Still very much a work in progress, but here's what I've been working on. [hider=Mah Sheet!][center][h1]Humankind Empire of Astrana[/h1] [img]https://img.roleplayerguild.com/prod/users/f432586a-efb3-42ed-b983-611560a5b09e.jpg[/img][/center] [h2][b]General Information[/b][/h2][h3][b]Overview[/b][/h3] The Humankind Empire of Astrana is a human-centric country that, while legally ruled by an emperor, is controlled by a fascist political party called Humanity United. This led to the outbreak of a civil war between the fascists and a coalition of constitutionalists, democrats, and alien nationalists. [hider=Info Sheet Guide][b]Official Name:[/b] Humankind Empire of Astrana [b]Common Names:[/b] Astrana, the Empire, the Astrana Empire [b]De Jure Government:[/b] Constitutional Monarchy [b]De Facto Government:[/b] Fascist Dictatorship [b]Dominant Species:[/b] Humans [b]Capital:[/b] Truica, Floyn Thal System [b]Controlled Systems:[/b] 317 [b]Total Population:[/b] 5.4 Trillion [/hider][hider=Major Factions][b]Humanity United:[/b] Humanity United is a fascist pro-human supremacy group that currently controls the Imperial parliament. Their power is greatest in the Empire’s core systems and northern territories with the southern territories having widely resisted its attempts to exert control to this point. [b]The Coalition for Imperial Constitutionalism:[/b] Commonly shortened to the Constitutionalists, this group was the first of the rebellious groups to rise up and is also the strongest. The Constitutionalists are made up of planetary governments, viceroyalties, and military officers who wish to have the monarch’s power brought back and the Constitutional rights of the citizenry upheld by the rightful and legal government. [b]The Alliance for Liberty:[/b] Made up of the remnants of the Liberty Party, the political party in power before Humanity United, the Alliance for Liberty is now considered a fringe group in the Coalition for Imperial Constitutionalism. The Alliance for Liberty is significant in that it wishes to not only defeat the Fascists, but also replace the monarchy with a fully democratic power, or at the very least see the parliament empowered after Humanity United is defeated. [b]The Nerkin Nationalist Front:[/b] While fighting alongside the Constitutionalists, the Nerkin Nationalist Front has the end goal of either achieving independence or at the very least being recognized as a semi-autonomous state within the Empire. While comparably weak now, and operating with little to no supplies, the Nerkin Nationalist Front has the potential to become fairly powerful should they receive supplies and training. [b]The Viceroyalty of Cormyral:[/b] A powerful viceroyalty and home to the Nalloth species, the Viceroyalty of Cormyral has thus far remained officially neutral in the conflict while providing material, logistical, and intelligence support to the Coalition for Imperial Constitutionalism. Home to a large industrial base, not to mention one of the largest shipyards in the Empire, the Viceroyalty of Cormyral has the potential to tip the balance of power in the Constitutionalists’ favor given enough time and should it enter the conflict in full. Unfortunately the native Nalloth species fears the Nerkin Nationalist Front enough that, should they grow in power, the viceroyalty may withdraw its support for the Constitutionalists and attempt to achieve independence for itself. [b]The Imperial Guard:[/b] Another faction that could make a difference in the outcome of the conflict is the Imperial Guard. While comparably small in size, the Imperial Guard is well trained and equipped, even possessing a small fleet of its own that contains a few battleships. The Imperial Guards answer only to the Imperial family, thus are not required to aid Humanity United. Only time will tell if the Imperial Guard will cave in to pressure from Humanity United, aid the Constitutionalists, or continue to watch from the sidelines. [b]Order of the Magi:[/b] Once under the control of the Emperor, this military order of psionic warriors have become a semi-autonomous group of human supremacists. While generally supportive of Humanity United, the Order of the Magi have somewhat distanced themselves from the political party after a large number of human protesters were gunned down. Currently the Order of the Magi focus the bulk of their energy in the north fighting against the Daisan. [b]The Paladins of the Holy River:[/b] A religious military order, the Paladins of the Holy River view it as their duty to spread life to new worlds and to defend “living worlds”. While some of their activities involve terraforming barren worlds, for the most part the paladins have been concentrating on aiding the Federation in their fight against the Daisan.[/hider] [h3][b]History[/b][/h3] (Imma do this later cause I'm a lazy fuck) [h2][b]Starmap Information[/b][/h2][h3][b]Major Holdings[/b][/h3] [b]Truica, Floyn Thal System:[/b] The heart and sole of the Empire, Truica serves as the Imperial capital. It is host to a number of important institutions include the Imperial Palace, the Imperial Navy Academy, Imperial Intelligence, and the Imperial Center for Scientific Pursuit. On top of all this Truica’s planetary ring station hosts the third largest shipyard in the Empire and the system itself is the center of all trade in the Empire. Within the Empire, it can be said that all roads lead to Truica. [b]Atrar, Cormyral System:[/b] Homeworld of the Nalloth species, Atrar is a major industrial center in the Empire and home to its second largest shipyard. Atrar has long been considered as a lynchpin in the Empire’s defensive position towards the Federation and thus serves as an important logistical point for military operations in the region. [b]Odrela, Voflain System:[/b] Home to the Empire’s third largest shipyard, Odrela is considered to be, in many ways, the Imperial capital in the south. It is an economic and logistical hub in the region and has long served as a major naval base. Odrela itself is home to the Imperial family’s vacation palace, which has historically served as a place to host members of the Imperial family during times of crisis to ensure the continuation of the bloodline. It currently serves as the de facto capital of the rebellion. [h2][b]Social Information[/b][/h2][h3][b]Demographics[/b][/h3] [url=https://orig10.deviantart.net/5abe/f/2011/352/c/e/birrin_study_by_abiogenisis-d4jcyj5.jpg]Nalloth:[/url] The nalloth are the natural inhabitants of the Cormyral System. They have six legs, each of end in what can serve equally as both foot and hand. They