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Willy Vereb The Wordy Engineer

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ENDLESS HORIZON




"Space is for everybody. It's not just for a few people or a select group of astronauts. That's our new frontier out there, and it's everybody's business to know about space."

Welcome to Endless Horizon, the newest iteration of Guild's known brand of space nationgames. Create your civilization, explore space, meet others and strive for superiority. This simple concept what defines these games to which Endless Horizon is no exception. You start as a civilization relatively fresh to the stars wishing to expand to the other corners of the galaxy. To achieve this you'll need to develop your FTL infrastructure and to do so you'd require the unique material Eltreum. As a rare resource sought by everyone this quest could easily turn into conflict and this is before all the other aims and ideological differences. Wars are on the horizon before we could achieve true galactic peace.

Discord Channel: discord.gg/VfnhJPM


Game Primer



Endless Horizon is a freeform and primarily narrative based nationgame. It emphatizes player interaction and pure roleplaying elements while eschews game mechanics. To join technically all you need just to post a nation sheet (see bellow) and have it approved by me or any of my co-GMs. In effect this means trying to insert a faction into this world that fits and potentially leads to interesting plotlines. Forum roleplaying is basically writing a collaborative story and there is a sorts of "honor system" in place of hard rules to keep this enjoyable for all parties involved. The end goal is to write a mutually engaging story rather than competing with each other for the first place.

As for the setting itself, in Endless Horizon you are supposed to be rising space nation still in process of exploring the Milky Way. Unlike most space opera worlds FTL travel is limited to between hypergates and the region covered by hyperfields. You have means of expanding the reach of your hyperfields but only through spending Eltreum which inspire you to further explorations. As outlined in the intro your civilization is supposed to be relatively "new" to interstellar travel. Galactic community has yet to be established and most players are going to be initially strangers to each other. First contact encounters will be fairly common. That doesn't mean you are forbidden to have relations with other players, just to a limited extent. Endless Horizon is a nationgame inspired by classic sci-fi shows and space opera. Rigid adherence to science is thrown out in favor of more exciting storytelling. That being said in a sense this game's take on sci-fi can be considered "low end". Firepower is more restricted (with planet razing and planetary destruction both being rare occurrences if any), more overpowered technologies are banned to prevent cheap abuses, space empires rarely exceed 10 systems in size and so forth. This is done in an effort to give more gravitas to your actions and overall enhance the feeling of the game while closing off a few classical plot holes. That being said the setting overall has a few unique quirks, starting from the FTL. Because of this maps are not neccessary and probably for the better as the Milky Way is too gigantic to accurately portray our tiny holdings. As for what else you should know I complied a list of lore posts you could read below (grabbed off Discord).


Alright, so you are intrigued by this game. What to do? Well, two things. First, join our Discord chat (link) to better interact with players there. Second, your application is done through making a sheet for your dear faction.

You don't necessarily have to follow this. There are many styles to write a sheet like this and everyone has their favorites. I just find this form aesthetically pleasing. On the other hand your sheet need to describe the four key topics in a somewhat satisfying manner: general info, society overview (including race), tech overview and some information on your military. With this both me and other players can properly envision your faction which is important for roleplays. Once sufficient number of civilization/faction sheets are approved we can start the IC. I'll probably make the opening post there.
Hidden 6 yrs ago Post by thedman
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I am interested.
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The Cooperative

Overview; The Cooperative is a civilization descended from rogue peacekeepers who rebelled against the ancient terranic order whose highly centralized, highly hierarchal empire is founded upon the belief in a human spirit with the grand soverign’s guidance.

Beliefs;
The Cooperative as a civilization is one built around two sets of beliefs, that of a transhumanist hierarchal order that is viewed as a form of maturation within the meritocratic cooperative society. It is also built on the conception of a common human spirit that borders on theocratic even as AIs and Cyborgs run everything. The humanistic regime has a several other peculiarities, such as how their elite at times seems to view the common people like tending to a garden more or less and there is a strong natalist streak that has led to Cooperative space being flooded in Humans who are avidly encouraged by propaganda systems to breed, breed and breed with a system of guaranteed living and benefits to those who have kids.

