[b]Introduction....[/b] It is Imperial Year 3,506, exactly one millennium after the Sacking of Almata by the Rival Claimants and the final destruction of the Arcturian Empire. The galaxy has known a millennium of chaos and darkness as astro-goths, pirate bands and slaver-kings have ravaged the systems of the dead Empire, carving out petty fiefdoms for themselves. Outposts of the old order have struggled to survive amid the general anarchy, fending off barbarian threats or bribing their would-be assailants in exchange for protection. Alien peoples, made vengeful by centuries of humano-centric oppression in the old Empire, have risen up against their former masters and founded space-faring nations of their own amid the general chaos. The Dark Ages, however, are coming to an end. The Kingdom of Far Valyrius, once a minor Arcturian client state spanning three systems in a backwater sector, weathered the collapse of the old order uniquely well, thanks in large part to the far sighted strategy of King Odyssius II, who welcomed the remnants of the Loyalist Imperial fleet into his system after the death of the final Emperor at the hands of the Rival Claimants. Well protected by its isolated location and powerful Imperial fleet, huge ships-of-the-line carefully husbanded over the centuries, the Kingdom managed to prosper even as the galaxy burned around it. One year ago, the Kingdom emerged victorious from a decades-long struggle against the barbarian-emperor Arius, whose fleet was crushed by King Odyssius XVII at the Battle of Archangel. Freed for the first time in centuries from impending external threats, His Grace the King declared a Reconquest of four neighboring systems, inaugurating the War of Seven Suns. You are a captain in His Majesty's Navy, the commander of a cruiser in the Second Royal Expeditionary Force tasked with securing the subspace lanes and orbits of the Maalik system so that the Royal Armies can take the planets in the name of the King. Your ship is millenia old. A veteran of hundreds of battles. Between 1-7 km in length, it is home to thousands of sailors, marines, soldiers and officers. It hosts to a powerful and ancient AI known as a Semi-Sentience, and is armed with an array of weaponry capable of leveling cities and turning entire armies to cinders. [b]The RP....[/b] Welcome! Above is a basic overview of the universe in which this RP will be set. This RP will be a bit of a mix btwn a sci-fi military RP and a game of political intrigue. The setting is inspired by Dune and 40K, the European dark ages, Napoleonic naval battles. Your primary character will be a captain of a huge naval ship taking part in King Odyssius' Reconquest. Other character types (politicians, military personnel, mercenaries...basically, whatever you can think of) are absolutely, 100% [u]allowed[/u] and RPers are free to create as many characters as they think they can handle. As hinted at above, each ship has its own unique AI and personality. Most players will basically be RPing as an entire ship, a society of thousands (or more) taking part in the larger drama of this sci-fi war. See below for more details about ship sizes, classes, and weaponry, but each ship is highly customizable and will be created as part of your character creation. [u]General Notes and Rules:[/u] 1. A major objective of this RP will be worldbuilding. I've set the ground work of the society we'll be operating in, but fleshing it out with everyone's ideas on galactic history, geography and detail will, I hope, be a fun collaborative endeavor. The Kingdom of Far Valyrius is a highly complex feudal society, by no means a unified highly centralized state, so there is plenty of room for internal divisions. I invite people not only to create characters, but to contribute to the lore and history of the universe in which we are operating. You'll see below that I've left room for some player-created worldbuilding in the Setting section. 2. I am a fairly lax GM and am always open to new ideas, suggestions and criticism, but ultimately I am the GM, and my rules are [i]the[/i] rules, period. I don't anticipate having to put my foot down on anything, but if I do, please respect my decision. 