@Willy Vereb That's actually the only nation/faction I have ever created, I could create one for a battle, though.
I am fine with your current civ if you tone down their power. Or at least we make an agreement we're relatively peer forces. Star Federation of Mankind? How do they sound as opponents?
If you want to poison thousands of square miles with every flight O.o
You say it as if that's a big number compared to the size of countries. Not to mention other factors. Actually the shockwave of a mach 3 skyscraper flying close to ground would be far more grave than any concern about spreading some radioactive materials in the vicinity. Acquiring lethal dose of radiation is both extremely hard and too easy. Layman guesses tend to be between these two extremes of mistake. In case of radioactive fallout of nuclear devices it's almost assuredly the former.
That and there's absolutely no need for the engine to be in contact with the reactor like Project Pluto did. Well, earliest methods may do that in order to make the design lighter/simpler but later developments can pretty much eliminate this. The only one threatened by radiation would be the pilot which is why a cruise missile is a good idea with it.
@Willy Vereb Yup, had several ideas for the setting, between medieval fantasy, modern, retro, etc. Felt the option chosen would be fun, since as far as I can tell, it hasn't been touched upon. Usually it's the 40s, early 20th century or 19th Century for steampunk/dieselpunk settings. So why not go a bit further in time?
As for Fusion Reactors, sure thing :)
They would be big and very expensive to build but in the future it could replace fission-based reactors (not in the military application, though. Unless they get REALLY advanced.)
Also strangely enough this crazy project is actually going to be viable without nuclear weapons to worry about: en.wikipedia.org/wiki/Project_Pluto Well, without nuclear warheads.
@The NexerusThe point of this game not to be post apocalyptic rebuilding of nations story. Rather than an outright reset where pieces of technology and culture can be used as justification why history at times repeat itself (or for whatever weird tech we have). Fallout is actually not the inspiration here. Something much more terrible than nukes struck the Earth and left civilization in ruins. But more importantly the point is to start from a clean slate. During the interest thread it was asked if medieval, age of sail, early modern or 1950s setting was preferred and the latter was chosen. The fact we have 1950s inspired tech is just a coincidence.
Nex, this is what has been agreed upon, more or less:
<Snipped quote>
If you don't like it, then why post? The rest of the players here obviously have no problems with the setting and I HIGHLY doubt the GM is going to alter the entire RP to gratify you.
I get what you're trying to say but you're a wee bit too abrasive here. This method of talking is what straightens the hair on my back during OOC discussion. There's a way to explain things without antagonizing anyone. I have nothing against you and actually that's why I wished to make a warning against such attitude. It never does good to a game.
@JigGiven how we're practically neighbors I see no reason why I can't sell equipment to you. Especially surplus from the Great War. I suppose you remained mostly neutral during it, right? (WW1+WW2 equivalent) I can also sell more recent development so long they don't count as military secret.
@SigmaGiven retro-futurism would fusion reactors be alright to make? I mean they would be new and highly experimental but technically the first fusion reactors were made in the 50s. They just didn't produce any power (rather ate it away). Which we can change in the view of retro-futurism into something actually practical.
If we did play together, you might recall that that nation might be the most OP in the RP.
Also, I remember playing with @ImportantNobody on a DS-esque RP, good times XD
I am not sure whom to put against them. Unless I beef up one of my factions a planetcracker is too much to ask for in general. Albeit I can use stuff which Duck prohibited me and that could be helpful (if not OP from the other way around).
They are reptilian bird-like with rough, dull greenish grey skin, standing at around 6'7" tall and weighing 150 pounds on average when fully grown for both men and women. They have green blood. Their body shape is lithe, with long, thin, powerful limbs. Their hands and feet look like that of an eagle's, only with five digits, and coated in a darker brown scaled armor that makes it's way off of them up to their elbows and knees. On males, the scales on their forearms fused mostly together but have room to rise up on the elbow side and rattle back and forth slightly in a characteristic noise. Both genders have this on their lower back, acting like a flat tail reaching only to the upper thigh for males or back of the knee for females. They have sharp elbows. Neither gender have breasts.