The Cooperative has been mostly ran by the grand sovereign, of whom being part of is viewed as of the highest honor, for it is the highest position attainable within the cooperative and means to those part of it eternal wisdom. Lesser soverigns exist in the cooperative as well, and those who become part of the grand sovereign usually come from lesser soverign in practice. Lesser soverigns not part of the cooperative, or think tanks have been utilized by organizations part of the cooperative for ages, indeed the cooperative as a whole originated as a peacekeeper force ran by what by this point would be viewed as a lesser sovereign. The cooperative’s political developments have shifted over time with the grand sovereign being less direct a force as cyborg oligarchs take on much more direct roles as the cooperative’s elite with their ideological and experimental outlook- with a sense of nihilism caused by copies of their minds already being uploaded many times over so they fear their own annihilation far less.

The Cooperative is pluralistic in its beliefs, with death being viewed as just death with having one’s mind uploaded being a privilege and nothing else and a very secular attitude where propagating human genomes is viewed as one of the top priorities of their civilization.

Culturally the cooperative is very socially libertarian for most despite the highly hierarchy civilization, with a sub-class structure of genetically modified people and the lesser cyborgized elite. Such hierarchal changes are arbitrated mostly by lesser sovereigns.

Structure;
The Cooperative is organized into a centralized force where the grand sovereign holds unilateral dominion over most human affairs. The cooperative’s presence for the common folk is that of a seemingly prevalent burning sensation with many people existing very insular, culturally desperate existences as if they were test labs even with the freedom of movement they can have in theory. In practice, movement freedoms usually are limited by the standards system that acts as the universal value metric all people are judged by mainly through having to show their capacity for greater things through all matter of arbitrary testing by those in power who act as patrons to those lesser in the cylindrical habitat. The sub societies in the cooperative tend to be built on frame works created by lesser sovereigns and A cybernetic elite the common people are taught to aspire to be part of who act on a more free plane where space travel and commerce is the norm.

The cybernetic elite is mostly known for being flesh humans whose exoskeleton is the cyborg they were from head to toe, with the internal body being partially replaced by synthetic components as well.

The cooperative’s military is descended from the peacekeeping corps, expanded into a sprawling interstellar institution that isn’t fully centralized, instead being a huge range of chapters that are under the command of lesser soverigns provisionally with the peacekeepers being known for how blurry civilian and military lines really are in the cooperative, as they also act as a humanitarian organization as they always have. The sector and regional militias are also quite common.

The humans of the cooperative live in a very wide range of habitation as per usual, with paraterraformed worlds, orbital habitats and all being utilized as places people exist.

Tech;
The Cooperative makes use of a very developed industry of cybernetic technology. The usage of power suits, AI networks and virtual nets is combined with the regular usage of artificial wombs and genetic tweaking to create various humanoids adapted to a wide range of environments.

Their FTL consists mainly of warp drives.

The Cooperative continues the use of fusion energy, giving the cooperative the ability to support the massive human populations that their cybernetic elite so eagerly cultivates much like massive gardens.
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DisturbedSpec Someone who has a theroetical degree in phyics.

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Haven’s Sovereignty

GENERAL INFORMATION


Faction Overview


The people of Haven’s Sovereignty have advanced through several generations leading into the 22nd century. They are an isolationist faction that has restructured itself into a proud Military Commissariat; dedicated to the pursuit of expanding their territory and region of influence throughout uncharted space. Diplomatic by nature, they would rather talk things through than resort to needless violence. Due to the Seraph's Mark, Havenians are naturally stronger, intelligent and have a known resistance to electrical conduction. As a tradeoff, this is unusually manifested as a black tattoo underneath both eyes that can reshape itself to the subject's emotional state if a strong emotional presence is felt. Lastly, it is important to note that the males who do bear the Seraph's Mark are generally employed into high-ranking military positions or are seen managing high-level political departments, whereas females who bear the mark are given higher administrative responsibility over sectors, corporations, or even entire planets.