exhibit characteristics of both mammals and reptiles: they have scaly skin that they regularly shed, but are warmblooded and give live birth. They have four small eyes and a mouth that is literally filled with razor sharp teeth. Nalloth commonly partake in various drugs for both recreational and ritualistic purposes. Their language consists of a series of shrill whistles, whines, and grunts with small differences in pitch and tone having a small effect on the meaning of a 'word'. While a human is capable of understanding a majority of the native Nalloth language they cannot hope to speak it and Nalloth can, at best, imitate some of the same words as humans use. Commonly nalloth make use of a form of sign language to communicate with those who can't speak their language. [url=https://pre14.deviantart.net/7a3e/th/pre/i/2013/321/8/f/fiddle__alien_sidekick_by_carlo_arellano-d6uku4v.jpg]Nerkin:[/url] An insect-like race, nerkins are carnivores with a voracious appetite. They have six limbs, four of which are traditionally used as arms, although they can run on all six with incredible ease and speed. Surprisingly they are natural linguists, able to speak and comprehend most languages very easily, although their mandibles make a very distinct clicking noise whenever they speak. Nerkin are known for their somewhat violent tendencies, which are caused by their stronger fight-or-flight instincts; nerkin rarely attack creatures the same size as them unless threatened, although it is very easy to make them feel threatened. Nerkin are commonly viewed as being dull and slow, although this isn’t entirely fair, the sentiment is not without merit. They struggle with rapid change and are slow to make decisions. Despite this they are remarkable craftsmen, able to finish just about any large construction project far quicker than most other sentients. [h3][b]Society[/b][/h3] There are three generally accepted classes in Astranan society: the royal family, the nobility, and the commoners. As the name indicates, the royal family is the ruling class in the empire. The nobility is made up of viceroys, military officers, and those given a permanent title by the monarch. While technically anyone can become a noble, more often than not positions held by the nobility remain in nobility. The commoners are a bit different from the other classes as they are easily subdivided into other classes that include indentured servants, business entrepreneurs, and high level politicians. Constitutionally xenos are to be treated the same as humans, and in most places in the empire this is true. However with the rise of Humanity United prejudices against xenos has risen in the imperial capital and northern territories. [h3][b]Government[/b][/h3] The government is ruled by the reigning monarch, whose powers are limited by a constitution. A parliamentary body, elected by individual planetary populations, helps with the administration of the government while ensuring that the needs of the citizens are met without infringing upon their constitutional rights. The reigning monarch assigns viceroys to govern over star systems and individual planets; these viceroys in turn have a counterpart parliamentary body that deals with the system or planet’s laws and taxation. These viceroy assignments are held until the viceroy either dies, retires, or is recalled by the monarch. That is, of course, according to the constitution. In reality a fascist pro-humanity political party known as Humanity United has control over the Imperial parliament and has used its immense influence to essential usurp power from the Emperor, while keeping him on the throne as a figurehead. Parliamentary elections at every level has been suspended until the “xeno menace” has been handled, leading to a civil war. [h2][b]Technological Information[/b][/h2][h3][b]Technology Overview[/b][/h3] The technology of the Empire is much what one would expect from a major power in the region. They possess fairly advanced energy weapon in the form of particle beams which can even be used in strike craft and armored vehicles. Shielding for spacecraft is commonplace and even some infantry possess personal shields. [h3][b]Major Techs[/b][/h3] [b]Cyberware:[/b] A broad term, cyberware refers to essentially any machine or hardware that is implanted into an animal. Cyberware can be divided into two categories: interfaces and prosthetics. Interfaces are implants that are used to interact with other machines, usually wirelessly, or store information. Specialized interfaces are used by the military to allow soldiers to link with their hardware to achieve better control or gather more information quicker. Interfaces are also used to accelerate the learning process. Prosthetics are hardware used to replace limbs or re-enable their use should they or the nervous system be damaged. A darker side to this technology involves replacing limbs with prosthetics to increase a soldier’s physical capabilities or use interfaces as a means of surveillance and control. [b]Defensive Smoke:[/b] By placing a charge on the particles created by a zero point generator and then dispersing those particles in an area a magnetic field can be generated. These particles essentially form a “cloud” of plasma that can vaporize projectiles and cause intense diffusion and blooming in energy weapons that go through it. It is important to note, however, that defensive smoke isn’t as effective of a defense as shields generally are and that multiple attacks will cause it to disperse. It is also important to note that a sufficiently powerful attack can punch through defensive smoke, although it will lose some of its strength in doing so. A ship technically has an unlimited amount of defensive smoke to employ, however using defensive smoke means there are less particles available for other applications such as propulsion or weapons. There have been instances of defensive smoke being used offensively as well in a sort of “shotgun” attack against strike craft or larger ships that got too close, although this is comparable rare. [b]FTL Catapult:[/b] Essentially the way a FTL catapult works is that it “hurls” a smaller craft into hyperspace. The craft requires only the most basic of functions, as all it has to do is “drop” out of hyperspace at the correct time to reach its destination. FTL catapults are typically viewed as highly efficient systems, as the craft expends none of its own energy to enter hyperspace and very little to exit. Most commonly FTL catapults take the form of massive space stations that are used to launch civilian and even military