Author Topic: OOC: Frontier: The Void  (Read 305796 times)

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Offline Grif101

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OOC: Frontier: The Void
« on: June 21, 2013, 05:09:07 AM »

Frontier: The Void
This is a Civilization based RP, where those involved will create a space bound Civilization and everything involved with building their Empire. For those of you familiar with the other Empires game, this will play similarly, but have a bit more structure involved in how it is played, though not too much to where it becomes too Restricting.

This game will be based around creating Civilizations, that are either just on the verge of better space travel, meaning already have ships and colonize a single system, Or you can be pre-spaceflight with the capability for space travel.

The Civilization sheet goes as follows:
Spoiler for Civ Sheet:
Code: [Select]
[i][u][b]Civilization Name[/b][/u][/i]

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[u][b]Leader(s):[/b][/u]

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[b][u]Territory:[/u][/b]

[spoiler=Welcome to Planet **!]
[img][/img]
[/spoiler]
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[b][u]Race:[/u][/b]
[b][u]Race Trait:[/u][/b](Trait Name and Effects)
[u][b]Description of Race:[/b][/u]

[u][b]Civilization Traits:[/b][/u]
( List Three Traits, take into account how these Traits affect one another, if they do.)

[u][b]Population:[/b][/u]

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[u][b]Society:[/b][/u](Civ Traits should be taken into account, a Warmonger can't have a "perfect Society and so on)

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[u][b]Government:[/b][/u](If a Civ Trait Includes a Type Of Government, it must be represented here)
[u][b]Economy:[/b][/u](If a Civ Trait Includes a type of Economy, it must be represented here)

[hr]
[u][b]Military:[/b][/u]
[b][u]Defence:[/u][/b]

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[u][b]Technology:[/b][/u](Description to give a feel for your Empires technology and theme)
[u][b]Space Travel:[/b][/u] Within System only, Standard Propulsion

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[u][b]Back Story (Optional):[/b][/u]

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[b][u]Alliances:[/u][/b]

[b][u]Trading Agreement:[/u][/b]

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[u][b]Infantry Description:[/b][/u](Armed Forces)

[u][b]Mechanized Divisions Description:[/b][/u]

[u][b]Airforce Description:[/b][/u]

[u][b]Naval Description:[/b][/u] (Space Units)

One of the interesting things that must be taken into account when creating the Civilization you want is the Trait System. The trait system gives a unique mix to how your empire works and plays in the game. They give negatives and bonuses. A Bonus is a set percentage that goes into calculating your research, as is the negative, a large Bonus gives 5% and a trait with this kind of research bonus always gives a 5% negative somewhere, unless otherwise specified. A medium bonus would be half of that, being 2.5%, and the smallest Bonuses being a 1% bonus.

All bonuses have negatives, so think carefully when choosing.

Spoiler for Civ Traits:
Warmonger- This civilization is highly militarized and tends to be agressive in actions, it benifits from being always combat ready, and tend to have larger military forces. In attacks they can strike first in an invasion(Defenses that would shoot at them upon arrival are ignored) first turn. However in actions with other races besides war, they suffer penalties, because of reputation, though may be more sucessful in using fear (-5 influence with all factions). FEAR US! - Can force a surrender on NPC with a Roll, must beat NPC Moral Check. First Strike- Defences are ignored for the first turn in battle, fleets are unharmed in first combat roll. Hated- Peaceful Societies will not associate with you, hostile powers not affected. Scientist 5% Military Research Bonus.

Imperialist- Receives bonuses in naval construction or military research (choice must be made). -5RP and 5% construction bonus in establishing colonies on already populated worlds. Receive +2RP trade bonus within area of influence (between colonies and protectorates). They suffer in relations with non-imperialist civilizations (-1 influence with non-imperialist powers). Are not compatible with Peace-Keepers.  3% Naval Construction Bonus OR 3% Military Research Bonus. Scientist 5% Ship Research Bonus.

Scientist- Recieve bonuses in terms of research, however not in all areas. Scientist trait is directly affected by other trait choices. It may only be tied to one trait though. Example, Scientist Warmonger gives bonus to military based Research only, Imperialist gives bonuses to Naval based Research, etc. The Negative is the fact that it does not give research bonuses across the board. 5% bonus to a specific field, field is determined by other trait it is attached to.

Explorer- Recieves bonuses related to travel, gets an intial boost to attaining FTL travel. For the dice rolls related to discovery in a system, they may elect for either a Re-roll or moving the roll one option up or down.  They also have some bonuses related to establishing colonies, on worlds without a population.  FTL +15% to Initial Research, 2% Research bonus on Travel Tech. Scientists- 5% Research in communications or Scanning/research equipment.