Territory Overview


Primaris: The capital planet of Haven’s Sovereignty, this Earth-like planet is split into four Sectors each with their own specific focus on Haven’s resources and production management. Throughout the planet’s evolution, the land masses have naturally fractured apart due to the ocean’s slightly acidic properties.

Luminus: The only moon orbiting Primaris, the white-grey surface of this sphere reflects off of the blue star of the system’s sun; bathing the nighttime sky into an aura of swirling blue lights. This effect has been described as naturally calming to Havenians.

Radus: This low-atmosphere red soiled planet served as the first attempt by Haven to properly establish a colony on during the 21st century. Eventually, as large bodies of hydrogen were found beneath the surface, this planet is being currently mined for resources such as drinking water and oxygen.

Seraphis: Perhaps the most important planet to Haven’s Sovereignty, this planet is a gas giant swirling with clouds of a self-contained field of energized particles. The clouds are harvested and sent back to Primaris to be fused with an Ion cloud, creating the nearly limitless and pure energy element known as Seraphic Energy.

History

The History of this Civilization only came into recorded light following the half-genocide of regular Humans following the Purity Wars, formerly on Earth. The planet was renamed and the governmental body restructured to unify the new race under one banner.

SOCIETY INFORMATION


Demographics


Havenians are distinctly Western and European in appearance; the only difference being that the Seraph Mark is almost nearly absent or is rarely present among members of the male populace. It is unknown why this takes place, and the matter is still being investigated.

Cultural Overview


Havenians are an curious, industrious, hardworking people who are bound by a strict code of community, honor, discipline and integrity. As there have been few known instances of rebellions against the faction, most would agree that although there are political differences among the populace, Outcast’s Haven is a stable, safe nation with an emphasis on doing what is right for the continued betterment and survival of the Havenian species. As everything is overseen in multiple areas by a select few group of individuals, political freedom for the average Havenian is moderate at best. From birth until death, a Havenian’s future is guaranteed to be one of prose and opportunity based on individual choice. If they do not or cannot qualify for mandatory military service, Citizens are allowed attain a full Citizenship permit and work in any field of choice from their chosen path of education. Traditionally, however, Citizenship is guaranteed through compulsory (or voluntary) military service as long as those enlisted complete a minimum four year’s service contract, with those ultimately choosing to stay when their contract is up. Citizenship can also be gained by exemplary performance in school as well as continued performance in society.

Government Overview


The nation is governed by a single ruler operating from Sector Zero. For high-level matters overseeing military operations, economic, administrative and industrial function, there are a series of departments that each query responds to. The rest are governed by the populace of Haven themselves; with a smaller sub-department directing the more Citizen-oriented services. Generally, each Department Head has completed a mandatory military service and has received high education in their field of work.

TECHNOLOGY INFORMATION


Tech Overview


The strong fields Haven specializes in are Propulsion, Spacecraft, Armor, Weapons, Shields, Nanomachines (,son.) and Medicine. The fields Haven are the weakest in are FTL, Artificial Intelligence, and Planetary Defenses.

Notable Technologies


Nano-Graphene composite armor plating: Perhaps one of Haven’s most notable achievements, this plating is only issued to and designed for Haven’s Navy as well as planetside buildings. This remarkable armor plating comes in a signature hexagonal pattern. When a direct kinetic, thermo-kinetic or energy impact is sustained, the direct force of energy will cause the affected grouping of hexagons to ‘shrink inward’ and expose the underlying circular tubes of nanites. When these canisters break, the resulting nanites are dispersed across the affected hull of the ship and immediately begin to repair and contain any structural damage sustained. This can give off the appearance of an orange-reddish ‘blood’ leaking from the ship’s armor when hit.