craft into hyperspace; however, carriers and even smaller specialized ships are equipped with FTL catapults and can launch smaller craft than themselves. Fighters are commonly deployed by FTL catapults and research has even allowed specialized “FTL torpedoes” to be developed. [b]Imperial Swords:[/b] Soldiers in the Imperial military have access to a variety of melee weapons called swords. While named after an archaic weapon, these swords have been updated for use in the modern battlefield and range from having plasma based blades to monomolecular blades. [b]Particle Beam Weaponry:[/b] These weapons function by taking the particles produced by a zero point generator, giving it a charge, and then accelerating these particles with a circular accelerator to produce a beam. These weapons are useful as they have more impact damage than lasers and possess greater penetration. On the flip side they have far less range, about one light second for the largest and most advanced models. Advancements in the miniaturization of the circular accelerator have resulted in even fighter craft being equipped with these weapons, although they are much weaker and have far less range than the models found on larger ships. Particle beam weaponry effectively have unlimited ammunition due to how the zero point generator functions, but this means that there are fewer particles available for other applications. Continual use can also overheat the weapon, decreasing its effectiveness. [b]Personal Energy Shield:[/b] Some of the more expensive suits of infantry armor used by the Empire, usually those used by elite forces, are equipped with energy shields capable of protecting the user from a variety of attacks. While effectively useless against large calibre/power attacks, these do provide some additional protection from small arms fire and shrapnel. [b]Q-thruster:[/b] Short for quantum vacuum plasma thruster, Q-thrusters are a type of drive used to propel almost all of the ships used by the Empire. Q-thrusters make use of the virtual particles produced by a zero point generator by charging the particles, effectively turning the particles into plasma. The particles are then exposed to a crossed electric and magnetic field which induces a force on the particles. As the particles are expelled in one direction an equal force is applied on the rest of the ship, thus propelling it in the opposite direction. Because of the way they function Q-thrusters do not require fuel, thus saving space in the ship and eliminating the risks inherent with many conventional fuels. [b]Squire AI:[/b] Squire AI are specialized AI designed to push human capabilities beyond their natural limit. Usually these AI are integrated into a piece of equipment such as a strike craft, warship, or armor and interact with its user via their implant. Squire’s are set up in a way that they are intended to make it as if the equipment they are installed in is a part of the user’s body; but it does more than that. The AI helps process large amounts of data for its user and supplements its user in a way that greatly increases their decision making abilities and reflexes. Some high ranking officials even have these AI permanently installed in their cyberware, although this is somewhat rare. Commonly Squire AI are simply referred to as ‘Squire’, however some users decide to give them a real name.The use of limited purview and sophisticated moral and reinforcement coding ensures that Squires do not become a threat to those who made and use them. [b]Zero Point Generator:[/b] Using the dynamic Casimir effect, two reflective flat plates are placed a few nanometers apart. These plates are then manipulated in such a way that they osculate, producing particles and energy in the process. The zero point generator first saw use in space craft, which they were used to power and propel without fuel. Later developments allowed for the construction of massive zero point power plants that provide power for entire cities. While the virtual particles produced by a zero point generator are inherently useless, due to ceasing to exist after a short amount of time, by charging these particles they can be made usable for a wide variety of applications. It wouldn't be an understatement to declare the zero point generator as the foundation of modern Imperial technology. [h3][b]Industry[/b][/h3] Fueled by an unimaginably large stockpile of resources locked in asteroids and a truly massive workforce, the Empire is an industrial machine always churning out massive amounts of goods. Ship building is a particular emphasis of Imperial industrial might, with the output of entire planets dedicated to the construction of ships, both civilian and military. While, by Imperial decree, all inhabited planets are required to be able to produce their own basic necessities, massive shipments of raw resources and finished products are still continually moved from planet to planet to ensure the production of less basic goods can be produced efficiently. [h2][b]Military Information[/b][/h2][h3][b]Military Overview[/b][/h3] The Imperial military is a well trained and equipped force that prefers firepower and mobility over defense. As a rule of thumb both the ground forces and navy prefer close-in engagements. [h3][b]Space Forces[/b][/h3] [b]Command of the Stars Doctrine:[/b] The Imperial navy’s doctrine revolves around maintaining complete dominance wherever it operates. This is achieved by either finding and crushing hostile forces in traditional battle or attacking and destroying their logistical base. Towards these ends Imperial ships are made to be both fast and powerful. [hider=Escort Ships][b]Tribal-class Corvette[/b] [img]https://cdna.artstation.com/p/assets/images/images/002/659/678/large/tobias-frank-tobias-frank-everspace-okkar-gunship.jpg?1464207989[/img] Length: 159 meters Role: Planetary patrol craft, Ground support craft Description: The Tribal-class corvette is a low endurance ship designed primarily to patrol the area around inhabited worlds and star bases. Although small and comparable weak, the Tribal-class’s primary armaments are very accurate. Mix this with the craft’s ability to enter a planetary atmosphere and the Tribal-class is more than capable of supporting troops on the ground. Later modifications allowed the Tribal-class to be refueled and armed by larger ships, allowing it to operate as part of battlegroups and to partake in planetary invasions. Although small in size, the Tribal-class has been used as a troop transport and can ferry supplies to ground forces. Tribal-class corvettes are also designed