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Coalition Factbook (Under Construction)

A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]
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Prizyetsa
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Coalition Factbook (Under Construction)

Postby Prizyetsa » Sat Oct 22, 2011 2:11 pm

The Coalition


The Coalition is an organisation in the Darklands Region. The Coalition was created in 2011 with the sighning of the Treaty of Zephyr, an agreement to stimulate technological growth and maintain the technological advantages that the sighnee nations had, and still have to this day.

Coalition Navy & Marine Corps


The coalition navy is the main military arm of the Treaty Of Zephyr nations, Kauvara, Prizyetsa and Octovia after the completion of Project Astrum in 2016. It quickly became apparent that in order to hold on to the technological superiority which the Zephyr nations had gained through Astrum, a means of inter-planetary travel was needed in order to gain the resources and research needed to keep ahead of other nations such as Sovietyeto and China. In 2018, after a brief conference in Vulpes, the Zephyr Coalition was born. Materials and manpower were sent up the lift, and the original terminal was expanded to house medical facilities, research labs and eventually, shipyards. Although the smallest shipyards were finished in 2019, Prizyetsa and Kauvara had already been designing and saving up for the construction of space-faring vessels for years, albeit in secret. Finally, in 2022, the first ship rolled out of the orbital shipyards, the Löytyö, a small freighter designed for shuttling men and materials between the orbital and the moon, which was quickly colonized mainly by Prizyetsa.

In late 2023, scientists on the moon stumbled upon strange metallic patterns under the moon’s surface during a mining prospect, and authorities were called immediately. For a short time, the section on the far side of the moon was off-limits to civilians, and is currently covered by a giant pressurized facility. No more details were released on the matter except shipping documents indicating that the Löytyö has made regular stops in the sector, and two of her sister ships have been reclassified as “Heavy Destroyers” and are currently stationed at the orbital.

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Löytyö Class Freighter

Shortly after the facility’s construction, it was realised that the facility needed security, resulting in a regiment of Kauvaran IKGF being sent up to provide security. Soon, they became accustomed to their potision. The Coalition Marine Corps was established in 2024, with this regiment becoming the first of what now constitute 30 Expeditionary Regiments spread out across the system.
Last edited by Prizyetsa on Sun Oct 23, 2011 4:19 am, edited 1 time in total.

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Prizyetsa
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Postby Prizyetsa » Sat Oct 22, 2011 2:12 pm

Coalition Navy


Löytyö Class Heavy Destroyer
Length: 255 meters
Compliment: 120 crew with 2 Administratii Squads
Engines: two deuterium cold fusion powered thrusters
Slipspace drive: none
Hull: titanium-tungsten alloy
Navigation system: on-board computers (AI in some cases)
Armament: 1 magnetic mass accelerator, 600 missile pods (7200 missiles total), point defense system (Experemental shields are currently undergoing trials)
Air/spacecraft: 2 Eagle-class dropships
Capable of atmospheric entry?: yes
Current ships in service (or planned to enter service within the next year):
Löytyö
Luna
Tera
Phobos (60 days)
Deimos (60 days)
Io (120 days)
Europa (120 days)
Ganymede (180 days)
Castillo (180 days)
Mimas (240 days)
Tethys (300 days)
Last edited by Prizyetsa on Sat Oct 22, 2011 2:48 pm, edited 1 time in total.

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Kauvara
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Postby Kauvara » Sat Oct 22, 2011 2:19 pm

COALITION MARINE CORPS (CMC)

PROVIDED BY THE 1ST INFANTRY COMMAND, OFFICE OF BRIGADIER GENERAL NORVENUS



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Ships of the Coalition Marine Corps:


Solar-class battlecarrier:
Length: 2,543 meters
Compliment: 2,000 crew with three regiments of Marines OR 15,000 colonists
Engines: eight deuterium fusion thrusters
Slipspace Drive: none
Hull: titanium-tungsten mix
Navigation system: either on-board AI or on-board computers
Armament: one Magnetic Accelerator Railgun, 52 50mm autocannons, 26 150mm deck guns, 52 anti-aircraft missile turrets
Air/spacecraft: Albatross-class heavy cargo shuttles, Raven-class gunships, Eagle-class dropships
Capable of atmospheric entry?: no
Notable ships in service:
-CMCS Spirit of Fire (CFV-88)
-CMCS Spirit of Earth (CFV-91)
-CMCS Spirit of Wind (CFV-97)

Image
CMCS Spirit of Fire (CFV-88)



Gaia-class transport:
Length: 1,190 meters
Compliment: 1,000 crew with two regiments of Marines OR 10,000 colonists
Engines: six deuterium fusion thrusters
Slipspace drive: none
Hull: titanium-tungsten mix
Navigation system: on-board computers
Armament: one Magnetic Accelerator Railgun, six 50mm autocannons, six anti-aircraft missile pods
Air/spacecraft: Albatross-class heavy cargo shuttles, Eagle-class dropships, Raven-class dropships
Capable of atmospheric entry?: no
Notable ships in service:
-CMCS Chimera (C-101)
-CMCS Scylla (C-167)
-CMCS Hydra (C-222)
-CMCS Jörmungandr (C-340)
-CMCS Kraken (C-398)
-CMCS Griffon (C-462)
-CMCS Sphinx (C-529)
-CMCS Pegasus (C-655)