Peace-Keepers - The good guys (sorta), they are willing to go out and help in other conflicts, for the sake of peace. They get bonuses in NPC interaction, and military or naval research. They can suffer from a degrading reputation as they tend to get involved even when unwanted, however always get temporary bonuses with a faction they help in trade and economics. They are incompatible with Imperialists. Military Construction 3% OR Naval research 3%. Suffer in reputation with Galactic Community when they get involved in outside matters (-5 influence with neutral powers). Temporary bonuses with assisted factions, though only minor and only if the faction is actually helped (+3RP to trade income for 2 pages with assisted faction). Scientist 5% Military Research Bonus

Theocratic- Stronger Moral and society based on a Religious doctrine. They have bonuses when attempting to convert another society to their religion. Can be Militiraized or Peaceful, if militarized it gets military research bonuses but suffers in its reputation, if Peaceful get bonuses in interactions and civilian research. Cultural Conversion Trait - roll of a die determines successful conversion of NPC civilization, however they have a chance to resist.  Militarized- 3% research bonus in Military Research. Loses influence with NPC factions of differing beliefs, harder to convert or gain political relations with (-10 influence with non-believer factions). Peaceful- 3% bonus to Civilian Research; I.E. Improved living standards and available tech.  Scientist- 5% Religious Cultural Research bonus.

Philosophical-Much like Theocratic, but more that they are defined by a certain doctrine and not a Religious Deity. They are capable of Cultural Subversion, to convert a people to a certain Ideal. They however suffer in Military research and Construction. They gain Bonuses in interactions and diplomacy, typically having well educated rulers (+10 influence with neutral factions). They may be seen as naive though by others, being fairly philosphical and not always practical. Cultural Subversion Trait - roll of a die Determines successful conversion of NPC civilization, however they have a chance to resist. 4% Bonus in Civilian Construction; Especially in regards to building places for education. 4% reduction from Military Construction. Scientist- 5% Cultural Research bonus.

Corporate- Bonuses economically, and trade (+2RP bonus to trade agreements). Depending on the type of corporation, they may choose an area of expertise, but only one, which they recieve a bonus in. Suffers in reputation, especially with Communists (-10 influence with Communists).  3% bonus in Research and Construction, in one area of expertise, I.E. military research, civilian construction etc.. Communists instantly unfriendly. Bonus with Capitalists or other Corporations (+5 influence, +3RP to trade income). Scientist 5% bonus in Research related to area of Expertise (Net 8% Bonus).

Communist - Recieves bonuses to construction across all types, especially military construction. Trade suffers, as does economy, unless with another Communist Society (-1RP with trade with non-communist powers, +2RP bonus to trade with other Communists). Reputation is lower with all races that have capitalist functions (-5 influence with capitalist powers).  4% Construction bonus across all categories. Capitalists unfriendly. Research  -1% across the board. Scientist - 5% Construction Bonus (net 9% Construction bonus).

Capitalist - Bonuses in trade (+1RP to trade agreements, +2RP to trade with other Capitalists), gets research bonuses regarding military research.  Capitalists tend to have better relations with others of the same economic type (+5 influence with capitalist powers). Suffer in relations with Communists (-5 influence with communist powers). Military research bonus 3%, Civilian Construction -1% (starts with first trade agreement). Communists unfriendly. Scientist 5% Economic Research/Construction.

Another thing to consider for traits, is a singular one you will make, that has its own rules. It will be called the Racial Trait, a trait specifically related to the species you create or choose. This trait will be up to vote by the Group as to if it gives to many benefits or not, or if it could be game breaking.


Player Civilizations
Spoiler for Mars Corp; Played by SirEmilCrane:
Mars Corp


Leader(s): The Board of Directors, a group or prominent Terran businessmen and politicians, the current Chief Executive Officer is Alexander Van Kemp, former CEO of Eurotech Military Industries.


Territory: 2 Planets in the Sol System, Mars, and Titan.

Spoiler for Welcome to Planet Mars!:


Race: Human
Race Trait:
Description of Race: Ranging from four and a half to six and a half feet tall, humans are bipedal and evolved primates. Quick learning and adaptable, humans are quickly spreading their culture throughout the galaxy.

Civilization Traits:
Corporate
Capitalist
Scientist

Population: 9 billion on Mars and 3 million on titan.


Society: When a person from Earth signs on to Mars Corp they are taken to Mars and given a house and salary befitting their station in the company. Miners and laborers live in communal barracks, attending to strict a work, rest, sleep schedule. Office workers live in small apartments, which get larger as they move up in the company hierarchy. All workers are paid in Company dollars, which can only be used in Company stores. Managers are paid in Earth currency and company dollars and many import luxury items from Earth. Atop the great factory cities live the executives in huge penthouse suites where they oversee millions of workers. Workers on the lowest levels of the hierarchy can be promoted all the way to the top over the course of their life, and often do, which spurs others to work harder. Recently the Board of Directors has been promoting Martian Nationalism, highlighting the differences between the prosperous Martian humans and the anarchy, strife and instability of Earth. Many workers have been offered positions in the Security Forces, which were previously exclusive to well paid private military contractors from Earth.   


Government: The Company is run by a board of directors and the day to day running is overseen by the executives.
Economy: Corporate Capitalism.