to carry a single fighter craft, on the outside of its hull, to aid it in its duties, although the corvette lacks the ability to rearm and properly service these fighters. [b]Leopard-class Frigate[/b] [img]https://cdnb.artstation.com/p/assets/images/images/003/744/929/large/r-ing-shipj09-0101.jpg?1477029795[/img] Length: 213 meters Role: Anti-fighter/torpedo screen, Scout ship Description: Originally designed to replace the Tribal-class as a patrol ship, the Leopard-class frigate’s design was quickly altered after the outbreak of conflict with the mysterious Daisan Order. It possesses far greater endurance than the Tribal-class, allowing it to easily support battlegroups. Oversized engines makes it one of the fastest combat ships around, although this has resulted in them being fairly exposed and prone to damage. Despite this potential weakness, Leopard-class frigates have shown themselves to be excellent scout craft. While generally lacking in offensive weaponry, its surplus of close-in-weapons systems allows it to fairly easily swat fighters and torpedoes out of the sky. Like the Tribal-class, Leopard-class frigates are designed to carry two fighters on the outside of its hull, although like the Tribal-class it is unable to rearm its fighters. [b]Huntress-class Destroyer[/b] [img]https://i.pinimg.com/564x/26/83/2f/26832f73bf7114e63ad04c9f9fe3efa3.jpg[/img] Length: 248 meters Role: Torpedo ship, convoy raider, capital ship hunter Description: The Huntress-class destroyer was designed to be a true ship killer. It packs heavier weaponry and greater mobility than ships of similar size, although its defenses are generally weaker, especially its armor. This ship is not to be underestimated; although its torpedoes can, and often are, destroyed before reaching their target, they have been known to instantly destroy battlecruisers. Some of the more recent variations of the Huntress-class also come with FTL catapults for launching their torpedoes into FTL. Besides their torpedoes, Huntress-class destroyers have four particle beam cannons that can be used to great effect against frigates, cruisers, and even capital ships. Unfortunately these ships are comparably fragile, with few point defenses and comparably weak armor, although their shields are fairly decent. Like Leopard-class frigates, the Huntress-class is designed to carry two fighters on the outside of its hull, although like the Leopard-class it is unable to rearm its fighters. [b]Tiger-class Light Cruiser[/b] [img]https://i.pinimg.com/564x/17/ac/60/17ac6002cfd0a14b434a0d2a10c122ae.jpg[/img] Length: 312 meters Role: Gunboat, Flotilla flagship Description: Tiger-class light cruisers are designed to destroy any frigates or destroyers that come too close to the fleet. These warships are armed with an array of particle beam cannons that can seriously damage smaller ships in a single volley. As for most Imperial ships, the Tiger-class is quite fast for its size and can keep up with the Huntress-class destroyer fairly well, resulting in it commonly being the flagship for destroyer flotillas. These ships carry a complement of four fighters and, unlike smaller ships, can rearm their missiles, although their hangers have room for only a single fighter at a time. Unfortunately the Tiger-class is quite a fragile ship. Its point defense are lackluster at best and it's armor is no thicker than that of the Huntress-class. [b] Warden-class Shielded Cruiser[/b] [img]https://i.pinimg.com/564x/a1/77/c6/a177c624e8467cf33b09b8d21b4b5805.jpg[/img] Length: 320 meters Role: Capital ship escort, Anti-fighter/torpedo Description: Rushed into service after the outbreak of hostilities with the mysterious Daisan, the Warden-class shielded cruiser was designed to fix some of the shortcomings of the Empire’s capitals: namely their comparably weak defenses and inability to handle swarms of Daisan fighters. These cruisers are bristling with close in weapons systems and point defenses and have proven themselves even better at swatting fighters and torpedoes out of the sky than the Leopard-class frigate. On top of this the Warden-class possesses capital ship class shield generators which can over an area roughly three times its size around it. These ships are intended to act as physical shields for the fleet’s capital ships and they are well suited for this task. Despite these strengths, the Warden-class has been criticized for its lack of large calibre armaments, fighter carrying capability, and general difficulty to produce. On top of this the only shipyards that produce these cruisers are those of the Cormyrean Viceroyalty.[/hider][hider=Capital Ships][b]Hawkins-class Heavy Cruiser[/b] [img]https://pre00.deviantart.net/eec8/th/pre/i/2014/318/e/3/star_wars_mandalorian_cruiser_by_adamkop-d86dbw7.jpg[/img] Length: 380 meters Description: The Hawkins-class was designed to fit the roles of convoy protection and ground forces fire support, all while still retaining the ability to act as a capital ship in combat; this all required a solid combination of good cruising range and speed as well as independent fighting capabilities.The Hawkins-class is notable for being a generally well rounded ship and a go to for just about any task. Eight torpedo launchers, mixed with its variety of railguns and particle beam cannons ensured that the Hawkins-class was a threat to any ship it came across. It was also designed with two small hangar bays with a combined capacity of eight fighter craft. Unfortunately the Hawkins-class did have its fair share of issues. The largest issue of which was its needless complicated particle beam turrets which were originally designed with the requirement to be able to provide anti-aircraft/torpedo fire, despite the end result having the inability to train and elevate quickly enough to track such targets. However this does not mean the the Hawkins-class is unable to engage torpedoes and fighters: it has a fairly sizeable battery of point defenses at its disposal. The Hawkins-class has proven especially valuable in battle against the Daisan, as it has proven to be just small enough to slip through their shield systems while possessing enough firepower to cause serious damage once inside. [b]Revenge-class Assault Cruiser[/b] [img]https://cdn.artstation.com/p/assets/images/images/007/012/519/large/joachim-sverd-battlecruiser-solaris40.jpg?1503006036[/img] Length: 400 meters Role: Heavy gunship, boarding ship Description: Originally a modified class of civilian ships used by the rebellion, the Revenge-class assault cruiser was so successful during the civil war that the Imperial