Here's my WIP too, finished off enough ships that I think it should give a good enough picture for criticism. [hider=Urdji Civîneşra] [center][b][h1]Urdji Civîneşra[/h1][/b] [h3]Urdji Mez-Jemivan, The Third Fleet, Tribal Assembly[/h3][/center] [h2][b]General Information (an overheading to space things out a bit)[/b][/h2] [h3]Minor Belligerent[/h3] [h3][b]Overview[/b][/h3] The Urdji Civîneşra is the loose governing body of the Urdji tribes (or [i]Eşra[/i] in their native language), and is more often referred to simply as the Urdji Mez-Jemivan (Urdji Great Fleet). It consists of numerous nomadic tribes which each operate and live on their own fleet of starships. Each tribe sends a representative to the Assembly (Civîneşra), which has come to dictate both species-wide migrations and domestic policy across the tribes. In the lead-up to the Great War the Civîneşra approved a centralization of the tribes, leading to the formation of the Urdji Grand Fleet (the [i]Mez-Jemivan[/i]) and their participation in the war as a singular political entity. This is the third time such a unification has occurred in Urdji history, leading to the colloquial name [i]The Third Fleet[/i] being used to describe the Urdji nation as a whole. [h3][b]History[/b][/h3] Most of this is pretty optional, but some is fairly important. [b]Notably this section should include your nation’s interactions/responses/thoughts on the Ashtar and it’s involvement in the Great War.[/b] [hider=Early History] [img]https://www.history.com/.image/ar_16:9%2Cc_fill%2Ccs_srgb%2Cfl_progressive%2Cg_faces:center%2Cq_auto:good%2Cw_768/MTU3OTIzNjc2MjQyMTI2Nzk4/world-war-iis-bizarre-battle-of-los-angeless-featured-photo.jpg[/img] [i]This, one of the only surviving photographs from the homeworld, is believed to show a D'jim warship in the skies above an ancient Urdji city.[/i] The Urdji were driven from their homeworld at an unknown time in the distant past. Due to the time dilation experienced in their pre-FTL period there is no actual consensus on just how long ago the exodus occurred, but it is assumed by most Urdji scholars that it was at least five-thousand years ago. The oldest indication of Urdji space travel dates to around 3970 years ago, and is the heat signature of an Urdji liveship in the direction of Canis Major. Some scholars even theorize that the Urdji indeed originated from one of the Milky Way's satellite galaxies, considering the lack of any records of the D'jim in the libraries of other galactic civilizations. Little is known of the terrestrial Urdji civilization, but most Urdji historians believe them to have been highly advanced and culturally sophisticated. Official histories mark the staggered launches of the seed ships as the first time the Urdji ever split into distinct groups, and the planetary civilization is thought to have been peacefully unified since the dawn of civilization. This unification, they believe, brought about a great deal of technological development and a long-lasting epoch of prosperity. It is thought that the D'jim attacked to seize this technology for themselves, as there are few other logical explanations for their sudden aggression. Being a peaceful species, the Urdji had no means with which to fight the invasion. As such their only recourse was to flee their homeworld. Their existing technology, combined with what they could reverse-engineer from the D'jim, was more than enough to allow them to construct relativistic starships of their own. As soon as a new vessel was completed it would be launched off in whatever direction happened to be most efficient at the time. As a result of this the Urdji developed for the first time distinct cultures and races where there had previously only been unity. For hundreds of years the Urdji starships scattered throughout their mother star cluster in an attempt to escape the D'jim. The records of the few surviving vessels from this era show that ships launched towards the galactic rim almost always went missing, indicating a strong D'jim presence on the outer edge of the galaxy. Records from the age of the First Mez-Jemivan suggest that these territories were simply colonies of the D'jim homeland, most likely consisting of the stars of Canis Major. About a thousand (objective, not relativistically subjective) years after being driven from their homeworld, one of the many tribes happened upon a ruined colony system of some highly advanced civilization. A great swarm of derelict stations surrounded the sun, once a dyson swarm that surely held host to a civilization far greater than even the terrestrial Urdji. The planets, though long since turned into uninhabitable wasteland, had once been grand ecumenopoleis. This event changed the course of Urdji history forever. There was a long-defunct entry gate to a form of krasnikov tube at the edge of the system, and orbiting it was a massive starship. It was as if it was planning to transit the gate when some cataclysm struck. No bodies remained aboard and most of the hull had been decompressed, but many of the systems were fully or largely intact. Though it is far from a glorious past for one of the most important discoveries in Urdji history, most scholars agree that the ship was just a bulk freighter. To the Urdji, of course, it was far more. They quickly set about repairing it and bringing its intact systems online. That ship was the first Urdji liveship, the Qurtel. It held within it a massive antimatter drive-what they now call a Têkildartîajokravsinya system-which the Urdji quickly realized was their only hope of survival in the face of the much faster accelerating ships of the D'jim. The entire tribe's fleet anchored itself around the gate and the crews proceeded to scrutinize every inch of the dyson swarm, tearing down anything they had fully mapped and using the raw materials to build new, more capable vessels. This tribe, now named after its liveship, broadcast the designs for antimatter starship drives via radio to reach the other surviving