Military: Mars Corp Security Force is a professional military whose ranks are filled by former soldiers from Earth. The pay is excellent and the soldiers are well motivated and equipped. The Corporation also maintains a large and well equipped navy that defends the corporations interests.
Defence: The Navy provides most of the system defense, along with a number of paint defense systems on both Mars and Titan.


Technology: Corporate technology is advanced and incorporates robotics and nano technology. power is provided by cold fusion.
Space Travel: Within System only, Standard Propulsion


Back Story: The first human space colonization project was Mars, which was terraformed fairly early on. During this period there was no Terran Government, and Mars had American, European, Chinese and Russian Colonies. What would become Mars Corp was originally an Australian mining Company which bought a small mineral mine in the Elysium Quadrangle. The mine proved to be extremely profitable and slowly the Company began to buy out other Colonies, especially as the Colonizations funds on Earth began to dry out. The most profitable purchase was a small Russian Colony named Novgorod-12. The Novgorod-12 colonists reported a number of strange happenings, power outages, system failures and the colonists had a higher number of abnormal psychiatric cases than any other colony. The Russians sold the colony for a very small amount of money. The area was cordoned off and mined. Soon after the Corporation began to field more advanced weapons and use sophisticated technology. They changed their name to Mars Corp and declared themselves the masters of Mars. With support from the US, EU and Australia they forcefully evicted any colonists who didn't submit to company rule and began to colonize Titan. to this day the Corporation maintains strong ties with those governments, while tensions with the newly formed Earth Government ran high and relations between the two continue to be strained.


Alliances: The Corporation maintains strong ties with the EU, United States of America and Australia.

Trading Agreement: The Corporation trades with everyone they encounter.


Infantry Description: Security Force infantry are well equipped with modern polymer body armor, integrated combat displays in their helmets allow each soldier to know exactly what other members of their unit can see and where they are. Infantry weapons are powerful and easy to maintain, using railgun technology for small arms and crew served weapons.

Mechanized Divisions Description: Security Force maintains a number of bipedal combat armatures ranging from 4 to 70 meters tall, depending on the level of conflict. The most commonly encountered vehicles are M-5 Predator MBTs, M-26 Hunter Combat Walkers and M-1 Stalker Infantry Fighting Vehicles.

Airforce Description: The corporation, assisted by American aeronautical engineers, has a powerful airforce of F/A-26 Hawk jet fighters. A multi-role, VTOL, supersonic, atmospheric and void aircraft it allows Corporate forces to dominate the skies in any engagement. American fighter pilots are paid extremely well to fly for the Corporation when they leave the American or Terran Air forces.

Naval Description: The Corporation maintains a large navy of five small carrier vessels, three cruisers and a number of frigates and destroyers to police the trade routes and protect Corporate Interests.
Spoiler for Zahati Ishkariate;Played by Tobbs:
Zahati Ishkariate

Leader(s): Ishkar Mahatu XIV

Territory: Homeworld Qart Hadasth, colonies Nabalus, Abada, and Nasrani.
Spoiler for Welcome to Planet Qart-hadasht!:


Race: Pheledioms
Race Trait: Children of the Sun (Bonus in army morale, combat bonus in arid climates)
Description of Race: The Pheledioms are a race of omnivorous bipedal sentients belonging to a group of mammals yet undiscovered and unnamed by humanity. Their height ranges from five to eight and a half feet, but are most often around the same size as humans, and they have an average life expectancy of around 100 years. They are of equal intelligence to humans, but are typically more aggressive and very stubborn, and they refuse to use any sort of technology they have not developed themselves unless it would give them an enormous advantage.

They have a crown of thick crests of bone grown out of their skull, with thick hair growing underneath it. This hair is traditionally braided, but many Pheledioms are bald either through personal choice or natural hair loss.
Spoiler for Male Phelediom:
Spoiler for Female Phelediom:

Civilization Traits:
Warmonger
Scientist
Theocratic
Population: 18,4 billion

Society: The Zahati society is one dominated by religion, with the priests and monks of the Temple acting as the elite class of society, as well as the ones who, through the use of Uraqshi, a type of mixture of a policeman and an inquisitor, make sure the populace are following the true faith and doing so correctly. The Temple worships a deity named Qashpu, though uttering his name is not allowed, as his name is seen as too holy to be uttered by mortals. The Phelediom therefore instead refer to their god as Ilu, which literally means "God" in Kadsh, which is the by far most common language in the Ishkariate.
Spoiler for Kadsh:
Along with religion, the military is a large part of Zahati culture. All healthy males go through a five-year mandatory military service, and enlisting as a professional soldier is highly encouraged. The military is unofficially split into two parts - the Itsen, who are the young men serving their mandatory service in the military, and the Shinnish, who are the professional soldiers of the army. The separating factor is that the Shinnish are seen as holy warriors of the Temple while the Itsen are viewed more as one would view a regular soldier. It is generally considered common sense that an Itsen would obey a Shinnish, even if they were of the same rank, and Itsen officers aren't held in as high regard as Shinnish officers of equal rank.