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CMCS Chimera (C-101) after its construction



Lunar-class assault ship:
Length: 478 meters
Compliment: 435 crew with one regiment of Marines OR 5,000 colonists
Engines: four deuterium fusion thrusters
Slipspace drive: none
Hull: titanium-tungsten mix
Navigation system: on-board computers
Armament: one Magnetic Accelerator Railgun, 12 50mm autocannons, 5 150mm deck guns, 10 anti-aircraft missile turrets
Air/spacecraft: Raven-class gunships, Eagle-class dropships
Capable of atmospheric entry?: yes
Notable ships in service:
-CMCS Vulpes (FFG-126)
-CMCS Danik (FFG-218)
-CMCS Takan (FFG-279)
-CMCS Fyrto (FFG-353)
-CMCS Bonsa (FFG-497)
-CMCS Aldvekt (FFG-581)
-CMCS Nova Aetas (FFG-601)

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CMCS Vulpes (FFG-126) and Danik (FFG-218) escorting the under-construction X-CMCS Takan (FFG-279) as it tests its MAR cannon



Albatross-class heavy cargo shuttle:
Length: 52 meters
Compliment: 5 crew with one prefabricated shelter OR 100 passengers OR 50 soldiers + equipment and vehicles
Engines: five heavy-duty thrusters
Slipspace Drive: none
Hull: titanium-tungsten mix
Navigation system: manual or orbital uplink
Armament: none
Capable of atmospheric entry?: yes

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Bravo-038 leaving after deploying a part of a CMC firebase on the northern icecap of Mars



Eagle-class dropship:
Length: 30.5 meters
Compliment: 2-3 crew with 15 passengers with vehicle OR 35 tons of cargo
Engines: 2 main thrusters, 10 light maneuvering thrusters
Slipspace Drive: none
Hull: titanium-tungsten mix
Navigation system: manual or orbital uplink
Armament: two missile pods, one heavy autocannon
Capable of atmospheric entry?: yes

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3rd Platoon, D Company, 13th Infantry deploying via their Eagle-class dropships, followed by two Administratii Pelikaani-class stealth transports



Raven-class gunship:
Length: 11 meters
Compliment: 1 crew with up to 4 passengers + 1 ton of cargo (no vehicles)
Engines: Two turbo props, two thrusters
Slipspace Drive: none
Hull: titanium-tungsten mix
Navigation system: manual or orbital uplink
Armament: two missile pods, one heavy autocannon (standard, but is modular)
Capable of atmospheric entry?: yes

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Victor-681 carrying Marines in preparation for a raid



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Primary fleets of the Coalition Marine Corps:


1st Expeditionary Fleet:
-CMCS Spirit of Fire (CFV-88)
-CMCS Vulpes (FFG-126)
-CMCS Danik (FFG-218)
-CMCS Chimera (C-101)
-CMCS Griffon (C-462)


2nd Expeditionary Fleet:
-CMCS Spirit of Earth (CFV-91)
-CMCS Takan (FFG-279)
-CMCS Fyrto (FFG-353)
-CMCS Kraken (C-398)
-CMCS Pegasus (C-655)


3rd Homeguard Fleet:
-CMCS Spirit of Wind (CFV-97)
-CMCS Bonsa (FFG-497)
-CMCS Aldvekt (FFG-581)
-CMCS Nova Aetas (FFG-601)
-CMCS Scylla (C-167)
-CMCS Hydra (C-222)
-CMCS Jörmungandr (C-340)
-CMCS Sphinx (C-529)



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25 Sample Roles of the CMC:


1. Rifleman
2. Field medic/corpsman
3. Combat engineer
4. Support gunner
5. Sniper
6. Marksman
7. Anti-armor
8. Assault trooper
9. Reconnaissance scout
10. Vehicle mechanic
11. Aerial mechanic
12. Power armor mechanic
13. Pilot
14. Co-pilot
15. Crew chief
16. Artilleryman
17. General technician
18. Hazard trooper
19. Construction engineer
20. Ship commander
21. Vice-commander
22. Science officer
23. Communications officer
24. Weapons officer
25. Security officer



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Sample Gear of the Coalition Marine Corps


Basic kit of a standard CMC Marine Rifleman (unmodified kit for use in Earth-like environments and shipboard duty with standard supply runs and reinforcement rotations):

Equipment: seven days of rations, extra clips, gas mask, electronic lock picker/code breaker, basic medical kit, binoculars, balaclava, CMCA-2 Medium Ballistic Armor (atmospherically sealed), magnetized armored boots, one flare (bright white phosphorous), one colored smoke grenade (can be switched to red or green color), communicator/radio, multipurpose eyewear, computerized eyepiece (with uplink), basic data drive (linked to eyepiece)

