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atmawpn
17th Sep 11, 12:17 AM
The incident at Ursae Majoris opened our eyes to the truth of the Eon: their downfall at the hands of the Propagators, their sacrifice to seal the threat of the Specters. A threat that may well return to finish the job. But we had little time to devote to such affairs of galactic history.

If Ursae Majoris opened our eyes, then it was Damocles that steeled our resolve: to stand together or perish separately.

For four gut-wrenching weeks we fought the armada of the Krayak Hierarchy. They advanced mercilessly towards Sol, sweeping aside everything the USC could muster. And they nearly succeeded in claiming their prize, were it not for the pivotal turning point in the war.

The Union, Imperium, even the hopelessly anarchic forces of the Frontier and Fringe - all arrived in a desperate show of unity in orbit over Earth itself. Alongside the last remnants of the Coalition forces we held the line and pushed the Hierarchy back whence they came. Even then it was not nearly enough: were it not for the League of Carinus announcing their existence to all.

Five years have passed since then, and an uneasy peace now exists between the emerging powers. The Eon Gate Network has allowed this: steps toward the Utopia of a new Galactic Civilization. But even as Humanity rebuilds under the unified banner of the Terran Alliance, there is the understanding that the ghosts of the past are coming.Welcome to the second instalment in the Astral Millennium universe: a space-RPG exploring the Milky Way and beyond. With the activation of the Eon Gate Network in the previous instalment (http://forums.relicnews.com/showthread.php?256420-Astral-Millennium-Fools-Rush-In-%28IC-thread%29&daysprune=-1) the known universe has expanded, and the adventure is no longer Humanity's alone.

Three powers have emerged to claim ownership of the Milky Way: the Terran Alliance, the League of Carinus, and the Krayak Hierarchy. But even as each of them endeavour to become the rightful inheritors of the Eon legacy they must contend with the relics of the past: the growing menace of the Propagators, and the remaining threat of the Specters. Compounding affairs further is the emergence of a strange multi-racial cult group: the Order of the Divine.

Players will control a ship and crew aligned with any of the three powers. Depending on these alignments their goals may differ, for the three powers all have differing priorities. You don't necessarily have to follow these railroads though, if you have backstory ideas of your own. Maybe you are a paragon of virtue and truly want to help save the galaxy and defeat the Specters. Maybe you're just an opportunist drifting with wherever everyone else goes. Or maybe you just want to be a jerk making trouble for anyone and anything that is not your crew or your ship.

General rules:

1) No power/metagaming: 1-2 OOC warnings for correction, following which repeat violations will involve horrible fates for your ship and crew.

2) Forum/IRC hybrid: Don't go inactive for the sake of jointposting. As nice and integrated as that is, time zones sometimes favour asynchronous back-and-forth posting. My posts will generally be geared towards back-and-forth, so as to accommodate limitations in my schedule.

3) ASSUMING DIRECT CONTROL: What it says on the label. Please try not to be unnecessarily inactive. At least, give us fair warning before you do so.

4) Karma system: Flawless victories are allowed, but do so all the time and you will pay a heavy price. Feel free to take casualties in battle - you may end up winning the war in time. In order to make this system more transparent, I will drop by OOC/IC every now and then to indicate where your guys are on the "karma scale." This is to alleviate uncertainties whether you were allowed to destroy X NPC flawlessly, and also to reduce the micro-management/structuring needed on my part.

Note: This is part of the powergaming tracking system, and also a general guide to appropriate play in AM2. Your characters are fairly capable, but not godlike invincible and invulnerable. Play reasonably!

5) Heroes and Minions: Named player crews that are part of the ship's "core" operations will be more durable and more able to pull off otherwise impossible stunts thanks to Hero Shields. This will be allowed up to a maximum of 3-4 such crew (including the Captain), depending on whether I perceive players to be able to handle and personalise so many characters in the first place. Beyond those thresholds a redshirt effect will occur, eventually reducing them to no more than dispensible mooks.

Note: This is intrinsically linked to the Karma system. Take heed.http://img825.imageshack.us/img825/5086/milkywayam2.png (http://imageshack.us/photo/my-images/825/milkywayam2.png/)White tiles indicate systems with Hypergates
Green circles indicate systems with at least one planetary colony
Pink lines indicate Hypergate jump routes
Each tile represents a distance of 2 lightyears
The Eon Gate for the Local Cluster is in Ursae Majoris, USC space
http://img59.imageshack.us/img59/9241/astralmillennium2.gif (http://imageshack.us/photo/my-images/59/astralmillennium2.gif/)1) Wave Motion Guns
- The key word for wave motion gun use is "reasonableness" - primarily in terms of damage per shot and drawbacks.
- Spinal mounts: to aim the gun, you must aim the entire ship
- Charge time: even with "emergency protocols" you must have a reasonable charge time before firing. Negotiable depending on the gun's power/design conditions.
- Cooldown time: your ship must be left vulnerable for some time thereafter to dump heat/reset systems. Negotiable depending on the gun's power/design conditions.

2) Newtonian Physics
- An object in motion stays in motion unless acted upon by an outside force
- Don't overly nitpick this.

3) FTL Sensors/Communications
- Reaction window of about 1 minute or so for the ship to pass you and exit FTL sensor range.
- FTL communication may be assumed to be instantaneous across interstellar distances, with minimal light lag only from the non-FTL communication links inbetween (between an FTL comm satellite and a planet, for instance).

4) Power/Tech level
- League of Carinus at the top (Basic zero-point tapper/High efficiency Antimatter), Terran Alliance in the middle (Antimatter plant), Krayak Hierarchy at the bottom (High-efficiency Fusion).
- The League is still below Eon/Propagator tech overall, but they've mastered energy-based weaponry like long range plasma beams/plasma shards, as well as drive tech.
- The Alliance uses a mix of ballistics/missiles/energy weapons (usually shorter range or less power per ton vs League).
- The Hierarchy focuses on ballistics and missiles, as well as sheer armor tonnage and class superiority. Tend to be clumsy in manoeuvres, but very survivable.

5) FTL Propulsion
- Warp drives require a charge time before use (1 minute for Frigate and below, +1 minute per class increase)
- Minimum distance 1AU (No tactical jumps)
- Exceptions: Luyten Imperium (Terran Alliance), League of Carinus
- Speed: 4ly/day (Warp Drive), 2ly/hour (Intra-cluster Hypergate), Near-instantaneous (Intra-galactic Eon Hypergate)
- Only the Local Cluster, Kronos Cluster, and Montalaar Cluster have Intra-cluster Hypergates.

6) Cloaking
- Cloak is perfect to both eyes and sensors
- Weapons fire causes cloak distortion
- Energy weapons cause the most distortion
- Ballistics/Missiles cause minimal distortion
- Passive munitions dumping causes no distortion
- Shields are weakened greatly during cloak to preserve cloak perfection.Escort class: The escort class vessels are the lower range of starships - numerous and used all throughout known space. Ships in this category are typically tasked with their namesake: to provide escort coverage to their larger brethren in the capital and super capital categories. Ships of this class are also light enough to dock directly with starbases, as well as perform planetary landings on most worlds.

While by no means definitive powerhouses as singular vessels, they excel in harassment roles due to their superior manoeuvrability and acceleration relative to the heavier ship classes. A "run and gun" approach is common for ships of this class, with capable captains able to win against heavier vessels if they know where to strike to deal the most damage.

The following are the subclasses of ships within this category, and their average structural length.

Fighter - 25m
Corvette - 125m
Frigate - 250m

Capital class: Vessels of the capital class are the workhorse of spacefaring cultures, forming the backbone of many fleets. Ships in this category are typically found in the military due to their capabilities and expense, though wealthy individuals and corporations have also been known to own vessels of this range. Ships of this class cannot dock directly with starbases, requiring shuttle transport for passenger transfer. In addition they can only perform atmospheric entry on most worlds, with landing possible only on specific low-gravity planets.

Capital class vessels combine the best of the escort and super capital class, permitting some extent of tactical versatility. They are not so heavy and cumbersome so as to preclude the use of "run and gun" tactics, or so fragile as to preclude traditional stationary broadside turret attacks. This strength is also their greatest weakness - for they are masters of neither aspect of warfare. Nevertheless they are sufficiently powerful to scare off hostile parties, and are usually enough to deter and dissuade escalations in most situations.

The following are the subclasses of ships within this category, and their average structural length.

Destroyer - 400m
Cruiser - 600m

Super Capital class: The ships of the super capital range are the most massive and mightiest starships to be fielded, forming the core elements of most navies. Ships in this category are much rarer than the capital and escort classes due to the astronomical expense needed to simply build and field one. As a result they are more or less exclusive to governments, though rumours hint that the most powerful corporations and other non-governmental entities may possess a few of these mighty warships. These starships are strictly spacefaring only, with no capability whatsoever for any kind of atmospheric entry or planetary landing.

Super capital ships have low manoeuvrability and acceleration, making them rather cumbersome in moving about. However they make up for this by being extremely resilient to hostile fire, while being able to retaliate in kind. These massive vessels are also commonly used in a planetary bombardment role, bringing their massive weapons to bear on particularly stubborn colonies. In a way, super capital ships are like military starbases with mobility and FTL capability.

The following are the subclasses of ships within this category, and their average structural length.

Battlecruiser 900m
Dreadnought 1200m
Carrier 1500m

Megalith class: Ships so massive and terrifying they are spoken of only in legend and theory, Megalith class vessels do not exist among the galactic powers of the Milky Way, and are believed to be exclusive to the ancient Eon, Propagators, and Specters. While some would argue that Hypergates might be considered as part of the category, there remains the distinction that Hypergates are merely stationary structures. The true definition of a Megalith class would be a supermassive starship capable of independent motion as well as FTL travel. It was a damaged Megalith class Propagator vessel that saw battle at the incident of Ursae Majoris - one that inflicted horrific losses on both the USC and Imperium forces stationed there.Terran Alliance
Theme: (http://www.youtube.com/watch?v=PpUujOGYC98&feature=related)
Empire Ability: Desperate Ingenuity
- Maximum class: Cruiser
- Pick one ability from this sublist:For backstory fluff on the sub-factions within the Alliance, refer to: Backstory Fluff/Other Factions/Sub-factions within the Terran Alliance.

United Solar Coalition: (http://www.youtube.com/watch?v=CGLphQPp3dc&feature=related) Overcharge - Wave Motion Gun pre-charge time reduced to near-zero, or triple general weapon firepower for one salvo. Use more than once per mission will cause internal damage.

Frontier Union: (http://www.youtube.com/watch?v=yFXKBTTY1OE&feature=related) Shield Boost - Bring downed shields back to full instantly. Use more than once per mission will down shields permanently if they go down after that second use.

Luyten Imperium: (http://www.youtube.com/watch?v=ahFMOhHGowE) Tactical Jump - Instant Warp without minimum distance but render Warp Drive unusable until end of engagement, or Warp without minimum distance without penalty. Unaffected by Hyperspace Inhibitors.

Frontier Systems: (http://www.youtube.com/watch?v=2EBBrtD3kbg) In Recompense - Karma bonus: flawless victory without penalty up to two times in the BW, subject to plot-compulsory effects.

Fringe Systems: (http://www.youtube.com/watch?v=tkU7RYDGgdA&feature=related) Birds of the Same Feather - No trouble from scumbugs of all kinds, ability to call for 'unorthodox help' up to two times in the BW, subject to plot-compulsory effects.Known to the other civilizations as the "Harbingers of the Eon," the Terran Alliance represents the united interests of all of Humanity's various factions. While things are not entirely smooth-sailing for this supposedly utopian achievement, the scars left by the infamous Damocles War with the Krayak Hierarchy serve as ghastly reminders of the consequences of a Humanity divided.

The Terran Alliance occupies a region of space roughly 50 lightyears across within the Orion Spur, dubbed the "Local Cluster." Within this area it is further divided into the respective territories of the still-separate factions. At the core of the cluster is the United Solar Coalition, whose space includes the Ursae Majoris star system where the local Eon Gate is found. The other surrounding factions include the Luyten Imperium, Fringe Systems, Frontier Systems, and Frontier Union respectively. The Alliance capital sits at Earth itself, though some of the other factions express displeasure at the transparent display of superiority by the USC.

In comparison with the other galactic civilizations, the Terran Alliance possesses an average-sized economy and tech level as a result of the devastating self-inflicted conflicts it has gone through. The only saving grace of such an outcome has been the emphasis on direct military applications, leading to somewhat more advanced accomplishments in military sciences and technologies. These tendencies have only been further reinforced by the Damocles War, as well as the preceding Propagator Incident.

The Alliance maintains polite trade relations with the League of Carinus, but essentially remains in a state of cold war with the Hierarchy with the barest margins of trade possible between the enemies. Tensions on both sides remain high despite League intervention, and skirmishes between the civilizations are still a common occurrence.

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League of Carinus
Theme: (http://www.youtube.com/watch?v=icms6Y1ChxI&feature=related)
Empire Ability: Arrogant Apex
- Maximum class: Destroyer
- Instant warp without minimum distance without penalty
- Near Macross-grade wave motion gun capability if using energy-based WMG
- Energy weapons more powerful than other factions even on a class-for-class basis

A union of several peaceful spacefaring cultures, the League of Carinus seeks a united galactic whole existing in harmony. Averse to the notion of separateness and mindless conflict, they prefer to present overtures of peace and offers of trade to their neighbours. The Alliance and Hierarchy for the matter are less convinced by their apparent goodwill, the former remaining wary as a result of the disastrous first-contact incident of Damocles, and the latter frequently accusing the League of the far more sinister "cultural assimilation."

The League of Carinus occupies an elongated region of space approximately 35 lightyears wide and 100 lightyears long, making it the second-largest civilization in terms of territorial extent. Its space is found within the Montalaar Cluster, directly east of the Galactic Core. The League's capital is at the star system of Avari, which is also coincidentally the location of their local Eon Gate.

With history marked mostly by peace and only the occasional minor skirmish, the League is considered the dominant economic power on the galactic scene, as well as the most technologically-accomplished entity compared with either the Alliance or the Hierarchy. Despite this its actual military force is considered rather weak on a per-capita basis, with such vessels primarily designed for local enforcement or ceremonial purposes. This seems liable to change in future due to the emergence of the Eon Gate at Avari, widely considered to be both a boon and bane: while spelling convenient wonders for trade, it poses an uncomfortable threat to the prevailing status quo.

The League was initially wary of the expansionary and ambitious Alliance, but eventually settled for a polite relationship with a potential new alien market, which the recovering Alliance seemed more than happy to reciprocate. Relations with the Hierarchy followed a similar progression, though they are now somewhat more tense due to the latter's apparently unquenchable thirst for conquest.

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Krayak Hierarchy
Theme: (http://www.youtube.com/watch?v=P9LWQWOWEaA)
Empire Ability: Brute Force
- Maximum class: Battlecruiser
- Hyperspace Inhibitor capability. Can prevent enemies from using Warp, or interrupt Warp jumps. Vessels pulled out of Warp suffer significant internal damage.
- Reduced acceleration and manoeuvrability. Cannot keep up with other factions' ships even on a class-for-class basis.

A mishmash of subjugation and interstellar ruin, the Hierarchy is ruled by the large reptilian bipeds known as the Krayak, and they do so with an iron fist. Nearly a third of their demographics is made up of genocide survivors or subjugated alien populations. While the occasional uprising does occur due to these entities' dissatisfaction with the powers-that-be, the majority have simply given up and allowed themselves to become loyal partners of the Krayak war machine.

The Hierarchy possesses the largest territorial extent of the present galactic powers - an area of space greater than both the Alliance and League combined in the Kronos Cluster to the northwest of the Galactic Core. However a good number of worlds have been bombed into uninhabitable husks or brutally stripped bare by the unsustainable demands of the Krayak, which is probably a good thing for both the Alliance and the League. The Hierarchy's capital is the Krayak's own capital of Kratos, itself located at the heart of moderately-unspoiled Krayak territory. The local Eon Gate is on the outskirts of Krayak space, in the fortress system of Haydez.

With a history somewhat parallel to that of the Alliance, the Hierarchy began when the Krayak pushed outwards from their region of influence in a brutal surprise attack, relying on industrial might to literally steamroll its closest neighbours. The victims were either utterly destroyed or subjugated to fuel their conquest efforts, with scant regard given to the sustainability of such operations. The result is a mighty industrial-based war engine that achieves victory by sheer force of numbers.

The hostilities between the Hierarchy and the Alliance are unparalleled, given that the entire Damocles War was waged between the powers for some time. While an uneasy truce exists for now the situation remains what it is: bitter and tense. Only the most limited forms of trade have emerged between the Hierarchy and the Alliance, and even then only under the strictest levels of internal security. Relations with the League of Carinus are less troubled, though from the Hierarchy's perspective it is only a matter of time before they muster the strength to steamroll both the League and Alliance to claim their grand prize as Masters of the Galaxy.Late 21st Century - Advances in quantum mechanics lead to the discovery of gravitons: gravitational force expressed in quantum particle form. Discoveries kickstart new revolution of thought regarding new possibilities for interstellar travel.

Early 22nd Century - Continued graviton research leads to the discovery of hyperspace: a state of warped space where the known laws of physics do not apply. First "quantum tunnel" theories put forth regarding the potential for faster-than-light travel.

Mid 22nd Century - First graviton control systems enter service, enabling economical means of achieving escape velocity and miniaturising nuclear fusion plants. New "space race" sparked off, leading to rapid establishment of mining operations within the Inner Solar System in the span of several years. Earth's resource crisis is solved by this new "Space economy."

Late 22nd Century - Increasing influx of resources from interplanetary mining operations pushes the development of industrial technologies. Applications of quantum mechanics enable development of high-efficiency fusion reactors, revolutionising power generation technologies. Fresh postulations of "hyperspace FTL" put forward on grounds of access to increased power generating capacities.Early 23rd Century/AM:0000 - First successful application of hyperspace technology following decades of development in hyperspace theories and related power technologies. Earth enters new intellectual golden age and the "Astral Millennium" begins, heralding the true arrival of the Final Frontier as humanity begins to colonise the stars. Earth Colonial Authority established to oversee the colonisation process.

AM:0000 to AM:0042 - First colony established in the Beta Comae system, followed rapidly by colonies in Eden, Epsilon Indi, Leonis, and Beta Canum.

AM:0043 to AM:0073 - Hypergate technology refined for practical interstellar use. Hypergate deployment begins en masse to first generation settlements, near-Sol operations, and northern systems Vector Sigma, Axon, Beta Hydri.

AM:0074 to AM:0121 - Advent of the "Frontier Era." Rapid colonisation and expansion efforts in the northern frontier. Beginnings of hypergate deployment and pre-colonisation preparations for systems in the vicinity of Luyten's Star.

AM:0122 to AM:0154 - Latter half of the "Frontier Era." Luyten region settled and preparations made for expansion into the southeastern fringe and the Aquos system to the north.

AM:0155 to AM:0191 - "Era of Disquiet." The Earth Colonial Authority begins to show signs of strain: administering the new human empire is proving to be a bureaucratic nightmare. Suggestions and calls made by colonies for greater autonomy to solve the problem, but are rejected by the ECA. Increasing unease over the central Earth government, particularly in the Luyten region.

"Anomalous material fragments" discovered in Nexus system during an incident with hypergate deployment. Speculators and conspiracy theorists go wild, but the ECA hushes up the matter and clamps down on the voices.

Southeastern fringe development slowed in favour of "controlled expansion" via Horizon, Farhaven, and Aquos. Fledgling colonies in the Fringe struggle in the early years as a result.