State, religion and military are all closely connected to each other. Everyone who does not follow their religion are seen as infidels, and equal to animals. Should the Zahati encounter another space-faring civilization, and would this civilization not follow their religion, the Zahati would most likely embark on a holy war to convert and/or conquer this new civilization, as they see it as their duty to spread their faith throughout the universe, and war is seen as a glorious thing where one can prove his worth as a warrior in front of Qashpu. They are however neither impulsive nor stupid - they will not attack another galactic civilization as soon as they encounter them. They may interact with them, study them, and perhaps even trade with them, but their ultimate goal will be the subjugation and conversion of said civilization, or destruction if the alien race in question cannot be removed as a threat in any other way.

Zahati society is largely male-dominated, but women are at the same time seen as pure and holy creatures, and are as such held in high regard. They are, however, not seen fit to be leaders, and are not allowed to join the army. Other than that, there is little restriction to women in the society, and they have a greater chance to be admitted into the Temple than males have.

Government: All matters of state and religion are controlled by the Ishkar, serving the roles of both emperor and pope, and is elected from the highest priests of the temple upon the death or abdication of the last Ishkar.
Economy: Open market capitalism

Military: The Zahatian army is made up of young men on mandatory military service with basic training called Itsen, and a standing well-trained force of professional soldiers called Shinnish. Zahatian soldiers are motivated by patriotism and religious fervor, and all soldiers are well drilled and well equipped. In space, Zahati employ large numbers of larger ships with strong, bulky armour and as many guns as can be fitted onto the hull.
Defence: Defence is provided by the navy as well as large numbers of ground-to-orbit cannons on planet surfaces.

Technology: Zahatian technology is about as advanced as one would expect of a space-faring nation, with advanced robotics, and nanotechnology currently under research. Phelediom are by nature curious, and as a result they are always looking for new technologies to further advance their species, with the greatest focus set on military research.
Space Travel: Class 2 FTL

Back Story:
The Zahati Ishkariate began on Qart-Hadasht as a federation of nations united by a common religion. It was then known as the Zahati Republic, with a new leader elected every six years. Over the course of two centuries, the republic grew steadily as more nations either joined in willingly or were conquered and converted. During this time, the republic also turned more and more away from democracy, with the Temple gaining more and more official power, until it became the elective monarchy it is today.

While the Zahati nation grew and gained influence, so did another nation in a similar fashion. The name of this nation is today unknown, and simply referred to by the Zahati as "Inasarratum", which roughly translates to "The Falsehood". The Zahati and the Inasarratum were known to have varied greatly in political and religious views, with the Zahati being strictly religious, theocratic and capitalistic, and the Ianasarratum enforcing a type of atheistic communism. The two nations inevitably clashed in a war that lasted forty years. The two sides were on a stalemate for decades, before the Zahati, according to their own history, managed to defeat the Inasarratum only because they were aided by their god.

Inasarratum was conquered, sacked, burned and forcefully converted. Their entire history was burned to ash and their name was struck from every document known in an attempt to make everyone forget they ever existed. Ironically, this made Inasarratum known as the nation that the Zahati tried to make everyone forget.

After this long and bloody conflict, the Zahati had gained enough influence and power to force or convince the remaining nations on the planet to join them either as satellite states or absorbed territory and convert to their religion. And so, with dominance over their homeworld established, the Zahati looked towards the stars, to spread the word of their god to all who may be dwelling out there, and to expand their new empire to unimaginable glory.

Alliances: None

Trading Agreement: The Zahati doesn't normally trade with infidels, but they will if they deem the profit well worth it.

Infantry Description:The majority of Zahatian infantry is made up of Itsar conscripts, but also have a large standing army of Shinnish as well as several bands of elite troops. All soldiers are well-drilled and well-equipped, with conscripts equipped with suits of carbon nanotubes with a heads-up display in their helmet visors, with built-in night and heat vision, and measurements of their own vital stats so that any medic would know exactly what was wrong with their patient. Professional soldiers wear heavier armours of the same variant, with plates of titanium added to protect vital areas. All soldiers are equipped with powerful coilguns firing armour-piercing rounds as standard ammunition.
Mechanized Divisions Description: The Zahati make a great use of heavy armour, with banded wagons and APC's for troop transportation, and heavy bi- or quadrupedal or banded tanks equipped with cannons, machine guns and artillery to deal heavy damage to enemy ranks. They also have an assortment of light, fast moving vehicles such as light tanks and jeep-like vehicles when needing to move and hit fast.
Airforce Description: The Ishkariate have a wide range of airborne vehicle models, including helicopters, turbo-fan gunships and VTOL jet fighters. None of these are capable of flying outside of the atmosphere, however, and so their usefulness in galactic war is currently being questioned.
Naval Description: The Ishkariate employs a reasonably strong navy of mainly cruisers, destroyers and carriers to power their war machine, with smaller ships mainly used to patrol their territory. They also have a small number of heavy cruisers to provide heavy concentrated firepower.
Spoiler for The Vis Dominion; Played by Ragez:
The Vis Dominion