Weapons: Mk.18 7.62mm Multi-environment Assault Rifle, M5D 10mm Pistol, two fragmentation grenades, one 9” combat knife (can be affixed to M18 as bayonet)

Image
Coalition Marines engaging in a training exercise

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Marines in shipboard/urban camouflaged (on left) and winter/gas giant camouflage

Image
The Mk.18 7.62mm Multi-environment Assault Rifle without environmental sealing covers



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Regimental Numbering Standard:


1st: Command (20,000 strong)
2nd: Specialized (10,000 strong)
3rd through 5th: Assault (5,000 strong)
6th through 8th: Mechanized (5,000 strong)
9th through 12th: Armored (4,000 strong)
13th through 25th: Standard (5,000 strong)
26th through 28th: Logistical (7,500 strong)
29th through 39th: Homeguard (30,000 strong)
40th and up: Guardian (varies by posting)



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Notable CMC regiments:


1st Infantry Command
Commanding Officer: Brigadier General Tychus L. Norvenus
“Lead from the fore”

The 1st Infantry Command (INCOM) serves as the leading field command unit for the Coalition Marine Corps. They are consistently deployed on the CMCS Spirit of Fire, the main warship of the CMC. INCOM serves three purposes. The first is to oversee the deployment of Marines to colonies that the Spirit of Fire visits. The second purpose is to command any and all CMC soldiers sent to a warzone under the jurisdiction of the Spirit of Fire. The final purpose is to act as security and naval infantry aboard the Spirit of Fire. Their vehicles are almost identical to a standard infantry regiment, although there are more command vehicles.


2nd Specialized Infantry
Commanding Officer: Colonel William D. Ford
“Going where no man wants to go”

The men and women of the 2nd Specialized Infantry are deployed in hostile environments where sealed suits are required. Wearing CMCA-4 Heavy Powered Ballistic Armor (http://images4.wikia.nocookie.net/__cb20100619015041/starcraft/images/4/43/TychusFindlayArmor.jpg, so far the only truly powered armor in the CMC), these soldiers are some of the most dedicated in the CMC, relishing their job with a gung-ho, and sometimes even dark, fervor. In a pinch, these soldiers can also serve as shock troops, deploying directly from orbit via drop pods. When things are truly desperate, they can even be formed up as an iron wall of soldiers, creating an impressive defense wherever armored vehicles are unable to go, their heavy armor making them an armored regiment in close quarters combat actions.


3rd Assault Infantry
Commanding Officer: Colonel Jennifer G. Hunter
“Soldiers of the heavens”

The 3rd Assault Infantry serves as a primarily offensive unit, deploying in hostile drop zones to secure and defend the interests of the Coalition. The 3rd Assault has no vehicles besides their orbital drop pods. They serve as the first infantry to be deployed to the ground, deploying from the Spirit of Fire via their High-altitude Entry Vehicles, always directly from orbit. These soldiers are the elite forces of the CMC. The 3rd Assault is almost always involved in every conflict, generally being in the first wave of units, charging in as the forefront with their drop pods, being the first soldiers to get their boots down on a planet.


6th Mechanized Infantry
Commanding Officer: Colonel Dominic A. Fenix
“Bringing the steel to the stars”

One of the heaviest regiments in the CMC, the 6th Mechanized Infantry is the iron fist of the Marine Corps. They are usually committed as either the spearhead of an assault or the pivotal centerpiece of a defense. In the 6th, every soldier has a vehicle, be it a light reconnaissance vehicle, an APC, or a heavy main battle tank. In short, the 6th Mechanized is one of the toughest infantry units of the CMC. The 6th Mechanized is one of the most important of the mechanized regiments in that it is consistently the first deployed into hostile zones.


9th Armored Regiment
Commanding Officer: Colonel Kyle H. Fredericks
“The iron fist of the Coalition”

The 9th Armored, while tried and true in ground combat, is an unorthodox force when it comes to extraterrestrial combat. Comprising of heavy tanks and artillery, the 9th is only deployed on worlds where gravity will allow them to operate properly. They also operate in the larger ships (such as Solar-class battlecarriers), where there are areas that stretch for kilometers. The 9th Armored stands out from the other regiments by being one of the only ones not taking from a terrestrial unit. This unit was converted from one of Kauvara’s only armored regiments, the 34th IKGF Armored.