AM:0192 - An independent group of scientists travels to Mu Cassiopeiae via the newly-deployed Chiron hypergate. More anomalous fragments are uncovered, determined to be artificial and far beyond the current extent of human metallurgical sciences. ECA forced to reveal their knowledge of the purported extinct alien race, designated the "Priori." Public outrage ensues over additional revelation that the ECA had been aware of this since the colonisation of Beta Canum - one of the first generation colonised systems on the outskirts of the newly-dubbed "Priori Expanse."

AM:0193 to AM:0213 - Increasing public unrest throughout the empire of humanity, centred upon the "unreliability" of the central Earth government. Various demonstrations within the core systems that end with clashes with law enforcement units. In a bid to deflect attention from the Priori scandal and other public relations incidents, the ECA begins ramping up development efforts in the much-neglected Fringe region.AM:0214 - Otto Kaocho stages a synchronised and well-planned coup throughout the Luyten region, removing the prevailing ECA government and installing himself as the self-proclaimed Lord of the new "Luyten Imperium," with overwhelming public support. The Imperium immediately secedes from the authority of the Solar System and declares independence. The move is met with silence from the ECA.

AM:0215 to AM:0217 - "The Calm." Tensions are at an all-time high throughout the empire of humanity. Trade between the ECA and the Luyten Imperium has completely halted with harsh penalties on flouters, but illegal smuggling continues via Hypergates in the Fringe and elsewhere.

AM:0218 - Start of the Unification War. The ECA launches a sudden attack on Luyten Prime itself in tandem with fleet deployments to other "particularly vocal" colonies. The assault on Luyten Prime is quickly blunted with unexpected sabotage and other covert efforts by Imperium elements within the ECA core systems.

AM:0219 to AM:0223 - The Unification War. Colonisation and expansion efforts have all halted in favour of war production, essentially cutting off much-needed economic support to the Fringe. Skirmishes occur throughout the empire, with particularly contested areas being the Axon, Luyten, Gozan, and Beta Hydri systems. The Solar System and the other first-generation colonies are ravaged by guerilla strikes and other sabotage efforts from both Imperium and Frontier elements. The Fringe Systems align themselves with the Imperium unofficially, adding their own efforts to Lord Kaocho's cause.

AM:0224 - ECA headquarters on Earth is destroyed by a tactical fusion device, in tandem with other lesser attacks on various ECA facilities all around Earth. With much of the command structure in tatters the ECA collapses, causing chaos throughout ECA fleets everywhere. This allows Imperium and Frontier forces to begin pushing towards the core systems.

AM:0225 to AM:0228 - The United Solar Coalition is formed following emergency meetings between whomever is left. Retired general William Clarke steps up to the role as the new USC's first President. Personally directing the war efforts at the strategic level, he recalls the remainder of the ECA's fleets for a last-ditch defence of Sol and the other core systems. The effort succeeds, with Frontier and Imperium forces pushed back to their respective territories. A bloody stalemate ensues for the following two years.AM:0229 - Prime Minister Samantha Jones of the newly-formed Frontier Union steps into the fray, travelling to Luyten at great personal risk. She, along with representatives from other factions within the Frontier Systems opposed to the war, beseech the remaining parties to consider peace. Following a tense ceasefire and negotiations that takes nearly the entire year, the Treaty of Luyten is concluded and with it over a decade of unending war.

AM:0230 to AM:0243 - Era of the Status Quo. An uneasy peace and balance of power exists between the factions of Humanity, all rebuilding and recovering from the War but really seeking an appropriate moment to renew their old ambitions.

AM:0244 - Astral Millennium: Fools Rush In. The threat of the Specters and their servants, the Propagators, is revealed. They are found to be responsible behind the fall of the Priori, an ancient high-tech race known as the "Eon." Following a climactic battle at Ursae Majoris, the Eon Gate Network is activated, revealing a series of long range Hypergates scattered throughout the galaxy. True intragalactic travel becomes possible.AM:0245 - The USC Battlecruiser Damocles jumps to the Haydez star system and encounters the Krayak Hierarchy. The Damocles is disabled and captured, her crew never heard from again. Shortly thereafter the Hierarchy launch a massive invasion into the Local Cluster via the Eon Gate Network, marking the start of the Damocles War.

The USC fights a desperate defence in their core territories, attempting to contain the Hierarchy within the Ursae Majoris system. However the sheer might of the Hierarchy's industrial engine breaks through, sweeping through to Sol and Earth itself in the space of a month. As the remaining elements of the shattered USC forces prepare to fight a final desperate battle in Earth orbit, they are suddenly reinforced by a unified fleet consisting of the combined navies from all other Human factions. The united forces of Humanity win the Battle of Earth, beginning a series of victories that eventually pushes the Hierarchy back through the Eon Gate at Ursae Majoris. Despite these results it is clearly evident that eventually the Hierarchy will overwhelm the combined fleets of Humanity with sheer industrial might.

Salvation comes in the form of the League of Carinus, which succeeds in accessing both the Ursae Majoris and Haydez gates from their own gate at Avari. Despite having stumbled unwittingly into a bitter war, their technological prowess does not go unnoticed by either side. The Krayak Hierarchy, reluctant to fight Humanity alongside a technologically superior opponent, offers an unconditional truce. The treaty is accepted and signed, with Humanity left embittered by its first catastrophic contact with alien life.

AM:0246 - Realising that the individual factions of Humanity stand no chance against the militaries of the full-fledged alien civilizations, past grudges are put aside grudgingly as the banner of the Terran Alliance rises on Earth. Formal diplomatic relations are established with the League of Carinus, sparking the beginnings of a new intragalactic trade network. Relations with the Hierarchy remain frosty, with the Alliance focusing the majority of its efforts into rebuilding and arms development.

AM:0247 to AM:0249, Present day - Concerns grow in the galactic community over the rise of the Order of the Divine. Defections have remained steady despite all attempts at mitigating the flow. Fears are raised over the Alliance revelation of the link to the Eon Gate Network's activation, though skepticism remains a large obstacle in the League regarding the existence of the Propagators and Specters. The Hierarchy is all the more resistant and hostile to the "subversive ideas of Humanity," choosing to relent slightly only under the advice of Lucius Stewart, the so-called "Eon Paladin."

But any remaining doubts in the alien communities will inevitably be washed away by the coming tides...United Solar Coalition

Emerging from the ashes of the Earth Colonial Authority, the United Solar Coalition is a tightly-knit federation between the Solar System and humanity's earliest colonies: Epsilon Indi, Beta Comae, Beta Canum, Eden, and Leonis. Thanks to a considerable head-start on these colonies and the foundation of humanity, the Solar System, the USC is the most powerful single faction of humanity in space - both in economic and military might.

Despite these advantages, the USC is severely limited in its strategic options: any suspicious movements on the USC's part are watched carefully by the rest of the colonies, particularly those of the Frontier and Fringe Systems. Nonetheless, the USC still keeps to its grand goal: to succeed where the ECA failed by uniting all of humanity under a single banner. The USC in the present day is the core of the Status Quo, and central to the delicate balance of power in the Local Cluster.

Typical USC doctrine is to overwhelm the target with sheer force and firepower. Therefore ships of the USC fleet are designed to be heavy-hitters intended for anti-capital and orbital bombardment roles, with a considerable reliance on specialised Escorts for point defence and anti strike craft purposes.

Frontier Union

Located on the northern reaches of known space, the Frontier Union comprises the colonies of Horizon, Farhaven, and Aquos. These systems were settled in the later stages of humanity's coreward expansion, initially trailing behind most of the other colonies in economic development.

All that changed with the advent of the Unification War, when the old Earth Colonial Authority sought to bring the wayward colonies back in line. While many colonised systems suffered considerable damage from the incessant battles, the farther off colonies escaped relatively unscathed due to their remoteness. Horizon, Farhaven, and Aquos were among those least touched by the fires of war, which allowed them to catch up and even leapfrog the more affected systems. Still, fears of history repeating itself took hold, and the three systems were quick to form what is now known as the Frontier Union.

Typical Union doctrine is that of defensive warfare, enduring incoming enemy attacks that must suffer the double whammy of attrition warfare and the remoteness of Union space, which strains supply lines and reinforcement routes. Ships of the Union fleet feature hardened shielding and armor, along with multiple system redundancies to make them exceedingly durable to hostile fire. While their armament appears lacking compared with USC and Imperium vessels, it is more intended for the purpose of sustained suppressing fire to wear away incoming enemy forces.

Luyten Imperium

Located to the southeast of USC space, the Luyten Imperium has its capital in the system of Luyten's Star, or Luyten. Other systems under the Imperium's control include Gozan, Ceros, and Minerva - all settled in the Earth Colonial Authority's initial expansion towards the southeastern fringe. The Imperium is presently regarded to be the next most powerful faction after the USC. It was also this region of space that triggered the beginnings of the Unification War.

A particularly charismatic individual by the name of Otto Kaocho operated in the region during the pre-war era as an interstellar merchant, using shrewd wit to forge a corporate empire across the four systems and then some: one whose reach touched even Earth itself. Eventually, following decades of cultivating anti-colonial sentiments within the region, Otto staged an extensive coup to topple ECA authority across the four systems. This, in conjunction with increasing cries for autonomy across known space, triggered the beginnings of the Unification War. Today the Imperium is led by the latest descendent of the Kaocho line, Pensami Kaocho, who seeks nothing less than the jewel of humanity itself: Earth.

Typical Imperium doctrine involves bypassing strong points to strike supply lines and logistics, with the effect of isolating and weakening the main elements of a forward assault. Hit and run manoeuvres are also favoured over defensive tactics, with a focus on interdicting incoming forces with fast strike groups so as to weaken them before they reach the main defensive lines. Ships of the Imperium feature powerful propulsion systems for mobility and range, in conjunction with precision long range weapons to deal maximum damage within short windows of opportunity.

Frontier Systems

A vast expanse of space located to the north of the USC, the Frontier Systems represent a loose conglomeration of colonies settled during the Frontier Era. This region of space is rich in resources, making it a much coveted area for those who would seek to seize control of it. Economically and militarily, the individual systems of the Frontier cannot hope to compare with either the USC or the Imperium.

While the diversity of viewpoints and mini factions within the Frontier theoretically makes the region vulnerable to incursions by the USC, this weakness is well-known among the ephemeral powers within the Frontier. As a result they are quick to unite in the face of calamity or opportunity - a lesson which the old Earth Colonial Authority learned too late, and continues to haunt the USC even to this day.

Fringe Systems

An expanse of space located on the southeastern fringe of known space, the Fringe Systems make the systems of the Frontier appear tame by comparison. While power changes in the Frontier occur mainly via democratic process or various other peaceful means, in the Fringe this occurs via battle and violence. Expansion into this region by the Earth Colonial Authority was halted prematurely by the Unification War, which also slowed and halted development of the fledgling colonies in the area. Combined with the devastating effects of the Unification War, the result is that the Fringe is probably the interstellar equivalent of a slums region in the Local Cluster.

While the Fringe has much to do if it is to catch up to the rest of the human colonies, it is lucky in that the region is also somewhat rich in resources - though not quite on the scale enjoyed by the Frontier. There is an ad-hoc alliance between the Imperium and the Fringe, which is sometimes nicknamed the "Bandit Systems" for the considerable number of criminal and pirate elements that choose to take up their headquarters in the area. In return to the Imperium for providing a buffer zone to USC space, gangs and factions of the Fringe assist the Imperium in their efforts against the USC with premeditated "pirate attacks" in USC space. In recent years however, a growing crime wave has expanded throughout nearly all of known space - causing concerns even in areas as remote as the Frontier Union.Order of the Divine
Theme: (http://www.youtube.com/watch?v=hjmNQG_dGSY)

A disturbingly recent development, the Order of the Divine is best described as a multi-racial cult with interstellar reach. Intelligence reports suggest the Order began as early as during the Damocles War itself, with instances of defection not to the Hierarchy side but to a then "unidentified cause." Following the truce and opening of relations with the League it appears that the Order's formation is not solely a human endeavour, and that similar defections have occurred throughout Hierarchy and League space as well.

Defectors to the Order, coming from a wide spectrum across both human and alien societies, have enabled this cult group to flourish surprisingly well. Even under the threat of reprisals from the Hierarchy, the Order appears to have simply gone about their affairs with a wave of indifference, quickly establishing a colony base in the Rael star system and operating from the SA-1701 Cluster.

For now the Order of the Divine have appeared to be somewhat peaceful in their intentions, though their zeal and fervour remain significant. Most of the followers claim to have been contacted by the Divine Himself at some point or other, an unexplainable phenomenon that makes its presence felt as a mental whisper. While those in the upper echelons of the Order have been somewhat tight-lipped on their own experiences, it seems that the voice is dreadfully alluring and irresistible to those who hear it.

Alliance Intelligence in particular has been disturbed by the only correlation in the data: on the Divine's Voice only manifesting after the activation of the Eon Gate Network.

-----

Propagators
Theme: (http://www.youtube.com/watch?v=nqoilXBBH1Y)

Best described as sentient nanites, the Propagators were created by the Specters after they were uplifted by the Eon. They served as the loyal frontline troops for the Specters, acting as shock troopers and infiltrators to bring the almighty Eon to their knees. Their nanite-based nature grants them a disturbing ability to take over any biological or mechanical system by force, as well as giving them a particular tenacity and ability to survive all but the most severe of damage.

Their shapeshifting is advanced to the point whereby they can build whole starships from nothing but large masses of themselves, though structural integrity requirements force them to sacrifice their nanite nature to forge the tough shells and hulls needed. Nonetheless, Propagator starships are tough entities more than capable of disturbing feats of on-site repair and regeneration.

The Propagators were first encountered by Human Professor Maya Hitomi, who was unfortunately subverted and morphed into the false identity Sierra Vox. It was she who orchestrated the events of the Priori Extranet Incident, leading Humanity to unseal the Eon Gate Network and open the eventual path to unsealing the Specters from their prison.

-----

Eon
Theme: (http://www.youtube.com/watch?v=tIXaELug47Q)

An ancient race whose civilization once spanned the entirety of the Milky Way, the Eon were known for their remarkable achievements in science and technology. It was they who built the Gate Network that Humanity unsealed, yet it was also they who unleashed the horror of the Specters on an unsuspecting Universe.

Seeking to explore the far reaches of the Universe itself, the Eon constructed an experimental hyperspace gate of unimaginable power - one with a theoretically infinite jump range. With it they touched a galaxy in the neighbouring supercluster, and it was there that they encountered the quantum life form known as the Specters. The Eon were fascinated by this anomaly of sentience and sapience, a truly unique life form that had no parallel other.

The Eon believed in their potential, and so made the mistake of uplifting the Specters. When the uprising came it was swift and deadly, the Specters ravaging the Eon civilization alongside their Propagator minions. Faced with a hopeless battle in the face of the Specters' apparently invulnerable nature as quantum energy beings, the greatest minds of the Eon devised a means of using that very nature to seal them away. And so the Eon faded from existence and memory - but not before they succeeded in locking the Specters in the Central Gate: heart of their remarkable Gate Network.

Today the legacy of the Eon lives on in various forms: as the Gate Network now used extensively by the present galactic powers, as well as various derelicts and ancient artifacts scattered throughout the sectors of space.

-----

Specters
Theme: (http://www.youtube.com/watch?v=nfXKp5UCWtE)

A unique quantum life form foreign even to the local supercluster, the Specters are a bizarre form of existence that baffled even the greatest of Eon scientists. Best described as energy beings straddling both the dimensions of realspace and hyperspace, the Specters represent higher order frequencies of quantum energies that have inexplicably become life itself: much like the development of amino acids into organic lifeforms.

As energy life forms they feed on energy in order to survive and generate offspring. In their natural state they consumed the ambient quantum signatures associated with that of single-celled organisms. Some scientists suggested that these signatures were the closest thing there was to an actual physical "life force," and it was this force that the Specters required for sustenance.

Unfortunately, their uplifting at the hands of the Eon led them to desire nutrition more satisfying than their original diets - complex quantum signatures analogous to the living consciousness of sentient and sapient living beings. So great was this hunger that as they ravaged the falling civilization of the Eon they left entire sectors silenced: minds left empty husks devoid of any shred of consciousness or "soul."

The Specters remain sealed in the depths of hyperspace, locked behind the sealed doors of the Central Gate. The galaxy is safe as long as they remain there, but the Propagators have already set the wheels in motion...William Clarke - a brilliant strategist forced into early retirement from a sabotage operation by the Imperium in the early years of the Unification War. He spent years recuperating from his horrific wounds and nursing a festering grudge against the scum of the Imperium. The first and current President of the USC, he is fiercely devout, almost fanatical, in his belief of a Humanity reunited under the banner of the Solar Empire. He currently represents the USC in the Terran Alliance Assembly.

Pensami Kaocho - the ruthless son of the infamous Otto Kaocho, his ambition and thirst for power are no less than that of his father. He applies his father's doctrines to devastating effect, complementing them with his own style to lead the Imperium to greater heights. When war re-emerges once more, as it inevitably will, the USC may well face its darkest times yet. He currently represents the Luyten Imperium in the Terran Alliance Assembly.

Anthony Carver - second Prime Minister of the Frontier Union, he is an academic beneath the skin of a politician. It was he who set in stone the Union's current focus on unbridled research, drawing critical talents to the remote north and preparing the three peaceful colonies for the next storm. He currently represents the Frontier Union in the Terran Alliance Assembly.

Gatak Kaar - Grand Taskmaster and leader of the Krayak Hierarchy, he is a large specimen of a Krayak standing nearly 3m in height. Kaar interacts minimally with alien diplomats, preferring instead to leave such negotiations to the diplomatic teams of the Hierarchy. It is rumored that he is a ruthless and ferocious warrior in both the political and military realms, with few of his enemies living to tell the tale in either arena.

Sorina Golgotha - Secretary-General of the League of Carinus Trade Council, Sorina acts as the ad-hoc leader of the unified species making up the League. She is known as a shrewd trader and economist, widely regarded for bringing the League economy to its present height today. She is expected to face her greatest challenge yet with the appearance of the Hierarchy and Alliance on the galactic scene, owing to her nonexistent knowledge on military affairs.

Mr. Black - an enigmatic figure who leads the USC's Azure Sun, his true identity is unknown. He is believed to at least be a member in the highest echelons of USC government, potentially in the same tier as President Clarke himself.

Ares "Bones" Feros - a hulking bandit lord from the Fringe Systems, he leads an infamous and powerful gang called Sledgehammer. Bones is feared and respected even among his peers in the Fringe, having killed and bludgeoned his way to his present position. In recent years he has expanded his strikes beyond the anarchic space of the Fringe: much to the chagrin of foreign law enforcement and merchant shipping.

Maya Hitomi/Sierra Vox - Deceased senior professor from the Union Interstellar University based on Horizon, her work in xeno-archaeology was very well received in academic circles throughout the Local Cluster. She led the Frontier Union's science team to the Proteus system on an exploratory research mission, where she fell victim to the Propagator infection and took on the identity of Sierra Vox. As Vanguard for the Propagators it was she who orchestrated the unsealing of the Gate Network, setting in motion the plans to free the Specters.