N1-Series Engineering Nanite Drone: Designed for specific use by both the composite armor and the payload of the Shield-Class Support Corvettes, these tiny quadrupeds measuring only 10nm (0.00001mm) are equipped with a welding arm, multipurpose wirecutter and a three-digit material manipulation arm. By itself, the drones aren’t threatening. In groups, however, they can repair or dismantle materials at an alarming rate.

Ferrison Ion-Propulsion Engine: The crown jewel of Haven’s capability for interstellar travel, the engine utilizes an ionized neutral gas by extracting the electrons out of atoms; thus creating a positive ion cloud for propulsion. These engines have not only been outfitted onto ships, but serve as most civilian vehicles new methods of transportation.

Industrial Overview


Because Sector Four and Five are the Industrial capital of Haven, most exportations are supplied to the other sectors to either fulfill the need for construction materials, repairs, or new civilian and military hardware.

MILITARY INFORMATION


Military Overview


Haven’s military is founded primarily on the doctrine of a grand battle plan. They would rather be confident in defeating their foes prior to a battle and acting on it appropriately within each situation presented. If a military objective is sought and manpower is limited, for whatever reason, Havenians will fight to the death as they attempt to achieve it; believing it better to die in combat than to surrender as a prisoner to the enemy. Additionally, they favor large assault forces, both groundside and spaceside when engaging the enemy. However, just as successful are their missions of superiority, are their missions reliant on stealth, and sabotage behind enemy lines. It is not uncommon to see small, cloned elite strike forces be sent on suicide missions against the enemy.

Army Overview

Haven's Army, for all intents and purposes, are just that. They favor large, battalion-sized engagement forces comprised of some of the deadliest, most armed and armored vehicles ever designed by their hands. Even down to the anti-armor weapons themselves, such as the 'Zeus' and 'Ares' shoulder-mounted weapons series, are designed specifically with the end goal of breaking through a battle-line and moving into enemy territory.

Navy Overview

Haven's Navy is the space-side and air-side branches of their military. Split into two sections, the Navy has control over their [b]Strike Craft Garrison[/b, found on ships, and their Planetary Air Garrison, where non-interstellar capable fighters, bombers, and heavy attack craft are stationed on the planet to conduct air superiority.
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Hidden 6 yrs ago Post by Willy Vereb
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@ArawakI know this is a prototype sheet of yours so I take what I see with a grain of salt. Still, there are a few things I'd point out for your full sheet to consider. I begin with the style, while I don't enforce the format outlined in the guide for the sake of easier navigation I'd prefer if you'd use these categories: General Information, Society, Technology and Military. Again, for the ease of leaders you could also make the titles of the categories stand out by using h1 or h2 tags for header sized text. Now back to the categories and this could be perhaps my second point. You need some sorts of general introduction to your faction so even after reading a short paragraph people understand the core concept of your race. History can be also included as a subcategory of general information but it isn't necessary. Next is Social and you did write the most about this (both Beliefs and Structure belong here). Although you might wish to restructure this to a clearer form because currently when I want to know something about your society, I have to fish out the details through several paragraphs to just get an idea. Social classes in particular should be listed or at least organized in order so people can get that. Tech might need some expansion upon and of course you also need to fill in stuff for the military. Combat in these games is relatively common thus it is recommended that people get a general idea how you fight.

@DisturbedSpecAs I said before, try making the titles for categories stand out by using the header text (h1 or h2). You find guides for this below the text box you write your hosts in named "Formatting Cheatsheet" and a "Toggle" button next to it. Alright, moving on. You are a human faction and as such you'd need to discuss few details with other human factions like Arawak and Star Lord, if you haven't already. As posthumans though you'd need to write some detail about your various sapient species. We aren't expecting much, often even one or two sentences are enough. Just give some food for players who wish to describe their first impressions when meeting your races. I know that your sheet is still incomplete so I don't talk about the rest.