Leader(s): The 40th Xiphial, Ziren


Territory: Several worlds in the Aur System, alongside the home world Visei

Spoiler for Welcome to Planet Visei!:


Race: The Vis
Race Trait: Energy-Based Lifeforms
Description of Race: Vis bodies are made almost entirely out of energy, the sole exception being their techno-organic crystal core. Due to this, the Vis do not require food, water, or oxygen; but do require a daily supply of energy to survive, which makes living difficult on uncivilised worlds very difficult. All wounds with the exception of wounds to the crystal (which are often times either fatal or debilitating) can be regenerated provided an external energy source is available for larger wounds, but pain is still inflicted on all wounds and can render a Vis unconscious. The energy bodies of the Vis are also resistant to energy weapons, but are even weaker to ballistic weapons than human bodies. All Vis take 15 years of gestating in crystal form to become adult crystals, and parents can only give birth to one crystal during that period.

Civilization Traits:
Scientist
Peace-Keepers
Philosophical

Population: 20 Billion


Society: All Vis are treated equally in the Vis Dominion, but a capitalistic approach of 'the greater the deed, the greater the award' is in place. There is a sole religion among the Vis, the belief in a singular omnipotent God who created the universe who has many names, but the philosophy of the Vis in taking over other races is not religious in nature. Rather, it is their philosophical belief that to unify with all willing (and often unwilling) races and expand the Vis Dominion will result in an eventual utopia; through either reason, or in rare cases force.


Government: Absolute Monarchy, ruled by the Xiphial; the holder of the hereditary Xiphial Crystal.
Economy: Mixed Economy, backed by Energy.


Military: Fairly high, as the Vis see a great need for military supremacy both in defence and in expanding their empire. Research tends to favor military advantages over civilian advantages, and focus is put on expanding influence in space. Mainly defensive in nature.
Defence: Relatively small orbital satellites capable of firing coilguns exist, alongside system-wide scanners and a single defensive naval station orbiting Visei; this is due to the constant fear of alien invasion due to past events.


Technology: Futuristic, heavily energy reliant.
Space Travel: System-Wide Standard Propulsion.


Back Story (Optional): The Vis were created 1200 years ago by a race named the Aedir, a moderately advanced race who were only particularly advanced in the field of techno-organic engineering. They created the Vis as an experiment to discover the perfect balance between organics and machines, fashioning energy bodies from their techno-organic crystal cores and creating a new race to live alongside them. One day, however, a mysterious and highly deadly plague began afflicting the Aedir; reducing their civilisation to shambles. The Vis attempted their best to restore order, being immune to disease, and nearly succeeded in doing so.

But the plague was soon revealed to be part of the machinations of a warmongering alien race, who then underwent a campaign of extermination on the planet to rid it of both the Aedir and the Vis. The Vis were unable to save the Aedir, but after a highly costly war succeeded in driving the aliens back thanks to the wise leadership of the Xiphial. The new Vis society, devoid of the Aedir, began building up and restoring their lost society; always keeping their creators in mind as they moved forward onto the future.

The Vis have succeeded in eventually re-obtaining most of the Aedir technology (which was never especially advanced in the first place) with the exception of advanced techno-organic engineering, which was lost forever. But are still in the process of reverse engineering the strange technology of the alien race which invaded them from their ships; however there are little to no remaining intact ships, and the language of the aliens is entirely incomprehensible, which complicates matters. What little could be understood has advanced Vis society alongside their own impressive advancements in the years, but they still have a long way to go.


Alliances: None

Trading Agreement: The Vis are very open to trade with most non-aggressive nations, but will often seek to economically dominate trading partners.


Infantry Description:
Vis infantry are strong, specialized units with combat armor. Due to their relatively small number (in response to the low birth rate of the Vis), the army is well trained and well equipped. Spec-Ops units exist, in the form of the elite Valion Storm Warriors and the shadowy Seirei Ghost Warriors.

Mechanized Divisions Description:
MBTs, artillery and light tanks use coilgun and in rare occasions plasma weaponry. Humanoid Mechs are, however, a rapidly encroaching battle aid; but are relatively rare and are unlikely to ever truly replace tanks.

Airforce Description:
The Vis airforce is fairly advanced, depending mainly on the V-50 Aion Air Superiority Fighter and the V-45 Zayin Multirole Fighter alongside bomber fleets and ground support aircraft to deliver a decisive military edge.

Naval Description:
The Vis space navy is small, but there is a great desire to expand into a larger military force. Current efforts are focusing on reverse engineering crashed alien ships in an attempt to produce war-worthy vessels, but it's a slow process.
Spoiler for Coalition States of Earth: Played by Grif101:
Coalition States of Earth


Leader(s): The Coalition States of Earth is headed by the Coalition Security Council. The current Director of the CSC is the Commonwealth Representative, Alexander Reid.