Lucius Stewart - Human by DNA but inhuman by mind, Lucius is the "Eon Paladin," a living weapon created by the Eon in their final days to complete the task of sealing the Specters. In accordance with the Eon policy of noninterference with lesser civilizations, he mostly keeps a hands-free approach from affairs on the galactic scene, intervening only in matters relating to the Propagators and the Specters. He continues to search for a means of defeating the Specters permanently, while trying to foil the Propagators' plans where he can. Assisting him is the Eon starship Excelion and its onboard AI: Lorelei.Sol - At the heart and core of the Local Cluster is the Sol system, which contains the pride and jewel of Humanity: Earth. It is from here that Humanity began, and from here that the United Solar Coalition commands its resources. Sol is by far the most developed star system thus far, with extensive orbital facilities around nearly every planet. Three equidistant Hypergates beyond Pluto orbit connect the Sol system to Beta Comae, Alpha Centauri, and Tau Ceti. Today, Earth itself houses the headquarters for the Terran Alliance: a reminder of the difficult victory achieved in the Damocles War.

Luyten - A system infamous for housing the capital of the Luyten Imperium, which triggered the Unification War, the Luyten system has rapidly recovered from the ravages inflicted during the war, when it was a hotly contested system between USC and Imperium forces. Luyten itself is part of the major trade route between the Fringe and the USC, resulting in a booming economy from considerable trade volumes - a good deal of which is illegal. Luyten's Hypergates orbit just beyond the system's asteroid belt, connecting to Minerva, Leonis, and Lyrae.

Keros - Widely considered to be the heart of the Fringe, Keros is strange in that it has developed ahead of the other Fringe systems despite its lack of Hypergates: perceived to be an economic bane. Keros is probably the most dangerous system in known space due to the concentration of criminal elements and activity here, assisted by the presence of an unusually large asteroid belt. Sometimes nicknamed "Tortuga" for its similarities to the fictional pirate port of old, Keros is off-limits to all but the most seasoned of spacefarers.

Axon - The heart of the Frontier, Axon is a bustling system of activity and considered one of the Local Cluster's most important centres of economic activity. 70% of resources and manufactures going through the Frontier passes through Axon at some point, resulting in the need for the largest space construction by Man: the Hub, a massive 3km radius multi-torus starbase that serves the region's trade activities. The Hub is also one of the most well-armed starbase in known space, and even super capital ships are wary about offending it. The Hypergates are fixed in position relative to the Hub, which itself orbits just beyond the colony world of Axon 3. They connect to Epsilon Indi, Vector Sigma, and Beta Hydri.

Horizon - The capital system of the Frontier Union, Horizon is a remote but peaceful system on the far north of known space. Despite this remoteness many scientists regularly flock to this system for its idyllic lifestyle and research-friendly policies. This is a shrewd move on the Union's part, which realises it must make up for its lack of numbers with top-of-the-line tech at every opportunity. Horizon is also the test location for the first known planetary defence shield, which is still in its experimental stages on the capital world of Horizon Prime. The Hypergates are located in the outskirts of the Horizon system, connecting to Aquos and Corus.Haydez/Kronos Cluster - A heavily defended fortress system, Haydez is the entry point for travellers brave enough to visit the Krayak Hierarchy. It was here that the USC Battlecruiser Damocles met its end, triggering the war between Humanity and the Hierarchy. The Kronos Cluster itself is filled with systems ravaged by historical wars, with many worlds left barely habitable by the Krayak war machine.

Avari/Montalaar Cluster - The heart and soul of the League of Carinus, Avari contains a nexus of League-built Hypergates that provide easy access to the majority of League space. Trade traffic here is awe-inspiring and heavy, making it the perfect location for the establishment of the League's all-powerful Trade Council. Recent efforts have been made to bolster security in this system, following its connection to the Eon Gate Network.

CS-8472/Propagator Cluster - A gate marked as off-limits to all shipping and even military fleets, this particular gate in the Network is thought to connect to the home territories of the Propagators. Efforts are continually made by the Terran Alliance to ensure that all Eon Gates are purged of any potentially hostile Propagator progamming, so as to prevent a devastating attack into the territories of all galactic powers. However, this has been delayed by general alien disbelief regarding the Propagator/Specter threat, as well as suspicions regarding allowing the Alliance to tamper with "their sovereign property."

Rael/Cluster SA-1701 - An uninhabited cluster made accessible by the Eon Gate Network, it was once considered for colonisation efforts by the Terran Alliance. However those efforts came to naught when the Order of the Divine was discovered to have claimed the entire cluster for themselves. While clearly lacking the numbers to initiate proper colonisation efforts on their own, the Order possesses sufficient resources to fortify their home base in Rael significantly against any would-be aggressor.

Protos/Cluster NA-6666 - The Protos system bears striking signs of having been a thriving Eon colony in the distant past, but now it stands testament to the ravages of time and war with the Propagators and Specters. Ruins are extensive across the surface of Protos-3, with a significant debris ring in high planetary orbit. The rest of the cluster bears similar trinkets, making it a treasure trove of Eon relics second only to the Priori Expanse in the Local Cluster. Research teams from all galactic powers scour this cluster fervently, each seeking some technological advantage over the other.

Illuminen/Cluster OA-8988 - The Illuminen star system is a prime candidate for human colonization. First discovered by Human explorers shortly after the Alliance's formation, it contains a beautiful Earth-like world rich in natural resources. A derelict Eon wreck occupies the high orbit region above the planet, believed to be once a research station of some kind. It is believed that the Eon were interested in the strange dimensional phenomena here - the barrier separating realspace and hyperspace is thinner in the system, with hyperspace sensors picking up traces of other exotic non-hyperspatial dimensions in the vicinity, suggesting a nexus point of sorts to as yet undiscovered extradimensional realms.

Frontier/Dark Space - An anomaly in the Eon Gate Network, the Frontier Gate opens inexplicably to dark space: the blank starless region beyond the galaxy's horizon. It is unknown why the Eon would build a Gate here given the lack of any apparent strategic value. Preliminary reports suggest a malfunction during the Gate Network's resurfacing from hyperspace, causing the Frontier Gate to emerge off-target and in its present location. For now, the criminal scum of the galaxy have been content to use this lawless region as a prime location for their bases of operation.

Hara/Shiva Cluster - The Hara system is noteworthy for its iconic landmark: the derelict Eon Supergate of Hara. Presently a nonfunctional wreck destroyed during the Specter uprising, it is believed that this was the legendary gate that connected the Milky Way to the neighbouring supercluster. The rest of the Shiva cluster contains similar gate-like derelicts of varing configuration, suggesting that the Eon might have been attempting to forge a nexus of Supergates leading to the rest of the visible Universe.Ship name: Excelion
Class: Light Frigate
Length: 200m
Origin: Eon

Ship description: A sleek white vessel shaped like a diving bird of prey with wings folded back. This vessel is functionally yet beautifully designed - a far cry from the more practical approaches in human ship construction. The resident AI, Lorelei, is an advanced quantum intelligence whose presence raises Excelion's status to that of "sentient starship."

The only ship of its class, the Excelion was built in the last desperate days of the conflict between the Eon and the Specters. With the Central Gate under Spectre control and the blockade impossible to breach, it was only a matter of time before their insidious plans came to fruition. With that in mind, the Excelion was constructed to protect its sole inhabitant from the effects of the Etheric Nova, as well as to keep him safe for as long as was needed to deal with the Spectre threat.
http://img200.imageshack.us/img200/5829/shipm.th.jpg (http://img200.imageshack.us/i/shipm.jpg/)

Armament:
x8 Impulse Blaster (2 forward mounted, 3 side mounted in each wing for circle-strafing) - The impulse blaster compresses high-energy plasma into tiny needle-sized shards of gravitic distortion, whose glow make them appear much larger and fitting to the apparent bores of their weapons. When these shards impact their target the gravitic shards' collapse, creating focused gravitic implosions followed immediately by a plasma explosion. This two-stage process is most devastating to ship armor.

x1 Plasma Laser Array (10 firing mounts distributed around the main body of Excelion) - The plasma laser array provides omni-directional coverage for the Excelion, featuring 10 plasma laser mounts all around the primary hull. The plasma laser utilises advanced gravitics and a carrier wave to combine both a gamma laser and plasma stream into a single coherent cutting beam that may be flexed in nearly any direction. A powerful point defence system, and dangerous when directed in a full forward salvo.

x1 Quantum Nullifier (Excelion's "tail" that must be pivoted about for forward fire) - Intended as a means of penetrating the Specters' incredible energy barriers, the Quantum Nullifier fires a variable wave of null-frequency quantum spectral energy to nullify all energy effects in an area around the beam. As an anti-shield gun the Nullifier can be said to be perfect, with no barrier it cannot breach. Its effects on ships are considerably minimal, as the nullification energy does not penetrate far into solid matter. Still, it tends to temporarily shut down most external and outer hull systems by nullifying all energy flow through them.

Defences:
Dispersion shield - A durable shield that is highly efficient at dissipating incoming blasts over the entire surface area of the barrier, with excess energy either radiated off into space or directed to internal capacitors. It's closest equivalent in terms of Human tech is the Aegis shielding system: a barrier optimised for high-energy attacks. However the considerably advanced nature of Eon technology makes it significantly more durable in comparison, and is far less susceptible to a multitude of lesser attacks.

Hyperphasic barrier - An advanced one-of-a-kind shield intended as a means of blocking the Etheric Nova, the hyperphasic barrier wraps the ship in a multi-layered field of quantum spectral energy, randomly oscillating through varying quantum frequencies so as to dampen the Etheric Nova's effects sufficiently for the dispersion shield to counter. Due to the randomly shifting nature of the quantum energies, the hyperphasic barrier cannot isolate the Excelion in a space-time pocket like a quantum distortion barrier, and so it is largely useless against most conventional attacks.

Crystal-polymer nanite armor - part of the Excelion's self-repair system, the advanced nanite armor is resilient to most attacks, capable of reinforcing and adapting individual sections to firepower types according to Lorelei's direction.

Propulsion:
Plasma impulse thruster array - A triple nozzle high thrust plasma drive backed up by multiple high thrust vector thrusters, the thruster array uses impulse compression to vastly increase drive efficiency as well as thrusting power. The thruster array alone is more than sufficient to drive the Excelion with near fighter-class acceleration and mobility.

"Eternity" drive core - An advanced hyperspace drive that allows the Excelion to make gate-independent hyperspace jumps with ease, at speeds of up to 1ly/minute. This drive variant, the epitome and last of Eon technological achievement, allows Excelion to shift between hyperspace and realspace at will with pinpoint precision and accuracy. The drive even allows the Excelion to become a "hyperspace native" - a ship that resides in hyperspace indefinitely at minimal energy cost.

Other:
Guard Robot "Atalanta" - A transformable escort mech with its own onboard AI. While the intelligence is not as advanced as Excelion's Lorelei, it is still more than sufficient for the carrying out of its protection duties. In vehicular form the Atalanta is optimised for high-speed aerial transport of up to 4 passengers, with two shoulder-mounted plasma pulse cannons and a forward-biased omni-directional energy barrier. In humanoid form the Atalanta is optimised for ground combat scenarios, with triple barreled laser vulcan cannons on each arm to complement the shoulder cannons. In addition the energy barrier operates at optimum output due to the converse reduction in thruster use for humanoid form.
http://img214.imageshack.us/img214/2033/guardrobot.jpg (http://img214.imageshack.us/i/guardrobot.jpg/)

Onboard medbay - Excelion's medbay features the essentials of Eon medical technology, along with an emergency neural imprint transfererence system complete with flash cloning suite. The system also retains emergency stockpiles of the Paladin's nanites, which are themselves another pinnacle of Eon technological development. All this is to ensure that the Paladin's life expectancy may be extended as much as is needed to combat the Specter threat.
Ship name: Parang
Class: Cruiser
Length: 600m
Origin: Krayak Hierarchy, now under Sledgehammer ownership

Ship Description: After the destruction of the Machete in the Battle of Earth, Bones acquired a salvaged Type-23 derelict from the USC as grudging thanks for Sledgehammer's involvement against the Hierarchy. The bandit lord has since adapted the ship to the needs of both himself and his gang, transforming it into a veritable flagship for the growing might of Sledgehammer.

Armament:
x1 Hypervelocity Rail Cannon (Spinal mount, bottom auxiliary hull) - The Hypervelocity Rail Cannon is a scaled up mass driver weapon, using powerful electromagnets to accelerate reinforced metal-composite slugs to near-relativistic speeds every five seconds. The resulting impact releases enough kinetic energy to tear through most capital ship shielding and armor, while posing a significant threat to even super capital warships.

x4 Ion Cannon Turrets (Two on top, one on left/right flanks) - The Ion Cannon weapon is a classic Terran weapon of USC origin. This is a medium range sustained-beam energy weapon designed to hit hard and fast, typically used to great effect against Capital class ships.

Defences:
x1 "Valkyrie" Energy Shield (Modified) - The Valkyrie is a shield design tried and tested in the Frontier Union's Steward-class series of destroyers. Fairly resilient to most fire, this variant has been modified by Sledgehammer techs for use on cruiser-class vessels. In cases of heavier resistance it features a dynamic shield-shunt capability that replaces the shield bubble with a focused trio of mobile "pinpoint barriers" that can halt even super capital class weaponry. Combining the barriers allows the shield to shrug off even anti-capital heavy cannon fire, without the overload weakness of the original destroyer-class variant.

The Parang features heavier armor than standard cruiser-class specifications in the Terran Alliance.

Propulsion: High-efficiency fusion rocket. The Parang is less manoeuvrable on a class-for-class basis.

Other:
Fighter Hangars - The Parang holds a complement of 40 Sledgehammer multi-role fighters, giving the ship a potent ability to counter hostile strike craft or bomb heavier ships at all ranges.Ship name: Skaalfa
Class: Battlecruiser
Length: 950m
Origin: Krayak Hierarchy

Ship Description: A variant of the Type-35 Hierarchy battlecruiser and belonging to Senior Taskmaster Karos Vorash, the Skaalfa is shaped like a double bit axe with a short handle. The "axe" section is nearly 600m wide, forming the front of the battlecruiser and housing the majority of its weapons. The "handle" section is a thick fuselage that extends for about half the ship's total length. The Skaalfa can deliver a withering hail of forward firepower upon its victims.

Armament:
x2 Hypervelocity Rail Cannon (Fixed forward, one housed in each axe half) - The Hypervelocity Rail Cannon is a scaled up mass driver weapon, using powerful electromagnets to accelerate reinforced metal-composite slugs to near-relativistic speeds every five seconds. The resulting impact releases enough kinetic energy to tear through most capital ship shielding and armor, while posing a significant threat to even super capital warships.

x8 Twin-barrelled Kinetic Cannon Turret (one on top/bottom of each axe blade half, one on top/bottom/flanks of rear fuselage) - The Kinetic Cannon is a staple weapon of the Hierarchy, firing a tungsten slug at hypersonic velocities every second. The standard ammunition is particularly effective at penetrating armor, while specialised superconductor-tipped ammunition can be used to drain energy shielding.

x8 Heavy Rapid-fire Railgun (one on top/bottom of each axe blade half, one on top/bottom/flanks of rear fuselage) - The heavy variant of the Rapid-fire Railgun fires a stream of detonating metal shards at hypersonic velocities, lending it to a devastating point-defence role. Fighters and corvettes cannot last long under such withering fast-tracking firepower, while frigates would do well to stay away from such destruction.

x4 Multipurpose Triple Ordinance Launcher (four forward) - A launcher that accepts a variety of warhead types, ranging from anti-escort swarm missiles to capital-busting high yield torpedoes. The launcher can fire up to three warheads in a single salvo, capable of reloading in as little as two seconds.

Defences: The Skaalfa's shielding and armor specifications are nearly on par with both League and Alliance average standards for the dreadnought class, making it a difficult target to wear down.

Propulsion: High-efficiency fusion rocket. Like most Hierarchy vessels the Skaalfa trades mobility for increased armor protection and firepower, making it less manoeuvrable on a class-for-class basis.Ship name: Riviera
Class: Carrier
Length: 700m (Width: 1350m)
Description: The flagship of the League Navy and command vessel of Secretary-General Sorina Golgotha, the Riviera is a beautiful work of aesthetics, featuring a sleek delta-wing hull structure that is wider than most dreadnoughts are long. It was originally designed as a mobile office for the Trade Council, serving more as a trading extension of the Avari Citadel and tourist attraction. With the emergence of the Hierarchy and Alliance it has since been retrofitted to a more military-oriented role.

Armament:
x2 Quantum Cascade Cannon (Destroyer-class Wave Motion Gun, forward fixed, one in centre of each wing) - The Quantum Cascade Cannon signifies the pinnacle of League technological achievement, firing a sustained beam of high-frequency quantum energy diverted directly from the ship's own Warp drive. This beam is exceedingly lethal to solid matter, literally causing the bonds between atoms and molecules to break down on contact. In addition the beam disrupts space-time in the vicinity of the firing zone, causing massive gravimetric distortions that can cripple or destroy escort ships not directly in the line of fire. The massive energy requirements demand a significant charge time and cooldown time of 1 and 2 minutes respectively. Riviera's massive zero-point tappers are more than capable of firing both cannons simultaneously without disabling other systems.

Defences:
Refraction Barrier - The Refraction Barrier is a recent League innovation. While it performs according to standard specifications against ballistic and missile weaponry, it particularly excels against energy weapons, which are harmlessly refracted away without shield drain. While high caliber energy weapons are too powerful to be dealt with similarly, the refraction is efficient enough that low to medium caliber energy weapons can be refracted to hit hostile targets with unerring accuracy.

The Riviera is equipped with standard armor specifications for a carrier class.

Propulsion: High-efficiency antimatter thrusters. The Riviera has standard mobility for a carrier class.

Other:
x140 Sprite-class Combat Drones - The Riviera holds maintenance and construction facilities for the Sprite-class Combat Drone, a highly agile AI drone fighter each equipped with a single Plasma Laser and fighter-class shield. The Sprite is unaffected by G-force limits imposed by an organic pilot, allowing their AI to evade significant amounts of even point-defence fire to neutralise an enemy with a thousand cuts.Ship name: Titania
Class: Heavy Cruiser
Length: 750m
Description: A veritable heavy cruiser of the Eon Navy, the Titania features a sleek dagger-shaped hull optimised for focusing forward firepower. It is believed to have fought in key battles during the Specter invasion, eventually being withdrawn to the Nostrum system for cold storage. By then the war had been believed lost, and the Titania formed part of a plan to leave a surviving remnant and legacy, one that might later rise up again to avenge the fallen civilization. Sadly, that never came to pass.

Armament:
x8 Twin-barrelled Impulse Cannons (four on top/bottom, each pair on either side of central prow) - The Impulse Cannon is the scaled up version of the deadly Impulse Blaster, compressing high-energy plasma into tiny needle-sized shards of gravitic distortion. When these shards impact their target the gravitic containment collapses, creating focused gravitic implosions. The increased scale of the cannon allows the implosion to trigger nuclear fusion in the compressed plasma, essentially creating fighter-sized "microstars" for a second or so. This makes the Impulse Cannon deadly effective against the most resilient of ship armor and shielding.

x2 Warp Ordinance Launcher (forward mounted) - The Eon Warp Ordinance Launcher propels warheads and other detonation devices to FTL speeds by wrapping them in their own individual Warp fields. Though the Warp fields easily dissipate on contact with even the weakest of energy shielding, the result is an ability to hit targets with warheads before point defences even have a chance to engage. The launcher's weakness is it can only fire a single warhead at a time, with a reload time of about five seconds. It is compatible with both the tactical and strategic variants of the Eon Quantum Cascade Warhead, as well as the workhorse Eon Nova Torpedo.

x1 Plasma Laser Array (10 firing mounts distributed around the ship for full coverage) - The plasma laser array provides omni-directional coverage for the Titania, though given ther ship's size the perfect coverage comes at the cost of a somewhat overstretched point defence system for Eon standards. The plasma laser uses advanced gravitics and a carrier wave to combine both a gamma laser and plasma stream into a single coherent cutting beam that may be flexed in nearly any direction. It is powerful for a point defence system, and dangerous when directed in a full forward salvo.

