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The Alversian People's Republic (FT Factbook)

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]
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Alversia
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The Alversian People's Republic (FT Factbook)

Postby Alversia » Thu Dec 30, 2010 12:38 pm

The Alversian People's Republic

"United in the covenant of free will do we stand, unbroken in the storm of hardship"


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"As I looked to the left, I saw my allies standing tall and proud,
and I looked to my right and saw my friends standing unwavering and firm,
and I knew then in my heart,
that I could not fail."

-Trezan Baxtor on the Battle of Icoras, 1611.

"There is one thing you can always rely on from an Alversian and that is to be reliable."
-Unnamed Xiscapian soldier, Korr Wars.

"...what [the SASM] have done to this nation is unforgivable, and unforgettable. We will never forget these years of terror and pain but we must not forget beyond that. We must not forget the turmoil and lawlessness that brought this great Republic to the brink of annihilation even before the Bioroid assault. We can be better. We will be better..."
-Quote from Marshall Smith's inaugural speech as Prime Minister.

“Planet of the golden spire, in your service I commit my soul. I leave my life behind so that I may do your will free of fear, guilt or regret. Standing before the abyss, I shall fear no evil, for your memory shall form the embrace into which my spirit shall fall. Should I succeed, may my reward be to look upon your beauty again. Should I fail, may my sacrifice be not in vain.”
-Common Alversian military saying. Often muttered before deep space or suicidal missions.

"You have been chosen because you represent everything great about our race. It’s courage, it’s honour, it’s determination never to lie down in the face of adversity and it’s ability to overcome all obstacles placed before it."
-Grand Admiral Naismith at the launching of the Dreadnought Archangel

"She is proof positive that the greatest of victories lie not in never dying, but in rising when we fall..."
- Captain Matsuyama in his journals, speaking of Lieutenant Dowling's last days aboard the stricken Archangel

"We stand for honour and freedom,
We fight to the end for freedom and honour,
It was an honour to die for freedom."

-Alversian military saying.


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The Alversian People's Republic is the collection of planets located in the Home Galaxy and Milky Way Galaxy. It is a major power in this galaxy and a founding member of the AXIS Alliance. The Alversian Republic has been in existence for over eight hundred years and has a rich and colourful history and culture. It consists of many species, all offering their own unique input into the running of the Republic.

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Contents
1.Statistics
2.Alversia Geography
3.Republican Geography
4.Physiology
5.History
6.Political System
7.Alversian People's Navy
8.Alversian People's Army
9.Alversian People's Air Force

Work in progress
Last edited by Alversia on Sun Feb 15, 2015 4:10 pm, edited 43 times in total.
R.I.P. Shal
17/01/2010

R.I.P. Peg
04/06/2018

Alversian FT Factbook

"Things are only impossible until they're not!"
~Jean-Luc Picard

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Alversia
Minister
 
Posts: 3183
Founded: Apr 26, 2007
Liberal Democratic Socialists

Postby Alversia » Thu Dec 30, 2010 12:57 pm

Statistics

Name: The Alversian People’s Republic
Government: Democracy
Current Head of State: Samantha Owens
Current Head of Government: Samantha Owens
Capitol: Illesia City
Official Language: Basic
Currency: Alversian Sedar
Colours: White and Red

National Bird: Falcon
National Animal: Lion
National mineral: Tritilanium
National Flower: Red Rose

Population: 425.5bn
Average age: 36
Average life expectancy at birth: 220
Oldest recorded age: 250
Average height: 6' 7'' (Imperial), 2.6 metres (Metric)
Average weight: 171 pounds (Imperial), 75kg (Metric)

Population Deposition:
    60% Alversian Humans
    4% Alumina
    6% Escan
    10% Silarian
    9% Non Alversian Humans
    7% Xiscapian
    2% Carvon
    1% Aretians
    <1% Veelic
    1% Other
Language Deposition:
    96% Basic
    20% Silarian
    15% Xiscapian
    5% Aluminan
    6% Carvon
    3% Aretian
    2% Other
Religious Deposition:
    65% Unitology (Alversian state religion)
    16% Dualism (Xiscapian Religion)
    6% Aluminan Religion
    7% Avengelis (Silarian Religon)
    5% Crevosan (Carvon Religon)
    1% Other

Number of Systems: 14
Number of Planets colonised: 20
Number of Holdings (Stations/Moons/Colonies <20,000 population): 600
Last edited by Alversia on Sun Apr 20, 2014 6:16 am, edited 27 times in total.
R.I.P. Shal
17/01/2010

R.I.P. Peg
04/06/2018

Alversian FT Factbook

"Things are only impossible until they're not!"
~Jean-Luc Picard

User avatar
Alversia
Minister
 
Posts: 3183
Founded: Apr 26, 2007
Liberal Democratic Socialists

Postby Alversia » Thu Dec 30, 2010 12:59 pm

Alversia

Name: Alversia
Population: 16.2 billion
Water surface percentage: 73%
Moons: 2 (Alarus, Temiere)
Day Length: 24 hours
Biggest City: Illesia
Other Cities: Holkara, Killes, Real Vildes, Oakhelm
Governor: Prime Minister

Image

Alversia with the moon of Alarus in the foreground


Alversia is the homeworld of the Alversian species and, as such, is the cultural and political centre of the Alversian republic. It is the seat of government as this is where the Alversian senate and the Alversian prime minister reside. The planet is also the headquarters for Alversia’s Armed Forces as well as most civilian branches of the government. It is the most populous planet in the republic although the majority of it’s population are native species.

The central and largest continent is named Icor and it is on this continent that the Alversian capital is located. It stretches from the planet equator all the way to the top of the northern hemisphere and thus is home to a great variety of different climates. The southern peninsula, which is home to the capital city Illesia, is treated to a warm, sunny climate which is broken only by a two month rainy season as the planet rotates away from the system’s star. However, the further north that one goes, the wetter and cloudier the weather becomes, with the central mass of Icor home to vast forests and rivers in which it rains almost continuously. This part of the planet is also victim to banks of fog which blanket the landscape, sometimes for days at a time. The northernmost point of the continent is frozen tundra, which spends most of the year under thick snow and suffering continual blizzards. The temperature here rarely rises above zero, although it does gain a ‘dry season’ of two months were it can hit highs of five degrees centigrade.

Because of this, a majority of Icor’s population reside in the warmer and sunnier south. The south of the continent mostly consists of flat plains and is perfect territory for a town or city and, as such, is the most densely populated area of the planet. It is also the most commonly seen as tourists rarely bother to travel beyond Illesia for sightseeing or leisure. It is to the north that the ruins of the former capital Icoras is located.

It is also to the north, in the forests which separate the two capital cities of Alversia, that the reclusive and peaceful race known as the Veela reside. Although there has been no census taken of their numbers since 2150, it is believed there are less than 15,000 across the entire continent although it is hard to tell for certain due to their reclusive and highly private way of life. They normally inhabit small villages of a few dozen deep within the forests. They rarely interact with outsiders but will provide information and assistance to the Alversian government when required as laid down in the co-habitation act signed when the Veela arrived on Alversia in 1709.

The continent to the east is named Tolfa and consists of a much harder climate. It is located on the equator but does not enjoy the same level of rainfall as Icor to the west. This had resulted in a desert land which does not support farming but is home to the limited mining operations that are carried out on Alversia. There are several mining cities on the continent but all are located along the coast while the interior desert itself is home to the Tolfarans, a primitive, nomadic race of desert people who never stray beyond their desert except for trade and keep their contact with the Alversian race as minimal as possible. Their hand weaved cloths however, are highly sought after and quite valuable.

The western continent is called Sirite and is the second largest continent besides Icor. It consists almost entirely of flat plains but unlike Tolfa, enjoys a continuous and consistent rainfall all year round. The soil here is fertile and rich and thus makes it ideal for farming. The continent is also named as ‘Alversia’s breadbasket’. It does not contain any populous cities but does consist of a large number of farming towns and villages spread out across the entire continent. The farming industry is dominated by two companies, Chekar Farming and Dominos Limited. Both these companies employ the smaller farmers and purchase their produce before, in turn, selling it onto market.

The continent south of Icor is known as Carvite and is debatably the most hostile territory on the planet. It’s a barren world with little in the way of protection from the elements and little in the way of natural resources. Despite this, it is home to a reptilian species known as the Carvon, these 8ft tall beings number several hundred million and they appear capable of inhabiting and thriving in what is normally a hostile and unwelcoming environment. Most mine the mountainous terrain for rare crystals and minerals vital for industries. A disproportionate amount of the population is also in the army, in particular the Army. The continent suffers from bitter and high speed winds and torrential rainfall which makes it the most hazardous continent by far to live on.

Illesia

Illesia is the capital city on Alversia, making it the capital city of the entire Alversian Republic. It is also the most largest in terms of habitants on the homeworld, with a population of sixteen million sentient beings from a wide range of species and backgrounds. The city was established around the year 1200 by the Photenicans, although historicans do speculate that they were merely building over the ruins of a pre-invasion Alversian settlement. Although it was not the administrative capital of the planet, it soon came to be its cultural centre and the location chosen by the bulk of Photenican governors to be their chosen area of residence, the climate proving much more agreeable to natives and visitors alike. It remained the cultural capital until the year 1594, when attacks from Trezan Baxtor’s rebel movement made Icoras an increasingly unsafe location for the governing authorities to reside in. It was also the last position to be evacuated after the Photenicans withdrew from the Alversian system and left the Alversians a free species. Ironically, while Baxtor’s Black Falcon propaganda had portrayed the city as a symbol of the Photenican occupation, built by the ‘conquerors for the conquerors’ and a place to be vilified compared to the more ‘pure’ Icoras, it was the city he chose to be his capital when the Civil War broke out just nine years later. By the time the Civil War had ended, Baxtor’s attitude towards Illesia had softened considerably and he looked upon it much more favourable. This, combined with the devastation of Icoras during the war, made it a logical choice to make it the new capital of the Alversian Republic. Although the Alversian population was initially painfully low in most districts, and increased only slowly once the Civil War ended (the city being a prime target for DR missile and bomber attacks), it increased until eventually it was the biggest city in on the planet by population. The senate building was constructed in 1623 while the Prime Minister did not receive personal accommodation until 1630. Over the centuries, most of the old Photenican buildings have been demolished and replaced with Alversian glass and steel making it much harder to spot its true origins. The Alversian designers made sure, however, to augment the colder metals and glass with greenery and many parks dot the landscape, often surrounded by taller buildings. The city is also filled with plazas and cafes, allowing citizens to enjoy the normally fine weather outdoors. It is not uncommon in a lunchbreak to see these areas filled with people conversing, eating lunch, out exercising or simply enjoying the fresh air.

Illesia is separated into five separate districts with a district as the city centre and then four equally sized districts surrounding it based on the points of a compass. The Districts are:

    Central:
    The central district of the city and home to the Alversian government, the Central District is home to the Senate Buildings, the Prime Minister’s Residence, Embassy Road and Arlowe House, which is home to the Alversian Civil Service. It is noted as having the tallest building in the entire Republic while most of the buildings here are the tallest in the city, making it easy to single out the district. It also boasts the biggest population by square metre, thanks to the multiple apartment complexes within the district. It’s a popular living location for Diplomats, Government Officials and Senators, most of whom own a flat in the more affluent buildings. It is also the location of the Baxtor Memorial Spaceport, the busiest port in the capital while Central District Football Club is also based within the district.
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    South Passage:
    South Passage District is located to the south of Central district and is more residential in design. The entire district consists of residential properties though few of them extend more than three stories tall, making South Passage seem much more stunted in comparison to the northern Central district. However, the smaller houses mean that South Passage is awash with green as trees line every street and most communities have at least one park for their use. The area is also broken up by a multitude of canals and streams which contribute to the lush green landscape of the area. The residents tend to be the most affluent in Illesia, often with successful businessmen or traders owning houses in the area. Many senior Officers in the Armed Forces also have their homes here as South Passage is the location of APNHQ and APNAFHQ as well as the Army Headquarters and the Army Air Force HQ. All are within easy reach of the Senate Building, but not actually within Central District itself. Southern Passage is home to the Marshall Spaceport while the local football team is South Passage FC, which also has the largest stadium, holding 210,000 people and making it somewhat of a landmark in the city. The Central Medical Research Facility is also located here.
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    Azure View:
    Azure View District is to the east of Central district and therefore is the district which shares the border with the sea beside with Illesia is built. As such, it is the most popular destination with tourists and other species which come to live in Illesia. The area consists mostly of small to medium apartment complexes and a large number of nightclubs and bars are also located within the area. Unsurprisingly perhaps, it is also the Headquarters of the Illesia City Police Department. The district has been enjoying a boon in business recently as the tourism from other nations as well as from Alversia’s outer colonies increasingly looks to the homeworld for a cheap holiday. This district of the City also holds the war memorials for the Korr War and the Danaversian Wars. Azure View is home to Azure United Football team.
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    Terrnacht:
    Terrnacht is located in the north of the city and, in many ways, mirrors South Passage to the south. It generally has even wealthier atmosphere than South Passage though, as CEOs and high ranking officials often choose to have their homes here. As such the area is more sparsely populated than the rest of the capital, with mansions and their grounds taking up a significant proportion of the District. This is also considered the home of Alversian high culture with the Bentine Opera House and Sovati Theatre located within this district, it is also home to Acting Row, so named because of the prevelance of theatres and cinemas along this particular route. The local football team are known as the Pterodactyls.
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    Arlandia:
    Arlandia is the oldest district in the city and thus is often referred to as ‘Old Alversia’ in common parlance. Although impossible to say, Arlandia is rumoured to be the first district of the city built by the Photenicans and remains the only district which bares their architectural influence. The district has been declared a national monument thus it is difficult for modern builders to get construction permits in this district. As such, the district is still rich in thousand year old ruins, some of which have been renovated and refitted for use as residential properties. The University of Illesia and its campus is located in a major Photenican building. Popular destination for Historians or those interested in the Photenican Empire. It is also home to the University of Illesia and Arlandia Rangers Football teams.
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Last edited by Alversia on Thu Jun 21, 2012 11:41 am, edited 13 times in total.
R.I.P. Shal
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R.I.P. Peg
04/06/2018

Alversian FT Factbook

"Things are only impossible until they're not!"
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Postby Alversia » Thu Dec 30, 2010 1:14 pm

Geography

Name: Dela
Population: 16.2 billion
Water surface percentage: 53%
Moons: 8 (Kan, Silar, Montus, Defanos, Eri, Lombar, Yanis)
Day Length: 27 hours
Biggest City: Mastan
Other Cities: Fermana, Real Medes
Governor: Matthew Meaklin

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Dela is the largest planet in the Alversian system although it lacks the population of the Alversian homeworld. This is due to large parts of the planet being uninhabitable due to vicious windstorms which sweep across both poles at regular intervals. Although a majority of the planet’s surface is made up of water, much of it is in a permanently frozen state as the temperatures away from the equator rarely get above -100 degrees centigrade. Despite this hostility, there is a bustling population on Dela, as Photenican, and later Alversian terraforming operations have created a planetwide band a thousand miles wide that is suitable for habitation. The population consists mostly of Alversians, as expensive property prices make it an undesirable location for movers and immigrants to the Republic. Despite this, the planet still boasts a considerable industry, as large numbers of people are employed by the Alversian government to oversee the continuing terraforming, as well as researching and cataloguing the wildlife and nature of the planet. The planets orbit is also home to Delan shipyards, a major contractor and builder of ships for the Alversian Navy.

Name: Silaria
Population: 9.9 billion
Water surface percentage: 94%
Moons: 1 (Silarica)
Day Length: 36 hours
Biggest City: Real Torres
Other Cities: Coprina
Governor: Tac’Vae

Silaria is major world in the Alversian system, third largest by population by the smallest in terms of size. The planet consists almost entirely of water which makes almost all of it uninhabitable by the Alversian species. Despite this shortcoming however, the planet does not suffer from geothermic instability nor does it suffer overly from weather of any sort, being far enough away from the systems star not to make evaporation and cloud cover an issue. Hence, the Alversians have constructed a network of vast floating cities which are anchored to the ocean floor and regulated by thousands of advanced VI programmes which keep the cities from drifting or sinking. Indeed, it has been speculated in tactical simulations that it would be easier to raise the ocean than sink one of these cities. The planet is a popular tourist destination, if only for the novelty of walking on a floating city, while its fairly consistent weather, broken only by frequent showers of rain, make it a popular location for amateur sailors and fliers alike. The planet is also home to the APSPF (Alversian People’s Surface Patrol Fleet).

This planet is also home to the Silarians, a race of amphibious beings who rarely leave their homeworld, simply because they prefer to be closer to their underwater cities than to interact with the Alversians. Despite this, they’re numbers are in the hundreds of millions and they are considered citizens of the Alversian Republic, with full representation in the Illesian Senate.


Name: Malacus
Population: 7.6 billion
Water surface percentage: 69%
Moons: 19 (Aronos I - IXX)
Day Length: 8,688 hours
Biggest City: Salan
Other Cities: Tiera, Cavalia
Governor: Danny Toal

Malacus is the second most populated planet in the entire Republic and is the commercial capital of the Republic, being the nearest populated planet to the Xiscapian Empire (Wuin notwithstanding). The planet is locked in an exceptionally slow orbit around the blue star in the system, making it one of the more geographically unique planets within the Republic. The results of the slow orbit are days and nights which last an entire year apiece. Due to the reflective properties of Malacus’ atmosphere, however, there is little difference between night and day on the planet. The whole world is cast in an eerie blue glow from the atmosphere, making it difficult for visitors to adapt to life on the planet in the short term. The planet, although it is part of the Republic and bound by those same laws, is much more liberal in the persecution of these laws as is to be expected on a commercial world.

The city is the trading epicentre of the Republic, with a majority of its population involved in trading in one way or another. The Alversian Merchant Navy Headquarters is located in Salan while Severus Shipyards is located in orbit over the capital and produces ships for both the People’s Navy and the Merchant Navy. The world is home to multiple Photenican ruins, the planet having once been part of their Empire, standing alongside other ruins from an older period, possibly an extinct species native to Malacus. The planet is popular for businessmen but prices and the climate often prevent people from moving on a long term basis.

Name: Aretia
Population: 9.8 billion
Water surface percentage: 60%
Moons: 1 (Ven)
Day Length: 48 hours
Biggest City: Sunos
Other Cities: Malarva, Real Beines
Governor: Alexis Fitzgerald

Aretia is the largest world in the Malacus system by mass and one of the most populated. Like Malacus itself it focuses primarily on trade and commerce to build economic stability. The planet does not share the same blue hue as Malacus though and is overall a much more pleasant place to live. Indeed, it is speculated by Alversian historians that the Photenicans terraformed the planet centuries ago and thus is why it is a ‘garden’ world today. Outside of Alversia, Aretia is also the most popular tourist destination in Republic space although the close orbit of Ven results in violent tidal storms and rapidly changing conditions, making the coastlines uninhabitable. Ven is also in a synchronous orbit with the star, casting a portion of the planet in permanent and complete darkness. Many of the native wildlife are common across the Republic, furthering claims that the once barren world was transformed by the Photenican Empire.

The planet is also one of just three which possess a species other than Alversians upon it, although like the presence of the wildlife, it is questionable wither or not the planet was terraformed and the Aretians are really native to the planet for longer than few thousand years. They are a commercial species of bipedal aliens, whose appearance is remarkable human, with the most obvious physical difference being a third eye nestled just above their noses and enlarged cranium. They are rarely seen outside their system, preferring to work either with the companies in the Malacus system or in the Company security teams.

Name: Faustus
Population: 1.8 billion
Water surface percentage: 82%
Moons: 11 (Socros I -XI)
Day Length: 53 hours
Biggest City: Iviti
Other Cities: Savar, Obertan
Governor: William Boyce

Fautus is the smallest planet in the Malacus system and by far the most hostile. A desert world, it has been colonised thanks to private terraforming expeditions on behalf of major companies as well as the use of bio-spheres to create a self sustaining colony of over 700 million inhabitants. Unlike the other commercial and tourist based planets in the system, the economy of Faustus is based off of mining the minerals deep beneath its surface. Much of the planet is fatal to sentient beings, with dust storms capable of sandpapering armour and rainfall which can melt through most metals.

This makes mining on Faustus more expensive overall than Earthius but most of Malacus’ super companies have established some form of operation there which cuts competitive prices with the Earthius system. This mining expertise has made experienced Faustans prized resources for large mining corporations and competition for them is fierce. Of course, being in the Malacus system means that trade is inevitable although Faustus uses vast orbital stations rather than the surface as a trading hub. Once the mining minerals have been exhausted from the planet, then the Alversian Senate has already approved plans to terraform the world fully into a garden world, capable of providing continuing employment and usability.


Name: Gerral
Population: 7.2 billion
Water surface percentage: 26%
Moons: 21 (Saptos I - XXI)
Day Length: 22 hours
Biggest City: Scaran
Other Cities: Dornila, Garman
Governor: Head of the Fleet

Gerral is a highly unique world in the Alversian Republic as it is the only planet within the Gerral system that is habited and habitable. It is also the only planet to still be under military jurisdiction, with the head of the garrisoning fleet also acting as the system’s governor. This is in theory only however, as the Admiral will usually defer power to an elected council of local officials who will then run the planet on their behalf. This ritual, known as the ‘Coalsen rebuke’, has been in continuous use since the planet was secured from Danaversian forces after the end of the first war in 2057. The planet itself is resource rich and is easily able to support crops of all kinds despite a rather barren appearance. The air of the planet is a little oxygen heavy which leaves a permanent, semi-transparent fog carpeting the entire planet during colder days.

The planet has also been suffering from continuous Danaversian attacks since that first war and thus is more militarised than most Alversian systems. The system boasts the most complete defensive grid outside the DMZ and Alversia itself. This is both an advantage and disadvantage because while it turns the system into a fortress of sorts, it also reduces trade to negligible levels, as merchant ships are usually unable to navigate the defences. Thus, Gerral is more isolated and self-sufficient than most other systems, growing or producing everything it needs on the surface. Despite this isolation, Gerralians feel a deep sense of patriotism to the Republic and have been staunch supporters of the Republic since the planet was taken nearly 400 years ago.


Name: Earthius
Population: 14.8 billion
Water surface percentage: 14%
Moons: 94 (Porsas I - XCIV)
Day Length: 19 hours
Biggest City: Real Jose
Other Cities: Real Medres, Real Atones
Governor: John Belletti

Earthius is located within the Earthius system and is one of the most important planets in Alversian space. The planet is slightly smaller than Alversia in terms of circumference and mass but is considerable denser with a richer atmosphere that is toxic to most species. Despite this, biospheres have been erected across the globe and so the population has been growing steadily over a number of centuries. The planet is important though, thanks to minerals which are mined from both above and below the surface of the planet. For reasons unknown, the planet also replenishes its resources at an alarming rate, replacing in months what would normally take centuries. This, in combination with legislation and rotating mining schedules has resulted in a planet whose decline of resources is much less than expected, although resource numbers are falling steadily. This alone has made it a vital planet in the Republic and, located in the centre of Alversian space, it is also considered one of the safest planets on which to live, natural hazards aside. Most of the population work in the mining business although it is also something of a cultural capital, as large tracts of the planet play home to ruins of undetermined origins and age. They are a favourite pastime of many amateur historians. Most of the surface is barren and rocky devoid of life and broken only by vast mining complexes designed to collect only the regulation amount of ore. The planet is also home to some strange weather unique to Earthius. The high concentrations of oxygen in the atmosphere make for spectacular and frequent ‘sky fires’, the result of high concentrations of oxygen being ignited by lightning storms in the lower atmosphere.

Name: Pascen
Population: 9.2 billion
Water surface percentage: 82%
Moons: 3 (Lalores, Imeltine, Sotores)
Day Length: 50 hours
Biggest City: Blue Bay City
Other Cities: Charlotte's Cove, Eastern Island City
Governor: Vicky Hamilton

Pascen is the tourism capital of the Alversian Republic, the most popular holiday destination in the Republic for native Alversians, renowned for its golden beaches. The World shares a lot in common with Benedict II, in that it shares the same tropical climate although because it is closer to the system star than Benedict II, it is much warmer for more of the year, although it does make the years shorter overall. There are two continents to the north and south centred on the poles which are heavily mountainous and forested in thick tropical forests near the coast and snowy tundra further inland the closer one gets to the pole. The equatorial land is divided into millions of islands of varying sizes centred into distinct clusters, each covering hundreds of thousands of square miles. These islands vary in geography, ranging from flat and sandy to mountainous or forested. The planet is home to a great variety of wildlife but most people choose to come to for the beaches and heat waves which last almost all year around. Though it is often humid, the exposed nature of the islands mean it is often windy and this lowers the overall temperature. As befitting a planet with such large amounts of water and waves, surfing is the planetary sport.


Name: Apex
Population: 3 million
Water surface percentage: 78%
Moons: 2 (Blacklock)
Day Length: 22 hours
Biggest City: Savannah
Other Cities:
Governor: Daniel Cole

Apex is one of the newest worlds to become part of the Alversian Republic and is located within the jointly shared Wuin system. The world was colonised as part of a joint exploration effort between the Alversian Republic and the Xiscapian Empire, with the system remaining part of the Empire but Apex recognised as Alversian sovereign territory. The general climate is a cold one, although nearer to the equator is a bit more bearable while the poles are rather colder than the rest of the planet. The weather is varied with the north and south poles often suffering from vicious snow and rain storms while the equator, although lacking the snow storms, suffers from very heavy and continuous rainfall, with storms lasting up to a month at a time. The planet has become more of a trading centre since its takeover by the Alversian Republic due to it’s close proximity to the Xiscapian planet in the system as well as the Berrax Republic, with whom trade is plentiful.


Name: Ardracole
Population: 34,000
Water surface percentage: 77%
Moons: 1 (Ervvi)
Day Length: 24 hours
Biggest City: Cerdi
Other Cities: None
Governor: Alison McGregor

Ardracole is one of the most recently established Alversian colonies, having been established in 2246 following the discovery and survey of the planet by deep space probes. Ardracole is a garden world, with a highly accommodating atmosphere which permitted immediate colonisation by the Alversian Colonisation Office. The planet is the smallest within the system, with dimensions more in common with a moon than any of the planets. The world has a temperate climate and consistent seasons, making it a prime planet for farming, which is the main industry of the world. Ardracole also boasts a considerable academic contingent, with the Illesian Academy of Science maintaining a permanent outpost on the colony for a few dozen researchers and placement students from the main campus. The planet has still not yet been fully charted and so the Universities and Academies of the Alversian Republic often spearhead expeditions into Ardracole’s wilds or launch probes to explore the uncharted space beyond the Republic’s borders. The system is fairly isolated from the rest of the Republic, with its closest neighbour being the Wuin system.


Name: Benedict II
Population: 112,922,500
Water surface percentage: 93%
Moons: 12 (Deranos I – XII)
Day Length: 30 Hours
Biggest City: Carlov
Other Cities:
Governor: Atsumi

Benedict II is located within the Bernadict System with the Milky Way and is the largest planet in the system. It is a tropical planet, with the majority of the surface covered in water making storms and rainfall fairly consistent across the planet. Despite this, it is a popular destination for tourists as, although the islands are blighted by rainfall, the climate is warm and thus it is an inviting tourist destination for all Alversians. The main populated island, Malloy, is where the capital city of Carlov is located and where the majority of the population live. The island itself is just 102km across but is the largest island on the planet, with the other several thousand ranging in size from 90km to just 12metres and thus being uninhabitable. It remains a popular destination for Alversian tourists, particularly those who want to go fishing, swimming or diving as the planet is home to a vast array of fish and underwater flora, making it a rewarding place to visit for people interested in those fields. There is also academic interest in studying the creatures closer to the bottom of the sea, the seafloor being close to 45km under the surface. To date, only one survey probe has been able to reach the bottom although attempting to figure out a way to do so again is a popular pastime for most deep-sea engineers.


Name: Sanoya
Population: 23 million
Water surface percentage: 75%
Moons: 2 (Anos, Skarpo)
Day Length: 25 hours
Biggest City: Alphondra
Other Cities: Vesstus
Governor: Komari

Sanoya is a garden world located in the Sanoya system, it is the inner most habitable planet within the system and one of the only two in the Milky Way Galaxy. It is the third planet in circulation away from the system star. This has resulted in a world which, although it appears deceivingly habitable, is also subject to surprisingly intense heat waves which drive the majority of the Alversian population underground. A such, Sanoya is unique within the Republic as being the only city where the majority of its population live underground. Surface habitation is possible through the use of biodomes, which lower the temperature enough to permit Alversians to travel on the surface. The world is known primarily for the School of Finance and Banking which is located beneath the capital city Cassos. The planet is also home to the Republic Ecological and Biological Academy, as the Sanoya is rich in animal and plant life despite the harsh environment. Travel across the planet is possible in adapted space suits or specially designed buggies and is a popular destination for Biologists amateur and professional. It is not as popular with tourists as some Alversian worlds, simply because of the biodome/subterranean habitation. The primary export of the planet is Tritolanium, a metal popular in shipbuilding.


Name: Ferra
Population: 9.5 billion
Water surface percentage: 80%
Moons: 2 (Merra, Lerna)
Day Length: 21 hours
Biggest City: Intros City
Other Cities: Ferra City
Governor: Michael Delaney

The planet of Ferra was annexed into the Alversian Republic in the year 2405 following the surrender of the planet after the Danaversian War, in which the Ferrans openly supported the Ternion. The planet consists of three continents, named Hanar, Tritar and Molar respectively. Hanar is the most populated by far, containing all the major capital cities. It consists almost entirely of grassy farmland with a large number of lakes and rivers which are ringed by mountain ranges. The other two continents are varied in their climates but are smaller than Hanar, possessing less than a third total of the Ferran population. The temperature across the entire planet is mostly consistent with the only major drop being at both planetary poles.


Name: Alumi
Population: 1,500,000,000
Water surface percentage: 69%
Moons: 4 (Rasani, Geresa, Eevi, Lavos)
Day Length: 29 hours
Biggest City: Mehav
Other Cities:
Governor: Nigripes

Alumi was the last planet of the old Aluminan Empire, formally annexed into the Alversian Republic in 2405 following a formal request from Supreme Lioness Nigripes. The planet consists of a single landmass, surrounded by water, known as Alumivos. Alumivos is separated into unique environmental zones where the climate is radically different. The central region runs like a belt across the centre of the continent, a collection of thick tropical rainforest. The southern part of the continent consists of deserts and rocky outcrops. These areas are inhabited only by the native Aluminan population and those are who manning the mining operations in the area.

The northern part of the continent consists of rocky outcrops and wide open plains. It is in the far north that the majority of the surface mountains are located, including the Black Mountains, into which the Aluminan sacred temple is built. It is also home to the bulk of the Aluminan population and to their capital city and Council Buildings. The temperature on Alumi is well below that of a normal habitable planet and the amount of oxygen in the air considerably reduced as well.


Name: Irongate
Population: 1,300,000,000
Water surface percentage: 70%
Moons: 31
Day Length: 39 hours
Biggest City: Idee
Other Cities:
Governor: Jessica Campbell

Located in the Milky Way galaxy and a former Zillar world, Irongate was taken by Rear Admiral Cavourna during the Alversian offensive into Zillar territory during the final days of the Danaversian War, working in conjunction with the larger and more penetrating Xiscapian offensive. Following the ending of hostilities, the Alversian Republic formally took control of the planet. Irongate is a large world, consisting of no less than nine separate continents of varied temperatures and climates. The majority of the population however, live in vast underground cities, the surface considered to be too inhospitable to spend too much time on. Most of the surface water is frozen over although there are large reserves underground of unfrozen water. Indeed, the Zillar natives do not need to spend much time on the surface as they are able to get the majority of their material needs from subterranean chambers constructed during the building of the cities.


Name: Miller
Population: 5.5 billion
Water surface percentage: 77%
Moons: 1 (Teddy)
Day Length: 23 hours
Biggest City: Miller City
Other Cities: Tangine, Iviscus
Governor: Ryan Francis

Miller is a former Greali world taken during the brief Alvo-Xisco-Greali War of 2401. The planet was under the process of gaining independence from Alversian control when in 2403 it was taken by Danaversian troops during the Danaversian War. Following the liberation of the planet by Alversian forces in 2405, it was annexed directly into the Alversian Republic. Miller is a garden world and even the Danaversians have failed to spoil it's potential. With a temperate climate, predictable seasons and suitable rainfall, the planet is home to vast plantations of crops which the majority of the population tend to.


Name: Ranus VI
Population: 3.8 billion
Water surface percentage: 72%
Moons: 13
Day Length: 20 hours
Biggest City: Petros
Other Cities: Avos, Scotos
Governor: Lady Ardelle

Ranus VI is one of two planets in the Ranus System occupied following the system's capture by Coalition forces following the Battle of Ranus in 2404. The Alversian, Sen and Setulan troops who liberated the planet remained until 2405 when the Sen and Setulan continents were redeployed and replaced by Alversian and local units. The native population of Ranus VI are the Escans, a lupine race who spent close to eight hundred years under Danaversian control. The planet itself is a green world, consisting mostly of forest and open meadows with a small number of mountains dotted across the landscape. The major cities are all located within short distance of a single, massive inland sea as the oceans on Ranus VI are wild and unpredictable, making it dangerous for all but a select few to live there.


Name: Fausa
Population: 7.8 billion
Water surface percentage: 81%
Moons: 37
Day Length: 42 hours
Biggest City: Palosia
Other Cities: Grengar, Messa
Governor: Lady Vistoria

Fausa is another Escan world, formerly of the Danaversian Empire which was taken by Alversian forces during the final days of the Danaversian War. In the following peace treaty, the Alversian Republic took control of Fausa and annexed it into the Republic formally in 2405. The planet is similar to Ranus VI in terms of temperature and climate, mostly consisting of large green meadows with large mountain ranges at the northern and southern poles. Unlike Ranus VI, the seas are considerably calmer and allow for habitation along the coast. Indeed, the capital city is located along the coast. The majority of the population live on low lying flatland around the sea. The planet is subject to large rainstorms during the winter years although the temperature is mostly consistent throughout the year.
Last edited by Alversia on Tue Feb 28, 2017 10:30 am, edited 12 times in total.
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Alversian FT Factbook

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Postby Alversia » Thu Dec 30, 2010 1:20 pm

Physiology

Alversians

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Alversians are the primary inhabitants of Alvefrsia, the homeworld of the Alversian People’s Republic and the most common race throughout the nation and its colonies. They are a sub-branch of humanity and physically have few distinctions from the average human but nevertheless, possess several traits that set them apart from the rest of the genus.

The biggest and most obvious difference is in the gender split between male Alversians and female Alversians (the terms men and women respectively can also be used) which is skewed at 99-1 to favour of females. How this occurred is unknown to historians but it is commonly accepted to be the result of genetic manipulations by the Photenicans, who conquered Alversia 2,500 years ago. The most widely accepted theory is that the Photenicans, master geneticists and scientists, encountered a male dominated military and political structure that was offering considerable resistance and thus took steps to eradicate the male side of the species. It is believed over several hundred years they widely modified the structure of the subjugated Alversians; ensuring that the near total majority of newborns would be females and that males would become extinct. There have been no discoveries of mass graves from the period on Alversia that would indicate there was a genocide to accompany this policy and, so it is believed the Photenicans merely allowed the males to mostly die out naturally, leaving the Alversian race composing almost entirely of females.

Curiously, it seems that the Photenicans did not wish for the species to become a clone-dependent race like the Lacerta reptilian race used as soldiers for the imperial army and so the genetic makeup of the Alversian female was altered to permit females to interbreed with one another. Similar to standard male-on-female intercourse, female-on-female intercourse allows genetic material to be absorbed from one female to the other via certain bodily fluids. This material then inseminates an egg as per normal, permitting the female to get pregnant. Quite which female partner will get pregnant is still difficult to determine in normal intercourse, indeed there is a remote possibility that both partners may end up pregnant, though modern technology has allowed more controlled pregnancies to occur.

Although the average height tends to fluctuate depending on what region, continent and planet that one looks at, it is generally accepted that the average Alversian is taller than a normal human, with the mode average being between 6’3’’ – 6’6’’. The tallest Alversian in recorded history was Johan Marcus who lived in Jastar, Tolfa and was recorded as being 9ft 4.2 inches in height when he died in 2021 aged 25. The tallest planet on average is Gerral, with an average height of 6’7.3’’ while the smallest is the Alversian moon of Dela where the average height is 6’4.6’’. Dwarfism is unheard of on Alversia and there has not been a recorded birth of a ‘dwarf’ in nearly 300 years. This is mostly thanks to gene-engineering which is now standard treatment across the Republic with parental approval.

In terms of bone structure, the Alversians share the same calcium makeup as regular humans although their skeleton is laced with natural titanium that and share the same number of ribs and bones. However, whenever Alversians are born as infants there are considerably less cartilage and more solidified bones which then grow throughout childhood. This does mean that infant diets need to be very calcium rich to ensure maximum bone growth and strength for the rest of their lives. The bone titanium is naturally produced within the bone itself with thin threads running through the structure to provide additional strength. On top of this, the bones themselves are thinner than a regular human’s bones although the titanium within their frame compensates for this comparative weakness and in fact improves their strength marginally. Alversian muscle is more flexible in design than human muscle, offering more flexibility in most situations.

The weight of the average Alversian is also something which fluctuates depending on the individual and the planet but in general the species is lighter than the human race thanks to their lighter, slighter frame. In general, the weight will be between 10st 3.3Ibs and 11st 11.3Ib although it fluctuates depending on various factors that vary from person to person. Obesity is not a common problem amongst Alversians, as they have genes which prevent them from gaining undue weight no matter how much they eat although becoming overweight is a problem for those who eat excessively and exercise infrequently.

In general, the amount of calories required by a regular Alversian can be anything from between 1,500 to 2,000 depending on daily routine and the size and weight of the individual. Eating any more than 3,000 calories without exercise is considered to be the point when weight will start to be gained. By the same measure however, eating any less than 1,500 for a sustained length of time will cause weight loss and can cause considerable health problems if pursued for a great length of time. Spacers and those who are working continuously or in highly demanding environments need much more than this, closer to 5,000 calories a day to maintain their weight and physical effectiveness.

Internally, the Alversian is virtually identical in terms of organ layout as the regular human. The heart is located in the chest behind the ribcage and is the standard four chambered model, although the muscle itself is more dense and muscular giving better performance and allowing an Alversian to continue with physical exercise longer than normal. The resting heart beat for an Alversian when not active is around 70-80bpm, increasing to around 150bpm when performing particularly strenuous exercise. A heart beat below 70bpm is acceptable and fairly common in more northern individuals but anything below 50bpm is considered a health risk. Soldiers and those within the military system are given implants to monitor and protect their hearts from abnormal beats although such technology is also available on the civilian market if it is deemed medically necessary.

The Alversian liver is also more dense in construction than a regular human liver, capable of much faster and more efficient detoxification of materials in the body without being damaged. For example, an Alversian can drink excessive quantities of alcohol and yet suffer minimal damage to the liver. This also speeds up the metabolism within an Alversian which helps to keep their overall weight down.

Despite having a fast metabolism, the average lifespan for an Alversian lasts well over a hundred years, with the average life expectancy being around 250 although it alternates depending on the system. The oldest ever Alversian was Melanie Stryker who was born on 23.3.1721 on Alversia and died on 3.7.2033, making her 312 years old when she died. However, Melanie Sykes spent a large portion of her life living with the Veela in the forests north of Illesia and it is felt that they contributed to her long life, rather than her own unique physiology. The lifespan before the development of advanced medicines placed the average age of an Alversian closer to a hundred but advances have permitted an increase in life to a maximum of 150 years without Veelic intervention. The early lifespan is the same, with the first twenty years roughly defined as ‘childhood’ in the care of parents and then the next 20 years as ‘young adults’ before middle and old age settle in. An Alversian generally will not become senile or incapacitated by age until around the age of 220 although it varies greatly within individuals.

In general, the youngest planet in the Republic is the moon of Dela while the oldest is Pascen, where a lot of elderly couples chose to move to in order to enjoy their twilight years.

In terms of mental capabilities, an Alversian is really no different to the normal human. They possess the same cranial structure and the same brain sits within. The average IQ of an Alversian tends to be marginally higher than that of a human although again, it alternates between systems and planets and even down to individual towns.

There are marginal differences however. Alversians tend to be more sensitive to hot and cold temperatures than a human, thanks to increased nerves in their skin and a more active section within the brain which interprets this. In general, an Alversian will be able to feel a dip or rise of temperature of just a few degrees although this does not usually hamper their physical or mental wellbeing in any way. This sensitivity to temperature changes, however, does possess a problem in the extremes at both ends of the scale. At excessively cold temperatures, an Alversian’s skin will start to freeze at around -25, even with attire considered suitable for the conditions. Likewise, if exposed to extreme heat, than being cooked alive is a very real possibility. Extensive implants and heavily engineered suits are required before either of these extremes can be travelled by the Alversian species.


Carvon

The Carvon species are a reptilian species which inhabit the southern continent of Alversia with their numbers in the several hundreds of millions. In terms of physical size and weight, they are far superior to Alversians, with the average height across their species being over ten feet while they can range in weight from 890-910kg, multiple times heavier than the standard Alversian. This is mostly due to their very bulky construction, with a thick hide covering their body which doubles as armour thanks to a lack of nerves within the hide to feel any physical damage down to their bodies. It has been seen that a Carvon can take anything up to a shot from a blaster pistol and survive although more powerful energy weapons will penetrate their armour and inflict internal damage. However, to get around this, they possess multiple redundancy organs. For example, they have three livers and four kidneys and a backup heart although it is smaller and considerably less well developed than their prime heart and could sustain life at a minimal level for only a few hours.

Carvon do regenerate tissue a lot quicker than most species, giving birth to a myth that the Carvon can regenerate organs and bones but the rate at which this happens is often grossly over-estimated. The Carvon sense of smell is much better than an Alversian’s but their vision is much worse. The species is not blind but often relies more on their sense of smell and taste to get a sense of their surroundings. Those who join the military are given implants to bring their sight up to par however.

The Carvon reflexes are quicker than an average human thanks to stronger muscles within their body and they do have quicker reaction times. Although faster than the average human they are slower than an Alversian in terms of reflexes and their overall agility is considerably lower.

In terms of food consumption, the Carvon are sustained by an entirety meat diet and thus are equipped with powerful jaws and razor sharp teeth for cutting into flesh and crushing bone. Most Carvon prefer their meat raw and on the bone with powerful stomach acids combating the unwelcome parts of an animal they may consume.

Carvon reproduction is suitably violent for the species and often results of one or both of the individuals suffering broken limbs or internal damage either before or during the intercourse. Carvon pregnancy usually lasts around ten months before the child is born. A litter of children may be anything from one to nine at a time and are usually no longer than 30 centimetres at birth. They will usually grow out to full adult size by the time they are twelve and are considered adults when they are fifteen.


Silarians

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The Silarians are an amphibious race from the planet Silaria in the Alversian system, a world where 94% of their planet is water. The Silarians inhabit the underwater portion of the planet and live in vast cities built hundreds of metres below the planet’s surface. They are an amphibious species, capable of breathing on land and water thanks to the capability of their skin to absorb oxygen from the water in which they inhabit. When on the surface, however, they will breath through a set of lungs the same as any other species although these lungs are underdeveloped considering the size of the species. The average Silarian is about 7ft in height but is incredibly light, with the average being much lower than the average weight for an Alversian. This is due to their lightweight construction which makes them fragile and highly unsuited for long time habitation out of their water homes. Despite this fragility, their frames are capable of sustaining enormous pressures normally found underwater while their webbed hands and feet enable them to propel themselves easily underwater while their eyes have developed a third, transparent eyelid which closes over while they are submerged, allowing them to see.

The Silarians possess a three chambered heart. In the three-chambered heart, oxygenated blood from the lungs and de-oxygenated blood from the respiring tissues enter by separate atria, and are directed via a spiral valve to the appropriate vessel—aorta for oxygenated blood and pulmonary artery for deoxygenated blood. This special structure is essential to keeping the mixing of the two types of blood to a minimum, which enables the Silarians to have a much higher metabolic rate than would normally be expected from a species which spends most of its time underwater. It does mean, however, that most Silarians will not live beyond eighty.

Their skin is a pale colour, the result of living away from light for such long periods of time, although Silarians who have emerged to inhabit the Alversian colonies on their homeworld have developed a darker hue to their skin. They have a poor sense of smell but excellent hearing and sight. They also lack a diaphragm to breath with, instead drawing in oxygen by changing the internal pressure of their mouth thanks to an gland in the roof of their mouths which draws the oxygen down into their lungs.

For a diet, the Silarians mostly rely on small fish species which live close to their cities and are consumed whole and raw. Silarians eating in water consume their foot by taking the item in their mouths, forcing the water through their noses before swallowing the food item. Silarians can spend anything up to four hours a day consuming food due to the low calorie content of their main food source and the high energy requires of constant motion although modern substitutes have eased this burden.

Silarian pregnancy usually lasts for just five months with the infant born at just a tenth of the size of their parents. Silarian children are born with the capability to breath underwater immediately but it takes close to three years for their lungs to develop sufficiently to live on the surface. Silarian children are born with see through skin but their hue gets gradually darker the older and larger they grow.


Aretians

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Aretians are humanoid in appearance and their body shape closely resembles those of humans. Average height for the race is around 5’8’’ – 6’1’’ for males and 5’4’’ – 5’6’ for females though individual heights can vary wildly from individual to individual. They are more likely to have a lithe and muscular form than curvy which can give them a spritely appearance closer to elves than to humans. They are known for their agility, a consequence of their thinner frames and leaner muscles. This comes at a cost of denser muscle which means Aretians will typically not be as physically strong compared to other races, albeit this can vary from individual to individual. It is especially prevalent amongst females of the race who are quicker but conversely weaker than males for whom the strength deficit to other races is not as pronounced. The average life expectancy for both males and females is around 150 years with the effects of old age (degradation of physical and mental faculties) not typically occurring until around the age of 130. Maturity is usually reached by 18-22 years of age.

The most distinct physical attribute of an Aretian is the hue of their skin. All Aretians are born a pale blue colour which this deepening as they reach maturity to a light blue that they retain until later in their lives when it darkens again to a midnight blue. The precise shade of blue can vary from area to area on Aretia. Hair colours can vary wildly but the most common colours are silver, purple, green and orange with all colours having a noticeably metallic shine. Common colours such as black, brown or blonde hair are virtually unknown amongst Aretians. Common eye colours are cyan, teal, turquoise, ochre and shades of green. They typically have wider pupils than average and have a tapetum lucidum which allows them to see in low-light situations, such as at night. This gives their eyes a blue glow when light is shone on them in darkness.

Most Aretians are not psionic but there is a rare possibility of an Aretian being born with psionic gifts, which typically manifest themselves in early childhood. The strength of the psionics varies but typically manifests as mild telepathy or telekinetics. A few will be born with considerably more powerful gifts however and this will include the ability to influence thoughts rather than just read them, warp the perceived reality of targets and may also include more destructive telekinetic powers. Those untrained in the use of their powers may utilise them without intending to as a result of stray thoughts or actions. To safeguard against this, those discovered to have psionic potential are enlisted automatically in special schools to help them control and harness their powers effectively.

Aretia is unique in the People’s Republic as it effectively functions as a constitutional monarchy. It is ruled by the High Consul, the position created nearly 700 years ago by Hethurin, who in theory still has the power to pass laws without oversight. In reality, the senate, elected from across the planet, debates and rules on domestic affairs. The High Consul retains a permanent seat in the senate, the only such example in the Republic, though it is filled by a ‘High Speaker’ rather than the High Consul themselves. Elections are held every five years and there are no restrictions on Alversian citizens who can vote. Likewise, Aretia elects members to both the System Senate and to the Republican Senate on Alversia itself.

The office of ‘High Consul’ has remained in Hethurin’s family for 700 years. The High Consul is the Leader of the Champions, signs approved laws and policies into law and is a key part of their cultural heritage although few expect the incumbent to exercise executive authority. Though theoretically able to do so, rejecting a law as passed by Senate is unheard of. A strong High Consul may be able to use their position in the Senate to propose, discuss and pass desired laws whereas a weak or disinterested High Consul may allow the machinery of state to proceed without requiring their intervention. The High Consul can have laws proposed in the Senate on their behalf and then present an argument to the Senators in its favour. This is known as the ‘Will of the High Consul’, a prerogative dating back hundreds of years. The Senate is under no obligation to pass the law but depending on the number of royalists in office, it has a good chance of passing.

The title of High Consul is hereditary with the inheritor becoming High Consul until either death or they choose to step down. In this case, the title then passes to the eldest child. The line of succession is complicated and there are some claims that Hethurin’s line was broken centuries ago but it is accepted that the current ruler has his blood, albeit from a cousin rather than direct as the main family line was broken four hundred years ago. The current High Consul is Tetheril Hethureil, who has been High Consul for three years after her father, Acharnor Hethureil, was killed in a hovercraft crash. She has reversed the traditional national policy of isolationism and has opened the borders with several acts passed in the Senate.