rebels defined the design and tasked the majority of their shipbuilding capabilities to producing them. Heavily armed and armored, these ships were intended to get close to enemy ships and either blast them into oblivion with their particle beam cannons or conduct a boarding action in order to capture the enemy ship. These ships could carry up to a battalion of soldiers, as well as possessed hanger capacity for several transports, and two fighter squadrons. [b]Illustrious-class Escort Carrier[/b] [img]https://cdna.artstation.com/p/assets/images/images/001/505/024/large/dmitriy-rabochiy-ship-3-3.jpg?1447631290[/img] Length: 452 meters Role: Carrier Description: A comparatively small class of carrier, Illustrious-class escort carriers were initially intended to escort convoys or act as the flagships of patrol squadrons. This all changed when the Daisan appeared. Suddenly there was a massive demand by battle groups for these carriers and the fighters they came with. The Illustrious-class was up armed to deal with the Daisan threat, sporting six torpedo launchers and an absolutely obscene amount of point defenses. While it is able to launch its fighters conventionally, it also has a single FTL catapult for deploying its fighters further out for scouting purposes. Due to its cheap cost and ease to produce, Illustrious-class escort carriers have been built in massive numbers to help combat the Daisan threat and later fight in the Imperial civil war. It has a total carrying capacity of 112 fighters. It can also act as a sort of assault carrier, aiding in the transportation and deployment of ground forces for planetary invasions, in which case it would only carry half or even a quarter of its capacity in fighters. [b]Courageous-class Battlecruiser[/b] [img]https://i.imgur.com/lDorXrV.jpg[/img] Length: 468 meters Description: Designed to serve as “enhanced” heavy cruisers, the Courageous-class battlecruiser was originally outfitted with comparably weak armaments for a ship of its size. After the outbreak of hostilities with the Daisan it was refitted with some of the largest armaments ever used by the Imperial navy excluding spinal mounted weapons. More recent retrofits further enhanced the Courageous-class’s power source. These ships were fast, even for a battlecruiser, but possessed only a few heavy armaments in the form of particle beam cannons. A small hangar allows the Courageous-class to carry and service four fighters. [b]Invincible-class Battleship[/b] [img]https://pre00.deviantart.net/6987/th/pre/f/2016/048/8/c/protectors_of_earth_by_euderion-d9s2war.jpg[/img] Length: 602 meters Description: The Invincible-class battleship is something of an oddity in the Imperial navy as it tries to more evenly balance speed, armaments, and armor, even putting a slight emphasis on defensive capabilities. The Invincible-class’s spinal particle beam cannon has become somewhat iconic of its class and has proven to be invaluable in the few naval engagements that these battleships have participated in. Numerous other particle beam cannons and close-in-weapons systems makes this a very powerful warship. It was once said that the Invincible-class was the “most successful class of capital ship ever designed.” At first glance this may seem to be an accurate statement as no Invincible-class has been destroyed in battle; however all ships of this class that has participated in battle have been significantly damaged, especially in battles against the Daisan. There has also been complaints about the Invincible-class’s slow speed, in comparison to other Imperial warships, as well as its complete lack of fighter carrying capacity. [b]Audacious-class Carrier[/b] [img]https://cdn.artstation.com/p/assets/images/images/002/611/807/large/yinan-shao-carrier-2s.jpg?1463626870[/img] Length: 732 meters Role: Fleet Carrier Description: In what some may say was a sign of desperation and others a stroke of genius, Imperial rebels repurposed several large cargo ships into fleet carriers. These ships are fragile, relying almost exclusively on shields and point defenses for protection, but carry an astounding amount of fighters. These ships can carry up to 300 fighters, although they can struggle to launch all of them quickly, and possess all the facilities needed to maintain those fighters. [b]Albion-class Interdictor[/b] [img]https://cdn.artstation.com/p/assets/images/images/002/260/365/large/dmitry-yepik-artlist1low.jpg?1459443152[/img] Length: 800 meters Role: Mobile FTL Inhibitor Description: A wise Imperial Admiral once asked the questions “What will stop my opponent from simply flying past me and once I’ve caught him, how do I prevent him from scurrying away into Hyperspace?” The Albion-class was the Empire’s answers to those questions. The Albion-class is a large ship, but while sporting fairly substantial armor, lacks in offensive armaments. All of its power capabilities expended giving it a large field through which it can detect and identify ships in FTL and deploy an FTL inhib field. The inhib field itself is not intended to pull ships out of FTL, although if an Albion-class is positioned correctly it can do that. Instead the field is intended to prevent enemies from fleeing and protect the fleet from incoming FTL weapons. Instead the Albion-class is equipped with specialized missiles that, upon explosion, release a very brief FTL inhib field that will pull any ship in either Hyperspace or slipspace back into plain space. The Albion-class is equipped with a specialized missile launch tube for launching these missiles as well as six torpedo launch tubes all of which are equipped with an FTL catapult.