3. In what follows you'll find a great deal of names, implied events, unexplained terms, etc etc. Please do not feel as though I expect you to ask me what everything means, most of the stuff I've jotted down is merely meant as a starting point for you to run with- so run with it! Make up cool stuff! If anything drastically requires alteration I will let you know- but I hope everyone feels free to expand on the bones of the world that I've given. Additionally, this OOC is a little all over the place and incomplete. Please don't feel overwhelmed or like you need to memorize everything (or anything) here in order to participate. And please dont hesitate to make constructive criticisms or ask questions! Main PiratePad w/ universe info: http://piratepad.net/v2eDAbGKgg Old Ppad for WIP projects: http://piratepad.net/9uLk85XlvJ Official Chat: http://us19.chatzy.com/71454494321136 [hider=Factions, Setting and History] Location: Leopon Sector Systems: Valyrius (Kingdom of Far Valyrius- capital) Vos (Kingdom of Far Valyrius) Aryon (Kingdom of Far Valyrius) Maalik (Childer of Arius, other?) The Dolorous Shoals, aka "The Doldroms" (various pirate factions, other?) Archenar (TBD) St. Pellos (TBD) Factions: [b]The Kingdom of Far Valyrius[/b] Government Type: Constitutional Monarchy Ruler: His Unapproachable Grace Odyssius XVII of House Kesselbrood, Monarch of Far Valyrius and Protector of Leopon, Sole Rightful Claimant and Heir to the Imperial Titles Prime Minister: Alexia Hooke, Duchess of New Olms Legislative Body: The Valyrian Diet, divided into the House of Wisdom, representatives elected by humans of noble lineage, and the House of Noise, representatives elected by all non-indentured, property owning human subjects. While the different xenos subject to the Crown enjoy some legal protections, none have the right to vote. Constitution: The Diverse Covenants Systems Ruled: Valyrius (capital) Vos Aryon [u]Planets:[/u] [hider=Planets of the Kingdom of Far Valyrius] Capital Planet: Throne System: Valyrius Local govt: Direct rule by the King. Desc: A roughly earth-sized moon in orbit of the gas giant Far Valyrius, noted for its ancient cities and dense fungus-jungles. The capital city of the Kingdom is High Sepulchrave. Planet: Far Valyrius System: Valyrius Local govt: Feudal holdings by various Noble Houses, most notably House Ravenstein and House Hooke. Desc: A huge gas giant orbited by Throne, Far Valyrius is home to many Imperial era gas-mining installations and cloud-cities. Planet: Odros System: Valyrius Local govt: Formerly republican, currently direct military rule by Royal Navy. Desc: Once a fertile agri-world, Odros was subjected to several invasions and counter invasions during the Arian Wars between the Kingdom of Valyrius and the barbarian Emperor Arius. It is now an irradiated wasteland in the early stages of environmental reclamation by the Kingdom. In orbit of Odros are innumerable fortresses and the Royal Navy Yards, and it is the primary base of His Grace's Navy. Planet: Zanxi System: Aryon Local govt: Dictatorship, colonial administration Desc: Nyrkin Hiveworld. Zanxi hosts an immense Nyrkin population and a growing contingent of human, Introgg, and Gn'Mok colonists from the Kingdom. Zanxi is governed by Overbaron van Vaw, a cultured and humane xenos-lover who was named Baron of the planet after his highly successful suppression of the Swarm Revolts. Under him is a puppet government formed of the Nyrkin priestly castes. Planet: Adriatus System: Vos Local govt: Feudal rule, majority of world divided between the Barony of Ingram, the Grand Duchy of Kans, and various vassal states. Desc: Adriatus is a temperate world of roughly earth size and temperament dominated by four large continents. Unlike the Earth that it seemingly resembles (thanks to the miracles of terraforming) Adriatus has far less surface water than earth with the small oceans dividing the continents covering only about 40% of the surface. Most continents are covered by forests of gigantic iron-maple trees. The trees are known for more than their titanic proportions, the iron-maple is so named because of its incredible strength which makes it a popular supplementary building material especially for the homes and furniture of the wealthy and well to do. A native race of arborial sophonts known as the Podrotha live deep inside the iron-maple forests. A paleolithic society the Podrotha have shunned human contact as best as they can, fleeing deeper and deeper into the forests when humans encroach on their territory. Some contact has been established among their scattered tribes and Poldrotha are not too uncommonly found as manual laborers or servants of the wealthy in any large city. Planet: Plentiful Dawn System: Horizon Desc: A protectorate of the Kingdom of Far Valyrius in the outlying Horizon System, Plentiful Dawn is a formidable fortress world that has withstood centuries of barbarian attacks, preserving much of the old Imperial culture. It swore fealty to the Valyrian kingdom shortly