inventory: X
Role: Sniper
Primary weapon systems: Lance / railgun batteries
Defense: Point defence arrays, Advanced armour plating, L1 class Shield systems
Utility: -
Manufactured by: Various sources

Warner class Frigate
Length: 565 meters
Inventory: X
Role: fleet support/point defence
Primary weapon systems: railgun batteries
Defense: Point defence arrays / Advanced armor plating / L1 class Shield systems
Utility: Large sensor array / large auxiliary point defence grids (Designed to provide FLAK, anti-fighter and anti-missile support)
Manufactured by: Various sources

Broadsword class Frigate
Length: 780 meters
Inventory: X
Role: patrol and escort ship
Primary weapon systems: Missile systems / railgun batteries
Defense: Point defence arrays / Advanced armour plating / L1 class Shield systems
Utility: -
Manufactured by: Various sources


Longbow class Light Carrier (Frigate)
Length: 688 meters
Inventory: X
Role: Drone-carrier
Primary weapon systems: Railgun Batteries / Drone bay
Defense: mass-Point defence arrays / Advanced armour plating
Utility: Large cargo space / utility hanger space / dropship capacity / drone repair/maintain facilities / fleet repair capacity
Manufactured by: Skanar Corporation / Yaskawa Heavy engineering / Kuat Shipyards

Hiroshima-IV class Frigate
Length: 893 meters
Inventory: X
Role: Mass-Missile carrier
Primary weapon systems: Missile systems
Defense: Point defence arrays, Advanced armour plating
Utility: Stealth Systems
Manufactured by: Yaskawa Heavy Engineering

Osaka-IV Class Corvette
Length: 233 meters
Inventory: X
Role: Mass-missile carrier
Primary weapon systems: Missile systems
Defense: Point defence arrays, Advanced armour plating
Utility: Stealth Systems
Manufactured by: Yaskawa Heavy Engineering

Crossbow-III class destroyer
Length: 1503 meters
Inventory: X
Role: Stealth-destroyer
Primary weapon systems: Missile systems, Railgun batteries
Defense: Point defence arrays, Advanced armour plating, L1 class Shield systems
Utility: Large sensor array, Stealth Systems
Manufactured by: Kuat Drive systems / Kuat shipyards / Yaskawa heavy engineering

Crossbow-IVclass destroyer
Length: 1603 meters
Inventory: X
Role: Stealth-destroyer
Primary weapon systems: heavy-lance / railgun batteries
Defense: Point defence arrays / Advanced armour plating / L1 class Shield systems
Utility: Large sensor array, Stealth Systems
Manufactured by: Kuat Drive systems / Kuat shipyards / Yaskawa heavy engineering

Mark V ASSD (Autonomous Space Superiority Drone) Huskee superiority droid
A light, modular droid, often deployed in packs numbering the 2 dozen up towards the hundreds. Relatively lightly armored and only equipped with a set of railguns and light missiles as a standard armament. Their primary advantage is that they are cheap, easy to produce and can be stored and deployed on mass compared to "pressurized" fighter craft that are piloted by human crew. Nearly every warship in the Confederacy houses a drone bay housing at least a dozen Huskee droids, even those that lack a dedicated hanger bay.

Role: fighter (Swarm tactics)
Primary weapon systems: Missile systems /light railguns
Manufactured by: Yaskawa-gunji

Mark 3 ASOD (Tarantula heavy droid
The Huskee droid, uses the concept of death by overwhelming the enemy. As the Huskee droids use their numbers and maneuverability to overwhelm and destroy the enemy fighter and escort defenses, Tarantula heavy droids, although more unwieldy and expensive to equip (compared to the huskee) are deployed to cause havoc in enemy capital ship formations.

In the few large-scale engagements that the newer Tarantula class droids have been deployed in, the hundreds of Tarantula droid fighters swarmed enemy capital ships, overwhelming their point defense systems while targeting a slew of minor systems, from communication suits, flak and gun emplacements and other weak systems around the ships exterior. Whilst the missiles and heavy swivel railguns of the tarantula lack the punching power of the F882 or capital based weaponry, the number of Tarantula droids and the sheer number of missiles they can bring to bear, along with their advanced targeting systems can easily cripple a heavy capital ship by simply destroying its capacity to continue to function on a tactical and strategic level.