tribes. They began to slowly gather in the ruined system, and work began on attempting to reactivate the krasnikov tube. The knowledge of physics which this process gifted to the Urdji turned out to be essential, as in trying to bring the gate online they discovered the properties of negative matter. This exotic matter, when applied to the gate's apparatus, slightly stabilized the tube and opened it to radio signals. The Urdji, always opportunistic, recognized the effects of the matter on space-time and soon created a theoretical basis for the Malpêçk-their first ship mounted FTL drive. Due to the abundance of untranslatable signals they picked up from beyond the gate, it was decided that they would not open it fully for transit until they had prepared themselves with this new technology. After a fifty-year encampment during which they rapidly modernized their ships and expanded their tribal fleets, the various Urdji tribes which had made it to the gate organized themselves into a united force. They rallied around the Qurtel tribe, the liveship of which hosted the first tribal assembly and became in a way the de facto capital of the species. The first act of this, the First Mez-Jemivan, was to open the tube and send forth the most advanced warships each tribe had at their disposal. Upon exiting the tube, they were met with a fleet of D'jim warships. And so began the age of the First Mez-Jemivan. [/hider] [hider=Age of the First Mez-Jemivan] [img]https://i.redditmedia.com/VSnlHbPLOQULMqt2R2mUqc8LBf7L8kebKT4vuyuO66U.jpg?s=33cb03826afab82ee3f9175680b3b11b[/img] [i]A Leşkgemmar tribe warband enters the atmosphere of a D'jim colony world. This sortie in particular was a part of Operation Xwînboya, an attempt by the Leşkgemmar and Qurtel tribes to steal water for crop irrigation on the liveships.[/i] The Age of the First Mez-Jemivan begins at the battle of Bostan, directly following the transit of the Mez-Jemivan through the krasnikov tube. A D'jim guard fleet, accompanied by what seemed to be civilian vessels, engaged the forward scouts of the Urdji. The bulk of the Mez-Jemivan arrived mere hours into the battle as reinforcements, and the D'jim force was quickly dispatched. After getting their bearings the Urdji learned that they had traveled over thirty thousand light years to the Canis Major dwarf galaxy. In a more populated region of space, the Urdji lost their ability to remain hidden. Any star they wished to stop at was the sun of a populated system, and as a result in order to simply collect fuel they had to fight the D'jim. In the first few decades these battles were short and easily won, with each system being underdeveloped and simply unable to cope with the entire might of Urdji civilization. The Mez-Jemivan set itself on a course towards the Monoceros ring, planning to transit back into the Milky Way at a point far away from the D'jim colonies. However, the further they progressed the more resistance they met. This period of time would be a dark one for the Urdji. Tribal fleets were constantly in peril, be it from starvation, dehydration, suffocation, or the military threat of the D'jim. Isolated incidents of D'jim vessels breaking the speed of light were reported, and those single ships soon became entire fleets that chased down stragglers from the procession of the Mez-Jemivan. Rangers became a truly established group in this time, acting as raiders that would attack D'jim convoys and colonies and bring supplies back to their home tribe. The Urdji became a scourge on the D'jim colonies, and the D'jim began to divert more and more vessels to the region in an attempt to drive them away. With nowhere else to go but towards the Monoceros ring, however, the Urdji were forced to press on towards what they thought was another colonial sector of the D'jim empire. The tribes, by now, had started to develop cultures and reputations independent of the slight cultural shifts they undertook in the years before the migration to Canis Major. These were usually owed to their reputation in battle. Though they had the resources and living space on some vessels to cease the practice of wing clipping, many tribes would continue the practice. Clipped wings were considered intimidating as they implied prowess and experience in hand-to-hand combat and combat in small craft such as fighters that lacked room for the Urdji's natural, massive wings. As the First Mez-Jemivan advanced through D'jim space it was realized that they were most likely moving directly towards their core worlds. Each system was more and more developed, more and larger fleets were sent to fight the Urdji, and they were starting to run out of options. It was at this point that their objective shifted from outrunning the D'jim to kicking them down. As they too were now capable of FTL travel the Urdji knew they could not simply be escaped. The Bilnd-Sûmangişt (High Admiral, lit. "High Void Marshal") at the time ordered the tribal fleets to pillage and burn every system they came upon. Anything of value was stolen, any infrastructure destroyed, and every planet glassed. In contrast to the expectations of the Urdji the number of D'jim fleets actually decreased during this campaign, and the assumption was that other worlds within their empire that had been conquered in the past were seizing the opportunity the Mez-Jemivan had presented. Urdji knowledge of the D'jim increased massively during this time, thanks to the panic they seemed to have been sent into it became much easier for Urdji Rangers to gather intelligence. After an entire decade of burning D'jim colonies a team of rangers made the greatest intelligence breakthrough of the era. They had recovered the computer core of a D'jim flagship, and after months of hacking and translation work had succeeded in determining the location of their capital world. The Urdji tribes, rallied by the new information, massed into a single force and headed straight for the D'jim capital. There are no concrete records of the