before the start of the Arian Jihad. Planet: (players are encouraged to make up their own planets in the Vos and Aryon Systems, including system capitals. Two more planets can also be added to the Valyrian system) [/hider] [u]Xenos Species of the Kingdom of Far Valyrius[/u] Nyrkin: Hive-based insectiod race with innumerable bio-forms. Fast breeding, generally less intelligent than humans and extremely susceptible to collectivist politics and religious messianism thanks to the traumatic destruction of their Hive Mind by the Arcturus Empire centuries ago. Most populous on their native Zanxi, they are very common throughout the Kingdom, usually as an industrial underclass, and are used on some planets as slave labor or slave soldiers. They are heavily represented in the Royal Army as auxiliary light infantry. Gn'Mok: Hulking humanoid reptilians who serve as elite mercenaries in the Royal Marines. They are a proud, martial race who utilize energy shields and close quarter weaponry to great effect. They excel as special forces units and boarding parties. Some say they are the result of attempts by the old empire to breed a race of loyal super soldiers. They have served the Kingdom as mercenaries for centuries, after King Alessio welcomed their space hulks into the Kingdom and offered them safe harbor and protection in exchange for military service. [think Halo elites + Greek Hoplites + Protoss] The Poldratha: The Poldratha are tree-dwelling pseudomammals native to the forests of Adriatus. The Poldratha have a relatively standard arrangement of two arms and two legs however their arms are bifurcated at the elbow with two forearms and hands on each arm. Males of the species are a full head shorter on average and possess a webbed membrane stretching from one of their forearms down to the leg, this allows them the ability to glide from tree to tree to a limited degree (Adriatus's gravity is only slightly lower than earth's so it really just slows the fall) whereas females posses much greater strength. They are a paleolithic culture, capable of making tools out of stone, bone, and other natural materials. Their race has a massive gender imbalance with most attempts at estimating their population putting it at three females to one male. Because of this their societies tend to be matriarchal with males considered prized and rare commodities and even a reason to go to war with another tribe. - players are encouraged to make up their own xenos races [u]Notable Factions, Houses, Guilds and Political Parties:[/u] The Office Unspoken: Royal secret police. The One Voice: monohumanist authoritarian political party calling for the enslavement of xenos, the abolition of the aristocracy and the Valyrian Diet, and the replacement of the monarch with an autocratic Emperor. Shouters: monohumanist terrorist group, outlawed, some affiliation with One Voice politicians. Selfless Tendencies: political party advocating for full xenos political emancipation. Great House Ravenstein of Lynz: great house ruling large, populous holdings within the breathable zones of the Far Valyrian atmosphere. Extremely wealthy and historic rivals of the Royal House. Led by Grand Duke Konrad von Ravenstein. Great House Hooke of New Olms: rules large holdings with the Far Valyrian atmosphere, less wealthy and powerful than House Ravenstein, whom they view as rivals. Strong allies of the Royal House. Led by Grand Duchess Alexia Hooke. The Venerable Path: decentralized religion of much of the aristocracy which includes the veneration of ancestors, historic Imperial heroes and saints, and the Numinous Legislation, a code of honor taken to be part of the fabric of the universe. The cult has temples for sacrifices to the ancestors and lawgivers, but no official clerisy apart from the aristocracy themselves. Faction: (players are encouraged to make up their own factions w/in the Kingdom) [b]The Childer of Arius[/b] Government Type: Quasi-religious slave-empire ruled by transhumanist barbarians, remnant of Arius' transhumanist, messianic jihad. System: Maalik System Desc: TBD [b]Astrogothic Tribes[/b] Desc: TBD [b]Doldrums Pirates[/b] Desc: TBD [hider=Doldrums Planets] Captial Planet: Duliv System:The Dolorous Shoals Local Govt:Pure dictatorship formerly controlled by the Lords of Ruin, but now controlled by the Black Knights pirate fleet Desc:The whole planet is heavily urbanized and suffering from overpopulation. Crime and pollution are common, but the draconian rule of the Knights make it somewhat less lawless than other planets in the system, and as a result it has become a center of trade and business