Role: light-bomber (swarm tactics)
Primary weapon systems: Missile systems / railgun batteries
Manufactured by: Yaskawa Heavy engineering


Mark 1 MDD (Tarantula heavy droid

The Missile Delivery drone is a simple, but very effective concept. A large platform, controlled by a droid interface and thruster sytstem, houses a large amount of either anti-fighter missiles or anti-capital ship warheads.
Upon deployment, the small and cheap MDD drones can release a hail of missile fire before being forced to return and re-arm. Attached to aid the initial attack run of Huskee and Tarantula droids, MDD's are often feared.
Due to their nature, sensor suit and FoF missile systems, they are often used by the Confederate navy to act as traps. Upon losing a batle or retreating, hundreds of MDD's can be left inside a sea of wreckage, an asteroid belt or other sensor-dampning situations.

It is even considered commonplace to camoflage an MDD drone inside containers, civilian shuttles or whatnot, everything to get such a disruptive drone near the enemy position.

Role: Heavy bomber
Primary weapon systems: Missile systems
Utility: Stealth
Manufactured by: Yaskawa Heavy engineering

F-489
A small, nimble fighter craft, capable of high G maneuvers and has a simple brutal dogfighting potential. The issue is this depends heavily on pilot capacity and training. Because of this the F-489 is more in taste with Colonial Militia and Private military contractors who have government license than the military, because the training time and pilot skill is often considered too heavy for the brutal and deadly nature of fleet warfare.

Role: Atmospheric and space Fighter craft
Primary weapon systems: Missile systems / railguns
Manufactured by: Reinmetal-Raumfahrttechnik

F-713
A heavy 2-pilot fighter craft, characterized by swift engines, heavy armor and heavy railgun and missile weapon systems.

Role: Carrier - superiority fighter
Primary weapon systems: Missile systems / railguns
Manufactured by: Reinmetal-Raumfahrttechnik

F-713 D
A modified F-713, longer and manned by 3-pilots, large sensor suit and incorporated heat-sinks and stealth technology, often used for intelligence gathering, or wolfpack doctrine type warfare.

Role: Carrier - Patrol and scout craft
Primary weapon systems: Missile systems / light-railguns
Manufactured by: Reinmetal-Raumfahrttechnik

F-882
A heavy 2 pilot strike craft, capable of housing a versatile range of payloads, but often maintaining railguns for self-defense and a large host of long to mid-range heavy missiles, primarily used to damage and destroy enemy weapon, shield and sensor emplacements.

Role: Carrier - Heavy bomber
Primary weapon systems: Missile systems / light-railguns
Manufactured by: Reinmetal-Raumfahrttechnik







Special ship types:

Seine class Assault Frigate
Length: 921 meters
Role: Ground support ship - fleet support craft - Invasion carrier
Defense: Point defense arrays, missile batteries, Heavy railgun batteries, railgun batteries, L1 class Shield systems
Utility: cargo Space / fighter hanger bay / drone bay / troop barracks / ground vehicle storage / dropship hanger bay
Manufactured by: Kuat shipyards

Panama class super-hauler
https://vignette.wikia.nocookie.net/sta ... 1029182146
Length: 3.9 km (width 3.9km)
Role: Super-heavy transport
Defense: Point defense arrays, L1 class Shield systems
Utility: Massive cargo Space / Sensor System / Repair systems and pressurised hanger bay for up to corvette class
Manufactured by: Kuat shipyards / Skanar shipyards

Panama class super-hauler (Military Refit)
Length: 3.9 km (width 3.9km)
Role: Super-heavy transport
Primary weapon systems: Heavy Railguns batteries / railgun batteries / missile systems / Massive drone hanger bay
Defense: Point defense arrays, Advanced Armor plating, L1 class Shield systems
Utility: Massive cargo Space / Sensor System / Repair systems and pressurised hanger bay for up to corvette class / Fighter drone repair and refitting bays / Barrack for Marine and Infantry battalions / Combat droid storage / Dropship capable
*Possible extra refits - Droid control ship for coordinating ground invasion
- Retractable docking pylons for repairs on capital class ships in deep space, inclusion of massive workshops and materials to repair nearly any damage to warships
- Carrier model (Voiding specifications and room for dropships, infantry and combat droids, ensuring massive deployment capacity of fighter droids/drones.
Manufactured by: Kuat shipyards / Skanar shipyards