Defences:
Quantum Distortion Field - The Quantum Distortion Field is the pride of Eon defence technology, working by isolating the ship in a separate pocket of space-time. This makes equipped ships virtually immune to any conventional weapon effects as long as their QDF is up. The field itself is not invincible, and is vulnerable to disruption by weapon impacts. Also, its energy and maintenance requirements mean that it is typically mounted only on Capital class ships and heavier. Nonetheless, the QDF is sufficiently resilient to outperform any other conventional energy barrier by several orders of magnitude. Even Excelion's Dispersion Shield can only come in a distant second.

Crystal-neutronium composite armor - This armor plating is found only on warship classes of the Eon Navy. Its neutronium reinforcement combined with superconducting crystal lining make it tougher than even Excelion's crystal-polymer nanite armor. The trade-off is that the armor is much harder to work with, and is time-consuming to repair even with Eon nanite technologies.

Propulsion:
Inertial drive array - The Inertial drive array is typically found on the heavier vessels on the Eon Navy due to the energy requirements involved. By finely manipulating gravitics and space-time, the array achieves near-inertialess acceleration in any direction. A side effect is that hostile weapons fire can be randomly deflected by distortions in space-time curvature while the drive is in operation, requiring enemy vessels to divert processing power to compensate. This array allows the Titania to achieve near frigate-class acceleration and mobility. However, the array's performance tends to suffer while in proximity to gravity wells.

Eon warp drive - The Eon warp drive represents generations upon generations of refinement to FTL technology, easily exceeding any equivalent in the current galactic era. It can push Eon ships up to 12ly/hour - faster than even current era Hypergate technology. It is also capable of jumping from nearly any position for nearly any specifiable distance with extreme precision - even from within Jovian giant gravity wells.

Other:
x10 Ythotha-class Assault Mechs - The Titania is equipped with construction and maintenance facilities to maintain and even expand this ground attack formation of mechs. The Ythotha-class is more formidable than the multipurpose Atalanta, truly specialised for frontal assault and combat roles. It is equipped with a single vehicle-grade Impulse Gun on the right shoulder, a plasma laser weapon on the left shoulder, and two triple barrelled laser vulcan cannons on each arm to complement. In addition to being plated with self-repairing crystal-polymer nanite armor, the Ythotha-class also features a small-scale Dispersion shield that can temporarily withstand even orbital strikes from starship-grade weapons. The mech flies slower and is less mobile than even Atalanta's humanoid mode due to the energy demands of its combat systems.Ship name: Saarkin
Class: Heavy Dreadnought
Length: 1500m
Description: The flagship of the Hierarchy fleets and command vessel of Grand Taskmaster Gatak Kaar, the Saarkin is a warship bristling with heavy anti-capital weapons of every kind. The hull is somewhat dagger-shaped, and designed to project a lethal hailstorm of forward firepower. When the Saarkin appears on the battlefield it brings ill-tidings for the forces opposing the Hierarchy.

Armament:
x1 Hypervelocity Rail Array (Dreadnought-class Wave Motion Gun, fixed forward, the ship is wrapped around the weapon) - Essentially a scaled up machine gun weapon, the Hypervelocity Rail Array accelerates reinforced metal-composite slugs to near-relativistic speeds. Each slug impacts with less energy than a standard HVRC, but the array more than makes up for it with a startling rate of fire of 10 shots/second. This withering hail of fire can easily drill through the toughest shielding and armor within moments. It is matched with a disturbingly quick pre-fire charge time of 3 seconds, thankfully offset by the fact that it can only sustain fire for a maximum of 10 seconds before needing to shut down and dump heat for 5 minutes or so.

x4 Hypervelocity Rail Cannon Turret (Two on top and bottom, each turret on either side of central prow) - The Hypervelocity Rail Cannon is a scaled up mass driver weapon, using powerful electromagnets to accelerate reinforced metal-composite slugs to near-relativistic speeds every five seconds. The resulting impact releases enough kinetic energy to tear through most capital ship shielding and armor, while posing a significant threat to even super capital warships. This turreted version strikes fear into the hearts of any captain not commanding an escort-class vessel.

x12 Heavy Rapid-fire Railgun (Six on top and bottom, each trio on either side of central prow) - The heavy variant of the Rapid-fire Railgun fires a stream of detonating metal shards at hypersonic velocities, lending it to a devastating point-defence role. Fighters and corvettes cannot last long under such withering fast-tracking firepower, while frigates would do well to stay away from such destruction.

x8 Multipurpose Triple Ordinance Launcher (Forward fixed, each quad on either side of central prow) - A launcher that accepts a variety of warhead types, ranging from anti-escort swarm missiles to capital-busting high yield torpedoes. The launcher can fire up to three warheads in a single salvo, capable of reloading in as little as two seconds.

Defences: The Saarkin is the mostly heavily armored and shielded super capital ship among the current galactic powers.

Propulsion: High-efficiency fusion rocket. Like most Hierarchy vessels the Saarkin trades mobility for increased armor protection and firepower, making it less manoeuvrable on a class-for-class basis. It is easily the least agile super capital ship among the current galactic powers.Hyperspace refers to the alternate dimension above realspace where the known laws of physics do not apply. This is the one and only working principle of faster-than-light travel known to humanity in the Local Cluster. Utilising this basic principle are two differing faster-than-light options: Warp drives, and Hypergates.

Warp drives:

Warp drives are compatible with any class of starship and were the primary (if slower) means of interstellar travel in the early years of the Astral Millennium. Analysis of Eon hypergate technology has allowed refinements to current generation Warp drives, which are now capable of FTL speeds of approximately 4ly/day, with jump range and prejump charge time varying with ship class.

Due to technical limitations of hyperspace entry systems, Warp drives work by shaping a sustained hyperfield around the starship in question. This allows a starship to achieve FTL speeds without needing to enter hyperspace - a task that requires considerable and apparatus impractical for most starships. The trade-off is a much lower FTL speed relative to that of a true hyperspace jump.

Warp drive use comes with certain risks: because the starship remains in normal space while travelling FTL, it is vulnerable to debris in its path too large to be deflected by the sustained hyperfield. This size threshold tends to increase with the class of starship involved. In addition, Warp drives are particularly vulnerable to the effects of external gravity wells, which may result in feedback damage and other negative effects to both the drive and the ship. For this reason it is standard (or sane) procedure to use Warp drive only from high orbit and beyond.

Hypergates:

Hypergates are orbital constructions larger than even carrier-class starships. The main structure is a disc with a 1.5km radius and 600m thickness oriented horizontally to the ecliptic plane. Jutting through the centre is a large axle-like structure 600m wide and extending 1km in both directions beyond the disc surface. Also arranged across the disc surface on both faces are smaller pylons about 250m high - these are the quantum array projectors responsible for much of the Hypergate's operations. Hypergates offer FTL speeds far superior to that of Warp drives - an approximate 2ly/hour following refinements based on Eon technology.

Hypergates operate in pairs, there being a gate at both the point of origin and destination. For a starship to use a Hypergate it must move within at least 1km of the gate and obtain jump clearance via an automated process. The Hypergate then opens a hyperspace portal for the starship - essentially a gateway to a targeted quantum tunnel through hyperspace itself. On entry into the tunnel threshold the starship is then propelled at FTL speeds to the receiving gate, where the starship exits from another portal with the same relative velocity it entered hyperspace with.

Because quantum tunnel events are charged with just enough energy for a ship to reach its destination, the receiving Hypergate is not critical for the hyperspace exit process of an incoming starship. Therefore while interstellar borders may be closed to outgoing traffic via gate shutdown or reprogramming, they cannot be closed to incoming traffic due to this principle. Still, exiting hyperspace without a receiving gate is extremely risky due to random drift from the intended destination, which increases with jump distance traversed. If a hyperspace exit occurs in close proximity to a planet, star, or some other massive object, the results are usually fatal for the jumping ship.Empire: (Terran Alliance/Krayak Hierarchy/League of Carinus)
Sub-faction: (Which faction in the Alliance/Alien in the Hierarchy or League?)
Group/Team/Gang name: (Optional, whatever floats your boat)
Backstory: (Why is this crew doing whatever they're doing? Highly recommended)

Ship details
Ship name:
Class: (Class maximum varies according to Empire choice. Fighter class is not disallowed, but not recommended - you cannot magicdodge forever!)
Length: (Some variance from average Class length permitted)
Ship Description: (A brief history and overview of the ship-type/capabilities. Pictures are neither compulsory nor disallowed.)
Armament:
Defences:
Propulsion:
Other: (Any special abilities/shuttles declared here)

Crew Details
Total Crew: (Number here)
Captain: (Name, followed by brief description. If you want to go full-swing into proper character sheets, feel free.)
Other core crew 1: (If applicable. As above - name, followed by brief description. Again, you may go full-swing into proper character sheets if you wish.)
Other core crew 2: (If applicable etc.)Notes: The following ships are NPC ships, and so they may appear somewhat underwhelming. Player ships are permitted to exceed this to a small extent as these should be regarded as rock-bottom baselines.
Ship name: Steward-class
Class: Destroyer
Length: 390m
Description: The Steward-class is a long-serving workhorse of the Frontier Union navy - only recently is it being replaced by updated classes of the next generation. This destroyer exemplifies Union doctrine, being a durable platform designed for attrition warfare.

Armament:
x2 twin-barrelled Ion Focus Turrets (mounted topside) - The ion focus is a modified ion cannon weapon, sacrificing sheer power for increased range. The result is an accurate sustained-beam energy weapon excellent for wearing down targets with ranged bombardment.

x8 Ion Pulsar Turrets (2 mounted on top, bottom, and flanks) - the ion pulsar is essentially a smaller-scale ion focus designed for use in lighter turrets for faster tracking. It differs from its larger sibling in that the sustained beam is fired in short bursts, providing all-round coverage and decent damage output. This is the Steward-class' primary weapons group, as it can bring at least 4 turrets to bear on any target attacking from most angles.

x8 Light Railgun (2 mounted on top, bottom, and flanks) - a straightforward concept requiring little explanation, the light railgun group is intended to cover the capital ship from high-mobility fighters and corvettes, while supplementing the ion pulsars in dealing with the more durable frigate class.

Defences:
The Steward-class features the venerable "Valkyrie" energy shield that is fairly resilient to most fire. In cases of heavier resistance it features a dynamic shield-shunt capability that replaces the shield bubble with a focused pair of mobile "pinpoint barriers" that can halt even super capital class weaponry. Combining the barriers even allows the Steward-class to shrug off even anti-capital heavy cannon fire - albeit at the cost of the entire shielding system.

Backing up the energy shield is a compressed ablative ceramic composite armor interweaved with high-conductivity filament. This provides superior protection on a per-tonnage basis compared with equivalent armor of the other factions.

Propulsion: Capital-class Ion-thruster array (unremarkable)Ship name: Etherion-class
Class: Strike Frigate
Length: 270m
Description: The Etherion-class originally served as a testbed for various experimental technologies on in the early decades of the ECA. In its present incarnation it serves as an improvised capital ship killer using the USC's traditional Hyperpulse Cannon.

Armament:
x1 Hyperpulse Cannon (firing mount to the front, frigate is wrapped around the weapon) - The hyperpulse cannon is basically a pulse cannon on steroids, featuring a more cohesive carrier wave capable of incredible range. It was originally intended to be used on destroyer-class vesesls, but in the darker years of the Unification War the USC was forced to slap these mighty weapons onto a frigate chassis so as to roll them out quickly for combat.

In standard operation it works like its lesser sibling, sending successive plasma pulses down the carrier beam to impact the target with explosive force. In comparison with the standard turret-mounted pulse cannon the hyperpulse has greater range and stopping power, making it ideal for wearing down greater opponents from safe distances.

In anti-capital mode the plasma pulses are focused into a single highly compressed sphere that is then launched down the carrier beam into its target, capable of seriously damaging even cruisers and super capital ships in a single shot. The drawback is that the frigate must shut down the majority of its systems for a time thereafter to vent the excess heat from firing.

x4 Light Pulse Laser (2 on each flank) - The pulse laser is a simple concept, using successive pulses of ultraviolet laser beams to cause damage to targets. The Etherion's light pulse laser array is sufficient for handling fighters and corvettes to some extent, or to provide suppressing fire in assistance to other fleet elements. Ultimately this ship is rather vulnerable in situations where it is unable to bring its main gun to bear.

Defences: The Etherion-class is equipped with USC standard shields but lighter armor for accommodations to the heat venting systems and chassis constraints. The shields appear to suffer as well whenever the mismatched hyperpulse cannon is used.

Propulsion: High-efficiency fusion rocket. The Etherion suffers from somewhat reduced mobility due to a mismatch between its chassis and destroyer-oriented main gun.Ship name: Type-23
Class: Cruiser
Length: 630m
Description: The Type-23 is a common sight in most Hierarchy fleets, serving as a multi-role workhorse platform. It either acts as a command vessel for a strike squadron, or in hunter-killer packs to deal with larger super capital classes.

Armament:
x1 Hypervelocity Rail Cannon (Spinal mount, bottom auxiliary hull) - The Hypervelocity Rail Cannon is a scaled up mass driver weapon, using powerful electromagnets to accelerate reinforced metal-composite slugs to near-relativistic speeds every five seconds. The resulting impact releases enough kinetic energy to tear through most capital ship shielding and armor, while posing a significant threat to even super capital warships.

x4 Twin-barrelled Kinetic Cannon Turret (Two on top, one on left/right flanks) - The Kinetic Cannon is a staple weapon of the Hierarchy, firing a tungsten slug at hypersonic velocities every second. The standard ammunition is particularly effective at penetrating armor, while specialised superconductor-tipped ammunition can be used to drain energy shielding.

x6 Rapid-fire Railgun (Two on left/right flanks, one on top/bottom) - The Rapid-fire Railgun fires a stream of metal shards at hypersonic velocities, lending it to an effective point-defence role.

x3 Multipurpose Triple Ordinance Launcher (Two forward, one rear) - A launcher that accepts a variety of warhead types, ranging from anti-escort swarm missiles to capital-busting high yield torpedoes. The launcher can fire up to three warheads in a single salvo, capable of reloading in as little as two seconds.

Defences: The Type-23 is equipped with standard shielding specifications for a cruiser-class, but is noted for its heavier armor tonnage when compared with Terran Alliance counterparts.

Propulsion: High-efficiency fusion rocket. Like most Hierarchy vessels the Type-23 trades mobility for increased armor protection and firepower, making it less manoeuvrable on a class-for-class basis.Ship name: Seraphim-class
Class: Destroyer
Length: 400m
Description: Originally developed for police duties and ceremonial functions such as gun salutes, the Seraphim-class has since been fully weaponised in response to the League's encountering the Alliance and the Hierarchy. Today it is feared as a premier gun destroyer design on the galactic scene, more than capable of bringing even super capital ships to their knees in a single shot.

Armament:
x1 Quantum Cascade Cannon (Forward mounted, the destroyer is wrapped around the weapon) - The Quantum Cascade Cannon signifies the pinnacle of League technological achievement, firing a sustained beam of high-frequency quantum energy diverted directly from the ship's own Warp drive. This beam is exceedingly lethal to solid matter, literally causing the bonds between atoms and molecules to break down on contact. In addition the beam disrupts space-time in the vicinity of the firing zone, causing massive gravimetric distortions that can cripple or destroy escort ships not directly in the line of fire. The massive energy requirements demand a significant charge time and cooldown time of 1 and 2 minutes respectively, during which time there is simply insufficient energy to power other weapons.

x8 Plasma Laser Turret (Two mounted on top/bottom/left/right sides) - The Plasma Laser is a commonly-used League weapon, combining a plasma stream with a high-energy ultraviolet laser beam. The result is a highly accurate and long ranged sustained beam weapon with devastating anti-armor capability. The Seraphim-class uses these turrets to provide ranged supporting fire primarily, though they can be relied upon to repel escort class hostiles at all ranges.

Defences: The Seraphim-class is equipped with standard shielding and armor specifications for a destroyer class.

Propulsion:
x1 Micro-Warp Reactionless Drive Array - A recent development by League scientists, the Micro-Warp Drive is a standard Warp drive scaled down for use as conventional propulsion. The result is that the Seraphim-class has agility comparable to that of a frigate, enabling it to bring its main gun to bear on just about any target too large for its turrets to repel. The drive seems to suffer in the presence of an inhibitor field, which slows the Seraphim-class so much it becomes less mobile than even a cruiser.Karma Meter: As part of transparency efforts, all players will have their positive/negative karma updated regularly on a 9-point scale: -5 to 0 to +3. Actions deemed "balanced" will incur no movements, actions with setbacks exceeding benefits will incur a positive movement, and actions with benefits exceeding setbacks will incur a negative movement. Magnitude depends on how far the imbalance swings, as well as how well/badly the imbalance can be justified by IC preparations.

If a player's Karma hits -4 a "corrective penalty" will occur to bring this back into the safe range of -3 to +3. A Karma of -5 will incur a more forceful penalty that could be crippling to the player, while actions sending Karma beyond the -5 limit will result in "corrective death."

Player Karma: Updated as of 7/12/2011
Mokino: 0, 1 of 2 faction abilities used (single encounter Eon drone deployment)
Fuel: +2
Yoshi: -1
wildcat: 0, 1 of 2 faction abilities used (single encounter additional firepower)
Master_Chief: 0
typhoonoftempest: -1

Mokino
17th Sep 11, 8:01 AM
Empire: Terran Alliance
Sub-faction: Frontier Systems
Group/Team/Gang name: Think Tank/Transhuman Coalition

Backstory:
The Think Tank is a leading research firm in the Frontier systems. Due to the war much of their efforts have been focused on the development of weaponry for the Alliance though they also have many civilian projects on the sideburner. Originally founded as a haven for those affected by the human empires' transhuman experiments, the group has found new purpose in their pursuit of knowledge.

The Transhuman Coalition has an odd relationship with the rest of the Alliance, their existence granted through treaties and other political deals. In exchange for their work, however, they do have a form of limited diplomatic immunity and their vessel is almost treated like an independent colony within Alliance borders.


Ship details
Ship name: Paradigm Shift
Class: Cruiser
Length: 650m
Theme: Click (http://tindeck.com/listen/pizj)

Ship Description: The Paradigm Shift is a strange and rather unique beast. Originally starting out as a Sigmatech light carrier, the ship has been heavily modified under its new captain and now hardly bears a resemblance to the ship it once was.
http://i.imgur.com/YYh4M.jpg]

More like a heavily mobile research station or colony, the ship’s interior consists mostly of living space and laboratories. Deep within the hull are even some areas that recreate terran biomes for both the comfort of the ship’s residents and the study of nature. A lot of attention was paid to aesthetics and the interior has been designed for the comfort of the ship's population.

The ship’s crew are somewhat unusual as well, consisting of scientists from all over the galaxy who were attracted to the facility due to its treaties with the Alliance. Many forms of research take place within the Infinite’s hallowed halls that simply would not be permitted anywhere else.

Ship systems are heavily automated and decentralized, overseen by several networked AIs. Many of the senior staff have undergone a voluntary procedure to link their minds into this network, allowing them to collaborate even when on opposite ends of the ship. A smaller few have even been augmented with an AI extension like the captain that let them perform their shipboard duties from anywhere within the vessel.