@thedmanHmm, I say you have all the neccessities for a fully functional nationsheet. Slightly on the brief side but even then you included the essentials for others to know about your faction. I might expand the notable technologies portion a bit to mention your energy production (if unique) and FTL drives but even that wouldn't be that important. As such I say your sheet is approved.

@BrithwyrLooking good, your sheet is of course incomplete and some categories need extensions but so far it's fine. If I have one suggestion it's that maybe you can own multiple gates. With seven system even the possession of 2-3 gates would be not out of question. Of course with hypernodes it is possible to extend your territory so even one gate can make sense. It is up to you.
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Interested, will be submitting my nation sometime today.
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Legion-114

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@Willy Vereb
I would love to play as something like the Typhon from Prey (2017) but not sure that it would fit in with your vision of the RP >.<
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Legion-114

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________________________________________
The Essence
________________________________________

GENERAL INFORMATION
________________________________________
Faction Overview:

The Essence are a biomechanical race built from nanite structures that use biomass and other elements to reproduce and construct more complex ‘frames’. Frames is the term used to describe advance units comprised of millions if not trillions of nanites that form humanoid structures that are used as combat units and very rarely, diplomats.

The Essence nanites are all share a linked intelligence much like a server network which aids in rapid communication between units. However, like a server, there are limitations to this system. The distance of said network varies depending on the complexity of the frames attempting to communicate with each other. To ensure communication is optimal, some frames are specialised into becoming network relays. These frames are often large and most often placed in orbit to create a form of a satellite to ensure global domination.

The Essence are known to be extremely hostile to all lifeforms. This is not due to anger, but rather the need to reap the vital minerals found in organic life in order to reproduce. This has led to many conflicts in several sectors. The issue is that should a single nanite remain unharmed in the conflict, the entire cycle can start anew. That is why it is recommended that high-amp EMP weapons are used to fry entire network frames and thus destroying the virtual networks that control them.
Territory Overview:

The Essence are housed in the system known as Hell’s Furnace. This system houses a supergiant star in which the Essence use as their energy source. Having constructed a Dyson Sphere around the star, the energy is harvested and powers the many nano-forges that run constantly.

The system contains several iron-rich planets and asteroids that are harvested by the Harvester class ships within the Essence navy. These planets act as mining outposts and are rarely populated by more than necessary units.

In the system, there is a single hypergate designated S-114.

History
-WIP-

SOCIETY INFORMATION
________________________________________
Demographics
Nanite Constructs

Government Overview

TECHNOLOGY INFORMATION
________________________________________
Tech Overview:
While the Essence have vast nanite construction facilities. Their lack of organic imagination doesn’t allow much in the way of innovation and thus have become stubbed from advancing their own technology through conventual means.

Notable Technologies
Nanite Technology
Industrial Overview
Nanite Forges

MILITARY INFORMATION
________________________________________
Military Overview:
Nanite Frames are produced as to needed specification and are able to reorganise themselves to form new units as needed.
Army Overview
Navy Overview
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tech

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Have this cool for a pirate stronghold. Will put up the WIP soon.
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Keyguyperson Welcome to Cyberhell

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WIP app, posting because I've gotten a good deal of the cultural stuff out of the way as well as most of the balance-sensitive stuff. It'll give you an idea of just who my weird space nomads are as well as whether or not I need to cut anything off.

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Prongs Marauder

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Work in Progess, just want to post and make sure I am on the right track.


Cmokian Empire [K-mo-K-ian]

GENERAL INFORMATION

Faction Overview

Capital Planet: Cmok
Government Type: Constitutional Monarchy
Head of State: Emperor Nal’reim Qyan
Legislature: Imperial Council
Planet’s Controlled: Core Worlds: 4 - Colonies: 3 - Outpost: Various
Population: 55 Billion

Territory Overview

Home System: The majority and home of the Cmokian Empire rests in their home system, known as the Tycho System, orbits an average yellow sun and consists of six planet, a dwarf plant, numerous moons, and a small asteroid belts near the ‘end’ of the solar system.