battle, only song and legend, but both speak of the system being razed and pillaged until there was nothing left which suggested life had ever existed within it. The First Mez-Jemivan then continued forth down the Monoceros ring, doing the same to any more D'jim systems they encountered until the resistance to their advance abruptly stopped. At some point, for some reason, the D'jim decided to let them travel through freely. Historians have specualted that this was simply because they had reached a region of space populated by subject species of the D'jim, others have assumed that it was due to a civil war fought amongst the D'jim species itself, but whatever the case the First Mez-Jemivan was finally disbanded. The tribes, lacking a threat to bind them together, went their separate ways and the Bilnd-Sûmangişt stepped down from his position. And so the Age of the First Mez-Jemivan came to an end. [/hider] [hider=Urdji Medieval Ages] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/677ca43d-9669-41da-bd63-99403033f9d1/dd0aefu-920275bc-1780-45e6-91ef-891baec238e7.jpg/v1/fill/w_1024,h_1024,q_75,strp/ambush_by_orpheus7_dd0aefu-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTAyNCIsInBhdGgiOiJcL2ZcLzY3N2NhNDNkLTk2NjktNDFkYS1iZDYzLTk5NDAzMDMzZjlkMVwvZGQwYWVmdS05MjAyNzViYy0xNzgwLTQ1ZTYtOTFlZi04OTFiYWVjMjM4ZTcuanBnIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.M_hRBvyY7ZDV32IPNUilZgc4FgFnMz_7Nn2cOHN9wmg[/img] [i]An example of High Medeival artwork titled[/i] Rawand's Last Stand, [i]depicting a battle between the Qurtel and Strateyr tribes.[/i] Following the dissolution of the First Mez-Jemivan the Urdji tribes still continued their migration down the Monoceros ring for a time, forced into the path due to the distance between the ring and the Milky Way proper. Tribes began to make the long jump over to the Milky Way just a few years after the end of the First Mez-Jemivan, with each tribe crossing whenever they felt it was feasible. Some tribes were entirely lost in the void between the Monoceros ring and the Milky Way, but the majority made it across at numerous different points scattered around the general region. Every once in a while a tribe would set up a planetary settlement, but the primary opinion among the tribes was that becoming sedentary was a danger. The D'jim were still seen as a threat in the early medieval period, with many believing that they may lick their wounds and come for revenge. As a result the Urdji as a whole did not give up their nomadic ways, and the tribes which settled down remained small and insignificant in inter-tribal politics. They even tended to be economically stunted compared to their nomadic brethren, as after spending thousands of years as nomads they simply lacked the know-how to build an economy not based upon ever mobile factory ships, salvage operations, and towing asteroids along for later use. The Urdji Medieval Ages are often broken up into early, high, and late periods much like those of Humanity's European middle ages. The early period was characterized by the slow expansion of Urdji tribal fleets into the (largely uninhabited) region of space nearest the Monoceros ring's midsection from which they had crossed. Most tribes parked their liveship(s) near hydrogen-rich gas giants for a few years at a time, allowing them to encamp and build up their numbers before moving onwards. Towards the end of the early period those tribes which had settled on planets began to leave their homes, and often assimilated into more established nomadic tribes in the process. The high period is generally considered to have begun with the construction of the Bajivîn, a large space station built by the Neurdj tribe to act as its seat of power. Other major tribes began copying the Neurdj and built their own stations throughout the region. Even then, however, the stations were not permanent fixtures in a system. They moved at "mild" relativistic speeds through interstellar space, acting as mobile bases of the tribal fleets which would exploit obvious surface resources in every system their so-called station moved past. The interesting tradition of sending wise elders to a tribe's capital station began early in the high period, the idea being that the weak time dilation caused by the station's movement would preserve their wisdom just a little bit longer. This period was characterized by infighting between the tribes. Lacking any external threat the Urdji fought amongst themselves, squabbling over ancient debris fields, particularly rich systems, and antimatter-rich radiation belts. During this time a few of the most powerful tribes held primitive planetary civilizations as tributary states, and planetary proxy wars were not uncommon. As a result the high period was perhaps the most sedentary period of Urdji history, with the tribes tied to their capital stations and tributary states. Thanks to their tributaries many Urdji tribes began to properly field land forces, as the ability to project force onto terrestrial bodies became a necessity. The most commonly seen doctrinal development during this time was that of the [i]Hişkleng[/i], or the hardshell. These vessels were designed to operate both in space and in planetary oceans, and as such were designed to rely on heavy ablative armor (as Urdji shields could not be extended into large bodies of mass such as oceans, making unarmored ships vulnerable to even the most primitive of torpedoes employed by planetary tributaries). Hişkleng were also generally capable of retracting their turrets and relying on multipurpose launch tubes, either to present a hydrodynamic shape on their underside or to fully submerge in a planet's ocean. Incidentally, it was only at this point that the Urdji began to field tanks. They were introduced to the Leşkgemmar tribe by one of their planetary tributaries. The high medieval period came to an end with the first contact the Urdji made with another spacefaring species with the battle of Teyêba. An alien vessel