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The Alumina are the native species of the planet Alumi and were the dominant species of the Aluminan Pridelands, prior to its annexation into the Alversian Republic. One of the most noticeable things about the Alumina is that there appears to be a large deficit in numbers between males and females. The exact split is roughly 65%/35% in favour of females, making it much more common to see Aluminan females compared to males. Although it is more likely to have female children than male, the main reason for the difference are the Aluminan casualties suffered in the first Danaversian wars. Their life expectancy is around 300 to 500 years old. The oldest Alumina ever recorded was over 700 years old.

In terms of physical appearance, the Alumina are a feline race, resembling anthromorphic cats. they are tall beings, with the smallest being over seven feet one inch in height and the average weight being 270 pounds. The Alumina tend to be toned, as a result of compulsory military service and very well endowed. The race are covered in a thin fur which comes in a variety of colours and patterns; the most common are tawny, grey, golden, cheetah and leopard; with colours such as black and white being much rarer. They also have hair on their crowns which is distinguishable from fur by it's length and consistency. Alumina have much more variable hair colours than Alversians, ranging from black and red to colours like green and pink. Their eyes are feline and range in colours from blue and green to yellow and orange. One marked difference between Alumina and regular felines however, is their lack of whiskers, which the Alumina have evolved without, relying on other senses to compensate for their absence. They also have long, slender tails which are extensions of their spine, growing out of the base of their back and is fully flexible. Aluminan males tend to be more muscled and angular in appearance and typically sport large manes. It is also noted that Alumina, when content or happy, are also capable of purring like all regular felines.

Alumina senses are indeed heightened, with large dish-like ears on top of their head which are flexible and capable of rotating, allowing for more sensitive hearing while their eye sight is superior to humans and their sense of smell significantly better. Alumina also have noctural vision and can see in virtual blackness. As natural predators, they have sharp, powerful jaws and long, sharp claws used for cutting up meat. Their stomach acid is powerful enough to digest gristle and even bone, allowing Alumina to eat raw meat easily. They also have no gag reflex, allowing them to consume large chunks of meat at a time. They are carnivores and their diet consists entirely of meat. Typically, an adult Alumina will only need to eat once every three or four days and can survive on two or three hours of sleep a night.

Alumina are faster and stronger than humans due to their taller frames and more dense muscles. Alumina are also psychic, able to use telepathy to communicate without the need to speak. Telekinesis is also common.

At birth, all Alumina are uniformly white furred and blue-eyed. A pregnant female will gestate for ten months before birth but will usually only produce one off-spring every fifty years. When Alumina reach the age of 10, their fur will begin to darken into their adult colours and also thin out so it is the sleek fur of an adult rather than the more fluffy fur of a child. It is at this age that their hair also begins to grow and their eyes change colour. It is also at this time that males will begin to grow their manes. Alumina typically reach puberty at the age of twelve and at the age of eighteen are considered adults.

A unique phenomenon that Alumina females experience is known as heat. It typically occurs one or two in a year and is a period in which the female gains a powerful desire to mate. The desire increases until it reaches a point where it becomes unbearable. There are limited suppressants available. During this period, there is a higher chance of pregnancy for the female. A female will usually not experience heat until they are in their late teens or early twenties.

Alumina are highly intelligent, with the ability to learn skills and languages at an exceptional speed and retain the knowledge thanks to powerful Eidetic memories. The species is also Digitigrade in movement which means the species are much faster and stronger than the average Alversian.


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The Escans are the natives of the planets Ranus VI and Fausta. They are a lupine race formally subservient to the Danaversian Empire but liberated following the Danaversian War. They can typically live up to 350 years old.

The Escan species consists of two sub-species, known as Escan-Domo and Escan-Timo respectively. They share many similarities; the Escans are a race of anthromorphic wolves, usually around 6' to 6'1'' in height, with Domo being the taller of the two subspecies. The average weight of an Escan is around 90 pounds in weight, although once again, Domo tends to be heavier. Domo are typically white in terms of fur colour while Timo are typically brown in fur colour while both share identical hair colours, ranging from black and brown to red and white. Their eyes tend to be either green or blue. Physically, Domo tend to be the large species; more powerfully built and more aggressive while Timo is leaner, faster and generally more agile. Both types are carnivores although Timo are capable of sustaining themselves on vegetation if necessary. Domo have more powerful jaws and a more powerful bite while Timo have longer and sharper claws. Domo are predators while Timo are scavengers. Both sub-species have enhanced hearing and sight. Both types are nocturnal.

The gestation period of an Escan female is 8 months while a cub will hit puberty at the age of 10 or 11. An Escan needs 5 or 6 hours sleep per night.


The Cervain have a large gender skew in favour of females with a percentage split of 70-30 in favour of females. Physically, males and females are similar in body shape, with an average height of around 5’6’’ for females (called a doe) and 5’9’’ for males (called bucks) and favouring a lean, lithe body shape. They have long, slender muzzles and wide-set eyes that are typically brown though they can also be yellow, blue, green and hazel. Their ears are leaf-shaped that can flicker and rotate in nearly all directions. The colour and length of a Cervain’s fur coat can vary depending on ethnicity and location with colours varying from white, red, tan, brown or black. Heterochromia is also possible but infrequent. Most are solid-coloured, but patterns are also common; with spots, stripes and ‘gloves’ being the most common. Unlike fur colour though these patterns are not defined by ethnicity as they can be commonly seen throughout the Cervain regardless of heritage. The Cervain are digitigrade but walk on cloven hooves rather than feet or paws and have short, stubby tails.

Cervain lifespans are short by FT standards, typically around 80 years on average for females (75 or so for males) though ages can rarely stretch into the 100’s or even the 110’s. Females will give birth to a single child at a time (called a fawn) with twins, triplets or more are practically unheard of. Their gestation period is around 7 months.

In terms of diet, the Cervain are strictly herbivore. Their stomachs contain powerful enzymes that allow them to digest grasses and plants that are their food source while nuts, seeds and herbs allow them to extract all nutrients and vitamins needed to sustain a healthy lifestyle. Additionally, Cervain are required to consume considerable quantities of grass for sustenance.

A distinguishing feature of males are their antlers. These start to grow around puberty and will continue to do so slowly throughout the entirety of their lives. This will lead to older males having spectacular horns and correspondingly broader shoulders to support them.

There are five distinct ethnicities of Cervain;

Rika: Distinguished by their red fur and white spots around their shoulders, backs, hips and rears. Their antlers tend to be branch-like in structure as they grow. They are generally lithe and are considered an ‘average’ Cervian.

Sannon: Typically tanned with streaks around their legs, backs, hips and rears, their antlers are generally long and straight. They lean towards taller and leaner builds.

Elkari: Marked by solid white fur, the Elkari are strongly build and have a reputation for aggression generally undeserved. They are thicker built with muscular forms and are the tallest ethnicity Their antlers are similar to Rika but tend to be even thicker.

Macern: Brown furred with white ‘gloves’ around their arms and legs, Macern are bulkier in build with fuller and curvier forms, longer fur and are short in build. Their antlers tend to grow horizontally from the skull and curving upwards at the tips.

Sekos: Mottled grey in colour with lighter counter-shading along their bellies, checks and inner thighs, Sekos are more toned than Rika but not as muscled as Elkari, leggy and graceful. They’re renowned for their speed and agility. They have smaller antlers than average.


Volantes

Image

Physically, Volantes males and females alike resemble lithe and thin humans with skin tones ranging from pale to dark. They are shorter than the human average, with it rare to find a Volantes, male or female, who is over 5’10’’ in height and their average being 5’3’’. They have two distinct physical differences with average humans; their long and pointed ears more resembling those of elves, and their wings which give them the appearance of fairies.

These wings can take a variety of different shapes and colours but will have the same glassy, translucent texture. Though they connect at the shoulder blades, it appears they are not physically part of the Volantes as when not in use, they simply dissipate and leave no evidence on the body of the fae. The wings themselves are still the subject of much study as they are far too thin and delicate relative to the Volantes’ weight to allow unaided flight. It is theorised that the wings themselves do not propel the species but rather provide a conduit through which to channel their psionics. They have been observed to be excellent fliers, reaching altitudes of several thousand feet if provided with the correct attire and equipment to survive at such a height. They also possess considerable manoeuvrability in flight, allowing them to navigate the jungles of Volana at speed and with ease. Though psionically induced, it seems it’s effortless on the part of the Volantes to fly, with members of the race often hovering or gliding a few feet at a time while skipping, seemingly without noticing.

A Volantes’ first wings do not appear until they are around 10-12 years old. Until this age they require on older family members or friends to carry them from tree-top to tree-top. Becoming comfortable with the act takes several years, beginning with simple hovering and escalating to more complex actions and manoeuvres. Most Volantes have achieved competency in the craft by the age of 16-18 and by the age of 20 have reached the instinctive effortlessness of their fellows.

The life expectancy of Volantes is around 300 years, with adulthood reached at the age of 18. There appears to be no visible effects of aging and a Volantes at 250 years old will remain as spritely as a 20-year-old. Their birth rate is fairly low and twins or greater numbers of children at a time are practically unheard of such that when it does happen, it is a cause of village or town-wide celebrations and partying.

Hair colours vary wildly, from more mundane shades like brown or blonde to more notable colours like green, silver or natural rainbow streaks. Occasionally, the tips of their hair will darken naturally as if highlighted, though it is not yet known was causes this. Theories range from certain pollens or plants in the jungle to simple genetics. Eye colours also vary from green and blue to silver, purple and gold. Heterochromia is a rare condition amongst the Volantes and is seen as a blessing from the spirits and thus is celebrated and the individual revered.

As previously mentioned, all Volantes are psionic, though the average strength appears to be considerably lower than alumina and vastly lower than Veela. The vast majority are unable to use their gifts beyond flying and sensing the presence of nearby Volantes, though without the detail and clarity of an alumina. Rather uniquely, psionic powers seem common to the planet in both the flora and the fauna. This gives Volantes a way to communicate with their surroundings and even those who leave their world tell of being able to hear and speak to animals from across the galaxy, demonstrating this ability is not yet fully understood. Though most Volantes are low-powered psionics, a minority do possess considerably greater control over their abilities. These Volantes more closely resemble alumina in their capacity to learn and master both telekinesis and telepathy amongst others. Among their own kind however, these Volantes are treated with a degree of distrust as there are many old tales that speak of powerful Psions taking control of volantes and animals alike for reigns and rampages of terror. The truth of these stories cannot be verified but has led to many Volantes of greater power hiding their gifts to avoid suspicion or fear from their fellows.


Other Races (To do)
Kitsune
Calaverians
Greali
Atoran
Eridani
Last edited by Alversia on Sat Jan 05, 2019 3:57 pm, edited 50 times in total.
R.I.P. Shal
17/01/2010

R.I.P. Peg
04/06/2018

Alversian FT Factbook

"Things are only impossible until they're not!"
~Jean-Luc Picard

User avatar
Alversia
Minister
 
Posts: 3183
Founded: Apr 26, 2007
Liberal Democratic Socialists

Postby Alversia » Thu Dec 30, 2010 2:23 pm

History (0 - 2205 AFC)

NOTE:
It should be said that Alversian time is defined in two terms, Before First Contact (BFC) and After First Contact (AFC). Modern Alversian time starts in the year 0, which is the period when the Photenicans annexed the planet into their empire and is the earliest point for which any consistent records are present and can be validated. Anything before the year 0 is considered to be pre-history due to the lack of records relating to the era.




2000 BFC
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Archaeological evidence suggests that a Carvon Empire spanned across Carvite and Icor at this point in time. How this Empire fell or how the Carvon ended up isolated on their own continent is unknown as records of this time are scarce.

24 - 5 BFC
-------------
The Photenican Empire invades Silaria and colonises Dela. The Silarians do not offer much resistance for the surface of their world but bog the Photenicans down in combat under the surface. Only when the Empire threatens to bombard the planet do the Silarians surrender. The Photenicans begin to build the surface cities to hold garrisons and keep the natives in check.


0 – 15 AFC
-------------
The Photenicans invade Alversia. Records of this period suggest that Alversia is broken up into multiple conflicting states and are unable to offer resistance to the superior Photenican Imperial Army. By 15AFC, all Alversian resistance has been defeated and the planet is incorporated into the Photenican Empire. The Empire embarks on an ambitious building and upgrading scheme to upgrade the infrastructure and bring the planet up to Imperial standards. A few minor rebellions are easily and brutally crushed and Alversia enjoys an economic boom. The Photenicans make Icoras the planet's capital.

Carvite is also invaded. Unlike the Alversians however, armed resistance never really ceases and so the Carvon are kept as little more than slave labour and entire clans are summarily slaughtered by Imperial troops as a warning.

912 AFC
-------------
The McAllister Rebellions begin. These are a series of conflicts led by a northern Icoran farmer called McAllister. The reasons for this rebellion are unknown, as Alversia was previously a stable part of the Empire but it quickly gathers support in the forests of northern Icor. By using their unique knowledge of northern Icoran territory, the Rebels manage to evade the considerably more advanced Imperial Army and inflict significant damage on the local infrastructure. Increased number of troops eventually force the Rebels underground. Once the Imperial troops are withdrawn however, the rebels re-emerge to continue their campaign. This is the pattern that the rebellions will continue to follow.

922 AFC
-------------
The zenith of the McAllister Rebellions occurs with the Veetran Ambush. Using insider intelligence, McAllister's forces ambush a patrolling Photenican Legion in Veetran Forest to the east of Icoras. The Legion suffers 100% casualties while the Rebels losses are considerably less. The fallout of this defeat are felt across the entire planet with multiple insurrections springing up across Icor and Sirite. The defeat also leaves the local authorities desperately short of manpower and contributes to the loss of north-eastern Icor for a time. Reinforcements arriving from Empire crush most of the insurrections and counter-attacks drive McAllister's troops out of the Veetran forest. The Rebellion breaks down into little more than a local insurrection.

946 AFC
-------------
McAllister's forces launch an all-out offensive on Icoras. The reasons for this attack are unknown with historians proposing a number of theories. Some suggest that the increased numbers of Photenican troops plus progressing social policies were starving McAllister of support and that he launched the attack in desperation. Others claim that he had grown to believe his own hype as a great military leader and attacked out of arrogance. Though Icoras' garrison is taken by surprise, it manages to hold against superior, but poorly armed rebels. Reinforcements decisively crush and rout the rebels. McAllister is killed in the battle and the public displaying of his corpse effectively ends the only major rebellion.

1532 AFC
-------------
Illesia is founded. It is intended to be the new capital of Alversia, with Photenican control over the planet becoming increasingly insecure. A combination of economic downturn, coupled with the emergence of an educated and radicalised middle-class lead to widespread dissatisfaction amongst the populace. With Icoras considered too dangerous, Illesia is intended to be a more secure base for the upper Imperial classes.


1540 AFC
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Trezan Baxtor is born in Icoras. His parents are Alversian Revolutionaries and will be executed when he is 18. Baxtor then disappears from records at this point but it is known that he founds a small, elite Revolutionary group known as the 'Brothers of Icoras'. He later amalgamates this group with the Alversian Mercenary company, the Black Falcons.

1570 AFC
-------------
Adrian Cavourna is born. He is born into an upper-middle Class Alversian family, with his father in the local militia combating the Rebels. Cavourna will later join the military himself and advance through the ranks of the force. By the time of the Black Falcon Rebellion, Cavourna will be a colonel in the local army.

1588 AFC
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The Cataclysm occurs. The Photenicans begin to flee from Alversia in their droves, called back to the core systems by false signals from the Photenican homeworld. With much of the Imperial garrison withdrawing, the native security forces are expected to fill the gap. The laws forbidding Alversians from advancing beyond middle rank in this force means that the Loyalists are poorly prepared for the inevitable riots and looting that begin to occur.

1590 AFC
-------------
The Black Falcons land on Alversia and begin the Black Falcon Revolution. Though most of the Imperial troops have gone by this point, their numbers are still great enough that Baxtor does not attempt to engage them in direct combat. Instead, he launches a series of precise commando-like raids against key infrastructure and logistical centres. The Imperial and Loyalist forces, unprepared for such a well trained and well-equipped opponent, are slow to respond and easily evaded.

The Carvon rise up and attack the Imperial garrisons keeping watch over them. Despite the well defended and long prepared positions, the garrisons are overwhelmed and massacred. No Photenican troops on the continent survive.

1591 AFC
-------------
The Delan Liberation Front, led by James Martlet, launches his own rebellion against the Photenicans. As the Imperial Forces are all but gone from the planet, his campaign is mostly fought against Imperial Loyalists.

1592 AFC
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With commando attacks effectively crippling the Photenican and Loyalist forces, Baxtor launches an assault against the main garrison at Arlowe. The Battle of Arlowe is a victory for the Black Falcons, with the garrison all but destroyed. Without the strategic city on the River Rhen, southern Icor is all but liberated from Imperial hands.

The Delan capital, Mastan, falls to DLF Forces. Martlet is proclaimed as the new Prime Minister of Dela as the surviving Photenicans flee.

1594 AFC
-------------
The Black Falcons, fuelled by new recruits from southern Icor and the liberated Sirite, is formed into the Alversian Republican Army. The new Army launches an assault against Illesia and destroys the garrison there. Baxtor refuses to move the capital to the city, preferring to remain in Oakhelm.

The Silarians occupy the floating cities of their world without resistance. The Photenicans there are permitted to leave without interference. Silaria elects Yen'Val-Solcrum as the first High Lord of Silaria.

1597 AFC
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The Republican Army takes Icoras. The few remaining Photenicans are permitted to leave Alversia. The planet is liberated. With the Army occupying the few remaining strongholds -Carvite remains untouched- and the Democratic Republic is formed with its capital in Icoras. Baxtor's lieutenant, Sammi Mathias, is elected as the first President of the new Republic. Baxtor chooses not to run for election and retires. Adrian Cavourna is appointed a General in the Republican Army.


1605 AFC
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Following multiple abuses of power by Matthias' government, Baxtor comes out of retirement and starts to gather support in southern Icor and across Sirite. Hundreds of thousands flock to his banner. Fearing a rebellion, troops are sent to arrest the former Black Falcon leader. Rather than arrest him however, the soldiers defect to his cause. Baxtor goes into hiding temporarily. A massacre in Icoras provokes the catalyst for Baxtor to announce the creation of the Alversian Provisional Republic in southern Icoras. Both sides begin mobilising forces. The Civil War has begun.

1606 AFC
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The Provisional Army, outnumbered, poorly trained and badly-equipped, is crushed on Icor. The offensive becomes known as the 'Race to the sea' because the rout, with the Provisionals taking very heavy casualties. A few Regular units that have defected from the Republican Army finally manage to stem the tide. with the Provisionals holding a thin strip on the south coast between the cities of Oakhelm, Sanus and Micra. This line, fortified before the war began, is able to weather the entirety of 1606 as Republican forces waste themselves on the heavily defended positions.

1607 AFC
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Adrian Cavourna defects from the Republican Army on Sirite. He is appointed commander in chief of the Provisional Army and moved to Icor. Using the forces built up during the 1606 Offensives, he counter-attacks the weakened Republican lines. His forces drive the government forces back to a line north of the city of Sannigran before supplies run low. Illesia is liberated. Due to the superior facilities available in the city, Baxtor has no choice but to relocate his capital to the Photenican city.

1608 AFC
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The Given Offensive is launched. Named after the Commander-in-Chief of the Republican Army, Government forces drive the Provisional troops back to the River Rhen. Cavourna conducts a brilliant fighting retreat, preserving most of the Army's strength. The bloody battle of Arlowe is launched as Republican troops attempt to secure the vital crossing. Illesia is also put under a less severe attack. The battle of Arlowe will eventually take over ten million lives. Morale in the Republican Armies has dropped dangerously low however and the failure to cross the Rhen stretches it to breaking point.

1609 AFC
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The Cavourna Offensive begins. This Provisional assault crosses the Rhen and attempts to encircle the troops attacking both Arlowe and Illesia. Though the troops at Arlowe escape, the forces attacking Illesia are surrounded and surrender. With a massive hole in their line, the Republican Army's morale collapses. Soldiers surrender or desert in masses and the Offensive makes massive progress. Their attack is finally halted just outside Icoras as the Provisionals outrun their supply lines.

Baxtor holds a conference where he declares the creation of the Alversian People's Republic. Accordingly, the Provisional Armed Forces are renamed the Alversian People's Armed Forces. The Army continues to refer to itself as 'the Provisionals'.

1610 AFC
-------------
The Dusk Offensive takes Icoras after a bloody battle reduces the city to a wreck. Sammi Matthias commits suicide with Provisional forces just minutes away from his headquarters in the city's capital. With Matthias and most of his lieutenants dead, General Given surrenders the remainder of the Republican Army on Icor. On Sirite, Provisional Forces likewise drive the Republicans back to their last few Photenican strongholds.

1611 AFC
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The People's Army lay siege to, and take, the last few forts holding out. The Republican Government in exile surrenders formally, ending the Civil War. The war has left large parts of both Icor and Sirite devastated with Icoras itself a ghost city and no longer fit for habitation. It is declared as a national monument to the suffering of the war. The casualties on both sides and to the civilian population were enormous. In total, over 240 million soldiers were killed, wounded or missing during the campaigns. Combined with 290 million civilians killed through starvation and being caught in the crossfire, it represents nearly ten percent of Alversia's population at the time.

Following the ending of the war, the first People's Senate sits in Illesia. The Senate elects Trezan Baxtor as the People's Republic's first Prime Minister, though this is a role he had been fulfilling unofficially since 1607.

1618 – 1621 AFC
-------------
The Alversian People's Republic demands the annexation of the Delan Republic on the pretext that Delans are Alversian by race. Unsurprisingly, the Delans refuse. The Alversians declare war and invade the planet. The small Delan fleet is easily pushed aside and the much larger, battle-hardened People's Army rapidly overruns the planet. Only at the capital of Mastan are they bogged down by extensive Photenican defences. The Army launches multiple offensives without success. The city suffers during the prolonged siege but Martlet refuses to surrender.

1621 – 1623 AFC
-------------
The Silarian High Lord, Yen'Val-Solcrum, declares war on the Alversian Republic, fearing Alversian hegemony in the system. The conflict expands across the system as Silarian forces surprise the People's Navy. The naval blockade of Mastan is broken as Silarian troops land. Already weakened by the siege, the Delan Army launches an offensive against the besieging Alversians. They succeed in breaking the siege but a lack of supplies and reinforcements soon stalls progress. The much larger People's Army regroups and counter-attacks, driving through the shattered defences and, eventually, taking Mastan itself. Dela surrenders and is annexed into the Republic.

Though the Silarians score multiple victories in space, the People's Navy manages to adapt and counter the Silarians, driving their fleet back to Silaria. People's forces land on Silaria and quickly drive the garrisons from the floating cities. Realising that the war cannot be won, Val surrenders Silaria. The Alversians take control of the cities and formally annex Silaria.

1624 AFC
-------------
Horrified by the civilian casualties and stories of casual brutality against the native Delan population by the People's Army -something conspicuously absent from the Civil War and the Black Falcon Rebellion- Baxtor and Cavourna pen the Military Orders, a set of guidelines to be followed by the People's Army in future conflicts. They continue to be followed by the Alversian Armed Forces to the present day.

1630 AFC
-------------
Baxtor steps down as Prime Minister of the Republic. Adrian Cavourna, formerly Commander-in-Chief of the People's Armed Forces is elected in his place. He begins with a build up of military forces to deal with the recently subjugated planets of Dela and Silaria.

1631 - 1634 AFC
-------------
The Alversian People's Republic goes to war against the pirate lord known only as Dynamo. Believed to be a former Photenican general, he has carved out a small Empire of his own consisting of the planets Malacus and Earthius. His forces, former Imperial troops of the Second Line, have been launching raids into the Alversian system, believed to be pre-invasion raids. The People's Navy makes little progress against the Photenican defences of the two systems. Although the war ends with a white peace, the heavy losses inflicted on the Dynaman Pirates ends the immediate threat.

1638 AFC
-------------
Trezan Baxtor dies after a short illness at his home, Redfern Manor in the north of Icor. He is 98 at the time of his death. A month of national mourning is called as 'Alversia's greatest son' and 'the father of the Republic' is laid to rest in the Citadel in the very heart of Illesia.

1640 - 1645 AFC
-------------
The Republic launches an assault against the pirate lord Dynamo, having received intelligence of a civil war breaking out between Earthius and Malacus. The fleets are quickly destroyed and Alversian troops hit the surface. This marks the last major Alversian war in which the Army consists of 100% Alversian Regulars, albeit supplemented by limited numbers of Delan, Silarian and Carvon mercenaries. The pirate army has lost most of its professional core and is unable to match the invading forces. The conquest of both planets takes longer due to guerilla warfare launched by native forces but, in 1645, it is confirmed that Dynamo has fled the planet. The remainder of his forces progressively evacuate the taken worlds and head deeper into former Photenican territory. The Alversians pursue him and are able to secure further planets, such as Aretia and Pascen. Dynamo is not heard from again, though forces are on high alert in case he returns.

1646 AFC
-------------
Adrian Cavourna steps down as Prime Minister and replaced by Harriet Cole. This begins a period of instability for the Republic as it struggles to maintain control over its rapidly acquired territory.

1651 AFC
-------------
Adrian Cavourna dies at the age of 90. Widely regarded as one of Alversia's greatest ever military Generals and a tactical genius, he carried this iron-will into his premiership where he doubled Alversian territory and stabilised a war weary economy. He is laid to rest alongside his old friend, Baxtor in the Citadel. Though Baxtor is credited with founding the Republic, Cavourna is considered to be the man who ensured it survived.

1658 AFC
-------------
The Republic destabilises rapidly, mostly in the conquered territories. This starts with the Grain Riots on Aretia, where bad harvests have resulted in famine. The unrest spreads across the Republic, where resentment at the government breaks out into multiple riots. For the only time in its history, Marshal Law is enacted and the Army is put out to quell the riots.

1666 AFC
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The 1666 Saneesh Mutiny occurs as soldiers eject their officers from the Saneesh Barracks on Pascen. Though the Mutiny is eventually quelled, the government reaction -mass executions- cause widespread anger in the Republic.

1675 - 1680 AFC
-------------
The Silarians, angry at the discrimination their people suffer as a result of the Alversian System War, start to protest across Silaria and on other planets in a bid to gain the freedoms written down by Baxtor. The government, fearful of a Silarian uprising, refuse to give in to their demands and the garrison on Silaria is doubled. Recognising that a direct confrontation is not a viable option, the Silarian Rights Movement, led by Ves'Alla-Ran, embark on a campaign of passive resistance. After widespread disruption to services, the government finally agrees to limited freedoms and rights.

1680 – 1687 AFC
-------------
Following nearly two hundred years of independence, the Senate passes a mandate to bring the continent of Carvite into the Republic. Given the superiority in troops and technology, the Army is confident of success. The first few engagements go well, with the invading force establishing multiple fortresses along the coast. Whenever they attempt to push inland however, they are ambushed and destroyed by native Carvon forces, united under Chieftain Mazd. Though dominant in the rough terrain away from the coast, the Carvon lack the strength or technology to assault the Alversian bases so a stalemate ensues.

The deadlock only ends when General Riley arrives from the mainland to take control. He quickly re-organises the military forces and encourages greater combined arms operations. The Battle of Nedhar in southern Carvite is a crushing victory for the People's Army with a majority of the Carvon army being destroyed. With the bulk of their defences gone, the Carvon reluctantly surrender and are formally annexed into the People's Republic.

1682 AFC
-------------
April Smith is born on Dela.

1683 AFC
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With the security of the Republic rapidly spiralling out of control on many worlds, the Senate on Illesia enters into meltdown. With parties openly warring with one another, four votes of no confidence are called against the Senate in a single year. With confidence in the government rapidly decreasing, multiple parts of the People's Republic are on the brink of open rebellion. Only quick, short-term solutions avoid a second civil war but the tension remains on the surface.

1698 AFC
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April Smith joins the People's Navy.


1705 AFC
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Michael Carter is elected as Prime Minister. A popular Senator and a strong figure, he quickly attempts to rush through reforms that will stabilise the nation. As the Senate stalls over bills favouring Silarian rights and increased independence for Colonies, Carter is assassinated while opening a public hall in Illesia. His killer is an Aretian fanatic who then kills himself. He remains the only leader successfully attacked. The widespread outcry and anger sees the Republic once again on the brink of war.

1710 - 1713 AFC
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A previously unknown race attacks the Republic. Calling themselves 'the SASM', this synthetic race cuts a bloody path through the outer colonies, leaving tens of millions dead. Highly advanced, the Navy proves unable to stop them while evacuations and withdrawals are haphazard and poorly organised. The disunited Republic is on the verge of simply falling apart.

In 1712, April Smith, now a captain, becomes the first to destroy a SASM battleship in a one-on-one engagement. With her as a focal point, the Republic rallies and Smith personally leads a counter-attack against the SASM, who are assembling for an invasion of the core systems. Despite being outnumbered and badly out-gunned, Smith exploits key weak-points in SASM tactics and ship design to inflict a decisive defeat and entirely destroy the SASM force. As a reward for her victory, she is made 'First Admiral' of the Navy and the unique rank of 'Marshall', commander of all Alversian Armed Forces. The Republic has suffered heavily...but it has endured.

1714 AFC
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Smith is elected as Prime Minister following yet another vote of no confidence. Banking on the unity created in the wake of the SASM invasion and her own personal fame, she issues the immortal 'We will be better' speech. Ves'Alla-Ran is made Deputy Prime Minister.

1715 AFC
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The Silarians, Carvon and Aretians are given full freedoms and rights as a sign of recognition for their sacrifice during the SASM War. The motto of the Alversian Republic is changed to its current form:
''United in the covenant of free will do we stand, unbroken in the storm of hatred.'

1718 AFC
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Ves'Alla-Ran dies. His actions during both the Civil Rights movement and the SASM War ensure that he dies as one of the greatest ever Silarians. It is said that his tireless campaigning and dedication to peace were a heavy influence on Prime Minister Smith, who attended his funeral in person and became the first Prime Minister to set foot in a Silarian underwater city.

1730 AFC
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The Veela arrive on Alversia and request permission to settle within Republican space. A once powerful race, the Veela have been reduced to pitiful numbers and are in need of a planet on which to resettle. Prime Minister Smith conducts negotiations personally with the Imperii and a compromise is reached. The Veela are permitted to build settlements in the forests of Northern Icor and, in return, they accept Alversian sovereignty over foreign affairs. The agreement is known as the 'Veelic Accords'.

1755 AFC
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After a long career in public office, an elderly Smith retires from her duties as Prime Minister. She declines the chance to join the Sanctum, instead retiring to the city of Saxon on Sirite to enjoy her final years of well-earned peace.

1785 AFC
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Marshal April Smith dies in her sleep at the age of 92. What follows is the largest funeral ever conducted in the Republic as millions come from every corner of the nation to pay tribute to their saviour. Smith is buried alongside Baxtor and Cavourna and joins their exalted Company. A superb naval strategist but keen diplomat and negotiator, Smith is often regarded as the greatest of The Three. The title of 'Marshall' is buried with her and the rank stricken from the Armed Forces as a tribute to the first and only Officer to carry that distinguished honour. Unlike Baxtor and Cavourna, Smith is adored by all races of the Republic, in particular the Silarians who even take her name (Selos in Silarian) as a star-name, an honour reserved only for their own deities.


1804 AFC
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Following discussions in the Senate, it is agreed that the Military Section for Intelligence (MSI), responsible for both intergalactic intelligence gathering and counter-intelligence, will be handed over to civilian administration. The new branch is called the Republican Bureau of Intelligence or the RBI.

1856 – 1861 AFC
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The Prime Minister, Jeremy Taft, attempts to invade the continent of Tolfa, the last independent continent on Alversia. The Tolfans are a peaceful but elusive nomadic people who have contributed largely to the Republic in times of need but Taft pushes that they be integrated formally into the Republic, mostly for untapped resources. Though there is opposition, he puts in place the necessary arrangements and a military force invades. Progress is rapidly made against the poorly armed Tolfans. However, the reports coming back from the battlefield describe more of a slaughter than a war, with many even suggesting that the Tolfans are not fighting back.

Public outrage at the supposed massacres against a former Alversian ally lead Taft to withdraw first the Air Force, then the armour from the field but still the slaughter continues. It come to a head in 1859 when Alversian troops refuse to fire on Tolfan forces in the Battle of Mas. Rather than attack however, the Tolfan merely watch. Mas is the final nail in the coffin for Taft as he is ejected by a vote of no confidence. Negotiations to end the war are brought forward and the Alversians agree to withdraw and remain on the coast. It becomes known, derisively in the media, as the Tolfan Turkey Shoot.


1923 AFC
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Doctor James Martins discovers the secret of the Sannigran Flu, a disease that has killed tens of millions of Alversians over the years and is particularly prevalent around the city of Sannigran. Though it is known that the Sannigran Flu causes the body's defences to attack themselves, Martins discovers a serum, known as Martase, that kills the virus in 96% of cases. The death rate drops immediately and, through refinement of the cure, the disease is officially wiped out.

1980 AFC
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Prime Minister John Rylan introduces a number of reforms to the Alversian voting system. Amongst these changes are the giving Carvon the ability to vote and Veela the ability to run for office. He also overhauls the political hierarchy by introducing System Senates to act as an intermediate authority between national and planetary governments. He further reforms the Civil Service; creating and closing multiple departments as the process of government is streamlined. Rylan establishes the Internal Security Service (ISS) as an independent department rather than a branch of the RBI.


2055 - 2057 AFC
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The First Danaversian War: - The military vessel APS Baynham discovers a warship drifting within Alversian space. It is a warship of the Aluminan Pridelands, heavily damaged in a battle against the Danaversian Empire. A squadron of Danaversian warships later appears and demands the surrender of the Defence Forces ship. The Baynham intervenes and holds off the Danaversians until the Alumina can escape, with the loss of the ship and her crew. The Alversian Republic declares war on the Danaversians.

The majority of the war is naval based and counter-offensive in nature, with Alversian forces dispatched to protect the Aluminan homeworld, Alumi, from the Danaversian force occupying the system. With Alversian help, the Defence Forces manage to throw the Amphibious race from their home system. Having sustained heavy losses in the conflict, a ceasefire is agreed between the two sides.

2080 - 2082 AFC
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The Second Danaversian War: - The Danaversians launch an attack against the Republic directly as well as striking at Alumi. Unfortunately for the attackers, the Republic's defences have been significantly upgraded for just such an attack and their offensives are repelled with massive casualties. Taking advantage of the weakened Imperial forces, the Alversians counter-attack. They land troops on the world of Gerral and drive the occupying Danaversians from it. The peace that is agreed establishes a 'no-fly' zone between the Empire, and the Pridelands/Republic, effectively banning military ships from one another's territory. A few unimportant systems between the two spaces are marked as 'neutral' effectively creating a DMZ between the two sides.


2102 - 2105 AFC
-------------
The Third Danaversian War: - The Danaversians attempt to retake Gerral. Due to their tardiness however, the system has been heavily fortified and they fail to land in each of the three major offensives. There are multiple skirmishes between the two sides before an uneasy truce is again signed.

2140 AFC
-------------
Following multiple raids on Alversian shipping by Mercenary Companies based within Alversian space, Prime Minister Nocturn bans all Private Military Companies from Alversian space. This comes after years of political pressure from the military who are anxious about the growing Companies and their combined forces being outside their control. The Companies attempt to resist but are rapidly decapitated as the ISS swoops, arresting leaders and storming safe houses to end the threat before it begins. Many Mercenaries end up enlisting in the Armed Forces but most leave the Republic to find work or become bodyguards.

2146 - 2152 AFC
-------------
The Fourth Danaversian War: - Attacking in far larger numbers than before, the Danaversians launch an offensive on Gerral and overwhelm the orbital defences there. They land troops to take the Colony while initiating a blockade to prevent reinforcements from breaking through. Though it succeeds at its task, the Alversian outpost at Neva remains untouched and forces base themselves there before launching constant raids on the blockading Shoal, allowing supplies and reinforcements through. The garrison is outnumbered 10:1 by the invades and commanded by Field Marshall Ryan Day. Day keeps his forces on the move, striking at the Danaversians as he isolates the forces attempting to pin him down.

In 2149, the Battle of Heysa is launched, a brilliant tactical victory for the Alversians as they draw a Danaversian force into well-prepared defences and inflict very heavy losses, forcing the Imperials back. The blockade is broken permanently in 2150 and reinforcements land in large numbers, driving the Danaversians back under the command of Day. Day surrounds the Imperial forces and slaughters them, with the Danaversians refusing to surrender despite repeated offers. The destruction of the force on Gerral ends the war as remaining Imperial forces are chased from the system.

2154 AFC
-------------
The Gerral Militia is formed. With compulsory service required of all Gerralians, it becomes the first official conscription force since the Civil War in 1605. It is also the first formally recognised Colonial militia, intended to act alongside the Reserves to assist the regular garrison in the event of Danaversian invasion again.

2161 AFC
-------------
The Geno-Engineering Law is passed, allowing citizens to genetically engineer or modify their children while in early development stages. This is used to destroy many of the defects and genetic conditions which had drastically reduced the lifespan of Alversian citizens. An amendment in 2163 also opens up the option to the Aretians and, in a much more limited degree, the Silarians despite opposition from local religious leaders.

2165 AFC
-------------
Though played unofficially across the Republic's territories, an attempt is made to bring all Alversian football leagues under one banner. The Alversian Football Association (AFA) is founded and its charter signed by a representative from every species and planet. The first Alversian Cup is held, hosted in Illesia and won by the Alversian planetary team who defeat Dela in the final watched by over a billion.

2171 - 2174 AFC
-------------
The Fifth Danaversian War: - The Danaversians again attempt to land troops on Gerral. The defences have been improved considerably since the last war however and they suffer heavy losses in the attempt. The few troops they do manage to land are swiftly crushed by a combination of regulars, reserves and militia. With the failure of the Gerral offensive, the war devolves into raids and skirmishes in the DMZ before another peace is brokered.

2186 AFC
-------------
Field Marshall Louisa Ferguson reveals her plan to the Senate for a complete overhaul of the military. It involves increasing the number of Regulars by 100% and the Reserves by 300% in the face of Danaversian aggression. The Colonial Militias are also disbanded on all core worlds aside from Gerral, with volunteers instead inducted into the new reserves. The ratio of Infantry to Armoured and Mechanised units is also reduced with many old Infantry Regiments being converted to Mechanised or Armoured Regiments.
Last edited by Alversia on Thu May 19, 2016 3:25 pm, edited 17 times in total.
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Alversian FT Factbook

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Alversia
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Posts: 3183
Founded: Apr 26, 2007
Liberal Democratic Socialists

Postby Alversia » Wed Feb 02, 2011 5:44 am

History (2200 - Present)

2200 AFC
-------------
Aidan Mallon is born in the city of Saxon on Sirite, Alversia.


2205 AFC
-------------
The new Dreadnought Archangel is launched. A revolutionary design involving multiple new types of technology it rendered the entirety of the Alversian fleet obsolete. The brainchild of John Leslie and the pet project of First Admiral William Naismith, the ship is intended to be the pathfinder for a whole class of ships to end the Danaversian Wars. Launched to much fanfare, the warship is mysteriously lost during its trial run. The cause remains a mystery until the remnants are discovered by the Ajax in 2403, when it is revealed to be a failure of the safety systems from negligence. First Admiral Naismith's desire to end the wars will remain unsated.

2205 - 2210 AFC
-------------
The 6th Danaversian War breaks out with Danaversians attempting to siege Alversian outposts in the DMZ. Many of the outposts fall in the first wave of attacks, while others hold out until reinforcements arrive. The spread out nature of the war and the naturally heavily defended outposts make this a long and bloody struggle. Despite the hard nature of combat, the reformed Army acquits itself well and it inflicts very heavy Danaversian losses on multiple worlds. The war ends when the Alversians manage to throw the Imperials from Shane Station.

2211 AFC
-------------
Fully Integrated Personal Implants (FIPI) are demonstrated for the first time at the Illesian Scientific Fair of 2211. The University of Illesia's Cybernetic Department has been researching them since 2198 as the brainchild of Doctor Frank Henderson. The volunteer, Thomas Dale, has undergone several operations to have the necessary hardware and software installed. He demonstrates a remarkable improvement over the athletes he is pitted against. Though they are the first of their kind, Henderson's skill is validated when Dale dies in 2288, making him the oldest Alversian at the time at 109.

2216 AFC
-------------
Full implants are made mandatory for military personnel with the Military Physical Enhancement Interface (MPEI).

2233 AFC
-------------
Nigripes Arlya D'Vos is born on Alumi.

2242 AFC
-------------
The Greywatch Intervention: - The Alversian Heavy Cruiser APS Centurion encounters a badly damaged squadron of vessels in space. They identify themselves as Greywatcher ships that have retreated from their home system. They are in a conflict for their homeworld against the Ni Periadians. The Alversian warship intervenes in the battle and the Republic agrees to send limited forces to the theatre to assist. They eventually manage to push the Ni Periadians from the planet completely.

Aidan Mallon enlists in the Army. He becomes a Lieutenant in the 4th Saxon Rangers Regiment.

2248 AFC
-------------
Nigripes joins the Alumina Defence Forces.

2252 AFC
-------------
After multiple debates and sessions, the Senate votes in favour of making limited Biological and Disease Control Implants (BDCI) mandatory for all citizens of the Republic. These will be implanted once the child has stopped growing and boost immunity from foreign diseases, repair wounds and dramatically increase the lifespan of the child. The first teenager implanted is Willow Sorenson in 2253.

2261 - 2265 AFC
-------------
The 7th Danaversian War is launched, this time it is launched by the Alversians as they launch pre-emptive strikes against covert Imperial military bases within the DMZ. Though the war lasts for three years, it is fought almost exclusively in space as ground defences are too sophisticated to risk heavy casualties. The Battle of Outpost 334 is the most significant action in which the IV Fleet traps and destroys over a hundred Danaversian warships. Again, the conflict boils down into an uneasy peace.

2272 AFC
-------------
After campaigning in the Senate, Carvon are given access to the BDCI program. Soldiers serving with the Army have already been given access to the MPEI program and now the same is extended to civilians. The wide disparity of Carvon however and their lack of internal cohesion means that few initially take advantage of the government ruling.

2283 AFC
-------------
The first Philosopher-Class mega-freighter is launched. A revolutionary modular design, the Philosopher is faster, larger, more durable and better protected than any competitor, with considerably lower running costs. Mass orders are placed and the type made under license by the Navy.

2287 AFC
-------------
The Shannon Incident occurs. The newly built cruise vessel Regal Star suffers a catastrophic loss of power while touring the Shannon System and is trapped in the star's gravity well. The only ship close enough to respond in time is the small Drone Maintenance vessel Aurora. After a ten hour struggle which sees the Aurora nearly destroyed by her own tractor beam, her crew nearly suffocating and boiling due to failures in her life support and several dangerous developments on the Regal Star, the Aurora manages to defy the odds and tow the cruiser ship out of danger, saving over 4,000 lives. The crew are celebrated as heroes and receive numerous awards,

2291 AFC
-------------
APS Genesis is launched. A refined version of the Archangel project in 2205, the Genesis includes many of the same features though development has seen the risk of their use considerably reduced. The type also introduces revolutionary power conduits and systems along with a homogenized armament and sophisticated defences. Such is the breakthrough that the rest of the fleet is rendered obsolete with ships based off the Genesis being classed as Genesii and all others being pre-Genesii.

2298 - 2300 AFC
-------------
Eighth Danaversian War: The new Genesii Class of vessels cut a swath through the Danaversian forces and real progress is made for the first time in centuries. Unfortunately, Danaversian numbers soon begin to take their toll and the Alversians are pushed back again. By the time peace is concluded however, the Alversians have made significant inroads into the DMZ and compromised the Imperial defensive lines.


2308 - 2310 AFC
-------------
Ninth Danaversian War: The Danaversians attempt to retake the territory lost during the previous war. For the most part they are successful as small garrisons are evacuated in the fact of overwhelming numbers. Imperial losses are heavy in these campaigns as light troops and commandos left behind inflict significance damage on infrastructure and troops. The Alversians retain control over a considerable amount of the DMZ however.

2312 AFC
-------------
Alexander Cavourna is born in Azure View, Illesia.

2318 AFC
-------------
Aidan Mallon becomes a national Senator.

Transwarp development, a concept project for the Alversians since the 2200's, finally makes a breakthrough and is successfully tested on APS Eagle.

2328 - 2331 AFC
-------------
Tenth Danaversian War: The Danaversians launch an offensive in the hope of retaking the remainder of their lost ground. As part of this campaign, they also land troops on Gerral, bypassing the DMZ. The battles do not go well for the Empire as bunkered down People's Troops hold them on the outposts of the DMZ while Gerral's garrison and militia crush the invading force, all but wiping it out. The casualties on both sides are high and the Danaversians again retreat with the Genesii ships again inflicting horrific losses.

2334 AFC
-------------
Alexander Cavourna enlists in the Alversian People's Navy.

2352 AFC
-------------
Nathaniel T. Barnes is born in Azure View, Illesia.

2364 AFC
-------------
Aidan Mallon is appointed to the Sanctum.

Samantha Owens is born in Terrnacht, Illesia.

2365 – 2366 AFC
-------------
The Aborted War. The Aluminan Defence Forces, having seen the casualties inflicted on the Empire during the last few Danaversian Wars, attempt to launch an offensive of their own. The idea of Pantheria Marshall Nastre, the attack utilises a sizeable number of ADF troops and ships. The Imperials are caught off guard when the Alumina strike at the planet of Natere and the world is secured. Before it can be consolidated however, the Danaversians counter-attack and drive the Alumina out, inflicting significant casualties. Only the threat of the Alversian Republic stepping in, plus Alumi's defences, stop the Danaversians carrying their victory all the way to the Aluminan homeworld.

2370 AFC
-------------
Nathan Barnes joins the Alversian Navy as a Spacer.

2371 AFC
-------------
Ashley Reyes is born, the result of a liaison between Alversian and Xiscapian traders, she is the first example of a half-breed Alversian/Kitsune, though it is assumed that she is merely a strange hybrid.

2371 - 2372 AFC
-------------
The Eleventh Danaversian War sees the Danaversians again attempt to strike into the DMZ. This time they bypass their old holdings and attempt to flank them in an effort to isolated the fortified strongholds. Unfortunately for them, the Alversians have anticipated the move and the invaders run into fierce resistance. The offensive ends after sixteen months with heavy Imperial losses.

2373 AFC
-------------
Chloe is born in Rio Casa, Xiscapia.

2380 AFC
-------------
Aiden Mallon becomes deputy Prime Minister.

2382 - 2385 AFC
-------------
The Twelfth Danaversian war again sees the Imperials attempt to take territory within the DMZ. This time they aim for the planet of Vieira, a garden world claimed by the Alversian Republic. Both sides contribute large forces to the campaign which sees the Alversians thrown back at first by considerably higher numbers than they had been expecting. Only the intervention of the Aspis Guard saves the Army. The result of the retreat is that the 5th Battalion, High Illesian Rifles, has been trapped in an old Photenican fortress behind enemy lines. Despite repeated attempts to storm the position, the Danaversians are unable to breach the defence, led ably by newly promoted Colonel Michael O'Rourke. They are eventually relieved as an Alversian counter-offensive drives the Danaversians from the planet and ends the war.

2384 - Nylia Aria D'Tean is born on Alumi.

2385 - 2386 AFC
-------------
The Republic lands on Ferra in an attempt to dislodge the corrupt ruling class. Though the Army is scattered and the planet occupied, the losses from guerilla warfare force the Alversians to retreat.

2387 AFC
-------------
Ashley Reyes enlists in the Navy under the watch of her guide and mentor, Alexander Cavourna who is now a Captain.

2388 -2390 AFC
-------------
The Korr War: The Alversians encounter a probe calling for aid. The probe is from the Kitsune Empire, locked in a desperate struggle with the Korr Supremacy. The Alversian Republic intervenes and, despite taking heavy losses in battles across Jomstar's moons and on Korrila itself, the allied forces are eventually victorious. Korr forces manage to breach the Alversian Republic but the units that did so are trapped and all but destroyed by the I and II Fleets. Alversian forces also fight on Xiscapian territory, suffering particularly heavily at the Battle of Tenfour.

2390 AFC
-------------
Prime Minister John Valour dies in office. Aidan Mallon becomes the new Prime Minister of the Alversian People's Republic.

On her way to Alversia, Chloe is kidnapped by pirates. Despite the best efforts of Naval and Customs forces, she is not recovered.

The Sparrowhawk is launched.

2392 AFC
-------------
The Calaveran War: Following Xiscapian action against Calaveran forces for abducting one of their pilots, the Alversian Republic also intervenes. It is a flight of APN Fighters that encounter the offending Calaveran ship and guide in the forces to ensure its destruction.