They have thinner necks and heads than humans, their heads being slightly elongated forward. They have four thin eyes with slit pupils, the second pair where the temples of the forehead are. They can be various colors. Their nose and mouth goes into a stubby curved beak the color of their flesh. They have a long thin white tongue reaching four inches out of their mouth. Softer scales that looks more like feathers adorns the back of their head and can grow to shoulder length on average.
Species Description
The Zchardrazi are generally aggressive and proud, not taking well to insults or threats against them. They do what they feel is necessary to improve their standing in the galaxy from a strong military standpoint. They tend not to slaughter innocents any more than normal races, but if someone tries to take advantage of this then they don't take kindly to it. It's not like they automatically fight anyone and everyone who crosses their path, willing to creating peace treaties even, but they do get antsy if they haven't had a good war in a long time, as it's in their blood.
Females are not treated as inferior in any regard. The Zchardrazi mainly care about personal achievements rather than gender, wealth, race, etc. Personal achievement doesn't have to involve fighting, but it certainly can as that's the fast track to many high government positions. They can respect things such as the arts or other occupations just as much, however, as they're not as one dimensional as many outsiders stereotype them as. They mainly only tend to look down on others if they're squandering their talents and are being lazy or cowardly. This goes for their opponents as well as their own citizens.
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Nation Name
Zchardraziian Collective
Government Description
Their government is comprised most importantly of three types of leaders. Lowest of them is the Worzchai, who are like mayors. The Worzchanden are like a president, commonly over an entire planet or system, but some are only in charge of continents on certain worlds. They have most of the power during normal circumstances. The Worzchanriern is like an emperor who can command the entire collective when the need for it is called upon. Although normally only one, there's no rule stating that there can't be more of them, and it has happened on occasion. Any disagreements can be solved in a ritual combat.
These three types of people hold great power and can elect government positions bellow them to help carry out their governance. These positions can be claimed by anyone able to defeat the current one in a ritual combat, but highly respected war heroes often gain the positions by default. Challenging one shows that you don't respect their leadership and believe that you can do a better job.
Members of these positions very often engage in battle themselves when their city or planet becomes directly involved in a conflict. Their expertise is war, after all, and the people that they elect can carry out the other matters at hand while this is going on.
Technology Description
They have sci-fi technology at their disposal that's a little outdated for the advanced races, but still clearly of a high level. They have developed faster than light travel the traditional way of their galaxy by bending cosmowaves, of which they have average capabilities. They have shields generators, but also not of noteworthy power. At the weakest they can repel cosmic radiation and small space debris but they do have some powerful ones that can repel large scale attacks for some time, such as the ones found on their carriers. They have energy weapons but their preferred and most common weapons are physical. What they'd really like is if everyone were to use swords back in the old days. However, they realize that they need the firepower found from technological advancement as well.
Military Description
Navy
Their fleet specializes in fast and strong attacks with their most powerful guns fixed in only a single direction: Straight ahead. They tend to do very good initially and in short lived battles. It's when their fleet gets bogged down and surrounded that they start to fail, made worse by their relatively poor shielding and back/side armor that won't hold up to prolonged slugging matches. A lot of them do have some medium strength broadside weaponry at their disposal, but very few have means of attacks from behind.
Their strong carriers are the best of their fleet, designed for crushing through the defensive line of a planet and safely delivering the ground invasion force. They have many medium and light carriers as well, but need more of an escort while the strong ones can be one man armies at times. In any case, they have much better defensive qualities than their average ships and usually better firepower as well.
Army
Their army is focused on foot soldiers and fast moving support vehicles with an offensive goal in mind. This is similar to their naval strategy as well, although their land vehicles are slightly more balanced to allow for soaking up extra hits from all sides. A lot of them have a low profile with sharp angles to help deflect certain types of attacks, but generally not very useful in stopping energy based attacks.