within the entire Leopon Sector. Planet Name: Skokiri System:The Dolorous Shoals Local Govt: Triumvirate based with three leaders known as "The Trident" serve as a puppet govt to The Hanged Men pirate fleet. Desc: One of the only planets in the system that is not heavily urbanized, used as an Agri-world that produces crops and fish shipped all over the system. Planet Name: Olgroth System: The Dolorous Shoals Local Govt:The Hanged Men Pirate fleet Desc: Shokiri's moon, it is a breaker yard. In other words a junk planet home to many of the sector's refugees and castaways. Planet Name: Drepa System: The Dolorous Shoals Local Govt: Ruled over by the Devotees on Kine pirate fleet, an entirely Nyrkin pirate cartel. Desc:75% of the planets surface is a hiveworld for the Nyrkin, the rest of the planets surface is covered in the urban sprawl common among the shoals. A haven of mercenary armies and captains-for-hire. Planet Name: Ascore System:The Dolorous Shoals Local Govt: Corporatocracy by the Goliath Trade Conglomerate supported by the Sons of The Blue Moon pirate fleet Desc:Covered with corporate buildings and skyscrapers. Ascore is a world of industry and modernization, it's here where companies that have Goliath's permission can operate freely without restrictive regulation. Goliath Trade rules with it own private military forces as well as mercenaries and assassins from across the system. Planet Name:Corvus System:The Dolorous Shoals Local Govt:Controlled entirely by the Sons of the Blue moon. Desc:A shipyard and a base, Corvus is one of Ascore's five moons. It boasts the largest shipyard in the system, so large that i can be seen from Ascore's surface at night as an ugly scar. From Ascore the moon gives off a blue glow hence it's nickname as "The Blue Moon." Planet Name: Artemon System:The Dolorous Shoals Local Govt:tbd Desc: gas giant, tbd Planet: (players are encouraged to make up their own planets in the Dolorous Shoals) [/hider] [/hider] [hider=Royal Navy Starship Classifications] [credit to Alfhedil for the ship size classifications and descriptions] Note: Players can select or create ships from classes strikecraft-HSR3. Also Note: I will add visuals and descriptions to the below if the group really finds them necessary or helpful. Most ship models are based off of sketches of the Chaos vessels from 40K...but without all the, you know, chaosy 40K stuff. [b]Strikecraft[/b] [u]Archangel Fighter-Bomber:[/u] The pinnacle of Valyrian engineering, it's a durable craft that is capable of taking and dealing damage greater than most strikecraft. An agile attack craft, the Archangel sacrifices some speed in exchange for it heavy armor. It is equipped with two twin cannon systems that fire heavy shredder rounds containing flechettes, which act like flak rounds to fighter craft- shredding wings and equipment with ease. The Archangel is also fit with a missile rack under it's wings. It can either fit a rack of 8 scorpion anti-fighter missiles under each wing or 4 torpedoes under each wing that are capable of dealing with larger craft and causing substantial damage to hulls. It can also be outfitted with 3 "Mole" torpedoes that dig through ship hulls and detonate either upon pilot/AI command or when it chews through an significant amount of hull. The archangel can be fitted with two low yield tactical warheads for gemajor dama, but this is only used as a last resort because the attack craft generally can't escape the emp yield of the warhead in time. - (player-developed ship classes) [b]HSR1[/b] Small ships designed for a number of roles, HSR1 ships tend to be fast, lightly armored, and moderately armed. These ships are best suited for harrying undefended positions or for approach maneuvers in actual engagements. HSR1 ships are largely used supporting HSR2 and 3 vessels, as they straddle the line between being too small and insignificant a target relative to larger ships. HSR1 ships can have dimensions of about 100 to 200 meters and can be expected to be capable of carrying dozens of human-sized passengers. [u]Hoarfrost Class Corvette[/u] The Hoarfrost is an incredibly numerous vessel used for system defense and light screening work. Coming in at 200 meters in length it is on the larger end of ships in its tier yet still not particularly large by Galactic standards. The Hoarfrost is armed with a battery of heavy (for its size) laser cannons as well as two anti-ship torpedo tubes in the bow. Their lasers are effective against strike craft and other HSR1 ships and at close range can even batter larger ships, though being that close often spells the end for