Armament:
1x spinal mounted Molecular Occulating Linear Lance (Wave Motion gun when boosted, heavy when not, front facing) or the "Moll" for short - a massive energy beam weapon that simply could not be mounted on any other ship due to its size and energy. The Moll can be fired every five seconds as an enti-capital or escort weapon or be charged up for a more powerful shot capable of doing significant damage to capitals and supercapitals. DESTROYED.

2x forward face (limited spindle mounts providing most frontal coverage) anti-capital railguns. Massive railguns originally salvaged from the spinal mounts of corvette raiders but then heavily augmented and improved upon to become anti-capital class weaponry)

Lightbringer (omnidirection, medium range, medium power, 5s charge time between targetting and firing) - Dr. Akagi's pride and joy, the Lightbringer system is an extremely powerful but slow firing energy weapon capable of striking in any direction with an intense and short burst of energy. These beams are near instantaneous once target lock is acquired, making them very difficult to dodge. They are also capable of striking several vehicles if they are along the same vector from the Paradigm Shift. However, the system's capacitors take 4-5 seconds to charge between shots. The weapon also has an alternate firing mode that functions more like a sweeping flak array.

1x Tesla harpoon array (dorsal mounted surrounding a small hanger hatchway) – not really a conventional weapon by any means, the purpose of the Tesla is to disable enemy ships for capture and study. It is essentially a set of tethered drones that latch onto the hull of the enemy ship and send disabling pulses through the vessel’s electronics while they haul it into a special containment hangar.

Defences:
12x Pulsar gravionic arrays (replaced with an EMP shielding system)– Dr. Akagi came up with this unique form of anti-fighter defence system. Instead of conventional weaponry, the Pulsar generates a repelling gravitational field around the ship, confusing the avionics of any ship that gets too close by thinking it is rapidly entering and exiting the gravity well of a planet.

Chrysalline armor – the exterior hull of the Paradigm is covered by a thick armor with an odd crystalline coating that disperses energy weapon damage over a larger area to severely weaken its impact..

Sentinel shielding – the Paradigm uses a scaled up form of the Octal Defence Array used in the Profit Margin series of ships. Consisting of 50 emitters spread over the vessel’s hull the system is very difficult to bring down as a whole though sustained fire will leave sections vulnerable as the ship fortifies weakened areas.

Propulsion: Standard propulsion array for a vessel of her class with a modified sublight afterburner

Other:
Drone Hangars: the Paradigm’s main defensive and offensive capability is her massive drone hangers located along the sides of her hull. Capable of extremely fast launching, the ship can put all 30 loaded drones into the air within five minutes though it takes a decent length of time to reload all of the launchers. These drones come in several varieties and are often customised on the fly. Common types include: combat, EMP, mining, kamikaze (intelligent missile,) bomber and probe. Total drone capacity is about 80 drones, though the number will be lesser when using heavier variants. The ship also contains the facilities required to construct new drones when needed by using mined materials.

Artificial Intelligence Network: consisting of three AI (Iris, Athena and Medusa) the Network manages most ship systems and even is relied upon to handle organizational matters within and between science teams in a secretarial role. Drawing upon the power normally reserved for the "Moll" and augmented with systems from currently vacant laboratories the AI network has adapted its systems and the sensor systems of the Paradigm to work as an advanced electronic warfare suite.

Limited mimic shielding: Paradigm has a mimic shield reverse engineered from Order designs that gives her the ability to disguise herself as vessels with similar designs to her own (mostly heavy transports or Alliance cruisers built by Sigma)

The "Determinist:" Kaitlyn's personal cargo shuttle, equipped to work as a mobile mechanic shop/field HQ.



Crew Details

Total Crew: 300 (220 civilian, 80 private military)

Captain:
Name: Captain-Chairman Dr. Eve Holland
Age: 20
History: in the years since the previous conflict, the cyborg Eve Holland became one of Sigmatech’s leading researchers in the fields of astrophysics and artificial intelligence due to her augmented mind.

She fought to defend Earth as captain of the Differing Opinion one of countless Frontier vessels called to the front even though it was only a medical vessel. The Opinion proved vital in rescuing who it could from lost vessels. Eve lead many of the rescue teams personally, leading to some speaking of the “silver haired angel” that was their salvation. She personally thinks it’s silly.

It was during the war, however, that she discovered others like her; other victims of science gone wrong. Her encounter with the Luyten cyborg known as iX-3 became a turning point in her life. Eve’s drive became to find others like her, not to bring the atrocities committed by the human empires to light, but to aid and unite those she could to a common purpose.

She founded the Coalition originally as a refuge for these lost souls, but found others augmented similarly to her. The sciences, ironically, called to them as a whole and the group became known as another name to reference that fact. The Think Tank has become quite famous as the progenitors of many new Alliance technologies, though few know their history.

Personality: Eve is an AI-human merger which has made her an extremely efficient thinker. She often comes across as rather blunt since she simply states her opinion without mincing words. There is a kind side to her as well that comes out in more casual settings, however. She refuses to speak of what happened during the war and will simply become completely silent if prodded about it.


Name: Fiona Armstrong. (Now an NPC, shipboard personnel only due to overlap with Eve's combat abilities)
Age: mid-20s
Appearance: A middle-aged woman with braided brown hair and rimless narrow eyeglasses over her brown eyes. Usually wears a ship’s labcoat over business attire.
History: Armstrong hasn’t changed much over the past few years. She remains a leading AI researcher and ship designer, though she very recently left Sigma to join the girl she used to mentor aboard the Paradigm Shift.
Personality: Fiona is a very bookish scientist with a wide adventurous streak as well. She’s always trying new things and pushing limits, while at the same time obviously having fun doing it.

Name: Meryl Armstrong.
Age: late teens or early twenties, actual age unknown due to missing records and significant biological modification
Appearance: Long black hair that hangs over the visor across her forehead (which is a removable part of her augmentations.) Her face appears human except that her black eyes are obviously artificial, each containing 4 softly glowing blue pupils arranged in a triangular pattern. She is usually encased in a sleek steel blue exoskeleton under her coat but the Think Tank has modified her internal systems to the degree she no longer needs it for life support functions so on occasion she will dress more casually.
History: Fiona’s adopted daughter who has become a good friend of Eve. Meryl was a Luyten combat cyborg prototype. She was part of the crew of a Luyten ship rescued during the battle for Earth.
At the time her mind was completely dominated by a combat AI and she thought completely in logic. Eve and Fiona have spent the last few years helping the AI iX and Meryl’s human mind coexist within her and then two have gradually achieved a form of symbiosis.

Personality: Meryl’s mind fluctuates between that of a fairly normal fun-loving girl, a coldly logical machine and shades between depending on which half is dominant at the time.

Name: Kaitlyn “Kitka” Holland
Age: 24
Appearance: long white hair, and eyes with black corneas and silver pupils. An odd smattering of silver reflective specks surrounds each of her eyes. Her ears are more canine in appearance, poking up from the mane of hair but she also possesses a set of normal human ears. Her hands are somewhat closer to claws as well. Her skin excretes a paralyzing toxin when she is frightened, though the effect of it is fairly short lived.

History: found in the hold of a salvaged cargo hauler, Kaitlyn seemed feral when Eve’s team discovered her; refusing to speak to them and simply running away deeper into the vessel. Fiona noted that the ship must have been dead for years and yet someone had been maintaining it to keep life support online. The team, deciding that the girl wouldn’t go with them, left her some vital supplies and left.

It wasn’t long before they received a transmission from the vessel. In broken English, the woman thanked them and apologized for her behaviour. She had no memory of how she got there and could only remember the name “Kaitlyn” which she believed was her own. Somehow she was keeping the old hulk running without any known training in repair and maintenance, she simply knew how things should work. Eve made a decision and offered the girl a position on their crew due to her mechanical knowledge.

The two have become rather close, to the point Kaitlyn wished to name herself as a member of Eve’s family. Officially she is now Eve’s sister. “Kitka” (nicknamed for her oddly feline form of walking when she is engrossed in her work) is a common sight prowling around the ship, sometimes on all fours, while she conducts her maintenance and repair work.


Name: Emma "Shade" Winter
Age: 20 (assumed)
Appearance: long white hair, blue eyes with an odd smattering of black reflective specks surrounding each one. Her ears are more canine in appearance, poking up from the mane of hair but she also possesses a set of normal human ears. Her skin excretes a paralyzing toxin when she is frightened, though the effect of it is fairly short lived.

History: formerly the mercenary operative Shade, Winter's history is a long and sordid one. Raised by her mother as a coldhearted assassin, Shade was and still some what is someone who will let nothing stand in the way of her goals. A job gone wrong landed her on the Paradigm where she was given medical treatment over a period of several months and formed a special bond with her doctor Eve Holland.

Eve found a similar soul in this other outsider and offered her a job in exchange for a new identity and augmentations. Winter merely thought she was getting a new handler, but with Eve she's gained a freedom she never knew was possible.

Personality: usually cold and professional her demeanour changes greatly around the Paradigm's captain, much to her embarassment.



Genetic modification and Augmentation – lead by the overly dramatic Doctor Ignatius Brundle. Dr. Brundle constantly wishes to push what it means to be human and he sure has a flair for selling his work.

Artificial Intelligence – a joint effort between Fiona Armstrong and the odd Dr. Thaddeus Powers. Powers’ specialty is taking about the efforts of others and figuring out how they work or how to improve upon them. He unfortunately is highly neurotic and bothered by the fact he never truly invents something useful.

Avionics and Robotics – Fiona Armstrong is also a significant contributor to this area, though the real genius behind the Paradigm’s weapon research is simply known as Dr. Tesla. Tesla is a terrible agoraphobic and so uses drones to speak to his colleagues rather than appear in person. Few even know what he looks like.

Weapons and Combat Systems, – lead by the young upstart Dr. Lucca Akagi. Akagi is known for being rather laid back for a scientist. She never seems to be working and yet her department almost always produces results on schedule and, on the rare instance they do go over budget, the product is often better than expected.


Being technically a civilian vessel, the Paradigm isn’t equipped with a large military force unlike many cruisers, but she makes up for it by carrying equipment her opponents simply do not know how to adapt to.

Standard Issue Equipment (all ground crew)

Neuralyzer pistol: a non-lethal weapon, the neuralyzer uses specific sonic frequencies to induce crippling pain in the target. At higher settings can even induce unconsciousness in a human. Ineffective on Krayak at lower settings.
Silverite Armor: bodyarmour made from a special lightweight and flexible alloy that can easily be hidden under normal civilian attire. Protects against the effect of the Neuralyzer and Neutralizer.
Neutralizer grenades (2 is normal issue, some soldiers carry more) similar to the Neuralyzer, these grenades emit a much stronger pulse over a shorter period of time, knocking most foes out cold.
X9 Fletchette Handcannon: a heavy pistol that fires bursts of superheated needles.


Eve Holland: carries the standard equipment plus a wristbound sensor suite. Uses her internal systems linked to the Shift to remote control its drones. Eve uses twin pistols and carries four: a neuralyzer, a microwave emitter, a precision laser pistol and a one known only as the Black Gun.


M9 Spencer – a hand pistol capable of delivering short but harsh bursts of electromagnetic radiance towards a target at short range. Can disable unshielded electronic systems and cause significant harm to organics. Ammo capacity: 5 shots before needing a minute recharge or external power source.
P22 Phalanx Laser– a heavier pistol equipped with a scope and ranged targeting suite, the Phalanx is designed to pick foes off from a distance but packs a decent punch in close quarters. Uses standard energy packs.
Black Gun – developed onboard the Paradigm and the only one of its type to exist, the “Black Gun” is rumoured to be a prototype of a project the Paradigm refused to complete for the Alliance military. It’s function is rather unusual as it seems to cause serious harm to electronics and cyborgs yet leaves no visible effect on organic tissue.




Meryl Armstrong: The combat cyborg is the only real frontline fighter of the core crew. iX-3 was simply made for a straight brawl. Her augmented limbs possess strength comparable to a Krayak warlord and the built in arm blades are capable of penetrating most armor. For heavier combat, Meryl can use her strength to carry heavier weaponry.


The X-33 is a large barrelled weapon made of black metal. Originally designed to be mounted on ground combat vehicles, it was modified by its inventor for Meryl's personal use. The weapon consists of several black metallic tubes surrounding a large purple crystal in the center of the barrel. When fired, an enormous mass of charged flechettes is launched, tearing through armor and flesh. The weapon's downside is that it is extremely bulky and hard to reload.



Meryl also has one built-in trump card known as the Tempest system. Concealed within her torso is a system capable of ejecting explosive needles in a wide arc with a thought that can deal significant damage to a wide area. However, there is one caveat, she can only carry two rounds for the device and can only reload it with the proper facilities housed aboard the Paradigm and Kaitlyn’s support shuttle.

Kaitlyn Holland: Kaitlyn isn’t actually much of a fighter but she is quite skilled in handling “hostile electronics.” Her poison keeps most organic opponents away, but her heightened agility and combat awareness make her deadly if cornered. She always carries two daggers of the material used for Meryl’s armblades and has a knack for striking vitals. However, Kaitlyn does prefer her shotgun over fighting at too close range.

A device designed to combat both organic and inorganic targets at any range, the EP can be used in both a medium range rapid fire mode and a short range burst shotgun mode.


Emma Winters: carries a specially customised assault rifle adapted to fire a multitude of ballistic rounds that can also be adapted into an adhoc sniper weapon. Wears lighter armor than the rest as she prefers her mobility. Her body has been augmented with systems that mask her from sensors when active as well as devices in her hands and feet that assist with climbing.

Master Chief
17th Sep 11, 10:35 AM
Oh cool, I'll get a new Infinity Ribbon up sometime.

Fuel?
20th Sep 11, 3:30 PM
Empire: Terran Alliance
Sub-faction: USC, Azure Sun/Phoenix Ops.
Group/Team/Gang name: Dead Man's Hand

Unlike many crews that remained together, the Azure Sun's obsidian split shortly after the battle of Ursae Majoris. When the Damocles War unfolded, every member of the Nova's former crew was fighting on a different front - Kimberlee as the leader of USCF Iowa, a Nova-0x recon vessel piloted by Samantha, Q from the sun bases, managing the qNet merged with the Sun networks. Seo struck the Hierarchy from behind the frontlines, using her skills to distrupt communication, logistics and strike at the commanders - earning herself a reputation of an elusive, dangerous ghost.

Alex himself was moved to command the sun's forces from aboard the Geist itself, but frequently embarked on missions with small squads of troops, delivering strategic damage to the Hierarchy. But with an enemy so numerous, those methods didn't work - their troops were expendable. Sun specialists, were not.

Soon the enemy was at the gates, discovering the location of the majestic battleship-shipyard Geist itself. With nearby sectors overrun by the Krayak, Mr. Black had no choice than to order the Sun's forces to rally for their final, last battle against the relentless enemy. It was a showdown between two enemies who never cared about collateral damage and losses - Alexander Hughes against Warlord R'ik of the Hierarchy.

The battle raged on for days - endless forces of the Hierarchy against traps, deception and specialized Terran equipment. But for every squadron of the enemy, a ship of the Sun fell. For every dozen of their minions, a soldier had to be left behind. It was the twilight of Azure Sun's existence - most of its' cells slain, facilities ablaze and command without a place to run. The Iowa was heavily damaged, boarded and then crashed into the surface. Kimberlee fought bravely, but the assault left her heavily wounded, with both legs crushed by the ship's crash. Samantha's life became dependant on life support systems built into her tank. Q, who remained on the Geist was almost killed when a massive surge hit the mainframe - nearly electrocuting the hacker who tried to maintain the Geist's connection.

Facing defeat, the Sun's commander refused to go down to the amusement of Krayak. In an act of defiance, Alex launched a last attack to divert the enemy's attention from a cloaked infiltration run he led himself - to take over R'ik's command dreadnought. The plan took many lives, but succeeded - just as Sierra Vox before, for crimes against Hughes's crew, R'ik's last sight was that of the Lassiter's barrel...

When the smoke cleared, the Sun forces were still standing. Only the strongest, the finest remained. They would soon form Phoenix Ops - an elite group of the organization, called to tackle the biggest threats. Those who remained from the Obsidian, reinforced by the two that survived the attack on R'ik's ship later formed the Dead Man's hand - those you draw as your final call. If they can't do it, nobody can.

While the Phoenix Ops remained active, the Dead Man's Hand vanished. Rumours were they're simply behind the scenes - conducting operations that weren't supposed to see the light of the day...



The Sun's focus shifted after the war against the Hierarchy. Between the overly peaceful League and the savage Krayak, Mr. Black decided that the Alliance needed a force to take care of more hidden threats. A force not bound by diplomatic means or restricted by moral rules. Like USC before, the Alliance soon had another card in it's sleeve - the Azure Sun.

Offering the finest technology and training, the Sun is a small but fearsome force. Because in theory it doesn't exist, joining it is hard - it's more likely for the Sun to make the offer instead of someone knocking on the door. The training roots out the weak, leaving only the elite to stand for mankind.

Sun's funds aren't limitless, but run from numerous sources - silent supporters and companies that in reality belong to the organization. Because of this, and the relatively low amount of ships active in the field, Azure Sun can offer its' agents the finest technology.

Even among the elite, there are still better ones - the Phoenix Operatives, those who endured the most. Founded just after the Damocles War from those who survived the Sun's Twilight, they're small in numbers but lethal in efficiency...



The organization's existence was never publically announced and is considered to be a just conspiracy - much as many other "secret societies" Earth's story is full of. While it's not a subject of diplomatic talks, few Alliance officials are aware of its' existence - it is, after all, convenient to have ties to a group of Alliance supporters equipped with high technology and training, operations of which can be easily denied by the government...


Ship details
Ship name: Cerberus
Class: Tartarus-class Destroyer

http://dl.dropbox.com/u/9802246/cerberusHoloSmall.png

Length: 380m
Ship Description:

A joint project of the alliance's factions and a third party secretly representing Azure Sun, the Tartarus-class is a lethal, versatile vessel. While the alliance military considered the cost irrational, the Sun found it perfect for the elite crews. Taking notes from the Nova design it merges the luxury of a civilian vessel and lethalness of a military battleship into a single, deadly starship.

By default, the Tartarus hides its' weapons beneath the hull - seemingly unarmed, but always ready to spring into action - catching its' target off guard and pinning down with precise Hyperion strikes, then moving in to finish off with Ares salvos.

The League first encountered the Tartarus-class when USCF Artemis destroyed a renegede human cruiser. Since then, the ship was rated class-A threat, with a note that "only humans would be idiotic enough to build such a machine and then promptly use it to kill each other"

The Tartarus-class ships are very expensive and only three (with the Cerberus) have been built so far. The Cerberus itself is piloted by Samantha - now sealed deep within the ship's systems as its' living core, pilot and systems management at once.

This line of ships was manufactured by Burke-Faust Shipyards. Thanks to longstanding partnership with the owner, Jonathan Burke, the Cerberus was built with extra care when compared to other vessels of this type. The interior sports finer materials and luxury carried over from the Nova, and most of the materials used were of better quality - increasing the ship's performance over the generic model.

Armament:
trading off it's firepower for maximum rate of fire, those weapons prove excellent in countering lighter units. Due to intense power usage of the electromagnets system, it cannot be fired/deployed when Ares cannons are on-line and firing, unless the Helios is operating in offensive mode.

After the Helios core was constructed and power outputs calculated, the Gladius was finally put where its' place was - on a capital ship to fend off strikecraft as designed. With it's high rate of fire, the Gladius is capable of shredding a fighter into ribbons in a very short time. Despite it's anti-fighter design, it's still enough to bring down a corvette, and prolonged firing could threaten a frigate.