Territory: Earth and Luna

Spoiler for Welcome to Planet Earth!:


Race: Human

Race Trait: To be announced

Description of Race: Humans are highly evolved bipedal primates. They range from 1.5 to 2.5 m tall with skin colors ranging from pale white to dark brown. Eyes can be brown, blue, green, hazel or gray. Other colors are sometimes encountered. Hair colors are usually brown or black, natural blondes being extremely rare as the regional cosmetic differences become less pronounced.

Civilization Traits:
Imperialist
Capitalist
Warmonger

Population: 20 billion on Earth, 1 million on Luna


Society: Society continues on much as it did before the formation of the Coalition. A move away from organized religion has left Earth much more secular humanist in nature, though strongholds remain in certain regions. The possibility of more colonies in the solar system and beyond provoke different reactions in the different power blocs. The New Commonwealth and European Union takes an imperial view, that the land is there for the taking and that humans have a civilizing mission in the galaxy. The United States takes a more pragmatic view while the Eurasian Union takes a more xenophobic and isolationist view. The emergence of Mars Corp as a major player has provoked reactions of fear and contempt amongst many of earth's people, despite this trade still continues.


Government: The Coalition States of Earth is a supranational union of four different power blocs: The United States, the New Commonwealth, the European Union and the Eurasian Union. The Coalition States of Earth is headed by the Coalition Security Council, made up of two representatives each from the four power blocs. The Director of the CSC chairs the security council and provides strategic direction, but cannot act alone. Instead every decision is made by a majority vote amongst its members. Outside the Coalition individual nations still retain formal national sovereignty, though in reality the Coalition States of Earth practices complete hegemony over the Earth.

Economy: Free Market Capitalism

Military: The military of the Coalition States of Earth is divided into two tiers. The first tier is the Coalition Rapid Reaction Forces, which is made up of multinational brigade-strength formations, who are maintained in a constant state of high readiness and is under the direct control of Coalition Command and the Coalition Security Council. The second tier are the national forces of the Coalition member-states, which in times of emergency or war can be seconded to and placed under Coalition Command, but otherwise remain under their respective national government's control.

Defence: System defence is provided by gun positions on Mars and Luna, the Nuclear arsenals of the US, China and Russia and the fledgling Unified Coalition Naval Service.

Technology: Because they share a common technological base, the Coalition States of Earth has a similar technological level to Mars Corps, including the fields of advanced robotics and nanotechnology.

Space Travel: Within System only, Standard Propulsion

Back Story:
The Coalition States of Earth came into being when the New Commonwealth, European Union, United States and the Eurasian Union banded together in response to the growing power of Mars Corps and the near nuclear destruction of the Third World War. Though there was some opposition and resentment to the union, the fear and suspicion of Martian ambitions, as well as the desire to once and for all avert another global war on the scale of the Third World War gave the union credibility. However even though independent nation-states still exist, the combined military, economic and political power of the coalition allows them to exercise complete control over Earth. Earth has also managed to make much progress towards ecological recovery from the ravages of the Third World War, Sino-American War, the European Unification Crisis and pollution. Cities like London, Toronto, Vancouver, Moscow, Melbourne, Shanghai and New York dominate the skylines. The cities of Geneva and San Diego however are radioactive ruins, both destroyed by acts of nuclear terrorism.

Alliances: None

Trading Agreement: Major trading partners with Mars Corp

Infantry Description: The infantry of the Coalition's power blocs use much the same kit as their Martian counter-parts. Modern carbon nanotube reinforced ceramic titanium alloy body armour, rail-based small arms and crew-mounted weapons make up their arsenals. The Coalition focuses on high readiness brigades of varied specialties, which can be mobilized and deployed to any location on Earth within 48 hours, or on Luna within 36 hours.

Mechanized Divisions Description: Armoured and mechanized brigades of the CRRF make use of the CMBT M3A4 main battle tank, the CMCW Chromehound mechanized combat walker, the Lancer II CIFV and the M-79 CICE infantry combat exoskeleton.

Air Force Description: The AV-188C Falcon is the fighter of choice for the Coalition. It is a multirole, hypersonic and endo/exoatmospheric fighter, flown by the best of the USAF, RAF, EUAF, PLAAF and the RuAF.

Naval Description: The Unified Coalition Naval Service is a naval force made up of ships belonging mainly to US Navy and Royal Navy. It consists of five cruisers, three small carriers, three atmospheric assault ships, and a series of corvettes, frigates and destroyers.
Spoiler for Kaveni Empire;Played by wisekill:
Kaveni Empire


Leader(s): Emperor Zalu Tau


Territory:Tawe System

Spoiler for Welcome to planet Hoa!:


Race:Kaveni
Race Trait: Imperial loyalty (decreased civil unrest in the inner systems and increased production during war.)
Description of Race: The Kaveni race is currently the only race in the Kaveni Empire, they come from the world of Hoa. They are bipedal and humanoid, the female is slightly shorter than the male but weight slightly more average weight for an adult Kaveni is 170-180 kilograms. Kaveni also have the remains of a tail, while it has become shorter since it lost its initial purpose. The average Kaveni can reach the age of 300 before dying of old age.
The transition of their head to the body is seamless, while this makes it harder to look around they have no weak spot in their neck. Their skin is made up of many hard scales and they are hard to penetrate with most hand weapons except the Sonia blade which is specifically designed for that purpose. But their natural armor is far from perfect, it offers little protection against the guns used in this age and they have weak spots on their abdomen; under their armpit and the backside of their legs.
The most common colors of the Kaveni scales are brown; dark red or dark green and the unscaled surface of their body is always in a slightly lighter tint of that color.