approached the Teyêba tribe's capital station, and in reaction the tribal fleet opened fire. The alien vessel was lost with all hands, while the Teyêba took no damage. The debris revealed that the ship had only been minimally armed, and was in fact a scout vessel that had presumably altered its course to investigate the anomaly that was the Teyêba tribal fleet. Upon realizing this, the Teyêba tribe abandoned their station and their tributaries and plotted a course directly opposite to the scout ship's supposed entry trajectory. The debris of the scout ship was gathered together and left behind with the bodies of its crew buried in missile casings according to Urdji tradition. A small offering of luxury goods such as paper, spices, incense and meat taken from the Teyêba's tributaries was left among the debris on the off chance that the aliens would happen to be peaceful and accept the attack as a mistake. Though no hostilities followed the incident various other tribes began to see alien vessels appear on the outer ranges of their sensors. Terrified of another war [/hider] [h3][b]Major Holdings[/b][/h3] Your capital world, your favourite starbase, the key places in your Nation etc. [h2][b]Demographics[/b][/h2] [hider=Population] The Urdji are humanoids with both mammalian and avian traits which stand between 1.5 and 1.6 meters tall on average. The Mezibasqe tribe, which make heavy use of captured D'jim vessels, has the tallest average height at 2.1 meters owing to the lager stature of the D'jim species. The main limiting factor in Urdji development are their ships, which are designed first and foremost to conserve mass and space. Tribes such as the Leşkgemmar go so far as to practice wing cutting, a tradition from the earliest years of the exodus where wings were surgically removed to allow for individuals to be packed in tighter. Indeed, the Leşkgemmar lay claim to the tallest living Urdji, a farmer named Agheng who stands at 2.9 meters, as a result of this archaic practice and the abundance of food and medicine that came with the formation of the Third Mez-Jemivan. Urdji wings are on average (for the civilian population) capable of providing enough lift for sustained flight in up to 1.1gs in any atmosphere above 0.8atms. An expertly trained veteran soldier can in some cases be capable of flight in up to 2gs, with the planning of military flight operations being banned at any environment above 1.5gs at 1atm. The Zîvbasqe tribe's warriors conducted an aerial infantry assault on a 3.3g world, a record that has stood strong for multiple centuries and earned them a fearsome reputation (the particularly thick atmosphere usually isn't mentioned in the stories). The downside to these wings, of course, is their immense size. Wing cutting, though uncommon on newer vessels, is an entrenched practice on any ship built before the formation of the First Mez-Jemivan and most before the formation of the Third. As a result, a sizable portion of the population is wingless. Besides the obvious departure of their wings, the Urdji are strikingly similar to other humanoid species. Bilateral symmetry, two arms and two legs, upright posture, etc. It is worth noting that Urdji bones are particularly weak and prone to breaking, a sacrifice made to allow for their flight on their homeworld. Furthermore, they lack bone marrow and new blood cells are produced in a specialized organ known as the Hei-val. This is more a fluke of evolution than anything, as nearly all vertebrates from their homeworld have a similar organ. It does, however, slightly lighten the load for flight. In short, the Urdji are not made for melee. [/hider] [hider=Society] Daily life and such. Not the most important section but useful for giving us a sense of how your citizens actually feel about their nation. Can include religion, fashion, etc. The Urdji are libertarian to the point that their unification itself is impressive. Previous to the creation of the Mez-Jemivan, the Urdji lived in entirely separated tribal fleets that were at numerous points traveling at sublight speeds. Indeed, the Urdji exodus from their homeworld was conducted with nothing more than fusion rockets. As a result of their nomadic lifestyle and separation, the Urdji were essentially thrown back to stone age social dynamics. There was no hierarchy beyond trust of the wisest, and the tribes essentially functioned just like Urdji hunter-gatherer tribes had on their homeworld. The concept of a set-in-stone leader is (relatively) new to them. Even property rights are largely alien, with just about everything not absolutely necessary for an individual's life being publicly available. Despite their fierce individuality, the Urdji also have a strong sense of unity through their blood. They have overcome the greatest of obstacles in order to preserve their species, and as a result can manage to work together in spite of their cultural divisions and lack of a defined society. They are, in a sense, primitive hunter-gatherers with nationalist pride. This nationalism, of course, stems from their history. The first contact they had with alien life was with the species that conquered their homeworld. They are, as a result not particularly trusting of those they have not fought alongside. This is illustrated by their word for alien, "D'jim", which simply means "Enemy". They tend to refer to those species with whom they have good relations as Yêdi (other) instead. The Urdji have one, singular religion split into numerous different sects. All Urdji worship Xwêdh, the dominant God of all creation, but each sect worships a specific god, goddess, or pantheon that is held to be beneath the all-powerful Xwêdh. Each sect is usually tied to a specific tribe, though numerous tribes have historically worshiped the same "lower gods". Until well after the formation of the Mez-Jemivan it was easily possible to tell which sect one belonged to by appearance alone, as tribal racial differences and prolonged isolation essentially tied