[/hider] [h3][b]Ground Forces[/b][/h3] [b]Manuever-Firepower Doctrine:[/b] The combat doctrine of the Imperial ground forces revolves around incapacitating the enemy’s decision making ability through shock and disruption. This doctrine revolves around punching through enemy lines, or outmaneuvering the enemy, in order to strike their command structures and logistical bases. [hider=Infantry][b]Black Shirts[/b] [img]https://i.pinimg.com/564x/0a/e0/0c/0ae00c6f49fc7b6e6b7452e0e03e61ae.jpg[/img] Originally a paramilitary group, the black shirts aided Humanity United in its rise to power and is loyal only to the party. The black shirts are comparatively poorly trained and equipped, but make for it in having high morale. They are usually employed only in cities and act as police, military police, and, at times, basic infantry. [b]Imperial Infantry[/b] [img]https://cdn.artstation.com/p/assets/images/images/000/616/012/large/kasim-lewis-royalguard.jpg?1428661691[/img] The bread and butter of the IGF, Imperial infantry are well trained and decently well equipped soldiers. They are notable for being great marksmen. These soldiers are equipped with railguns, usually a semi-auto variant, and a monomolecular blade. Imperial Infantry are organized into sections of eight soldiers, which can be further divided into fire teams of four. Each fire team has one soldier equipped with a heavy weapon that can be anything from an LMG to an anti-armor rocket launcher. [b]Imperial Knights[/b] [img]https://i.pinimg.com/564x/97/ba/89/97ba89dc7f14f4ff2cd62d3e4ac33228.jpg[/img] These heavily armored soldiers serve as elite shock troops, focusing on breaking through enemy lines and destroying vital targets. Imperial knights are equipped with powered armor that are further enhanced by a personal energy shield and squire AI. These soldiers are stereotyped as using beam swords, but also make use of grenades, rockets, high rate of fire railguns, and just about anything else that will help them complete their missions. [b]Praetorian Guard:[/b] [img]https://i.pinimg.com/564x/a4/64/9a/a4649ac1bf2ff373a721b26cf6a41797.jpg[/img] Originally established as an organization tasked with protecting the Imperial parliament, the Praetorian guard’s role has expanded to protecting all high level government officials and the Imperial capital of Truica. They excel on the defense, but aren’t equipped or trained for offensive operations. While it is common for them to work alongside the Imperial Guard, the Praetorian Guard are neither part of the Imperial Guard nor required to follow the Imperial Guard’s orders. [b]Order of the Seraphim Knights[/b] [img]https://i.pinimg.com/564x/5f/a1/d7/5fa1d7135ed2e8d8474022d9467c2eeb.jpg[/img] Known commonly as seraphim knights or simply the seraphim, the Knights of the Seraphim Order are effectively a special forces unit made iconic by their armor capable of sustained independent flight. They are trained to operate in any environment, be that in atmosphere or the void of space, but excel in supporting ground forces. They are commonly equipped with a plasma sword, long range railgun rifle, and array of support equipment depending on what their mission is. [b]Order of the Magi[/b] [img]https://img.gawkerassets.com/img/18yvuj6355xb1jpg/original.jpg[/img] The Order of the Magi was initially formed by the Emperor to serve as a proof of concept unit for the creation of psionic capable troops and to develop tactics to employ these troops. One hundred years later, after Humanity United seized power, the Order of Magi broke ties with the Imperial throne and declared itself a semi-autonomous order. The order now pursues a generally nationalistic, pro-humanity agenda. [b]Paladins of the Holy River[/b] [img]https://cdn.artstation.com/p/assets/images/images/006/828/532/large/hyungwoo-kim-006.jpg?1501566431[/img] The Paladins of the Holy River are a religious military order dedicated to the spreading of life and the protection of [i]living worlds[/i]. These soldiers are well equipped and trained, and considered some of the most experienced Imperial soldiers at combating the Daisan. Paladins are outfitted with powered armor equipped with a personal shield generator for defense. While armaments change between individual knights, each paladin can be expected to carry some kind of melee weapon, a sidearm, and a railgun into battle. [b]Imperial Guard[/b] [img]https://i.pinimg.com/564x/8d/9f/70/8d9f70266b387e24330591177eaab837.jpg[/img] Tasked with protecting the Imperial family and Imperial Capital, Imperial guards are well trained and equipped, but typically serve a ceremonial role more than anything. They take orders from the Imperial family alone and are not technically even part of the IGF. Imperial guards are equipped with the highest quality infantry armor outside of powered armor, and even have personal shield generators. They possess large shields capable of emitting a directional shield as well for added protection.[/hider][hider=Armor][b]Heavy Knight[/b] [img]https://i.pinimg.com/564x/25/46/26/254626348b2246c4a9da861e82103467.jpg[/img] Standing at four meters tall, Heavy knights act as both infantry and armor. Their heavy armor, equipped with shield generators, grants them the durability of conventional armor, while allowing them to retain much of the flexibility of conventional infantry. Most of the time heavy knights will be equipped with a particle beam cannon, although heavy anti-armor railguns are also common. [b]Heavy Imperial Guard[/b] [img]http://img02.deviantart.net/99ba/i/2009/329/2/a/mechanical_knight_by_hgjart.jpg[/img] Imperial Guards outfitted with mechanized armor that stand at six meters tall, Heavy Imperial Guards are a more combat oriented version of the Imperial Guards. Like their infantry comrades, Heavy Imperial Guards are tasked with the protection of the Imperial family and Imperial capital world. Historically they have been tasked by the Emperor to oversee battles and act as elite soldiers on the battlefield, although this has fallen out of practice recently. The mechanized armor of Heavy Imperial Guards are equipped with a shield general, is capable of prolonged independent flight, and there are even some variants made specifically for use in the void of space. Like their lesser armored brothers, the shields these soldiers carry are capable of producing a direction shield for added protection. These soldiers are commonly equipped with a plasma sword and heavy particle beam rifle. [b]Tetrarch Tankette[/b] [img]https://i.pinimg.com/564x/9b/1d/64/9b1d644cf34726da62cdfae548598b37.jpg[/img] The Tetrarch tankette is a tiny tank with a single person crew. Strictly speaking it is a tank-walker hybrid vehicle, capable of switching between the two modes during battle. It was designed to support infantry in combat and serve as a reconnaissance vehicle. Towards this end the Tetrarch tankette has good top speeds, acceleration, and agility. Its main cannon is capable of loading a variety of different types of rounds ranging from high explosive and armor piercing to shrapnel and EMP; it is important to note that even with armor piercing rounds the Tetrarch tankette struggles to pierce the armor of any vehicle larger than a light tank. On top of this the Tetrarch tankette’s armor is very thin, so much so that some of the larger infantry based rifles can pierce it given the right circumstances. The Tetrarch tankette is capable of being dropped into combat both from the air and orbit. Because of its drawbacks the Tetrarch tankette sees a lot of use in an auxiliary and