PMC and private licence ships of war
Length: between 20 to 250 meters long
Role: private military ship / mercenary ship
Primary weapon systems: railguns / missiles / drones
Defense: Point defense arrays, Advanced Armor plating
Utility: * Everything under the sun
Manufactured by: *everyone capable of doing so
Corvette and patrol boat ships are extremly numerous in Confederate space, primarily by private military contractors, private ownership, mercenaries and several corporations

Marauder Class Refit
Length: * Depending on the refitted civilian ship. Often done on smaller cargo freighters
Role: Ambush / sacrificial sniper
Primary weapon systems: Drones / Missiles
Defense: None
Manufactured by: *everyone capable of doing so
The maurauder class refit became popular in the early years of the confederacy, as Tagali raids once again began to attack the fledging nation. With barely a fleet to defend itself, the Confederacy began to refit cargo ships and other ships in risk of Tagali piracy.
Removing basically every system on board, sometimes even gutting the Kaaronda drive to make room. With the internal room, FoF or fire and forget missiles could be mounted within. With explosive charges mounted on the hull, a remote trigger or even a sacrificial pilot, could blast away the outside hull, still present in order to spoof any attempt to discover the marauder refit. Afterwards, the entire ship, refitted to be one single weapon system, could dispense firepower way above its weight class.



#DOSAPP (do not delete)
Last edited by Tysklandia on Mon Feb 05, 2018 9:58 am, edited 19 times in total.

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Tagali Federation
Ambassador
 
Posts: 1151
Founded: Jun 07, 2016
Ex-Nation

Postby Tagali Federation » Fri Dec 15, 2017 3:30 pm

NEF, Spindle, and Unhallowed City are accepted. Roster will be updated when I get home.

Turmenista, there's just a couple more changes I'd like you to make before being accepted. I will explain once I get off of work.

In other news, the IC is up. Get to posting.

viewtopic.php?f=31&t=431411
[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

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Shadowwell
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Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Fri Dec 15, 2017 4:20 pm

Nah'ni App is done, hopefully.
✒ I'm a Proud Member of VARSITY ROW! Come check us out! ✒

I'M A MEMBER OF THOUGHT CAFE
WE'RE THE AWESOMEST, COME CHECK US OUT

When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

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Tagali Federation
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Founded: Jun 07, 2016
Ex-Nation

Postby Tagali Federation » Sat Dec 16, 2017 12:48 am

Shadowwell wrote:Nah'ni App is done, hopefully.


Accepted
[spoiler=Nation Info]The Tagali Federation- An FT Nation made up of dozens of species.

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Jackania yugo
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Posts: 1239
Founded: May 22, 2017
Ex-Nation

Postby Jackania yugo » Sat Dec 16, 2017 4:05 am

NS Name: Jackania
Nation Name: The unified alliance of DIMMER (Defensive anti-Illuminati Mass Military Expulsion Republic).
Flag:
Image

Capital: Azure-4 (Azure system)


population size: 82 Billion.
Primary species: (please supply a picture or a small description)
Nation History:(2 paragraph minimum)


Miltary size: 2.460 Billion.
Military Tech:
Standard Weaponry:
Soldier appearance:
Standard Ship Appearance:

May class frigate:

Image


Cameron class Destroyer:

Image


Major class Cruiser:

Image


Thatcher class Battle Cruiser:

Image


Heath class Battleship:

Image


Douglas class Carrier:

Image


Macmillan class Dreadnought:

Image


Eden class Titan:

Image


#DOSAPP (do not delete)

W.I.P
This nation a funsion between capitalism and social democracy (the only type of socialism made to actually be incorporated into capitalist governments rather than trying to destroy it).

This nation is PMT/FT. Sometimes modern tech.

We sometimes use pokemorphs and digimon in our armed forces. Sometimes

We are technically centrist.

This nation is a reunited Yugoslavia (and also sometimes controls the UK as well).