Secondary System: The second system explored and conquered by the empire, known as Ors System, consists of a large yellow sun. This system consist of 2 gas giants, 8 planets, vast amounts of moons, and two separate asteroid belts. One large belt located in the inner part of the system and a thin smaller belt just outside the system. Ors system is 7 light years away from the Tycho System

Capital Planet – Cmok: The Empire’s capital planets is your ideal, typical, and larger goldilocks zone type of planet. Orbiting the star second out of the six, it is well within the realms or normally hospitable planets. Compared to other planets of similar areas within their solar systems, Cmok has a higher amounts of oxygen in the atmosphere at 31%. Due to higher amount of Oxygen, the Cmok people larger than the average human within the universe. This high oxygen content has also allowed the crops of the planet to grow larger and yield higher amounts, this allowed the Cmokian people to focus on other tasks other than food production. As home the Cmok people, this planet serves as the center for trade, government, and advancement.

Kree’Nal: Located in the Ors System, Kree’Nal is the name given to a series of three moons orbiting the Gas Giant, known as Vesna, in the middle parts of the Ors Sytem. After conquest, the Kree’Nal and its people have been a valuable part of the Empire through production of warship, mineral mining throughout the other moons and nearby planets, and the harvesting Eltreum from Vesna.

Geynus: The largest of the two moons of Cmok and home of the Tigarian species. Conquered in the early history of the Empire. The moon itself holds a small amounts of minerals and fuels but it rich in other natural resources and strategic importance.. But due to its close proximity to the Empire Capital. It serves as the heart of the military. With orbital space docks, defense platforms, and the largest of the Imperial Military Academies.

Zelt: This world is home to a Cmokian military outpost in a third solar system that has yet to be named. This is the newest addition to the Empire as it began the spread to a new solar system.

Hypergates:
Tycho: R694
Ors: R697
Third System: R691

History

(Of course you can also tell the history of your civilization. It doesn't need to be novel length or I'd say this is even optional but eh, most players love to do this.)

SOCIETY INFORMATION

Demographics

Total: 55 Billion Total
Cmokian: 25 Billion
Tigarian: 19 Billion
Kree: 11 Billion

Cultural Overview

In the beginning, the Cmokian people held their faith as a beacon within their culture. With war a massive part of their relgion. After securing their home world in the name of the Empire. Then discovering the ability to travel the stars, The conquest of other worlds began. Though fighting and war is in their culture, there is a certain honor behind it, as the members of the Cmokian race their faith drives them to hate and despise anything that deals in the ideals of subterfuge, scheming, and backstabbing within their own racial dealings and foreign affairs. It is said that an alliance with the Empire is one that if ever broken, will be done face to face and not through more behind the scenes means.

These ideals have been transferred to the other two races that make up the citizens of the Empire. Though each of the races holds their own traditions and cultures that set them apart, the Kree and Tigarians have adopted the sense of honor and pride that the Cmokians hold so high.

Government Overview

The Empire has always been just that, an Empire. In the initial centuries, it was a familial position that passed from Emperor/Empress to eldest child. But as the people grew and the Stars were travelled, the discontent grew. The people demanded some power and ability to help govern themselves. The Emperor still exist and he holds the final say the majority of decisions made, but the position isn’t passed down as it once was. The Emperor rules for the entirety of his/her life or until they decide to step down. From their the leading members of the non-Kree/Tigarian society come together and elect a new Emperor for the good of the people.

Outside of the Emperor, he has an imperial council of advisors made up of 3 elected Tigarian, 3 elected Kree, 3 elected Cmokians, the highest ranking General, highest ranking Admiral, an expert in economics , an expert in government administration, an expert in criminal justice, and lastly a representative in the faith.

Within the various planets, there is a similar council, all though it is normally smaller, for the governor of each planet. The governors candidates are selected by the Imperial Council, then the Emperor narrows it down to three. From there each planet is allowed to elect the governor, who the believes will lead their planet to success.