logistics capacity instead of actual combat. Even so these vehicles excel in rough terrain and urban environments and should not be underestimated as they are a potent tool when used correctly. [b]Scorpion Light Hover Tank[/b] [img]https://i.kinja-img.com/gawker-media/image/upload/bytl0mx1fpc6tj8t1dmw.jpg[/img] The Scorpion light hover tank is small sized, thinly armored hover tank intended to serve as an armored reconnaissance vehicle, artillery observer, and skirmisher. Its main cannon is almost identical to the Tetrarch tankette’s and is capable of loading a variety of different types of rounds ranging from high explosive and armor piercing to shrapnel and EMP. Although the Scorpion possess superior armor to the Tetrarch, the Scorpion is also a much larger target. In addition to its main cannon the Scorpion has one anti-air missile and two anti-armor missiles. [b]Striker Anti-Air Artillery[/b] [img]https://cdna2.artstation.com/p/assets/images/images/000/337/666/large/cameron-archer-arbalestfinaldesign1.jpg?1417755485[/img] The Striker is an old, almost ancient design, even so it has more than proven to be a highly reliable piece of equipment. Originally outfitted with ballistic flak guns, most modern Strikers have either railguns or particle beam cannons. The Striker excels at destroy hostile aircraft. More importantly some of the particle beam variants, when equipped to an outside power source and extra cooling systems, have been able to hit objects in low orbit, including both satellites and starships. In addition to destroying aircraft, the Striker is quite good at engaging infantry and can even fight head to head with light armor. [b]Chariot APC[/b] [img]https://i.kinja-img.com/gawker-media/image/upload/1494553669147697220.jpg[/img] The Chariot APC is a hover transport designed to carry two full squads into combat. These combat transports possess decent armor and speed. Their only armament is a heavy machine gun, meaning they can not engage other armor. Chariots also serve as logistics vehicles, carrying ammo or serving as a combat medical vehicle. [b]Crusader IFV[/b] [img]https://cdnb3.artstation.com/p/assets/images/images/000/443/551/large/jarold-sng-tank-demo.jpg?1422682351[/img] The Crusader IFV was designed to replace the Chariot as the Empire’s primary ground combat transport. While this certainly hasn’t occurred, due to a variety of issues, the Crusader is still a widely used vehicle in the army. The Crusader has two different variants: the Crusader IFV and the Crusader Tank Destroyer (picture above). The IFV variant is equipped with a railgun and can carry a squad of soldiers into combat. The tank destroyer variant sacrifices its ability to carry troops in exchange for a heavy particle beam cannon capable of destroying even the most heavily of armored vehicles. While reliable, the Crusader doesn’t handle rough terrain as well as the Chariot and, due to having wheels, is prone to be knocked out when moving out rough terrain. [b]Warrior Hover Tank[/b] [img]http://orig15.deviantart.net/6ccf/f/2013/082/b/b/hover_tank_by_therollingman-d5z0vot.jpg[/img] The Warrior tank serves as the Empire’s main battle tank. It is noted as possessing phenomenal mobility and firepower, but at the cost of armor. Typically, the Warrior is outfitted with a railgun for its main armament, however particle beam cannons are not uncommon. Because of its comparably light armor, the Warrior suffers in engagements where it is close to its foes. There have been known instances of light tanks or IFVs disabling or destroying a Warrior at close range. Despite this the Warrior excels at long range battles, where its superior cannon often times outranges those of contemporary main battle tanks and its comparably superior mobility allows it to better dodge incoming fire. Even with these comparative advantages the Warrior struggles against contemporary main battle tanks, especially in defensive engagements. [b]Conqueror Heavy Tank[/b] [img]https://img-new.cgtrader.com/items/308451/sci-fi_future_tank_concept_3d_model_max_obj_fbx_682523ee-6a15-4453-97f5-fa6df18a10d7.jpg[/img] The Conqueror is an old but reliable tank. The use of treads allows the Conqueror to keep a low profile, especially for a vehicle of its class, increasing survivability. These tanks possess one of the largest particle beam cannons in use by a ground vehicle and are more than capable of fighting one on one with any other tank currently in use; in fact battlefield experience has shown that in many situations fighting the Conqueror head on is suicide. Despite these strengths, or perhaps because of them, the Conqueror is extremely slow and vulnerable in the rear, making it easy for lighter tanks to swarm it. A high cost to produce also ensures that Conquerer numbers will also remain low. [b]Titan-class Planetary Assault Ship[/b] [img]http://www.igorstshirts.com/blog/conceptships/2015/fernando_campos/fernando_campos_01.jpg[/img] The Titan-class planetary assault ship is a specialized warship designed to operate in any environment. Titan-class ships are roughly the size of the average corvette and can operate in space; however, they are designed primarily to function within a planet’s atmosphere. Their primary purpose is to transport troops and equipment to planetary battlegrounds and support those troops in battle. Titan-class ships possess a single heavy particle beam cannon, missile launchers, railguns, and a variety of point defense systems. In many ways Titans act simply as a premade bases or airfields, however they can also serve as a large scale transport or supply depot.[/hider] [h3][b]Aerospace Forces[/b][/h3] There is no official aerospace branch of the Imperial military, instead the strike craft that would make up such a branch operate under the control of the Imperial Navy and Imperial Ground Forces. [hider=Strike Craft][b]TSF-6 Tempest[/b] [img]https://i.pinimg.com/564x/6c/71/ae/6c71aef73abf33b546e4f54d276cd11c.jpg[/img] [b]Role:[/b] Aerospace Interceptor [b]Description:[/b] Originally designed to counter the Federation’s Phoenix fighter, the TSF-6 Tempest is a small fighter notable for its high agility and ability to perform well in both atmosphere and void. While decent in a dogfight, the Tempest distinctly lacked durability and firepower, thus wasn’t useful against full ships or even larger strike craft. Its original design called for it to help screen the fleet or ground forces from strike craft assault, which it did a decent job at. It possessed a single anti-fighter particle beam cannon and a single hardpoint that could be used to store either fuel