The Sparrowhawk program is scrapped and the single ship of the class anchored in Alversia's orbit to act as a battle-station.

2393 AFC
-------------
Cavourna's ship, the Dreadnought Crossfire is ambushed by Rebels acting under James Rose and destroyed. Ashley, his XO, is captured by the rebels and brought before the SASM once again. They attempt to experiment on her again but she is rescued by Xiscapian Mercenaries.

The SASM make a reappearance. They inflict considerable damage to the Republic's outer colonies and destroy large parts of the Navy attempting to stop them. Eventually, they are brought to battle in Alversia's space with the surviving bulk of the Alversian fleet, plus reinforcements from their Xiscapian and Aluminan allies. Though taking heavy losses the fleet, led by Ashley Reyes and with assistance from the Xiscapian Mercenaries, manages to destroy the SASM fleet.

Following the death of the First Admiral in the battle, Ashley is made the new First Admiral of the Alversian Navy.

The False Rebellion, with elements of Danaversian support and Alversian terrorists, is traced to the planet of Old Xiscapia. The Alversian Navy, led by Ashley, and ground forces assist in destroying the Rebels and a unit from the Oakhelm Rifles kills James Rose after a protracted battle with his bodyguard. The Black Raider Class ship which destroyed the old Battlecruiser Firefly is also recovered.

Democratic Guards, operating under the belief that James Rose is actually his brother, storm of the Imperial Palace of Rio Casa. They succeed in subduing the defending Black Guards but Foxfire Rose makes a personal plea to Aidan Mallon who believes him.

2394 AFC
-------------
The Republic encounters the planet of Macronia, a mostly arid world with divided peoples. Following first contact, the Alversians lend financial and military assistance to favourable nations, including that of Mysan. These actions are resisted by a local insurrection led by an ex-Alversian Diplomat. Alversian-trained forces eventually triumph in the war thanks to Republican technical assistance and the efforts of the Mysan Queen and a Xiscapian Ambassador, Si.

Samantha Owens is elected to the National Senate.

Lieutenant Nathan Barnes goes AWOL from the People's Navy. He encounters Chloe while seeking work at the Hutt who has enslaved her. He rescues her and they form a partnership.

2395 AFC
-------------
The Imitator or AIW War begins with the Imitator disease infecting an outer Alversian colony. Quarantine teams are quickly sent in to deal with the situation. The Dreadnought Condor is destroyed when it is rammed by an infected Xiscapian super mech. Through extensive quarantine and vetting procedures, the allies manage to eliminate the Imitator threat.

2396 AFC
-------------
A revolutionary joint-species starship, the Exile, goes missing on her maiden jump while testing the revolutionary new Jaunt System. The experience is likened back to the Archangel disaster in that the cause is a mystery.

Benedict II is colonised in the Milky Way Galaxy.

2397 AFC
-------------
The Zillars attack the planet of Wuin. The joint Alvo-Xiscapian garrison manages to fight off the invaders, though the conflict takes the life of a Xiscapian Ambassador sent to negotiate. After driving them back, the Alversians take the planet of Irongate from the Zillers.

2398 AFC
-------------
The Alvo-Xis-Greali War or 'The Greali War'. The Allies make a successful invasion of the Greali world of Miller; the planet is annexed in the People's Republic. The war continues to Nova Max, the Berrax homeworld, under occupation by the Greali. Using a combination of strategic cunning, an Imperial Fleet disguised as a rouge rebel force and an Xiscapian operative taking a high-ranking Greali Admiral hostage, the Allies defeat the defending fleet and capture the planet. Allied forces liberate Nova Max of its occupying army in conjunction with Berrax rebels. The Berrax Republic is established as a protectorate of the Kitsune Empire, and a truce is negotiated in Allied favor shortly afterwards.

Xiscapian mercenaries Kartosh, Skyler and Tara with Alversian mercenaries Chloe, Alversian mercenary Nathaniel Barnes and their A.I. Katie, and their ships the Star Snake and Elixir of Life are employed by the Alversian Internal Security Service to steal important Ferran government documents, as it is suspected that the Ferran Federal Government has been secretly in negotiations with the Danaversian Empire. Due to state corruption and heavy criminal presence the six end up fighting the Ferran mob as much as the government, but they eventually uncover the truth; the Ferrans were indeed in talks with the Danaversians about an agreement that would have Danaversian forces land on the planet to prop up the native government against rebels and supply it with weaponry and equipment in return for allowing the Danaversians to use it as a base to strike at the People's Republic. Through a wild sequence of events, the mercenaries eventually end up locating and assassinating the Ferran President Ma-Tan and providing the ISS with critical intelligence about the Ferrans and their new Danaversian allies. Though the coming war would render the Alversians unable to prevent the Danaversians from landing on Ferra, they would be able to use the information acquired to provide a great deal of intelligence about Ferran and Danaversian locations, dispositions and objectives to the Coalition during the Liberation of Ferra.


2400 AFC
-------------
The Alversian Republic makes contact with the Tanaran Empire. The Alversians establish close ties with the Milky Way Galaxy nation.

Samantha Owens becomes Prime Minister of the Republic after Aidan Mallon retires.

2401 AFC
-------------
The Thirteenth Danaversian War starts with the Danaversians launching powerful simultaneous attacks across the entire Home Galaxy. Spread too thin, these attacks are easily repelled and the allied fleet, consisting of Alversians, Xiscapians, Setulanites, Alumina and others, launch an offensive into the Havalia System of the Empire. The Offensive is a disaster as the Boolean Confederacy reveals itself and uses new technology to inflict heavy losses on the attacking fleets. They pull back to Macronia, while the Alversian world of Miller falls to the Danaversian Army despite a valiant rearguard defence.

The Second Macronian Crisis. The expansion (and terraforming) of the Macronian Federation is halted by the northern "warrior states" which have formed a confederacy against the Federation, who they consider too weak to deal with. With former Ambassador Si now unavailable for duties, as the King of Mysan and Foreign Minister of the Federation alongside Queen and Prime Minister Krystic, the Xiscapian Diplomatic Corps deploys Ambassadress Tiri to negotiate with the Northern Confederacy, along with Black Guards Litek and Bree for her protection. In the course of traveling to her destination the Ambassadress and her bodyguards uncover a conspiracy involving elements of the Federation state of Dromintine, a long-lost kingdom of near-humans and a rogue Greali Admiral and his forces to destroy first the Northern Confederacy and then the Federation. Able to inform the kings of the Northern Confederacy of the plot, Tiri watches them nearly lose the battle against their better-armed, bioweapon-equipped opponents before the Federation, having been gearing up for war with the Northern Confederacy, intervenes and crushes the hostiles, putting an end to both the conspiracy and the opposition of the Northern Confederacy. The conflict is fully ended when the Dreadnought Centurion in orbit destroys the enemy base.

2402 AFC
-------------
Following reports that the Ferrans have permitted Danaversian troops to use their planet as a staging ground deep within Coalition territory, Fera is invaded. The national Army proves no match for the invading forces and the planet is very quickly overrun. It will be established after the war as an Alversian protectorate, though using all manner of Coalition experts to dislodge the gangs and criminal kingpins.

Gerral is put under siege by a large Danaversian force. The Empire manages to land troops on the surface but the garrison, in combination with Xiscapian reinforcements and the Militia, manage to turn the tide and utterly destroy the invading force. Likewise the orbital defences manage to hold their ground and beat back repeated attempts to reinforce the invading Armies.

2403 AFC
-------------
The Ranus Offensive marks the the first major breakthrough in the Danaversian War, as the first successful large-scale Coalition advance is made against the Danaversians, resulting in the liberation of the Ranus System and the destruction of large numbers of Danaversian ships and troops. In the aftermath Setulanite General Borndecker becomes the Supreme Coalition Commander, uniting the various and disparate Coalition forces under him and directing war strategy up until the end of the conflict. Under Borndecker's leadership the Coalition embarked on a plan divided into three parts, which began with the breaking of the Boolean Confederacy, continued with the neutralization of the Danaversian Fortress Worlds and ended with the ravaging of the poorly defended interior of the empire and the invasion of Danaversia itself.

After five years wandering the furthest reaches of the Home Galaxy, contacting previously unknown peoples and seeing many strange, terrifying and wondrous things, the Exile is located by the APS Ajax and her weary crew is guided back to Xiscapian territory, where they are hailed are heroes. The reason for the experimental vessel's disappearance is explained to have been a malfunction with her Jaunt Drive, which was caused by Calaverian sabotage. Exile's crew are credited with trailblazing many of the systems and peoples that would later be contacted again during the Great Purge. Many members of the crew are honoured with the XO, Commander Campbell, becoming a Captain.

A race known as the Dreckians appear in Alversian space. With their sun dying, the species had hollowed out hundreds of asteroids and set off at sub-FTL speeds hoping to reach the planet of Ardracole. Unfortunately, by the time they arrive, the Republic has already settled and claimed the world. Though there is an initial stand off, diplomatic relations are soon opened and an exchange mission organised. The Alversians are reluctant to surrender Ardracole and instead offer the Dreckians multiple garden worlds on the Republic's frontier. The Dreckians agree and become an Alversian protectorate.

2405 AFC
-------------
Prime Minister Owens signs the Winter Fire Doctrine, inducting Alversia as a member of AXIS (Alvo-Xis-Set) Alliance created for the consolidation and preservation of powers and stability in the Home Galaxy. With the war spreading as far as Ferra, Macronia, Chalybs and into the most distant reaches of the Home Galaxy with attacks on the likes of Terracropolis and Old Xiscapia, and deep into the Milky Way with Danaversian forays against the Telrosian Empire and Zillar forces rampaging unchecked throughout former Greali space, AXIS called for aid. Among others, the most significant allies include the Telrosians, the Huerdaen, the Morningstar Coalition, the Sen System Alliance and the Pokosians, all of whom sent forces of varying sizes into the Home Galaxy to assist the Coalition against the Ternion, with further fleets and troops deployed by some against the Zillars. An infusion of both materials and succor in the form of supplies, technology, warships and intelligence as well as additional fleets and armies strengthens the Coalition as it gears up to push back against the Ternion.

The Alversians attend the Galactic Assembly, marking the first official foray of the Diplomatic Corps into the Milky Way Galaxy. When the House of Lords comes under attack from Persian forces. The Ambassadress, Rebecca McGoldrick, takes part in the fighting. She is part of the rearguard holding back the hordes while the bulk of the Diplomats escape. McGoldrick is badly wounded, losing an arm in the conflict and taken aboard a Huerdaen vessel. She becomes the first Alversian to receive a

Third Macronian Crisis. A final impediment to the now nearly global Federation and its terraforming lies at the planet's northern pole in the form of the ancient and once all-powerful Silver Empire, a nation of kitsune who had been funding and training the bandits responsible for the First Macronian Crisis in an effort to destabilize the southern kingdoms for invasion. Ambassadress Tiri is sent with her guards again to negotiate. The Danaversians launch an offensive against the planet in co-operation with a rogue Greali Admiral. The native forces are pushed hard but manage to hold on the ground, while the appearance of the old kitsune colony ship Kistvaen turns the tide in orbit. An Alversian fleet is dispatched to the system and remains in protective orbit until the end of the war.


2406 AFC
-------------
Operation Debellatio over Danaversia results in the Emperor's government being destroyed. A short time later the Final Treaty is signed by representatives of the major warring Ternion and Coalition powers, and the Thirteen Danaversian War formally ends. One month later, the unofficial end of the conflict in total comes about with the destruction of a Zillar world in the Milky Way and the death of the Zillar oligarchy Shadow Council, resulting in the end of the Zillar Republic as a unified and coherent body. The Danaversian Empire collapses into civil war.

The Great Purge begins in the Milky Way Galaxy as the Setulanite Saint Terramo launches his crusade to purge the Home Galaxy of lawless and evil races. The Alversian military offers limited, tentative support to the campaign.

The Pridelands of the Alumina, having survived for centuries as an independent nation against Danaversian aggression, are formally and voluntarily annexed into the People's Republic. Recognising that the planet cannot recover alone, Supreme Lioness Nigripes offers the nation to the Alversians, their closest allies and saviours for many centuries. The motion is passed in the Senate and approved by the Sanctum, paving the way for the Alumina to be absorbed into the People's Republic.

A Roman vessel, badly damaged, crash lands on the Alversian colony of New Oakhelm. There are only two survivors, a pair of young Romans who are taken in by the colony. The Pirates launch an attack on the colony in a bid to wipe out the remaining survivors. The garrison, consisting of just two Infantry Companies and a small detachment of Naval Officers, manages to hold off the massive droid and pirate attack until a Roman squadron arrives to drive off the attackers. The Battle of New Oakhelm sees all but one of the Naval Officers killed when they valiantly hold off a pirate flanking attack. The Alversians and Romans sign a formal treaty to clean up the sector of Pirate lords.

2407 AFC
-------------
Following a pirate attack by the Pentestar Alignment on an Alversian Convoy, the Republic intervenes. It storms and destroys a number of Alignment vessels and a station as they rescue the captured merchants in co-operation with Enzo Turgan troops.

A Roman cruiser is found floating derelict in space. It has been attacked by an unknown pirate race who have slaughtered most of the crew. Discovered by a Xiscapian vessel, a triple offensive is planned against the alien homeworld, discovered by an Alversian survey vessel. The battle involves the Alversian XVI Fleet and units of the Black Falcons as they successfully infiltrate a facility and steal a wealth of intelligence before the planet is bombarded by the Romans and Xiscapians.

The Myrarr Civil War breaks out. The Alversians have developed close ties with the Krratcha and are building a strong economic alliance. The Solarians, desiring the planet to complete a trade monopoly in the region, launch an offensive against the planet, backed by rebels on the ground. The Alversians respond in massive force and eliminate the majority of the Rebel's conventional combat means in a single strike. Likewise the Solarians struggle to make any ground against the Alversian fleet in orbit and are soon ejected by incoming reinforcements. A deal is finally brokered, giving the Solarians a trade station and keeping the system under the protection of the Alversian Republic.

In a bid to give the mass numbers of demobbing Aluminan warriors a job, the Alversian Senate approves the creation of Valoria's Security Shield, an exclusively Aluminan mercenary company and the first allowed in Alversian space since 2140. The Company is subject to extremely tight regulations and constraints but is highly sought out in the Milky Way due to the experience and equipment of its members.

2408 AFC
-------------
The Alumina Nylia, on the run from criminals in the Home Galaxy, ends up in the Imperium. Through pure chance, she is employed as a Handmaiden for one of the Imperatrix' daughters. The Alumina and the Imperatrix fall in love and become an item together, with the relationship paving the way for warmer relations between the Imperium and the People's Republic.

In the wake of increased commitments in both the Milky Way and Home Galaxies, the Senate approves a bill to increase the size of the Army by another 100m troops.


(*Much of the stuff that happens after 2388 comes from Xiscapia's brilliant factbook and all credit must go to him for those parts)
Last edited by Alversia on Sun Apr 20, 2014 6:28 am, edited 26 times in total.
R.I.P. Shal
17/01/2010

R.I.P. Peg
04/06/2018

Alversian FT Factbook

"Things are only impossible until they're not!"
~Jean-Luc Picard

User avatar
Alversia
Minister
 
Posts: 3183
Founded: Apr 26, 2007
Liberal Democratic Socialists

Postby Alversia » Thu Feb 03, 2011 5:09 pm

Politics

The Senate
Image

The Alversian political system is divided into multiple tiers; these are planetary, system and national. The Planetary and System governments each have their own Senate chambers but must answer to the national Sanctum and the High Court. The planetary body deals with local matters on their respective planets while System Senate will deal with matters that concern the entire star system such as tariffs and customs though in the event of a single highly populous planet then that planet's Senate will act as System Senate also. These Senates have limited control over budgets and finances of their sectors and are reliant on funds from the national Chamber as taxes are dictated from Alversia. Planetary and System Senates are also incapable of declaring war or signing diplomatic treaties with foreign powers. Senatorial elections occur every four years, which is a shorter term than is available for National Senators. The Planetary and System Senates are seen as stepping stones for ambitious politicians seeking national election to learn their trade and to gain local support for their inevitable election push.

The Alversian national system is known as the Chamber, which contains of three separate components; the National Senate, the Sanctum and the High Court.

The Senate is the lower house. It is directly elected by the population of the Alversian Republic and represents the people in matters of government. The Senate is responsible for enacting or repealing legislation to improve the running of the Republic. They also have sole control over the budgets of the Republic. The Senate must also decide on details of major foreign policy such as ratifying treaties and alliances. Usually the Senate's stance on such a deal will have been gained before the Foreign or Prime Minister embark on detailed negotiations. The Senate has authority over both Planetary and System Senates. The Senate itself consists of 4,515 representatives from across the Republic, although it is rare to see more than several hundred actually attend a Senate meeting in person. The number of Senators per planet is dependant on population. Normally, when a meeting is called, the Senators located on their home planets will use long range communications and Avatars to ensure their vote is cast and their opinion heard. The only exception is when a motion is being tabled or a charge claimed by a Senator, then that must be done in person. When a motion is tabled and all questions have been satisfactorily answered, the 'Speaker of the Senate' will call for the vote. The vote is cast with a simple 'I' either for, against, or abstaining from the motion. Though seemingly chaotic, sensors capture each Senator's response in the event of a close vote.

Senators are elected from their constituencies on each planet once every six years, staggered with the Prime Ministerial elections. The Senate has the power to remove the Prime Minister or other members of the Cabinet through votes of no confidence, though these require consensus both in the Senate and in the Sanctum. Senators can step down from their position at any time, though this will require a fresh election for that constituency. In the event of misconduct, a Senator can be removed by the Sanctum, though this requires High Court approval.

The Speaker of the Senate is the presiding Officer over the Senate floor. They are responsible for maintaining order and mediating debate amongst Senators. The Speaker is not elected but is instead a senior judge appointed by the High Court. The Speaker must observe very strict laws of impartiality in all matters. The Speaker has authority to suppress disorder. To ensure obedience to his rulings the Speaker may order members to withdraw from the Senate or suspend an individual for a period. In the case of great disorder the Speaker can suspend or adjourn the Senate.

The upper house is the Sanctum. It consists of senior politicians, usually former-Senators, who provide oversight for the Senate. This insight is limited as they do not have the power to completely repeal or dismiss laws passed in the Senates but they can delay them. The only laws that require specific Sanctum approval are matters relating to the Alversian Constitution and to diplomatic matters, such as declarations of war. As there is only one Sanctum, their responsibility stretches across all planetary and system senates, ensuring stability across all Senates. The Sanctum also has the power to dismiss the Cabinet or the Senate if it deems it necessary but this action must gain the approval of the High Court. Members of the Sanctum are appointed on merit and are not elected, though the Prime Minister must approve the appointment. There are a fixed number of Sanctum members for each System and these are recommended by the person's respective party.

Both the Senate and the Sanctum sit in the Senate Building, which is known as Concord Place after the avenue on which it sits.

The High Court is the third part of the Chamber. It is not political in nature but rather consists of the most Senior Judges of the Republic and operates on strict impartiality laws. High Court approval is required in the event of laws which amend the constitution or when the Sanctum attempts to dismiss the Senate. The High Court will check if the moves are constitutional and will either approve or veto the action. This has only ever been required once in Alversia's history. The High Court is also the ultimate authority in terms of law in the Republic. Matters involving planets or companies will often end up in the High Court. The Speaker of the Senate is also appointed by the High Court.

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It should be noted that until the Silarian Civil Rights Campaigns of 1675-1680, it was impossible for Silarians to be elected to either the Chamber or the Sanctum. There are no Carvon politicians in either Section, as they prefer to elect Alversians, when they vote at all. There are also a number of Veela serving in the Chamber and one on the Sanctum.


Prime Minister
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The Prime Minister functions as the Alversian Head of Government and Head of State, chairing both the Senate and the Sanctum. The Prime Minister is elected once every six years by the people of Alversia. When the election time begins, each of the parties puts forward a candidate for the office. This person will usually have been selected by the Central Committee of the party in question. They then campaign against one another to gain votes and, at the end of the election time, the votes are cast and the candidate with the highest percentage is elected Prime Minister. The Prime Minister then selects their Deputy Prime Minister and Cabinet. The DPM is almost always of the same party as the Prime Minister but the Cabinet is normally made up of all the major parties. The Prime Minister is also the Commander-in-Chief of the Alversian Armed Forces. In the event of a tied vote, the Prime Minister's has the deciding vote.

The Prime Minister can be removed by a vote of no confidence. The vote can be invoked by either the Senate or the Sanctum. If the vote is tabled by a Senator, then the Senate must approve the vote. If the Sanctum calls for the vote, then it must be approved by the High Court. The vote means that the Prime Minister will step down and fresh elections will occur.

The Prime Minister is also Commander in Chief of the Army although technically will leave practical decisions in the hands of the Chiefs of Staff.

The current Prime Minister is Samantha ‘Sammi’ Owens, who was elected in 2401.

The Deputy-Prime Minister serves as an assistant to the Prime Minister and will step into the role of Prime Minister in the event of death or serious injury. The Deputy Prime Minister is also the Head of the Alversian Civil Service. Generally, the Office will be taken by a member of the Prime Minister’s Cabinet. It is expected that the Deputy Prime Minister be a serving or former member of the Chamber or Sanctum.

The current Deputy Prime Minister is Sion’Vastos Ramas, a Silarian and the first to take the role in nearly a hundred years. The Deputy Prime Minister does not run for election but can stand down during their tenure. It is the right of the Prime Minister to replace the Deputy when required although to do so without just cause is frowned upon.

The residence of the Prime Minister is Icoras House (pictured above), it is located just outside the Central District, within easy reach of the Senate Building. An old building dating back to the construction of the city itself, the grounds and main house play host to a contingent of Civil Service Offices, Liaisons for the Armed Forces and Senate respectively and a Company of Democratic Guards along with the private quarters of the Prime Minister, Deputy Prime Minister and their families.


There are five major parties in Alversian space that compete for seats in the Senate and for the role of Prime Minister. Each party shares a similar three tiered structure, though this structure is loose and highly informal. The lowest tier are the political workers, who will perform basic campaign activities and other such duties for the party. Higher up are the junior politicians, usually Councillors or Planetary/System Senators, who are relatively inexperienced in terms of political office and governance. Interns may also be placed in this category. The highest tiered are the senior politicians; national Senators and Sanctum members who will have a large say in party policy and control. The Central Committee is the final authority in Party matters and will include the most experienced and senior politicians in the party. The Committee steers policy for the party, chooses Prime Ministerial candidates and recommends Sanctum members. Often the Cabinet posts will also go to the highest tiered members.

Membership of parties is also not set in stone and members will often switch from one to the other depending on how their personal viewpoints or party policy evolves. Party funding is provided by the government, with a heavily regulated amount provided depending on the size and running costs of the party. Parties are also free to seek private donations either from wealthy individuals and corporations but these must be done publicly and within a set amount per person. As finances are closely watched by the High Court and ISS, attempting to bypass them can be disastrous for a party.

The five parties are:

The Alversian People's Party: The Liberal party, the APP is focused primary on expanding the rights of citizens while cutting government wastage and lowering taxes. They are the most central of the parties, believing in steering the Republic without unduly interfering. The APP is the largest party with a large majority of the vote. Both Aiden Mallon and Samantha Owens are members of this party.

The Oak Party: The most conservative party, the Oak Party believe that government should be very hands off in terms of regulation and in the economy. They are also the most pro-business of the parties with many notably pro-corporation policies laid out. Their policies regarding both the Armed Forces and the Milky Way Galaxy however, have been accused of being outdated and their attitude on government oversight as being 'dangerously laid back'. As such, while they are popular, they have lost considerable ground to the APP in recent decades.

The Iron Shield Party: The Iron Shield Party are the most militaristic party in Alversian politics. They believe in investing heavily in Alversia's Armed Forces and in dealing aggressively with threats against the Republic. They are most right wing than the APP, with domestic policies similar to the Oak Party. However, their insistence on tax and tariff increases, plus the aggressive rhetoric they preach, has meant that the ISP has suffered since the end of the Danaversian Empire as a threat. Former Prime Minister John Valour was a member of this party.

The Alversian National Party: The ANP was once the most powerful party, promoting its agenda of putting Alversia first and enacting a policy very akin to isolationism. With the signing of the AXIS document however, their views and policies have becoming increasingly out of date. Their insistence on heavy taxation of imported goods and services has made them unpopular both with businesses and traders. A series of scandals in the early 2300s also saw their formerly loyal supports desert in their droves. It is very much a party attempting to reinvent itself in the face of an evolving Republic.

The United Socialists: The United Socialists are a party that claims to represent the voice of the working Alversian. Their policies are very much geared towards the lower classes of Alversian society while hitting harder at businesses and the wealthy. Their support is very limited in the affluent core systems while their pacifist policies -particularly in dealing with the Danaversians- mean that their popularity is considerably more niche than the main parties.


The Democratic Guard
Democratic Guards
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The Democratic Guards were established in 1705 after the assassination of Prime Minister Michael Carter by an extremist while under the protection of the Senatorial Guard. This revealed flaws in both the training and organisation of the Senatorial Guard which had existed as a branch of the military since the formation of the Republic. The Democratic Guard was instead created and the Senatorial Guard folded into this new structure. The Democratic Corps are led by General Samuel Hunter.

The Democratic Guard consists of two sections:
    The Democratic Guard: - The elite force that provides personal protection for the Prime Minister and Deputy Prime Minister wherever they may be. They also protect the property and offices of the Ministers. Admired and feared in equal measure, there are rumours that the Democratic Guard are in fact, half or fully cyborg, with only one in every twenty thousand candidates being accepted to train in their ranks and remaining in the force until the end of their careers.
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    The Senatorial Guard: - The larger component of the Democratic Guard who stand guard over the Senate building and provide personal protection for the Senators. They are not considered to be as elite as the Democratic Guards but they are still highly respected. Most are former service personnel who have been selected for the role. They are dressed in M00 Armour, unique to the Senatorial Guard.
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Sammi Matthias (1599 – 1612):
Although technically President of the Democratic Republic, Matthias was the first elected official of the Alversian people. Baxtor’s most trusted Lieutenant, Matthias proved a better general than politician and his rule eventually led to the Civil War. He took his own life after the fall of Icoras in 1612, the only President in Alversia’s history.

Trezan Baxtor (1613 – 1630):
The legendary father of the free Alversian people. Baxtor lead the Black Falcons to free Alversia and then lead the People’s Republic against the Democratic Republic. As the Prime Minister, he established the modern constitution, oversaw the massive rebuilding of the nation after the civil war and brought Dela and Silaria into the Republic. Baxtor is revered almost as a god by most Alversians.

Adrian Cavourna (1631 – 1655):
Baxtor’s most trusted general during the civil war and considered to be the greatest military commander in Alversia’s history. He led the bulk of the People’s Army during the war and eventually led the Alversian Army against the Delans. When he became Prime Minister, he led the Alversian Republic to war against the Photenicans and took multiple planets from the old Occupiers. He is considered to be the second of the three great Alversians, along with Baxtor and Smith.

Michael Carter (1701 – 1705):
Carter was the Alversian Prime Minister during the crisis period. He attempted to enact reforms which, although unpopular in the senate, were more popular with the public. He attempted to push through reforms for the Silarians, progressive economic policies and to tone down the Army. He was assassinated in 1705 while making a speech in Illesia. He remains the only Alversian Prime Minister to have been successfully attacked.

Marshall Smith (1720 – 1740):
Marshall Smith is regarded as the founder of the modern Alversian Navy and is the third of the trio of great Alversians. She led the Navy against the SASM and eventually won victory when annihilation seemed inevitable. As Prime Minister, she enacted reforms to rebuild the shattered Republic and restored peace to the Republic. She also negotiated with the Veela to allow them to settle.

John Valour (2377 – 2392):
The ‘Warrior Minister’, Valour was the first Prime Minister since Smith to be a soldier before he was a politician. Under his tenure, the Alversians went to the assistance of the Xiscapians, assisting them in their long war against the Korr. He also oversaw the war against the Calaverans and once again aggressive led the Republic in battle before finally stepping down. He died just two years after retirement.

Aiden Mallon (2392 – 2401):
Aiden Mallon was a Senator of the Sanctum before he was elected. A man renowned for his wisdom and diplomatic skill, he presided over more conflicts against the Imitators and was also present when Xiscapian Grand Admiral Krystal was kidnapped in the aftermath of the Dreadnought collision, it was his Democratic Guards who spearheaded the move to free her. He was also present during the False Rebellion when the Rio Casa Palace was stormed by his guards to arrest the Emperor Rose, falsely mistaken for his brother.

Samantha Owens (2401 – present):
Owens was a Senator for Illesia when she was elected to the role of Prime Minister. She oversaw the beginning of the 13th Danaversian war and the creation of the Coalition. She also signed the AXIS Treaty and Winterfire Doctrine on behalf of the Alversian Republic.



The Alversian People's Diplomatic Corps
The People’s Diplomatic Corps is a recent addition to the Alversian Republic, having been founded in 2401 and only becoming active in 2403 with the graduation of its first Diplomats. Before the foundation of the Diplomatic Corps, the Alversians had relied on Naval Captains to be diplomatically competent enough to initiate first contact with new species and to bring across the concerns and wishes of the Alversian Republic. This system had long been criticised however, particularly by the Captains themselves who did not appreciate having to undertake diplomatic missions on top of their already heavy workload. This issue was not addressed until the formation of the PDC.

The PDC is based in the same building as the Foreign Office and is controlled by the Foreign Minister. The training course for being a Diplomat lasts around sixteen months and includes extensive courses on languages, history and reading body language.

There are currently 9 Ambassadors in active service with double that number in training:

Katrina 'Kate' Steward (Setulan Republic: RDV Acclimation)
POB: Gerral
DOB: 2382
Bio: Katrina was born on Gerral in 2382, making her the youngest active Alversian diplomat. Her father was a soldier in the Gerralian militia and her mother was a local politician. As such, she grew up in a house where the Republic's best interests were never far away and politics was a constant source of conversation. The Republic made first contact with the Xiscapian Empire when she was just 8 and she saw her first kitsune. Fascinated, she quickly took to learning about them. This hunger for knowledge soon expanded itself to every other race she could gather information on before, pretty soon, she was widely regarded as an expert on foreign culture. Groomed to go into politics, she instead volunteered for the diplomatic programme. Nervous and a little shy in spite of her position, Kate is nonetheless keen to learn and has her father's stubborn streak that makes her a good foil for Politicians. She is currently assigned to the Setulan Republic, her first posting.

Michael Sutton (Sen Alliance: RDV Asseveration)
POB: Dela
DOB: 2370
Bio: Sutton's early life was defined by travel. Although his birthplace is listed as Dela, in reality his parent's freighter happened to be docked there at the time of his birth and he saw very little of it before moving on. Schooled by his parents and the crew of their vessel, Sutton spent his youth travelling between the various planets of the Republic and it's many trade stations. This gained him first hand exposure to many strange and culturally different races and he quickly gained a reputation as being a calm and laid-back negotiator. He found work as a liaison on one of the fringe trading posts, helping to mediate disputes for station security. He gained a reputation throughout the sector when he managed to talk down a furious Carvon who felt he had been cheated in a card game. He was recruited to the Diplomat's Corps not long after where his experience and level-headedness won him both plaudits and friends. Due to his experience in dealing with multi-cultural and diverse peoples, he was chosen as Alversia's representative to the Sen Alliance.

Michael Turner (The Sun Lords: RDV Redemption)
POB: Unknown
DOB: 2355
Bio: Michael Turner is the oldest Alversian Diplomat and was, until the mid-90's a contractor for the Alversian Navy. He had actually been raised on a 'free' station beyond the Republic's borders. It was a lawless place, so he was raised knowing how to handle himself. Rather than get involved in the station's politics however, he joined a crew of explorers who were charting the area on behalf of the Republic. Once their work was done, he accompanied them back to Alversia and became an official Alversian citizen. He volunteered for every manner of exploration or pioneering job he could get, preferring to work out in the open or in isolation whenever possible. Following the attack of the SASM (in which his ship helped evacuate several colonies), he offered his services directly to his adopted nation. After becoming an Ambassador, he was dispatched to initiate first contact with the Sun Lords and remains there as Alversia's representative to this day.

Anita’Sani-Solcrum (Roman Republic: RDV Ascension)
POB: Silaria
DOB: 2388
Bio: Sani was born into a family of merchants on Silaria. Spoilt as a child, she wanted for nothing but was not afraid to earn her place within her family's business. As such, she carried out a number of hard negotiations with competitors and potential clients. She gained a reputation as being hard but fair and soon she was recommended to the embryonic Diplomatic Corps. Her first assignment was as Michael Turner's second during first contact with the Sun Lords. Following this, she was temporarily posted to the Pokosian Commonwealth before intercepting a transmission from the Alversian colony of New Oakhelm, under attack from pirates seeking Roman citizens hiding there. Her vessel quickly gathered both Roman and Alversian reinforcements before relieving the colony. She acted as liaison with the Romans for several weeks before being assigned permanently to Rome to safeguard Alversia's interests.

Rebecca McGoldrick (Huerdaen Empire: RDV Integration)
POB: Gerral
DOB: 2378
Bio: Rebecca McGoldrick was born into a military family, with her mother serving in the Gerral Regulars and her father in the militia. Uncountable generations had served in the army and it was highly expected that McGoldrick would follow in their footsteps. Her childhood then was heavily military orientated and though she joined the militia for a brief while, it was not something she enjoyed. The young McGoldrick had taken a keen interest in politics though this led to arguments with her father. In the end, with pressure from his wife, McGoldrick's father agreed to allow her to attend University on Illesia. Here, her test results were exemplary and she was offered a choice between the Diplomat Corps or Politics. She chose the Diplomatic Corps. Her first posting was as the Alversian representative to the Galactic Assembly. When it came under attack, she joined the defence. Badly wounded in the fighting, she was evacuated to a Huerdaen vessel where she spent a considerable amount of time and became one of the first non-Huerdaen recipients of the Lace, which gave her a unique connection to the Huerdaen around her. Following confirmation that she was okay, her orders were changed to make her the Alversian Ambassadress to the Empire and to foster relations between the two nations.

Martin Shalamar (Phoenix Empire: RDV Tanara)
POB: Alversia
DOB: 2368
Bio: Shalamar had no intention of becoming a diplomat. Raised by a middle class family on Alversia, his achievements through school were good without ever being exemplary. He joined the Army as soon as he was able and by the mid 2390's, he had command over a garrison unit on a far flung Alversian colony. Unfortunately, the colony was attacked and destroyed by the SASM during their offensive leaving very survivors. Shalamar was severely traumatised by this and by the loss of his twin brother with the Deep Space Fleet in the same conflict. Before the Diplomatic Corps had been created, he was sent as a representative to the Phoenix Empire to attend the coronation of the new Empress. Things did not get off to a good start when memories of his past came back to the fore and he went into shock. Cared for by the Empress, they got to know one another and were soon involved in a relationship. Upon the creation of the Diplomatic Corps, it was judged that keeping the Alversian at his post was benefiting all parties involved, so he was simply folded into the Corps remit.

Aoife Kennedy (Xiscapian Empire: RDV Serenity)
POB: Alversia
DOB: 2382
Bio: Born and raised in the capital of Illesia, Kennedy was always something of a problem child. Wild and unchecked in her youth, she got into trouble more times with the police than the rest of the kids on her street combined. Brilliant but undisciplined, her scores rarely lived up to her potential even into University where wild parties and outrageous stunts saw her on the brink of expulsion several times. She was helped when she was put into a room with a marginally older Rebecca McGoldrick. With the elder Alversian's help, she was able to regain control of her test scores and graduate near to the top of her class which she celebrated in her typical fashion though no one begrudged her a night in the cells this time. When McGoldrick was appointed to the Corps, she recommended Kennedy as well. Though there was initially some reluctance, the girl's work ethic and intelligence convinced them otherwise. She has been assigned to the Xiscapian Empire as was felt that it best fitted her partying instincts.

Andrew Byrne (Danaversian Empire: RDV Rehabilitation)
POB: Alversia
DOB: 2367
Bio: Byrne is without a doubt the most hardcore Diplomat in Alversia's service. A soldier from the age of 18, he went through some of the hardest fighting of the 12th Danaversian war. Promoted to the Guards, he fought his way through the Korr onto Korrilla itself before seeing service in the SASM and later Rebellion. A Colonel by this point in command of the Grenadier Guards, he had a reputation for being very hard but also fair and willing to listen. It was in the Great Danaversian war that he particularly distinguished himself however. During the battle of Miller, he was able to rally an entire Division and prevent it from collapsing. This feat kept the line from breaking and led to the evacuation of more civilians and troops. As the war drew to an end, he was approached with an offer from the Corps, to become Alversia's first representative to the Loyalist Danaversian Empire. Initially reluctant, Byrne accepted and now alternates between kicking Rebel ass and making sure the Loyalists toe the line.

Clodagh Toal (Pokosian Empire, RDV Unification)
POB: Earthius
DOB: 2370
Bio: Toal grew up on the fairly rough industrial world of Earthius, daughter to a mining inspector and police woman respectively. As a result of this, a young Toal learned the benefit of seeing both sides of every story and of paying attention to detail, something she never forgot after her father was implicated in a mining accident when she was in her early teens, an accident in which he was killed. Driven by his death, she studied law at University and became a solicitor at the age of 18. This was not enough for her however and she went on to take the Bar exam, becoming Earthius' youngest serving Barrister. Here, her ability to listen to a story and her attention to detail earned her attention from across the Republic. In particular, her defence of a suspect during a murder trial on Alversia (in which he was found not guilty and later evidence proved he was indeed innocent) was considered a masterpiece of showmanship, knowledge and preparation. Though she can be considered cold and a little aloof, she was nonetheless asked to join the Diplomatic Corps. She is currently assigned to the Pokosian Commonwealth.

Neryn Sanie D'Valane (Imperium, RDV Proclamation)
POB: Alumi
DOB: 2358
Bio: Sanie was something of a rarity for Alumina, as she was born into the very small numbers of nobility that survived amongst the species. As such, her upbringing was relatively spoilt and extremely sheltered in comparison to the impoverished majority. This was something of a double-edged sword as her high status meant that pressure was placed on her from the very start and large periods of her childhood were quite lonely. Though her mother and father (she was one of a very lucky few for whom her mother and father were a couple) were very influential with the Supreme Lioness, Sanie was not immune to the war which consumed her species. She went to work in the Intelligence services, responsible for spying on Danaversian movements and was inevitably drawn into Aluminan court politics. She did not take sides in the inevitable and constant clashes, steering both her and her department clear of any and all compromising situations. At the end of the Great Danaversian War, and with the annexation of the Pridelands into the Alversian Republic, she was transferred to Section 7; Alversian Army intelligence. Very quickly, she was recruited into the Diplomatic Corps. She was due to be assigned to the Galactic Assembly but was pulled at the last minute and instead sent to represent the Republic on Ferra. Once the annexation was complete, she was relocated to the Imperium. Following the end of the Cold War, she was assigned to the Imperium to act as The Republic's representative to the Imperium and charged with warming relations.


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Produced by: Ilveri Shipyards.
Length: 40m
Reactors: 1
Transwarp Generators: 1
Impulse Engines: 4
Max Transwarp speed: Factor 9
Max Sublight Speed: 70 percent of Light speed.
Crew: 10 (3 Pilots, 3 Engineers, 4 Marines)
Weapons:
    2 x Molecular Disruptor Beams.
    4 x Torpedo Launchers.
    8 x Ion Cannon.
    8 x Repulsiors.
    28 x PD Beams.
Shield Rating: 7

Designed and built by Ilveri Shipyards in 2403, the Validation-Class is the transport of choice for the Alversian Diplomatic Corps. It is designed to outrun anything that it cannot outfight. The first of the class, the [i]Redemption[i] was launched only three weeks after the first class of Alversian Diplomats had qualified and completed their course. The ship is luxurious in design and has luxuries for use by the Ambassador or Ambassadress while maintaining the utilitarian feel of a naval vessel. The ship boasts powerful communications arrays to allow the ship to communicate directly with Headquarters from anywhere in the galaxy. The ship also boasts conference facilities should the Diplomat be required to receive guests.
Last edited by Alversia on Sun Jan 26, 2014 11:36 am, edited 37 times in total.
R.I.P. Shal
17/01/2010

R.I.P. Peg
04/06/2018

Alversian FT Factbook

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Posts: 3183
Founded: Apr 26, 2007
Liberal Democratic Socialists

Postby Alversia » Sat Feb 05, 2011 10:26 am

The Alversian People's Navy: Overview
(Known as the People's Navy or the APN)

Name: Alversian People's Navy
Commander: First Admiral Ashley Reyes
Headquarters: Marshall House, Illesia.
Founded: 1613
Size:
    5,490 Ships
    2,500,000 Spacers
    1,200,000 Marines
    800,000 Naval Air Force personnel
    6,000,000 Support Staff
Motto: "Above us, only the stars"

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Priority One: - Critical emergency. All vessels must respond.
Priority Two: - Serious emergency. All vessels not on tasks of equal or greater importance must respond.
Priority Three: - Emergency. All vessels not engaged on other tasks must respond.
Priority Four: - Alert. Any patrolling vessel may respond.
Priority Five: - Only specified vessels may respond.
Priority Six: - No active vessel may respond.
Priority Seven: - Standard Message.

Message Container:
Red: Enemy attack
Blue: Enemy raid
Yellow: Vessel in distress
Green: Planet in distress
Purple: Station in distress
Orange: Convoy in distress
White: Message Important
Gold: Message from First Admiral
Violet: Patrol Route
Black : Unidentified threat
Magenta: Standard Message

Example:
If a message comes in with the transmission level 'Priority Four Purple' then immediately the crew can tell without even looking a the message contents that the transmission is for any patrolling vessels to assist a Space Station in distress. This code helps to prioritize transmissions as well as helping crew identify the message context at a glance.


Red Alert: Shields and weapons fully charged. All hands at battle stations.
Yellow Alert: Shields fully charged, combat essential staff to battle stations.
White: Everything is fine.
Green: Internal environmental hazard. All crew take appropriate precautions for protection
Blue: Docking, disengaging. All hands to launch stations, engines powered down and thrusters to full.
Violet: Abandon ship


History:

Although officially founded in 1613, the Alversian People's Navy can trace it's routes back to the Black Falcon mercenary organisation created by Trezan Baxtor in 1580. Although records of this era are sparse at best, it is known that Baxtor approved the creation of a small fleet of corvettes and transports, intended to make his guerilla force independent of mercenaries or privateers, a problem that had plagued the organisation prior to Baxtor's arrival. The commander of this small squadron of ships was an Alversian exile by the name of Lance Ruddock with Amber Castle as his second in command. Between them, the two Alversians launched raids on Photenican shipping and ensured that supplies made it through to Baxtor's Black Falcons fighting on Alversia itself. Following the successful end of the Rebellion and the formation of the Alversian Democratic Republic, the former Black Falcon Fleet formed the nucleus of the new Republican Navy with Ruddock becoming the first Admiral of the Fleet.

At the beginning of the Civil war however, large numbers of Republican Spacers and commanders defected with their ships to Trezan Baxtor's cause, where they were formed into the People's Provisional Navy in 1607 with Castle as their commander. Throughout the course of the war however, the two navies had a limited impact on the battles on the surface, generally limited to transport and logistic operations or small raids against each other. This was mostly down to manpower problems as every available Alversian was recruited either into the Republican Army or the People's Provisional Army respectively. During this time, the PPN had no headquarters and there was little central control over the ships or captains who fought under the flag of Baxtor. Following the successful conclusion of the war, the Provisional Navy was formed into the Alversian People's Navy in 1613 and received Sanderson House in Illesia as a Headquarters.

As an organised force, the People's Navy made it's combat début in the Delan and Alversian Systems wars between 1618 and 1623. The Navies of the Alversians and Delans consisted of the same types of vessels, old Photenican vessels left by the retreating Imperial Fleet, but the Alversian edge came in numbers, having secured more Photenican equipment following the withdrawal. The Alversian fleet was quickly able to take control of Dela's orbit but, just as the ground assault stalled, the powerful surface to orbit defences of Mastan city prevented the Alversian fleet from influencing the land campaigns. It was the Navy under Castle however, who initiated the blockade of the capital which eventually led to the deaths of 6 million Delans through malnutrition and disease.

The entry of the Silarians into the war led to an entirely different set of challenges for the People's Navy as the campaign scope widened to include the entire system now. The Silarian fleet was more comparable to the Alversians in terms of numbers and strength while it was much more efficiently run and organised. In the initial skirmishes, the Alversian blockade was quickly broken by the Silarians and allowing the garrison to be supplied and reinforced.

Furious, Prime Minister Baxtor relieved Amber Castle of duty and replaced her by a former Republican Captain, Robert Connolly. Connolly quickly brought about sweeping reforms in the fleet and altered the strategy for engaging the Silarian fleet in battle. Rather than engaging them in large scale operations, in which the Silarians better co-ordination and control gave them an edge, Connelly instead ordered his commanders only to engage in positions of clear tactical superiority while employing large numbers of privateers and pirates to bolster his ship numbers. Gradually, over the course of a year, the Silarian fleet was slowly ground down through battles until, eventually, Admiral Connelly engaged them in battle over the Delan city of Real Medes. The crushing victory won in this battle ensued an Alversian victory over Dela and soon led to the surrender of Silaria itself when the Alversian fleet moved into orbit. It was during this conflict that the Alversian Marines were formed to act as shipborne security and to give Alversians the edge in boarding their Silarian opponents. A key cause in the Alversian victory had been the Alversian's ability to utilise orbital facilities over their planet for warship production, a feature that both the Silarians and Delans lacked.

Following the successful conclusion of this war, the Navy moved on to combating the pirate armadas had established themselves during the lawless period in the system. The Alversian fleet suffered defeats in this period but slowly, gradually, they forced the pirates out of the system although the last was not defeated until 1690. In 1631, the Alversian Navy went to war against the Photenicans. Here, the shortcomings of the Alversian fleet were exposed again as poorly matched against their Imperial counterparts and the war petered out after 3 years. The Alversians had been working on designing their own vessels and the process was speeded up after the poor performance of the Alversian Navy. The first Alversian designed and built warship. APS Orion was an Orion-Class cruiser and the type was put into mass production. By the time of the second Alvo-Photenican War, the Alversian fleet was much more modern and much more capable. The second war ended in victory for the Alversian Republic with the Navy winning key victories over Earthius and Aretia. In the period of relative peace that followed, the Alversian Navy was responsible for colonising new worlds and patrolling Alversian territory.

The navy's darkest hour was undoubtedly the SASM war, which was fought between 1710 and 1713. The SASM, a bio-mechanical race whose technological ability was far beyond that of the Alversian Republic. The Navy was quickly smashed and scattered, with heavy losses suffered as the outer worlds fell with millions of casualties. By 1712, with the Republic on the brink of annihilation, Captain Marshall Smith, whose ship had survived multiple battles against the SASM, took command of the fleet. She ordered the mass production of new ion-based weaponry which was found to be effective and engaged the SASM fleet over Alversia itself. The crushing victory won here all but ended the SASM as a threat and, although it would take until 1713 to finally destroy the last remnants, Marshall Smith was widely recognised as a hero who had saved the Republic.

The following centuries were relatively peaceful until 2055, when the Alversian ship APS Ascension encountered an Aluminan ship, badly damaged and being pursued by a race known as the Danaversians. In attempts to initiate first contact with the Danaversian Empire failed and the Ascension engaged the Danaversian ships to buy the Alumina time to withdraw. The Alversian cruiser was destroyed in the battle. The result was the first Danaversian war. The Danaversian fleet was found to be immense in size but poorly organised and co-ordinated. In an ironic repeat of the Alversian Systems War, the inexperienced but better trained and led Alversians under Admiral Patrick Reynolds were able to win crushing victories against the Imperial Shoals which ultimately led to the planet of Gerral falling into Alversian hands.

The peace treaty that followed in 2057 established a Demilitarised Zone between the two nations, an agreement that neither would send hostile ships within a certain distance of the other's worlds. However, the new threat now drew considerable Alversian resources as the Alversians created a new fleet to watch for approaching enemy ships and intercept them before they could reach any Republic planets.

Following another four wars over a period of 90 years, the Alversians began to search for a possible solution to the Danaversian problem. When Steven Naismith was appointed as First Admiral of the Fleet in 2190, he made it his mission to ensure a total defeat of the Danaversian Empire within his tenure. He began to push for new ship designs and new technologies. This culminated in the design, construction and launch of the APS Archangel, the largest, technologically advanced, fastest, most powerful and best protected ship Alversia had ever launched. Indeed, it's launch rendered every other ship obsolete. The vessel had been designed and constructed by Illesia Shipyards under the watchful eye of brilliant Engineer John Leslie. The publicity surrounding the development and construction of the vessel was unlike anything that had gone before.