sect to race. The Urdji speak a common tongue known as [i]Ragav[/i], but there are numerous other languages spoken by both singe tribes and groups of tribes. Ragav is split in writing between alphabetic and logographic scripts, both of which are fully developed writing systems and only very rarely used in conjunction with each other. Most large warships (which may have multi-tribal crews) have markings in both scripts, and computer interface panels can be configured to use either depending on the crewman. Some tribes also speak their own dialects of Ragav, which in a few cases are almost unrecognizable, but the majority of the population is fluent in "Standard" Ragav. [/hider] [h3][b]Economy[/b][/h3] This could go under society if you like. Mostly just make it clear up front if you’re an industrial powerhouse, a nation of refined master artisans, etc. Also things people might want to know for trading purposes. [h3][b]Government[/b][/h3] My favourite part <3. Probably the most important of the demographics sections. Who runs the place, how do they run it. Since you will presumably be RPing people in your government, this is pretty critical. [h2][b]Technological Information[/b][/h2] [h3][b]Major Techs[/b][/h3] Mostly interested in military techs, here: FTL, weapons, shields, armor, power, engines, etc. Civilian techs are also here, and sometimes just as important. [h2][b]Military Information[/b][/h2] [h3][b]Military Overview[/b][/h3] Describe general doctrine, history, whatever floats your space boats. [i]"The only home is the ship, the only retreat is death."[/i] -Urdji proverb. The Urdji, the nomads that they are, are experts in space combat. Urdji warships have been doing battle since before some species had written languages, and some of those same ships are still flying thanks to engineers who have been working in hostile situations with strict deadlines for the same many millennia. Their warships are more than a force for projecting power or guarding borders, they are [i]home[/i] to their crews and the first and last line of defense for the habitat ships. Every battle the Urdji fight is fought on the homefront, and this way of looking at war makes them a fierce and relentless opponent. This fierceness does not, however, translate to the ground. For the most part the Urdji simply do not know how to fight on land, and have historically just glassed any enemy world that they had to take care of. Unfortunately for them said method of warfare had become both largely unacceptable and often impractical, as they cannot simply glass Agdemnar and be done with it. During the Great War they attempted numerous land campaigns, almost all of which ended in embarrassing failure and reinforcements from allied powers saving their crumbling armies. Tribes often operate fully independent of each other, even during times of Mez-Jemivan. Though they are entirely capable of working together (such as during the assault on the D'jim homeworld) they tend to consider independent operation to be a much safer choice. Once again, their ships are their homes. Committing a large force means risking a large portion of their people, and as a result they will only gather the full force of the Mez-Jemivan as a last resort when facing a direct and total existential threat. This is both a blessing and a curse. On one hand they are often capable of committing respectable forces (individual tribal fleets) to numerous different theaters, letting them project their power quite far. As such they can also keep species-wide losses to a minimum and win any war of attrition. On the other hand, individual tribes are often easily cut off from the rest of the Mez-Jemivan and wiped out. This was no problem during the Great War, when they had their allies to "fill the gaps" so to speak, but it may indeed prove to be a large hurdle in the future. [h3][b]Fleet/Navy[/b][/h3] Your space boats. Include pics or don’t, I’m not your supervisor. You’ll probably want to have one or two of most of the classes, but it doesn’t really matter too much. I’m also including some flavour options here that you might want to consider. In short, the history of the galaxy has divied up ship designs into three waves: Great War (ships built before and during the Great War), Detente (ships built during the Detente, some wonky designs in the larger classes due to treaty limitations), and Modern (ships built in the year since the message) [b]DO NOT put your hyperdread here, it gets its own section.[/b] [hider=Dreadnoughts] Dreadnoughts: Only a few were built before the end of the Great War, the destructive potential of these vessels was a major contributor to ending the conflict. Those old ones are pretty obsolete, and any new ones are only just coming into service (mostly in secret) due to the Treaty of Detente banning their construction. [hider=Great War Dreadnought] [/hider] [hider=Modern Dreadnought] [/hider] [/hider] [hider=Battleships] Battleships: The grand old ladies that did all the fighting of the Great War. The Treaty of Detente imposed limitations on their sizes and destructive potential, so if you want to get intricate there’s 3 waves of battleships: Great War, Detente, and Modern. Great War is self explanatory, old sluggers and antiques. Detente battleships were awkward creations involving all kinds of elaborate ways to get around the Treaty without actually violating it. Lots of glass cannon designs here, or iron fortresses that couldn’t scratch eachother’s paint, or half baked experimental weapon systems, or novel propulsion methods that only work if nobody on board sneezes. Modern battleships are just coming into service, and are quite deadly. [hider=Great War Battleship] [/hider] [hider=Detente Battleship] [/hider] [hider=Modern battleship] [img][/img] The *Teyrjixen*-class battleship, designed by the Qurtel and Xherxe tribes in secret while the treaty still held weight, has become somewhat of a symbol among the Urdji since the first one was launched just a couple years