Civilization Traits:
Explorer
Scientist
Imperialist

Population: 14 Billion


Society: Life on Hoa has been peaceful in recent years, while Kaveni history is filled with thousands of wars the people have been content to live in peace under imperial rule. While living conditions are decent for nearly all Kaveni there is a big difference between the average middle class citizen or someone born into one of the old noble families.


Government: The emperor is the head of the Kaveni empire but a council of 40 appointed and elected members handle most of the everyday decisions. The council can only overrule the emperor if at least 70 of the 80 members voted in favor of the action.
Economy: Open market capitalism

Military: The military of the Kaveni empire is a very professional organization, during peace it consists entirely of professional volunteer soldiers but during war a large part of the population can be conscripted into the army.
Defence: A number of beacons have been placed in the Tawe system that should give the Kaveni an early warning if an hostile fleet enters the system


Technology: The Kaveni empire has been researching quantum computing for some time now, they also have unlocked the secrets of cold fusion.
Space Travel: Within System only, Standard Propulsion


Back Story (Optional): The emperors of the Tau dynasty have over the course of several generations conquered the largest part the Kaveni homeworld of Hoa. While some parts of the planet do not fall under the rule of Emperor most regions have joined the empire, either through force or peaceful annexation. With their homeworld firmly under their control the people of the Kaveni empire look to the stars for a new challenge.


Alliances:None yet

Trading Agreement:None yet


Infantry Description: Normal infantry units are equipped with railguns and flexible light body armor.

Mechanized Divisions Description: The Kaveni empire tends to use heavy tanks more often than light ones. The Tusk heavy tank is the most common with thick armor and a large railgun cannon.

Airforce Description: The KEF Battle-axe is the most advanced fighter of the Kaveni Empire, piloted by two Kaveni it is designed to fly in the void of space but they are capable of atmospheric entry.
More numerous is however the KEF Halberd, these fighters are older and not capable of flying without atmosphere for too long. Only a single pilot is needed to control this craft.

Naval Description: The Kaveni empire has a single carrier, two destroyers, twelve armed frigates and a number of corvettes that patrol the Tawe System.
Spoiler for Taurgit Collective; played by Mikethor007:

Taurgit Collective (T.C)


Leader(s): Sonta F'Ratha


Territory: Klemunt System

Spoiler for Welcome to Planet Ishanoth!:


Race: Taurgit
Race Trait:(No idea as of yet.)
Description of Race:
Taurgit are bipedal humanoids that resemble all sorts of felines, and commonly sport leonine manes. A Taurgit's usual height is around 2 meters.

Taurgit warriors are capable of dead-lifting 700kg overhead. Also, all taurgit have natural weapons in their claws and teeth, with a single claw being able to cleanly severe a human spine in the abscence of armor or cybernetic implants.

Civilization Traits:
Explorer
Scientist (Explorer focus)
Imperialist (Naval focus)

Population: 9 billion


Society:
The Collective is basically an assortment of clans (presided by an emperor), each with its own area of technological expertise. Certain clans are deemed more important, either due to personal fortunes, glory or amassed knowledge, and therefore have better positions of power. There is no slavery in the collective of clans, as every hand was needed for the Taurgit to survive their exile. Certain clans might choose to be clients(vassals) of bigger clans, with these respresenting the smaller ones on government matters.
Taking into account that Taurgit society as a whole places more value (as of now) in exploration, clans with technological knowledge pertaining to this area (spaceship building, engines, armor, sensors, comms, etc.) naturally have the most power in the collective.

Government: Highest authority is held by an Emperor, in this case one that comes from the clan responsible for developing tech for spaceship drives. There is also a sizeable council comprised of representatives from each clan.
Economy: Capitalism.


Military: Standard, highly trained, voluntary professional army. Drafts are possible, but one hasn't been issued in ages.
Defence: Sensor emplacements throughout the system. They're mostly for scientific purposes, but nevertheless able to detect invading fleets. Basic weapon emplacements on the home planet capable of hitting orbit.


Technology: Current technology has three main focuses: efficient and powerful ship drives, which could eventually evolve into drives capable of FTL, forcefields, which aren't capable of much as of yet and particle accelerators.
Space Travel: Within System only, Standard Propulsion


Back Story:
The Taurgit were once a strong spacefaring race, which had a good number of star systems under their influence. But due to their expansion, they settled onto a world which was slated to be terraformed by another empire. An empire that was overly territorial and exceedingly violent. The resulting war went badly for the Taurgit, which had almost all of their colonies taken or flat out destroyed from orbit. They were forced to evacuate thousands of their populace to cryo sleeper ships and then migrate to the farthest reaches of the galaxy rim they could find a livable planet in. The voyage took its toll on their ships, and they were forced to land on a nondescript desert planet which, luckily, was habitable. The damage to the ships was so extensive that they had to scrap most of their technology and scramble to save the survivors from cryo sleep. In the following years, the Taurgit had to rebuild their civilization back from the bronze age.