these fragile ships. In order to power their high performance drives as well as the shield arrays that make the vessel surprisingly durable for its size, the strategic range of the Hoarfrost is incredibly small, often times they are launched from cruiser scale tender vessels who ferry them to and from the battlefield. [b]HSR2[/b] These ships are largely considered the standard escort or "screening" ships. They are effective at countering various types of hostile units and tactics, capable of shooting down missiles, strikecraft, torpedoes, and smaller ships. Large enough to be able to leverage higher levels of firepower against enemies, HSR2 ships can engage and destroy HSR1 through HSR3 ships when utilized properly. A squadron of HSR2 ships must be engaged with care by ships of all classes. The strength of an HSR2 is its relatively cheap cost to produce and combat versatility. A HSR2 ship can be expected to have a dimension ranging from 500 to 900 meters and the capacity to carry hundreds of human sized passengers. [u]Carcharadon Class Fleet Destroyer:[/u] a stable workhorse of the Royal navy. At 600 meters in length they err on the smaller side of HSR 2 tier ships. Nevertheless the Carcharadon class are vicious hunter killers and powerful screeners. The drives of the ship are proportionally massive, giving them truly outlandish acceleration with an impressive maneuverability to boot. A battery of heavy Gauss cannons on the dorsal and ventral sections serve as the primary armament of the Carcharadon class, the heavy coil guns are capable of causing serious harm to enemy ships in all arcs and are especially effective against other HSR 2 class ships. Half a dozen torpedo tubes in the prow round out its firepower and give squadrons the ability to threaten much larger vessels than themselves. The broadsides of the Carcharadon are dedicated entirely to bank upon bank of missile launchers which make them potent fly swatters for strike craft. The launchers can also fire nuclear missiles, though the short range of the smaller missiles limits them normally to use in surface pacification operations or acts of total desperation. Capping off the vessel is an advanced ECM and ECCM suite, similar to the kind used in the larger Sotha class cruisers. [u]Archduke Uthol Class Frigate:[/u] At 900 m in length, the Uthol class is a large frigate bristling with light weaponry and point defense systems. The Archduke Uthol trades speed for firepower and shielding. It is designed to keep pace with cruiser and capital class ships as an anti-strike craft, anti-destroyer flak ship. It's weapons make it a threat to massed strike craft and HSR1-2 class ships, and variants are often deployed in an anti-destroyer role. It is atmosphere capable, and used to support planetary invasions with precision bombardments. Thanks to superior shielding, Uthol-Class can take hits from ships above its size class, but its damage potential against larger targets is minimal. [u]Gothren Class Artillery Vessel:[/u] Variants can measure between 1 and 1.5 km in length, and different models are armed with gauss, plasma, solid torpedo or laser munitions. Fast, and well sheilded the Gothren-Class is used in kill teams of three to six designed to concentrate fire on enemy capital vessels and fortifications. They are exceptionally dangerous vessels to ships of their own size designation and greater, and can be used to great effect against orbital defenses and planetary targets. A lack of secondary weapons systems, however, leaves them vulnerable to strike craft and to enemy ships who manage to close with them. [u]Neloth Class Escort Cruiser:[/u] A 1km long light cruiser of ancient design, the Neloth Class is a well rounded escort vessel that doubles as a light carrier. The Neloth's lack of specialization is its strength and weakness, since its twenty heavy laser batteries lack the punch capable of threatening the shields of heavier ships, and the Neloth's hangar capacity is limited. Large and heavily shielded, the Neloth-Class' size is disproportional to its damage potential and strike craft capacity, but it is useful as a troop carrier and command ship for small task forces. - (player-developed ship classes) [b]HSR3[/b] The backbone of the navy. They are a legitimate threat to HSR4 and 5 ships. Their strength lies in their massive projection capabilities, relative maneuverability, and ease of deployment; however, their relatively light durability and inability to handle HSR0 and 1 squadrons offsets their strengths. A HSR3's dimensions can be expected to range from 2700 to 3600 meters and it can typically