ago. [/hider] [/hider] [hider=Battlecruisers] Battlecruisers: The treaty of Detent also limited battlecruisers, in an effort to avoid just slightly reducing the size of ship involved in any potential arms race. Similar design iterations to Battleships; Great War, Detente, and Modern. Detente battlecruisers were often cripplingly overspecialized: dedicated point defence ships, artillery vessels, mass shielding vessels, etc. Battlecruiser designs from the Detente period were often put together as a way to shore up the weaknesses of their contemporaneous Battleship partners. [hider=Great War Battlecruiser] [/hider] [hider=Detente Battlecruiser] [/hider] [hider=Modern Battlecruiser] [/hider] [/hider] [hider=Cruisers] Cruisers: Nothing special here. [hider=New Class Heavy Cruiser] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/16819f16-7c83-4c6c-a08b-cd09375bcefa/dbiag5w-e6219231-5d15-4e2b-82f4-992f41a8636c.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzE2ODE5ZjE2LTdjODMtNGM2Yy1hMDhiLWNkMDkzNzViY2VmYVwvZGJpYWc1dy1lNjIxOTIzMS01ZDE1LTRlMmItODJmNC05OTJmNDFhODYzNmMucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Po-4FMiLtCTycprEX8jIe8pobvsTBojrO1x1aFVItX0[/img] The [i]Peveiliet[/i] class Heavy Cruiser is as large as cruisers come. [i]Suspiciously[/i] large. Designed under treaty limitations it was essentially created to sneak more battleships into the Urdji fleet. It's hull is particularly armored compared to even other heavy cruisers and its entire shield system was built to be switched out with minimal effort. Though it makes the shield system a massive spare parts sink, it does allow the Mez-Jemivan to ensure that the Peveiliet class will always have the most up-to-date shield technology. It has three primary departures from Urdji battleships that keep its intentions from being too blatant, namely the low number of turrets, total lack of a strike craft complement, and absence of a spinal mount railgun. These decisions were made to give the vessel a less imposing silhouette as well as give the ship more room for heavy armor-especially towards the bow. To compensate for these shortcomings it was fitted with a massive complement of flak and defensive missiles to protect it from strike craft, quadruple mount turrets at "treaty-says-it's-not-a-battleship" caliber, and a large missile bay from which it can deploy self-guided torch missiles to strike targets at (nearly) the range of a railgun running its keel. [/hider] [hider=New Class Light Cruiser] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/16819f16-7c83-4c6c-a08b-cd09375bcefa/dbevtk9-5fedc629-fdad-4444-965d-22b5b62e3eeb.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzE2ODE5ZjE2LTdjODMtNGM2Yy1hMDhiLWNkMDkzNzViY2VmYVwvZGJldnRrOS01ZmVkYzYyOS1mZGFkLTQ0NDQtOTY1ZC0yMmI1YjYyZTNlZWIucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.QBwLpWfh3C_Aeehs52wFA5pFzZ3fvSbErFWOYXDtuus[/img] The [i]Bîşeng[/i] class cruiser was designed to be the backbone of the Mez-Jemivan. Its design was a collaborative effort by all the tribes, the goal being to create an easily constructed and easily maintained warship that could reasonably handle any mission it was given. Though it carries no special new technology and introduces no particularly new combat tactic it is often considered to be the height of Urdji Detente-era engineering. It was built to fill a role, and it fills that role perfectly. It is armed with six quad-mount turrets, two mounted on the towers on the ventral and dorsal sides of the ship and four mounted on opposite sides of the vessel's port and starboard. Though it cannot use its full might in a broadside it is built to be able to bring all twenty-four guns to bear directly forwards. When combined with the ship's spinal mount railgun (which is of a tried and true design, and offers few advantages over older models beyond slightly enlarged capacitor banks) this makes for a devastating frontal arsenal. To complement its artillery capabilities the Bîşeng has a large store of missiles and torpedoes which can be launched from twenty-eight multipurpose launch ports (fourteen each on port and starboard) as well as a collection of close-in and swarm missiles housed in their own dedicated launch bays, mostly on the ventral and dorsal sides of the ship. Furthermore, the Bîşeng carries a command-grade electronics and tracking suite to control and target its array of weapons as well as provide CNC support to any fleet it is deployed with. Bîşeng cruisers are a popular choice for command ships of task forces and smaller fleets. Finally, the Bîşeng has a large (for a cruiser) zero-g hangar bay with the capacity to carry up to eight small strike craft or alternatively three [i]Karesp[/i] class corvettes for reconnaissance and combat support. Captains overwhelmingly favor the corvette loadout, as though the Karesp is an aging class the capacity to summon a fleet in an instant is an incredibly valuable ability. Thanks to this capability the Bîşeng is the go-to patrol ship for any large tribe, since it and its corvettes can effectively sweep a system in half the time it would take a lone cruiser-not to mention with twice the protection. [/hider] [hider=Great War Cruiser] [/hider] [/hider] [hider=Destroyers] Destroyers: Still nothing special. [hider=New Class Destroyer] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/16819f16-7c83-4c6c-a08b-cd09375bcefa/dbagt8r-55520f69-0ca5-42c8-9d2d-5f7b11806871.png/v1/fill/w_1600,h_491,q_80,strp/lucid_class_frigate_redux_by_afterskies_dbagt8r-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NDkxIiwicGF0aCI6IlwvZlwvMTY4MTlmMTYtN2M4My00YzZjLWEwOGItY2QwOTM3NWJjZWZhXC9kYmFndDhyLTU1NTIwZjY5LTBjYTUtNDJjOC05ZDJkLTVmN2IxMTgwNjg3MS5wbmciLCJ3aWR0aCI6Ijw9MTYwMCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.NO3Al2PI4DhM-t-LSkMhLtZ6Ta9l0uozThX2Zs6S254[/img] The Rizgan class destroyer, much like the Bîşeng cruiser, was designed in more recent times to act as a reliable workhorse for the Mez-Jemivan. It is a no-frills design that