TECHNOLOGY INFORMATION

Tech Overview

Strength:
Shielding Technology
Ballistics/Kinetic Weapons
Ship Crafting
Metalworking

Weak:
Robotics
A.I.
Cloaking
Energy Weapons

Notable Technologies

Wayfarer FTL Hyperdrive, the primary Hyperdrive for the Cmokian Military and Merchant ships. Creates an opening through to the Hyperfields thus allowing the ships to travel into Hyperspace.

Otri-Steel, a metallic alloy created from Otrium, a titanium like metal and the steel alloy, that the is the primary metallic metal used in ship building, military equipment, and weapons.

Dual-Field Shielding. Cmokian Ships are shielded on two different layers. The first layer is a bubble shield projected from the ship and encompasses the entirety of the shield through various shield projectors. The second shield is a skin style that wraps just off the ship’s hull. Due to the large amount of power needed for keeping the shields online, every Cmokian military ship has a separate power generator for the shields.

Industrial Overview

Industrial Areas:
Geymus serves as one the primary military shipyards within the Tycho System, due to the close proximity of Cmok. The shipping lanes are normally full of transport ships bring raw and processed materials to contstruct the might ships.

Vesna is one of the primary location of the Empire’s Eltreum harvesting from within the Gas Giant. Along with the mineral rich moons the surround the planet and the production center of on Kree’Nal. The planet and the Hypergate that is in the outer orbit of the planet are heavily defended.

MILITARY INFORMATION

Military Overview


Army Overview

The Land forces consists of 100 legions of 500,000 Legionnaires of the three species that make up the Empire. The legions are made up of the following:

Front Line Infantry: Tigarian and Cmokian soldiers armed with personal shields (think Gungan shield shaped like a Roman’s shield), a one handed energized Otrium sword, a gauss carbine, and other day to day kits.

Designated Marksmen: Typically of the Kree Race with a small number of Cmokian. These soldier forgo the personal shields and swords, in exchange for mid to long range railgun. These soldiers serve to keep the enemies, head down and in cover long enough for the ranks of Legionnaires are upon them.

Support Personal: Medics, Engineers, Communications, Supply, etc. Each specialty has a different load of the various weapons and equipment depending on assignment and proximity to the fighting.

Armor: One of the smaller branches of every legion is the Armor Cohort. The legions do operate a number of tanks, personal carriers, and artillery pieces. With hover technology being on the rises, the legions are starting to see the loss of track platforms in exchange for these hover vehicles.

Navy Overview

The Imperial Navy operates various fleets ranging in depending on assigned role and sector. Instead of having many different classes of ships under the helm, the Navy operates three main warships. A large Battle Cruiser class that operates as the main ship of the line for the fleet. With a smaller destroyer class ships that serve as screening anti-fight/bomber ships to aid the point defenses of the battlecruiser, along with handling any smaller class vessel it may come across. The last vessel is the carriers, though battle cruisers carry a compliment of fighters and boarding craft. Carriers carry large number of all strike craft including bombers. With the majority of its capacity being on the defense end with numerous point defenses, it does have long range missiles to allow it to aid in offensive strikes from its position near the rear of the formations.
Hidden 6 yrs ago 6 yrs ago Post by Mao Mao
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It isn't much, but here it is at the moment.

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Mine is completed, (I will add history and Military Overview as I go)
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Klomster The man, the myth, the legend.

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Ozerath U WOT M8?

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Oh fun, I'm interested.

Probably going to use the Concordat, anyone interested in doing a bit of a shared history?

In brief, they're a cybernetic heavy offshoot of <insert race>, born out of a civil war, fled to the stars. Probably still mortal enemies with the baseline <insert race>. These days they're largely caught up in their own projects, which are various ways of evading or confronting a Doomsday they're quite certain will come soon.
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Shelfing my sheet for a bit. Wanna get a feel for the IC and types of nations before I try and make a nation comprised of space-pirates.
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