13th Infantry Regiment
Commanding Officer: Colonel Randall N. Peterson
“The lucky 13’s”

The first of the standard infantry regiments to be raised, the 13th Infantry is notorious for always seeing the worst of the wars that the Coalition fights in. The start of their career was the posting on the dusty planet of Mars, in order to help establish the CMC Command Center in Nova Vulpes, back before the city even existed, during the time when death was commonplace due to the hazardous environment. After Nova Vulpes was established, they were sent to Io to establish an orbital defense grid, as well as restocking shipyards, for the Coalition Navy, where they battled the frigid cold. After Io, they were sent to Thalassa to construct sensor stations, where they lived in tiny prefab shelters for a month on the barren, frozen rock. Ever since, the 13th Infantry has been called on to fight in the worst of the wars, serve on the most inhospitable planets, and do the most clandestine of work for the Administratii of the naval intelligence. However, the soldiers of the 13th are some of the best in the CMC, and a Marine having the patch on his shoulderplate is a mark of extreme pride.


26th Logistical Support Regiment
Commanding Officer: Colonel Amanda C. Skye
“The gears of the Coalition”

Logistical regiments are the unseen hands that keep the military working. The CMC is no exception. Thanks to the efforts of regiments like the 26th Logistical, the CMC is able to work and function smoothly. Based in Nova Vulpes, the administrative soldiers of this regiment keep the 150,000 Marines of the CMC Expeditionary Forces moving efficiently, as well as the hundreds of thousands of soldiers serving in the colonial Guardian Regiments.


30th Homeguard Regiment
Commanding Officer: Colonel Naru Hirachi
“Mars’s own”

Assigned to the city of Nova Vulpes on Mars, the 30th is an elite infantry regiment tasked with the defense of one of the Coalition’s founding colonies, and the headquarters of the CMC, as well as the homeworld of the Kauvaran people. However, simply because they are based on Mars does not mean the Marines of the 30th Homeguard are lax soldiers. Quite the contrary. In fact, the 30th is one of the most elite units in the CMC, easily being one of the most effective and efficient regiments in the Corps.


47th Guardian Regiment
Commanding Officer: Colonel Falx G. Carius
"The frozen guardians
"
Based on Thalassa, the 47th Guardian Regiment is one of the more infamous in the Coalition Marine Corps. Generally-speaking, this is where troublemakers are sent by other commanders. Colonel Carius, the commanding officer, is almost seen as a warden. However, the Marines who go the Thalassa always give full devotion to their duty as observers. It is their job to ensure that any and all vessels that enter the Sol System are tagged with the powerful sensor arrays in Arcus, the only settlement on the moon. All of the Marines who finish their time on Thalassa are always more efficient soldiers, as well as penitent.



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Areas with contingents of Coalition Marines:
Note: the following deployments are only the ones that are permitted to be released; the rest are classified


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Name: Ceres
Type: Dwarf planet in Asteroid Belt
System: Sol
Environment: Rock
Population: 1,631
Capital: Firebase "Fox's Hope"
Major cities: None
Spaceport(s): Landing pads (Firebase "Fox's Hope," military)
Regiment(s): 48th Guardian
Current status: Under Coalition control
Notes: Ceres is the largest asteroid in the Sol system, so large, in fact, that it is almost classified as a planetoid. However, this asteroid serves a very important purpose. The 1,000 Marines and 631 civilians of Fox's Hope are some of the men and women who keep the defense network in the asteroid belt running. Without their constant maintenance of the network, as well as their vigilant patrols for pirate activity amongst the rocky zone, the Coalition would be highly-vulnerable to attack. As Ceres is the largest asteroid, the Marines are specially-trained by the Administratii in the art of naval warfare, so that they may be ready to capture any ship that tries to thread its way through the precarious terrain.


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Name: Charon
Type: Dwarf planet in the Kuiper Belt
System: Sol
Environment: Ice
Population: 409
Capital: Firebase "Coryza"
Major cities: None
Spaceport(s): Landing pads (Firebase "Coryza," military)
Regiment(s): 60th Guardian
Current status: Under Coalition control
Notes: Initially, Charon was a junkyard. Many of this ships that attempted to make the journey from Pluto to the greater unknown failed, and their hulls were scrapped on Charon. It became a graveyard of metal, electronics, and forlorn hope. During this time, the Marines of the 60th Guardian at Firebase "Coryza" had to be the ones to break these ships down. Many were grim, some of them were even the sailors who failed in their expeditions. However, like Pluto, Charon also changed with the advent of the Elstadt-Sasaki Drive. Charon became a bustling center for salvagers hoping to find a ship and make "the Jump." The Marines of the 60th are usually the ones to see off the intrepid voyagers, wishing them luck in their journey.


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Name: Eris
Type: Dwarf planet in the Kuiper Belt
System: Sol
Environment: Rock
Population: 451
Capital: Firebase "Talara"
Major cities: None
Spaceport(s): Landing pads (Firebase "Talara," military)
Regiment(s): 59th Guardian
Current status: Under Coalition control
Notes: Eris is another of the dwarf planets in the vast expanse between Saturn and Neptune, in what is called the "Kuiper Belt." It serves as one of the primary observation points to tag vessels that come in and out of the Sol System. While a tiny outpost, it is still critical to the defense of the Coalition, as it is a primary surveillance dwarf planet. The Marines of the 59th Guardian, while often bored, realize their importance to the Coalition and its survivability. There are monthly supply runs to Firebase "Talara" in order to ensure the Marines have something to do. Passes are also offered to Marines so that they can hitch rides on the transport shuttles to other postings. However, this outpost is always constantly manned at full-strength, ensuring vigilant defense.