A common weapon class they use is a coilgun rifle called a kortan. It's standard form is a little bulky in the center with a long barrel and fires only around one shot a second, but it's very accurate and powerful at all ranges, not to mention it's very cheep and massed produced for a coilgun. It can be considered a sniper, which was it's intended purpose, but it has evolved to be used in many circumstances due to how useful it is. The more compact Kortan, called the Kortan-v90, achieves this purpose, sacrificing range and a little bit of power for a faster fire rate and ease of carry.
The only other noteworthy weapon they have is a motaran, a curved two handed sword with a blade length of around two feet eight inches, and a motari, a smaller single handed version with a blade only one and a half feet long, which almost all foot soldiers have as a sidearm. The material they are made out of is stronger than most steel, although some motari are massed produced by machines and use cheaper methods and materials. ]
The Zchardrazi have other weapons, of course, but are mostly standard fare and not worth direct mention.
Inhabited Planets
Their home world is Vorta. It's 1.2 times the size of earth and has a greenish tint in the atmosphere. The Zchardrazi evolved from four legged birds that would claw onto large trees near the top, bite their way through a section of bark, and use their tongues to suck out nutrients. They eventually traveled down onto the dangerous land more often as they figured out how to beat the various foul beasts inhabiting the planet below, thus getting at more nutritious food and having it for themselves. They got more and more daring, as well as more powerful and bulky, loosing the ability to fly. By that point it didn't matter as much. They ruled the planet now. They have mined the roots of these trees to the point of extinction and many were destroyed in wars between themselves. Now Vorta is mostly industrial with some forest remaining under protection.
They have hundreds of other planets under their control now.
I am not sure this melee centered tactic will be good for most of the factions I can put up against you. It's a bit bad chemistry. But well, do you have any preference of the three factions I have shown? I suppose the Morte are the closest to a fair match. Anyways, pardon me for the delay. I was caught up in other games.
We'd need some NPC to the space between me and Franco-Iberia. At first I thought about a Germanic faction but given I already have some Germans that may not make that much sense. How about a Gall Republic?
BTW, I added some info on my military, including my HK-56 tanks. They are basically a successful MBT-70 but with some tech closer to the T-55 or T-64.
Nation Name: A Magyar Szent Liga, The Holy Hungarian League Alternatives: The League, Hungary, Balkan/Hungarian Empire (incorrect yet common name), League of Nations Common Demonym: Hungarian, although nationalities tend to refer to themselves by those National Flag: Red-White-Green Government Type: Federal Kingdom Head(s) of Government: King Mathias IV, Antony Witos (Prime Minister) Persons of Importance: TBA Race(s): Human (75%), Abhumans (5%), Beastmen (20%) Population: ~ 160 million Religion: Neo Christian Ecumene (65%), 20% Other Religions, 15% Agnostic Territory:
General Information
The Holy Hungarian League is a large federation of currently 21 states in Central and Eastern Europe. Described as the melting pot of nations with Hungary being the wax which holds them together the League is known to be a strange mix of tolerance and traditionalism. German or Slavic, human or abhuman it doesn't matter. Hungary welcomes them all. Technically a kingdom ruled by its elected king in effect the true power is concentrated within the League Council and the Parliament. Thanks to its size and level of development the Holy Hungarian League is one of the world's leading powers.
History
Hungarian is an ancient culture from the pre-war era, fell along with the rest of the nations during the Cataclysm. They remained forgotten for thousands of years until their rediscovery by the early modern age. Their culture and writings had considerable effect on Central Europe which was presently split up into numerous small states. Using the influence of ancient Hungarian culture as the medium Central Europe united as the Holy Hungarian League in 1848. The strength of the League was truly tested in the Great War during the early 20th century. Fighting in the Franco-promoted Entente the League proved victorious and reinforced its status within Europe.