The Ares takes its' root in the Mjolnir cannon used by the early Nova models. While most battleship rounds try to be both the bursting charge and the piercing round, the Ares splits those functions between the two synchronized barrels. First shot is a depleted uranium round with a small EM charge designed to deliver damage to the target's shields. The second round consists of an explosive charge meant to detonate within the enemy hull.

While a shot can deliver potentially devastating damage to the target, the sole use of the system is very taxing for the ship's targeting computers - each shot must be synchronized properly, or the damage delivered will be reduced. This system cannot function alongside the Gladius batteries, unless the Helios core functions in offensive mode.

(Mjolnir systems proved useful against the Krayak, but the time gradually rendered them obsolete - paving way for a rightful heir, the Loki. This version reduced power draw and added EM bursts similar to those of Ares guns to counter increasing shield problem)



Far descendant of the Mjolnir cannon, the Hyperion was designed to solve the problem of insufficent power-size ratio that plagued kinetic weaponry. Unlike many kinetic weapons, the Hyperion utilizes bursts of molten tungsten as it's ammo. During the charge-up phase, the bolt picks up initial speed in a close circuit within the ship's hull - it is then directed into the barrel when it's given the final, biggest boost and directed at the target at immense speed.

The hot projectile impacts with the force of about forty kilotons - its' speed usually fast enough for the shot to be mistaken for an energy weapon discharge.

The main downside lies in the spread of this weapon - unlike most heavy-duty guns that focus on delivering the damage to the widest area possible, the Hyperion is very precise and focuses the damage on a small area. Unskilled captains won't get the most of this system, but an experienced one can pick the spot carefully, crippling or destroying a large enemy in a single barrage.

So far, the Hyperion cannon consists of four barrels and requires the Helios to be set to offensive mode.

Defences:

When the Cerberus was designed, it became clear that this ship's chassis won't be able to handle Aegis-class shielding and a completely new system had to be designed - instead of an impenetrable barrier, the engineers designed a shield that accepts the blast and rapidly recharges. Composed of multiple emitters spread throughout the hull, the shield can be struck by multiple impacts and still hold.

Unlike the Aegis however, the system can't stand to extremely powerful shots like its' predecessor did. Thanks to the reduced power usage, however, it can stay on-line during prolonged fights.


When the Achilles was first powered up, the effects astonished everyone participating in the test. When the sensors came back online, overwhelmed by the impact, not only the ship was still there. The shield was still up.

A derivative of the Aegis, the Achilles has one objective - withstand anything that's thrown at it, no matter the power, concentration or type of the damage. The shield has to hold the damage off - in order to power it up, the normal shield must be disengaged. If something manages to get through, the resulting power feedback is likely to damage the shield capacitors and the power conduits, rendering the ship shieldless. Additionally, the Defense Matrix requires a good chunk of the Helios's power - functioning only if its' set to defensive mode.


Propulsion:
One of many systems adapted from the Nova line of frigates, the Hephasetus variable-angle ion thrusters were designed to offer vastly superior agility. Their maximal output however, was unable to achieve the same with a destroyer-class vessel. While offering it a good boost of agility in comparison to other ships of this class, the thrust was simply insufficient.

The answer to this problem came in form of Atlas boosters - backengineered from advanced cargo hauler engines. Those systems require immense power to activate and will work only when the Helios core diverts majority of the power to the engine module.

When Helios is set to maneuver mode, Atlas boosters offer it a major increase in acceleration and maneuverability.

Other:

The Helios system was designed specifically for the Tartarus-class and consists of two parts - a powerful annihilation core and a rapid-shunt system that allows the power to be diverted between its' systems.

While the core output is insufficient to power all three systems in hundred percent, it's main output line can be changed - shifting between offensive, defensive and propulsion sections. While it temporarily weakens the ship as a whole - stripping off it's superweapon and decreasing the overall speed, shield strength and functioning weapons, the shift can switch the Cerberus from a fast, agile destroyer into a powerful weapons platform - or, if need be, equip with nigh-impenetrable shield.



A6 Grizzly APC - capable of carrying four people, the Grizzly serves as the main transport during groundside missions. While not as graceful as the Nova, A6 is capable of traversing nearly any terrain in the most dreadful conditions. Unlike it's unarmed predecessor, the A5, Grizzly sports an anti-infantry massdriver turret manned by one of the passengers. Advances in weapons technology allowed the Grizzly to be modified and carry two weapons - an anti-infantry autocannon along with an anti-vehicle railgun.


Additionally, the ship's loading bay carries deployment shuttles - four military-grade insertion dropships, one lifter to transport the Grizzly and one Lincoln "Cloud Nine" - small (2 person + driver) luxury shuttle in case diplomacy is required.

Crew Details

Total Crew: 80 + 4 squads of specialized Phoenix Ops soldiers (Ruby - 2, Sapphire - 4, Emerald - 7, Onyx - 5) + 5 main crew + one cat.

Captain: Commander Alexander Hughes, "The Chessmaster"
Combat capability: High Trained by the army, uplifted by the Sun, hardened by the Damocles War. Alexander is a modern day gunslinger merged with a special ops commando - wielding a gentleman's handgun in one hand and an assault rifle in another.

"I'll ask you a simple question - do you believe in conspiracies?"


Soft spoken, intelligent and calculating, Alexander believes that some choices simply need to be made - along with necessary sacrifices, for the history to march on. Similarily, there are those who will be crushed by that march and those who will shape it.

Several years ago an idealist who thought that service aboard the USCD Hecate would help him preserve the law. Instead, he found only layers upon layers of red tape and bureaucracy, interrupted by brief skirmishes with local pirates.

Sick of his superior's incompetence and unwillingness to do the right thing, Alex began thinking about solving the problems himself. An occasion in form of another engagement with the local band of ravagers appeared soon - disobeying a direct order, Hughes ordered the ship to leave it's post and pursue.

This bold action resulted in crippling the pirate activity in sector by destroying their base of operations. It also cost the captain his rank and ship.

Where others find an end of their career, drowned in bottles of alcohol or buried underneath daily life of a civilian freighter captain, he found his dream.

And the Azure Sun found a new member.


Alex emerged from the aftermath of the Damocles war not only in one piece, but upgraded. His body became enhanced using a new method, relying on well-hidden tweaks invisible to human sight - boosting his strength, regenerative capabilities and sight. The occular changes made it possible for the leader to see what the other members of the Dead Man's hand see, along with a tactical map. As a final upgrade, Alex adapted a neural comm suite - allowing him to remain in full, near-telepathic contact with Seo.

Even though he endured nightmares of the Twilight Day, Hughes remained loyal to his ideals and methods. He believes that mankind, the race of eternal in-fighting and conflict, is vastly superior to both the Hierarchy and the League. Seeing augumentations in combat convinced Hughes that transhumanism and enhancements are the ways of the future - ways for humanity not only to survive, but to quickly adapt and destroy its' enemies.

To the alliance, the man is a mystery - he was rumoured to have participated in the battle in Ursae Majoris, and then appeared during the battle of Earth, leading the Sun's forces from Krayak warlord R'ik's command dreadnought he captured earlier. Some doubt "The Chessmaster" is just a person, rather than a codename for groups of secret agents protecting humanity.


Vintage X57a, "Lassiter" duelist pistol with custom grip - the gun that dealt the final blow to Sierra Vox.

"It takes any person to grab a pistol and shoot it. It takes an uncommom man to rush into combat with a gentleman's sidearm and triumph.

Unlike many sidearms, mass-produced low-accuracy tools of self defense in case of shipboard assault, the X line was manufactured as a pinnacle of accuracy and firepower. However, due to simple lack of interest in buying such weapon, it was cancelled before even it's fourth iteration, the X4 was shipped.

The manufacturer, S-Tek, attempted to salvage the line for the last time: by creating the X5 line, geared mainly towards precision shooting. The market however, did not need a high-firepower sidearm such as this, and X5 was doomed to fail.

Out of the last line, X57, only 10 functional prototypes were manufactured. Through auctions they found a way into various hands - one of them, the first ever made - X57a, was known to be a major S-Tek's investor and a politician well known for his pro-Luyten policy.

The weapon disappeared after Sir Robert was mysteriously assassinated in his own office."



Right Hand, Sapphire squad lead:Abigail Seo, "Seiko"/"The Ghost"
Combat capability: Lethal The only one of the crew who stood against a Krayak champion in a close fight and emerged victorious, Seiko is extremely lethal - she usually handles the killing side of the business, while Alex does the planning. Skilled in both ranged and close combat (with preference for the latter), along with knowledge on how to blend in and remain unseen until it's too late.



Where Alex wouldn't resort to violence, out of considering it brutal or not wanting to clean his gloves later, Seo is likely to do the job instead. A martial arts expert, proud owner of a wide collection of swords and a few unique firearms, Seo frequently acts as Hughes's bodyguard groundside.

A former freelance assassin, it's not known how she became involved with Alex and the Azure Sun itself. Speculations range from her being sent to kill Hughes to being employed by the Sun at the very start.

While to others she may appear cold and violent, Abigail is far less brutal towards the crew. Her obsession with bladed weapons is widely known - Seiko's collection is rumoured to count enough weapons "to use one daily and never use the same one twice in a year."


Classy, beautiful and lethal - many wondered how deadly she exactly is, and the Damocles War showed it - deadly enough to take a Krayak champion in close combat and triumph. While the fight didn't leave her without scars, it left everyone speechless - a human killing an equivalent of a trained, blade-wielding bear in close combat, with nothing but a strange blade the enemy so far thought was a piece of jewelry.

After the Damocles War was over, she underwent an upgrade similar to Alexander's - exchanging tactical overwievs for leg augs boosting her movement speed and jump distance. While her preferred style of combat involves being close to the enemy, she's equally likely to fight from range.

Unlike Bjorn, Seiko holds barely any respect for the Krayak - considering their brutal strength no match for her agility.


The Shard and a modified Krayak Champion plasma Caster.

The Shard is a mystery to everyone. It's not known who created this sophisticated, elegant weapon - a self-assembling blade composed of multiple triangular shards. Seo herself merely retrieved the sword, completing with a part stuck in her body during Fools Rush In. Some, including Q, doubt that the blade is of human origin - while visually underwhelming, it's extremely sharp - the shards seem to resonate when locked in the full blade. This, in addition to the already sharp metal, allows the weapon to pose a threat even to armoured opponents - provided, they are in range...

Usually, the shards are disguised as a harmless piece of jewelry - necklace or a bracelet. The weapon's hilt was integrated into Seo's right hand, allowing her to wield it as a wristblade and negating the risk of a strong blow knocking the weapon from her grasp.

Her second weapon is a Krayak plasma caster - a weapon that may be inaccurate, but has enough power to compensate for this in close range where accuracy doesn't matter. Thanks to Q's modification, the weapon folds when not in use - wrapping around her left hand, ready to draw at any time. This particular weapon bears additional markings of a champion she killed during the Damocles War. The gun was taken as a trophy - and proof of the kill.



The Sapphire was created as a small infiltration team, designed mainly for close combat. Using one tech specialist, one recon with personal cloak and two strikers with silenced submachineguns, it's deployed to flank and destroy entrenched defences with remote detpacks and grenades.



Tech Specialist, Emerald lead Q.
Combat capability High, though lower than Alex - lacks the experience. Remains a battlefield hacker and usually targets nearby computer systems first - trying to aid his comrades by unconventional means.

Q's body was damaged during the Twilight Day when he did everything to maintain crucial electronics warfare support of the Geist's massive mainframe despite the installation overload. Majority of his nerve system was damaged and as a result he had to either undergo a severe augumentation or retire from service. Unwilling to let Alex fight on without him, Q became, as he calls it, "One with the machine.".

Not only his control of the body was fully restored - the upgrade made him capable of accessing the Sun's network from any place at any time. No longer bound to the ship's interior and "sick of mainframes for two lifetimes", Q went through full combat training and joined the ground teams.


AK5 "Ripper" assault rifle
Q's augumentations improved his chances of actually hitting a target, and with additional training he finally ditched the clumsy Dominator shotgun in favor of something more precise. The AK5 is a step back in terms of sophistication in favor of clip capacity and stopping power, followed by reliability.

While less accurate than AHC Mark 6's commonly used by the Phoenix Ops, the K5 can make even an armored target stagger and is perfect at keeping the enemies away.



Squad Emerald is the most numerous of all, consisting of Q, a heavy weapons specialist, demolitions expert, two assault soldiers, two close combat soldiers and an electromagnetic warfare operative. It's main task is usually estabilishing control of areas via direct combat - Q's abilities allow him to take over nearby mechanisms, truly seizing the ground for the remaining squads.


Recon operative, Ruby Lead Kimberlee Hymes
Combat capability High - not only with smarts, but with a big rifle and skills to use it.

Once adorable and idealistic, Kim is only a shade of her old self - the everlasting optimism burning beneath the shell of a captain who failed her crew. Feeling that it was a good time to leave ship's bridge, Kim discovered that a mathematical mind with a good sense of location is perfect for a marksman. After she completed the training, all left to do was showing up with the squad on Alex's doorstep.

Her body was severely damaged during the Twilight Day - when Iowa was boarded and subsequently destroyed by the Krayak. Both of her legs had to be replaced with mechanical ones - tailored specifically to provide light, silent step and solid support when firing.


C30 "The Machine" ranged particle accelerator with "This machine kills reps" etched into the side of its' barrel.

A so-called "Lightning cannon", the C30 is almost as long as its' owner - sporting an impressive EM rail system and a highly efficient power cell, the rifle was designed to produce enough force per shot to knock out a Krayak. While it's usually too large and clumsy to use in close combat environment, the C30 is a perfect choice for someone fighting smart - and from range.


Consisting of a spotter and an infiltration operative equipped with tactical cloaking device. Unlike Sapphire that sneaks into position to unleash mayhem, the Ruby sometimes spends an operation without firing a shot - instead, the squad designates targets and warns others of possible traps.

Fire support, Onyx lead: Bjorn "The Viking"/"Bear"
Combat capability Lethal. Fighting him close is akin to wrestling a well-trained bear wielding a long knife. From range the fight could resemble a dance in the hail of bullets.

A new card in Alex's team, Bjorn joined after his original team was wiped out during the Twilight Day. Years later, he's still haunted by his failure to keep them alive against the Hierarchy onslaught - but service with one of the Sun's very legends seems to be making up for it.

Loyal to the Coalition, The Viking went from a mobile infantry grunt through special ops soldier to an Azure Sun operative. Contrary to the stereotype, Bjorn isn't a simplistic brute - being well oriented in mankind's history and culture, especially those of warfare and mythology. He was the one to suggest naming their new vessel the Cerberus - as the guaridan standing between earth and any intruders.

Severely injured during the battle of Earth while defending the "Nike" - the Hierarchy dreadnought Alex captured - from being retaken by the Krayak boarders, Bjorn decided to speed up his recovery by enhancing his limbs and torso. When offered gentle treatment, much like the one Hughes and Seiko underwent later, he stated that the war was much more important - and settled on exposed metal.

Since there was no coming back from this procedure, he decided to cherish his step into transhuman era by ordering decorative plating for the augumentations - including a large, gold-encrusted drawing of a Krayak - a fearsome, yet respected enemy - on his right arm.


PredatorTech XAC-04n mobile support weapon

A spiritual successor to the XAC-03, still banned across the alliance - spare for special op squads. The weapon sports three firing modes - adding a grenade launcher to the already destructive anti-armour and anti-infantry modes. The anti-infantry mode's control was improved, making the gun more accurate, but despite the changes many consider it to be the 'good ol' 03 again'



The Onyx consists of Bjorn, a heavy weapons specialists, two ranged explosive ordinance specialists (usually equipped with a grenade launcher and a guided missile system), a mortar carrier should the combat take place in open space and an ammo technician support. Their task is to introduce the enemies to a whole new dimension of firepower - usually supporting other teams as they complete their objectives.


Resident Feline: Maximillian
Combat cap...: It's a goddamn cat. You can use him as a weapon. He -will- disapprove.

It's not known how exactly Max, a white, persian cat ended up aboard the Nova. Information recovered by Q suggests he was part of a government program, aimed to create a moving listening device. Thorough scans indicate that indeed, Max's tail has been augumented with an antenna, and a set of high-sensitivity microphones are linked to it's transmitter.

The initial reactions were mixed. First, it was nearly chopped to pieces by Seo when she learned about it's true nature. Sergey grew curious enough to almost dissect the cat, while Hughes simply considered him adorable and left alive.

(It's not known whether or not the transmitters are active. It is known that Max could be considered a good decoy should someone encounter captain's bodyguard in a killing mood.)

OOC is still undergoing tweaks. Image may or may not be updated as I may or may not be texturing it

Yoshi
21st Sep 11, 2:04 AM
Blurb I wrote on the main race of my main character. Decided to try a different approach to writing it and attempting to be more concise with the race and give a more general idea rather than list every single specific. Probably failed >.>

Kri’ranians
Average Height: Male 6’6, Female 6’0
Humanoid: Yes
Distinct Features
-Four Arms, they end in four fingered clawed hands (With natural ambidexterity)
-Thick Leathery Skin, with wide variety of color tones, usually in the greens and browns.
-Powerful legs with extended ankles, wide set claws give excellent balance.
-Both genders possess colorful patterns of scales along the outside of their arms, legs, and torso. Male patterns have more prominent colorations but overall tones remain subdued.
-Slightly extended neck with a more lizard like head, narrow jaws.
-They have on averages 1.5 times the strength of the average human, and are naturally far more agile.
-Have a natural forward slouch
-Possess long tails for balance, and serve some use in unarmed combat.
-Lay eggs like reptiles but nurture young with milk after hatching.

The Kri’ranians are a race that is allied with the League, though they did almost end up going to war against the league. This was mainly because they'd never encountered other aliens before and were rather leery at these aliens that were not like themselves. However their own tendency to be straightforward did eventually lead them into the league's fold.

While their physical make up makes them very capable fighters, it has directed them more down a mechanical and technical path. When one human ambassador had the fortune of seeing a Kri’ranian working on a computer terminal utilizing a combination of neural implants and his four dexterous arms the ambassador really only had one comment on the speed at which the alien inputted, withdrew, and manipulated data.

“God damned.”

The Kri are notably loyal, almost to a fault, once they have given their word it is very rare to see one break it since lying and hiding information from friends is considered a rather grievous transgression on their homeworld. As such they do not give their word or make promises easily, lending them great weight when stating they can or will do something. On the same notion they despise being lied to or tricked in any fashion and if they discover such treachery it will take a great deal of effort for the offending party to regain their trust and respect.

One rather large distinction the Kri have from humans is that their society is largely Matriarchial, females tend to be in more prominent leading roles rather than the males mostly due to the nature of male Kri that involves attempts to prove their worth making them easily led and coerced as well as rallied. It is a strength as well as a weakness that has been taken advantage of in the past, nearly identical to the concept of shooting the officer of a battle.


_____


Empire: League of Carinus
Sub-faction: Kri’ranians (Nick Four Arms, Gazers, ect)
Group/Team/Gang name: (Optional, whatever floats your boat)
Backstory: The crew of the Darnath feel their role is more like that of a steward, helping safeguard the galaxy from tumbling into war. Even if that means using force to do so though they'd rather not start a fight they have little qualms with finishing one.