takes no chances with new and interesting design ideas. The ship is a traditionally-built Urdji destroyer, with every piece of the vessel designed around its massive spinal railgun. Though it carries a fairly impressive sixteen multipurpose missile/torpedo launchers as well as a small dorsal complement of swarm missiles mated with a ventral complement of anti-fighter missiles, the ship's true power lies in its railgun. Though the Rizgan is not a particularly long destroyer, measuring at a fairly average size for the class, it's railgun packs a consistent punch thanks to massive quick-charging capacitor banks with a direct power line to the drive core. The gun can fire at an impressive rate, making the ship capable of tearing enemy shields and armor to shreds faster than even older designs with larger spinal railguns. To support its spinal armament the Rizgan carries four quad-mount turrets, with its ventral and dorsal guns being of a higher caliber than its port and starboard ones. The port and starboard turrets also have drastically faster traverse rates and are primarily meant to engage close-in strike craft and smaller vessels. The Rizgan does carry a single parasite craft, a small reconnaissance plane with a miniature sensor suite to provide long-range targeting data for the railgun should the primary targeting systems be disabled, destroyed, obscured, or otherwise inoperable. During normal conditions the plane can assist the fleet with spotting and targeting, and it is also useful in system recon missions. It was special built for the Rizgan class, and only carries a small turret to shake off pursuing fighters. [/hider] [hider=Great War Destroyer] [/hider] [/hider] [hider=Frigates] Frigates: Nope. [hider=New Class Frigate] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/16819f16-7c83-4c6c-a08b-cd09375bcefa/dayyh5m-555b6b41-68f9-4c5e-8259-09259e1a6110.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzE2ODE5ZjE2LTdjODMtNGM2Yy1hMDhiLWNkMDkzNzViY2VmYVwvZGF5eWg1bS01NTViNmI0MS02OGY5LTRjNWUtODI1OS0wOTI1OWUxYTYxMTAucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.On3bZkCrNHk3daS3LIWwH8NltnELOKPQAcxBdWPCEE4[/img] The [i]Ihnerchî[/i] class frigate functions mostly as a point defense and CNC ship when deployed within the main body of a fleet. It is a popular choice for smaller Urdji clans thanks to its unassuming appearance and extensive electronic warfare suite, as well as fairly impressive engine output and missile armament. In classic Urdji styler, the Ihnerchî is quite large for a frigate and would likely be considered a destroyer if not for its lack of proper naval guns. It instead carries three quadruple mount autocannon turrets (of a higher caliber than those of the Xegîn, thankfully) and multiple missile launch tubes in various different locations across its hull. Extensive torpedo systems allow the ship to hit above its weight, with the ship having four of the launchers employed by the Xegîn on each of its broadsides for a total of eight. It also has three standard mount multipurpose missile bays on its broadsides for smaller munitions, as well as countless small launch ports for close-in swarm missiles. The ship's extensive electronics suite and sensor array allows for precise targeting of these weapons, as well as the sharing of targeting data with allied ships. The first ship of the Ihnerchî class was in fact built as a testbed for its spinal mount weapon, a high-energy particle beam that siphons antimatter from the ship's drive system. The weapon was designed to, much like many designs conceived during the treaty period, find a way to deliver capital-like firepower in a less assuming package. This was a failure in every conceivable fashion. The weapon is finicky, hard to target, and had the bad habit of catastrophically backfiring in its original configuration. Following the total destruction of the first Ihnerchî class ship to one such backfire, the weapon's power was scaled back drastically to the point that it was barely worth the maintenance costs. Though still capable of bloodying a cruiser's nose, the Ihnerchî class is far from the next generation of combat that its designers had hoped for. The ship, however, is still seen as a dependable workhorse by the Urdji thanks to its fairly simple systems-even the experimental spinal lance is more or less just a particle accelerator. As such it is a staple of many smaller task forces and fleets, and even the largest tribes will operate a handful. [/hider] [hider=Great War Frigate] [/hider] [/hider] [hider=Corvettes] Corvettes: Corvettes can be thought of in several iterations just kidding I don’t care what you do with these things. Unless you try to just upscale what I’m trying to avoid with strike craft. [hider=Xegîn Class Corvette (Modern Era)] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/16819f16-7c83-4c6c-a08b-cd09375bcefa/dayy2j6-c334a0a2-d2d9-4d06-94cc-8d5e892263b3.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzE2ODE5ZjE2LTdjODMtNGM2Yy1hMDhiLWNkMDkzNzViY2VmYVwvZGF5eTJqNi1jMzM0YTBhMi1kMmQ5LTRkMDYtOTRjYy04ZDVlODkyMjYzYjMucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.IHSVDKoqCKi9nUayRxYCbi6tBu7OQrJJNR4FwPf_Hvk[/img] The [i]Xegîn[/i] class corvette is somewhat of an experiment. It is a massive departure from Urdji tradition as it entirely lacks a spinal railgun, which was considered the only thing which made such small ships viable in combat. Instead it carries two quadruple-mount turreted autocannons, a fixed-mount light cannon, four capital-grade torpedo tubes on its [i]broadsides[/i] of all places, a single underslung torch missile bay with space for two missiles (on a [i]corvette[/i]), and the kicker: four [i]grappling hook launchers[/i] fitted to WDS (Standard Launch System, or Wekher Despêkir Sîsivîn in Ragav) mounts. Whether you call it the Mez-Jemivan's great experiment or its great mistake, the Xegîn is a strange ship. It was designed to be the fastest accelerating ship ever built by the Urdji, and so it is