Economy/Industry/Technology
The Holy Hungarian League is one of the leading economic powers on Earth. The combination of highly developed states along with sheer workforce of the undeveloped members gave room for a yet unparalleled growth. Their policy to allow abhumans or even the barely intelligible beastmen also gave them a competitive advantage as cheap masses for low skill labor. In addition Hungary did not neglect technology and they're the leaders in electronics, robotics and material sciences. In the recent decades they extensively built nuclear plants through the League in order to feed their increasingly power hungry industry.
Culture/Demographics
The League promotes universal suffrage and fair treatment of all its citizens. Yet in effect the diverse population leads to massive inequalities. One such clash is on the inter-state level as the more developed nations practically siphon out workforce from the poorer states, making their situation even more difficult. Meanwhile the citizens of developed states feel threatened by foreigners stealing their work. The relation between humans, abhumans and beastmen are even worse. Certain abhumans are naturally better suited for certain jobs which makes regular humans feel nearly hopeless to compete. Abhumans are viewed with mixed disgust, envy and fear. On the other hand beastmen are viewed as the primary wage stealers in low skill labor, a competitive advantage no one else could keep up with. Aside from this their barely sentient intelligence makes beastmen target of extremists who view them less than human and more like a type of livestock. In response Hungarian laws made several steps to protect beastmen from abuse or mistreatment. Although recognizing their gullible and easily manipulated nature these laws also somewhat reduced their rights compared to normal humans. The friction between different races,nations, ethnicities and social ranks is a neverending issue for the Holy Hungarian League.
Military Information
The Holy Hungarian League has a considerable military under the name of Royal Hungarian Self Defense Force (Magyar Királyi Honvédség). While the Leagure has the large population of 160 million they don't opt for a huge army and rather focus on a smaller but more professional force. While conscription technically exists they don't count as part of the official military. Instead those who went through the mandatory service of a year may receive additional training and become career soldiers. As such the RHSDF only has around half million personnel. This number may seem low but in view of their diplomatic situation the army exists for power projection and minimal security purposes rather than facing an immediate threat. In contrast the high quality of the military allows such low lethalities that in general you have better chance to die in a car accident than serving the RHSDF.
Name: Harckocsi model 11 "Kurucz", HK-11, Kurucz Tank Role: Cruiser Tank Dimensions: height: 2.1m, width:2.7m, length: 5.5m (main body) Weight: 19.5 tons Structure: Steel Armor: 60mm at the front, 20-30mm at the sides Main Armament: 50mm L/70 Gun Crew: 4
Tank symbolizing the League's participation in the Great War. Designed for mobility and fighting other tanks it could cruise in the excess of 50km/h on roads and known to be very dependable off-road. When it was introduced its 50mm high velocity cannon and radically sloped armor made it one of the best tanks known. Although as the war progressed the size and power of tanks kept growing and by 1509 the vehicle was long inadequate to fight newer tank types. In spite of that its reliability and relative ease of production saw the Kurucz in action through the entirety of the Great War and spawned numerous variants.
Self-propelled gun based on the Kurucz chassis. Initially designed as a light assault gun to attack fortifications it played an increasingly greater role as the war raged on. The small turret of the Kurucz was incapable of mounting any larger ordinance thus they hastily turned to the Makk, essentially making it a mobile anti-tank gun. Thanks to its low profile the Makk was largely popular and its latest variant is still used in Hungary and its allies.