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Name: Europa
Type: Moon of Jupiter
System: Sol
Environment: Ice and ocean
Population: 518,492
Capital: Estrella de Oro
Major cities: Fierro, Plata
Spaceport(s): Port Trozo (civilian), Port Labrar (civilian), Militar Europea (military)
Regiment(s): 49th through 53rd Guardian
Current status: Under Coalition control
Notes: Europa represents one of the most strategic holdings in the Sol System. For one, it is the primary resource deposit for raw materials in the heart of the Coalition. The COCA work tirelessly to mine the precious resources within in order to satisfy the ever-building and ever-growing Coalition. However, it is more than just a mineral deposit. It also represents a staging area for Navy ships on the other side of the asteroid belt. Naturally, circumventing the belt takes time, and many Coalition Navy warships are too big to navigate through the belt. As such, Europa forms a sort of secondary gathering point for heavy Coalition patrols, as well as a sort of secondary base, alongside the distant planetoid of Pluto.


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Name: Haumea
Type: Dwarf planet in Kuiper Belt
System: Sol
Environment: Ice
Population: 498
Capital: Firebase "Edmos"
Major cities: None
Spaceport(s): Landing pads (Edmos, military)
Regiment(s): 58th Guardian
Current status: Under Coalition control
Notes: Haumea is a tiny dwarf planet in the Kuiper Belt, between Neptune and Saturn. It is one of several observation stations that monitor for any and all incoming and outgoing ships, ensuring they have proper clearance codes. The space between Neptune and Saturn is vast and empty, with only a few dwarf planets and planetoids circling it. Haumea is one of them. Utilizing its "moons," Hi'iaka and Namaka, it manages to have a large sensor coverage area, watching for any and all incoming traffic. Otherwise, this oblong planetoid is really nothing special, being a small rock with less than 500 personnel who maintain the base and a constant vigilance.


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Name: Hygiea
Type: Asteroid in the Asteroid Belt
System: Sol
Environment: Rock
Population: 1,106
Capital: Firebase "Petra"
Major cities: None
Spaceport(s): Landing pads (Firebase "Petra," military)
Regiment(s): 55th Guardian
Current status: Under Coalition control
Notes: The smallest of the fortified asteroids in the asteroid belt, Hygiea is still a critical part of the defense network. Without the efforts of the soldiers and civilians living in Firebase "Petra," the defense network would undoubtedly fall. While hosting the smallest contingent of soldiers of all four of the defense network control asteroids, Hygiea is one of the safest places in Sol. This is due to the fact that its movements are almost entirely unpredictable, but controllable by using a series of thrusters built into the asteroid. In other words, it can easily avoid detection by simply moving itself, changing its predicted path, making interception nigh impossible. Couple that with the fact that it blends in with the millions of other rocks, and detection becomes just as difficult.


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Name: Interamnia
Type: Asteroid in Asteroid Belt
System: Sol
Environment: Rock
Population: 951
Capital: Firebase "Nodacrux"
Major cities: None
Spaceport(s): Landing pads (Firebase "Nodacrux," military)
Regiment(s): 57th Guardian
Current status: Under Coalition control
Notes: Interamnia is the fifth largest asteroid in the Sol System, and another of the control stations that control and maintenance the asteroid belt defense network. The Marines of the 57th Guardian are some of the craziest in the Coalition Marine Corps, and for good reason. Interamnia is almost entirely unstable, both within and without. Its inner core is highly-unstable, and its path of movement is almost impossible to predict. The control center of Firebase "Nodacrux" is constantly manned not by Marines, but rather pilots. Every day, the Marines put their fate in the hands of these insane men and women, who steer Interamnia out of danger on an hourly basis. However, the 57th loves its posting, and wouldn't want to be anywhere else in the galaxy.


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Name: Makemake
Type: Dwarf planet in the Kuiper Belt
System: Sol
Environment: Rock
Population: 472
Capital: Firebase "Volcanus"
Major cities: None
Spaceport(s): Landing pads (Firebase "Volcanus," military)
Regiment(s): 59th Guardian
Current status: Under Coalition control
Notes: Makemake is a dwarf planet, one with a somewhat sordid tale. This blood red speck is often to host bloody duels between soldiers who have grievances. A very common phrase between Marines when arguing is to say "Let's settle this on Makemake, [expletive]." While one would think the 59th Guardian would crack down on this, they often turn a blind eye to the affairs that occur. They tend to their firebase at Volcanus station and ensure no trouble brews that can interfere with their observation work, as the 59th is a part of the network that watches over the vast emptiness between Saturn and Neptune in the Kuiper Belt.