The Navy encouraged the attention, believing that they were creating the vessel that would end nearly a century of continuous conflict. Behind the scenes however, the situation was different. The Archangel was plagued by issues that arose from the mass implementation of so much new technology. The biggest problem was the new transwarp drive, which would have made the warship the fastest in Alversian space by a considerable margin. Admiral Naismith insisted was included in the design, even though the technology was highly experimental and termed quite dangerous. It was only through the ingenuity and hard work of Leslie that these challenges were overcome and the Archangel was launched in 2205, a week behind schedule, with many dangerous short cuts taken in construction to ensure the ship was built on time.

However, the Archangel project was a disaster. The vessel was lost on it's maiden voyage, disappearing without a trace. The mystery was not solved for 200 years when the remains were discovered by the APS Ajax. It had turned out to be a tragic malfunction with sensors and the poor construction practices had led to her loss and the deaths of all 1,500 crew on board. At the time, the cultural impact was much more significant. A week of mourning was declared and the Archangel-Project was cancelled. Alversian ship design was set back another hundred years. Admiral Steven Naismith's dream of winning the Danaversian War went unfulfilled.

It would be another 86 years before Naismith's dream was resurrected by the First Admiral of the time, Willow Armstrong. By this time, transwarp technology had become a lot safer and much of the technology was in place to be implemented. The launch of APS Genesis in 2291 was not greeted with the same fanfare as the Archangel but her introduction was no less revolutionary. In a stroke, every ship in the Alversian fleet was made obsolete. The new ships carried a much more varied armament, more weapons, were bigger, faster, better protected, more comfortable and more efficient. These new designs became known as Genesii while the older types became known as Pre-Genesii. Although their clear inferiority, the last pre-Genesii would not be retired from service until 2394.

In 2388, APS Excel discovered a probe that had been broadcasting a message throughout space. This was a call for aid from the Xiscapian Empire, under heavy pressure from the neighbouring Korr Confederacy and on the brink of defeat. Prime Minister of the time John Valour ordered an Alversian intervention and so the Alversian fleet threw it's strength behind the Xiscapians. The Alversians provided the bulk of the ships for the remaining conflict, fighting in campaigns over Xiscapia itself, around the moons of Jomstar and finally over Korilla itself. Here the Genesii and pre-Genesii designs both proved themselves in combat, earning victory in blood for the Xiscapian people.

Sadly, the decade would be one plagued by war. In less than six years, the Alversians would combine in battles against the Calaverans and the Alliance of Imitated Worlds before the biggest threat in Alversia's history returned.

The SASM returned to Alversian space and continued where they had left off, smashing Alversian worlds with ease and devastating entire colony worlds. The new Genesii type proved to be ineffective against the SASM Pathfinder warships and it seemed that, once again, the Alversian Republic would be destroyed. Even with Xiscapian assistance, it seemed as if there would be no hope. Just as Marshall Smith emerged during the Republic's lowest time, so did another female step up.

Ashley Reyes was an Alversian/Xiscapian halfbreed one of the very first, who had emerged even before formal Alversian and Xiscapian first contact. She had been a Commander aboard the Dreadnought APS Crossfire under Captain Alexander Cavourna. With the help of the Xiscapian mercenaries Kartosh and Skyler, she took command of the Alversian fleet which eventually overwhelmed and crushed the SASM, ending their threat once and for all. Like Smith before her, Ashe was hailed a hero and was appointed to the rank of First Admiral not long after.

Less than a year after the defeat of the SASM however, a new threat emerged from within. The Alversian Democratic Army was a rebel movement founded and led by John Connolly. The ADA had joined up with elements rebelling against the Xiscapian Empire in what became known as the Connolly Rebellion to the Alversians and the False Rebellion to the Xiscapians. This is because the threat of the rebellion ended up being greater than what it delivered. After initial Rebel successes, including the destruction of the Alversian battlecruiser Inflexible, the rebel fleet was crushed in battle over the planet of Old Xiscapia by a combination of Xiscapian and Alversian ships, led by Grand Admiral Krystal and First Admiral Ashe respectively.

The dawn of a new century did not, sadly, bring about peace. 2401 brought about rising tensions with the Greali Empire, culminating in a brief war with the Empire over the death of a Xiscapian Ambassador. The few battles confirmed that the gulf in quality between the Greali vessels and the ships of the Alversian Navy. The war ended after less than three months with an Allied victory. This victory was very quickly eclipsed by the recurring enemy.
Last edited by Alversia on Thu Mar 21, 2013 8:51 am, edited 23 times in total.
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Postby Alversia » Sat Feb 05, 2011 3:33 pm

The Alversian People's Navy: Ranks

People's Navy
    First Admiral of the Fleet
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    Admiral
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    Vice-Admiral
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    Rear-Admiral
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    Commodore
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    Captain
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    Commander
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    Lieutenant Commander
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    Lieutenant
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    Ensign
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    Petty Officer
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    Warrant Officer
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    Rating
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Alversian People's Marine Corps
    Marine General
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    Marine Commander
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    Marine Lieutenant
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    Marine 2nd Lieutenant
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    Marine Sergeant
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    Marine

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Alversian People's Naval Air Force
    Flight Commodore
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    Flight Commander
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    Flight Lieutenant
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    Flight Warrant Officer
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    Flight Petty Officer
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    Flight Officer

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Last edited by Alversia on Thu Jan 31, 2013 5:51 pm, edited 7 times in total.
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Postby Alversia » Mon Feb 07, 2011 9:25 am

The Alversian People's Navy: Commanders and Technology

Commanders

Grand Admiral Ashe
Name: Ashley Antonio Reyes
Age: 31
Place of birth: Rio Casa, Xiscapia
Ashley Reyes is a unique individual, officially recognised as one of the first half breeds between the Alversian and Kitsune people. As such, she possesses traits of both races; the eyes, reflexes and agility of the kitsune with the natural size and strength of the Alversians. She never knew her parents and assumed them dead. Raised within the Alversian care system, she joined the Alversian Navy as soon as she could and was soon promoted to Commander aboard the Dreadnought Crossfire under Captain Alexander Cavourna thanks to her natural flair. She led the battle against the SASM, given a unique insight into them after she was once again kidnapped and implanted with SASM technology. After the final victory of the allied fleet, Ashe was promoted to Grand Admiral. She has overseen the wars against the Greali, the False Rebellion and the Danaversian War, including the founding of the Coalition.

Admiral John Reynolds
Name: John Michael Reynolds
Age: 54
Place of birth: Illesia, Alversia
Regarded as Alversia's greatest living Admiral, Reynolds has been at the forefront of military combat for nearly thirty years. Joining the Alversian Navy at the age of twenty and receiving his first command at the age of just twenty four, Reynolds was made an Admiral before he had reached his thirtieth birthday. Commanding Alversian forces victoriously in the Korr War and the Imitator War, Reynolds has made his name by repeatedly crushing Danaversian Offensives across the Republic. He was a prime candidate to take the position of First Admiral after the death of Killock against the SASM but refused the position.

Rear Admiral Alexander Cavourna
Name: Alexander Bryan Cavourna
Age: 45
Place of birth: Illesia, Alversia
Ancestor to the legendary Adrian Cavourna, Alexander joined the Navy at the first opportunity. Soon he was in command of the Dreadnought Crossfire as he pursued the members of the False Rebellion across the galaxy. He commanded the flagship in the final battle against the SASM while also participated in the secret operation that led directly to the rescue of the Xiscapian Imperial Nephew and Niece. He also found himself captured by the leader of the False Rebellion, along with the Xiscapian Emperor before both were ultimately rescued along with the group. Promoted to command the Home Fleet in place of the Grand Admiral, Cavourna's last few years have been much more peaceful as he maintains vigil over the Alversian Homeworld.

Other Commanders:

II Fleet
Admiral James Banner
III Fleet
Admiral Martin King
IV Fleet
Admiral Louisa McBride
V Fleet
Admiral Bryan Doherty
VI Fleet
Admiral Michael Bartlett
VII Fleet
Commodore Ryan Cross
VIII Fleet
Admiral Joey Barton
IX Fleet
Admiral Hannah Sears
X Fleet
Admiral Megan Scott
XI Fleet
Admiral Sylene
XII Fleet
Admiral Chris Malloy
XIII Fleet
Admiral Jani'Feros-Solcrum
XIV Fleet
Admiral John Reynolds
XV Fleet
Admiral Andrew Delaney


Military Weapons

Amplified Neutron Beam: - The main weapon on all Alversian warships above Heavy Cruisers, the ANB is a weapon of devastating power that had, until recently, often threatened to destroy the vessel firing it as the vessel being hit. The premise includes a single beam fired from within the ship that is split into exotic matter by the use of various crystals though the hull, refined until the energy from the process is finally broken down into neutrons. This is collected in a chamber at the bow ready to fire. This energy is then released as a single, overwhelming ball of energy capable of blowing away entire continents.


Molecular Disruptor Beam : - The MDB is the general purpose weapon on all Alversian warships, resembling a beam of red light when fired. This weapon fires a concentrated beam of energy at the target of an enemy. This energy then attacks the molecular bonds that hold together the hull of a ship, weakening them sufficiently until they are incapable of maintaining connection. Once the bond is weak enough the energy transfers to the next strongest bond and repeats the process. Although the energy will eventually dissipate, it could theoretically destroy a smaller vessel with a single shot. The weapon is also devastatingly effective against shields, attacking the energy particles which form a shield and drawing more power from generators as they attempt to maintain integrity. This beam has a range of around a 500,000km in space although degradation will make it less powerful, the further it is from the target. The beam turret is designed as a ball on the hull to give the weapon omnidirectional firing capability.


Railguns: - Alversian Railguns are the second heaviest weapons on Alversian vessels. They are mounted in turrets, three per turrent, with each capable of firing a shell of multiple hundred tons at ranges over a million kilometers, although the required computation for targeting often makes them more effective within 75% of that range. The railgun uses powerful magnetic fields to launch hyper-dense shells at a fraction of lightspeed. The shells themselves do not have explosive tips but are entirely dependant on their energy to penetrate armour and use brute force to shatter shields. Alversian warships will generally carry fewer of these turrets than MNBs as their energy requirement, and sheer size, often makes large numbers of them unviable.


Torpedo Launchers:
Delivery System: The Advanced Delivery System (ADS) is the basic Alversian missile system. FTL capable, it carries the variety of Alversian warheads and is highly adaptable. The base missile comes from a jamming field as standard, designed to scatter it's pattern for targeting sensors. The launch system is known as the HSES (High Speed Ejection System) which uses a railgun-style system to launch missiles away from the vessel before it's boosters are fired. Transwarp missiles will typically launch into transwarp as soon as they are launched. The HSES is capable of launching a missile every two seconds although this rate of fire will rarely be achieved. The missile system includes an intelligent computer system that allows target tracking and advanced pathfinding, using other vessels or debris as cover to reach their target.

    Matter/anti-matter warheads: Standard issue warheads aboard Alversian warships. The M/AM warhead contains thousands of cells in a honeycomb shape, each containing matter or anti-matter. As the missile impacts it's target, the cells collapse and allow the elements to interact, creating a powerful reaction that is more power and more effective than an equivalent nuclear device.

    Ion Detonators: This warhead carries ion energy contained within a specialised pod that bursts upon upon contact with shields. It is primarily designed for use against shields, overwhelming them to allow other missiles to hit their targets. They are also highly effective against point defences and anti-missile weapons, capable of disabling them with a direct impact. Even if destroyed, the warhead's payload remains a threat as the ion energy will not dissipate for several minutes after the breaking of its pod.

    Self Forging Penetrators: A self forging penetrator is a warhead that does not involve a payload but is instead consists of a disk behind an flat dish. When it is fired, it travels to within a thousand metres of it's target before the explosive is detonated, blowing the dish into a variety of shapes depending on the detonation pattern used. The dish is capable of forming rods for armour penetration, larger discs for use against shields or exploding in a cloud of metal fragments for use against fighters. The fact that the payload will continue towards its target even if the missile is destroyed makes the SFP exceptionally difficult to effectively intercept.

    Drillheads: The Drillhead is another solid projectile that can be attached to the delivery system and is, as is stated, a drill head mounted on the missile that, when it impacts with armour, does not explode but instead digs through the armour into the ship. It will continue to dig and burrow through the armour until it is stopped. As soon as the head is no longer operative, the missile will detonate.

    Scramblers: The scrambler is a defensive warhead that is used to protect the ship against other missile attacks. Once it has reached a pre-programmed distance from the ship, the warhead will detonate, filling space with random bits of data designed to overload and confuse targeting sensors on both fighters and missiles. The random bits clogging the system will remain with the particular missile or fighter for at least half an hour or unless aggressive counter-measures are used to remove them.

    Beacon-head:Another defensive missile, designed less as a missile and more of a drone for use in space. It is a portable and heavily armoured electronic warfare platform, containing equipment to interfere with and block communications between fighters or missiles, if guided. It uses a massive drive core, generating excessive amounts of power, drawing other missiles towards it through the use of this core. If the missile gets close enough to an enemy ship then it will attempt to upload aggressive viruses through communications channels to disrupt or disable the vessel in question.


Ion Cannon: - An ion cannon is a beam weapon that fires concentrated beams of ions (energised atoms and molecules) at enemy targets. If is designed to scramble electronics, disable weapons or external arrays or any device with an electrical power source. This includes shipborne facilities such as the artificial gravity, targeting computers, sensors, internal and external defences, the main computer, lighting and life support. Ion cannon are generally few in number as they require large amounts of power to operate, although smaller versions exist for various smaller classes of support vessel.


Repulsiors : - A Repulsior is a more heavily concentrated beam of energy, designed to push away or alter the course of solid projectiles and so preserve the armour and shields of the ship. The Repulsior tends to work better at deflecting incoming projectiles or even missiles if required. This requires a large amount of energy to operate.


Point Defence Beams : - The PD Beam is the APN's primary defence against missiles and the best medium range defender against fighters and other small craft. Consisting of a cutting beam mounted in an omnidirectional pod, the aim of the PD Beam is to detonate the warhead on an incoming missile and so make it detonate at a distance where it is harmless to the target vessel. If the missile does not have a warhead then it is still possible to simply carve the missile up and greatly reduce or negate its effectiveness. Although the weapon is capable of firing as a beam, unless it is targeting more heavily armoured targets then it fire at missiles in a 'burst mode' to conserve energy.


Technology

Shielding
Alversian shield systems use a method known as EDT (Energy Deflection Technology) in which the shield itself actually consists of two layers. The first layer consists of loosely separated and comparatively weak molecules connected to the main shielding layer. When an energy weapon strikes the shield, the energy from the impact is instead transferred to the first layer of molecules. When it is on this higher layer, the energy is transported from molecule to molecule, moving across the entire shield until they find a ‘cluster’, a dense collection of molecules where the energy is attracted. These ‘clusters’ are then exposed to the full energy output of the weapon instead of the shield itself, which remains intact. In theory, this first layer of the shield can be replenished indefinitely during combat although in reality, under multiple impacts, the shield generator will be incapable of replenishing the energy quickly enough.

The main energy shield itself dissipates the bulk of the energy from a weapon back into space and absorbing the remainder into itself, generating heat. During combat, the shield will reach exceptionally high temperatures, contributing to vessel defence to incinerate smaller projectiles that get close. The shield generator will absorb the heat into itself however, when it reaches overheating levels then the power of the shield will be reduced to compensate. When the heat reaches critical levels, then the generator will shut down and the core must be replaced with new one before the generator can be rebooted and the shield re-established.

Other Fields:

Alversian warships generate further fields around themselves during combat to bolster the defences already provided. These include:

FTLi Field: - This is created from a separate generator deep within the ship and stretches beyond the shields. It is primarily used for missiles although fighters that stray too close to the vessel will also be caught in the Inhibitator field. The field stretches out 150km from the ship in all directions, dragging any missiles out of FTL. This makes them easier targets for the Point Defences, giving the targeting sensors more time to locate and destroy them.

Interference Field: - This is a field of energy that is internal only, the field does not penetrate outside the armour. Its primary use is to prevent either beaming or displacement directly onto the ship itself. The field runs interference throughout the vessel that prevents transporters or displacement from getting a lock onto a definite target position, making it exceptionally dangerous to attempt. It does not make it impossible to do so, just increases the difficulty in doing so to the point where is it unviable.

Jamming Field: - This field is external and spreads out as far as the Inhibitor field, 150km. The jamming field is designed to scramble guidance systems on enemy missiles and vessels if they attempt to get too close to the ship, providing another line of defence against missiles and fighters. This field will also serve to block systems on larger vessels should they attempt to get too close.


Armour

The outer armour is a composition of regular plates of standard dimensions (30*20 meters), with the outer ablative covering that is made by a lamination of low thickness (28mm) layers of amorphous Silicon nitride , saturated with boron whiskers, and layers of multicellular metal (Titanium) foam (50mm): this external layer is followed by a coryndon crystals metal matrix composite and by a third, thick layer of a 3-D mesh of carbon nanotubes in a Beryllium-Titanium alloy matrix (Commercial denomination: Plasteel).

This stratification is more effective than the old one against the conventional energy/kinetic attacks, but his interaction with the grazer beams is conceived, as possible, to destroy mainly the external laminate through an ablative process, in the attempt to sacrifice as much as possible of the outer armour, preserving the inner hull. The intermediate layer is similar in concept to the former scheme, but with a more sophisticated design, with collapsible cylinders (Pugliese sacrifical structures) contained in the metal foam layer, more effectives than the old homogeneous foam regards the energy dissipation ability. The inner armour is again a sandwich of titanium alloy bonded with three intermediate layers, with the first made of corindon crystals in a ceramic matrix, the second made of carbon nanotubes in a metallic/resin hybrid matrix, and the third of organic, high strength fibres in an organic matrix. All this is bonded to the structure of the hull, that in the Novas and Omegas is a series of beams, plates and bulkheads of carbon nanotubes in a resin matrix, with large use of sandwich structures, molecularly bonded together to build the sturdiest hulls ever seen on a combat spaceship.

This scheme enhances the internal elasticity and kinetic resistance, without sacrificate the energy weapon resistance.

The external layer, being modular, allows easier repair and, in case of a close thermonuclear explosions, reduces the thermal stress on the structure, due to the dilatation room in the joints of the modules. The Carvon based ceramics are highly refractory, and the beryllium is very likely the best heath sink and ablation resistant conventional material known. This type of protection is a vast advancement respect to the old scheme, being more resistant against the "conventional" attacks and improving the behaviour against the antimatter/anti-neutron beams. The large percentage of carbon nanotubes, an excellent material from the structural point of view, and a good "energy dissipator".


Holograms
In term of military usage, Holographic technology is used for multiple purposes. Its main use is as a communicative medium for ship-to-ship messages sent in real time. Each Alversian ship has multiple communications points throughout that can be accessed by certain members of the crew to send messages. A sensor at these points takes a complete image of the user, or users, a hundred times a second and sends this information across with the message. The information is decoded at the receiving end and displayed as a moving image that synchronises with the audio. When applied with forcefields, it is possible for these holograms to take on physical properties for the purposes of touching the being.


Transwarp
Transwarp is the standard Faster-than-Light transport in use throughout the military and civilian sectors of the Alversian Fleet. The theory behind Transwarp is that it is an inter-dimensional drive quite like Hyperspace. However, Transwarp takes this a step further by breaking through that dimension into yet another, were time is greatly sped up compared to this universe. Reaching Transwarp is achieved through the use of Transwarp generators, capable of cutting directly through into the 'Hansen Dimension', as it is known, while in the past it was necessary to reach Hyperspace before Transwarp was possible. This means that journeys that would ordinarily have taken days or even weeks can now be achieved in minutes and hours.


Procul
Supplied courtesy of Xiscapia.
The pilot is placed into a V.R. berth aboard the operator's carrier. Equipment aboard the fighter links with the unit and creates a real-time simulation of the cockpit of the operator's ship around them. Communications are made via Jaunt (Quantum Tunneling) FTL from the berth to the fighter so the pilot controls the fighter through their connection and experiences everything as he would if he was physically present in the cockpit without actually being there. The most obvious advantage, of course, is that if the fighter is destroyed the pilot lives on to fight another day. The pilot can go into combat from his or her berth indefinitely, thanks to life support systems in the V.R. Another advantage is that while the new fighters are complex to design, they are relatively cheap and easy to make, not requiring actual life support systems since there is no pilot aboard. Finally, the removal of the pilot means the ship can pull off maneuvers that no biological could, making it matched with any droid or A.I. controlled ship, while still retaining the originality and imagination necessary to make an organic being an ace pilot. Finally, an A.I. backup is installed in the program in case the carrier ship is destroyed or the pilot disconnected, so the Procul ship with continue the fight. The link can only be terminated by the will of the pilot, the destruction of the fighter, or the destruction of the carrier. Unlike most variants of Xiscapian Jaunt FTL, the link is immune to FTLi and cannot be blocked, jammed or hacked.


AI's

All Alversian warships are outfitted with an AI controller to provide assistance during battle. This has been integrated across the fleet after it was demonstrated in active tests that combat efficiency increased greatly when an AI was deployed on the ship and given full access to the vital systems. Although there was clear concern amongst certain officials about placing the lives of the crew in the hands of, essentially, a thinking machine that could malfunction at any time. This problem is addressed very early as Alversian AIs are not 'built' so much as 'grown', carefully natured at every stage to provide natural growth and learning. When the AI is judged ready, they will be fitted onto a ship. AIs have full rights within the Alversian Republic.

Normally, Alversian AIs will chose to interact with the crew through the use of an Avatar, using the same connection sensors as the holographic communication, the AI can broadcast a physical presence onto the ship and hence make it more comfortable for the crew to interact with him or her. If the ship should suffer a critical failure of any kind, or lose such numbers of crew as to be untenable, the AI will step in and assume control of the vessel, reacting quicker than any organic being is capable to enact safety measures or counter any threats.

During battle, the AI will also monitor and run the Electronic Warfare component of the ship's arsenal, maintaining protection over vessel to prevent infiltration or hacking of vital systems. The AI network is a closed network, making it impossible to hack from outside the ship.
Last edited by Alversia on Sun Jan 05, 2014 5:26 pm, edited 19 times in total.
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Postby Alversia » Tue Feb 08, 2011 9:34 am

The Alversian People's Navy: Fleet Dispositions

I Fleet
The primary defensive fleet of the Alversian homeworld, the First Fleet stands watch over the homeworld of the Alversian people as well as the seat of government. It is the largest and most powerful fleet in the entire Alversian Navy although units are often attached to other commands on a temporary basis.

Commander: Rear-Admiral Cavourna (In place of Admiral Ashe)
Location: Alversia
Flagship: APS Light of Hope
Ships:
    1 x Strato-Dreadnought
    2 x Super-Dreadnoughts
    16 x Dreadnoughts
    3 x Carriers
    4 x Battlecruisers
    14 x Heavy Cruisers
    24 x Cruisers
    15 x Light Cruisers
    13 x Strike Cruisers
    12 x Missile Cruiser
    3 x Survey Cruiser
    82 x Destroyers
    286 x Corvettes
    2 x Interdiction Cruisers

    Total Ships: 477


II Fleet
Based around the planet of Silaria, the Second Fleet is the first line of defence for the Alversian home system. Working in conjunction with the First Fleet, the Second Fleet will usually be the one to meet any threats to the Alversian system. It is more flexible than this however and can be deployed in an offensive role if required, leaving the larger First Fleet to protect Alversia alone.

Commander: Admiral James Banner
Location: Silaria
Flagship: APS Erebus
Ships:
    1 x Super-Dreadnought
    9 x Dreadnoughts
    2 x Carriers
    6 x Battlecruisers
    11 x Heavy Cruisers
    18 x Cruisers
    9 x Light Cruisers
    4 x Strike Cruisers
    8 x Missile Cruiser
    65 x Destroyers
    212 x Corvettes
    1 x Interdiction Cruiser

    Total Ships: 346


III Fleet
Protecting the system of Malacus, one of the most populous in the Alversian Republic, the Third Fleet is located deep within the core and within each reach of Alversian space if it is required. As the most central system in the Alversian Republic, this makes the Third one of the most strategically important. This fleet can also be used offensively within the Home Galaxy as Malacus' extensive defences ensure that it can hold it's own until at least reinforcements arrive from outside the system.

Commander: Admiral Martin King
Location: Malacus
Flagship: APS Condor
Ships:
    11 x Dreadnoughts
    3 x Carriers
    4 x Battlecruisers
    12 x Heavy Cruisers
    16 x Cruisers
    8 x Light Cruisers
    4 x Strike Cruisers
    6 x Missile Cruiser
    64 x Destroyers
    204 x Corvettes

    Total Ships: 322


IV Fleet
Formally on the frontier of Alversian space, the Danaversian war has left the Fourth Fleet now behind that frontier. It not only protects Gerral but also acts as a mobile reserve for the frontier systems. Due to the tensions and uncertainty caused by the Danaversian Civil War, capable of performing this role due to the extensive defences which remain following the Danaversian Wars.

Commander: Admiral Louisa McBride
Location: Gerral
Flagship: APS Light of Joy
Ships:
    1 x Strato-Dreadnought
    10 x Dreadnoughts
    3 x Carriers
    5 x Battlecruisers
    12 x Heavy Cruisers
    21 x Cruisers
    11 x Light Cruisers
    6 x Strike Cruisers
    10 x Missile Cruiser
    2 x Survey Cruiser
    64 x Destroyers
    268 x Corvettes
    1 x Interdiction Cruiser

    Total Ships: 414


V Fleet
The Fifth Fleet is the last of the Alversian core fleets which protects the approach to Alversia. The mineral importance to Alversia makes Earthius an important system and one of those to be held at all costs. The Fifth has mutual support with the Second and Third, with all three capable of reinforcing themselves or counter attacking against any building threat.

Commander: Admiral Bryan Doherty
Location: Earthius
Flagship: APS Hood
Ships:
    12 x Dreadnoughts
    2 x Carriers
    5 x Battlecruisers
    18 x Heavy Cruisers
    11 x Cruisers
    8 x Light Cruisers
    4 x Strike Cruisers
    12 x Missile Cruiser
    76 x Destroyers
    192 x Corvettes

    Total Ships: 337


VI Fleet
The Sixth Fleet is the force which watches over the area formally known as the Greali Empire. It is also the closest fleet to the Alversian ally of Macronia and thus the main fleet to respond to a threat in that direction. It participated in the Danaversian war when fighting over Macronia and thus the planet has a special affinity for the Sixth Fleet, known as 'Macronia's Guardians'.

Commander: Captain Michael Bartlett
Location: Apex
Flagship: APS Endeavour
Ships:
    1 x Super-Dreadnought
    8 x Dreadnoughts
    1 x Carriers
    6 x Battlecruisers
    11 x Heavy Cruisers
    15 x Cruisers
    9 x Light Cruisers
    2 x Strike Cruisers
    6 x Missile Cruiser
    58 x Destroyers
    182 x Corvettes
    1 x Interdiction Cruiser

    Total Ships: 300


VII Fleet
The primary Alversian military presence in the Milky Way Galaxy, the Seventh Fleet is what watches over the Alversian transwarp gate into the Home Galaxy and, as such, is the second biggest in the Alversian Navy, only behind the First Fleet. The Seventh has a responsibility not only to protect the entrance into the Home Galaxy but also to patrol and protect the increasing numbers of Alversian colonies being established.

Commander: Admiral Joseph Barton
Location: Benedict II
Flagship: APS Endurance
Ships:
    1 x Super-Dreadnought
    12 x Dreadnoughts
    4 x Carriers
    6 x Battlecruisers
    14 x Heavy Cruisers
    24 x Cruisers
    12 x Light Cruisers
    14 x Strike Cruisers
    12 x Missile Cruiser
    5 x Survey Cruiser
    65 x Destroyers
    275 x Corvettes
    2 x Interdiction Cruisers

    Total Ships: 446


VIII Fleet
The Eighth Fleet is the second military force into the Milky Way, protecting the second major Alversian colony in the galaxy. It is more flexible in design than the Seventh, able to be used more offensively if required while it's compatriot is needed more to protect the Transwarp gate into the Republic. It shares the responsibilities of patrolling the Alversian frontier and protecting the many new colonies created there.

Commander: Admiral Hannah Sears
Location: Sanoya
Flagship: APS Challenger
Ships:
    12 x Dreadnoughts
    3 x Carriers
    5 x Battlecruisers
    8 x Heavy Cruisers
    18 x Cruisers
    8 x Light Cruisers
    9 x Strike Cruisers
    8 x Missile Cruiser
    6 x Survey Cruiser
    60 x Destroyers
    190 x Corvettes
    3 x Interdiction Cruisers

    Total Ships: 330


IX Fleet
Stationed at Ferra and intended to act as a rapid response force to any threats along the frontier, the Ninth has found itself acting more as an anti-pirate force to combat the large numbers of raiders who appeared in this system and those nearby following the collapse of the old Ferran government.

Commander: Admiral Megan Scott
Location: Ferra
Flagship: APS Castiron
Ships:
    9 x Dreadnoughts
    1 x Carriers
    5 x Battlecruisers
    9 x Heavy Cruisers
    18 x Cruisers
    12 x Light Cruisers
    4 x Strike Cruisers
    6 x Missile Cruiser
    65 x Destroyers
    202 x Corvettes
    2 x Interdiction Cruisers

    Total Ships: 333


X Fleet
Stationed on the Aluminan homeworld and close to Danaversian space, the tenth is one of the fleets which keep a watch on the former enemy of the Aluminan people, vigilant for signs of a new threat developing from within. The fleet is assisted by heavy static defences and thus is able to go on the offensive if required. Indeed, the tenth often conducts raids into Danaversian anti-treaty territory to keep them off balance.

Commander: Admiral Nysia Lyna D'Veer
Location: Alumi
Flagship: APS Light of Peace
Ships:
    1 x Strato-Dreadnought
    16 x Dreadnoughts
    4 x Carriers
    4 x Battlecruisers
    9 x Heavy Cruisers
    17 x Cruisers
    9 x Light Cruisers
    6 x Strike Cruisers
    8 x Missile Cruiser
    60 x Destroyers
    180 x Corvettes
    1 x Interdiction Cruisers

    Total Ships: 315


XI Fleet
The eleventh is the primary fleet which stands watch over old Greali territory and the nations within. They have a close operational relationship with the Berrax forces and keep an eye on the Zillars, who attacked the system during the Danaversian War.

Commander: Admiral Chris Malloy
Location: Irongate
Flagship: APS Constitution
Ships:
    9x Dreadnoughts
    2 x Carriers
    3 x Battlecruisers
    11 x Heavy Cruisers
    20 x Cruisers
    8 x Light Cruisers
    4 x Strike Cruisers
    6 x Missile Cruiser
    62 x Destroyers
    180 x Corvettes

    Total Ships: 305


XII Fleet
The twelfth stands watch over the Alversian planet of Miller, close to both old Greali and old Danaversian territory. As such, it stands watch over both to watch for threats. Like the tenth, it launches raids into Danaversian territory to keep them off balance.

Commander: Admiral Phillip May
Location: Miller
Flagship: APS Crusader
Ships:
    9 x Dreadnoughts
    3 x Carriers
    4 x Battlecruisers
    9 x Heavy Cruisers
    21 x Cruisers
    6 x Light Cruisers
    2 x Strike Cruisers
    8 x Missile Cruiser
    56 x Destroyers
    172 x Corvettes
    1 x Interdiction Cruisers

    Total Ships: 291


XIII Fleet
The Alversian Thirteenth fleet is another which watches over former Danaversian space. More forward based than the Fourteenth, it is the first line of defence against Danaversian aggression, which support to be provided by the Fourteenth as required. It does not use its resources in strikes against the Danaversians, preferring to act as an entirely defensive force.

Commander: Admiral Andrew Delaney
Location: Fausa
Flagship: APS Savant
Ships:
    6 x Dreadnoughts
    3 x Carriers
    5 x Battlecruisers
    11 x Heavy Cruisers
    18 x Cruisers
    8 x Light Cruisers
    6 x Strike Cruisers
    4 x Missile Cruiser
    54 x Destroyers
    155 x Corvettes
    1 x Interdiction Cruiser

    Total Ships: 271


XIV Fleet
The Fourteenth is the primary Alversian fleet watching over Danaversian space. Although Ranus is not the most forward based system, it allows for greater coverage as the Fourteenth acts as a reserve for the systems along the frontier. It is the third largest fleet in the Alversian Navy as it is expected to form the core of the forces should the Danaversians regain their former strength. They co-operate with the neighbouring Xiscapian fleet in this regard.

Commander: Admiral John Reynolds
Location: Ranus VI
Flagship: APS Eclipse
Ships:
    1 x Super-Dreadnoughts
    11 x Dreadnoughts
    3 x Carriers
    6 x Battlecruisers
    12 x Heavy Cruisers
    24 x Cruisers
    14 x Light Cruisers
    9 x Strike Cruisers
    10 x Missile Cruiser
    5 x Survey Cruiser
    64 x Destroyers
    268 x Corvettes
    2 x Interdiction Cruisers
    Total Ships: 429


XV Fleet
The fifteenth fleet is a unique force, in that it finds itself surrounded on all sides by a potential Alversian enemy. The fleet is stationed on the planet of Myrarr, an Alversian ally who are close to the borders of many TSAR nations. Indeed, the fifteenth participated in a brief war against the Noverians who attempted to push the Alversians off. Although officially not a part of the Republic, the mutual defence agreement signed with the local government permitted Alversian forces to base there. It is the third fleet in the Milky Way Galaxy.

Commander: Admiral Ryan Dennis
Location: Myrarr
Flagship: APS Vulpine
Ships:
    7 x Dreadnoughts
    1 x Carriers
    6 x Battlecruisers
    9 x Heavy Cruisers
    20 x Cruisers
    6 x Light Cruisers
    6 x Strike Cruisers
    4 x Missile Cruiser
    4 x Survey Cruiser
    60 x Destroyers
    174 x Corvettes
    2 x Interdiction Cruisers

    Total Ships: 299


XVI Fleet
The youngest of the Alversian fleets, the Sixteenth was originally established to act as a temporary force to strike at pirates in the Milky Way galaxy. Once the threat had been defeated however, it was recognised that the 7th and 8th Fleets which were the Alversian Navy's only presence in the galaxy were being stretched by the increasing need to patrol the frontier to secure the Republic's presence in the area. As such, the sixteenth was turned into a permanent formation, currently headquartered on Sanoya with the 8th Fleet. It's role is more offensive than either of those two fleets, with the intention of taking the fight to any enemy who attacks the Republic or seeks to threaten it.

Commander: Admiral Ryan Parkinson
Location: Sanoya
Flagship: APS Crossfire
Ships:
    8 x Dreadnoughts
    1 x Carriers
    2 x Battlecruisers
    11 x Heavy Cruisers
    18 x Cruisers
    6 x Light Cruisers
    3 x Strike Cruisers
    2 x Missile Cruiser
    2 x Survey Cruiser
    55 x Destroyers
    155 x Corvettes
    1 x Interdiction Cruisers

    Total Ships: 264
Last edited by Alversia on Fri Jul 08, 2016 7:54 am, edited 49 times in total.
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Alversian FT Factbook

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Alversia
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Founded: Apr 26, 2007
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Postby Alversia » Wed Aug 31, 2011 9:51 am

The Alversian People's Navy: Ship Stats

Super-Capitals


Light-Class
Type: Strato-Dreadnought
Length: 3,200m
Decks: 24
Number in service: 3
Designed by: Ilveri Shipyards.
First constructed: 2386
Powerplant
    4 x Mk XXVI Reactors
    8 x Type 66 Transwarp Field Generators
    18 x Type 45 Impulse Engines
Max FTL Speed (Transwarp): 4

Crew
    1,800 Spacers
    525 NAF Personnel
    900 Marines
    Total: 3,225 (60,000 Carrying Capacity)
Armament
    1 x 5th Level Amplified Neutron Spinal Cannon
    30 x Triple-Mounted 155T Railgun Turrets
    150 x Molecular Disruptor Beams
    40 x Tractor Beams
    600 x Torpedo Launchers
    120 x Ion Cannon
    1,500 x Point Defence
    500 x Repulsiors
Shield Rating (/10): 10
Armour Rating (/10): 10

Starfighter Complement
    100 XX-40 Fighters
    80 XB-99 Bombers
    60 XH-137 Heavy Fighters/Torpedo Bombers
    40 XS-156 Shuttles

The idea for the Light-Class first came about during the 2382 Naval Review in which it was noticed that, although Alversian ships were technologically superior to their Danaversian counterparts, the battles between the two were often evened out by the larger numbers of Imperial warships. To counter this, the Alversian Navy commissioned Ilveri Shipyards to design and construct a class of large fleet killers, intended for service in strategically vital locations that the Navy felt were vulnerable to large-scale Amphibian assaults.

The process of designing the Light-Class took two years before Grand Admiral Warnock approved the plans and the first ships were put into production in the Ilveri Dry docks over Alversia. Although the initial plan was for 5 ships of the class, in the end only three were constructed; APS Light of Hope (launched in 2386), APS Light of Peace (2389) and APS Light of Joy (2392).

Upon commissioning, the Light-Class became Alversia's most powerful ever warships (Excluding the Nano-Dreadnought). They were each 3km in length and consisted of over 2,000 weapons placements. They also included the most powerful form of the Amplified Neutron Spinal Cannon ever mounted to a warship, capable of penetrating the whole way through a planet. This, combined with a total of ninety railguns in thirty triple mounted turrets and 600 missile launchers, made the Light-Class a formidable opponent even when isolated.

Operating as flagships for the Home and DMZ Fleets until recently, the Light-Class proved devastating in battles against the Korr, the Greali, the Calaverans and the Danaversians, even proving the equal to the mass SASM Fleets that invaded the Republic. A combination of powerful shields -more powerful than those used to shield Alversian cities- and thick honeycomb composite armour have meant that the Strato-Dreadnought has been all but immune from battlefield damage. Their only downside is their relatively slow FTL speed, but as they were intended to be defensive bastions for Alversia's key systems, this has not been regarded as a real weakness.


Elegance-Class
Type: Super-Dreadnought
Length: 2,200m
Decks: 24
Number in service: 6
Designed by: Ilveri Shipyards.
First constructed: 2383
Powerplant
    4 x Mk XXVI Reactors
    9 x Type 66 Transwarp Field Generators
    16 x Type 45 Impulse Engines
Max FTL Speed (Transwarp): 5
Crew
    1,200 Spacers
    335 NAF Personnel
    600 Marines
    Total: 2,135 (56,000 Carrying Capacity)

Armament
    1 x 4th Level Amplified Neutron Spinal Cannon
    20 x Triple-Mounted 130T Railgun Turrets
    100 x Molecular Disruptor Beams
    400 x Torpedo Launchers
    80 x Ion Cannon
    1,000 x Point Defence
    330 x Repulsiors
Shield Rating (/10): 9
Armour Rating (/10): 10

Starfighter Complement
    80 x XX-40 Fighters
    60 x XB-99 Bombers
    20 x XH-137 Heavy Fighters/Torpedo Bombers
    35 x XS-156 Shuttles

As part of the 'Big Gun Review' of 2380 -in which it was decided that Alversia would construct, in place of large numbers of smaller capital ships, a run of larger and more powerful ships that could match far larger numbers of enemy forces than a conventional fleet- the Elegance-Class were designed and laid down to compliment the larger and slower Light-Class (with the whole 'Slayer fleet' built around the Nano-Dreadnought Sparrowhawk). Unlike the larger Strato-Dreadnought, the Elegance-Class was intended to be produced in larger numbers (sixteen were ordered) and easy to mass-produce, although delays in construction plus massive overheads in the budget meant that only six were completed. The first was APS Elegance which was commissioned in 2383, after only three years of designing and construction.

As reflected in it's design philosophy, the Elegance-Class is a more mobile fleet killer, usually fulfilling the purpose as flagships to offensive fleets when necessary. As such, it is heavily armed with the second most powerful Amplified Neutron Spinal Cannon in service behind that on the larger Light-Class and a heavy array of defensive and offensive weapons which make it a formidable proposition to any opponent.

Despite their intended role as the offensive element of the Slayer Fleet, the Elegance-Class have proven their worth in defensive actions across the Alversian Republic, participating in the battle of Dela against the Korr and in the defence of the Republic during the SASM invasion, with none being lost in the conflict. The Elegance-Class have also proven themselves in offensive actions during the 13th Danaversian War, in which they distinguished themselves and in the battles against the Korr during the Korr Wars.


Capital Ships


Crossfire-Class
Type: Dreadnought
Length: 1,700m
Decks: 18
Number in service: 165
Designed by: Ilveri Shipyards.
First constructed: 2382
Powerplant
    2 x Mk XXV Reactors
    6 x Type 66 Transwarp Field Generators
    10 x Type 45 Impulse Engines
Max FTL Speed (Transwarp): 6
Crew
    840 Spacers
    200 NAF Personnel
    420 Marines
    Total: 1,460 (49,000 Carrying Capacity)

Armament
    1 x 3th Level Amplified Neutron Spinal Cannon
    14 x Triple-Mounted 110T Railgun Turrets
    70 x Molecular Disruptor Beams
    280 x Torpedo Launchers
    56 x Ion Cannon
    700 x Point Defence
    233 x Repulsiors
Shield Rating (/10): 8
Armour Rating (/10): 8

Starfighter Complement
    40 x XX-40 Fighters
    25 x XB-99 Bombers
    20 x XH-137 Heavy Fighters/Torpedo Bombers
    25 x XS-156 Shuttles

While the Navy was undergoing an extensive overhaul and the Slayer Concept found favour amongst the Admiralty, there were still voices who insisted that Alversian needed to replace it's fleet of Dreadnoughts, which, by 2380, were showing their age. Fortunately, the concept for a new Dreadnought Class had been brought up in the late '70's with a view to overhauling the capital ships of the Alversian Navy and design was well under way by the time the request was made official. The APS Crossfire was launched in 2382, intended to act as support ships to the larger Strato and Super Dreadnought ships being built and launched around the same time. Due to the small numbers of these ships that were produced though, the Crossfire-Class became the most common Dreadnought type ship in Alversian service.

Since their launch, the Crossfire-Class participated in every major Alversian conflict of the late 24th and early 25th centuries, establishing a reputation as a powerful and sturdy design capable of inflicting substantial punishment while suffering minimal in return. Indeed, the ship's high durability has meant that in all the conflicts it has participated since 2382, only a handful have been lost in action, most of these in battle against the SASM in 2395. Aside from against the SASM and a pair lost in the Korr war, the only vessel lost in peace time was the pathfinder, APS Crossfire, destroyed by a pirate raid in 2394.


Lionel-Class
Type: Carrier
Length: 1,100m
Decks: 14
Number in service: 38
Designed by: Ilveri Shipyards.
First constructed: 2397
Powerplant
    2 x Mk XXV Reactors
    5 x Type 66 Transwarp Field Generators
    10 x Type 45 Impulse Engines
Max FTL Speed (Transwarp): 6
Crew
    630 Spacers
    650 NAF Personnel
    315 Marines
    Total: 1,595 (50,000 Carrying Capacity)

Armament
    18 x Molecular Disruptor Beams
    140 x Torpedo Launchers
    42 x Ion Cannon
    525 x Point Defence
    175 x Repulsiors
Shield Rating (/10): 6
Armour Rating (/10): 6

Starfighter Complement
    160 XX-40 Fighters (8 x Squadrons of 20)
    120 XB-99 Bombers (6 x Squadrons of 20)
    96 XH-137 Heavy Fighters/Torpedo Bombers (6 x Squadrons of 16)
    60 XS-156 Shuttles (6 x Squadrons of 10)

The Lionel-Class was the culmination of Alversian Naval research into the introduction of dedicated vessels for transporting and operating fighters in deep space. Prior to this, ships had relied on their own contingent of strike craft when in action but this was found to be insufficient against enemies who employed larger numbers of strike craft or when launching attacks against distant targets. To this end, the idea of a carrier was born and launched in 2392, although research into the idea had been carried out since at least the early 2360's.

The Lionel-Class is actually built upon the design for another vessel, a class of Battlecruiser that was rejected by the APN. Undaunted, Ilveri Shipyards adapted the design for use as a carrier. The Lionel-Class consists of four massive hangars, which run down the centre of the ship. Each allows the launching of fighters either above or below while, when not in action, the entrances are sealed by thick doors which form a part of the armour. As part of a durable design, the Lionel-Class could lose any or all four of it's hangars without compromising the structural integrity of the vessel. The ability to 'stack' vessels on top of one another also allowed for optimum numbers of fighters to be stored. The craft is also capable of defending itself from fighter attack but is not intended to stand in the line of battle.

When it came into service, the Lionel-Class proved invaluable in campaigns against pirate gangs across the Home Galaxy and Alversian Milky Way territory, using their strike fighters to hit bases hidden out of reach of other vessels. They also proved their worth during the Danaversian war, when the capability to launch long range attacks on Danaversian outposts and planets as well as striking Boolean and Ternion convoys severely crippled the Ternion's ability to wage war.


Invincible-Class
Type: Battlecruiser
Length: 1,300m
Decks: 16
Number in service: 76
Designed by: Delan Shipyards.
First constructed: 2389
Powerplant
    2 x Mk XXVII Reactors
    4 x Type 68 Transwarp Field Generators
    10 x Type 45 Impulse Engines
Max FTL Speed (Transwarp): 7
Crew
    720 Spacers
    140 NAF Personnel
    360 Marines
    Total: 1,220 (42,000 Carrying Capacity)

Armament
    3rd Level Amplified Neutron Spinal Cannon
    12 x Triple-Mounted 88T Railgun Turrets
    60 x Molecular Disruptor Beams
    40 x Tractor Beams
    240 x Torpedo Launchers
    48 x Ion Cannon
    600 x Point Defence
    200 x Repulsiors
Shield Rating (/10): 8
Armour Rating (/10): 7

Starfighter Complement
    35 XX-40 Fighters
    20 XB-99 Bombers
    10 XH-137 Heavy Fighters/Torpedo Bombers
    15 XS-156 Shuttles

Work began on the Invincible-Class of Battlecruisers began in 2384 as a replacement for the older Refute-Class which had been in service at the time for nearly four decades and which many believed was reaching the end of it's life cycle in front-line service. The Invincibles were designed to take advantage of new technological advances, such as the advent of transwarp and the Amplified Neutron Spinal Cannon spine super weapon as well as more mundane energy saving technologies and crew comforts. The battlecruiser concept was one that the Alversian Admiralty approves strongly of, a flexible design that allows the ship to both stand in the battle line or perform special duties when required.

When it was first launched in 2389, it proved to be a popular vessel amongst Admirals and Commodores; possessing the speed to outrun virtually any other warship then known in the galaxy and having the fire-power to out-class anything else in it's size range. The Invincible-Class was a perfect compromise between firepower, speed and protection, capable of performing all of these equally as proficiently. Cost and complexity limited the amount in production but they positively excelled against the Korr, Calaverans, SASM (despite heavy losses) and the Ternion, where they proved more than a match for Danaversian Barracuda battleships or Boolean Scarabs. Indeed, Boolean combat doctrine for 2304 actually specified that Boolean warships avoid action with Invincible-Class Battlecruisers unless enjoying at least a 3:1 ratio.


Cruisers


Victory-Class
Type: Heavy Cruiser
Length: 950m
Decks: 14
Number in service: 172
Designed by: Ilveri Shipyards.
First constructed: 2394
Powerplant
    2 x Mk XXX Reactors
    5 x Type 66 Transwarp Field Generators
    8 x Type 43 Impulse Engines
Max FTL Speed (Transwarp): 7
Crew
    510 Spacers
    110 NAF Personnel
    155 Marines
    Total: 775 (13,000 Carrying Capacity)

Armament
    1st Level Amplified Neutron Spinal Cannon
    10 x Triple-Mounted 76T Railgun Turrets
    44 x Molecular Disruptor Beams
    170 x Torpedo Launchers
    34 x Ion Cannon
    425 x Point Defence
    142 x Repulsiors
Shield Rating (/10): 7
Armour Rating (/10): 8

Starfighter Complement
    30 XX-40 Fighters
    20 XB-99 Bombers
    5 XH-137 Heavy Fighters/Torpedo Bombers
    10 XS-156 Shuttles

Following the successful design and implementation of the Amplified Neutron Spinal Cannon super-weapon in the Crossfire, Invincible and Refute Classes of warship, the Alversian Admiralty were keen to have the weapon mounted onto a Cruiser design to bolster the fire-power of the next generation of cruisers. Unfortunately, adapting the ANB design to fit in a smaller cruiser proved complex and fraught with difficulties. Indeed, even though the specification was laid down in 2385, it was not until 2393 that plans were finally in place and the pathfinder could be laid down in Alversia's orbit. APS Victory[/i was launched in 2394 and, following successful trials, was commissioned into general service.

When launched, the [i]Victory
-Class became one of the most powerful warships in the Alversian Navy; the perfect compromise between fire-power, protection and mobility. The Amplified Neutron Spinal Cannon along the ship's spine gave it the fire power to take on ships that would otherwise have been far out of it's class. This, combined with their long range cruising ability, makes them invaluable vessels for patrolling the border of the Alversian fleet, usually providing back up for remote sectors of Alversian space or for hunting down powerful pirate groups.