Name: Zrínyi Miklós Páncélvadász, HK-48, ML-32, Zrínyi Tank Role: Tank Destroyer Dimensions: height: 1.85m, width:3.6m, length: 6.3 (main body) Weight: 25.5 metric tons Structure: Aluminium-Steel Microalloy (weighs 40% less than regular steel) Armor: Spaced armor Main Armament: 125mm L/50 Gun (50-round autoloader) Secondary Armament: 12.7mm Heavy Machinegun (remote-controlled) Crew: 3
Motivated by the success of the Makk series of self-propelled guns the League began developing its successor. The result was the HK-48 Zrínyi, a low profile turretless vehicle mounting 105mm gun (later upgraded to 125mm). It's agile and can pass through difficult terrain. While possessing a very limited traverse the gun overall aims by moving the vehicle. Elevation/depression is handled by the pneumohydraulic suspension which at the time was revolutionary. Overall the Zrínyi was designed for hull-down operations and ambushes where it's non-existent turret would render it almost invisible to the enemy. To further empathize this it even has a dozer blade to dig in prior to assuming position. It has adequate front armor to handle attacks from a distance but due to its turretless design and weak side armor it's unfit for direct combat.
Name: Harckocsi Model 27 "Lehel", HK-27, Lehel Tank Role: Medium Tank, Main Battle Tank Dimensions: height: 2.35m, width:3.3m, length: 6.74m (main body) Weight: 25-35 tons (varies by type and add-ons) Structure: Varies Armor: Varies (Great War variants used steel, modern variants use spaced composite) Main Armament: 90mm or 105mm gun with co-axial machinegun Secondary Armament: 12.7mm heavy machinegun on anti-aircraft mount Crew: 4-5
Tank developed during mid-late Great War which took over the Kurucz as the new mainstay armored vehicle in conflicts. It had great mobility, decent armor and more than adequate firepower. As such later variants are pretty much declared MBTs. Thanks to its efficiency yet cheapness there's a wide export market for the Lehel tank albeit it obviously shows signs of age. Due to difficulties to produce sufficient number of Tolid tanks there's a large stock of Lehel tanks in the Hungarian Army's reserve.
Name: Harckocsi Model 56 "Toldi Miklós", HK-56, Toldi Tank Role: Main Battle Tank Dimensions: height: 1.89-2.65m, width:3.45m, length: 7.62m (main body) Weight: 32 tons Structure: Aluminium-Steel Microalloy (weighs 40% less than regular steel) Armor: ÖRSI Spaced Composite Main Armament: 125mm L/50 Gun (w/ autoloader), 7.62mm co-axial gun Secondary Armament: 20mm Remote-Controlled Autocannon Crew: 5 (can operate fine even with 3 but the army likes additional manpower for maintenance)
The self-proclaimed tank of the future it was developed in response to ongoing tank race post Great War. It's an ambitious design uniting many of the more recent developments. Thanks to its lightweight aluminum-steel alloy construction and powerful turbodiesel engine the HK-56 is surprisingly agile and just light enough to be air transportable. It sports the ÖRSI composite armor which uses various steels with a specially made fiberglass layer sandwitched within. The main gun is an improved 125mm cannon on a stabilized electric mount which includes even a ballistic computer and laser rangefinder. For smoother ride and to better fit hull down operations the tank has a hydropneumatic suspension with adjustable ride height. The tank also has smoke launchers and all other utilities necessary on the new battlefields. As such the HK-56 is a dangerously effective thank and surprisingly comfortable for the crew, at times jokingly dubbed the "Battle Taxi". On the other hand the HK-56 is anything but cheap. Its work intensive design makes the replacement of the old tank park more difficult. Toldi Miklós is knight from the ancient pre-war Hungarian Mythology.
Name: Önjáró Tüzérségi Löveg Model 36 "Tas", ML-36, Tas SPG Role: Self-Propelled Artillery Dimensions: height: 3.55m, width:3.37m, length: 6.55m (main body) Weight: 30 tons (older variant weighed closer to 50 tons) Structure: Aluminium-Steel Microalloy (weighs 40% less than regular steel) Armor: Spaced Armor Main Armament: 155mm L/60 Gun (w/ autoloader on 15 rounds, 15 RPM) Secondary Armament: 12.7mm Remote-Controlled Machinegun Crew: 5
Designed to provide adequate artillery support without needing large numbers the Tas is one of the first self-propelled artilleries utilizing an autoloader to achieve greater rate of fire. It's a modern artillery with ballistic calculators and integrated datalink in order to quickly and more accurately shoot than previous generation artillery. Compared to tanks the Tas has only minimal armor and at best has average mobility. On the other hand thanks to more recent developments the SPG is now light enough to be carried airborne by the largest transport planes.