User avatar
Insaeldor
Negotiator
 
Posts: 5384
Founded: Aug 26, 2014
Inoffensive Centrist Democracy

Postby Insaeldor » Sat Dec 16, 2017 4:20 am

I know I'm not part of this RP but I have to ask, why are your ships all named after conservative British prime ministers?
Last edited by Insaeldor on Sat Dec 16, 2017 4:42 am, edited 1 time in total.
Time is a prismatic uniform polyhedron

User avatar
Darksworth
Envoy
 
Posts: 316
Founded: Nov 10, 2017
Ex-Nation

Postby Darksworth » Sat Dec 16, 2017 4:26 am

Lmao, glad I'm not the only one to notice :P
The Commonwealth of Darksworth is a pseudo-steampunk space-faring civilization. With their technology having been acquired by invading a far greater civilization. Due to this peculiar situation, their tech is a mix between pre-industrialized and late-space age.
Technology Level: Tier 4-5: PT/MT
Arcane Level: Level 0-Inept
Influence Type: Type 6-Planetary Politician
Based on this Index
---
Tier: Tier 5
Type: Type IV
Government Size: Superpower
Based on this Index


*Consult me for NS stats via TG*
Working as a Concept Artist, drawing mainly monsters, creatures and maps. Currently living somewhere in Southeast Asia or Oceania, take a guess.
---
In terms of my political stance, I'm Far/Alt-Right. That's legit, I could be categorized as a Technocratic Fascist.

User avatar
Jackania yugo
Ambassador
 
Posts: 1239
Founded: May 22, 2017
Ex-Nation

Postby Jackania yugo » Sat Dec 16, 2017 4:52 am

Insaeldor wrote:I know I'm not part of this RP but I have to ask, why are your ships all named after conservative British prime ministers?


Because Britain!
This nation a funsion between capitalism and social democracy (the only type of socialism made to actually be incorporated into capitalist governments rather than trying to destroy it).

This nation is PMT/FT. Sometimes modern tech.

We sometimes use pokemorphs and digimon in our armed forces. Sometimes

We are technically centrist.

This nation is a reunited Yugoslavia (and also sometimes controls the UK as well).

User avatar
Insaeldor
Negotiator
 
Posts: 5384
Founded: Aug 26, 2014
Inoffensive Centrist Democracy

Postby Insaeldor » Sat Dec 16, 2017 4:55 am

Jackania yugo wrote:
Insaeldor wrote:I know I'm not part of this RP but I have to ask, why are your ships all named after conservative British prime ministers?


Because Britain!

Does that mean if I name one of my ships the Community Charge I can automatically sink your thatcher class ships?
Time is a prismatic uniform polyhedron

User avatar
Jackania yugo
Ambassador
 
Posts: 1239
Founded: May 22, 2017
Ex-Nation

Postby Jackania yugo » Sat Dec 16, 2017 4:57 am

Insaeldor wrote:
Jackania yugo wrote:
Because Britain!

Does that mean if I name one of my ships the Community Charge I can automatically sink your thatcher class ships?


It was a joke.

We're basically going to be what happened to the British parts of the colonists.
This nation a funsion between capitalism and social democracy (the only type of socialism made to actually be incorporated into capitalist governments rather than trying to destroy it).

This nation is PMT/FT. Sometimes modern tech.

We sometimes use pokemorphs and digimon in our armed forces. Sometimes

We are technically centrist.

This nation is a reunited Yugoslavia (and also sometimes controls the UK as well).

User avatar
Sertia
Ambassador
 
Posts: 1354
Founded: Dec 07, 2013
Ex-Nation

Postby Sertia » Sat Dec 16, 2017 5:23 am

Posted. I reasoned that worm holes don’t take kindly to most things going through it, so the Selica Pantheon has never successfully gotten through one. Either the ships were stranded somewhere, or they just died on the journey. No one knows for sure

User avatar
Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Sat Dec 16, 2017 6:10 am

Yo OP.
In regarss to the game, it is fully free-form?
Meaning in regards to combat resolvement and such.
Meaning players decide who wins skirmishes between the parties involved?

User avatar
Sertia
Ambassador
 
Posts: 1354
Founded: Dec 07, 2013
Ex-Nation

Postby Sertia » Sat Dec 16, 2017 7:34 am

How many posts should I wait before posting?

User avatar
Turmenista
Negotiator
 
Posts: 5765
Founded: Apr 09, 2014
Ex-Nation

Postby Turmenista » Sat Dec 16, 2017 8:45 am

Tagali Federation wrote:NEF, Spindle, and Unhallowed City are accepted. Roster will be updated when I get home.

Turmenista, there's just a couple more changes I'd like you to make before being accepted. I will explain once I get off of work.

In other news, the IC is up. Get to posting.

viewtopic.php?f=31&t=431411


Alright.

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