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Name: Mars
Type: Planet
Classification: Homeworld
System: Sol
Environment: 77% Earth-likeness
Population: 1,224,068,492
Capital: Nova Vulpes
Major cities: Edolus, Illyrium, Arcadia, Trelyn, Acheron, Talara, Aegis Station (orbit), Caestus (orbit), Sanctum (orbit)
Spaceports: Stellarfox (Nova Vulpes, civilian/military), Superstructure Altec (orbit, military)
Regiments: All non-Guardian regiments call Mars home, and are regulated in and out
Current status: Under Coalition control
Notes: Mars is, without a doubt, the most fortified place in the entire Coalition. As the headquarters of the Coalition Marine Corps, as well as the home of Kauvara, it is absolutely vital both to civilians and soldiers alike. Strategically, it is right after the asteroid belt, meaning that it is the last line of defense between Earth and whatever threatens it. However, that is not to say the entire planet is one big fortress. Quite the contrary. Mars is actually very beautiful, with a striking resemblance to Earth. Granted, it is not a perfect replica, but many believe the synthesis of Earth and Mars creates a beauty unmatched anywhere else in the galaxy.


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Name: Pallas
Type: Asteroid in Asteroid Belt
System: Sol
Environment: Rock
Population: 1,194
Capital: Firebase "Rorke's Drift"
Major cities: None
Spaceport(s): Landing pads (Firebase "Rorke's Drift," military)
Regiment(s): 54th Guardian
Current status: Under Coalition control
Notes: Led by Colonel Rorke, the famed engineer-turned-soldier, this base is one of the defense control stations that act as the mind and center of the asteroid defensive network. Pallas was the first base established in the network, the network itself being the brainchild of then-Major Bartle Rorke. While not exactly the central control station (as there is none), the other colonels of the network often come to Colonel Rorke for advice. Not only that, but the aging genius knows every system used in the network like the back of his hand. Many engineers come to him as well. He is well-respected by the men and women of the network for being a "hands-on" commander, often going out to repair the automated defenses personally.


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Name: Pluto
Type: Planetoid
System: Sol
Environment: Ice and rock
Population: 823,974
Capital: Nova Danik
Major cities: Spes, Procax
Spaceport(s): Edge of the World (Spes, civilian), Serano Dockyard (orbit, military)
Regiment(s): 40th-45th Guardian
Current status: Under Coalition control
Notes: Pluto was once the edge of Coalition space. It was the highly-fortified border, as it were. Many adventurous souls would come to Pluto, ready to go out into the great unknown. However, they all would either return after a few weeks, or never be seen again. Pluto was both the symbol of how far the Coalition had come, and how far it could go, with its decrepit cities being as depressing as the people themselves. But, with the advent of the Sasaki-Elstadt Drive, everything changed. Travel between systems became a simple matter. Pluto soon became the major launch point for Coalition ships, as it was easiest to calculate a slipspace jump from the edge of the system. Pluto is now a bustling hub of activity, a far cry from the despair-filled past it once was.


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Name: Tethys
Type: Moon of Saturn
System: Sol
Environment: Deep dust
Population: 16,892
Capital: Sarapas
Major cities: None
Spaceport(s): Point Altarus (Sarapas, civilian/military)
Regiment(s): 56th Guardian
Current status: Under Coalition control
Notes: When billionaire Servillio Septimus set out for Tethys, he had grand dreams. The rings of Saturn were beautiful, and Mr. Septimus intended to make Tethys into a tourist destination to view the gorgeous galactic phenomena. However, when he began constructing his new resort, it became abundantly clear that the ashen, dusty surface of Tethys would not allow for any normal architecture. Not to be deterred, Septimus decided to go a different route. Using his vast wealth, he constructed Sarapas, "The City in the Sky." It hovered with repulsorlift technology, becoming a monumental achievement in engineering. Tethys is now a beautiful place in itself, Sarapas being a beautiful beacon of triumph over nature.


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Name: Titania
Type: Moon of Uranus
System: Sol
Environment: Rocky desert
Population: 3,961
Capital: Capek
Major cities: Thursus
Spaceport(s): Port Stof (orbit, military)
Regiment(s): 55th Guardian
Current status: Under Coalition control
Notes: Titania is a somewhat dreary rock. It is bleak, without much to do. However, its environment is at least somewhat tolerable. Not only that, but it affords beautiful views of its other many moons. While primarily a refueling point for Coalition Navy patrols, it is also a popular tourist destination, a rare thing in the establishments on the other side of the asteroid belt. Other than Pluto and Tethys, Titania is the only planetoid often visited by those from the inner-planets, being viewed as a beautiful frontier town. It is often visited by the wealthy from Venus, Luna, and Mars, who seek to see the beautiful side of frontier life, without the hassles it comes with.