In service, the Victory-Class have participated in every Alversian campaign since in the mid '90s, fighting against the SASM, the Greali, the False Rebellion and the Danaversians. In each campaign, it distinguished itself and proved flexible enough to be used in a variety of situations which will ensure it becomes the standard heavy cruiser of the Navy for decades to come.


Achilles-Class
Type: Cruiser
Length: 750m
Decks: 12
Number in service: 310
Designed by: Delan Shipyards.
First constructed: 2390
Powerplant
    1 x Mk XXX Reactor
    2 x Type 70 Transwarp Field Generators
    4 x Type 50 Impulse Engines
Max FTL Speed (Transwarp): 7

Crew
    330 Spacers
    95 NAF Personnel
    110 Marines
    Total: 535 (5,000 Carrying Capacity)
Armament
    6 x Triple-Mounted 60T Railgun Turrets
    28 x Molecular Disruptor Beams
    18 x Tractor Beams
    110 x Torpedo Launchers
    22 x Ion Cannon
    275 x Point Defence
    92 x Repulsiors
Shield Rating (/10): 7
Armour Rating (/10): 6

Starfighter Complement
    20 XX-40 Fighters
    10 XB-99 Bombers
    10 XH-137 Heavy Fighters/Torpedo Bombers
    10 XS-156 Shuttles

Intended as a replacement for the veteran Coleman-Class of Cruiser, the plans for the Achilles were first laid down in 2385 with the intention of having the pathfinder launched in 2389. Unfortunately, extensive delays with the Type 69 Transwarp field generators intended for use in the design kept the construction of the vessel behind until, eventually, use of the more powerful Type 70 generators was approved and construction could begin. Even following this delay the vessel was still delayed as lessons learned from the Korr war led to an improved design. The first ship of the class, APS Achilles was not launched until the last day of 2390.

Despite the delays however, there were still notable problems with the design, most of which stemmed from the decision to use more powerful generators in place of the original design. These had been ironed out by 2393 and the vessel has since gone on to win glowing praise from commanders and crew alike. Designed to be the standard multi-role vessel of the fleet, the Achilles-Class has undertaken roles as varied as convoy escort to colony evacuation to survey missions to transport missions to battle situations and in each it has excelled. The ship includes the improved heavy Alersian armour and a unique honeycomb bulkhead structure allowing it to take formidable punishment while still remaining operational. This, combined with sophisticated targeting and weapons-management systems make it an extremely potent vessel for its size.

Achilles-Class ships have served in every Alversian conflict since 2390, including the Greali War, SASM War and Danaversian War.


Raider-Class
Type: Strike Cruiser
Length: 400m
Decks: 10
Number in service: 100
Designed by: Delan Shipyards.
First constructed: 2399
Powerplant
    2 x Mk XXX Reactors
    4 x Type 70 Transwarp Field Generators
    6 x Type 50 Impulse Engines
Max FTL Speed (Transwarp): 8
Crew
    240 Spacers
    62 NAF Personnel
    80 Marines
    Total: 382 (1,000 Carrying Capacity)

Armament
    20 x Molecular Disruptor Beams
    80 x Torpedo Launchers
    8 x Tractor Beams
    16 x Ion Cannon
    200 x Point Defence
    68 x Repulsiors
Shield Rating (/10): 7
Armour Rating (/10): 5

Starfighter Complement
    15 XX-40 Fighters
    10 XB-99 Bombers
    5 XH-137 Heavy Fighters/Torpedo Bombers
    5 XS-156 Shuttles

At the end of the 24th Century it became apparent to the Admiralty that what the Navy lacked and had lacked for some time was dedicated convoy raider and harassment vessel. During previous Danaversian Wars and indeed even in battles against the Korr and SASM, it was clear that the Alversians lacked the capability to launch small strikes against convoys or isolated colonies with dedicated craft. Fighters could accomplish so much but against better protected worlds they would require more fire power. The war against James Rose' Rebel forces proved this theory when a small but heavily armed ship engaged and destroyed the battlecruiser Formidable. This came in the shape of the Raider-Class Light Cruiser.

The Raider-Class is designed as a commerce raider, a fast and exceptionally powerfully armed vessel capable of taking on and neutralising convoy escorts before moving on to the more vulnerable freighters. The ship is equipped with the ability to 'run' silent in which it's heat emissions are stored in heat sinks within the vessel and it's gravimetric emissions are dispelled enough as to be unnoticeable to passive scans. The ship also features a refractive shield which bounces certain types of sensor waves away from the ship, ensuring that it remains off scopes. These features mean that the ship virtually vanishes from all forms of scanners, enabling it to creep up on convoys without being spotted before bringing weapons and shields online to attack.

Despite it's clear purpose in raiding operations, the ship is well armed and armoured enough to go toe-to-toe with other ships of a similar class. This enables it to participate in battles, normally as an escort for capital ships although standard combat doctrine is to withdraw when faced with a ship of superior firepower.


Leeds-Class
Type: Light Cruiser
Length: 550m
Decks: 11
Number in service: 152
Designed by: Delan Shipyards.
First constructed: 2382
Powerplant
    2 x Mk XVIII Reactors
    4 x Type 68 Transwarp Field Generators
    6 x Type 50 Impulse Engines
Max FTL Speed (Transwarp): 7
Crew
    210 Spacers
    55 NAF Personnel
    70 Marines
    Total: 335 (3,000 Carrying Capacity)

Armament
    4 x Triple-Mounted 12T Railgun Turrets
    18 x Molecular Disruptor Beams
    70 x Torpedo Launchers
    20 x Tractor Beams
    14 x Ion Cannon
    175 x Point Defence
    58 x Repulsiors
Shield Rating (/10): 6
Armour Rating (/10): 5

Starfighter Complement
    15 XX-40 Fighters
    5 XB-99 Bombers
    5 XH-137 Heavy Fighters/Torpedo Bombers
    5 XS-156 Shuttles

The Leeds-Class is the largest escort vessel in the fleet, usually assigned to Alversian task forces as anti-ship protection for more vulnerable vessels or to convoys as a deterrent against raiders and pirates. The vessel's comparative size in relation to the other escorts in the Alversian fleet mean that when it is deployed in the battle zone, it forms the flagship of Destroyer flotillas or protects the larger Dreadnoughts and Battlecruisers. As the ship is both fast and powerful, it is capable of keeping up with the fastest of modern ships with the capability to defend them if they are attacked by either small craft or larger convoy raiders.

It was designed in the late 2370's and early 2380's for this purpose, intended to act as a fast vessel that would be able to assist Destroyers and Corvettes that were escorting convoys between Alversian systems. They replaced an older Dunmurray-Class of Escort Cruisers which were, by the late stage of their career, incapable of keeping up with the faster and more modern freighters and warships. The Leeds-Class offered both superior speed as well as a general upgrade to fire power, protection and efficiency.


Harbinger-Class
Type: Long Range Missile Cruiser
Length: 1km
Powerplant
    2 x Reactors
    8 x Transwarp Field Generators
    12 x Impulse Engines
Max FTL Speed (Transwarp): 6
Max Sublight Speed: 73 percent of light-speed
Crew: 600

Armament
    1 x Spinal Cannon
    50 x PAW
    100 x Railguns
    2,000 x Point Defence Beams
    1000 x Missile Batteries
Shield Rating (/10): 5

Starfighter Compliment
    40 x Fighters
    10 x Transports
Number in service: 114
Built by: Ilveri Shipyards/Kyat Shipyards
First constructed: 2403

The result of a combination of Xiscapian and Alversian engineering, the Harbinger class Long Range Missile Cruiser is a ship unlike any that has graced either the KIN or the APN before. Toting a thousand missile tubes and a substantial amount of defensive weaponry as well as a flight of starfighters and transports, the warship can conduct standard line operations but won't usually have to, thanks to its primary armament. The ship is made to bombard targets, be they enemy warships or fleets, starbases or planets, from outside planetary systems using Jaunt-FTL equipped missiles aided by probes and drones deployed to the target beforehand. The Harbinger class is especially effective when used for pre-emptive strikes against unprepared opponents, and the cruiser is usually safe from retaliation and free to reload and reacquire targets after its initial salvo. A task force of Harbinger cruisers striking in unison can handily wipe out an enemy fleet or fortification network in minutes, and so strike fear in the hearts of the enemies of the People's Republic and Kitsune Empire.


Escort Ships


Ramirez-Class
Type: Destroyer
Length: 400m
Decks: 8
Number in service: 1,011
Designed by: Delan Shipyards.
First constructed: 2376
Powerplant
    2 x Mk XVII Reactors
    2 x Type 67 Transwarp Field Generators
    4 x Type 50 Impulse Engines
Max FTL Speed (Transwarp): 8
Crew
    150 Spacers
    32 NAF Personnel
    50 Marines
    Total: 232 (1,500 Carrying Capacity)

Armament
    14 x Molecular Disruptor Beams
    50 x Torpedo Launchers
    10 x Tractor Beams
    10 x Ion Cannon
    125 x Point Defence
    42 x Repulsiors
Shield Rating (/10): 5
Armour Rating (/10): 4

Starfighter Complement
    10 XX-40 Fighters
    5 XB-99 Bombers
    5 XS-156 Shuttles

The Ramirez-Class Destroyer was designed in 2371 as a replacement for the multiple classes of older Destroyer types, some of which had been in service for nearly a century before plans were made to lay down a new vessel to replace them all. Incorporating lessons from the older Classes, the Ramirez-Class was intended to act as an escort and destroyer, specifically intended to target the larger and more powerful raiders than often attacked convoys or during battle attempted to flank and engage the capital ships. To this end, it was usually intended to engage enemy corvettes, frigates or other destroyers. The Ramirez-Class was also intended for use as a long range escort and patrol craft, fast enough to catch and disable pirate or privateer craft and yet powerfully armed enough to engage them if they chose to fight.

The Ramirez-Class has since gone on to prove itself in multiple campaigns across the entire Alversian Republic, fighting against the Korr, the SASM and the Danaversians amongst others. It has also proven valuable in campaigns against Pirates and Raiders between and during conflicts, escorting convoys against the Ternion raiders, particularly the Zillars. For it's size, the Ramirez-Class is a durable and powerful vessel that can inflict substantial damage on attacking forces.


Scimitar-Class
Type: Corvette
Length: 260m
Decks: 1
Number in service: 3,295
Designed by: Delan Shipyards.
First constructed: 2375
Powerplant
    1 x Mk XVI Reactor
    1 x Type 65 Transwarp Field Generators
    2 x Type 48 Impulse Engines
Max FTL Speed (Transwarp): 9
Crew
    96 Spacers
    3 NAF Personnel
    25 Marines
    Total: 124 (700 Carrying Capacity)

Armament
    8 x Molecular Disruptor Beams
    32 x Torpedo Launchers
    6 x Tractor Beams
    6 x Ion Cannon
    80 x Point Defence
    28 x Repulsiors
Shield Rating (/10): 4
Armour Rating (/10): 3

Starfighter Complement
    2 XS-156 Shuttles

At the same time that the Ramirez-Class was being laid down to replace all the Destroyer types in service, the Scimitar-Class was designed and built to replace the half dozen classes of corvettes that had come into service with the Navy during the previous hundred and ten years. These corvettes had been designed for various purposes and intentions with some intended to take on fighters, groups of fighters, raiding, patrols and some were just updated versions of older vessels. The result of this was that often Corvettes found themselves thrown into engagements which they were poorly suited to deal with. This, coupled with a general ageing of the Corvette fleet, lead to the announcement of specification CC994 for a new corvette. Several designs were submitted from multiple shipping companies but the design from Delan Shipyards was the one chosen to go forward. Once construction began however, work was outsourced to Severus Shipyards as Delan alone were unable to cope with demand.

The first Scimitar-Class was launched in 2375 and commissioned into service later in the year. Almost immediately, the vessel proved it's worth as it engaged Pirate vessels across the Alversian frontier, escorting convoys through hostile space and engaging in patrols to destroy known Pirate bases. The little ship earned praise for it's manoeuvrability, firepower, protection and flexibility. In the following decades, the ship has again proven itself in conflicts against the SASM, the Korr and the Danaversians, particularly in conflict against the latter, performing duties as an escort for both convoys and capital ships in battle.


Support Ships


Exodus-Class
(For this class, values given on the left side of the / represent the survey configuration and those on the right represent combat configuration.)
Type: Survey Cruiser
Length: 700m
Decks: 10
Number in service: 15/10
Designed by: Ilveri Shipyards.
First constructed: 2400
Powerplant
    2 x Mk XXI Reactors
    4 x Type 70 Transwarp Field Generators
    8 x Type 60 Impulse Engines
Max FTL Speed (Transwarp): 6
Crew
    300/300 Spacers
    46/70 NAF Personnel
    75/95 Marines
    Total: 421/465 (3,000/2,000 Carrying Capacity)

Armament
    14/26 x Molecular Disruptor Beams
    20/100 x Torpedo Launchers
    28/24 x Tractor Beams
    20/20 x Ion Cannon
    250/250 x Point Defence
    83/83 x Repulsiors
Shield Rating (/10): 6/7
Armour Rating (/10): 5/5

Starfighter Complement
    0/10 XX-40 Fighters
    0/10 XB-99 Bombers
    5/5 XH-137 Heavy Fighters/Torpedo Bombers
    20/15 XS-156 Shuttles

The Exodus-Class Survey Ship was designed in 2400 to take over the task of long range scouting and survey missions on the frontier from the archaic Deep Space Exploration Corps and to provide more of a presence than mere drones or probes were capable of providing. The class was intended to be a large and well protected vessel that could be sent out to explore new planets and previously uncharted areas of Alversian space. If the vessel found anything that warranted further investigation then the ship would be well placed to conduct more detailed enquiries into the matter without having to wait for another vessel to arrive, as had happened when probes were the only long range, deep space scientific craft in operation. The Exodus-Class was designed for long cruises of exploration, sometimes going for up to a year on assignment without returning to a friendly port. To this end, the ship is equipped with much more extensive crew commodities to accommodate for these long voyages. There are also repair facilities and a factory level so that the ship can enact repairs without needing to return to port.

The Cruiser was also designed to be modular, so that it could be used in a combat situation when required. To this end, extra weapons mounts were built into the ship that would enable it to take additional weapons with very little difficulty. Indeed, to convert the ship from Survey Cruiser to fighting vessel requires just two days of labour if the parts are available and can be done without the need of a dry-dock, making the Exodus-Class an exceptionally effective ship for combat operations in remote and comparatively poorly equipped systems. Part of the modification also includes removing a large part of the scientific amenities on board to free up room however and thus the combat version of the cruiser, though still capable of long range patrols is not as well equipped to deal with anomalies as the Survey equivilent.


Veil-Class
Type: Indiction Frigate
Length: 90m
Powerplant
    2 x Reactors
    3 x Transwarp Field Generators
    4 x Impulse Engines
Max FTL Speed (Transwarp): 7
Max Sublight Speed: 60 percent of light-speed
Crew
110 (80 Spacers, Engineers, Medics. 30 Marines)

Armament
    1 x 112mm Coilgun
    2 x 80cm Torpedo Tubes
    1 x 1,287mm PDS
Shield Rating (/10): 3

Number in service: 18
Built by: Lance Shipyards (Phenia)
First constructed: 2402

Originally constructed for the Xiscapian Imperial Navy by the Phenian company Lance Shipyards, the class was ordered from the Xiscapians by the APN when it was realised that the lack of an FTLi vessel was a critical weakness in the Navy’s arsenal. The ship was extensively refitted by Serverus Shipyards upon purchasing, homogenising the FTL technology to enable it to work alongside other Alversian vessels. Its primary function is to deny an area of space to the enemy -when on the defense- or prevent enemy forces from escaping -when on the attack- with its FTLi generator. Because of its lack of offensive weaponry and vital importance such ships are always under escort and, when attacked, would opt to flee rather than fight.
Provided courtesy of Xiscapia.


Omori Class
Type: Troop Transport
Length: 5km
Powerplant
    6 x Reactors
    16 x Transwarp Field Generators
    18 x Impulse Engines
Max FTL Speed (Transwarp): 5
Crew 200
Armament
    800 x Repulsiors
    1,500 x Point Defence Beams
    600 x Repulsiors
    Can Transport up to 550,000 Troops or 20,000 vehicles and 9,000 strike craft
Shield Rating (/10): 7
Starfighter Compliment
    4,000 x Dropships
    6,000 x Gunships
Number in service: N/A
Built by: Ilveri Shipyards.
First constructed: 2205


Dadigan Class
Type: Troop Lander
Length: 200m
Powerplant
    2 x Reactors
    2 x Transwarp Field Generators
    4 x Impulse Engines
Max FTL Speed (Transwarp): 2
Crew: 16
Armament
    4 x Molecular Disruptor Beams
    180 x Repulsiors
    700 x Point Defence Beams
    Can Transport up to 5,000 Troops or 500 vehicles and 200 strike craft
Shield Rating (/10): 8

Number in service: N/A
Built by: Severus Shipyards.
First constructed: 2390


Reaper Class
Type: Assualt Lander
Length: 20m
Powerplant
    1 x Reactors
    4 x Impulse Engines
Max FTL Speed (Transwarp): N/A
Crew N/A
Armament
    1 x Point Defence Beams
    Can Transport up to 32 Troops or 1 vehicles
Shield Rating (/10): 2
Number in service: N/A
Built by: Severus Shipyards.
First constructed: 2400


Decommissioned Classes


Refute-Class
Type: Battlecruiser
Length: 1,100m
Decks: 12
Number in service: 25
Designed by: Ilveri Shipyards.
First constructed: 2351
Powerplant
    3 x Mk XXII Reactors
    4 x Type 62 Transwarp Field Generators
    8 x Type 40 Impulse Engines
Max FTL Speed (Transwarp): 5
Crew
    950 Spacers
    165 NAF Personnel
    280 Marines
    Total: 1,395 (35,000 Carrying Capacity)

Armament
    11 x Railgun Turrets
    55 x Molecular Disruptor Beams
    30 x Tractor Beams
    220 x Torpedo Launchers
    44 x Ion Cannon
    550 x Point Defence
    183 x Repulsiors
Shield Rating (/10): 6
Armour Rating (/10): 6

Starfighter Complement
    40 XX-40 Fighters
    25 XB-99 Bombers
    15 XH-137 Heavy Fighters/Torpedo Bombers
    10 XS-156 Shuttles

When it was launched in 2351, the Refute-Class was actually classed as a Dreadnough and was the most powerful vessel in active service at the time. A revolutionary and powerful ship, the Refute-Class decisively outclassed every other Dreadnought Class in service in every possible aspect. They were faster, stronger, more efficient, more powerfully armed and protected with a greater carrying capacity all with a smaller crew, smaller hull, cheaper and quicker to produce. In skirmishes against the Danaversians, the class proved itself utterly devastating against Imperial Barracudas and Marlins, none of which were capable of matching it. Unfortunately, the administration of the time did not sanction offensive military action against the Danaversians, so the Refute-Class' potential went unfulfilled. Despite this, the Refute's ability meant that it was produced in large numbers and formed the backbone of the Alversian fleet.

By the late 24th century however, advances in military and general technology meant that the Dreadnought was now outclassed by new ships that were being released. However, despite this, the large numbers of Refute ships still in service made scrapping the class unviable. Instead, between 2379 and 2386, the fleet underwent a major refit, basically gutting the vessel and replacing it entirely. The refit typically took around four months and, when the vessel launched again, it was essentially a whole new ship in an old body. Despite this, compared to the newly introduced Crossfire-Class, the class was still far inferior and was thus re-classed as a Battlecruiser.

With the introduction of the Invincible-Class Battlecruiser, the process of gradually decommissioning the Refute-Class began. Further losses against the Danaversians, Korr and SASM sped up the process. However, although the Refute-Class is still in the process of decommissioning, the type's durability and refitted firepower means that it is still capable of standing in the battle line, though not as effectively as the new types.


Marshall-Class
Type: Heavy Cruiser
Length: 750m
Decks: 14
Number in service: 53
Designed by: Ilveri Shipyards.
First constructed: 2371
Powerplant
    2 x Mk XIX Reactors
    5 x Type 62 Transwarp Field Generators
    8 x Type 42 Impulse Engines
Max FTL Speed (Transwarp): 6
Crew
    560 Spacers
    125 NAF Personnel
    170 Marines
    Total: 855 (10,000 Carrying Capacity)

Armament
    8 x Railgun Turrets
    38 x Molecular Disruptor Beams
    150 x Torpedo Launchers
    30 x Tractor Beams
    30 x Ion Cannon
    375 x Point Defence
    125 x Repulsiors
Shield Rating (/10): 7
Armour Rating (/10): 6

Starfighter Complement
    20 XX-40 Fighters
    15 XB-99 Bombers
    15 XH-137 Heavy Fighters/Torpedo Bombers
    15 XS-156 Shuttles

When it was designed and launched in the late 2360's and early '70s, the purpose of the Marshall-Class was to act as a powerful long range scout and skirmisher, able to move ahead of the main fleet and engage, in squadrons, enemy forces they encountered. To this end, the Class was designed to be both fast and powerfully armed, at the expense of armour protection. During peace-time it was envisioned that the Class would form the bulk of the 'Deep Space Fleet' a unit that was intended to perform long range patrols of Alversian territory or conduct deep space operations, thus freeing up the rest of the fleet for defensive assignments closer to the core systems. For thirty years, the Marshall-Class excelled in this role, conducting deep space operations and projecting Alversian naval power across the Home galaxy.

However, by the mid 90's, the Marshall-Class was beginning to show it's age as more modern vessels came into service; although it was still considered capable, with refits and overhauls, of standing in the battle line with more modern warships. Against the SASM however, the Marshall-Class suffered very heavy casualties -including the destruction of the entire Deep Space fleet which the Marshalls still provided the bulk of. Further conflicts across the Home Galaxy meant that the remaining ships were tied down on fleet and defensive duties closer to home and here, defensive short-comings were revealed with the class. When it was launched, it had been capable of standing in the battle line but now it was incapable of doing so. A massive refit programme was launched to bring the Marshall-Class up to standard. Indeed, the success of this programme prompted the Navy to order new vessels in the reconstructed format, ensuring that the Marshall-Class will remain in service for decades to come, despite being superseded in ability by the larger and more powerful Victory-Class


Fernando-Class
Type: Heavy Cruiser
Length: 750m
Decks: 14
Number in service: 14
Designed by: Ilveri Shipyards.
First constructed: 2373
Powerplant
    2 x Mk XIX Reactors
    5 x Type 62 Transwarp Field Generators
    8 x Type 42 Impulse Engines
Max FTL Speed (Transwarp): 6
Crew
    650 Spacers
    150 NAF Personnel
    200 Marines
    Total: 1,000 (9,000 Carrying Capacity)

Armament
    8 x Railgun Turrets
    38 x Molecular Disruptor Beams
    136 x Torpedo Launchers
    30 x Tractor Beam
    30 x Ion Cannon
    300 x Point Defence
    115 x Repulsiors
Shield Rating (/10): 7
Armour Rating (/10): 6

Starfighter Complement
    30 XX-40 Fighters
    25 XB-99 Bombers
    15 XH-137 Heavy Fighters/Torpedo Bombers
    10 XS-156 Shuttles

While the Marshall-Class was designed to act as a powerful long range scout and exploratory cruiser, the Fernando-Class was intended to act as a more heavily armed and armoured version to stand in the battle line and support the main fleet. Development of the type was rapid, indeed, design of the Fernando-Class took just a year, with construction of the pathfinder APS Fernando taking even less time to complete. The ship took so little time due to the fact that it was laid down on the hull of the Marshall-Class APS Romain Larrieu, a ship that was already three months into its construction. The Fernando-Class had been built on the design of the Marshall-Class (60% of the parts were interchangeable). The decision to alter an already existing design, rather than construct a whole new ship, was made for several reasons. It was cheaper, faster and, ultimately, did not detract from the final result.

The visual differences between the Marshall-Class and the Fernando-Class were minimal, heavier armament aside, but, internally, the two were quite different. The Fernando-Class had far heavier armour and bulkheads, making it more durable. It was also specialised for war, with most of the ancillary scientific and crew luxuries removed in favour of more storage space for fighters and ammunition. When the ship was launched, it was exceptionally powerful for it's size and formed a key part of the Alversian Fleet for three decades.

By the time of the Korr War in 2390 however, the Fernando-Class was really starting to show it's age and it was considered to be an outdated design. The mass refit of the Marshall-Class fleet to bring it up to battle line capability and the launch of the Victory-Class effectively rendered the design obsolete. However, despite plans to scrap them, the return of the SASM and the lack of ships to meet the threat saved the class. Following a mass refit, the surviving Fernando-Class were placed back onto the front lines. Despite their new technological equality with the rest of the fleet, the Class is still slowly being phased out in favour of the Victorys but the overhauls have ensured that the Alversian fleet has a ship more than capable of standing in the battle line and going toe-to-toe with any ship in it's class or above.


Coleman-Class
Type: Cruiser
Length: 600m
Decks: 15
Number in service: 46
Designed by: Ilveri Shipyards.
First constructed: 2310
Powerplant
    1 x Mk XI Reactor
    2 x Type 64 Transwarp Field Generators
    8 x Type 33 Impulse Engines
Max FTL Speed (Transwarp): 5

Crew
    540 Spacers
    140 NAF Personnel
    170 Marines
    Total: 850 (6,500 Carrying Capacity)
Armament
    26 x Molecular Disruptor Beams
    16 x Tractor Beams
    120 x Torpedo Launchers
    30 x Ion Cannon
    300 x Point Defence
    100 x Repulsiors
Shield Rating (/10): 7
Armour Rating (/10): 4

Starfighter Complement
    25 XX-40 Fighters
    20 XB-99 Bombers
    15 XH-137 Heavy Fighters/Torpedo Bombers
    15 XS-156 Shuttles

The oldest ship still in service with the Alversian Navy, the Coleman-Class has built up a reputation of reliability in service that has seen it outlast newer and more powerful ships that have been brought in to replace it without success. Indeed, the very fact that the Coleman-Class has nearly a century of service in a fleet whose technology and mantra has shifted over time demonstrates it's ability, flexibility and durability in combat.

The cruiser of today is virtually unrecognisable from the one launched in 2310. The Coleman-Class came into service just nineteen years after the launch of the revolutiory APS Genesis and was one of the most powerful ships in the galaxy when completed. Far outclassing any of Alversia's previous armoured or shielded cruisers that had been in operation prior, the Coleman-Class combined high speed with superior firepower and unparalleled protection. The ship has undergone significant refits and overhauls since then, even being redesigned entirely in 2375, to ensure that it was able to keep space with more modern ships.

By 2390 and the launch of the Achilles-Class cruiser however, it was clear to all that the Coleman-Class had finally reached the end of it's upgradible life and they are gradually being phased out of service in favour of the newer Cruiser design. Despite this, the ship is still employed in limited numbers as, although outclassed by the Achilles, with upgrades it remains a competent fighting vessel able to take on any ship of it's size or even larger and flexible enough to be employed in a number of roles. Although it is an old vessel, those who take its apparent age for vulnerability do so at their peril.


Iron Cross-Class
Type: AA Cruiser
Length: 750m
Decks: 11
Number in service: 76
Designed by: Ilveri Shipyards.
First constructed: 2379
Powerplant
    2 x Mk XV Reactors
    4 x Type 68 Transwarp Field Generators
    8 x Type 66 Impulse Engines
Max FTL Speed (Transwarp): 6
Crew
    450 Spacers
    107 NAF Personnel
    140 Marines
    Total: 697 (12,000 Carrying Capacity)

Armament
    19 x Molecular Disruptor Beams
    38 x Torpedo Launchers
    18 x Tractor Beams
    30 x Ion Cannon
    1,000 x Point Defence
    125 x Repulsiors
Shield Rating (/10): 7
Armour Rating (/10): 8

Starfighter Complement
    25 XX-40 Fighters
    5 XB-99 Bombers
    15 XH-137 Heavy Fighters/Torpedo Bombers
    10 XS-156 Shuttles

During the 2370's, the large up-scaling in the amount of torpedoes that Alversian ships were capable of firing, plus the increased damage from more modern warheads, gave rise to the concern that Alversian ships may not have the fire-power to deal with enemies that relied heavily on missile and torpedo attacks. It was thought that while individual Alversian ships may be able to protect themselves, a fleet of vessels would be incapable of offering mutual support to each other and that their defences may be overwhelmed by large numbers of missile ships and fighters combined. The Iron-Cross Class was designed to be a defensive bulwark, designed purely to add to the defensive fire-power of a fleet. The cost of this specialisation is that the AA Cruiser is incapable of most ship versus ship action and requires its own escort wither it is in a fleet or it is in a convoy.
Last edited by Alversia on Thu Jan 26, 2017 6:44 am, edited 15 times in total.
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Alversian FT Factbook

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Alversia
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Founded: Apr 26, 2007
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Postby Alversia » Wed Aug 31, 2011 10:14 am

Naval Strike Craft

(Ratings here that are out of 10 are not the same as the Naval ratings above)

Archer XX-40a


Name: XX-40
Type: Interceptor
First Launched: 2402
Length: 24 metres
Manufacturer: Archer Aviation
Crew: None (Procul controlled): 1 Pilot
Manoeuvrability (/10): 10
Armour (/10): 6
Shields (/10): 7
Armament:
    4 x Type X. Heavy Repeating Disruptor Cannon
    1 x Ion Cannon
    8 x Hardpoints

Designed to take advantage of the new Procul innovation, the XX-40 was based heavily on the older XX-30 design, having 70% interchangeable parts. It has been designed primarily as an interceptor to take on and destroy enemy fighters. The fighter is equipped with no less than 18 thrusters across it’s body, allowing for exceptional manoeuvrability while its primary armament, four disruptor weapons based on the larger Beams used on capital ships, means that more often than not, a single shot is all that is needed to destroy an enemy craft. The lack of a pilot means that space normally reserved for essentials such as an escape pod, life support systems and a cockpit, can be used to increase armour and shielding, making them exceptionally difficult to destroy, despite their small size. The ion cannon can be used to disable opponents or, more likely, taking down the shields of larger vessels (e.g. corvettes) to give themselves a greater chance of a kill. The missiles are equipped with FTL drives, giving the ship BVR combat capability.


Archer XH-137b
Name: XH-137
Type: Heavy Fighters/Torpedo Bombers
First Launched: 2403
Length: 32 metres
Manufacturer: Archer Aviation
Crew: None (Procul controlled): 1 Pilot, 1 Gunner
Sublight Speed (/10): 7
Manoeuvrability (/10): 8
Armour (/10): 9
Shields (/10): 10
Armament:
    8 x Type X. Heavy Repeating Disruptor Cannon
    4 x Point Defence Beams
    1 x Ion Cannon
    4 x Hardpoints
    1 x Torpedo Launcher
    1 x Chaff System
As with the XX-40, the XH-137 was designed to take advantage of new Procul systems which enable the craft to fly without the need of a pilot. The XH-137 is classed as a Heavy Fighter, intended more to engage Corvettes, Gunships and Dropships in battle than to attack smaller, more manoeuvrable fighters. The XH-137 is exceptionally heavily armed with 24 disruptor cannon. Eight are mounted forward, under the nose, while the others are arranged in four quadruple turrets to give all round defence and are controlled by an onboard VI. The XH-137 is also armed with a powerful sensor array and an electronic warfare suite which enables it to be deployed as a long range scout. The heavily armed and armoured XH-137 is devastating in ground attacks.


Archer XB-99a

Name: XB-99
Type: Bomber
First Launched: 2402
Length: 28 metres
Manufacturer: Archer Aviation
Crew: None (Procul controlled): 1 Pilot
Sublight Speed (/10): 7
Manoeuvrability (/10): 9
Armour (/10): 7
Shields (/10): 9
Armament:
    2 x Type X. Heavy Repeating Disruptor Cannon
    4 x Point Defence Beams
    1 x Haymaker Type II Launcher
    Chaff Systems
The XB-99 is the next generation of Alversian strike craft. Designed to be used against targets on the ground and in space, the XB-99’s main weapon is the Haymaker Launcher which takes up the entire length of the craft. Embedded inside the launcher is a single 40 ton missile, tipped with a large matter/anti-matter warhead. Used en masse, the XB-99 will launch its missile within 5,000km of the target, generally giving Point Defences little time to intercept the warhead. Particularly devastating against smaller support ships, the Haymaker can be replaced with a conventional payload to strike at ground targets when necessary. Such is the speed and manoeuvrability of the craft that it is capable of being deployed as a fighter when needed although it is not as effective in this role as the XX-40.


Archer XS-56d

Name: XS-56
Type: Shuttle
First Launched: 2380
Length: 36 metres
Manufacturer: Archer Aviation
Crew: 2 Pilots
Sublight Speed (/10): 6
Manoeuvrability (/10): 4
Armour (/10): 8
Shields (/10): 8
Armament:
    18 x Point Defence Beams
    4 x Ion Cannon
    Chaff Systems
The standard transport of both the Army and Navy, the XS-56 is also one of the oldest vessels still in service with the APN, not taking advantage of the Procul technology in use by other craft. A reliable and highly sturdy design, the craft has been modified for multiple roles, including reconnaissance craft, bomber and even Ground support. The original shuttle variant is armed with ten repeating disruptors in five turrets, although it is designed primarily to flee opponents rather than engage them. Also designed to use stealth as a weapon, the craft is capable of ‘ghosting’ on minimal power for hours at a time, remaining virtually invisible to passive scans. Capable of transporting up to thirty people at a time, the shuttle has also been utilised as a passenger transport and even as an atmospheric cargo hauler.

A variant of this craft, complete with the ability to land on water, is the standard craft of the Republican Maritime Patrol Fleet.
Last edited by Alversia on Thu Jan 26, 2017 6:47 am, edited 9 times in total.
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Postby Alversia » Sun Sep 04, 2011 3:47 pm

Defences

Sparrowhawk
Type: Giga-Dreadnought
Length: 31km
Powerplant
    200 x Reactors
Crew 21,000 (10,000 Spacers, 7,100 NAF Personnel, 4,000 Marines)

Armament
    8 x Amplified Neutron Beams
    3,000 x Molecular Disruptor Beans
    300 x Railguns
    8,000 x Tractor Beams
    9,000 x Torpedo Launchers
    6,400 x Ion Cannon
    12,000 x Repulsiors
    15,000 x Point Defence Beams

Shield Rating (/10): 15

Starfighter Compliment
    1,200 x Fighters
    1,050 x Heavy Fighters
    1,000 x Bombers
    600 x Transports

Number in service: 1
Built by: Ilveri Shipyards/Severus Shipyards/Delan Shipyards/Six others
First constructed: 2390

Often termed as ‘Alversia’s greatest experiment’ the Sparrowhawk was originally designed to be the most powerful warship that had ever been built in the history of the Home Galaxy. Requiring four years, several trillion Sedar and nine shipyards to actually build, the Sparrowhawk was finally launched to Republic-wide media attention. In service however, the ship was a failure. It was realised that when it moved under its own power, it could not come within a 300,000km of a planet’s orbit because of the seismic activity. It was also proved to be a very clumsy under manoeuvres and stressed the hull to breaking point with each turn. Deemed a failure, the ship was instead towed into orbit over Illesia (requiring a record of nearly a thousand tugs from all over the planet), stripped of engines and instead up armoured and up-armed again to form the core of Alversia’s defence. More than capable of destroying an entire invading force without the assistance of the Home Fleet, the Sparrowhawk is clearly visible from the planet’s surface and is often the first thing new arrivals to Alversia see.


Ramon Type Station
Type: Orbital Defence Station/Trade Station
Length: 12km
Powerplant
    34 x Reactors
Crew
7,790 (4,000 Spacers, 790 NAF Personnel, 3,000 Marines)

Armament
    2 x Amplified Neutron Beam
    1,200 x Molecular Disruptor Beans
    100 x Railguns
    500 x Tractor Beams
    5,200 x Torpedo Launchers
    1,200 x Ion Cannon
    5,000 x Repulsiors
    8,000 x Point Defence Beams

Shield Rating (/10): 8

Starfighter Compliment
    200 x Fighters
    50 x Heavy Fighters
    120 x Bombers
    30 x Transports

Number in service: Hundreds
Built by: Ilveri Shipyards
First constructed: 2360

The bedrock of the Alversian Republic's defensive grid, the Ramon Type is a heavily armed and armoured station which sit in high orbit over every Alversian planet and are supported by the smaller Nevos Type defensive stations. The Ramon Type was designed by the government owned Illesian Shipyards to take advantage of new technologies and to replace the ageing defensive grids which had been sitting over Alversian planets for over a hundred years. They were designed to be modular and thus many are also utilised as trade stations on each world. Each station is heavily armoured and comes with a complete electronic defence suit, including FTLi generators, targeting scramblers, anti-beaming fields and even communication scramblers. These stations have been heavily updated since their introduction and each boasts the latest in Alversian military technology.


Nevos Type
Type: Orbital Defence Platform
Length: 500m
Powerplant
    4 x Reactors
Crew None
Armament
    600 x Molecular Disruptor Beans
    30 x Railguns
    50 x Tractor Beams
    120 x Torpedo Launchers
    150 x Ion Cannon
    750 x Repulsiors
    1,000 x Point Defence Beams

Shield Rating (/10): 6

Starfighter Compliment
    None

Number in service: Thousands
Built by: Severus Shipyards
First constructed: 2393

Designed as a heavily armed and armoured compliment to the larger and more sophisticated Ramon-Type station, the Nevos type is the most common defensive platform in the Alversian Orbital grid. The Nevos type is entirely unmanned, sacrificing life support and habitation systems to allow for even more armour and weapons aboard. The platform itself is fairly simplistic in its design, allowing it to be mass produced be easily repaired. The platform contains no defensive suites aside from standard FTLi and anti-beaming generators to protect against missile attacks and infiltration respectively. For more sophisticated defences, they rely on their larger Ramon comrades for support. They are designed to sit in massive numbers over orbit and overwhelming attacking forces with their powerful weapons. The Nevos Type saw service in the Danaversian War, successfully resisting Danaversian, Boolean and Zillar attacks on Alversian worlds.


As well as these defences, all Alversian planets are defended by long range FTL inhibitor fields, planetary and city shields and extensive Ground to Orbital Batteries.
Last edited by Alversia on Thu Jan 31, 2013 5:42 pm, edited 4 times in total.
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Postby Alversia » Sun Sep 11, 2011 11:58 am

Marine Corps

The Alversian Republican Marine Corps are a sub-branch of the Alversian People's Navy and, as such, are under the command of the Grand Admiral of the Fleet. The Marine Corps are responsible primarily for security both aboard all Alversian warships and of all ground facilities. They are also capable of offensive actions against enemy vessels when it is necessary and provide security when members of their crew are away from the ship on expeditions or ground based missions. There are also Marine ground formations that often act as the first response to any situation requiring military intervention on behalf of the Republic.

The Alversian Marines were founded during the Alversian Systems war following the loss of a number of ships to the Silarians in boarding actions. The problem was that while the Silarians had on board a number of armoured and trained infantry specifically for the purpose of protecting and boarding other ships, the Alversian Navy did not. The fledgling People's Navy's battles in the Civil War and against the Delan Navy had been at long range and not involved close combat. The Silarians however, were far more willing to close the distance and engage in boarding operations, were their armoured troops equipped with rifles were far superior to the Alversian spacers who were not simply not trained or equipped to repel boarders.

Realising that it would take time to train soldiers for the Navy, and that time was the one thing that the Navy did not have, the commander of the Alversian Navy, Robert Connolly, appealed to Adrian Cavourna, Commander in Chief of the Alversian Army, for infantry to be deployed aboard his ships in order to protect the crew. The result was that the 216th and 295th Infantry Divisions of the Army were renamed to the 1st (Naval) and 2nd (Naval) Divisions and spread across the fleet, though they were still under the command of Field Marshall Cavourna. Their impact was immediate however. Now confronted by equalled armed and equipped troops, the Silarians suffered heavy losses and their boarding tactics were discontinued.

The Marine Corps is deployed into Marine Combat Groups with one deployed with each fleet. The exceptions to this are Alversia and Benedict II which both have four Combat Groups each. Each Combat Group consists of eighteen divisions; 6 Marine Armoured Divisions, 12 Marine Infantry Divisions and 4 Marine Orbital Assault Divisions. There is also the 23rd Marine Combat Group, in which all ship security personnel are assigned and the 24th Marine Combat Group, in which all station and facility Marines are assigned.

Marine Armoured Division Table of Equipment

Total Equipment (Marine Armoured Division)
    Men: 13,818
    Artillery: 1,320
    AFVs: 2,988
    Crew (Artillery and AFVs): 9,861
    Drones: 1,368
    Aircraft: 243

Division Headquarters (144 men, 18 Ayers IFVs, 36 crew)
3 x Tank Brigades
    Brigade Headquarters (144 men, 18 Ayers IFVs, 36 crew)
    3 x Tank Battalions
      Battalion Headquarters (144 men, 18 Ayers IFVs, 36 crew)
      4 x Tank Companies
        2 x MBT Platoons (12 Wolfe MBTs)
        1 x Support Tank Platoon (6 Istvaan MBTs)
      Tank Hunter Squadron (6 Ayers Anti-Tank)
      Recon Platoon (12 Ayers IFVs)
      4 x Rifle Companies
        Company Headquarters (2 men)
        4 x Rifle Platoons (200 men)
        Mortar Platoon (8 Mortars)
        2 x IFV Platoon (24 Ayers IFVs)
        Drone Platoon (12 Drones)
      Engineer Company
        Company Headquarters (2 men)
        4 x Rifle Platoons (200 men)
        Mortar Platoon (8 Mortars)
        2 x Heavy Engineering Platoons (24 Ayers Engineering)
        Drone Platoon (12 Drones)
      Anti-Tank Company
        Tank Destroyer Platoon (6 Ballantine Tank Destroyers)
        2 x Tank Hunter Platoons (24 Ayers Anti-Tank)
      2 x Recon Companies
        2 x Recon Platoons (24 Ayers IFVs)
      Engineer Battalion
        Battalion Headquarters (144 men, 18 Ayers IFVs, 36 Crew)
        2 x Recon Companies
        2 x Recon Platoons (24 Ayers IFVs)
        4 x Engineer Companies
          Company Headquarters (2 men)
          4 x Rifle Platoons (200 men)
          Mortar Platoon (8 Mortars)
          2 x Heavy Engineering Platoons (24 Ayers Engineering)
          2 x IFV Platoon (24 Ayers IFVs)
          Drone Platoon (12 Drones)
        Spotter Section (12 men)
        2 x Support Platoons (12 Istvaan MBTs)
        Heavy Engineering Company
          3 x Engineering Platoons (36 Ayers Engineering)
          1 x Infantry Support Platoon (12 Ayers IFVs)
      2 x Artillery Regiment
        Regiment Headquarters (144 men, 18 Ayers IFVs, 36 Crew)
        3 x Artillery Companies
          Company Headquarters (2 men)
          Rocket Artillery Platoon (12 Thorne Self-Propelled Rocket Artillery)
          2 x Artillery Platoons (24 Kelsey Self-Propelled Howitzers)
          Anti-Aircraft Platoon (12 Ayers SAM)
      Attack Gunship Battalion
        3 x Attack Gunship Companies
          3 x Attack Gunship Platoons (27 Hawker Gunships)


Marine Infantry Division Table of Equipment

Total Equipment (Marine Infantry Division)
    Men: 16,986
    Artillery: 2,256
    AFVs: 2,598
    Crew (Artillery and AFVs): 10,539
    Drones: 2,232
    Aircraft: 243

Division Headquarters (144 men, 18 Ayers IFVs, 36 crew)
3 x Marine Infantry Brigades
    Brigade Headquarters (144 men, 18 Ayers IFVs, 36 crew)
    3 x Marine Battalions
      Battalion Headquarters (144 men, 18 Ayers IFVs, 36 crew)
      Recon Squadron
      3 x Marine Infantry Companies
        Officers (2 men)
        5 x Marine Platoons (250 men)
        Mortar Platoon (8 Mortars)
        5 x IFV Squadrons (30 Ayers IFVs)
        2 x Drone Platoons (48 Drones)
    3 x Artillery Regiments
      Regiment Headquarters (144 men, 18 Ayers IFVs, 36 Crew)
      3 x Artillery Companies
      Company Headquarters (2 men)
        Rocket Artillery Platoon (12 Thorne Self-Propelled Rocket Artillery)
        2 x Artillery Platoons (24 Kelsey Self-Propelled Howitzers)
        Anti-Aircraft Platoon (12 Ayers SAM)
    Support Tank Platoon (6 Istvaan MBTs)
    Recon Platoon (12 Ayers IFVs)
    Engineer Battalion
      Battalion Headquarters (144 men, 18 Ayers IFVs, 36 Crew)
      2 x Recon Companies
        2 x Recon Platoons (24 Ayers IFVs)
      4 x Engineer Companies
        Company Headquarters (2 men)
        4 x Rifle Platoons (200 men)
        Mortar Platoon (8 Mortars)
        2 x Heavy Engineering Platoons (24 Ayers Engineering)
        2 x IFV Platoon (24 Ayers IFVs)
        Drone Platoon (12 Drones)
      Spotter Section (12 men)
      2 x Support Platoons (12 Istvaan MBTs)
      Heavy Engineering Company
        3 x Engineering Platoons (36 Ayers Engineering)
        1 x Infantry Support Platoon (12 Ayers IFVs)
    Attack Gunship Battalion
      3 x Attack Gunship Companies
        3 x Attack Gunship Platoons (27 Hawker Gunships)
3 x Artillery Regiments
    Regiment Headquarters (144 men, 18 Ayers IFVs, 36 Crew)
    3 x Artillery Companies
      Company Headquarters (2 men)
      Rocket Artillery Platoon (12 Thorne Self-Propelled Rocket Artillery)
      2 x Artillery Platoons (24 Kelsey Self-Propelled Howitzers)
Recon Company
    2 x Recon Platoons (24 Ayers IFVs)


Orbital Assault Division Table of Equipment

Total Equipment (Orbital Assault Division)
    Men: 15,618
    Artillery: 1,752
    AFVs: 2,238
    Crew (Artillery and AFVs): 8,586
    Drones: 2,853
    Aircraft: 243

Division Headquarters (144 men, 18 Ayers IFVs, 36 crew)
Recon Company
3 x Orbital Brigades
    Brigade Headquarters
    3 x Orbital Infantry Battalions
      Battalion Headquarters
      Recon Squadron
      4 x Orbital Infantry Company
        Officers (2 men)
        4 x Orbital Infantry Platoons (200 men)
        Mortar Platoon (8 Mortars)
        3 x Drone Platoon (72 Drones)
        Engineer Platoon (50 men)
        5 x Support Squadrons (30 Ayers IFVs)
      Engineering Company
        Company Headquarters (2 men)
        4 x Rifle Platoons (200 men)
        Mortar Platoon (8 Mortars)
        2 x Heavy Engineering Platoons (24 Ayers Engineering)
        Drone Platoon (12 Drones)
    3 x Artillery Regiments
      Regiment Headquarters (144 men, 18 Ayers IFVs, 36 Crew)
      3 x Artillery Companies
        Company Headquarters (2 men)
        Rocket Artillery Platoon (12 Thorne Self-Propelled Rocket Artillery)
        2 x Artillery Platoons (24 Kelsey Self-Propelled Howitzers)
        Anti-Aircraft Platoon (12 Ayers SAM)
    Recon Platoon (12 Ayers IFVs)
    Engineering Battalion
      Battalion Headquarters (144 men, 18 Ayers IFVs, 36 Crew)
      2 x Recon Companies
      2 x Recon Platoons (24 Ayers IFVs)
      4 x Engineer Companies
        Company Headquarters (2 men)
        4 x Rifle Platoons (200 men)
        Mortar Platoon (8 Mortars)
        2 x Heavy Engineering Platoons (24 Ayers Engineering)
        2 x IFV Platoon (24 Ayers IFVs)
        Drone Platoon (12 Drones)
      Spotter Section (12 men)
      2 x Support Platoons (24 Ayers IFVs)
      Heavy Engineering Company
        3 x Engineering Platoons (36 Ayers Engineering)
        1 x Infantry Support Platoon (12 Ayers IFVs)
    Attack Gunship Battalion
      3 x Attack Gunship Companies
        3 x Attack Gunship Platoons (27 Hawker Gunships)


Naval Air Force

The Alversian People’s Naval Air force is the strike fighter component of the Navy and, as such, is responsible for the operation, maintenance and piloting of all strike craft onboard APN vessels. The NAF is still a branch of the Navy however, and thus it answers to the Grand Admiral like the Marines. The Commander onboard a ship is subservient to the ship’s commander and treated like one of the senior staff.