entirely stripped of any armor except for over it's antimatter fuel tanks. Coincidentally, it is the only corvette class ship built to use an antimatter drive and its inertial dampeners are its most power hungry system next to the shields. The Xegîn is meant to be used in a number of different ways. It's fixed-mount cannon lacks the power to penetrate enemy shields and armor by its own merit, but thanks to its impressive acceleration when used in a matter similar to lancer-type strike craft (that is, fire during a burn to add extra momentum to the projectile) it can be as effective as a normal spinal railgun. Once a pass has been initiated with the lancer burn, the Xegîn can rapidly turn to launch its torpedoes-often from both sides in a single pass-or it can simply split the enemy line and target two separate vessels with its torpedoes. Once it crosses the path of the enemy it has a few options. It can strafe the enemy for a split second with its autocannon turrets and come around for another pass, weave through the enemy line and make use of its autocannons and torpedoes on multiple targets, or rapidly match velocity with a target vessel and begin harassing it specifically. It can also attempt to latch on to an enemy ship with its grapple hooks after matching velocity. After latching, it can perform a devastating point-blank broadside or deploy a small squad of marines to board the enemy ship. Battle simulations have shown this to be a less than ideal tactic, but when massed Xegîn class ships have proven themselves to be capable of delivering a reasonably-sized task force onto a target vessel. The primary purpose of the grapplers, however, is to perform boarding actions on enemy space stations and asteroid facilities. The Xegîn is also quite capable of an atmospheric landing, being built to land in water much like medieval hardshells. Urdji dreadnoughts and some battleships carry them for just this purpose, finding them useful as oversized drop/gunships. Also notable is the fact that the magazines for its torpedo tubes actually stretch all the way from port to starboard, forcing the crew to crawl under them to reach the engine bay and/or fuel tanks. [/hider] [hider=Karesp Class Corvette (Great War Era)] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/5532e207-4ae8-4977-880e-52d0fdccb557/dbv9ppv-c3ea57e9-aa70-490d-b73c-358684d328ff.jpg/v1/fill/w_1192,h_670,q_70,strp/rocinante_by_cannikin1701_dbv9ppv-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTA4MCIsInBhdGgiOiJcL2ZcLzU1MzJlMjA3LTRhZTgtNDk3Ny04ODBlLTUyZDBmZGNjYjU1N1wvZGJ2OXBwdi1jM2VhNTdlOS1hYTcwLTQ5MGQtYjczYy0zNTg2ODRkMzI4ZmYuanBnIiwid2lkdGgiOiI8PTE5MjAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.NKVWO4alV6Ka-QrfdLDAY9kjHowOOiRz29WOayjgHyg[/img] The [i]Karesp[/i] class is an aging PT boat from the Great War. It is one of the first vessels that was ever mass produced by the Urdji and operated by numerous separate tribes, and to its merit it is thought that it was a good first step for the Mez-Jemivan. Unfortunately, this also means that it is the oldest design still being produced and it has begun to clearly show it. It's primary weapons are a collection of chainguns which are only suitable for battle against strike craft and other corvettes, and its spinal railgun often requires the use of lancer tactics to scratch the larger ships of the modern era. Still, however, it has found a few remaining niches for itself. Most famously it is often carried by the Bîşeng class cruiser and employed as a support craft in system surveys, patrols, and combat operations. It is also, however, employed in great numbers as a specialized point defense craft for the capital ships of Urdji fleets. It's chainguns, though weak, can without serious modification be mated to an upgraded targeting system which allows them to target and destroy incoming missiles and strike craft with ease. Thanks to this and its old but functional railgun it has also found a place in the personal guards of many admirals, who make use of it as a close-in guard ship to protect their flagship from enemy ships in knife-fight range. It remains used, of course, in the same small-scale patrol and scout missions it was originally designed for. It also has limited capacity for planetary landings, and is one of the few ships produced by the Urdji which can land on solid ground rather than the ocean, but tends to need help getting back up. This capability was hastily added during the Great War to support allied ground troops and their Urdji comrades. Some research and development groups are investigating properly converting the Karesp into a dedicated dropship, but little progress has been made as of late. [/hider] [/hider] [hider=Strike Craft] Strike craft: K I’m actually gonna sort of limit these things, or rather, the things that carry them around. Strike craft have long been an important part of space combat, so most nations have them and defences against them. Historically, they’ve been used as close in support; no one’s yet figured out how to strap useful FTL drives on the things. All this means that long range strikes aren’t practical. What I’m trying to get at is Carrier’s aren’t really a thing, or at least dedicated carriers aren’t. Plenty of room for Battlestar type things (fighty-boats with a solid complement of strike craft), but no dropping off a carrier squadron on one side of the system then expecting your strikecraft to win the fight on the other side. A notable exception is your Hyperdread. Do whatever you want with your super special awesome boat. [hider=Space Superiority Fighter] [/hider] [hider=Interceptor] [/hider] [hider=Lancer] [/hider] [/hider] [h3][b]Army/Planetary forces[/b][/h3] Outline some doctrine, highlight some major units. I’m not great at doing ground forces so not much guidance here. ANNNDDD [h3][b]Hyperdread[/b][/h3] Go frikin nuts. Pics are nice. [/hider] [quote=@ClocktowerEchos] [@Keyguyperson] KEEEEYYYYYYYYY :D [/quote] It's been a while lol, nice to see you too!