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Name: Thalassa
Type: Moon of Neptune
System: Sol
Environment: Icy rock
Population: 5,286
Capital: Arcus
Major cities: None
Spaceport(s): Port Vorst (orbit, military)
Regiment(s): 47th Guardian
Current status: Under Coalition control
Notes: Thalassa is a frigid, tiny speck compared to the grandeur of the galaxy. It is cold, tiny, and barren. Other than Arcus, the primary fort, and the orbital refueling point of Port Vorst, there is really nothing to see on this rock. It is generally seen as the worst possible posting a Coalition Marine can get, and therefore Arcus is seen as a sort of unofficial punishment. If a Marine misbehaves or makes trouble, he is threatened with an Arcus posting. If the offense is bad enough, and the Marine's commanding officer does not want the soldier to have to go through a trial, then he or she is sent to Arcus for some unofficial "character-building."


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Name: Vesta
Type: Asteroid in Asteroid Belt
System: Sol
Environment: Rocky
Population: 1,547
Capital: Firebase "Exuro"
Major cities: None
Spaceport(s): Landing pads (Firebase "Exuro," military)
Regiment(s): 46th Guardian Regiment
Current status: Under Coalition control
Notes: Vesta truly lives up to its nomenclature. Prior to its establishment as a defense network control station, Vesta was the site of an experimental mining project to harvest the water within it in order for it to be shipped to Mars to assist with terraforming. However, when the surface was cracked open, the asteroid exploded outwards, the pressure within blowing out its western hemisphere. It took days to realign it, with the counterweight of Firebase "Exuro," the Kauvaran word for "Flame," finally stabilizing it. Under Colonel Tybault Ludus and the 46th, "Exuro" has become a fully-functioning firebase, and it efficiently ensures the continued effectiveness of the asteroid belt defense network.


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Last edited by Kauvara on Sun Dec 11, 2011 5:48 pm, edited 11 times in total.

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Charles Buckingham 2
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Posts: 246
Founded: May 11, 2011
Ex-Nation

Postby Charles Buckingham 2 » Wed Oct 26, 2011 5:52 pm

Coalition Office of Colonial Affairs (COCA)
The COCA is the command branch of the Coalition. They are in charge of governing all colonies and land gained by the Coalition.
Formed directly after Exodus to the Stars in 2020. This branch is made up of 3 main branches.
1. Command staff- This branch is made up of soldiers who are in charge of command of this operation. They base commanders, logistics officers, security officers, or even messengers. Each Coalition outpost is fitted with a COCA office that is manned by a company of Command staff soldiers and officers. The commanding officer of the company is the commanding officer of the outpost. Each major outpost or official colony will be manned by a regiment of Command staff troops. The commanding officer of the regiment will be the commanding officer of the major outpost or colony. The COCA headquarters will be the base of operations for all the branches of the COCA. The COCA commanding officer is presently General Erik Grothe.
2. Engineer Corps- The COCA Engineer Corps is made up of specialty soldiers, practically engineers, technicians, and repair troops. Each Coalition outpost will have two platoons of troops from the Engineer Corps. Each major outpost or colony will have a battalion of Engineer Corps troops. The commanding officer of the Engineer Corps is LT. General Kurt Guzzi.
3. Colonial Guard- This branch acts as the security force for all Coalition settlements. These are the guardsmen who protect the people of the outposts/colony. Each outpost will have 2 platoons to a company of Colonial Guardsmen. Each major outpost or colony will be fitted with a battalion of Colonial Guardsmen. The commanding officer of the Colonial Guard is LT. General Jamie Marinez.
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Conflicts
Conspiracy to War viewtopic.php?f=5&t=135820
The Stanian War viewtopic.php?f=5&t=155334
Treaties and other agreements
Treaty of Zephyr viewtopic.php?f=4&t=143418

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Kauvara
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Posts: 483
Founded: May 10, 2011
Left-wing Utopia

Colonization Protocols and Planet Classes

Postby Kauvara » Wed Nov 09, 2011 8:07 pm

Classifications of Coalition Worlds


When the Coalition colonizes a system, they do so according to strict protocols. While there are some exceptions, most of the systems under the Coalition follow the prioritization and template outlined below. The space between each world is under the jurisdiction of the Coalition Navy.

Class-I: "Habitation World"
Jurisdiction: Coalition Office of Colonial Affairs (COCA) (Charles Buckingham 2)
Example: Venus
The breadbasket of a Coalition system, a Class-I world is where most of the population in the system lives. Almost all of the food required by the system's populace is also grown on these worlds. All in all, they are beautiful, agrarian planets, dedicated to growing food for the billions that call the system home. The only factories present are the ones used to create the equipment needed by the planet (such as housing, farm tools, etc.), as well as maintaining the local spaceport.