On active duty, the NAF’s responsibilities include intercepting enemy small craft, attacking enemy vessels, escorting shuttles or small starships over longer distances, conducting deep space raids or reconnaissance missions; using their parent vessel as a base, they are also usually the first wave if the Republic attacks another planet and perform the bulk of the initial air superiority work until the Air Force can establish its own bases and get involved. As such, NAF craft are required to be effective in atmosphere and in orbit as well as capable of faster than light travel.

The NAF dates back to the First Alvo-Photenican War of 1631 - 1635. By this period, most former Photenican vessels had been replaced in service by Alversian designed and built warships. The Alversian fleet was a product of APN experiences during the Civil and Alversian System Wars and thus had a few weaknesses, especially relating to Strike fighters. During the battles against the Republicans, Delans and Silarians, there had been limited use of deep space fighters. Thus, Designers built their ships with heavy protective armament but included only enough room for shuttles in all Alversian ships.

The flaws with this design were highlighted during the unsuccessful war of 1631 – 1635. Although Alversian warships did have a heavy AA armament, a lack of optimised targeting sensors and synchronised fire control meant that the fire was poorly co-ordinated and unsuited to intercepting fast moving fighters. The lack of long range interception methods also meant that, more often than not, Photenican fighters armed with long range FTL missiles, would simply launch them well outside the ship’s effective range, never putting themselves at risk.

The war also highlighted the inflexibility of a military without fighters. With Alversian probe design and production moving at a snail’s pace, often reconnaissance missions had to be carried out by Corvettes or Destroyers which were badly needed elsewhere while long range strike capability was non-existent, again requiring the use of military vessels which the Photenican defences were well equipped to deal with.

The first attempt to utilise space fighters during the war was unofficial and impromptu, with the APS Colback requisitioning two single-seat space racers and adapting them to carry two missiles each. Their first, and only, raid could be classed as a marginal success. Only three of the missiles launched with the forth jamming in its release bracket. Of the three, one lost its target lock and spun off into space, never to be seen again while the other two were intercepted and destroyed before they reached their target. Despite the lack of damage done, no Alversian casualties were reported and both Racers returned to their parent ship. The claim that they had destroyed a Photenican battleship was later disproved. Further experiments were cancelled when an Alversian court ruled that the Colback had to return the Racers to their owners, albeit with the launchers still installed.

It was not until the end of the war and with a complete evaluation of the Navy’s performance, that the concept of space fighter design was given serious consideration. Coinciding with the lack of success in boarding tactics against heavily shielded Photenican warships, shuttle space on Alversian ships was given over to holding star fighters. The first Star fighter, the X-1, was notably inferior to its Photenican counterparts and the pilots considerably less experienced but almost immediately, the number of major warships lost to fighter attack dropped dramatically and Captains revelled in the new flexibility that long range fighters gave them. Following the end of the successful second war, the X-1b, an improved model of the original, was put into mass-production and new ships were designed to take greater numbers of fighters.

The size of the unit on board a starship depends on the side of the ship itself but, in general, the NAF operates in sections of 5, using the assumption that four of those five will be available for service at any given time with the fifth either a replacement or a reserve. The leader of the pilots and mechanics on board a starship is the Flight Commander, who acts as a member of the ship’s senior staff and also co-ordinates their craft in combat.

Alversian Naval and Air Force pilots train together before splitting off into their separate branches. The use of procul throughout the NAF means that pilot losses have dropped dramatically and increased the number of experienced and battle-hardened pilots in service, mostly through battles with the Danaversians. Indeed, although their levels of experience were comparable during the first war, since then the gap has widened to the point that NAF pilots can become aces in a single action against Danaversian fighters.
Last edited by Alversia on Sat Feb 21, 2015 9:13 am, edited 13 times in total.
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Postby Alversia » Sun Sep 11, 2011 11:59 am

The Alversian People's Army: Overview
(Known as the People's Army or the APA)

Name: Alversian People's Army
Commander: Field Marshall Jack Carlisle
Headquarters: Cavourna House, Illesia
Founded: 1607
Size:
    120 Tank Armies
    160 Shock Armies
    360 Armies
    80 Droptroop Combat Groups

    730 million Combat Troops
    53 million Drones
    21 million Aircraft
Motto: "Through blood and bravery, we are triumphant"

History:

The first army of the Alversian People's Republic was officially created in the year 1604 to support the new government formed by Trezan Baxtor in the south of Icor, due to differences with the established government of his former lieutenant, Sammi Mathias. It was named the Army of the Alversian People's Provisional Republic and initially commanded by another one of Baxtor's former Lieutenants from the Black Falcons, General Samuel Tate, who was tasked not only with assembling and equipping this new force but suitably preparing it for the inevitable action against the Republican Army assembling further north. This was a daunting operation as, aside from a few units which had defected from the Republican Army on Baxtor's orders, the bulk of the Provisional Army's volunteers were poorly armed, trained and equipped with little in the way of artillery or armour. Worse than this, Tate tried to follow Baxtor's directive of protecting the entire PPR, which meant his forces were spread thing over open ground they were very poorly suited to defend. The Republican offensive came the following year and was utterly devastating. Under heavy pressure, most Provisional units routed and fled deep into their own territory, allowing the Republicans to rapidly conquer most of the PPR, including the important cities of Illesia and Arlowe. Indeed, it was not until they reached the southern most point of the continent that order could be restored and defensive lines rebuilt.

Their forces shattered, the Provisional Army fought a vicious defence for over thirteen months to hold the line while on Sirite, their forces had likewise been driven back, eventually regrouping around the city of Las. It was at this point that Adrian Cavourna defected with his troops over to the Provisional side and took control of the forces on Sirite. Here, he was able to reverse the situation and counter-attack, establishing a credible holding for the PPR on the continent. Seeing his success and recognising that the main Icor campaign needed someone with his skill, Baxtor promoted Cavourna to commander in chief of the Icor front. His first goal was to take the Provisional Army, exhausted and demoralised from the static, back to the wall defence of the Oakhelm – Sienna line and regroup them. Most of the soldiers were volunteers, still poorly armed and trained while desertion was a serious problem and exhaustion rife. He spent six months intensively training the new recruits, rotating units on a regular basis to give new soldiers a taste of battle and to let the more experienced forces retrain, regroup and rearm.

By the beginning of 1607, the Provisional Army was ready to go on the offensive. Cavourna initiated a series of brilliant feints and bluffs to leave the Republican army in confusion before his main attack. The Cavourna Offensive threw the Republicans back in disarray and allowed the Provisionals to retake Arlowe, Venner and Illesia. They were eventually stopped at the border of Sannigran, having overextended their supply lines. Cavourna ordered the troops to dig in and prepare to hold their new takings. This did not last long before General Given, C-in-C of the Republican Army, launched the massive Given Offensive at the start of 1608. Attacking with massive numbers of armour and infantry, the Republicans hoped to cause the same collapse as 1605. The Provisional Army of 1608 was a different animal to the one that had started the war. They were battle-hardened, experienced and, thanks to overrunning many depots in the Cavourna Offensive, as well armed as their counterparts. Despite this, the overwhelming numbers against them and a dangerous flanking manoeuvre forced the Provisional Army into a fighting retreat. After weeks of bitter fighting they lost the city of Venner before finally stopping the Given Offensive at the River Rhen. Although he had lost most of the territory taken, Cavourna had saved the bulk of the Army from destruction.

As the 1609 Battle of Arlowe raged (an average of 20,000 casualties a day) the Army regrouped. The Republicans were unable to cross the Rhen until they had taken Arlowe and so both sides threw troops into it. Cavourna was happy to use it as a block action while he prepared for a counter offensive against the rapidly collapsing Republican Army, a process helped by the 260 elite Black Falcon Commando divisions operating behind enemy lines. In late 1609, the Provisionals counter attacked and their opponents simply collapsed, liberating the almost conquered city of Arlowe. It was at this point, that the Provisional People's Republic became known as the People's Republic and the Army, the People's Army. By the start of 1610, they were just outside the capital Icoras, closing in from two sides after a steady advance from the west. After fierce fighting, the capital fell and the Republic officially surrendered.

Though the war raged on for another nine months, mostly reducing the final few Republican strongholds in northern Sirite, the bulk of the fighting was over. By the time the Civil War ended in 1611; 234 million soldiers had been called up to fight across Icor and Sirite and they had paid a heavy price for victory; 55 million had been had been killed, 83 million wounded and 14 million missing.

The next engagement of the Army came in the form of the Delan War against the natives of Alversia's biggest moon, who felt that they should remain independent while Alversia believed that Dela was a part of Alversia's sovereign territory. The Alversian Army was ordered to invade and take the planet, the first offensive action of a united Alversian Republic. The force that was initially dispatched consisted of 8m troops and was commanded by General Robert Jameson.

At first, the campaign went as expected. The battle-hardened and experienced Alversian troops brushed aside their poorly armed Delan counterparts and approached the capital. Here however, the situation degenerated for the Alversians as former Photenican defences around Mastan proving more extensive than first thought. The invasion quickly stalled and turned into a long, protracted siege. The Alversians lacked both the required armour and artillery to break the siege and so were forced to engage in frontal offensives with infantry which produced few results and suffered very heavy casualties. The numbers of Alversian troops grew until eventually the Army reached 40m of which 25m were engaged in the siege of Mastan against around 12m defenders.

The rest of the planet fell quickly under Alversian control, the People's Army proving too strong for the Delan militias they encountered. Guerilla campaigns were quickly defeated. Despite these successes, the capital continued to stubbornly hold out. Conditions within the city were terrible but, for three full years, they suffered a blockade from Alversian vessels and constant bombardments from Alversian artillery batteries.

In 1621, the scope of the war widened as the Silarians joined the war on the side of the Delans. The Silarian navy quickly broke the Alversian blockade over Mastan and landed supplies and reinforcements. The 3m amphibious troops were well equipped compared to the Delans but inexperienced and poorly trained for surface warfare, most of their planet consisting of ocean. Regardless of this, their presence freed up Delan troops who, starving and outnumbered, were thrown into a concentrated offensive against Alversian positions around the village of Oakhelm.

The attack catches Jameson off guard and his forces are driven back from the capital, breaking the four year siege. The defeat is a humiliation for the Army and James is swiftly replaced by General Ryan Steele, a former Republican commander from the Civil War. He quickly consolidated the Alversian position and halted the already faltering Delan offensive. A rapidly organised counter-attack overwhelms the Delans and drives them back, beyond their defensive positions and into the city itself, the alliance no longer having the strength to resist the Alversian tide. Dela surrenders just days later, less than three weeks after the beginning of their offensive after suffering 6m military deaths and many more through disease and malnutrition. The Alversians lost over 9m killed in the battles on Dela while the Silarians dead reached 500,000. Silaria surrendered before a ground campaign against them could be launched but it was APA units who occupied the floating cities that dot the planet's landscape although their impact on the underwater world was minimal at best.

The Army only had to wait until 1640 for it's next offensive action against the Photenicans in the Second Alvo-Photenican War, the first involving no ground combat. The Alversian Army here proved itself to be much more capable than in the Alversian Systems War, easily grinding down and capturing the static defences that formed the bulk of Imperial defences. Photenican troop numbers were rarely encountered however as the Army mostly faced locally organised militias. The war ended with a resounding victory for the Alversians.

By the midway point of the century however, the confidence in the Alversian Republic is quickly waning. The public opinion within the Army is that the government has weakened considerably and many believe that it is being manipulated, deployed as a deterrent against the riots sweeping the country, with units being deployed in their local areas to contain friends and family. Desertion is rife and mutinies become alarmingly common, particularly on Alversia. This action culminates in the Saneesh Mutiny of 1666 when an entire Regiment eject their commanding officers from their barracks and take control. Loyal government units react quickly to place the barracks under siege but the action drags out, weakening the government's position. The garrison surrenders after two weeks when their supplies run out. Too late, the government reacts, trialling 2,000 men for mutiny. All are convicted and executed. The move outrages the Army Commanders who, in a meeting which becomes known as the 'Hurst-Delaney meeting' Commander in Chief Hurst privately informs Prime Minister Delaney that he cannot guarantee the Army's loyalty.

This apathy is demonstrated during the Silarian Civil Rights movement which the Army refuses to move against. Without their primary defence, the Alversian government is eventually forced to agree to the protester's demands, after the political system is torn by four consecutive votes of no confidence. The Army's leaders are replaced but this does not stabilise the situation. Indeed, in protest to the stance, the new Prime Minister, Michael Carter, is assassinated by an Army sniper, Private Patrick Cole taking advantage of his sharpshooter duty to shoot him through the heart in 1705 while giving a speech in Illesia. The action provokes outrage throughout the Republic and even the Army chiefs quickly distance themselves from the act. Cole takes his own life two days later after being cornered by Police units.

The tension continues for the rest of the decade until the emergence of the SASM in 1710. For the first time in nearly a century, the Army is required to defend the Republic against an external threat and finds itself badly wanting. Military units on the outer colonies are quickly overwhelmed by Bioroid attacks, suffering 100% casualties in most cases and unable to prevent their worlds falling to the SASM threat. Following these devastating defeats, the government fears that the already torn Army will simply collapse.

However, to the surprise of the government and, indeed, the population as a whole, the resolve of the Army actually stiffens following these heavy casualties. Acts of heroism are reported all over the Republic as units stand their ground and sacrifice themselves to allow the evacuation of civilians on a dozen colonies. Entire units are destroyed but their stories strengthens the determination of the entire Republic. The formation of 'People's Brigades' occurs all over the Republic, with huge numbers of volunteers bolstering the Army's numbers. The emergence of new technology eventually leads, in 1713, to the successful defence of Aretia, in which the Army finally manages to repel a SASM land assault, albeit at a heavy price. A counter-attack two days later destroys the SASM presence on the ground, marking the first Alversian victory against the SASM threat. Two days later, Marshall Smith annihilates the SASM fleet in space and the SASM war ends. The manner in which the Army and population have rallied together to defeat the SASM heals many wounds suffered by both sides.

In 1770 however, the Alversian government decided that it was time to bring the continent of Carv into the Republic as it had been independent in the 170 years or so since the liberation of the planet. The reptiles had become increasingly aggressive over the past century, attacking Alversian settlements and outposts on their continent, established decades earlier with Carvon permission. This culminated in the Tai Li massacre in which forty Alversian workers and their families were killed by Carvon warriors. Outraged, the Alversian Army mobilised and dispatched a force 2m strong to take the continent. It was believed the operation would take two months to complete.

This, however, turned out to be a tremendously optimistic estimate as the Carvon proved much more difficult to defeat than first anticipated. The Carvon were normally separated into disparate and warring tribes, armed with weapons that were at least 170 years old and unable to combat the massive Alversian advantage in terms of aircraft and tanks. Despite these advantages, the Carvon warriors offered stubborn resistance, conducting hit and run campaigns in their rocky and mountainous homeland, ambushing and destroying entire Alversian units on multiple occasions. The war turned into a long slog as People’s Army troops were forced to clear every rocky outcrop and hill range virtually by hand. Even here, the Carvon inflicted heavy losses.

Final victory did not come until 1777 when General Nielson took command of the Alversian Army on Carvon, which now totalled over 12m troops facing less than a quarter that number of Carvon. Nielson reorganised the Army fighting the Carvon general Nisilmax, who had already destroyed an entire corps and who now commanded the bulk of all reptilian forces. His two biggest revelations were the creation of the Droptroop Corps; Infantry specially trained for airborne assault and the changed emphasis from large, foot-based Infantry Divisions to smaller, more flexible Mechanised and Armoured Divisions with Infantry units in support. These changes, plus a more co-ordinated role with the Air Force, soon led to the Battle of Hilario Pass, in which the Droptroops made their debut, saw Nisilmax’s army all but destroyed and the war won. The Carvon were formally annexed into the Alversian Republic two days later.

This was to be the last major Alversian action for nearly two hundred years until the launching of the first Danaversian War. Following the destruction of the Ascension and the declaration of war between the two nations, Alversian military forces were mobilised and deployed to Gerral to face the Danaversian Army for the first time. It was not a sparkling debut as Alversian forces, inexperienced and outnumbered, struggled to break through stubborn Danaversian resistance. It took skilled tactical manoeuvring from General Rob Hurst, commander of the force, to finally eject the Danaversians from the planet. Following the peace treaty at the end of the war, Gerral became an Alversian planet and the Army underwent a major overhaul, its equipment being updated and improved using lessons from battles with the Danaversians.

The second Danaversian war came twenty years after the first, giving the Alversian Army ample time to prepare for the inevitable renewal of conflict. The Imperial Shoals broke through the DMZ defences and launched an invasion of Gerral, now a thriving Alversian colony. Heavily fortified in preparation for this attack, Gerralian resistance was fierce; both from the garrison and the local militia. The Danaversians made little progress on the ground and when General Rob Hurst, who was now commander of the Gerral garrison, smashed the flank of the Fascist attack, they were forced to retreat. Although the damage done had been significant and casualties heavy, the Army had performed infinitely better than in the first war, now clearly outmatching their Amphibious rivals. A key part of the defences were the Silarian and Carvon Divisions.

Fortunately, the DMZ defences were repaired and strengthened, meaning that Imperial forces did not actually set foot on Alversian soil for another two centuries.

Seven wars later, the Danaversians finally managed to land on the colony world of Eresi in 2308. The planet had a population of just 10,000 and a garrison of less than 500 troops but it was estimated they were attacked by upwards of half a million Danaversians. Reacting quickly, a response force was hurriedly assembled and rushed to the theatre, landing just five days after the Danaversians. Although the situation was not ideal (most of the units had left their non-essential equipment behind in the rush to deploy) the Alversian troops fought fiercely and decisively broke the Danaversians at the Battle of Milito, killing almost the entire force in a fierce bayonet charge. The entire campaign lasted less than two weeks. Despite the war dragging out for another two years, the decisive reaction from the Army had ensured that no Alversian colony fell and the casualties were minimal.

The 10th and 11th Wars passed off with minimal Army involvement, including minor skirmishes on several outer colonies; indeed, it was not until the 12th War in 2384, that the next major ground campaign would be launched. Less than a month into the war, massive Danaversian forces landed on the colony world of Aridia, completely catching the Alversians off-guard. Flat footed, an expedition was quickly mobilised to reinforce the Aridian garrison. At first, the campaign seemed to be moving smoothly, with Alversian units making steady if unspectacular progress against the Imperial forces. Two months after the invasion however, Imperial troops launched a counter attack in far larger numbers than had been anticipated. The Alversian Army was thrown back to the city of Honour, where a brilliant and heroic 6 day defence by the 32nd Corps allowed the bulk of the Army to be evacuated across the ocean to a continent untouched by the Danaversians. This early campaign is also marked by the siege of Tamas, in which a green Battalion of 3rd Regiment, High Illesian Rifles, managed to hold an old Photenican mountain fort against Danaversians ten times their number for several weeks with air drops their only supplies. The unit eventually suffered 85% casualties before it was relieved by the Alversian counter-attack.

Indeed, the Alversian Army on Aridia was reinforced with several units, including a Guard’s Corps, before it counter-attacked the Danaversian controlled continent, launching landings from both sea and air, it quickly retook the ground lost in the Danaversian offensive three weeks earlier. The offensive gained momentum until eventually the Imperial forces were surrounded. Refusing to surrender, they were pounded for three days and nights by artillery and air until none remained. The campaign, although it included several defeats, was counted as a success both for the heroism displayed by Alversian troops in the battle of Honour and Siege of Tamas.

Three years later, the Alversians were at war again, this time against a new enemy. The Korr War started when Alversian troops were deployed to the Xiscapian Empire to reinforce their exhausted troops and to bolster the line against Korr attacks. The Alversians, having fought no one but the Danaversians for nearly five hundred years, excelled against the Supremacy troops and distinguished themselves in the moon-hoping battles against the Korr around Jomstar. In particular, Herman Jacobi, who led the force, utilised the Droptroop corps and mechanised units to overwhelm powerful fortresses and strong garrisons. He eventually led the offensive on Korr itself, in which the Alversians suffered heavy losses in close quarters street fighting. When the war ended, the Alversians withdrew.

In 2395, the SASM returned and began a second campaign against the Alversian Republic. As before, the Alversian Army was poorly prepared to meet this expected threat and very losses were encountered as entire worlds fell to the Bioroid threat. Indeed, the Alversian Republic was spared only through Naval campaigns as the Alversian Army this time proved incapable of matching the threat of the Bioroids. Despite this, the destruction of the SASM once again left the Army bloodied but unbowed.

A year later, in 2396, the Connolly Rebellion began, involving an Alversian force calling itself the Alversian Republican Army, after the force from the Civil War. Although threatening much, the only major land battle of the ground campaign proved to be massively one sided; with the Rebels proving no match for the heavily armed Alversian troops. Indeed, the only serious losses were inflicted on the 2nd Battalion, Pierce Rifles as they advanced on the Rebel headquarters, elite Kitsune troops ambushing and inflicting heavy losses before eventually being overwhelmed and killed.

At the turn of the new century, the Alversians faced yet another new enemy in the form of the Greali Empire. Although ground action between the Republic and Empire was limited, the Alversians did manage to land on the planet of Miller, where Alversian forces proved to be superior. The planet was secured with minimal resistance.

Just after Miller had been secured, the Alversian Republic was formally invited to send troops to the planet of Macronia, to aid an alliance of city states there that were struggling against bandits to the north of their planet. The Alversians dutifully deployed troops there and dispatched a diplomat to negotiate with the northern kingdoms. Rather than persuade them, however, the Ambassador took over control of the bandits and united them under his banner, creating a powerful army to threaten the planetary Alliance. The Alversian Army on the surface, bound by the politics of the nation they used as a base (due to fierce sandstorms which crippled most machinery, the Alversians were forced to centre their headquarters around ‘sky funnels’ in the desert). The Army fought major battles against the Bandits, defeating them in pitched battles around the village of Kaffur and aiding the Alliance Armies in the final battle, during which the rogue Ambassador was killed and the war ended. The Alversian Army withdrew from the planet shortly after, although they continued to provide military assistance to the fledgling Federation Army, most of which they had trained anyway.

In 2402, the 13th and Final Danaversian war was launched. The first ground engagement of the war for the Alversians was a defeat, as the Army was forced to evacuate the planet of Miller. As with Honour two decades ago, the rearguard action was brilliantly carried out by Kitsune Regiments of the Alversian Army and by the Xis-Setulan Joint Division, ensuring that the Army was evacuated virtually untouched from Miller.

The next land campaign was on the planet of Ferra, a recently declared Danaversian ally. The campaign here consisted almost entirely of a rapid Coalition advance, with Alversians providing the bulk of the troops. The only serious losses were occurred during the battles in the Southern mountains against Danaversian troops and when attempting to force a river crossing in the centre of the line. Aside from these, the Alversian Army suffered minimal casualties during the campaign. The war also brought Alversian troops across the Danaversian and Boolean nations, although heavier losses were suffered here in the face of suicidal Fascist resistance and extensive defences. At the end of the war in 2406 however, the Alversian Republic had secured half a dozen Ternion planets, ranging from Ferran to Danaversian.
Last edited by Alversia on Sun Oct 09, 2016 11:07 am, edited 5 times in total.
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Postby Alversia » Sun Sep 11, 2011 12:00 pm

Ranks

Army and Droptroops
Field Marshall
General
Major General
Lieutenant General
Major
Captain
Lieutenant
Regimental Sergeant Major
Sergeant
Private First Class
Private

Black Falcons
Falcon Commander
Falcon Major
Falcon Leader
Falconeer
Last edited by Alversia on Thu Jan 31, 2013 5:38 pm, edited 11 times in total.
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Postby Alversia » Sun Sep 11, 2011 12:01 pm

Structure

By the end of the Great Danaversian War in 2406, the Alversian People’s Army was the largest it had ever been with over 5 billion troops deployed across all theatres. Following the successful conclusion of the conflict the Army demobilised back to the smaller professional force retained in peacetime. In light of the instability in the Home Galaxy following the end of the war as well as increased commitments in the Milky Way Galaxy, the Senate approved an increase in the regular army’s size for the first time in nearly forty years. The army was increased by 50% from around 500 million to nearly 750 million active troops and the size of reserves increased from 2 billion to 2.5 billion, aided greatly by the large numbers of veterans available following the Great Danaversian War.

The People’s Army is currently divided into Field Armies of three types, each envisioned with a specific strategic role during campaigns but with sufficient tactical flexibility to fulfil any the duties of the others as required:

Tank Army – Intended to perform battlefield breakout, deep penetration, encircling moves.
Shock Army – Forces marked to spearhead offensive actions against established defences with the intention of creating openings for following forces to exploit.
Army - An even mix of armoured and mechanised forces able to perform any role on the battlefield.

Of the current regular peacetime force consists of 120 Tank Armies and 160 Shock Armies. There are an additional 360 Field Armies of no fixed designation.

Each Army consists of 5 Corps, with each Corps in turn consisting of 4 Combat Groups of 4 Divisions each.

A Droptroop Combat Group is made up of 4 Wings, with each Wing consisting of 4 Droptroop Divisions.

Rifle Division Table of Equipment

Total Equipment
    Combat Troops: 15,400
    Artillery: 1,060
    AFVs: 4,412
    Drones: 1,068
    Aircraft: 400

As with all divisions in the Alversian Army, Rifle Divisions are entirely mechanised, consisting of four Brigades; three Rifle Brigades and an Aerial Brigade as well as an independent Reconnaissance Company equipped with Maxellians. Each Rifle Brigade consists of a Brigade HQ, a Maxellian-equipped Reconnaissance Company, an Armoured Battalion, two Rifle Battalions, an Engineering Battalion and an Artillery Regiment. The Aerial Brigade has one Aerial Attack Battalion flying mainly Hawker gunships and two Aerial Support Battalions which fly a combination of Tusker Attack and Transport varients. Each of the Brigades is capable of functioning independently of the others.

Image

Tank Division Table of Equipment

Total Equipment
    Combat Troops: 11,632
    Artillery: 880
    AFVs: 4,574
    Drones: 852
    Aircraft: 400

Tank Divisions are laid out in a similar fashion to Rifle Divisions, composed of three semi-independent Tank Brigades and an Aerial Brigade along with a Maxellian-armed Reconnaissance Company attached to the Division HQ. Each Tank Brigade has a Brigade HQ, a similar Recon Company, a Rifle Battalion, two Tank Battalions, an Engineering Battalion and an Armoured Artillery Regiment. The Aerial Brigade is identical to that of the Rifle Division; an Attack Battalion mainly flying Hawker Gunships and two Support Battalions flying Tusker Attack and Transport variants for battlefield support and evacuation.

Image

Droptroop Division Table of Equipment

Total Equipment
    Combat Troops: 11,556
    Artillery: 1,124
    AFVs: 2,626
    Drones: 1,124
    Aircraft: 400

The Droptroop Division follows the same general template as all Alversian formations but takes into account that Droptroops are high impact/rapid insertion forces that cannot wait for heavier assets to be deployed via traditional means. It has a Light Reconnaissance Company attached to the Division HQ (Equipped with Ayers rather than Maxellians), three Droptroop Brigades and an Aerial Brigade. The Aerial Brigade is composed in the same manner as the other Divisions; one Attack Battalion of Hawkers and two Support Battalions mainly of Tuskers but with some Hawkers attached. Each Droptroop Brigade has a Brigade HQ, a Light Recon Company (same as that at Division level), three Droptroop Rifle Battalions, a Light Engineering Battalion (with the Maxellians and Wolfe Engineering Models replaced with Ayers) and a Light Artillery Regiment.

Image
Last edited by Alversia on Sun Oct 09, 2016 2:13 pm, edited 41 times in total.
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Postby Alversia » Sun Sep 11, 2011 12:01 pm

Weapons and Technology

Battle Rifle Republican model 2385/mark 4

Image

Type: Battle Rifle
In Service: 2385 - Present
Country of Origin: Alversian People's Republic
Manufacturer: Republican Arms
Variants:
    BRRc M.85/4: - Carbine Version that is used by the Armoured and Mechanised Infantry. It is a more compact design that offers virtually the same combat performance as the standard battle rifle with only accuracy affected.
    BRRcm M.85/4: - Marine Carbine version, operated by the Marine Corps aboard the fleet. This weapon is shorter again than the BRRc with hampered accuracy again. This version also features a light as standard for ship combat and does not contain Setting 3.
    BRRt M.85/4: - Training model, significantly less powerful rifle that can be operated safely by cadets. It sports the same features as the standard model.
    BRR M.85/4: - Standard model
Users:
    Alversian People's Republic
    Mysan Royal Army (Incumbent)
    Macronian Federal Army
    Ferran Sovereign Army
    Escan Militias
Wars:
    12th Danaversian War
    Ferran Intervention
    Korr War
    Calaveran War
    AIW War
    SASM War
    False Rebellion
    Greali/Xis/Alvo War
    Macronian Unification War
    Macronian Civil War
    13th Danaversian War
Weight: 8lbs unloaded
Length: 32 inches
Operation Type: Particle round.
Projectile Type: Calidum Gas Projectile
Rate of Fire:
    Setting One: 70 bolts minute
    Setting Two: 900 bolts minute
    Setting Three: 10 bolts minute
Effective Range: 2,000m (point target) 2,800m (area target)

The idea for the BRR model 2385 was first discussed in 2374 following the end of the 11th Danaversian War. Throughout the conflict troops had criticised the performance of the BRC m19, the rifle then in service which was, by the start of the conflict, over 60 years old. Infantry complained that the weapon was heavy, complex, cumbersome, tended to overheat when fired on automatic for long periods and incapable of delivering a killing blow to Danaversians beyond ranges of 500 metres. With these complaints in mind, the Army Research Department (ARD) put forward a specification for a weapon that was light and relatively simple to operate in the field, a weapon that was both accurate and powerful enough to kill a Danaversian at ranges of over 700 metres and was capable of a high rate of continuous fire without suffering a loss of performance.

Several companies responded with weapons designs, including Cobalt Arms and Ilveri Arms the later of which was a government subsidised company. Republican Arms was also due to submit a design but their entry did not meet the requirements laid down by the specification. While this design was scrapped, chief designer Joe Madley spent the next full three days and nights straight creating a new design that could be submitted in place. Despite his best efforts however, the design was not submitted before the deadline and the Ilveri Arms model was the one chosen to proceed. Convinced of his design's superiority to the selected model, Madley persisted in attempting to get his weapon approved by the ARD. Despite rejection, Madley had a mock up constructed which he then presented to Generals and troops in the capital's garrison. Impressed with the mock up, these Generals then lobbied for the design to be adopted. Fortunately, this lobbying came just days after the Ilveri Arms prototypes were critically panned by troops for being unreliable and complex. The Republican Arms model was then selected over the Ilveri Arms prototype and, following successful trials, was brought into service in 2385 as the BRR model 2385/mark 1.

The weapon uses a gas known as Calidum that is stored as a liquid in the magazine. When firing, the liquid is drawn up into the chamber via a vacuum where it is converted into energy particles. These particles are then launched down the barrel. A key advantage of using Calidum as a projectile is that, while in liquid state, it is both safe to handle and comparatively very light, allowing a larger amount to be stored in a magazine without risking the operator or encumbering him with heavy magazines. The energy projectile when formed however, is incredibly powerful and capable of penetrating through most types of armour even on automatic from a range of 1,000 metres or less. Beyond this range, shots will still penetrate but may not have the power to definitely kill the opponent. The Calidum bolt also emits high levels of radiation and a faint electromagnetic pulse as a result of the compression process, as a result even a non-fatal hit is capable of causing malfunctions in the armour of the target or causing death via radiation poisoning.

The weapon is also equipped with a simple gyroscope built in, along with a streamlined design and careful weight distribution ensure that the weapon is very stable to fire, even on fully automatic mode. Even without standard military powered armour, it is possible to keep the gun accurate at long range on fully automatic mode. The lack of moving parts in the firing mechanism also make it easy to clean and maintain when in the field while a high build quality ensures that the weapon is reliable in service. Even if the chamber is coated with mud or sand it will not overly affect the performance of the BRR, although firing under such conditions will wear down the barrel so regular cleaning is advised.

The weapon comes with three firing modes as standard and a stun mode. The BRR m85/4 can switch between modes by using a switch on the side of the weapon which can be flicked by the thumb, allowing the user to easily change between modes without compromising their grip on their weapon.

The first mode is the standard semi-automatic mode, which draws up a higher quantity of Calidum from the magazine which turn creates a larger, more potent round. This is the default setting for Alversian Infantry, who prefer the killing power of this round over longer combat ranges. The second setting is automatic, in which the size of the round is sacrificed for the sake of speed. Individual bolts in this setting will not have the same stopping power as semi-auto bolts but this is compensated for by the higher quantity of ammunition. With the automatic round being 25% smaller than the semi-automatic round, this makes it more susceptable to buffering from gravity and atmosphere. This makes it more inaccurate at ranges beyond 750 metres. The final mode is known officially as TCD (Total Cell Discharge) but unofficially as Setting 3, created following the SASM war and intended for use to punch through heavily armoured targets. This mode empties the entire cell of ammunition in a single powerful shot. Designed as a counter to the powerful and heavily armoured SASM, Setting 3 pushes the BRR to it's limits and thus is not recommended unless absolutely necessary. The shot is distinguishabe by the large quantities of vapour which are generated with each shot, which is actually escaped energy from the powerful projectile. This round is exceptionally powerful, capable not only of penetrating armour at ranges of 500m or less but also of penetrating through multiple layers of armour and shattering shields on multiple targets with ease.

The amount of ammunition stored in a magazine is heavily dependent on the setting in which the weapon is used. If used solely in semi-automatic mode then the mazagine will store 70 bolts of ammunition. If it is used solely in automatic mode then the magazine has 45 bolts of ammunition. If used in Setting three however, the magazine has a single shot only. The weapon features an auto-eject system which automatically ejects the clip when it is empty. There is also a much larger drum magazine available which holds 200/150/2 shots respectively.

The BRR m85/4 features a number of ancilliary attachments that can be slotted underneath the barrel of the gun to provide additional support. These include:

Grenade Launcher: Fires high powered 1.5lb explosive that explodes on impact.
Shotgun: Fires a hollow case that is filled with buckshot that shreds immediately upon leaving the barrel.
Flamethrower: Fires burning liquid that is stored in tank underneath weapon. Rarely used.
Sensor Suite: A powerful but compact sensor suite that links in with the user's helmet display and onboard sensor suit to provide more specialised information then is normally available. This is rarely used outside the Light Company of a Battalion.
Bayonet: A 15inch vibroblade that is capable of cutting and slicing with ease through any armour type. This is the standard attachment for most BRR m85/4s.

It should be noted that when an accessory is attached to the gun, the weapon automatically readjusts it's own weight distribution to compensate for the extra weight on the front half of the rifle. This is achieved by the on board computer registering the weight of the attachment and adjusting the internal gyroscrope to compensate.

When aiming the weapon, there is an automatic connection made between the rifle's aiming system and the HUD display within the helmet of the soldier. This HUD also displays weapon status such as the amount of bolts remaining in the magazine, the setting in which the gun is currently in and any problems with the gun or any attachments. If the link has been disabled or otherwise unavailable, there are manual sights than can be used in lieu of the helmet system.


Ilveri Metford model 2398/mark 2

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Type: Sniper Rifle
In Service: 2398 - Present
Country of Origin: Alversian People's Republic
Manufacturer: Ilveri Arms
Variants:
    Metford Stryker M.98/2: - Counter-sniper version, intended for use in targeting other snipers or sharpshooters. Has a more sophisticated sensor suite to locate other snipers and suppressor systems which enable the user to remain virtually undetected on the battlefield.
    Metford M.98/2: – Standard model.
Users:
    Alversian People's Republic
Wars:
    Greali/Xis/Alvo War
    13th Danaversian War
Weight: 7lbs unloaded
Length: 34 inches
Operation Type: railgun
Projectile Type: Calidum Gas Projectile
Rate of Fire: 30 bolts minute
Effective Range: 15km

The Metford is a high powered Alversian Sniper rifle designed during the late 2390's. It had been in development for some time before this, as the Army Research Department (ARD) had specified that it wished to replace it's current sniper rifle in service with a new model capable of killing any forseeable opposition with a single shot. The Metford Office of Ilveri Arms took on the contract and began protracted research into the concept of a powerful rifle capable of using the same Calidum magazines as the BRR m85 rifle that was then standard issue in the Alversian Army. Even with a Republican Arms team on board however, the research and design process was fraught with setbacks, complications and difficulties, not helped when lead designer Lee McAteer was killed fighting the SASM in 2395. The main problem was that, while the velocity and range of the battle rifle were more than adeqate, the new sniper rifle design was intended for use at ranges almost double those of the BRR and thus, the difficult was found in attaining the correct velocity and range while also ensuring the round still had the ability to kill on impact.

Despite the obstacles, by 2397 the Metford rifle was ready to be trialled by frontline troops who would evaluate its performance against the sniper rifle then in service. The rifle was unanimously favoured over its predecessor and was put into production in 2398 as the Metford m2398/mark 2.

To simplify combat logistics, the Metford uses the same standard magazine as the BRR battle rifle. The amount of Calidum drawn into the barrel is marginally more than the standard semi-automatic shot however which creates a more powerful and stable shot, giving the Metford a far longer range and more lethal shot than the standard BRR. The rifle can only be fired in semi-automatic mode. The larger round also means that the Metford is only capable of 30 shots per magazine as opposed to the 70+ of the BRR. The result is capable of shattering shields and carving through armour with a single shot however, giving the Metford formidable stopping power. The advantage of using Calidum is also evident with the same side effects as the BRR, namely EMP and radiation emissions. A larger bolt also makes these more potent than the battle rifle. The clip will automatically eject when emptied.

The Metford is also equipped with an extensive gyroscope system which keeps the rifle perfectly level in any situation and gives the Sharpshooter the best chance of hitting the target. It is made from a Tritilanium alloy which makes the weapon both strong and light while the stock is adjustable so that each soldier can adjust it accordingly depending on their own preferences. The Metford also comes with a bi-pod which allows the sharpshooter to fire the rifle from prone without compromising accuracy.

The Metford scope offers 14x optical zoom and a direct uplink to the HUD of the sharpshooter and offers an infra-red and life sign filters for the user. The Metford utilises a small sensor suit to identify friends and foes on the battlefield and present the user with a series of available targets with their listing according to battlefield threat. To further assist the user, the weapon is able to triangulate the position of the target and then portray on the HUD where the sharpshooter has to aim in order to guarantee a hit. This option, which can be turned off, is invaluable when attempting to hit moving targets -a notoriously difficult proposition in battle although more experienced soldiers will switch off this feature to minimise their sensor footprint on the battlefield.

To avoid drawing attention during battle, the Metford rifle is also equipped with the option to 'dampen' the energy output of the weapon when it is fired. When active, the dampener pack draws in the heat and stores it in a sink in the stock while a suppressor quietens any noise made. This sink must be ejected after just four shots however, or else the user risks damaging the rifle and the artificial flow of energy does decrease the performance of the weapon, making it unpopular in the field. The Metford can also be equipped with a bayonet for close quarters action if required. The weapon also has a stun setting.


Cobalt Squad Automatic Rifle Model 2404/1

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Type: Squad Automatic Weapon
In Service: 2404 - Present
Country of Origin: Alversian People's Republic
Manufacturer: Cobalt Arms
Variants:
    CSAR m04/1: Standard issue weapon
Users:
    Alversian People's Republic
    Macronian Federal Army
Wars:
    13th Danaversian War
Weight: 12lbs unloaded
Length: 38 inches
Projectile Type: Calidum Gas Projectile
Rate of Fire:
    Setting One: 200 rounds minute
    Setting Two: 2,200 rounds minute
Effective Range: 1,500m (point target) 2,900m (area target)

The CSAR was designed in the early 25th century to replace the ageing Republican Automatic Support Weapon (RASW) that had been in service for twenty years and was reaching the end of it's service life. Operational experience during the early stages of the Danaversian war confirmed that the weapon, which utilised solid projectiles, was difficult to operate and presented an additional logistical burden in combat theatres due to the different ammunition type. With this feedback in mind, the Army Research Department requested a new weapon that would be Calidum operated and capable of using the same magazines as those already used in the BRR and Metford rifles. Due to the fact that the nation was at war, the deadline for submissions was brutally short and many companies were not able to provide a design in time. Cobalt Arms had been clandestinely developing a weapon similar to the specification, their chief designer Patrick Earls having seen the need for a new weapon and predicting correctly that the Army would notice it's shortcomings soon, and it took only a little effort to modify it to fulfil the specification requirements. The weapon was accepted and put into production within two months.

The weapon was tested in action during the Miller campaign where it feel victim to numerous faults that were a result of its rapid progression from design to production. Soldiers felt that it was unbalanced, poorly finished and the energy chamber was prone to leakages. These weapons were withdrawn from service immediately after the campaign and modifications made to the design. The gyroscope from the BRR was replaced with a new and more robust design while the overall production quality was increased and a new chamber design implemented. The new weapon was reissued and used in large numbers during the Ferran Campaign. Here it earned much more favourable reviews from troops and was then issued to all units for the later campaigns of the war. It was also purchased in large numbers by the Macronian Federal Army and used in their campaign against the Danaversians and against the Dromintine where the weapon proved hugely superior to the old Dromintine RASWs in service.

The key advantage of the CSAR is that it uses the same Calidum ammunition and firing mechanism as the BRR and Metford rifles, making it a particle weapon. The round is exceptionally potent, more so than the BRR round as it draws a larger round than the battle rifle. This larger bolt is much more powerful, capable of penetrating infantry armour from virtually any range and is effective against light vehicles. The side effects of radiation and EMP are also much more noticeable thanks to the increased amount of Calidum used in each shot. Logistically, the advantages were also clear, with the CSAR magazines being interchangeable with those of the BRR and Metford and the magazines of all three weapons are compatible with each other. The CSAR usually utilises a drum magazine holding enough for 200 bolts on fully automatic mode.

The CSAR utilises two modes of firing which can be changed by a small switch on the side of the weapon. The first mode is a burst mode, which fires four bolts at a time. This uses a large bolt than the fully automatic mode and allows for more accurate long range firing without compromising the weapon's potency. The second mode is fully automatic, which uses smaller rounds and is therefore less effective than the burst mode but compensates for this with a high rate of fire. The smaller bolts are also more prone to buffering from gravity and atmosphere, allowing for a larger spread. Overall, the CSAR is an exceptionally powerful weapon capable of penetrating all virtually any form of infantry armour from almost any range.

The weapon possesses a gyroscope to maintain stability, allowing the weapon to be fired from the hip by a user if required by a Soldier. A HUD linkup ensures that even when firing from the hip, the weapon can be accurately aimed. The CSAR comes with a bi-pod as standard and can be fitted with a tripod to ensure weapon accuracy even when firing prone. The weapon can be operated by one Soldier or two if required.


Niler-6 mark 2

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Type: Heavy Machine Gun
In Service: 2362 - Present
Country of Origin: Alversian People's Republic
Manufacturer: Ilveri Arms
Variants:
    Niler-6: - Standard weapon.
    Niler-6v: - model of the weapon used for mounting on vehicles. It is a lighter and more compact design that can be mounted by a main undercarriage rather than a bi-pod. It also has a more powerful gyroscope to maintain accuracy on the move. The stock and trigger are replaced by a handle and button for ease of use
    Nilar-6c: - A co-axial variant of the weapon intended for use in armoured vehicles and select aircraft. The Nilar-6c is considerably shorter than the standard model with a different feed system to ease its use in a cramped interior of AFVs and IFVs. It is also arranged in the same manner as the 6v.
Users:
    Alversian People's Republic
    Mysan Royal Army (disbanded)
    Macronian Federal Army
    Ferran Sovereign Army (disbanded)
    Aluminan Defence Forces (disbanded)
    Escan Militias (disbanded)
Wars:
    Alumi-Imperial Conflict
    11th Danaversian War
    12th Danaversian War
    Ferran Intervention
    Korr War
    AIW War
    SASM War
    False Rebellion
    Greali/Xis/Alvo War
    Macronian Unification War
    Macronian Civil War
    13th Danaversian War
Weight: 18lbs unloaded
Length: 42 inches
Operation Type: Railgun
Projectile Type: 45mmx200mm Gyrojet round.
Rate of Fire: 4,500 rounds per minute.
Effective Range: 8km

Ilveri Arms began development of the weapon that would become the Nilar in the early 2350's. Realising that the current weapon of choice for the Alversian Army would soon be obsolete and outmatched by advanced in Danaversian armour, Ilveri Arms designer Hugo Vessal began to design a weapon that would be able to penetrate any thickness of Danaversian armour then in active service or could be in active service within the next ten years. A renowned perfectionist, Vessal designed the weapon in his spare time around other projects, taking a little over five years before he finally presented a complete blueprint to Chief of Design Danny Ross. Ross was impressed and gave his approval for several prototypes to be constructed for demonstration to the Army Research Department.

At the trials, the weapon recieved mixed reviews both from the soldiers testing it and the Generals watching. They felt that the weapon, although an excellent and very effecient design, was actually -too- powerful, making it difficult to keep on target while it's large size made it cumbersome and impractical. Ross and Vessal did not give up on the design however, following rejection from the ARD, Vessal took it back to the drawing board and virtually redesigned the entire weapon. He added a new gyroscope and strengthened the privot to increase accuracy, improved the design of the tripod and added better sights. This, combined with more effecient construction methods, led to a smaller weapon that still packed a massive punch. With the ARD still uninterested in the design, Ross and Vessal went directly to Company Chairman Gary Chambers. Chambers had a reputation as a maverick and he liked the weapon, so much so that he ordered a limited amount to be produced secretly and offered instead to an Alversian Ally. The Aluminan Defence Forces took delivery of several hundred in 2360.

In combat during the 10th Danaversian War, the Nilar, the name given to the weapon by the Alumina, proved a revelation. The performance compared to the Alversian Army counterpart was so superior that Alversian troops often preferred to set up defensive strongpoints around Aluminan positions rather than vice versa. The ARD moved quicky to adopt the weapon and it came into service in 2362 as the Nilar-6.

The Nilar uses a combination of railgun delivery system and gyroject rounds to create a heavy and powerful projectile delivered at high speed. The gyrojet section makes up 60% of the round's length while the tip can be either a solid projectile, high explosive or radioative rounds depending on the target. The size of the round, in combination with the power from the railgun system made the Nilar-6 the most powerful weapon in the Alversian arsenal, capable not only of penetrating infantry but also medium armoured vehicles within a certain range.

The Nilar is constructed from Tritilanium from Alversia, making it light and durable. Despite it's size, it can be transported and carried into battle by a mere two soldiers. It is set on a tripod for firing but can also be used from a bipod when necessary. The weapon is belt-fed and utilises two boxes of ammunition at a time. When one is emptied, the weapon will automatically switch to the other, allowing the second Soldier to replace the empty box with a full one. The Nilar can also be set to operate remotely using a special interface in the Gunner's helmet, allowing the weapon to be used without exposing the soldier.


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Type: Automatic Combat Shotgun
In Service: 2396 - Present
Country of Origin: Alversian People's Republic
Manufacturer: Republican Arms
Variants:
    Boar-9: - Standard model
    Boar-9M: - Marine equivalent, it is a lighter weapon and comes with the light attachment as standard.
    Boar-9V: - Close defensive model used by tankers and vehicle crews in the battlefield. It is shorter than the standard model, enabling it to be stored in a tank with ease.
Users:
    Alversian People's Republic
    Mysan Royal Army (disbanded)
    Macronian Federal Army
    Escan Militias (disbanded)
Wars:
    False Rebellion
    Greali/Xis/Alvo War
    Macronian Unification War
    Macronian Civil War
    13th Danaversian War
Weight: 9lbs unloaded
Length: 30 inches
Operation Type: Railgun
Projectile Type: 20mm x 177mm.
Rate of Fire: 500 rounds per minute (automatic), 80 rounds (semi-automatic).
Effective Range: 100m (Buckshot) 1km (Solid Shot), 800m (Proximity Round)

The Boar-9 was designed in 2396 to fill a gap in the Alversian arsenal for a dedicated close range weapon. The need for such a weapon arose during battles against the Korr, the Imitators and especially the SASM in which close range and urban warfare exposed the lack of truly close quarters weapon to compliment the BRR and automatic weapons which were standard issue at the time. The soldiers on the front complained that they lacked the necessary overwhelming close range fire power to clear urban combat zones of hostile targets with a single clip. The specification called for a new weapon to equip the Pioneers and Grenadier Companies of the Alversian Army, a weapon of devastating short range fire-power, capable of tearing an enemy apart in a single clip. The Republican Arms design was chosen for further development and saw its combat début against the False Rebellion that same year. The rapid development and design of the weapon was unparalleled in the history of the Alversian Army, made all the more remarkable for the fact that it won glowing reviews on it's début, with troops approving of the substantial increase in fire-power that it afforded them against the Rebels. Subsequent conflicts proved the value of the shotgun, especially in the Danaversian war against the Ferrans and the Danaversians.