Nation Name: A Magyar Szent Liga, The Holy Hungarian League Alternatives: The League, Hungary, Balkan/Hungarian Empire (incorrect yet common name), League of Nations Common Demonym: Hungarian, although nationalities tend to refer to themselves by those National Flag: Red-White-Green Government Type: Federal Kingdom Head(s) of Government: King Mathias IV, Antony Witos (Prime Minister) Persons of Importance: TBA Race(s): Human, Abhumans, Beastmen Population: 160 million Religion: Neo Christian Ecumene (75%), 10% Other Religions, 15% Agnostic Territory:
General Information
The Holy Hungarian League is a large federation of currently 21 states in Central and Eastern Europe. Described as the melting pot of nations with Hungary being the wax which holds them together the League is known to be a strange mix of tolerance and traditionalism. German or Slavic, human or abhuman it doesn't matter. Hungary welcomes them all. Technically a kingdom ruled by its elected king in effect the true power is concentrated within the League Council and the Parlaiment. Thanks to its size and level of development the Holy Hungarian League is one of the world's leading powers.
History
Hungarian is an ancient culture from the pre-war era, fell along with the rest of the nations during the Cataclysm. They remained forgotten for thousands of years until their rediscovery by the early modern age. Their culture and writings had considerable effect on Central Europe which was presently split up into numerous small states. Using the influence of ancient Hungarian culture as the medium Central Europe united as the Holy Hungarian League in 1848. The strength of the League was truly tested in the Great War during the early 20th century. Fighting in the Franco-promoted Entente the League proved victorious and reinforced its status within Europe.
Economy/Industry/Technology
The Holy Hungarian League is one of the leading economic powers on Earth. The combination of highly developed states along with sheer workforce of the undeveloped members gave room for a yet unparalleled growth. Their policy to allow abhumans or even the barely intelligible beastmen also gave them a competitive advantage as cheap masses for low skill labor. In addition Hungary did not neglect in science and they're the leaders in electronics, robotics and material sciences. In the recent decades they extensively built nuclear plants through the League in order to feed their increasingly power hungry industry.
Culture/Demographics
The League promotes universal suffrage and fair treatment of all its citizens. Yet in effect the diverse population leads to massive inequalities. One such clash is on the inter-state level as the more developed nations practically siphon out workforce from the poorer states, making their situation even more difficult. Meanwhile the citizens of developed states feel threatened by foreigners stealing their work. The relation between humans, abhumans and beastmen are similar. Certain abhumans are naturally better suited for certain jobs which makes regular humans feel pressured. Abhumans are viewed with mixed disgust, envy and fear. On the other hand beastmen are viewed as the primary wage stealers in low skill labor, a competitive advantage no one else could keep up with. Aside from this their barely sentient intelligence makes beastmen target of extremist who view them less than human and more like a type of livestock. In response Hungarian laws made several steps to protect beastmen from abuse or mistreatment. Although recognizing their gullible and easily manipulated nature these laws also somewhat reduced their rights compared to normal humans. The friction between different races,nations, ethnicities and social ranks is a neverending issue for the Holy Hungarian League.
Military Information
TBA
@SigmaI also semi-finished my NS here. 160 million is a bit realist estimate for the 1950s population of the lands I currently occupy. Basically you can think of my nation as a weird mix between Russia and Germany with aspects of Austria-Hungary or the Holy Roman Empire. Add wage inequality issues combined with racial differences and things can get really interesting.