or an anti-fighter missile. After the arrival of the Daisan it was quickly replaced and regulated to a role as an interceptor. [b]TSF-7 Hurricane[/b] [img]https://i.pinimg.com/564x/8a/16/31/8a1631ffcff46eb937cfa8655e75116d.jpg[/img] [b]Role:[/b] Navy Multirole Fighter [b]Description:[/b] Designed to replace the Tempest, the Hurricane is more durable and possesses more firepower while retaining much of the Tempest’s agility. It is outfitted with two anti-fighter particle beam cannons and three hardpoints. Two of the hardpoints can carry anti-fighter missiles or small bombs, while the center one is designed to carry an anti-ship torpedo or bomb.The Hurricane is capable of entering and exiting a planet’s atmosphere and providing close air support to troops on the ground. [b]TSF-8 Sabre[/b] [img]http://pre03.deviantart.net/e099/th/pre/f/2014/204/2/5/blue_wings_by_tommy830219-d7rxkp2.jpg[/img] [b]Role:[/b] Aerospace Multirole Fighter [b]Description:[/b] Designed alongside the TSF-7 Hurricane, the Sabre was designed to ensure that the Empire maintained air and space supremacy around a planet. Its agility, speed, and reliability have made it a mainstay of the IGF and widely sought after by the Imperial planetary defense forces that have to deal with the threat of the Daisan. While intended primarily to operate within a planet’s atmosphere, the Sabre does have the capability to exit the atmosphere and operate in the void of space, although it lacks the endurance to go very far. Its armaments include two railguns and six missile hardpoints. [b]TSF-9 Swordbreaker[/b] [img]https://cdn.artstation.com/p/assets/images/images/005/303/314/large/ange-wang-61762323-p0.jpg?1490057608[/img] [b]Role:[/b] Aerospace supremacy fighter [b]Description:[/b] Designed from the ground up to utilize Squire AIs to their fullest extent, the TSF-9 Swordbreaker is considered a far superior fighter to the Hurricane and Sabre. First and foremost the Swordbreaker has far superior processing power than the Hurricane or Sabre, allowing for a much more powerful Squire. This greatly enhanced Squire grants its pilot even greater reflexes and battlespace awareness. The Swordbreaker also comes with modular internal bays that allow for easy upgrading and the installation of processing and Ewar modules to name a few. While not a durable fighter, it does come with a fairly weak shield generator. However it relies on its phenomenal agility which is so great that a limiter had to be placed on it so the fighter didn’t snap itself in half while operating in an atmosphere. The Swordbreaker has two forward facing particle beam cannons and two weaker rear facing particle beam cannons, all of which are gimbaled. It also has an interior bay that can hold four missiles. Each wing has two hardpoints that can carry a number of objects including anti-air missiles, bombs, fuel tanks, and particle beam cannons, and even extra zero point generators. A single reinforced hardpoint on the underside of the fuselage can carry a torpedo, heavy anti-ship particle beam cannon or two missiles. All of this comes at an incredibly high price, making the Swordbreaker a fighter reserved for the most elite of pilots. Interestingly the vast majority of those produced find themselves in the hands of Imperial rebels. TRF-2A/V Stiletto [img]https://i.pinimg.com/564x/18/d1/ec/18d1ec3856f74c06adc84d8cb05bdf05.jpg[/img] [b]Role:[/b] Reconnaissance Fighter [b]Description:[/b] The Stiletto is a specialized reconnaissance craft is packed with sophisticated sensors and can carry specialized reconnaissance missiles and sensor suites on its hardpoints. Not intended to partake in actual combat, it is lightly armed and armored. It has two variants: one of use in the void of space and one for planetary environments. The void variant is noted for being very fast, whereas the planetary variant is highly agile, but comparatively slow. Both variants have four hardpoints that are intended for recon missiles, but can be loaded with anti-fighter missiles or even unguided bombs if necessary. The void variant possesses a single anti-fighter particle beam cannon while the planetary variant has two anti-fighter railgun cannons. [b]TSA-3 Strike Sabre[/b] [img]http://img12.deviantart.net/33b3/i/2014/051/5/c/sword_of_sky_by_tommy830219-d778thq.jpg[/img] [b]Role:[/b] Close air support, Forward air controller, Bomber [b]Description:[/b] Designed exclusively for use within an atmosphere, the Strike Sabre fighter is a close air support craft capable of attacking armored vehicles and tanks, and providing quick-action support against enemy ground forces. It can also direct other aircraft to provide air support to ground forces with a degree of accuracy they would be incapable of achieving on their own. The strike sabre is a very durable aircraft, capable of shrugging off blows that would down most other fighters. Its equipped with two railgun cannons and eight missile hardpoints. [b]TSA-4 Tornado[/b] [img]https://i.pinimg.com/564x/6f/4d/3e/6f4d3e0125a029959b7d6baf377c9ef2.jpg[/img] [b]Role:[/b] Torpedo bomber, Strike Fighter, Close air support [b]Description:[/b] The naval cousin of the Strike Sabre, the TSA-4 Tornado was designed first and foremost as a torpedo bomber. Its primary purpose is to close with the enemy fleet, launch its torpedoes, and then return to the fleet. Towards this end the Tornado was made with speed, above all else, in mind. Its four large engines ensures that it's one of the fastest craft in a fight. The Tornado is also capable of entering and exiting a planet’s atmosphere and, it's been noted to the surprise of many, its agility in an atmosphere approaches that of a dedicated fighter when it's hardpoints are empty. This has resulted in the Tornado being used in CAS missions when Strike Sabres are unavailable. The Tornado also has some ability to act as a fighter, although this is mostly in atmosphere and more of an act of last resort than anything else. The Tornado is armed with two particle beam cannons and four hardpoints, each capable of holding either a torpedo or two missiles/bombs. [b]TST-3 Kukri[/b] [img]https://i.pinimg.com/564x/6f/35/56/6f35561c0a3e3dc5ff22f9ff03af10a3.jpg[/img] [b]Role:[/b] Gunship/Transport [b]Description:[/b] The TST-3 Kukri is the workhorse of the Imperial military. It's the Empire’s main gunship and transport for all environments.There are two main variants of the Kurki, the gunship and transport. Both variants quite durable, although the gunship variant is certainly more so. The transport variant can carry up to three squads of soldiers into battle.[/hider][/hider]