carry up to a few thousand human sized passengers. [u]Sotha Class Support Cruiser:[/u] At 2 km long, the Sotha-Class is relatively small for a cruiser. It is, however, an important part of any fleet since it is equipped with advanced computer systems which allow it to serve the fleet in a command-and-control capacity, providing crucial targetting coordination, long range intelligence, ECM, ECCM, and anti-missle, anti-strike craft, anti-frigate and anti-destroyer support. The Sotha Class is heavily armored and shielded, meant to accompany its heavier brethren into the thick of combat, but trades in heavy weapon systems for point defenses suited to taking out enemy strikecraft swarms, frigates, destroyers, and missiles. The Sotha-Class comes with modest hangar capacity and so provides its own fighter screen. It is an ideal support ship for planetary invasions. [u]Aryon Class Cruiser: [/u] a 3.5 km battlecruiser built around its four, flank mounted back-breaker cannon batteries which- though designed to serve as precision, long range artillery- are useful at all ranges. The Aryon Class is relatively small (as royal battlecruisers go), and is usually used by commanders to engage the enemy at range and to follow the more heavily shielded and armored Dratha and Demnevanni-class cruisers in the line of battle, finishing off distracted, engaged or wounded enemy ships with its powerful guns. The Aryon Class lacks significant hanger space, and depends on escorts to provide a strike craft screen, but is otherwise a well rounded battlecruiser, with plenty of point defense and secondary weapons systems and a shield array that compares favorably with other ships of its size. The Aryon Class is the ship of choice to serve as the flagship of small to medium sized task forces and is a workhorse of the Royal Navy. [u]Indoril Class Strike Cruiser:[/u] a heavy modification of the existing Aryon design. The first Indorils were made from Aryons pulled from front line service due to damage too extreme to be simply repaired. Instead of being broken up, some of the vessels were heavily refit into a class of super-heavy raiders. Two of the Aryon's back-breaker batteries are replaced with larger hangar bays and more reaction mass allowing for greater strategic range and a worthwhile strike craft compliment. The removal of the massive guns also frees up reactor energy for an additional battery of plasma artillery along each broadside. [u]Demnevanni Class Heavy Carrier:[/u] a heavy archeo-model carrier-cruiser. 4 km in length, the Demnevanni-Class can hold swarms of strike craft and launch them into battle with great rapidity. Notwithstanding its role as a carrier, the Demnevanni class is built to act as a ship of the line, and boasts a formidable armor, shielding arrays and batteries of cannon, and it is more than capable of holding its own in direct-fire engagements against other ships of its class. Thanks the enormous bulkiness of a carrier designed to trade punches with enemy ships, the Demnevanni Class is a big target, and has famously inadequate engine systems. It is a tremendously clumsy ship to maneuver properly, depending wholly on escorts and its strike craft screen to defend it from artillery, strike craft swarms and destroyers. [u]Fisher-class Battlecruiser[/u] a ship that straddles the line between HRS3 and HRS4 (though is often considered HRS3 for convenience.) The Fisher-class were intended to be close-quarters brawlers and have most of their armament situated in broadside mounts. A balance of suitable protection and speed was aimed for in order to help it close in on the enemy and outlast them. Similar to the Dratha-class, which is in some respects its big brother, the Fisher-class has next to no hangar capacity. Beneath its three decks of broadside batteries are port and starboard facing torpedo tubes, as opposed to the more commonly encountered forward facing ones. Additionally, it has several center-line mounted turrets for medium range combat - (player-developed ship classes) [b]HSR4[/b] Big, tough, and mean, HSR4 ships are the heavy hitters of any navy. They boast unparalleled projection capabilities and can obliterate smaller ships with ease. They tend to be less maneuverable than smaller ships, but a single strikecraft isn't going to make a miracle torpedo shot through an exhaust port. The fact that these ships bristle with with a considerable amount of secondary weapons and defenses tend to deter half-hearted attacks on a HSR4 ship. Forming the core of any navy, these ships are true capital ships that can be expected to take out a significant portion