The Boar-9 has two setting in which it can be used; semi and fully automatic. Although the fully-automatic mode is more commonly used, the semi-automatic can be used in mid-range combat when required. Even from the mid-range the weapon has incredible penetration power, able to cut through the thickest of armour from a kilometre away, virtually guaranteeing a kill. The weapon fires three distinct types of ammunition; a buckshot round that disintegrates into deadly, whistling shrapnel that spreads out in a conical shape, launched by a railgun disposition. This is the most common ammunition type used. The second type used is a solid shot, similar to the Nilar round. This round can be used as medium range, a gyro-jet bullet capable of smashing through armour over longer ranges. The final ammo type is a proximity round, a high explosive shell that can be configured to explode when in the middle of an enemy force. The bullet configuration is set by the Boar-9 itself, using a small sensor in the nose to detect enemy's in front. A single magazine of ammunition is enough to shred multiple opponents to pieces with ease.

As the Boar-9 uses solid projectiles, it cannot use the same magazines as the BRR, Metford or CSAR. There are two magazine types, a regular box magazine that carries 40 rounds or a more common drum magazine that carries 200 rounds. The bull-pump design of the gun ensures that it does not require a gyroscope, keeping the weapon simple in operation and easy to clean. The gun is made from Tritilanium, ensuring that it is light and durable, although the marine variant still requires power armour to operate. In term of attachments, the Boar-9 comes with a bayonet as standard with additional sensor suites or a grenade launcher for more extensive support.


Army Combat Pistol
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Type: Combat Pistol
In Service: 2370 - Present
Country of Origin: Alversian People's Republic
Manufacturer: Cobalt Arms
Users:
    Alversian People's Republic
    Mysan Royal Army (disbanded)
    Macronian Federal Army
    Escan Militias (disbanded)
    Civil Use
Wars:
    11th Danaversian War
    12th Danaversian War
    False Rebellion
    Greali/Xis/Alvo War
    Ferran Intervention
    Macronian Unification War
    Macronian Civil War
    13th Danaversian War
Weight: 8lb unloaded
Length: 14 inches
Operation Type: Railgun
Projectile Type: 16mm gyrojet
Rate of Fire: 80 rounds per minute
Effective Range: 500m

The Alversian Combat Pistol (ACP) was born from the Alversian Army's desire to have a heavy pistol that could be used in the field as a backup to the standard field weapons of the Infantry and also to provide a weapon that could be issued to Officers and Military Police. The specification called for a weapon that was capable of penetrating Danaversian armour at a range of 1 kilometre and that was capable of killing from within 700 metres. Designs were submitted by both Republican and Cobalt Arms and it was the Cobalt design that was chosen to proceed. The first prototypes were ready for testing in 2370 and first saw action in 2371 before becoming standard issue throughout the Alversian Army.

The ACP saw action in the 11th Danaversian War where it gained praise from front-line troops for it's reliability and killing power, providing a viable close range alternative to the battle rifles of the time. It proved less popular amongst tank crews and pilots however, as the heavy round and large weapon made it difficult to fire when not wearing combat-grade power armour and was therefore unsuited for support troops. Nevertheless, the weapon was considered a success.

The ACP uses the same railgun configuration used in the Nilar heavy machine gun. It fires heavy 16mm calibre gyrojet rounds that pack a powerful punch, still capable of killing within 700 metres. The downside is that the magazine can only hold four rounds at a time and that the large weapon requires either power armour or the right implants to operate. It is semi-automatic only and comes with no advanced features, using a simple iron sight for aiming and the steadiness of the carrier's arm for stabilisation. The upshot of this is a very simple weapon that is highly durable in all conditions while the downside is that, again, it requires power armour infantry to get the best out of it. The ammunition types available include high explosive and armour penetrating for more heavily protected targets while the high explosive do exceptionally high damage to standard infantry. The ACP does come with attachments, including a light and a small sensor suite for use in close quarters action although the weapon will be put off balance by these additions and will require compensation on the part of the user in order to maintain accuracy. Although the weapon is accurate up to 1 kilometre in theory, it can rarely be fired accurately at any longer range than 500 metres reliably.


Cobalt Support Pistol (ISP)
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Type: Hold out Pistol
In Service: 2390 - Present
Country of Origin: Alversian People's Republic
Manufacturer: Ilveri Arms
Users:
    Alversian People's Republic
    Mysan Royal Army (disbanded)
    Macronian Federal Army
    Escan Militias (disbanded)
    Civil Use
Wars:
    Korr Wars
    False Rebellion
    Greali/Xis/Alvo War
    Ferran Intervention
    Macronian Unification War
    Macronian Civil War
    13th Danaversian War
Weight: 0.6lb unloaded
Length: 9 inches
Projectile Type: Calidum Gas Projectile
Rate of Fire: 90 rounds per minute
Effective Range: 500m

The need for the Ilveri Support Pistol arose following the arrival into service of the Army Combat Pistol in 2370. Although that weapon, with it's railgun and gyrojet combination was a highly effective and powerful weapon, tank crews and pilots complained that it was virtually unusable for those who were not wearing military grade power armour. The lighter armour worn by these support crew did not enable the ACP to be utilised to it's full potential. Although this had been a problem since the 2370's, and alternates brought into service, it was not until the 2380's and the invention of Calidum based weaponry, that an truly viable alternative were available. Keen to utilise the flexibility of Calidum weaponry, the Army Research Department issued a new specification for a hold out pistol that could be issued to Crew and Pilots. It needed to be compact enough to be stored on the person and yet powerful enough to be an effective weapon if the user's life depended on it. Ilveri Arms, who had undertaken the most research into the concept, were chosen to produce a design and for further development. The ICP was ready for field testing in 2390.

The key advantage of the ICP over the ACP that it replaced is that it is a much lighter and more compact design, allowing it to be easily stored on a person or within a small compartment, as in a fighter cockpit or within a tank. The weapon can fire 30 rounds semi-automatically and, while the amount of energy dispelled is the smallest of all the Calidum based weapons, it is still a very potent weapon capable of killing within 500 meters. The lightness of the ammunition also ensures that the pistol itself remains light enabling it to fired accurately without the need of power armour. Indeed, a small gyroscope built into the weapon ensures that it can be accurately fired even with a single hand. It can only be fired in semi-automatic mode but the relatively high ammunition capacity ensures that crews will not run out of ammunition as soon or as often as they would if they were trapped with the ACP.

In service the weapon proved highly flexible and popular amongst crews. Indeed, it's popularity amongst the Alversian Armed Forces is such that it is also the standard side arm of the Military Police, the Navy, the Air Force, the Intelligence and Counter Intelligence Agencies and even within the Army it has succeeded the ACP in some Regiments.

There is also a silence version that can be used for subterfuge. This variant of the ISP is constructed of plastic composite, which makes it easier to slip past weapons detectors and is equipped with a muzzle suppressant to kill the colour of the beam, making it virtually undetectable when fired. The weapon also comes with a stun setting.


    Fragmentation
    Incendiary
    Stun
    Flashbang
    EMP
    Scramber
    Smoke





Armour Types

Name: Personal Combat Armour
Type: Battle Armour
Manufacturer: Ballistics Protection Inc.
In Service: 2383-Present
Versions:
PCA-Av: - Standard Version, issued amongst the Alversian and human units of the Army.
PCA-Si: - Version issued to Silarian Troops in the Army.
PCA-Ca: - Carvon version of the Armour. Is much larger and bulkier to enable use by Carvon.
PCA-Ki: - Version used by kitsune troops. Comes with armoured bag and 'horns' to accommodate kitsune tail and ears.
PCA-Al: - Alumina version. Modified for use by taller species and to accommodate their ears and tail in comfort.

Variants:
PCA-Av(L): - Standard version of the Armour that is issued amongst the Infantry.
PCA-Av(G): - Grenadier version of the Armour. Is thicker, heavier and bulkier with a larger shield generator that allows the Grenadiers to take more damage than standard troops at the cost of some minor mobility.
PCA-Av(S): - Skirmisher version, this is used by the Light Companies and Snipers. It is armed with heavier shields than the standard armour at the cost of armour thickness and protection. It is lighter overall, allowing for more mobility and flexibility amongst the Light Infantry
PCA-Av(M): - Marine version, used by the Alversian Marine Corps. This is the same as the standard Line Infantry version, only with the additional ability to uplink to a ship's internal sensor and defensive network and is also equipped with magnetic boots for zero-gravity combat.
PCA-Av(H): - Medic version of the Armour. This armour is a form of the medium armour that comes with more storage area for medical equipment and much, much heavier shields that ensure the protection of the Medic and the soldier they are tending to.

Users: Alversian People's Army
Alversian People's Marine Corps
Alversian Droptroops Corps
Alversian People's Navy
Republican Military Police

Wars:
12th Danaversian War
Korr War
Calaveran War
AIW War
SASM War
False Rebellion
13th Danaversian War


In the decades leading up to 2380, Alversian military combat armour was a hotpot of different makes and marks that created a logistical nightmare for the Administrative Staff. The Infantry, Grenadiers and Light Infantry all wore different makes of armour coming from different companies, often with no shared parts or standard operation types. On top of this problem, there were often different variants of the same armour in service which was not only dangerous (arming front-line soldiers with clearly obsolete armour) but created the bizarre scenario in which Infantry in the same unit could armed with different forms of the same armour. Attempts had been made for nearly two decades to homogeneous the Army's protection but had been met without success until, in 2380, Ballistics Protection Inc. finally developed a suitable 'base' on which the relevant protection and upgrades could be added to create effective and mobile armour for the main three branches of the Army Infantry; Grenadier, Line and Light. All three forms of the Armour were given extensive testing throughout 2378 in all forms of environments and every scenario that could be thought of. In the end, the field testing broke a record for it's extensiveness; the testing ended up lasting four years and over 10,000 tests were run on it, before eventually the armour was approved for production by the Army Research Department and put into production. The first units began receiving the new armour in 2383.

The key advantage of the PCA series of armour in it's uniformity. Although the three main variants look different to one another, they actually share 70% of their components and that allows for easy maintenance in a combat situation.

The Grenadier Armour is by far the largest and bulkiest of the Armour, designed so to afford the Heavy Infantry the protection they require in the close combat they might be expected to perform. The base armour is thicker than the Line version and much thicker than the Light version. It is also lined with a thin layer of cortosis to give extra protection against vibro-weapons or other such weapons. The armour consists of three layers of honeycombed Tritilanium Composite, able to take the pressure of physical projectiles with relative ease. This armour works in conjunction with powerful shield generators which create a thick and skin-tight shield that is able to absorb energy rounds. The suit is also equipped with servomotors to augment the Grenadier's implants, making them faster and stronger than is achievable without servomotor assisted armour.

In comparison, the Light Armour consists of much less physical armour than the Grenadier, sacrificing that protection for greater mobility on the battlefield for the snipers and light infantry who support them. The servomotors are also smaller, enabling for a smaller set of armour. To compensate for their lighter protection, the light infantry armour has much heavier shields, ensuring that the light infantry are well protected from energy weapons and given more protection from physical projectiles. The suit also has much more sophisticated sensors than normal, as well as more detailed information of the surrounding terrain and formations. This provides them with more precise information than is received by the regular infantry which can then either be fed to the Line Infantry or be used to their own advantage to take up key positions for ambushes or to support the main infantry.

The Line Armour is a combination of the two, blending heavier protection than the Light Armour but more mobility than the Grenadiers to create the best of both worlds. The Marine Armour wear the same armour as the Line Infantry, the only differences being those specified above. Indeed, the Medical equivalent of the armour is the same as the Line Infantry armour, only with much heavier shielding and additional compartments that store multiple pieces of trauma equipment for treating combat wounds. All three armour types come with a form of EMField protection, combining silver-plated copper fibres and specialised polyesters which block the entire EM spectrum to protect against microwave based attacks.

All of the above armours share multiple traits. The PCA is an entirely sealed environment, to the point that it can be effectively used as a biohazard suit if required. The armour has a sophisticated air filtration system that registers all incoming contaminants and blocks out those that are not registered in it's system. All forms of the suit also come with an oxygen supply that can be used on worlds with limited or an unbreathable atmosphere. The Marine form of the armour has a much larger oxygen reserve than the ground troops and the Medical Armour has a secondary air supply that can be supplied to injured troops. As part of this, the suit has a temperature system that allows the wearer to remain comfortable no matter the conditions they find themselves in. Temperature can be regulated by the wearer at any time and there are presets for the most common extreme weather conditions.

The armour has a series of holsters along the belt that can be used to hold grenades, magazines and other equipment that is all within each grabbing range of the soldier. The Medical holsters are used for first aid equipment instead of grenades or proper combat equipment. The suits are self sealing, that ensures that if they are breached in a vacuum that the damage is limited. The internal medical interface also takes note of breaches in the outer armour and will flood the body with pain-killers and antibiotics if the wearer is wounded. This ensures rapid stability of major wounds until help can arrive.

Each suit of armour also boasts a sensor suite that can be utilised in combat. The sensors include heat, motion, acoustic, radiation, pressure and proximity to ensure that the soldier can be fully aware of his surroundings at all times. The Marine version also has gravimetric sensors. The range of the sensors varies but they range between a hundred metres and three kilometres. These information is then fed into the HUD located in the helmet visor which is also anti-glare and allows the information to be processed and fed to the wearer depending on it's urgency. The armour can also link in with the wearer's weapon and provide details on the weapon operation and ammunition count.

The Officer's version of the HUD can also provide information of the soldiers underneath an Officer's command, providing him with information on the combat status of these troops. This gives the Officer an overall view of his command. He can also link into the sensors of a fellow soldier and examine his data as if he were there, allowing him to make a better informed decision.
Last edited by Alversia on Thu Jan 31, 2013 5:36 pm, edited 19 times in total.
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Alversian FT Factbook

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Postby Alversia » Sun Sep 11, 2011 12:02 pm

Armour and Mechs

Heartbreaker 'Istvaan'
Heartbreaker IST

Name: Heartbreaker 'Istvaan'
Type: Infantry Support Tank
Length: 12 metres (with gun, 15)
Width: 5.6 meters
Height: 4 meters
Power plant: Vega D99 Multi-turbine Engine
Armament
    140mm Rapid-Fire rail gun
    Coaxial Nilar-6c
    Turret mounted Shredder.
Crew: 3 (Commander, Driver, Gunner)

Development

As the Thirteenth Danaversian War began, it became increasingly obvious that the old mainstay and workhouse of the Alversian Infantry Divisions, the RR-66 Heavy Walkers, were no longer capable of front line action. In comparison to the armour fielded by the Danaversians, the Booleans and even by Alversian allies, they were slow, heavy, large, a logistical nightmare and complicated to maintain. They also took considerably larger crews than anything else in Alversian service. Indeed, by the time of the Danaversian war, even the Infantry Division Commanders were complaining that the walkers were actually a hindrance to the operating of their units rather than a help. These calls were substantiated during the battle of Miller, during which the Army's walkers, when faced with enemy armour, suffered atrocious losses. Indeed, even when not directly facing Catfish IX MBTs or Boolean Mechs, the chaos of the Alversian withdrawal meant that the supply chain broke down and as many walkers were lost through mechanical maladies as through enemy action.

Following the defeat of Miller, the Army High Command immediately ordered the withdraw all RR-66s from active service, a decision that was met with relief from most Commanders. However, the rapid withdrawal from service of the RR-66 left the Army's Infantry Divisions without any form of armoured support and with insufficient time to develop, test and produce a replacement, the Army Research Department began looking at allied designs that might possibly act as a stop gap until an Alversian replacement could come to fruition. Eventually, they decided upon the Heartbreaker tank of the Setulanite Planetary Guard which, in the Alversian tradition of naming AFVs after famous generals, become known as the Istvaan.

Production

The initial order for the Istvaan Infantry Support Tank was intended to be small, with only 3,200 ordered with the intention of equipping just 94 Infantry Divisions and the 6 Guards Infantry Divisions. This worked in with the original plan of simply using the Istvaan as a temporary stopgap and it was believed that equipping a hundred Divisions would be enough for front line service. However, following the high praise received from the front line for the Istvaan tank and the continuing delays in creating an all Alversian replacement, the ARD decided that the Istvaan would be permanently adopted as the Infantry Support Tank of the Alversian Army and began seeking production rights to produce it on Alversia. These rights were quickly gained and the tank was put into full production in just four weeks, an incredible achievement considering the alien design of the tank.

For production versions however, there were modifications made to the original design in order to ease logistics. The power plant was replaced by the Alversian Vega D99 so it could use Alversian refined fuel reserves while the co-axial K2 was replaced by the Nilar-6c heavy machine gun that was standard issue across all Alversian armoured vehicles. The AA emplacement was also replaced by the Shredder Point Defence System to provide better all round protection. The final modification was to add more ablative armour to the exterior of the tank to further increase protection. The result of these modifications were a slightly heavier and slower vehicle, not that it mattered to slow moving Infantry Divisions, and easier to produce, as the D99 Engine and Nilar-6c were already in production in the Republic. There were also plans to replace the rapid fire main gun with an Alversian variant but feedback from front line units resulted in this being left alone. In service, this became known as the Istvaan model A while the original imports were known as the Istvaan SM (Setulan Model)

Feedback on this design however, was not as positive as it had been for the original. Units on Ferra reported that the new design was more sluggish, less manoeuvrable and difficult to drive on tough terrain. There were also issues with the transmission and gearbox. This resulted in a replacement gearbox being fitted to new models, which lowered the gear ratio to compensate for the higher revs of the D99 Engine which also resolved the problem of the transmission. This version became known as the Istvaan model B or, to front line units, the Istvaan TGO (The Good One).

Following the end of the Danaversian War, a new version was put into production, taking lessons from the War. The model C removed the ablative armour that had been added with the model A and replaced it with a more enhanced reflected version which improved performance against energy weapons and the more powerful D101 engine, which returned the performance back to the original pre-war specifications of the Setulanite model. This became known as the model C officially, and unofficially as the Istvaan RGO (Really Good One).

Service History

The original Istvaan SM went into service with the 988th Infantry Division at the tail end of the Miller campaign and here, it proved to be a revelation for the hard pressed troops. Although the supply situation was far from ideal (the logistical chain had ceased to exist), the Istvaans were thrown into action at the Battle of Serrice Fields. Here, the unit's 30 tanks (two had broken down), repelled an assault by at least three Danaversian Legions, knocking out twenty Catfish VIII and nine Catfish IX for just two losses. The battle continued for four days and, although the 988th was forced to retreat, the unit's commander, Major-General Alan Kitson, claimed that his unit would have been destroyed had it not been for the Istvaan tanks which supported them.

By the time of the Ferran Invasion, more Divisions had been equipped with the Istvaan model A and, mechanical issues aside, it continued to prove an excellent addition to the infantry divisions. Indeed, such was the excellence of the design that it was also integrated into the Armoured and Mechanised Divisions as support for the bigger and heavier Wolfe Main Battle Tank. On Ferra, it found itself against older models of Alversian tanks in service with the Ferran Army, along with large numbers of Catfish VI's, also in Ferran Service, and more modern Catfish IX's with the Danaversian Corps and proved to be far superior, to the point that Ferran armoured doctrine was amended to prevent direct confrontation with Istvaan and Wolfe MBTs.

The key reason for the Istvaan's success was it's general purpose main gun. The rapid fire 140mm main gun was capable of providing support for infantry with high explosive shells but also of engaging any Ternion Armour in service. The high survivability and mobility of the tank, especially in comparison to the RR-66 it replaced. Even with the addition of late war Ternion Armour, the Catfish X being a prime example, it was still able to hold its own. Following the end of the war, the Istvaan saw service with Alversian Infantry Divisions against the Myarr Insurgents in the Civil War, where again it excelled against the slower and poorly armoured tanks of the Myarr and was excellent against the infantry formations they encountered.


ATD-33 Ballentine
ATD-33 Ballentine

Name: ATD-33 Ballentine
Type: Tank Destroyer
Length: 13 metres (hull), 14.5 metres (gun)
Width: 4 metres
Height: 3 metres
Power plant: Rollins V44
Armament
    1 x 160mm QF Railgun
    2 x Nilar-6c guns (1 x co-axial, 1 x turret mounted)
    Shredder Defence system (turret mounted)
Crew: 3 (Driver, Gunner, Commander)

Development

The origin of the ATD-33 began in 2387 with the Army specification for a new Main Battle Tank to replace the older HDT-90. The design that was put forward by Severus Arms involved a forward turret on the NX-994 chassis. Although a rugged and reliable tank, ultimately the Army Research Department chose the Simmons submission instead, leaving Severus Arms with a tank that was no longer required. However, rather than simply scrap the design, they instead began to modify it, removing the turret and armament and replacing it with a 140mm quick firing railgun in a fixed compartment towards the rear of the tank. Although the lack of a revolving turret was considered a drawback, the fact that there was no need to limit the weight of the turret meant that the fighting compartment could be much more heavily armoured. It also allowed a lower profile for the tank, which was viewed to be more important for a vehicle envisioned to ambush and engage enemy armour at long ranges.

As the original plans had stated that the turret would be forward mounted on the craft, the engine had been placed directly in the centre of the tank, meaning that the compartment was placed at the rear. While this ensured that the engine was well protected from all sides, it also meant that the driver was isolated from the gunner and commander by anything other than internal radio communications. This tank, known as the SD-4 was presented to the Army Research Department who were initially reluctant. They viewed the lack of rotating turret and the internal ergonomics of the tank to be unsuitable for service. As the ARD dragged their heels however, the company went over their heads directly to the head of the Army, Field Marshall Jack Carlisle. Carlisle was not won over by the idea either but nevertheless commissioned a dozen prototypes for battlefield testing.

It was here that the tank finally proved itself. Test against the HBT-90 and HBT-93 demonstrated that the SD-4 was capable of knocking both out at ranges far beyond what either tank was capable of even damaging the heavily armoured destroyer. Sufficiently impressed, the SD-1 was taken into service as the Armoured Tank Destroyer 33 or the Ballentine, after the Civil War General.

Production

The initial production version of the Ballentine was known as the Ballentine Mark One which was essentially the same as the original prototypes. It was armed with a 140mm rapid fire railgun, which had originally intended to be the armament of the initial tank design. The only minor modifications which were made for production were the fitting of additional ammunition bins within the floor of the main gun compartment and the additional of two co-axial defence weapons to help protect the crew against infantry attack. The first production models began reaching front line troops in 2384, not long before the start of the 12th Danaversian War.

Following feedback from front line units using the tank revealed several problems with the design. While the combat performance of the tank was praised, it was criticised for being very hard riding, which made it difficult to aim the gun while the Ballentine was on the move, while the quick firing 140mm gun tended to overheat if more than a half dozen rounds were fired in quick succession, with no compensation in the targeting software. The biggest complaint however, was the engine. The original V-26 engine was very oil hungry and also tended to overheat very badly when pushed. This may have made the crew uncomfortable but it also posed a risk when the tank was in action and ammunition bins were open. With this feedback in mind, a whole new suspension was devised, utilising a new Magnetohydrodynamic plasma system which replaced the original air suspension with software to utilise this. The optical software was improved as well to take into account the weapon overheating. Additional ammunition bins were also added, while one of the co-axial guns was removed and instead placed on the top of the hull to provide better all around defence. This was known as the Mark Two. Despite their best efforts, the problems with the V26 engine remained, although an air filter did help stop the engine from overheating.

Following the end of the Twelfth War, further improvements were made. The optics were improved again to take advantage of improvements while the suspension was fine tuned yet further. Ablative armour was added to the compartment to make it even more difficult to knock out, while additional armour was added to the rear of the tank. The steering system was also improved to enable quicker turns to line the gun up on moving targets. This was the Mark Three.

After the Korr War had exposed problems with the type, namely that the engine performed very poorly on thin atmosphere worlds and that the 140mm gun was incapable of knocking out the larger Korr Armour, further improvements were made. The decision was finally taken to remove the engine and to replace it with the V44. This was a much more efficient engine, more powerful but also easier to cool and not as quick to overheat. More importantly, despite being more powerful, it was also smaller and, when installed lower down in the tank, finally gave the crew a physical connection to one another while inside the tank. The Ballentine was also up gunned to the new 160mm QF anti-tank gun, although production shortages meant that many continued to use the older 140mm gun. This became known as the Ballentine 44/160 Mark One or 44/140 Mark One (depending on the gun). The Shredder Point Defence system was also added while the older machine guns were replaced with Nilar-6cs.

By the time the Thirteenth War started, the tank had undergone further modifications. The additional ablative armour had been removed entirely, with the Ballentine up armoured to compensate. A new version of the 160mm gun had been added and the optics further improved. One of the bogies on either side of the tank had also been removed and the hull shortened slightly to further improve the turning performance. This is the Ballentine 44 Mark Two.

Service History

The Ballentine Mark One was issued to front line units in 2384, equipping Heavy Tank Destroyer Companies in Armoured and Mechanised Divisions. It was first issued to the Hussar Guards who were also the first to use it in action during the Gerral campaign of the twelfth Danaversian War. Aside from the issues of firing when on the move and the engine overheating, the Ballentine proved an exceptional tank destroyer. The Danaversians very quickly found that this relatively small, relatively quick tank was capable of knocking out any Imperial Armour in service, while their most modern armour could only do so at point blank range and the older models even then failed to score a penetrate. Indeed, Ballentines played a key part in repelling mass Danaversian Armoured pushes.

During the Korr War however, the Ballentine's performance was less stellar. Against more agile and fast moving Korr Mechs, the Ballentine was ineffective at short ranges. However, although the ability to hit a fast moving Light Mech proved difficult, even a glancing blow was usually enough to knock it out and the light Mechs found that their armoury was incapable of dealing with the heavily armoured and shielded tank. While it proved less than effective against Korr Mechs, the Ballentine found an additional role as an assault gun, particularly against the Korr fortresses around the moons of Jomstar.

By the time of the Thirteenth Danaversian War however, the Ballentine was without peer on the battlefield, with the exception of the Setulanite Fury. With it's advanced counter-warfare suite, point defence systems, ablative and explosive reaction armour, along with compacted Tritilanium armour made the tank basically invulnerable to Ternion Armour while not even the Catfish IX could even penetrate the armour at anything other than point blank range. Indeed, during the battle of Miller, repeated Danaversian armoured thrusts across open territory were met by entrenched Ballentines, supported by Wolfe MBTs, met with horrific losses. Indeed, one Danaversian Armoured Legion, considered to be elite, began a day of battle with 500 armoured vehicles and returned with just twenty six.

On Ferra, the Ballentine's service continued, this time against the original tanks it had been tested against, including the HBT-90. As expected, the HBT-90, the main AFV in the Ferran arsenal, proved to be incapable of knocking out the Ballentine, while the Ballentine, with it's 160mm gun, could easily knock it out at ranges well beyond 5km. In the open fields of Ferra, it suffered terribly.

In the 2407 Myarr Civil War, the Ballentine continued it's dominance. Faced with less than modern Myarr Armour and anti tank weapons, it was all but immune and established a battlefield dominance that the Myarr just could not compete against.


AAU-23 Forrestor
AAU-23 Forrestor

Name: AAU-23 Forrestor
Type: Infantry Support Mech
Length: 0.5 metres
Width: 2 metres
Height: 7 metres
Power plant: Voltron X
Armament
    2 x Missile Pods (8 x launchers)
    1 x 20mm Gatling Gun
Crew: One (Pilot)

Development

The Korr War gave the unique opportunity for the Alversian Army, which had been in the rut of fighting the same enemy for the past few centuries, to test itself against a new, alien enemy who used a radically different doctrine and equipment type than they were used to. One of the key lessons that was taken from the battles on Xiscapia, the moons of Jomstar and Korrillia itself was the general ability and use of Mechanised Walkers, or Mecha. Both the Xiscapian and Korr Armies utilised Mechs to some degree and, while the Korr did not use them to the same levels as Alversia's allies, they proved to be rather a challenge to the entirely AFV equipped Alversian Army. In general, the Mechs were difficult to hit with a tank, were able to push into locations that tanks were incapable of bypassing and provided more intimate and precise support than the lumbering RR-66 Walkers then in service with the Army.

Once the war had ended, at the victory parade that was held on Alversia, Emperor Foxfire Rose of the Xiscapian Empire made the gesture of gifting the Alversians a hundred of their Light Assault Mechs, such as the type that had been commonly in service during the war. The Alversian Army was grateful, as they had already decided that they would purchase examples as soon as possible.

Upon taking delivery of their LAMs, the Army Research Department immediately went to work on them, testing and examining them in such a manner to see if the Mechs could be integrated into Alversian battle tactics. It was decided, after testing, that while the LAM was highly mobile and capable against most enemies, it suffered when pitched directly against tanks. The initial hope had been that the Mechs would be utilised to support the MBTs, Tank Destroyers and Walkers then in service but, in an open battle against dedicated tanks, the LAM did not have the protection to cope. However, while some flaws were discovered, the merits were also praised, notably its high manoeuvrability and all around flexibility. It was decided then that, rather than use them to support armour, they would instead be used to support Infantry, specifically Mechanised Infantry who were expected to advance at a pace that made it difficult for armour to keep up.

With this knowledge, the Alversians went about designing and developing their own dedicated design, influenced heavily by the Xiscapian LAM but adopted for its new dedicated role. The development stage was difficult, as the Alversians had no expertise in this area and, even with Xiscapian assistance, it still took four years before a prototype could be constructed. This was found to be notably worse than it's Xiscapian predecessor and was scrapped. A second prototype, this time much closer to the original LAM design proved more successful and passed production trials. It was put into limited production early in 2396 and then full production in early 2397 when field trials returned positive. It became known as the Forrestor.

Production

When the AAU-23 went into production initially, there were further difficulties on top of those that had already been experienced in designing the Mech. Many of the components required to construct a Mech were so alien to the Alversian production lines that the tools to create and assemble them simply did not exist in many factories. As such, early numbers were low, far below what the Army had hoped to produce as it attempted to rearm its Mechanised Divisions, which made up the bulk of the Alversian Army. By early 2397 however, the tools for construction had been pushed out to most factories and mass production of the Forrestor became possible.

As feedback came in, the Forrestor was praised, while simultaneously, flaws were also pointed out. The early model sported an auto-cannon in the left arm but this was quickly found to jam easily and lacked the punch that pilots would have preferred. There were also issues with the missile targeting system and, indeed, with the missiles themselves. The shield generators were also found to be delicate when in the field, so often units found themselves going into battle with their shields at 50% at best.

These faults were corrected in the Mark Two, which replaced the auto cannon with a Gatling gun, a much more reliable weapon than had been in service before, while the targeting software was quickly pulled from production versions and a more stable version implemented. The missile problem remained until late 2397 when more reliable versions went into production. The shield problem also remained for most of the year until it was decided to replace the generators entirely with an older model. This was not as powerful as the original but, considering that the original were incapable of running on full power anyway, this was not considered a disadvantage.

The Mark Three was launched in 2402, just before the start of the Danaversian War, this version incorporated better armour in the form of compressed Tritilanium sheets while a Neural Reaction System also increased the response times between pilot commands and Mech movement. The internal HUD system was also overhauled to give pilots a better view of the battlefield without compromising co-operation with infantry and other Mech Units. The counter warfare suite was also updated to include jamming fields and missile counter measures.

Service History

The first deployments of the Forrestor were with the Dragoon Guards on Alversia, before they were pressed into action against the SASM during the invasion. Although given the technological differences between the two, this was not a fair comparison, the Forrestor acquitted itself exceptionally well against the Bioroid attackers. Despite this, it still suffered heavy losses. Its first balanced test came with the launch of the Thirteenth Danaversian War. In this campaign, when supporting Alversian Infantry, the Forrestor proved itself an exceptional design. It was fast, capable of supporting infantry in almost situation and even capable of engaging Danaversian armour under certain favourable situations. The Infantry response to the Mech was fantastic, in comparison to the big, plodding and obvious RR-66, the AAU-23 was fast, agile and flexible in support, capable of following infantry into jungles, up the sides of mountains or into caverns. During the Battle of Miller, it proved instrumental in helping Alversian troops hold the line against repeated Danaversian assaults.

On Ferra and in later campaigns meanwhile, it likewise proved its worth. This was most obvious during the battle of Ferra City, in which the larger MBTs and IFVs were vulnerable in the compact streets and tight corners of the old city. In comparison however, the smaller and more nimble Forrestors proved devastating. Even during the push through Danaversian space, where terrain was encountered that made support with traditional IFVs impossible, the Forrestor was able to provide. Indeed, in many of these later battles, the Mechs often proved the decisive factor, aiding Alversian Infantry in breaking down and breaking through stubborn and difficult Danaversian positions. Most appreciated was its flexibility, and the ability it possessed to engage infantry, armour or aircraft depending on the situation. To the frontline troops, it became known as the OLAM (Our Lovely Armoured Mate).

Following the end of the war, the Forrestor found new employment as a peace keeper, patrolling the streets of Ferra following the arrival of Alversian forces there, while also providing support to units actively engaged against the Insurgents. In 2407, during the Myarr Civil War, they were able to go virtually unchallenged, thanks to the lack of native counter measures specifically to engage and defeat Mechs. Again, in the narrow and maze-like cities of the north, the Forrestor's ability to meet and engage almost any target won it praise throughout the army.


HDT-93 'Wolfe'
Wolfe MBT

Name: HDT-93 'Wolfe'
Type: Main Battle Tank
Length: 13 metres (with gun, 13.5m)
Width: 6 meters
Height: 4 meters
Power plant: Vega D101 Multi-turbine Engine
Armament
    145mm QF rail gun
    Coaxial Nilar-6c
    Turret mounted Nilar-6c
    Turret mounted Shredder.
Crew: 3 (Commander, Driver, Gunner)

Development

In the late 2380's, it became increasingly obvious that the TDT-90 'Ingram', which had been the Army's Main Battle Tank for over sixty years, was very quickly reaching the end of its service life. Investigations and evaluations conducted within the Army Research Department very quickly came to the conclusion that, to refit and upgrade the entire TDT-90 fleet would be prohibitively expensive and that it would be easier and cheaper just to come up with a whole new design. The original specification was put out in 2386 but it was another year before a final design was selected. This was partly due to the masses of improvements and changes that were requested as a result of tests conducted against captured Danaversian armour. The biggest threat was the new Danaversian Catfish IX, which proved to be alarmingly close to the 'Ingram' than had first been anticipated. Although the older TDT-90 was still superior in terms of range, armour penetration and protection, the Catfish 9 was not as lacking in these traits as first anticipated. Worse, Intelligence suggested that the Danaversian MBT was going into mass production and thus numbers would most likely negate the slight performance difference recorded between the two models. Along with software enhancements requested, the specifications proved elusive. Two designs were eventually submitted, one by Severus Arms and the other by CMC, the Central Motor Company. Although the Severus submission was more sophisticated and ultimately, the better tank, the Army Research Department decided to opt for the CMC design as, like the Catfish 9, the slight differences in performance were more than compensated for by the superior manufacturing ease, the simpler and more mobile design. The initial tests of the CST-5 (as it was known) proved successful and the type was put into production as the HBT-93, also known as the 'Wolfe' after the Tri-Systems War general.

Production

The initial production version of the Wolfe utilised the Vega D92 engine, a powerful 120mm quick fire railgun and a Shredder point defence package, along with a powerful shield generator and rather elaborate software suite which regulated everything from the ride height to the aiming to the point defences. It was protected by a set of pressed Tritilanium/Chobham hybrid armour and Explosive Reaction Armour. Six road wheels to either side helped to maintain a soft and smooth ride even over rough surfaces at speed while also helping accuracy on the move.

Despite these positives and the most sophisticated defensive package ever fitted to an Alversian AFV, there were still problems when the tank was put into limited service at the end of the Korr War. Most of these were to do with reliability, the fact that the early production models were rushed through so as to be tested under combat conditions meant that there were a lot of transmission and engine difficulties. In particular, the D92, while powerful, was found to be too loud and ran too hot when pushed, which gave away the tank's position to thermal-sensors, undermining the passive and active jamming systems. The extensive software also had problems, with most complaints relating to its sluggishness when in combat and it was dealing with multiple tasks at once.

The reliability problems were easily rectified with better quality control procedures put into place, which ensured that models that went to front line units were reliable in action, while software upgrades solved the dim-witted problem, this version was put into production as the Mark Two. The problems with the D92 on the other hand, could not really be solved, aside from putting more energy dampening around the engine compartment.

Following the end of the Korr War, further improvements were made, the armour was increased in thickness which traded a little of the speed and mobility of the tank for great protection. A new suspension system was also adopted along with a new gearbox to take this into account. This went into service as the Mark Three. It was followed very quickly by a new version when, in the mid 2390's, the Ballentine Tank Destroyer was field tested alongside both the Wolfe and Ingram battle tanks. Although the Wolfe performed better than the Ingram, it still could not penetrate the armour of the Ballentine at range. As a result, the 120mm gun was replaced by a 145mm high velocity quick firing gun that had been developed by CMC as an anti-tank weapon. Further modifications to the targeting system followed to compensate for the new weapon, while the shredder defence package was also updated. This became known as the Wolfe 145, which continued in service alongside the Wolfe 120 Mark Three.

On the eve of the Danaversian war however, the Wolfe underwent the biggest refit so far of its service. The biggest change in this version was the replacement of the old D92 engine and replaced with the D101. This engine was much more powerful than the original while simultaneously reduced energy output and heat. This rectified the problem that had been plaguing the tank since it had come into service. The increased power also allowed for the fitting of a more powerful shield generator while a virtual intelligence was also built into the tank to assist the crew and software in battle. The armour was also replaced by a new dual lined, aggregated diamond nanorod and Tritilanium armour, assisted by new and improved ERA. This model was put into service as the Wolfe ACP (Advanced Combat Package) Mark One.

Service History

As stated above, the Wolfe went into full production slightly too late to see combat in the Korr War, although several early production models were rushed to the combat on Korrillia so it could be tested alongside the Ingram which had performed the bulk of the combat up until that point. Pressed into action with the 587th Gerralian Tigers north of the Korr capital, it proved effective against Korr armour and most were lost through unreliability rather than enemy action. Their next major action came during the Thirteenth Danaversian War, where the Wolfe 145 and Wolfe Mk3 formed the bulk of front line armour for the Alversian Army with increasing numbers of Wolfe ACPs becoming available throughout the conflict.

Here the Wolfe came up against the opponent it had originally been conceived to fight, the Imperial Catfish 9 MBT. Their first ground clash was on the Alversian planet of Miller, where Republican troops were evacuating the planet in light of Danaversian orbital superiority. Here, dug into superior defensive positions with Ballentine tank destroyers in support, the Wolfe proved to be devastating against Danaversian armour. Not only did it totally outclass the Catfish 9 but also the much more numerous 7s and 8s which were in service. No ACPs were used in the Miller campaign but the 145s and Mk3s in service took a heavy toll of Danaversian armour. Indeed, on the second day of the conflict, a concentrated attack on the pocket around Miller City focused on just two armoured divisions, the 345th Malacus Lancers and the 1045th Sven Light Hussars. Despite being outnumbered by armour to the degree of 5:1, the two divisions held their ground all day, only pulling back when ammunition became scarce. They left behind fields filled with hundreds of burning Danaversian tanks, effectively destroying two entire armoured legions who had attacked and crippling two others. Indeed, so effective was the Alversian armour at Miller that the Danaversians refused to commit it during the final allied retreat from the planet, worried that even a single company would shred them.

By the time the Coalition went on the offensive, invading Ferra, larger numbers of the ACP had become available while the Mk3 had been phased out. Against the Ferran armoured corps, namely older models of Alversian tanks, the ACP proved untouchable both to Ferran tanks and to their anti-tank equipment. Such losses were sustained during the initial landings that Ferran armour was advised to avoid engagements against Coalition tanks where ever possible. In comparison to the thousands of Ferran tanks lost, the Alversian Army lost less than 200 Wolfe MBTs and even then, most were lost in the northern campaign against the Danaversians.

Further campaigns against the Danaversians reinforced the Wolfe's status as one of the best powerful tanks in Coalition space. Indeed, it maintained its monopoly over Danaversian armour until the end of the war. Even the arrival of the Catfish 10 was ineffective, as it was not produced in sufficient numbers to make up for the clear inferiority to the Wolfe. It also participated in the Myrarr Civil War, where Wolfe MBTs demonstrated a marked effectiveness against less sophisticated MBTs of the local forces and, beyond that, proved to be almost entirely immune from the majority of their anti-tank weaponry.


C-230 Hawker
C-230 Hawker

Name: Reynolds/RAC C-230 Hawker
Type: Multi-role Attack Gunship
Length: 18 metres
Width: 8 meters
Height: 9 meters
Power plant: 2 x Lancer-7 Engines
Armament
    1 x Heavy Gatling Gun
    4 x Missile Hardpoints
    2 x Missile Pods
    1 x Chaff Launchers
    1 x Point Defence Beam
Crew: 2

Development

The Hawker began development in 2380 as a replacement for the Hunter gunship, which had been in service for nearly forty years with upgrades. A tender was put out and two designs were submitted; one from Reynolds Manufacturing and one from Republican Aircraft Corporation. Reynolds Manufacturing were new arrivals in the aircraft manufacturing scene while RAC were already well known to the Army Research Department thanks to their production of highly successful designs for the Air Force. Rather than compete against one another however, both RAC and Reynolds agreed to work together to tender a single design, combining their individual plans in a move approved by the Army Research Department. The first prototype was ready by early 2384 and pre-production models were available for testing in 2386. The new craft generated a lot of interest not only from the Army but from the Air Force and Navy, in particular the Marines who were also looking for a replacement for their own gunships.

Trials took over 16 months, with each service exhaustively testing the new vehicle and modifications being made based on feedback from these tests. Due to the complexity of the craft’s new systems, these modifications led to some delays of the combined RAC/Reynolds team before a final pre-production line was submitted. These passed all the tests laid out by the different services and the craft was accepted into service as the Hawker Gunship in 2388.

Production

The Hawker went into production in early 2389 and involved several innovative features on Alversian gunships. It was armed with a heavy Gatling Laser and four missile pods capable of carrying thirty-six heavy missiles of varying types. It was powered by twin Lancer-5 Engines at first to give Vertical Take-Off and Landing capabilities. The Lancers were the most powerful engines fitted to an atmospheric gunship and gave the initial version of the Hawker unparalleled speed. However, it also made it difficult to control for pilots more used to slower and less agile craft. In particular, pilots complained that the Lancer-5 engine was prone to unleashing huge amounts of power in the higher bands and this would often catch out pilots in flight or when taking off and landing. This was already a problem that RAC testing pilots had highlighted in their own pre-trial checks and something which the engine manufacturers were working to correct. The whole fleet was refitted with the new, much more refined Lancer-7. This gave the Hawker the same levels of speed and performance but without the difficult handling characteristics.

At the same time that the fleet was being refitted with new engines, the armament was updated. A larger Gatling weapon was fitted, a new point defensive system and two of the pods were removed to make room for four hard points, allowing the Hawker to carry up to twelve large calibre missiles. Two chaff launchers were also installed to allow a more robust defence against missile weapons.

The increased power was required due to the heavily armoured cockpit around the two pilots, making it resistant to small-arms fire and even small-calibre heavy weapons. This makes the Hawker a very effective ground-attack and anti-tank vehicle. It can also carry anti-aircraft missiles for anti-aircraft and anti-drone support. The enhanced software suits allows the gunner of the craft to take readings from drones supporting ground troops and even from brigade or division level sensor networks to identify threats and targets even before reaching the battlefield. It is also capable of targeting up to forty threats and destroying them in under twenty seconds thanks to the on-board VI controlling both threat-assessment and weapons control.

The craft has also been designed with survivability, with the pilot pod containing an ejection system allowing it to separate away in the event of critical damage. It is also capable of operating on one engine, albeit without the performance. It also comes with tracking software to allow search and rescue teams to locate the vehicle in the event it is show down.

Service History

The combat debut of the Hawker came in the Korr War when Alversian forces intervened on behalf of the besieged Xiscapian Empire. Hawker Gunships flew in support of Army, Droptroop and Marine units as they fought across the system. It was particularly invaluable in fighting off the large formations of Korr armour that were frequently encountered. Their first action was on the opening day of the war, when a platoon of nine Hawker gunships provided fire support to a Xiscapian unit under attack by Korr Mech formations. Over two hours of continuous flying, the Hawkers destroyed twenty three Korr Mechs and provided key support in driving back the Korr advance with no losses to the Gunship platoon. From there they continued to provide high level support complementing the drone forces already supporting intimate cover to ground forces. They were heavily utilised in the Jomstar Moons campaign in particular as the highly mobile and moon-hopping campaign often made it difficult to deploy large formations of armour.

From there, Hawker craft have played a part in every campaign in which Alversian ground forces have been deployed. They played a small part in the False Rebellion and a bigger role against the Greali Empire. They played a massive part in the Great Danaversian War, where their speed, agility and firepower proved invaluable against the Danaversian armoured formations, even larger than those of the Korr. During the Retreat from Miller, thousands of Hawkers were employed to reinforce the rear guard and to pin back the Danaversian advance as Coalition forces withdrew. It fought across Danaversian space and has been used in counter-insurgency and interventions for the Republic in two galaxies
Last edited by Alversia on Sun Feb 22, 2015 6:45 pm, edited 6 times in total.
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Alversian FT Factbook

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Postby Alversia » Sat Sep 17, 2011 9:49 am

N-747 Tusker
N-747 Tusker

Name: Azure N-747 Tusker
Type: VTOL Transport
Length: 24 metres
Width: 9 meters
Height: 8 meters
Power plant: 4 x Lancer-7 Engines
Armament
    4 x Point Defence Beams
    2 x Chaff Launchers
    2 x Wing-mounted Gatling lasers
Crew: 3 (Room for 40 fully armed soldiers)

Development

The Tusker was the response to a requirement from the Alversian Army to replace the multitudes of transports then in service amongst the Aerial Cavalry Battalions attached to its Divisions. There were a variety of vehicles in service across the fleet, ranging from craft that were eighty years old to others that had been in service for two decades. This variety of aircraft was making it difficult to maintain the necessary stocks of parts while also requiring crews to be trained to operate multiple variants of craft, sometimes in the same unit. While this was a difficult but tolerable situation, many shared the same flaw of having open compartment space for transporting cargo and personnel. Though it increased the amount of space available, it also meant the occupants were much more vulnerable to fire. The tipping point for this argument came during the Alversian Annual Army exercises of 2384 when troops opposing the Aerial battalions inflicted 68% casualties before the craft had even landed, mostly on account of the exposed compartments, an incident nicknamed as the ‘Great Shoot of 84’.

The tender was put out within a month of the exercise and designs were submitted within six months which was an unusually rapid progression by any standard. The manufacturers of the current fleet had already identified problems in their designs and had been working on new designs in an attempt to retain their current contracts. Unfortunately, many of the problems identified in the military exercises persisted. In particular, the exposed transport compartment. The suggested fixes, including a shield generator for the open sides, were rejected as unworkable, uneconomical or not desirable amongst the troops themselves. With these designs rejected, the only one remaining was from Azure Flights, an established manufacturer of civilian craft but who had never submitted anything for the military. Their design was accepted and, most critically of all, was the only design to come with an armoured compartment as standard. Utilising their experience in civil production, pre-production versions were quickly made available and were accepted after trial in 2388.

Production

The initial version of the Tusker was equipped with Aero-88 engines, the same sort used on the highly popular Azure Sky VTOL civilian craft. Here they showed their inexperience in the military market however as, while the craft was perfectly suitable for purpose when unloaded it suffered a notable performance drop and became dangerously unwieldy when full. This was remedied by the chief designer at RAC who recommended the Lancer-7 engine, the same being used to refit the Hawker gunship fleet. His advice was taken and the entire Tusker force was upgraded within six months with the new engines. Not only did they offer much better performance under load but unloaded made it one of the fastest craft available, including civilian vehicles.

The key feature of the Tusker is the heavy armour of the vehicle on both the undersides and flanks to protect the passengers from ground fire and is teamed with a powerful shield generator to provide further all round protection. It is also well protected by four point defence lasers mated to a sophisticated VI and sensor suite to pick up threats to the vehicle, including the ability to detect a target lock on the Tusker from over 100km out. Its biggest asset however, is the fully armoured compartment covered by the same thickness as the underside and providing full protection for those inside. There is a hook system to allow rapid rappelling from the vehicle in the event of a drop were landing is not possible. The armour also retracts from the compartment to allow for a rapid exit on landing. There is also an extensive medical suite on board to allow for first-line treatment in case of emergencies.

Service History

The Tusker first served in the Korr War and has participated in every major conflict since then in a variety of roles; transport, medievac, search and rescue and even as a gunship in support of troops. It has performed tirelessly and the additional armour has been a key factor in saving its passengers in conflict against species as varied as the Korr to the Danaversians to the False Rebels. Not only has it been used in military scenarios but has also proven invaluable in multiple humanitarian operations, including bringing in supplies to villages on Ferra cut off by flooding and by acting as air ambulances/supply vehicles to Escans on Ranus IV during the hard winter that immediately followed the end of the Great Danaversian War.