Class-II: "Science World"
Jurisdiction: Coalition Research Division (CRD) (Las-Pilipinas)
Example: Thalassa
Centers for learning and knowledge, Class-II worlds undergo stages of evolution. Their initial purpose is to service the needs of those living on a Class-I world that the Class-I simply cannot provide for itself initially, such as advanced medical care. However, after the Class-I world becomes self-sufficient, the role of the "Science World" changes. During the initial colonization of Luna, ancient technology was found from an ancient civilization. Each world in a system is combed for artifacts, which are then sent to the Class-II world for analysis and shipping back to the Sol System. After this has been completed, the Class-II worlds begin researching and developing whatever the Coalition orders them to, be it engines, lasers, shields, hydroponics, or anything in between. When no orders are present, the scientists and researchers on Class-II worlds simply solve whatever advanced problems their system might have with their brilliant minds (such as a more efficient way to harvest food).

Class-III: "Naval World"
Jurisdiction: Coalition Navy (CN) (Prizyetsa)
Example: Luna
Usually not even given an entire world, Class-IIIs are the transit hubs, as well as naval dockyards, of a system. Many Coalition ships, from freighters to frigates, dock with a Class-III. Since most of the ships of the Coalition are too big for orbital entry, these docks are a necessity, especially for the larger transport haulers that bring goods around Coalition space. While the spaceports on each Class of world are enough for minor operations, if anything major is to be undertaken, a Naval World is required.

Class-IV: "Manufacturing World"
Jurisdiction: Coalition Office of Colonial Affairs (COCA) (Charles Buckingham 2)
Example: Varying asteroids in the Sol System asteroid belt
Massive foundry worlds, Class-IV planets are monuments to human endurance and ingenuity. The entire planet is essentially converted into a giant factory. Class-IV worlds are where most of the population of a system work (while most live on Class-I planets, the massive foundries of Class-IVs are their offices). Churning out everything from tractors to warships, these planets are what keep both the system and the Coalition as a whole running, stocked with the manufactured goods it requires to keep moving. Incidentally, it is during the massive construction of Class-IV worlds that most artifacts are found.

Class-V: "Fortress World"
Jurisdiction: Coalition Marine Corps (CMC) (Kauvara)
Example: Mars
Fortress Worlds are massively fortified planets, housing the majority of the ground forces of the Coalition. Serving as the local base for the Marines, Class-V planets ensure that, should a major problem arise, local regiments can respond quickly. While COCA Militia regiments are raised from the local population, Marines on Fortress Worlds are generally raised, trained, then sent from Mars, ensuring they receive elite training and the best equipment. This means that they must work closely with local Colonial Regiments in order to ensure they can fight effectively in a foreign system.

Class-VI: "Resource World"
Jurisdiction: Coalition Office of Colonial Affairs (COCA) (Charles Buckingham 2)
Example: Jupiter
If a system is large enough to require all of the aforementioned Classes, then a Class-VI world becomes necessary to keep up with the demand of raw materials that the rest of the system requires. A mineral-rich planet is chosen in a system, and it then mined for its resources. There has never been a case where a Class-VI has ever run out of materials. Gas giants (such as Jupiter (Sol System)) have hydrogen and helium harvesting operations established, providing the fuel cells that most Coalition vehicles and ships operate with.

Class-VII: "Secondary Habitation World"
Jurisdiction: Coalition Office of Colonial Affairs (COCA) (Charles Buckingham 2)
Example: Neptune Orbital Network
When a system is so large that it encompasses so many planets of so many roles, a Class-VII world is established, creating extra housing and living space for the people, as well as more food. Identical to a Class-I world, although these worlds are sometimes not "worlds" at all, and rather a network of space stations or asteroid habitats.

Class-VIII: "Administration World"
Example: Earth (Terra)
Jurisdiction: Coalition High Council (CHC) (all nations)
The truly massive systems that have established Class-I through VII soon require a more advanced system of government than a COCA Headquarters back on the Class-I. As such, Class-VIIIs are made. Entirely self-sufficient planets, Class-VIIIs often act as the seat of government for both the system, and potentially the smaller systems around it. Each Class-VIII is visited by the members of the High Council at least once a year, where they check up on the system, ensuring all is well.

Class-IX: "Recreation World"
Jurisdiction: Coalition Office of Colonial Affairs (COCA) (Charles Buckingham 2)
Example: Rings of Saturn
Even the largest of systems can feel lonely. Far from Sol, working factories and fields day in, day out. Sometimes, a colonist needs a break, and the local bar isn't going to be enough That is where the Class-IX comes in. A planet devoted to raising the morale of a system's population, Recreation Worlds are some of the most diverse in the Coalition. Each one is modeled after the system it is in, giving the colonists a sense of home, while showing them that being out of the frontier isn't all that bad.

Class-X: <REDACTED> World
Jurisdiction: <REDACTED>
Example: <REDACTED>
>>> CLASSIFIED UNDER SECTION 483-XJ OF COALITION LAW >>>
Last edited by Kauvara on Wed Nov 09, 2011 10:10 pm, edited 2 times in total.

We're a PMT/FT nation of humans. That's right, just humans. Not psychic supermen, nor crazy cyborgs, nor massive mutants. Just normal human homo sapiens trying to make our way in this insane galaxy full of wonders, horrors, and everything in between.


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