Ship details
http://images.wikia.com/eve/images/9/93/Deimos512.jpg
Theme: Theme (http://www.youtube.com/watch?v=02qfK427HOE)
Ship name: Darnath
Class: Kaltora Destroyer
Length: 344 Meters
Ship Description: Darnath is a newer ship model produced by the Kri’ranians in response to the more recent discovery of both the Terrans and Krayak due to the violence both races are capable of exerting despite the treaty that exists with the Alliance the Kri’ranians felt the need to ensure newer vessels were produced with more direct combat capability. Darnath roughly translates to Sword Wielder in other races tongues. Despite the exemplary construction of the ship like other Kri vessels it is highly unlikely to gain any significant popularity within the league due to the awkwardness most League of Carinus races have trying to pilot and operate a craft where each station is designed to be most efficiently operated with four hands instead of two.



Armament:

‘Raszor’ Phased Induction Beam(WMG)
The Darnath’s sword is a sophisticated particle beam generator capable of quick shunts in power that reduces the time needed for it to attain full power, as well the great efficiency of the weapon system has made it more compact, though still Spinal mounted it only runs partway down the ship, the barrel near the midpoint of portside. Due to a unique focusing mechanism that is manually adjusted during firing the beam has an incredible long range, lancing across space like the thrust of a sword while maintaining most of its power. The Raszor system has already attained notoriety within the Terran Alliance for its intense power, a Raider cruiser foolishly attacked a Kri vessel equipped with such a weapon only to get its internals gutted as a single shot punched a massive hole straight through the vessel.
The main downside to the Raszor system is the intense heat buildup caused by the firing sequence, often making the inside of the ship uncomfortable to non Kri’ranians. This heat buildup must be dissipated before recharge can occur, during the first twenty to thirty seconds overall energy weapon damage is reduced by 20% due to safety systems utilizing most of the ships heat sinks to dump the ships elevated temperatures.

Four ‘Kilnar’ Plasma Bolt Cannons
The main damage dealers onboard the Darnath when the Raszor is unavailable, the Kilnar fire condensed plasma balls at high speeds, which often creates the brief effect of a vague beam/bolt hybrid shot. Two Turrets sit on the Ventral side of the hull the other two along the Dorsal. This grants the Darnath heavy forward and broadside firepower.

Five ‘Torasq’ Gatling Plasma Flak Cannons
The Torasq defense array is Darnath’s primary PD system, while each shot is not that accurate due to flak spread the system makes up for it with quantity filling the space near Darnath with plasma rounds. In close range combat it can also be turned on other ships and pummel them with the high energy plasma. The PDGs are evenly spread around the Darnath to give equal coverage all around the vessel.


Defenses:
‘Ankra' Shield Matrix
The Ankra shield is a relatively standard defensive field that envelopes the vessel to protect it from enemy fire. And stands as a resilient shield that has no significant weaknesses, nor advantages compared to other defensive fields.

Carbon-Nanotube/Tritanium Mesh
A newer armor style that is still in its testing phases, the new Kaltora destroyers are the first field test of it. It bears no remarkable strengths against energy weapons, rather it is designed to stand up against the ballistic and kinetic weaponry that the Terran Alliance and Krayak Hierarchy use. Being the first iteration it provides a noticeable increase in resistance against ballistic/kinetic weaponry, but there is room for vast improvements.

Propulsion:

Oversized ‘Talnor’ Plasma Thrust Assembly

Darnath’s engines aren’t overly innovative being based along older reliable plasma drive technology. The main distinction with her engines is that they are almost double the power of standard destroyer drives giving the vessel incredible thrust and acceleration. This does give the ship a disadvantage if they go to full thrust in that their overall agility will be lower but large bursts of speed can be incredibly useful in a battle, though they help to compensate for this somewhat by utilizing high powered plasma thrusters to spin the ship about and put full burn in another direction, though such a maneuver does lack the elegance of some more advanced drive techs.

Other:

‘Tral’kor’ Energy Net Emitters
One of the more sinister devices equipped on the Darnath it’s not a direct damage weapon. Several emitters are spread out across the ship to give omni coverage, and after an initial charge up period can be fired at an opponent. Though drawn towards the energy output of the target ship it is by no means a guaranteed hit. If it connects a second blast is fired down through the new energy tether causing it to wrap around the target like a spindly orange energy web. The web causes a power drain on the other ship, limiting its propulsion and energy weapon capabilities while returning the stolen energy to the Darnath effectively allowing it to overcharge its systems with the extra energy.


Crew Details
Total Crew: 120 + Two Squads of Soldiers
Captain: Seria A’lecora

Seria is a relatively young but capable Commander, reaching her current position through dedicated study and previous experience. Her previous position was as main engineer aboard a patrol ship, the Gartrill. The vessel got into an unexpected skirmish with a Krayak cruiser, heavily outgunned and trapped by the larger vessel’s inhibitor field the Gartill attempted to fight but suffered heavy damage when a rail shot destroyed the bridge taking out the command crew. The ship would have been lost had Seria not managed to rally the leaderless males and assume auxiliary control of the ship from engineering.
Fluctuating the reactor power output and making the ship limp along; A’lecora made the vessel appear completely crippled. Fortune favored her as the Krayak commander decided to take his time and enjoy toying with his prey rather than go for the throat. Closing in the Gartrill waited till the last moment before firing everything they had, managing to pierce the cruiser’s shielding and disable the inhibitor field generator. Once the field dissipated the Gartrill jumped to warp immediately to escape it’s would be destroyer.
Seria earned a promotion and went on to command her own patrol ship until more recently when she was called upon to command the Darnath, the first of what was hopefully to be a new line of Kri’Ranian destroyers to help keep the peace.

Seria is augmented with Neural implants that allow the interfacing and hacking of electronic devices as well as plugging into terminals to control systems with even more speed. She has some disdain towards heavy augments designed to enhance ones natural strength and speed, defending her own implants as a tool rather than a crutch.

Ground Based Equipment
Dual ‘Spala’ Plasma Pistols – The Spala is a rather deadly hand held weapon, using rechargeable energy packs it fires condensed balls of unstable plasma. It is capable of burning through infantry armor and the person beneath it. The plasma nature of the gun also makes it moderately effective against armored walkers though other weapons are much better suited to such a task.

Hala Drones – Hala Drones –Seria’s armor normally sports twin drones collapsed into her back armor that when activated form into small spheres and hover above the ground. The particular drones that Seria uses have been modified for defensive purposes, capable of generating bright flashes, repulsor blasts as well as working in tandem to create a shield for defensive cover. They take commands from a combination of Seria’s neural implants as well as an override device on her belt.

Core Crew :

Vice-Commander Naara H’dalk

Naara is Commander A’lecora right hand aboard the Darnath, unlike her commander, Naara is rather brash and eager for action. Though H’dalk does maintain enough control over herself to avoid being insultingly compared to male Kri’ranians. Despite her fierier attitude Naara maintains a strategic mindset, and is quick thinking in the heat of battle.

Ground Equipment
Falkan Energy Long Rifle- Naara actually prefers using a more standard league weapon most of the time, due to its long range and accurate fire even though it takes several seconds to recharge between each shot it is capable of delivering heavy penetrating bursts of energy.

Tora Drones- Like Seria, Naara utilizes drones in battle, her own particular model of drones are equipped with medium range plasma cannons. That don’t have the punch of a Spala but a steady rate of fire and quick agility lets them flush foes out of cover to be at the mercy of her Rifle. As well as just being able to provide cover fire.

Core Crew 2
Security Balnar H’dalk

Balnar is a young Kri’ranian male that only came of adult age two years ago, like many males his age he is extremely eager to please and almost obsessively overprotective of female Kri’ranians he is under always eager to earn their favor. He was transferred to the Darnath at the behest of his older sister Naara so she could keep an eye on him. As Balnar is only alittle larger than the average Kri female, something other males are quick to point out, and Balnar’s young age makes him lack the discipline to simply take the taunts, instead usually retaliating and getting him into trouble.

Aboard the Darnath he helps operate tactical stations as well as acting as security for Naara and Seria when they leave the ship, though in some cases he doesn’t always fulfill this task if the danger is considered to be minimum.

Ground Equipment

Dual Takaran Plasma Assault Rifles- The Takaran Assault Rifle is a common and efficient weapon, suitable for a variety of engagements, Supressing fire as well as just general anti-infantry work, the energy cell used in them is very efficient granting them high volumes of fire before having to recharge or replace the cell with a new one. Balnar dual wields these weapons, making for a rather dangerous adversary capable of pumping enormous volumes of fire at two separate targets.

Trika Heavy Ordinance Delivery System- The Trika is unusual in that it fires heavy missiles rather than being energy based. Designed for anti-armor Balnar carries one upon his back when a situation may call for the heavy firepower, or just an unknown situation for the possible heavy support if his Takaran’s are not suitable enough.




EDIT: Added some ship details, still working everything else out slowly.
EDIT2: Finished ship how it currently stands, will finish the crew next.

Deunan
22nd Sep 11, 11:06 AM
Faction: fringe
Sub-faction: Camaasi
Sakvaged from AM1

During the late 22nd century, as humanity sought to fullfill it's dreams of a space economy various methods of achieving this were were postulated.
One such an aproach was the creation of space adapted industrial created humans. Intelligent, yet not human to escape various protection acts, fully owned by the companies that created and perfectly suited to zero-g environemnts. These individuals would help speed up terran mining efforts for for more than a decade.

Yet rising resentment among the human population to these artificial workers pilfered the returns from their actions around the 23rd century. Had there been an option, the various corporations would have merely recycled the biological units they had, but in the decades since their creation, activist groups began to clamour for a regnition of the artificials asfull humans with all the rights that came with. Under this popular notion, the legislature had to begin acting as well.

Thus mere recycling was not an option, the experimental hyperspace technology would provide analternative. These artificial humans would be subject to a grand experiment, the first potential human colony in outer space. They would become a testbed for prolonged hyperflight exposure, being sent to the far fringe.

-----

Already during the long flight, these artifial humans began creating a society of their own, a society in many ways focused on vindication. On vindication from their forced labour as well as exile from Sol. The Camaasi, as they began to call themselves after the first asteroid field that they created a colony in, are strongly opposed to the USC and it's terran interests. While they are derisive to the human settlements that have sprawled up over the centuries, they are in effect indifferent to them, in some areas even cooperating with various other human fringer groups.

They began focusing on smaller, fast interstellar ships, prefering to be armed with kinetic massdrivers. Likewise the Camaasi are a patient society, fully preparing to enter a system at the very edges, gain enough relative momentun and then aproach their target over the next two to three weeks on silent running. Which sometimes leads to them being known as the spectres of the stars.

-----

Sadly the organised Camaasi sieve was utterly crushed by UTC forces following the reveal of the gate network. What remains of the camaasi is scattered in the far distance of space. Some survivors began forming terrorist cells hoping to get revenge on the UTC, though these haven't had much time to organise yet.
Other survivors have spread amongst the fringe and the various population in it. But a significant portion of survivors have joined the voice of the divine, seeking refuge in it's existance against the bleak possibility of everything they held dear being detroyed.

---

The camaasi as a species are very similar to their human counterparts, but they bear a number of major differences which make them ideally suited for low gravity environments. First of all all camaasi have a large prehensile tail which allows them an extra grappling limb as helping keep long term stability, a number of pigmentation changes as well as deeper running biological differences. The camaasi do not have one strong hearth like humans do, but instead have multiple smaller and far weaker hearts spread across their body. Multiple bone differences - for instance a camaasi in low gravity won't be subject to osterporosis but will have very large issues existing for extended periods of time in standard gravity.

In short, think they look very similar to this. Just scifi and somewhat more human
http://dl.dropbox.com/u/6252145/asw/tiefling_base.PNG



Ship: Camaasi creep-class frigate Black Hand http://i289.photobucket.com/albums/ll230/ygat2005/HumanCorvette.jpg
Lenght: 245m
Armanent: Large focus on mass drivers of various sizes. From orbital bombardment to PDS subtypes.
Crew: 98 as well as a contingent of 29 marines. Thirteen of which are cybernetic ancients. (http://www.keiththompsonart.com/images/full/romulus.jpg)

AM 1 ship information

The Black Hand is a relatively aging, yet modernised Camaasi creep-class frigate. As such it is a ship that can act in both bucaneer as well anti-piratical roles, depending on it's current mission. It has seen both as well as multiple engagedments with multiple ships of the line. Though as most Camaasi ships, the Black Hand favours a fast or stealthy entry, dealing a large amount of wound and then preferably exiting the battlefield if the enemy is still able to fight back with larger ferocity.

As such her captain is known to prefer surgical strikes as opposed to larger protracted battles. Captain Aien Ko is fully aware of what her ship is capable off and in which areas she lacks. The woman is known among the Camaasi navy to be more impulse than most, often striking when most other captain's would have cleared the field, but she is not stupid and is liked by the crew.

The notables of which are

Captain Aien Ko http://images1.wikia.nocookie.net/__cb20100428195035/dow/images/9/90/Dow2_portrait_derosa.png

Kevas Norta, the commander of the marine contingent aboard the Black Hand and one of the cybancs as well. The man suffered horrific injuries in explosive decompresion during a boarding action while his suit was compromised. His body was recovered and fused with machinery into one of the ancients. To the surprise of the medical staff, the man retained all of his mental faculties, unlike most other ancients. He does rarely speak, but when it does, it with the voice of one who has endured much and seen even more - an inspiration to his troops.

Barcos Nial - Second in command of the Black hand.
The man's once well known good humour has gone away, replaced with a sour quiet menace. A part of him died when his wife did and he usually advocates more extreme measures against human crews the Black Hand encounters. While Aien can understand his pain, the way he acts is beginning to worry her. She fears he might endanger the ship one day, just to cause more hurt to the UTC.

Artosis Nial - The wife of Barcos and the tactical officer of the Black Hand
KIA over Camaasi

The crux of the hand's armanent's is it's octal set of heavy prow mounted mass drivers. The lines for which run from the aft forward, mostly following the upper and lower arcs of the ship. This sheer size of the massdriver rails allows the Hand and other ships in it's class to hurl projectiles at speeds which are unmatched with any other design and as such these eight mass drivers are a terrible weapon.

The lack of more rails running on the side arcs is due to a simple reason. The majority of the ships angled ion exhaust runs on the upper and lower arcs and as such gives a certain degree of protection from incoming porjectiles and energy based weaponry. Of course in the same vein this exhaust does not allow the hand to utilise these arcs.

The camaasi have a preference for frontal mounted weapons which shows in this octal set. Though the sheer power requirements have to cut slack elsewhere and as such the board arcs of the hand are far more poor in armanent. A horizontal deckline of thirteen exponentially weaker railcannons forming the crux of it's armanents in the region. Of course the camaasi are aware of what juicy target these might otherwise provide and the hull is peckered with automated PDS stations - essentially tiny railcannon turrets as well as a number of laser nests whose role is to target enemy kinetic and missile based weapons as well as any bomber and fighter based craft which might be scrambled against t he black hand.

It should be noted though that while the PDS stations are turreted most of the hand's main combat weaponry is not.

so in a rundown
1x 8 HMD
2x 10 LMD

2x 2 PDS
2x 8 PDS


Following the reveal of the gate network, the Black Hand was recalled back to the homefront as UTC agression was on the rise. To the dismay of her captain and crew, the Camaasi sieve stood no chance against the numerical superiority of the UTC. Battle after battle, skirmish after skirmish the Camaasi fleets were pushed more and more towards the core asteroid fields of the civilisation.
Until there was no place left to go. The remaining camaasi ships attempted to hold a last stand, but even that was broken in mere hours, and the UTC fleet was free to commence bombarding the colonies.

Many ships were left for dead and ignored by the terran's, the black hand being one of them. Battered but still alive. The hand left the space in the coming weeks and transformed with time into what they used to hunt.

She became a pirate vessel as well as the black hand of vegeance against the UTC. No peace or chance of surrender is given to UTC ships. Where other traders might be left to leave with their cargos taken, no such chance is given to any ship that flies under the UTC flag that the hand manages to jump.

Due to all of this, the Hand and her crew are currently allied to the fringe, acting as pirates, mercenaries and other similar roles.

They hold very little contact with the remaining pockets of survivors, but her captain is strongly concerned about the voice of the divine.

Killer_Zero
22nd Sep 11, 11:21 AM
(Will be finished tommorrow)

My Race

Empire: League of Carinus
Sub-faction: The Aerid Clans
Group/Team/Gang name: Clan Baneclaw
Backstory: The Baneclaw clan are a member of a handful of planets who a loosely affiliated with the League of Carinus; this being they have to obey the laws set by the league council. Otherwise they risk expulsion and a restriction on trade with any league members, which will all but cripple their relatively small group.

They work as mercenaries also, but will often be called to aid their clan in pacifying planets of hostile species, to increase the size of clan Baneclaw and even to fight other clans if they have a planet which is wanted by both.

The clan fleet is ordered to a planet to capture it from a rival clan, when it is attacked by a group of marauding pirates who wipe out all but one of the Baneclaw Destroyers which is ordered to hunt down these pirates and destroy their base.


Ship details

Ship name: Eternal Salvation
Class: Kaw'Mok class Advanced Destroyer
Length: 390m
Ship Description: The Kaw'Mok class destroyer is the workhorse combat starship of the space fleet of the Baneclaw clan. Each ship of this type is unique, having almost any configuration available, depending on the preferences of the crew. It is capable of hunting down almost any class of ship and is even capable of destroying super-capital ships.

Armament
'Judgement' Energy Lance system: The Judgement is a unique weapon, the Eternal Salvation is the only ship to use this weapon. There are four energy 'cables' which can be used to cut off weapons batteries or even destroy the enemy bridge. It also can be used to fry the enemies power relays by sending a high-energy pulse down the 'cables' which will as above overload the enemy energy relays for a short period of time. It works by using power directly from the ship's power core to create an energy field which can cut through almost anything. The only drawback is it's short range.

Six 'Adjudicator' Energy shard launchers: This weapon fires a cluster of thousands of micro energy shards every second, which will tear apart any fighters who are caught in the area the shards affect will me vaporised by them. Any larger ships though will need to be really close to be damaged, since the shards spread out over range.

Defences
'Intervention' Reactive shielding system: This shielding system is has three modes. Standard mode, which is more resilient than a standard destroyer shield; ballistic/missile mode, which is more or less invulnerable to such attacks, but leaves you really vulnerable to energy and Energy mode which makes the ship more or less immune to energy weapons fire, but really vulnerable to ballistic/missile attacks.

Propulsion
Micro-Warp Reactionless Drive Array - A recent development by League scientists, the Micro-Warp Drive is a standard Warp drive scaled down for use as conventional propulsion. The result is that the Kaw'Mok-class has agility comparable to that of a frigate, enabling it to close rapidly on enemies The drive seems to suffer in the presence of an inhibitor field, which slows the Seraphim-class so much it becomes less mobile than even a cruiser. (Thanks Atmawpn)

Other
A shuttle

My Crew

Total Crew: 40+10 drones (Almost fully automated)
Captain: Commander Katak
Other core crew 1: Eagle squad- A group of human mercenaries who are the best of the best basically, they are highly respected by the crew of the ship

atmawpn
22nd Sep 11, 7:18 PM
KZ: as it seems your energy lance system can possibly be non-WMG, but with risks. Given its very dangerous cutting power it needs to be restricted to really short range, that is equal or under to your energy shard launchers' effective range vs heavier ships. The only reason I'm allowing it is because your ship is rather lightly armed for a destroyer, which would allow me to greenlight the conversely powerful energy lance system.

Are you intending to use it as a shipboard lightsaber or something?

EDIT: Mokino, Fuel, wildcat, and Yoshi have ships that are approved.