MAN-41 Ayers
MAN-41 Ayers

Name: MAN-41 Ayers
Type: Infantry Fighting Vehicle / Utility Vehicle
Length: 11 metres
Width: 4 metres
Height: 2.5 metres
Power plant: 1 x Avro B77
Armament
    1 x 20mm Gatling Gun(Infantry Support Version/Reconnaissance Version)
    4 x Shredder PD System (Point Defence Carrier)
    4 x 160mm Cannon (AA Carrier)
    4 x Anti-Tank Rocket Launcher (AT Carrier)
    1 x 300mm QF Howitzer (Artillery)
    1 x 150mm Mortar (Artillery)
    2 x Nilar-6v HMGs (Command, Engineer, ECM, Recovery, Minesweeping, Medical, Supply, Transport Versions)
    (All versions aside from the Point Defence Carrier come with a Shredder Point Defence System as standard.)
Crew: 2 (Driver, Commander/Gunner)

Development

The MAN-41 Ayers came into development in 2391, just after the end of the Korr War. Although the Alversian Army prior to this point was motorised entirely, it was a section of the Army that had been neglected down the years. The Divisions which went into battle against the Korr were carried there in a mixture of MAU-19's, MAN-34's, MAN-38's, MAU-44s and MAU-45's; a large collection of vehicles ranging from ten years old to fifty and thus at various stages of repair, capacity and obsolescence in the case of some. The case of the ARD had been that the Infantry Divisions were not expected to go into combat with vehicles anyway and thus, the need for armed units was entirely unnecessary. Unfortunately, the Korr War not only exposed the old MAU-19s and MAN-34s, but also served to show the weaknesses in the MAU series of unarmed transports (which had been in use with the military for well over a hundred years as a type) and the general unsuitability of the MAN-38, which was the Infantry Fighting Vehicle Kused in the Mechanised and Armoured Divisions, for combat in the modern theatre. The MAU series in particular came under heavy criticism, being poorly armoured and generally failing to offer protection or comfort to those who travelled in them. The MAN likewise, suffered from unsuitable armour, a poor transmission and heavy clutch system which made rapid manoeuvres impossible, a tendency to break down in the field and, worst of all, unsuitable armament and cramped conditions for the men who both manned her and were transported in her. Faced with this wave of criticism, the ARD finally acquiesced to the demands of the troops and put out a contract for a new IFV.

The original contract called for a simple IFV, for use in the Mechanised and Armoured Divisions primary but also offering support to the Infantry Divisions when needed, while a new contract was put out for the latest MAU product to serve as a transport for the Infantry. In general, the response to the MAU contract was rather lacklustre, with the troops complaining that such a vehicle, even in concept, was no longer suitable for the battlefield. Soldiers resented being transported in big, loud, unwieldy, easy to hit and poorly protected vehicles, especially with the MAU-19, still the most common transport in service despite being older than most of the troops using it. The ARD however, refused on budge on the contract and the stand off continued for most of 2390.

It was solved when the company AVRO designs put forward a new concept for a vehicle which consisted of a simple base design, namely the transmission, tracks and front chassis, but beyond that was entirely modular, a highly adaptable design. Testing it in various set ups found that the vehicle was an excellent design, rugged and reliable. It was pressed into production in 2392 and issued to front line units in 2393.

Production

When the Ayers was put into production, there were a few issues with different variants that was a result of their modular and highly adaptable design. While the drive train and engine were perfectly acceptable for the IFV and Infantry Transport variants, other types, such as the Point Defence and Recovery types, suffered from poor reliability. Crew who operated these types also reported the cramped interior of the design which, while suitable for transporting armoured troops into action, was cramped and uncomfortable for those who were required to spend large periods of time inside, such as the Point Defence or Command versions. These faults were corrected in a line-wide adaptation of the Ayers which was known as the Ayers Mark Two. This version incorporated a larger engine and stronger drive train in general, allowing for better performance amongst the heavier types but, crucially, also greatly improving the performance of the types which had not suffered from the smaller and more fragile engine. The Point Defence Version underwent several modifications during the late 2390's, incorporating the Shredder system to replace the older Harper network. The Anti-tank version has also undergone upgrades to the Hydra Ramjet system, capable of knocking out Danaversian armour within a kilometre to provide support to armoured division.

Service History

Put into mass production, large numbers of Alversian Infantry and Mechanised Divisions were equipped with the Ayers I and Ayers II by the time the Alversian Army went into action in the battle of Miller, during the Alvo-Xis-Greali War in the late 2390's. Here, the IFV version proved itself highly popular with the troops, due to it's heavy armour protection and rapid fire capability to which the Greali troops had no answer. Though the bulk of Alversian armoured losses during the campaign were Ayers IFVs and APCs, their performance was praised. Not only did the front-line versions earn praise. During the battle of Oldfield, the headquarters of the 955th Infantry Division, in danger of being engulfed by Greali armour, was rescued by a platoon of Ayers AT IFVs which, firing from close range, drove the armour back and effectively saved the division.

In the Thirteenth Danaversian War, the Ayers II equipped every Infantry, Armoured and Mechanised Division in the Army. As such, they were by far the most common armoured vehicle in service with the Alversian Army and they saw hard service across all campaigns of the Danaversian War. This included a return to Miller where they proved instrumental in protecting and transporting troops retreating from the planet. Although not a match to the Catfish MBTs of the Danaversians, their numbers and role of supporting infantry often meant that they were the decisive edge against Imperial Infantry. The Recovery version also saw hard service during this campaign, as the Alversians were reluctant to leave any damaged or destroyed armour in the field. The mobile medical versions also came into their own as the withdrawing Republican forces were unable to establish permanent facilities.

Through the rest of the war, they continued to serve with distinction, tipping the balance in favour of the usually heavily outnumbered Alversian Infantry and providing support to the armour when required. Although their losses were often the heaviest of the campaign, the result of their numbers and the exposed positions they put themselves in to protect the infantry, the Ayers earned honour after honour in the field, including action by the 1004th Rowland Regiment, which broke the offensive of an entire Danaversian Legion, inflicting hundreds of casualties while the Regiment lost just a few dozen.


ANN-30 Kelsey

Name: ANN-30 Kelsey
Type: Self Propelled Artillery
Length: 5 metres (with gun, 9)
Width: 2.6 meters
Height: 4 meters
Power plant: Kestrel M91
Armament
    200mm Rapid-Fire rail gun
Crew: 2 (Commander/Driver, Gunner)

Development
The ANN-30 Kelsey was the natural development of a long line of self-propelled artillery dating back over a hundred years. The ANN series had been in service with the People's Army since 2269 and had gained a reputation in the field as being reliable, rugged and simple, the three things that the troops at the front needed. Due to the popularity of the series however, it meant that by 2376, the Alversian Army had over half a dozen different versions and types in service. Everything from upgraded ANN-9 Roystons(2298) all the way up to the much more recent ANN-28 Lacey served together in front line forces. Although the older versions had been up-gunned and otherwise modernised, their calibres had remained the same, at around 110mm, compared to the 170mm of the Lacey. This made attempting to keep the artillery units supplied in combat a nightmare (particularly if they were in intense action) and this was made all the more difficult by the fact that the 110mm shell, even the most recent types, were excessively obsolete. With this in mind, the Army put out a tender to Armstrong Arsenal (the company behind the series) asking for a new artillery piece that would provide the reliability of the Royston and the fire power of the Lacey and which would replace all other self-propelled artillery types in service.

The Company had already been developing the latest weapon in the series, the ANN-29, but with the new tender, this weapon was found to be impractical. It was originally intended to carry the same 170mm gun that was used in the Lacey but as this gun was already alarmingly outmoded, the designers decided to up-gun the design to 200mm, the next logical step. This required throwing away almost all the work they had done thus far on the chassis and running mechanism of the ANN-29 and starting again from scratch.

The original design submitted to the Research Department was rejected, as the Army Chiefs did not want yet another gun in yet another calibre that would temporarily cause an even greater logistical problem than already existed during the time when all three types would be in service together. Intense discussions were conducted between the ARD and Armstrong as they debated over the calibre of the weapon. Armstrong's primary concern was that starting again would effectively be an entirely new project and they were already six months behind schedule. Eventually, the Army Chiefs allowed a very limited number to be put into pre-production and for trials to be conducted alongside the Royston and the Lacey. Once these trials had been conducted and the performance of the gun had been proven against its ancestors, the Army put in an order large enough to re-equip every Infantry Regiment with the type and dubbed the 'Kelsey'.

Production

When the gun was finally put into production in 2378, the design was one of the most complex that had ever been submitted. This was mostly due to the engine, which was the same as the defunct ANN-29 but now transporting a much heavier gun and chassis. To cope, the design had been given a very advanced and complex running gear including two gearboxes and a limited slip differential. While this was fine on larger and more complex tanks, it made initial runs of the Kelsey very slow. This was especially true in factories that had been churning out hundreds of the much, much simpler Roystons. During the first year, it was estimated that in the time it took to build one Kelsey, the same factory could have produced twelve Roystons. The result of this was that re-equipping the Infantry was taking a painfully long time, with Roystons still in service in 2379.

In a bid to simplify construction without sacrificing performance, the plans were handed over to a second design and engineering team at Armstrong who revised and reworked large segments of the type, to the point that it was almost an entirely new model in its own right. The Kelsey Mark Two had a much more powerful engine and this in turn allowed the fitting of a much simpler running gear without affecting performance. These were only some of the long list of alterations made which vastly simplified the production of the type. Ironically, the Kelsey Mark One also found itself on the list of artillery pieces being scrapped, with units receiving their second upgrade within six months of their first. This new type could be rolled out of the factories in massive numbers and soon the rearmament was completed.

Following actual combat experience with the type, a number of revisions were recommended. The thickness of the armour was increased, as it was found that large calibre small arms could penetrate the flank and rear armour from medium range, and better protection was offered to the crew. A remote firing and auto-loading system was also introduced to enable firing while the crew was in cover and a much better targeting array which increased accuracy by as much as 60% in test firings. This was the Kelsey Mark Three, which was pushed into service in 2392 following the end of the Korr War.

Service History

The Kelsey first saw action during the Twelfth Danaversian War, where it equipped roughly a quarter of the Heavy Support Batteries of infantry units engaged. The majority of these were Kelsey Is which received a very poor reception from gunners who operated them. The most common complaint was that the vehicle was much too complicated and very difficult to maintain in the field, with other complains including that the targeting system would occasionally 'glitch' and throw a round well off course, that in medium quarters the protective shell could actually be penetrated by small arms from certain angles and, worst of all, the 200mm gun was Rapid-Fire capable but did not come with an auto-loader. The positives mostly revolved around the performance of the gun, with an excellent high explosive round which inflicted very heavy casualties on Danaversian forces, while it was also found to be very accurate, barring the few issues mentioned above. Overall, the gun was considered to be inferior to the Roystons and Laceys it fought beside and which performed much better with their battle-hardened crews.

Their second action was the Korr War of 2388, by which point the Kelsey I had been replaced by the Kelsey II in service, the much simpler design. It was also much more numerous, equipping all but a very small number of Infantry units. During this conflict, most of the faults expressed during the Danaversian War had been rectified and the type received high praise from her crews. The much simpler running gear made the tank easier to maintain in the field and, with the new engine, it was even faster and more agile than the previous version. The greatest improvements of all however, had been in the targeting software and the addition of an autoloader. These enabled the armament to be used to its maximum potential and this was demonstrated most notably during the Jomstar moon campaigns, when the heavy calibre rounds from Kelsey II's played a vital role in bringing down and subduing many of the Korr Fortresses encountered there. The thicker armour was also appreciated at times when enemy infantry got a bit too close for comfort.

It was during such situations that the gun found a second purpose, though not recommended. It occurred during the closing days of the Korr War, when the batteries of the 684th Black Hill Rifles found themselves under attack from advancing Korr armour. With no support immediately to hand, the unit depressed their barrels until they were horizontal and opened fire. Although the high explosive rounds were ineffective against the armour, the noise and power of the gun knocked out two tanks and forced another three to be abandoned. Believing themselves to have come up against Alversian armour or anti-tank artillery, the rest of the Korr withdrew, leaving the unit with a rare and unlikely victory. The Infantry began to using this to their advantage, tricking Korr tanks into hidden and dug in Kelsey II's which, from mid range, were more than capable of landing a critical blow to a Korr tank.

The type served through the Alvo-Xis-Greali War and the False Rebellion with distinction before engaging their largest conflict to date during the 13th Danaversian War. This model, the Kelsey III, proved to be as effective in this campaign as in the Korr War, playing a prominent role during the Battle of Miller and the invasion of Ferra, where it was invaluable during the campaign in the southern mountains. It also played a vital part during later campaigns on Imperial planets were heavily fortified positions were reduced to rubble in mere minutes by concentrated fire from the Kelsey. It also proved highly effective against Danaversian and Boolean armour, being capable of literally obliterating earlier and lighter tanks, especially with the newly issued armour piercing round. The type also saw service during the Myarr Insurrection.


LCC-30 Ryans

Name: LCC-30 Ryans
Type: Reconnaissance/Light Armoured Car/Ambulance/Utility Vehicle
Length: 4.5m
Width: 2.8m
Height: 1.8m
Power plant: Servo V20
Armament
    1 x Nilar 6v HMG/1 x Missile Pod (2 x Launchers)
[/list]
Crew: 2 (Driver, Gunner)

Development

The Light Combat Car 30 Ryans came about when the Army began looking for a replacement for the older LCC-26. This vehicle had been in extensive use for well over three decades but was now beginning to show its age against the more modern AFVs and IFVs in the Alversian arsenal. To this end, a tender was put out calling on military contractors to develop a new light transport for use by the army. It had to be highly adaptable, as capable on the front lines as it would be at a barracks or on patrol. Many of the usual military contractors agreed to produce prototypes. One of those was Petri Military Transport, who had by far the most extensive experience in this area. They had produced the LCC-26 and it's predecessor, the LCC-25. In regards to their previous experience, expectations were high for their prototype, which had been promised by the CEO of the company, Marc Walters, more than a week before the other designs were due in. Unfortunately, this placed a huge amount of pressure on the designers and engineers tasked with coming up with a replacement. As a result, the prototype they developed was effectively an updated version of the old LCC-26 with a more powerful engine and thicker armour. This did not meet the requirements as had been laid down by the Research Department and thus PMT was faced with the humiliating spectacle of being rejected from their area of expertise before the deadline had even passed. Instead, the Bryan-Hartman model was chosen to proceed and went into pre-production as the LCC-28 Chandley.

In the post-mortem that followed PMT's failure to land the contract, the CEO was forced to step down and his replacement, Cassandra Devon, ordered work on a completely new design. This was because she heard rumours from within the ARD that the Chandley pre-production models were being slammed at trials as being too slow, too lightly armoured and too uncomfortable, while attempts at mass production were being hampered by an exceptionally complex suspension system. Indeed, the situation was reaching the point that the model was on the verge of being scrapped.

The original development team were reassembled and given all the resources they needed to come up with the new design. They chose to take inspiration from the old LCC-26 in terms of layout and fundamental shape while designing an entirely new vehicle. This new model proved to be superior to the Chandley in every single manner and was, belatedly, chosen as the new model to take forward, going into pre-production sixteen months after the original had been rejected. Upon the satisfactory completion of the trials, it went into production as the LCC-30 Ryans.

Production

The LCC-30 Ryans went into production at the end of 2382. The initial version came with the Servo V16 engine for motion and which was capable of propelling the LCC-30 from 0 to 60mph in around three seconds and on to a top a speed of 120mph on the road and 100mph on rough terrain. To cope with this, the Ryans had been given a sophisticated suspension system to avoid shaking the occupants to death. It was also the first light Alversian vehicle to come with shields as standard issue to improve performance against energy weapons. It was characterised by the massive road wheels that improved her cross country performance and the high ground clearance that allowed her to effectively bounce over obstacles. This initial version was updated just before the Korr War in 2387 as the Ryans II, receiving a more powerful engine to compensate for the additional armour added to the chassis to keep pace with more modern small arms. The Ryans II is the version still in active service with very few modifications. The Ryans III was released into service in 2400, taking advantage of more sophisticated armour technology, an advanced point defence system to protect against missiles and a V-shaped shell on the underside of the vehicle to deflect the impact of mines away from the crew and passengers.

Alongside the Ryans III, there are a number of different variants of the Ryans currently in service and all with different modifications. The deep field reconnaissance version removes the rear seats in the vehicle in favour of an expansive sensor suite, enabling long range scanning of the field while the operator sits beside the driver. He also operates the turret. The ambulance version removes the armament and alters the rear ergonomics, replacing it with two beds and two chairs for use by medical personal. Several models also come armed with a RAR-9 launcher in place of the machine gun to offer more significant fire power in the face of enemy armour.

Service History

The Ryans I went into service in 2382 and won support for its reliability, good layout and speed. It was also noted that the layout of controls was similar to the older LCC-26 which allowed for quicker training times and easier conversion for existing drivers. These older drivers reserved the most praise for the vehicle, as it was much faster and yet much better protected than its predecessor. This proved invaluable during the 12th Danaversian War when Ryans saw extensive service in a variety of roles. The Reconnaissance version in particular was singled out as having performed brilliantly, maintaining a vigil on advancing Danaversian forces and defensive positions in relative safety. They also operated in a combat role, extracting or dropping off troops into hot zones and where it again performed excellently.

The Ryans II came into service just in time for the Korr War and here it again performed well, though not as remarkably as it had against the Danaversians. The Korr found the big car difficult to deal with, very fast and manoeuvrable beyond anything they had in their arsenal. Even Mech pilots have reported that it was difficult to hit. Indeed throughout the war, Korr Mechs and the Ryans II had something of a running battle with one another, in particular the RAR-armed versions which were capable of knocking out a Mech in action. More than one report claimed that the modest transport did a better job than many of the tanks. The ambulance version is also hailed as one of the Army's greatest additions of the past century, credited with saving the lives of many thousands of wounded soldiers thanks to the speed and comfort with which it transported them to field hospitals. The Ryans III performed much the same in the 13th Danaversian war and came in handy during the Myrarr Insurrection as a patrol vehicle which was immune to the mines and explosives established by the northern rebels.


SHA-40 Thorne

Name: SHA-40 Thorne
Type: Self-Propelled Rocket Artillery
Length: 6m
Width: 2m
Height: 5m
Power plant: Vega D101 Multi-turbine Engine
Armament
    1 x 80mm Heavy Missile Pod (16 launchers)
    2 x Nilar-6c turret mounted
Crew: 3 (Driver, Gunner, Commander)

Development

The SHA-40 came about in the mid 2380s as the Alversian Army called for a replacement to the current rocket artillery in service. The SHA-30 had been in service since the 2350's and was starting to show its age, no longer capable of sustaining battlefield operations. It was too slow, too weakly armed and armoured while the calibre of the missiles (50mm) was no longer sufficiently effective in battlefield tests. To that end, the proposal was put out for a new rocket artillery vehicle for use with the Army. The design chosen to go forward was the Severus Arms prototype. The vehicle was the first to employ a battlefield VI to manage it's sophisticated targeting system and also the first in the Army which could operate as an entirely independent unit, with a battlefield readout ensuring total co-operation with other combat units in the field. The design was also the first to utilise a double track, due to the heavy armour and weight of the large missile launcher, as well as the other technology that it the most advanced vehicle in the Army. It was also unique in that each double track was mounted on independent suspension monitored by the VI. By far the most potent part of the design though was the Missile Pod, with 16 80mm calibre rocket launchers. The type sailed through the production trials and went into service as the SHA-40 Thorne.

Production

Due to the highly technical nature of the Thorne, it has undergone constant refits and alterations to the technology without sufficiently being changed enough to receive a new designation. The fleet underwent an overhaul in the early 2400's which again did not warrant a change in designation. This has reached a point where the type got the nickname of 'One Name' Thorne, a play on the original General's nickname of 'One Shot' Thorne. The upgrades have included improving the targeting software, the transmission and the tracks themselves, while the software in general has been extensively upgraded and a much more sophisticated Virtual Intelligence added.

Service History

The type went into action first in the Twelfth Danaversian War were it excelled against the Danaversian forces. The Thorne could fire anything from a single missile accurately over two hundred kilometres or empty all sixteen barrels at a single area target. With missile types including high explosive, variable yield, armour piercing for bunkers and even shrapnel, the Thorne has been an essential part of the Alversian arsenal throughout the Korr War -where it proved devastatingly effective against enemy armour and fortresses- against the Greali and then against the Danaversians again. In the latter war it excelled itself against the heavily entrenched Danaversians, as a single battery of Thorne's was capable of shredding entire Corps in battle. The unique sprung system also ensured stability when firing, as proved when Thorne's were reported to fire from angles as steep at 40 degrees during battle.
Last edited by Alversia on Sun Feb 22, 2015 6:26 pm, edited 18 times in total.
R.I.P. Shal
17/01/2010

R.I.P. Peg
04/06/2018

Alversian FT Factbook

"Things are only impossible until they're not!"
~Jean-Luc Picard

User avatar
Alversia
Minister
 
Posts: 3183
Founded: Apr 26, 2007
Liberal Democratic Socialists

Postby Alversia » Tue Nov 13, 2012 5:35 am

Elite Units

Guards Divisions

The Guards are the elite field units of the Alversian Army, awarded the title for distinction in battle. They are the finest troops in the military and their presence on the battlefield is not to be dismissed. They also tend to perform the civil and military ceremonies and parades when not in active service.

The first People's Army Guards Units were formed in 1606, during the Alversian Civil War. The Provisional Army, struggling to hold back a much bigger and much more powerful Republican Army, approved the awarding of the title 'Guard' to any unit which had distinguished itself in combat and which could be counted upon for reliability. The first unit to receive the honour was the 9th Oakhelm Volunteer Rifle Division, which was renamed as the 1st Guards Rifle Division. Hundreds of Guards units were created throughout the war and were noted for fighting with distinction throughout the conflict. The soldiers were fiercely proud of their receiving of the title and places in Guard units were highly sought after by volunteers. Guards Rifle and Guards Cavalry Divisions spearheaded the Cavourna offensive of 1607, formed the rearguard during the subsequent retreat and then again formed the spearhead for the renewed counter-offensive that finally brought the Republicans to their knees. Many of these Guard units continued to served with distinction in many of the Republic's conflicts.

By the early 2000's however, an inquiry was set up to establish the effectiveness of having hundreds of Guard Divisions, and this confirmed the growing concern that having so many was detrimental to the Guards name. Worse than this, it was revealed that many of the units were actively competing with one another over resources and recruits. The inquiry proposed that the Guard Divisions currently in service be disbanded, with the exception of a very exclusive few. In the end, the Army agreed to the proposals and left just 13 Guards Divisions in the entire Alversian military. Though highly controversial at the time, it was recognised that having such a large group of Guards Units was redundant and that the new streamlined corps was much preferred.

The Guard Divisions recruit their troops in much the same as other Divisions. The only difference is that the Guards Divisions tend to train for longer and harder, while having much higher entry requirements for their recruits than ordinary Divisions.

Name: The Foot Guards Corps
Type: Infantry
Battle Honours:
    Alversian Civil War
    Delan War
    Alversian Systems War
    2nd Alvo-Photenican War
    1st SASM War
    Carvon Campaigns
    1st Danaversian War
    Tolfaran Campaign
    Ferran Intervention
    12th Danaversian War
    Korr War
    2nd SASM War
    Alvo-Xis-Greali War
    13th Danaversian War

The Foot Guards Corps is the Infantry section of the Guards Units and the only Guards Infantry Corps remaining in the Army, this is due to the modernisation of the force which has seen the other Corps converted into a Mechanised Infantry unit. The Foot Guards are the oldest Infantry units remaining in the Army and are considered to be amongst the most prestigious posts that a recruit can join. As such, they are very demanding and it is difficult to gain access to the Guards Units.

The Foot Guards contains three Guards Infantry Divisions:

Name: Grenadier Guards
Established: 1606
Based: Illesia
Motto:”To the front!”
Overview: The Grenadier Guards were established during the Civil War when the 11th Illesian Volunteer Rifles Division fought in the siege of Ryan's Crossing. Their heroic action here, plus the battles during the Great Retreat, led to them being rewarded with the title of the 1st Illesian Guards Division. After this, they became known as a specialist assault force that spearheaded most of the Provisional offensives for the rest of the war, leading to their nickname of 'Cavourna's Battering Ram'. Once the war had successfully ended, they were renamed as the Grenadier Guards in honour of the offensive role they had played in the war. They continued in this role during the Delan War, spearheading the 1623 counter-attack which ultimately ended the war and received the honour of being the first Alversian unit to set foot in the Delan capital. They were nearly wiped out in the 1st SASM War before again taking a leading role against the Carvon in 1777, smashing the core of the native army. They served a limited duty during the Ferran Intervention before the were employed in the vital battles of the 12th War, defending Alversian territory. They played a limited part during the Alvo-Xis-Greali war before again spearheading the offensive against the Ferrans in the 13th Danaversian war and in battles against the Ternion.

Name: Light Guards
Established: 1610
Based: Sierra
Motto:”Swift and bold”
Overview: Much in the way that the Grenadier Guards became known as such for their aggressive and bold offensive action, the Light Guards received their title for acting much like the Light Skirmishing Companies of Alversian Divisions. They had played a vital role during the 1607 Given Offensive as the 106th Sierran Rifle Division, screening the rest of the army as it pulled back and then conducting a series of brilliant rearguard actions to ensure that it was not destroyed itself, despite being surrounded on three sides. For the highly professional manner in which the Division had performed, it was retitled as the Light Guards in 1610. They took part in the Delan War and then the Alversian Systems war, though they were pulled out of the Delan stalemate to fight against the Silarians. They were not in battle against the SASM though played an important part in taking Malacus during the 2nd Alvo-Photenican War. They were heavily involved in the Carvon Campaigns, again often screening for battered and torn divisions withdrawing from Carvon ambushes. They were also involved in the Ferran Intervention but were unable to make an impact in the failed campaign. They were involved in the vital defence of Scion during the 12th Danaversian War and then again during the Korr War, playing an important part in the Jomstar Moons Campaign. They were not involved in the war against the Greali but they did fight in the 13th Danaversian War, including the battle of Miller and Ferra, as well as other vital campaigns against Danaversian territory.

Name: Aspis Guards
Established: 2057
Based: Granax
Motto:”We stand unflinching”
Overview: The Aspis Guards are the only Carvon Guards units and are named after the Aspisaxi Soldiers of the old warring tribes, who would have stood in front of the army with massive shields to protect the bulk of the troops from the first assault and were renowned for their skill and bravery. The Division was formed as the Huranxa Rifles in 1990, about the time that Carvon were finally permitted to join the army and also to form their own units as this had been done ad hoc before now. Considered to be 'first amongst the Carvon' the Huraxa rifles earned it's guard status during vicious battles with the Danaversians during the 1st Danaversian War. While the rest of the army did perform particularly well, the Carvon were reported to have '...fought like demons and installed a genuine terror in their enemies...' and as a result of their actions, were awarded the title of the Aspis Guards Division, of which the Carvon are fiercely proud. Only the best Carvon are put forward for the unit and, as a result, it is considered to be the most elite infantry formation in the Army. They were kept out of the Tolfaran and Ferran campaigns for fear of their reputation but they fought against the Danaversians again in the 12th War, where they were instrumental in the Battle of Scion. They also fought with distinction in the Korr war during the battle of Tenfour on Xiscapia and then around the Jomstar moons. Despite taking heavily casualties, they also played a key role in the taking of Korrila itself. They took part in the False Rebellion, contributing to the victory won on the ground during that battle. During the 13th Danaversian war, they took part in the Battle of Ferra, the Battle of Ranus and the Danaversian Campaigns, where it was reported that their mere presence was enough to cause whole Imperial units to rout.


Name: The Life Guards Corps
Type: Mechanised
Battle Honours:
    Alversian Civil War
    Delan War
    Alversian Systems War
    1st Alvo-Photenican War
    2nd Alvo-Photenican War
    1st SASM War
    Carvon Campaigns
    1st Danaversian War
    Tolfaran Campaign
    Ferran Intervention
    12th Danaversian War
    Korr War
    2nd SASM War
    Alvo-Xis-Greali War
    False Rebellion
    13th Danaversian War
    Myrarr Insurrection

The Life Guards are the oldest Mechanised Corps in the Alversian Army, with the force as an organised unit dating right back to the Civil War. Originally, it was known as the 'Guards Cavalry Corps' and equipped with large numbers of armoured cars and a much smaller number of tanks, before finally being outfitted entirely with tanks and IFVs at the end of the Alversian Systems War. Not all of the current divisions originally started out as Mechanised or Cavalry Divisions but have since been upgraded and refitted as mechanised divisions during the intervening years.

The Life Guards contains three Guards Mechanised Divisions:

Name: Falcon Guards
Established: 1604
Based: Illesia
Motto:”Eternal vigilance.”
Overview: The Falcon Guards are the oldest unit in the Alversian Army, dating back to 1598 with the formation of the Alversian Republican Army, where they were the 1st Infantry Division. At this time, the unit consisted entirely of former Black Falcons, who had played a major part in the war to liberate Alversia from the Photenican Empire and it's men were fiercely loyal to their leader. When Baxtor formed the Provisional Republic, the unit mutinied to a man and headed south to join Baxtor, where they were renamed as the '1st Black Falcon Rifles' or 'BFR'. As the army grew in size, they were renamed the 'Falcon Guards' as a tribute to their skill and discipline. During the Civil War, they were arguably the most decorated unit and fought in almost every major battle and offensive in Icor. They were the first unit to enter the Republican capital of Icoras in 1611 and suffered massive casualties during the Battle of Arlowe, at times reduced to less than a battalion of men. Following the war, they continued to serve with distinction against the Delans, Photenicans and Silarians before again nearly being wiped out by the SASM. The unit was still an Infantry Division during the Carvon Campaigns and formed the backbone of General Griffon's victorious Northern Army. It was upgraded to a Mechanised Division in 2186 as part of the Ferguson Reforms. They engaged the Danaversians for the first time in the first war and since then have continued to earn distinctions in every war Alversia has fought. It is the most decorated unit in the modern Alversian Army.

Name: Tiger Guards
Established: 1609
Based: Red Peaks
Motto:“Through blood, victory.”
Overview: The Tiger Guards started out as a Cavalry Division based on Sirite and were actually a part of the Republican Army at the beginning of the war, namely the 68th Cavalry Division under the commander of General Adrian Cavourna. They fought against the Provisionals for the first two years of the war but did not see much action, instead engaged in suppressing the local population, something which destroyed the morale of the force. At the end of 1606, the 68th defected to the Provisional side with Baxtor in command and immediately changed the fortunes in the region, presiding over a series of victories which drove their former comrades back. The unit was renamed as the 4th Red Cavalry Division and continued to fight in Sirite, even when Cavourna went to Icor to command the front there. The Division continued to distinguish itself and, in 1609, requested permission to rename itself in honour of their former commanding Officer. Cavourna himself refused them permission but the Division simply went over his head to Trezan Baxtor, the Commander-in-Chief, who gave them permission to take his nickname 'the Tiger of Sirite' and become the Tiger Guards Division. The unit fought with distinction in nearly every major war of the Alversian Republic and were notable as being the first Coalition troops to enter the Ferran capital during the 13th Danaversian war as well as inflicting the only major ground defeat on the SASM during the first war.

Name: Rhen Guards
Established: 1609
Based: Arlowe
Motto:“Never fallen.”
Overview: The Rhen Guards started out as an Infantry Division from the city of Oakhelm, the 29th Oakhelm Volunteers that, just after its inception in early 1608, was called upon to hold the city of Arlowe from the oncoming Republican Army attempting to cross the River Rhen. In the most vicious battle of the war, the 29th held on for thirteen desperate months, at times reduced to mere handfuls of men in scattered pockets. Even Cavourna himself stated that the entire war effort hinged on Arlowe being held and, following his counter-attack in early 1609, rewarded the division by handing them the title of the Rhen Guards for their actions during the war. The Rhen Guards continued to serve throughout the Civil War and then in every war that the Republic has fought and formed one of the backbones for the Carvon Campaigns of 1777. They are also notable for being the unit which stormed the stronghold of the False Rebellion leader, James Rose though they took heavy casualties from his bodyguard in the process.


Name: The Flank Guards Corps
Type: Mechanised
Battle Honours:
    Alversian Systems War
    1st Alvo-Photenican War
    2nd Alvo-Photenican War
    1st SASM War
    Carvon Campaigns
    1st Danaversian War
    Tolfaran Campaign
    Ferran Intervention
    12th Danaversian War
    Korr War
    2nd SASM War
    Alvo-Xis-Greali War
    False Rebellion
    13th Danaversian War
    Myrarr Insurrection

The Flank Guards are the second mechanised Guards Corps in the Alversian Army. They were formed following the tradition of placing elite formations on the wings of a battle formation or in a defensive line where they could prevent the flanks being turned. This tactic was often used when defending vital strong holds as it stopped these static positions being surrounded. Cavalry units were used for this purpose as they offered greater tactical flexibility, being capable of withdrawing and counter-attacking much quicker than the cumbersome infantry divisions of the time. The Corps was formed after the Civil War and saw its first action during the Delan War as a single unit, though the subunits within had all participated in the preceding war.

The Flank Guards contains three Guards Mechanised Divisions:

Name: The Pioneer Guards
Established: 1605
Based: White Oak
Motto: “Where duty leads.”
Overview: The Pioneer Guards started out as one of only four mechanised Divisions in the whole Provisional Army on Sirite. They were formed from defecting Republican troops and armour, fighting as the I Sirite Cavalry Division before they were re-purposed in 1606 to act as a specialist front-line pioneer Division to assist in difficult assaults or strong static positions. They became highly adept at this and indeed, their successes led to further specialist Pioneer Divisions being formed. These proved their worth towards the end of the conflict, when the Republican Army's last remaining troops were often stationed in powerful, Photenican constructed fortresses. The experience gained here was then put to use in the Alversian Systems War, where they were employed against the Delan defences surrounding the capital. They had not been called into action early in the conflict and many criticised the Army for this, though it was simply because they were undergoing a refit at the time. The unit was again called into action during the Alvo-Photenican Wars where they were again reducing Imperial fortifications. They were converted during Army reforms in 2100 when all surviving Pioneer Divisions were converted into Mechanised Infantry Divisions. Despite this, they retained the name of the Pioneer Guards and fought in every major Alversian action since. Their skills came particularly in handy during the 13th Danaversian war when confronted with heavy Danaversian fortifications.

Name: The Dragoon Guards
Established: 1609
Based: Rivelle
Motto: “We are worthy”
Overview: The Dragoon Guards were formed during the Civil War as a Provisional Cavalry Division were notable for fighting the Battle of Lake Trian, in which the single Cavalry Division managed to repel an assault from an entire Republican Armoured Corps thanks in equal parts to good leadership, strong defensive positions and small amounts of armour. It was unique in that it was formed as a Guards Division from the very start (13th Rivelle Guards Cavalry) taking survivors from the 114th Rivelle Cavalry Division which had taken heavy losses during the Given Offensive. Considered to be one of the most battle-hardened units of the war, the Dragoons were legendary for their skill in combat and their tenacity. The unit fought on Dela, where it took heavy casualties because of its refusal to yield ground unnecessarily and its dedication to carrying out its orders in spite of overwhelming odds. During the early Carvon campaigns, the Dragoon Guards distinguished themselves and won many of the victories during the early and mostly unsuccessful conflicts. When they engaged the SASM, the unit was all but wiped out. When fighting the Danaversians, the Dragoon Guards became known as a defensive rock and formed the defensive backbone of the campaign which took Gerral. In the thirteen Danaversian War, they fought on Ferra, Ranus VI and the hard battles towards the Danaversian core.

Name: The Storm Guards
Established: 2060
Based: Havoc (Gerral)
Motto: “Ours alone”
Overview: The youngest Guards Division in the Alversian Army, the Storm Guards were formed from the hard and heavy pioneers of the newly established colony on Gerral which had recently been won from the Danaversians. Under threat of an imminent counter-attack from the Imperials, Gerralians had prepared themselves with compulsory service in the local military and military discipline in schools. This paid off in making the divisions formed from Gerral amongst the most formidable in the Alversian Army. The Storm Guards first went into action to defend their homeland during the 2nd Danaversian War, when the Fascists attempted to retake their lost territory. The tenacious defence of the regular garrison and the militia until reinforcements could arrive won was key in winning a decisive victory. Throughout the battle, the Storm Guards had been kept in reserve behind the lines and relentlessly counter-attacked any Danaversian breakthroughs, closing off the gaps. This defence is what won them the title of the Storm Guards. They did not play a role in the SASM War, as they were preparing Gerral itself for the inevitable attack. They did fight against the Korr around Jomstars moons and participated in the famous battle for Tenfour, in which they took heavy casualties. They also played a key role during the invasion of Ferra with their troops being amongst the first to breach the Ferran defences.


Name: The Household Guards Corps
Type: Armoured
Battle Honours:
    Alversian Civil War
    Delan War
    Alversian Systems War
    1st Alvo-Photenican War
    2nd Alvo-Photenican War
    1st SASM War
    Carvon Campaigns
    1st Danaversian War
    Tolfaran Campaign
    Ferran Intervention
    12th Danaversian War
    Korr War
    2nd SASM War
    Alvo-Xis-Greali War
    False Rebellion
    13th Danaversian War
    Myrarr Insurrection

The Household Guards Corps is considered to be the elite of the elite, the best Guards Divisions amongst all the Guards Divisions. They are the armoured branch of the Guards force, and was always intended to be when created during the Civil War. When formed the I Armoured Corps was unique in the Provisional Army as it was the first Division to be given the 'Armoured' designation. At the time, all units with armour were classed as Cavalry Divisions. This was due to the high proportion of armoured cars to actual heavy armoured vehicles. As the Republican Army was likewise equipped mostly with armoured cars, the presence of large numbers of tanks on the battlefield proved devastatingly effective. Such was their impact on the war that Baxtor took a personal interest. Following their actions, Baxtor had the unit renamed as the Household Guards Corps, indicating their close connection to the new Provisional Republic. The Corps fought on Dela during the war, arriving after the counter-attack and playing a key role in driving the local forces back. They were also involved in the Carvon campaigns, where they helped secure victory in the final few battles. The three Divisions of the Household Guards were joined by the Silarian Nehir Guards Armoured Division to make it the largest standing Corps in the Army. During the Korr and Danaversian Wars, they claimed the highest armour kill count of all involved units, taking a particularly heavy toll of the Danaversian Catfish tanks and Boolean mechs.

The Household Guards contains all four Guards Armoured Divisions. Three of these were established with the Corps while the Nehir Guards were added following the reforms of the Army in 2186.

Name: Trident Guards
Established: 1610
Based: Arlington
Motto: “Duty, Honour, Dignity”

Name: Lancer Guards
Established: 1610
Based: Illesia
Motto: “Duty foremost”

Name: Iron Guards
Established: 1610
Based: Avvar
Motto: “Unbreakable.”

Name: Nehir Guards
Established: 1690
Based: Saxon
Motto: “Divine will”



The Black Falcons

The Black Falcons are the Alversian Republic's Special Forces. It is formally known as the Black Falcon Regiment, or the BFR and is the 1st Regiment of the Alversian Army. It was formed in 1605 from members of the Black Falcon Division which defected from the Republican Army. Originally just a single company of troops -the most experienced guerillas in Alversian space- its valuable service during the first two years of the war saw the unit expand massively until it reached its peak of 2.2 million men serving in 220 Divisions spread across Icor and Sirite. Considered to be the best trained and most professional troops of the Civil War, the Black Falcons played a massive role in the conflict, tying down huge numbers of Republican troops as they tried in vain to protect their lines of communications. The Falcons were responsible for some of the most daring raids of the war, including an attack on President Matthias himself that only narrowly failed. They also managed to assassinate the Commander in Chief of the Sirite threatre, Genera Hansen, in 1609, contributing greatly to their eventual victory there. Following the end of the Civil War, the Black Falcons were downsized massively to just a single Division. Most of the troops from the other units going on to form the core of the post-war Guards Divisions. They were in action again during the Delan War and against the Silarians. They have been involved in every major war that the Alversian Army has fought, most recently engaging in action against the Myrarr during the Insurrection there and playing a key role in striking targets deep behind enemy lines and countering the northern city's own guerilla campaign.

The Black Falcons are responsible for striking into enemy territory no matter where that might be. To that end, they are very highly trained to take advantage of any natural terrain they may encounter and to remain hidden even in alien territory for a large period of time. As many of their missions require radio silence, Falcon teams are usually on their own once they are dropped into the operating zone and will usually only call for assistance once compromised or successful. If the territory in which they are operating has a high percentage of human natives, then the Falcons may simply melt into the crowd and remain undercover until they can be extracted.

Due to the difficult circumstances in which they operate, the Black Falcons have exceptionally difficult entrance qualifications and very few soldiers ever actually qualify to undergo what is known in the Regiment as 'The Plague', Black Falcons initiation and training. This is so harsh and uncompromising that less than 1% of those who attempt it manage to pass and even then, failing to pass to a satisfactory degree will still result in disbarment. The training includes tasks such as:

Surviving in the harsh wastelands of Malacus with nothing but a basic survival kit for 48 hours.
Attempting to travel across the mountains of Sirite while being hunted by another Black Falcon team.
Crossing the Sirite mountains with nothing but a survival kit.
Swimming the 1,200 miles of the River Rhen within a month in the middle of winter without support.
Transporting a difficult prisoner across Gerral while avoiding local military forces.
Making it across Carvite without being detected and attacking a dummy target there.
Relentless simulations against every alien race the Alversian Republic has ever faced and many hypothetical ones. These simulations include hand to hand combat and fire-fights and ambushes.
'The Slog' a run from Illesia to Icoras with full combat gear.
Assassinating a dummy target in Icoras while in hiding and then escaping to the coast without being detected.
Attempt to locate an ambush a convoy protected by Black Falcons.

Though dangerous, no one had died during Black Falcon training in nearly a hundred years, though many have been badly wounded.

Because of the rigorous training and difficulty of that training, the Black Regiment consists of less than two hundred members. They are organised into teams of four, put together upon recruitment and then training together constantly. Though required to be highly capable individually, the team focus makes them a much more dangerous proposition in general. Teams will typically be headed by a veteran Falcon Lieutenant who will take the lead on assignment.

Black Falcons are augmented beyond even the military standard, including much more sophisticated strength and endurance augments (received after 'the Plague') and neural implants to allow silent communication between team members. As such, they are faster, stronger and more deadly than any other Alversian force. In terms of equipment they are given a basic survival kit that includes items like flares, a lighter, wire, a respirator, a compass that will always point to the north of a planet, a small map, a multi-tool knife, bandage, sewing kit, a mirror and a first aid kit amongst others.

The Black Falcons are also armed with unique weaponry not used anywhere else in the Alversian Armed Forces. This includes the SF-80 rifle, constructed entirely from bone so as to avoid weapons sensors and to be lightweight. It is equipped with an energy diffuser to conceal the energy output of the weapon, thus making it entirely invisible to weapons sensors. It fires a specialist form of projectile of caesium that reacts with the natural water of the target's body to create devastating internal damage. The tip of the bullet is actually Tritilanium to ensure maximum armour piercing and to protect the much softer metal. This is also used in the standard Black Falcon pistol. These weapons are effective but ruinously expensive, making them unlikely to see anything more than specialist Black Falcon production.

Their armour is likewise constructed partly of bone and lined with specialised reflective metals to make it difficult to pick up on sensors. Even their shielding is intended to keep as low a profile as possible on enemy sensors without sacrificing protection.

The Black Falcons are also unique in the Army in that they have their own specialist dress uniform and fatigues, a black uniform in both instances. They are also the only Alversian Army units to wear swords on their dress uniforms as standard, though kitsune and Aluminan units of the Army also wear these are part of their ceremonial uniforms.
Last edited by Alversia on Thu Jan 31, 2013 5:33 pm, edited 3 times in total.
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Alversian FT Factbook

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Postby Alversia » Tue Nov 13, 2012 5:35 am

The Alversian People's Air Force: Overview
(Known as the People's Air Force or the APAF)

Name: Alversian People's Air Force
Commander: Marshall of the Republican Air Force James Reilly
Headquarters: Pierspoint, Oakhelm
Founded: 1605
Size:
    62 Air Armies

    22.8 million Combat Aircraft
    2.7 million Support Aircraft
    37 million Crew
Motto: "Always prepared."

History:

The Alversian People's Air Force is the aerial component of the armed forces, responsible for protecting atmospheric air space on all Republican planets. The air force was formed in 1605 as part of the Provisional Republic's defences, tasked with protecting the fledgling nation's airspace from it's government counterpart, the Republican Air Force. The first commander was Air Marshall Thomas Orde. He immediately recognised that both the resources and manpower available to him were insufficient for the task they were given. His statement was not inaccurate; the PRAF's core was formed of pilots who had deserted from the RAF but few had been able to bring their aircraft and they were massively outnumbered by the Republicans. Due to this shortage of aircraft, there was not sufficient time to train high numbers of pilots beyond the basics and so many were able to fly but entirely unprepared for aerial warfare.

When the war finally broke in late 1605, the PRAF had just forty Squadrons of aircraft available spread over two continents, with 20 fighter units, 15 bomber and 5 reconnaissance/liaison. Without exception, they were armed with old and obsolete Photenican aircraft that were entirely unsuited for the style of warfare practised. In the first disastrous year of the conflict, the PRAF lost over four hundred aircraft; most of whom had been destroyed on the ground when their bases were overrun. Orde gave the command to destroy the bases as the army retreated, ensuring that they could not be used by the Republicans. This turned out to be one of the most vital orders given during the Civil War as the lack of suitable bases for the Republic's jet fighters meant that they were forced to operate from airfields further north, at the limits of their range. During the 1606 stalemate, the PRAF focused heavily on pilot training and aircraft production, using indigenous types that had been developed during the previous year. The Civil War is unique amongst Alversian wars in that it was the only war that dogfighting played a key role, due to both sides prioritising production over munitions such as missiles. As a result of this, both sides armed their aircraft with cannon. The battles over the Neyyer Line were a trial of blood for the PRAF's newly trained pilots, though they had several advantages. They were fighting over their own lines, allowing for easier recovery if they were shot down, they were much closer to their bases and the new aircraft coming off the production line were much better than those they had been using before. Their losses remained high, but the gap was not as great as it had previously been.

There is a common myth that when Cavourna took over as the Commander-in-chief of the Icor theatre that he wanted the Air force disbanded, due to the perceived failings of 1605. This is inaccurate. He bemoaned that the Air force needed so many resources when the army was in such poor condition, but he actively supported the organisation and formed a close working partnership with Orde. When the Provisional counter-attack was launched in 1607, the PRAF had grown in size to over two hundred squadrons with many trained and seasoned pilots. They played an important role in the offensive, striking at concentrations of Republican troops while the fighters kept the RAF from doing the same. It was during the 1608 Given Offensive that they had their finest hour. With the army in a grim fighting retreat, the PRAF sprung into action to give them protection from the air. In Cavourna's memoirs, he credited the air force for saving the army during the offensive, as they repeatedly repelled and scattered powerful RAF assaults. While the fighters fought their desperate defence, the bombers struck endlessly at Republican bridgeheads and vanguards to buy the army time to retreat, at considerably cost. Their bravery considered during the battles of Arlowe and Illesia, when they again prevented the Republican Air Force from playing a big role in either campaign.

When the Cavourna offensive was launched in 1609 and the Republican Army collapsed, the air force preceded it by striking at strategic locations and Republican air fields, effectively destroying it as an organised force. With air supremacy, they were able to harass and disrupt the Republican line of communications and hamper their attempts to form a defensive line. By the time the war ended in 1611, the PRAF had been renamed as the Alversian People's Air Force (APAF) and was roaming the skies of Alversia freely, striking targets of opportunity. The air force also played a large part in the destruction of Icoras, the old Alversian capital, launching heavy bombing raids during the offensive that made the city uninhabitable.

Throughout the Civil War, tens of thousands had been called up to fight in the PRAF and APAF, with tens of thousands of aircraft being produced. Of those, several thousand were shot down and at least six thousand pilots killed. The top scoring Provisional ace of the war was Daniel Holding, a pre-war pilot who flew in several interceptors throughout the war and is credited with 48 confirmed kills. The highest ranked Civil War-era pilot was Casey Thompson, who joined in 1606 and, by the time the war ended, had 22 aerial kills and a further 15 aircraft destroyed on the ground.
Last edited by Alversia on Sun Oct 09, 2016 1:17 pm, edited 3 times in total.
R.I.P. Shal
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Alversian FT Factbook

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Postby Alversia » Tue Nov 13, 2012 5:36 am

Ranks
Last edited by Alversia on Thu Jan 31, 2013 5:31 pm, edited 1 time in total.
R.I.P. Shal
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R.I.P. Peg
04/06/2018

Alversian FT Factbook

"Things are only impossible until they're not!"
~Jean-Luc Picard

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