of any attacking force. The strength of any HSR4 ship lies in its nearly unrivaled firepower and defenses. They must be properly supported by other ships, however, as large swarms of smaller ships can destroy a HSR4 ship. A HSR4 ship's dimensions can be expected to range from 5500 to 10000 meters and it can carry human sized passengers in the high thousands. [u]Dratha Class Battlecruiser:[/u] A true ship of the line, the Dratha class is a 5.5 km man o' war built to close with the enemy and eviscerate them with crippling firepower. Though dangerous at range, the Dratha class is the king of medium to close range combat, fielding an array of heavy laser and solid ordinance cannons and six forward mounted heavy torpedo launchers, along with innummerable smaller weapons batteries. In addition to formidable shields and armor, the Dratha class is equipped with powerful engine systems which allow it to maneuver with precision, at speed. The Dratha class lacks practically any hangar capacity, and depends on carriers to provide it with a fighter screen. [u]Dagoth Class Battleship:[/u] he ultimate ship-of-the-line, the Dagoth-Class is a fearsome, 10 km long heavy battleship designed to engage the enemy at all ranges with its powerful array of solid, plasma, laser and torpedo munitions. Heavily armored and shielded, sporting innumerable point defense and anti-strike craft batteries, the Dagoth-Class' only weakness is its slow speed and relatively limited hangar capacity. It can operate as a one-ship fleet, but excels as the flagship of a battlegroup. The Royal Navy fields only one Dagoth-Class, the mighty [i]Archduke Leopold[/i], a veteran of innumerable battles. [u]Ordinator Class Battlecarrier:[/u] is a 10km long fusion of a battleship and a heavy carrier, meant to serve as the flagship of a major taskforce. An excellent design, the Ordinator-Class is capable of launching hordes of strike craft directly into combat while dealing major damage. While it lacks the sheer broadside power and armor rating of the Dagoth-Class, the Ordinator is a ship of many strengths without any real weaknesses. The Royal Navy currently fields one Ordinator Class, the legendary battleship [i]Ancestral Right[/i], which serves as the King's flagship. - (player-developed ship classes) [b]HSR5[/b] Classified. [hider=Weapons SystemsWIP] Strikecraft ordinance- WIP Backbreaker Cannons- WIP Plasma Batteries [rare]- WIP Anti-Capital Ship Torpedoes- WIP Point-Defenses- WIP Guass Artillery- WIP Plasma Artillery- WIP (Player Developed Systems) [/hider] [/hider] Character Sheets: Note: Keep in mind- the Royal Navy is preparing for a new war, and just ended a major war one year ago against the Arian Jihad. You can make up w/e you like about the Jihad- it was a ten year war btwn the Valyrians and transhumanist religious fanatics following the messianic warlord Arius. Planets were sacked, many ships were lost, etc. Your character was likely involved in this war in some way, and if she or he wasnt, then that calls for some explanation. Character and Ship Sheets: Name: Race: [only humans can be naval officers. exceptions are [u]rare[/u] and would have human officer under them, unless they are on a xenos ship] Augmentics: (Cybernetic enhancements. All officers have a neuro-uplink capable of integrating with a ship's semi-sentience) Rank: (if applicable) Alias: Physical Description: (written, pics optional) Personality: (optional) Personal History: (brief as you like, bullet points fine) IC Sample: (show me a scene featuring your character. this is more impt to me than the history or personality section) Ship Name: Ship Type: (give a class provided above. Please stick to ships HSR3 or below. HSR2 if playing a Kingdom allied xenos. Original classes are welcomed but need to be approved. Note: each ship is very old and has been repaired/modified many many times over the centuries, so no two ships of the same class are alike. Feel free to give your ship its own personal loadout in the details section below. ) Semi-Sentience Profile: (what is your ship's AI like?) Escort Ships: One to five HSR 1 and HSR 2 ships permitted as escorts for HSR 3 ships. Give escort class, escort names, and escort captain names (and brief desc if you feel like it) Ship Details/History: - Officers - population - primary weapons/fleet function (be creative. I will be giving some detail on general weapons systems, etc, but I am open to players developing ideas too, as long as folks are flexible and willing to modify their ideas so that they fit with the general setting) - marine contingent details - strikecraft contingent details