Master Chief
22nd Sep 11, 8:12 PM
WIP, want to work on a good backstory and motivation

Overview
Faction: Terran Alliance/Independent
Sub-faction: Frontier Systems
Group/Team/Gang name: Mobius
Backstory: After the Battle of Ursae Majoris, Mobius was rewarded quite the substantial payment as per their contract, and splurged on the vacation they'd been talking about for years, hanging up their pilot's jackets for swimsuits as they relaxed without worry or battle. They spent time developing the Infinity Ribbon's systems, working closely with Fall of Fall to more closely unite her and the ship, as well as train themselves in its use for their inevitable return to work.

Their vacation was cut short, however, due to rumors of trouble at the outskirts of the system. Noelle advised them to check it out, and reluctantly the Infinity Ribbon stopped by Fourteenth Sunstop, a small outpost on the outskirts of Theta for supplies, when it was attacked by a roaming Krayak hunter-killer pair, in the early stages of the Krayak Invasion. They saw the brutality of the Krayak firsthand as they desperately fought the Krayak close-quarters in the civilian homes to get as many out as possible. During the slaughter, Renault was gravely injured defending Gene, and Fall of Fall suffered catastrophic systems damage, barely surviving the ordeal.

After Renault's wounds healed, and after nursing Fall of Fall as best as they could, Mobius swore a blood feud against the Krayak Hierarchy, and joined forces with the Frontier fleets in defense of Earth to push back the bastards. Their experiences both in the Unification War and as mercenaries helped keep them alive when so many other Frontiersmen fell. After the desperate last stand at Earth, they helped push with the main force before splitting off on a mission of their own: find Fall of Fall's original creator, or anyone with similar expertise, to help heal Fall's scars.

Ship Details
Ship name: Infinity Ribbon
Class: Light Frigate
Length: 220m
Ship Description:

Ship Description: The Ribbon is a small but incredibly fast and nimble light frigate with highly advanced autonomous systems, allowing the ship to be controlled by a small crew with the assistance of a medium; in this case, Fall of Fall 4201v. Anti-boarding measures , point defense, maintenance, and other, more menial tasks are handled by small contingents of drones controlled by Fall, leaving the crew to focus on more important matters. The Infinity Ribbon is outfitted with triple redundant firewalls, control systems, and reactor failsafes to ensure both the safety of Fall of Fall while she is connected to the Ribbon and the safety of the overall ship, and all critical areas are EMP-hardened.

The Ribbon itself is split into four sections; one main chassis and three Edges hard-docked along the ship. The Edges, dubbed Steel Beowulf, Innocent Wind, and Arsenal by Gene, Noelle, and Renault, respectively, contain non-critical ship components and are also independent weapons systems capable of being detached from the Infinity Ribbon and remotely controlled by an operator. Fall of Fall takes over control of the Ribbon while all three Edges are deployed.

The ship's since been refitted with more advanced propulsion and weapons systems with the massive payday they earned after the Battle of Ursa Majoris.

Armament:
Mobius:
6 Summer CIWS (Close-in Weapon System) - Point defense
6 Valkyrie Long Range Missile Launchers
3 Faith Heavy Torpedo Launcher - The (new) Big Stick

Edges:
2 Summer CIWS
1 Durandal Heavy Automatic Cannon (HAC) - Upgraded versions of the Peacemakers. Higher caliber tri-barrel cannon for spitting out larger slugs faster and with more force. Spinal mounted on the Edges.
1 STSTS - "Suicide To Save The Ship": The Edge's engines redline, and the Edge kamikazes into the target in a last-ditch attempt to protect the Ribbon.
Defences: 3 Autumn Shield Matrices on the Ribbon
1 Spring Auxiliary Shield Matrix per Edge
-The shield matrices resonate when activated in a chained link, thus creating a stronger shield. When the Edges detach, the chain resonance decreases, thus weakening the overall shield structure.
EMP-Hardened around all vital areas. Decent armor for its size, but nothing special.
Propulsion: 4 Primary Engines on the Infinity Ribbon
3 Auxiliary Engines per Edge
All high-propulsion ion drives
Dual redundant FTL drives
Other: Splits into 4 ships, one control ship and three Edges. Got a shuttle

Crew Details
Total Crew: 4 (40 Drones)
Captain: Gene Fariss: Captain because of a full house, Gene served with Renault and Noelle in the Unification War. After being honorably discharged, Gene married Noelle as he'd promised, and the three of them formed a PMC, Mobius, since none of them were very creative. Gene is pretty laid back, sarcastic, and confrontational; he gets along with his team but not with too many others. His motto is "go big or go home," and prefers high-risk and high-paying jobs to chump change.

Has a deep hatred of the Krayak after Fourteenth Sunspot. He's grown more short-tempered and brash since the Krayak War, and is fiercely protective of the team.

Other core crew 1: Noelle Fariss: AWACS for Mobius squadron during the War, afterwards she married Gene and together formed MOBIUS. Fairly cold, she keeps her emotions in check, a habit from her days in the sky. She rarely gets excited or surprised, and tries to prepare for any outcome. Gets along well with Fall.

Since the Krayak War, Noelle's been dampener to Gene's occasional outbursts, keeping Mobius composed and heading towards its goal. She's concerned that the damage to Fall may be permanent.

Other core crew 2: Renault Sylvan: Gene's wingman during the War. Never without one of his Sweet Bill cigars, he's uncouth, violent, and lacking any semblance of diplomacy, he's here to kill shit and get paid. Still, he's Gene's best friend, and the most reliable man in the galaxy. He likes to heckle Gene about how many times he's saved his ass.

Renault often brags about the scars he got after beating a Krayak assassin in a "straight-up fight," though often doesn't mention the full automatic combat shotgun in the story. He takes particular delight in the addition of another instance where he saved Gene's ass. In short, he's still an asshole, but more reliable than ever.

Other core crew 3: Fall of Fall 4201v (Artificial human, Operator): The Ribbon's Operator, Fall is a manufactured cyborg created to interface with the ship and control its many drones and systems. She is the only one capable of this, and thus vital to the ship. However, she is also human; she is very kind, curious, and intelligent, possessing an immense amount of stored knowledge. She has only been active for five years, and is a bit simple and naive. She is dead serious when it comes to protecting the ship and her crew, however.

After her near-fatal wounds at Fourteenth Sunspot, Fall suffered severe damage to her interface systems, as well as her virtual defenses and other incidental injuries. She can still sync with the ship and control it, but is much more sensitive to the surroundings, and can sometimes get overwhelmed without her failsafes and firewalls.

Drones maintain the ship, keeping everything in top shape as well as loading the weapons and other such tasks. They repel boarders as a last resort, but aren't meant specifically for combat. They've since been upgraded to increase their ability to fight in order to protect the crew in case of a boarding action.

Yoshi
23rd Sep 11, 6:32 PM
Finished up my stuff for the most part.

One other note about the Kri'ranian's is that their population wise is skewed more towards the males in numbers, though females are far from rare they are just outnumbered by the males.

Master Chief
24th Sep 11, 12:28 AM
Added my backstory since AM 1 and a bit more details. IC up soon.

atmawpn
24th Sep 11, 8:56 PM
Those who experienced the weird moment in the Eternity Lounge: if they happen to be characters from AM1 who did experience nanite infection by Sierra Vox, they will note that the experience is somewhat different. From what little they can tellthey will note that this time the approach is far more subtle and elegant, as if it were the natural state of things. I'll leave you to interpret that however you will.

nadarko
27th Sep 11, 6:40 PM
is it to late to join, if not ill start working on my sheet tonight

atmawpn
28th Sep 11, 4:17 AM
Nope not at all. I'll just have to create another plot hook for you to enter with.

Master Chief
28th Sep 11, 10:07 PM
I don't know if you want me to wait to fight the Ein until we can do it in IRC Atma so I just ended it.

atmawpn
29th Sep 11, 7:17 PM
You don't really have to wait till we can do it in IRC - that's the whole point of moving away from jointpost unless absolutely necessary/crucial.

I'll post up a response soon. Meanwhile... Killer_Zero, is it possible for you to at least make a starting post of some kind?

Imrix
4th Oct 11, 5:39 AM
Ooh, Newtonian physics. Consider me interested, if you'll take another on. I'll probably be drawing heavily on Honor Harrington for ship style.

atmawpn
7th Oct 11, 5:39 AM
Post up a ship and character sheet and I'll see what I can do to bring you in.

Meanwhile, for those investigating the Ominous Facility on Nostrum-3, you have creative freedom to determine the layout facility blocks, whichever you choose to explore. Generally, the place is a wreck with sporadic power here and there, and most doors are unlocked and open. I will post appropriate responses indicating what you might find - be it plot points or loot, as you go along.

Master Chief
7th Oct 11, 6:58 AM
Oh wait, the dinos were waiting for me? Woops

Try to get a post up tonight or something, gonna be gone most of the day

Imrix
7th Oct 11, 5:29 PM
Yo, Atma, I sent you an invite on Steam. Need to talk about conceptual stuff with you. I've been burned on this kind of thing before (Weavern -_-) and I want to make sure I've got the right idea.

atmawpn
7th Oct 11, 6:28 PM
I suppose. I tend to be on #boardwars and respond more frequently there though. Alternatively, you might send me your pressing queries via PM.

Imrix
8th Oct 11, 10:22 AM
And I don't do IRC much, but I prefer IM's over PM's or emails, and it seems a shame not to take advantage of the fact that Steam is right there.

Mokino
14th Oct 11, 4:11 AM
I apologize for my absence. I'll try and get a post up tonight so Paradigm can progress.

nadarko
15th Oct 11, 8:49 PM
And I don't do IRC much, but I prefer IM's over PM's or emails, and it seems a shame not to take advantage of the fact that Steam is right there.
That actuly sounds like a good idea

Deunan
16th Oct 11, 12:55 AM
Keep in mind that IRC is the system most of us are familiar with so due to that it gets the most use. In part due to it not only being around for mere BW stuff but for all round banter for which steam isn't the most suitable.

Master Chief
16th Oct 11, 1:10 PM
Also we have a dedicated BW IRC channel so lets just use that

Also also I'll get a post up eventually really i just need to put the xbox down

nadarko
17th Oct 11, 7:29 PM
eh... question. i see that on some weapons they have WMG of to the side. what dose that mean?

atmawpn
17th Oct 11, 10:22 PM
WMG refers to Wave Motion Gun - a weapon so powerful it has the potential to decide a battle with a single shot. For obvious reasons (such as powergaming) there is a section dedicated to such weapons under the space combat mechanics.

typhoonoftempest
27th Oct 11, 5:56 PM
Empire: Terran Alliance
Sub-faction: Frontier Union
Group/Team/Gang name: Rayman Excavation and Exploration Miners, Sword Group One
Backstory: As employees of REEM, Sword Group One is given the task of 'counter-piracy', either outright killing or capturing assets of pirates that threaten the miners and haulers. With war on the horizon, REEM has volunteered Sword Group One to go forth and defend humanity's interests for the potential of bringing in more profits.


Ship name: Maximum Tang
Class: Greyman-Class Destroyer
Manufacturer: Protean Shipyards
Length: 420m
Ship Description: With the Steward-Class proving to be incapable of doing offensives that some military minds within the Union have been thinking of, especially since mobility is no longer an issue, three all-new classes of destroyer were designed for the task of taking the fight to the Union’s enemies. The Greyman, despite being a wonderful middle ground between offensive powerhouse and defensive juggernaut, lost the bid for adoption by the Union due to sticking too much to having sound defenses and being expensive to produce.

All twelve vessels were sold to the highest bidder, and in Maximum Tang’s case (formally G-7) it was the Rayman Excavation and Exploration Miners. The vessel proved to be exactly what they needed; her excellent defenses, firepower, and fairly good agility allowed her to venture into the belts with the miners to provide close-in fire support, which are also areas where destroyers are least expected.

Armament:
X2 Medium Ion Cannons: Traditional in every sense, these largeish weapons are the lion’s share of the Max’s firepower. Both are mounted on the bow of the craft in a single, well armored turret, which features a very thick pair of collars to prevent the turret from being jammed easily. This turret is not very fast, but the beams provide an awesome, lingering punch wherever they are directed.
X3 Heavy Kinetic Cannons: Just as simple of a concept as throwing exploding bricks at enemies, the Kinetic Cannons are each in their own turret, one mounted under each ‘wing’ that flanks the destroyer and the last on her back providing all round excellent cover that punishes frigates, mauls larger ships, and occasionally chips at corvettes for massive damage.
X16 Light Missile Launchers: eschewing traditional cannon for point defense, the Greyman-Class uses intelligent(ish) missiles to smash fighters and harass corvettes. All sixteen launchers are controlled by the same program and thus must be all launched at the same time in a massive volley that erupts from the belly, just fore of the repair bay.

Defences:
Crapton-o-armor: when the armor almost measures a meter thick in its thinnest areas on a destroyer, you have to wonder why so much was invested in said destroyer. Otherwise, it is the same stuff that covers the Stewarts
Nanite Control Suite: A viable army of robots that aid small-ish (though very visible) robots in repairing the armor, all the time. The larger bots are the ones that actually control the nanites which do the repair, even though ‘apply’ is also an accurate term. Obviously, the nanites do not work as intended unless something is applying them to trouble areas.
Valkyrie Shield System: Was a necessity for military adoption and now allows the vessel to shave off anti-capital missiles and killer asteroids, but still performs its duty of providing three spots of manually-controlled invulnerability, which has a good chance of covering the nanite control bots when they get close enough to the hull.

Propulsion:
‘Savant’ Ion-Engine Suite with Afterburners: these two engines, externally mounted in a gimbal fashion, are also well armored and provide the vast majority of the ship’s propulsion. There is an even bigger engine mounted between the two, right on the hull, that is the ship’s ‘afterburner’. This ‘afterburner’ is what happens when Ion Engines no longer consider the concept of ‘fuel efficiency’ to be viable and thus shoves as many particles as possible out, something that testers have called ‘shitting bricks’. Despite the fact that the ship uses a tremendous amount of fuel while using it, the fact that G-2 during her trials started ‘pushing’ an escorting interceptor should be a hallmark as to what it can do.


Other:
Shuttle G-7-1 and G-7-2: standard shuttles by Union Doctrine, only difference is the fact that both had been painted the same colors as the rest of the ship, along with an identifying marker. G-7-1 has a giant ‘1’ on its dorsal and ventral facings and likewise with the other.


Total Crew: 112 (four important and one hundred and eight not so)
Captain:
Name: Jason F. Bradshaw
Age/Gender: 46, Male
Description: A short, muscular man, Jason has been with REEM since its inception shortly after the Unification war as a combat coordinator and chief of security. Having been with a few other companies prior to REEM, Jason has become a bit of a defensive specialist. Started with only a corvette squadron to defend the four miners and a hauler, he now oversees the operations of five frigates, ten corvette squads from Maximum Tang, all of whom ensure the survival of the twenty miners and five haulers that now operate today.
Also during his time in REEM, he has become competent in corridor fighting on larger vessels, especially from taking pirate carriers (which were always a boon to the company when handed over to the authorities).

Pilot:
Name: Guiles Chapman
Age/Gender: 34, Male
Description: The two terms that best describe Guiles is Ballsy and Shrewd. A drop-out frigate pilot from the Union Navy, Guiles had a hard time finding work until he came to REEM. From there, he was Jason’s first (and only!) choice when it came to ‘the upgrade’ as he put it from Balderdash, a defense frigate, to Max. His skills that he acquired from the Navy and on Balderdash were heavily strained while flying Max, but in a year he was dancing though belts with a ship that was almost half a kilometer long.
Guiles has basic Navy training, including a vast understanding of take-down techniques, mostly aimed at keeping crew from harming other crew.

Chief Gunner:
Name: Brady Woodward
Age/Gender: 26, Female
Description: Blond hair, a blue eye (other is covered by an eyepatch), a wicked smile and devilish demeanor round out this feisty feminine fatale. If she was Captain she would have already been fired with no hope for employment other than to be someone’s personal sex kitten/fetish fuel station attendant. Thankfully, Jason saw her gun-ho attitude and marksmanship beneath the lack of attire and now she blissfully blows up massive asteroids and pirates with equal glee. Given her dress code, the vast majority of the gunners on Max are women.
Despite her appearance, she is a very intelligent woman and very deadly with her two favorite Stilettos, which double as hair pins.

Chief Engineer/Medical Officer:
Name: Alexia Shurshing
Age/Gender: 52, Female
Description: A woman who, despite the intellect to become a great scientist, decided to take a more humble path and become someone the universe had an insatiable demand for: a doctor. She had always been curious about the human body, though investigation of mechanical ones also interested her. Enough to the point where she double-majored into both a Doctorate of Human Welfare and a Doctorate of Advanced Engineering, completing both two years prior of her scheduled completion, of which she then took another course in Hydrophonics, Psychology, and Cybernetics, getting associate degrees in all three. REEM was her first choice, as she had family in the upper echelons of the company, and thus when Max came to REEM ownership she was immediately transferred to it.
Obviously, the woman is only good with a scalpel and various pieces of engineering equipment, though her understanding of human anatomy and what makes people tick could help her make people stop ticking.

Master Chief
28th Oct 11, 7:24 AM
Typh, right now I'm heading back to the Local Cluster to find Bones in the Fringe and various possible war allies in the Frontier System/Union, since my guys fought in the Unification War and the Human-Krayak War. Wanna join up?

typhoonoftempest
28th Oct 11, 9:41 AM
well, you see MC, I'm running off to the Rael station to do stuff and maybe ruin Fuel's day, depending on how things go.

Master Chief
28th Oct 11, 10:07 AM
Aight that's cool just checking since I wasn't sure if you knew how you wanted to start.

atmawpn
6th Nov 11, 12:25 AM
My bad MC: it was Bones' ship the Parang, not the Krayak ship Skaalfa. The error has since been corrected.

Master Chief
6th Nov 11, 6:56 PM
Aight I changed it, should be fine.

atmawpn
18th Nov 11, 7:44 AM
My sporadic appearances of late are mainly due to the start of that pesky phenomenon known as "finals." I'll try to get progress up during weekends and weekends only, until this menace is past.

Deunan
19th Nov 11, 9:17 PM
sORRY FOR MY SOMEWHAT BROKEN SHWO UPS. gOING TO JUMP IN AS SOON AS POSSIBLE AGAIN.

typhoonoftempest
19th Nov 11, 9:23 PM
capslock is cruise control for awesome.

glad to have you with us deu

Yoshi
4th Dec 11, 1:08 PM
Probably just going to have to officially pull out, been too preoccupied with other things that I haven't really gotten in contact with anyone. And i don't even really feel connected to the story at all(My fault most likely). So probably better to just stop rather than flail about every so often and not really contributing to the story at all.

Mokino
5th Dec 11, 7:08 PM
Sorry to see you go Yoshi. We needed some League representation. :(

Anyways, I've made a few updates to my ship and crew. The former as response to damage sustained and a slight alteration of roles. The latter due to massive overlap in crew abilities and the need to have a fighter on the group for ground operations.

Yoshi
8th Dec 11, 1:27 AM
I just haven't known if I should poke people to do something or what and just feel lost due to life distracting me from things.

Cause I really like my Kri'ranians and want to do more with them but for the last month I haven't managed to sync up with people.(My fault not other peoples)

Master Chief
8th Dec 11, 1:30 AM
Been a bit busy to post too, probably start up again after finals.

Mokino
8th Dec 11, 4:46 AM
A lot of people have been busy with finals and such guys. AM2's a slow burner so you're welcome back anytime Yoshi.

atmawpn
9th Jan 12, 5:59 AM
Once again we are near the end, and into the final scene for AM2. Please jump to Ursae Majoris to participate in the brief and preparation for the concluding encounter.