Alliances: None.

Trading Agreement: None.



Infantry Description: The main forces are armed with basic particle accelerator rifles and pistols. Standard body armor tends to be heavy due to the phisical strength of the Taurgit. Specialist weaponry varies according to the engagement.

Mechanized Divisions Description: Armor divisions have a varied mix of vehicles for different situations. There are the standard light tanks, heavy tanks and artillery. There is the eventual goal of transitioning all tanks (and analogous vehicles) from tracks to hover suspensions. Research is under way to repurpose mobile construction platforms (walkers) into more militarized designs.

Airforce Description: Comprised of fighter craft of the recon, light and heavy variety. The most recent variants of each type of craft are all spaceworthy. Bombers do exist, though the ones that are used in space tend to favor "torpedo" loadouts instead of plain old bombs.

Naval Description: The Taurgit navy makes use of a large number of different types of spacecraft. Including corvettes for recon and exploration work, frigates for armed patrols of dangerous areas, carriers, cruisers, destroyers and battleships, though they're not large.
Spoiler for Osean Federation; Played by True Evangelion:
Civilization Name: Osean Federation

Leader(s): President Caine Melech

Territory: Osea system
Race:Bellalux
Race Trait: 5% bonus to Establishing a Colony -3% to Colonial Construction. Plus Expansionist Agression- Diplomacy affected minorly because of rapid expansion, Especially with larger Empires

Description of Race: Bellalux are a race of photon-like beings that have recovered from the brink of extinction. Once a mighty inter-galactic empire, its existence was beaten back to their home system till they were reduced to the stone age. However, thousands of years passed and evolution was kind to them. They are well on their way back to recovering, though they still have a long journey ahead of them. These beings are essentially sentient photons that bind together an organic mesh. This organic mesh looks plain, with no special features other then 'skin' and 'bones'. They actually look very human like due to an event known as "The Fall", which was a failed attempt at extra-solar colonization where a human colony ship crashed into the planet. The Bellalux in their photon-forms discovered the bodies of the humans. There is only one survivor of The Fall, a single human who was found in a cryo-chamber much later after the event. The Bellalux do not know if they had a form before being degenerated to photons.

Civilization Traits:
( List Three Traits, take into account how these Traits affect one another, if they do.)
Scientist
Explorers
Peacekeepers

Population: 20 billion

Society:Standard society hierarchy. Middle and Upper class most common. Financial issues are rare, but present. Those who have a major blood-line connection to the past empire use it as a status symbol. Corruption within government is currently very little. Many people work in science-based fields. The civilization has a collective goal of recovering its lost power and knowledge.

Government: Representative Democracy
Economy:Capitalist

Military: Military service is mandatory for at least two years for all citizens. Minors are trained as soon as they can start. Military service is considered a very important responsibility. However, this is for defensive purposes.

Defense: System-wide scanners, planets have checkpoints, auto-guns, whole defensive fair. Single Star-base at home planet. Mainly for commerce though it has per-cautionary defenses and ship-yards just in case.

Technology:Super modern, not too futuristic, but still futuristic
Space Travel: Within System only

Back Story (Optional):
With a great cataclysm, comes great death. A former intra-galactic empire, this civilization was brought back down to their version of the  stone age. However, evolution was kind to them, and within thousands of years, they have made progress. While very, very far from their first strengths, they are on the road to recovery.

Alliances:

Trading Agreement:

Infantry Description:(Armed Forces)
Infantry divided upon specific jobs. All units wear combat armor, some customized towards mission. Special Ops units can be dropped from Orbital ships.

Mechanized Divisions Description:
Light tanks serve as APCs, MBT tanks hold front-lines. Various arrays of artillery and rocket strikers. Humanoid-type battle mechs support front-lines, capable of many jobs.

Airforce Description:
Mainline fighter is the ADF-00 Wyvern, all-space fighter whose performance broke all initial expectations. However, its life-span is low, as the replacement process with the ADFX-01 FALKEN, a high-performance super-fighter equipped with the projected energy weapon: TLS, is finishing up testing. It uses the COFFIN system for extreme piloting precision. ADF-01 Adler is the name of the attacker craft, carrying dual GAU-50 Vulcan cannons. It also carries multiple armaments of air-to-ground weaponry, including polynitrogen-powered bombs kept stable by a triple electromagnetic layer. Those munitions rank with nuclear weapons and are used on a CLASS III response command by Global Military Command.

Naval Description:  Navy is small, but ever-growing. The navy is made up of a single medium fleet of various ships. It consists of small cruisers supported by a couple of larger battleships and headed by a carrier-class ship.

Important Characters:
Mark Aurus(Bellalux)
Mathias(Human)
Luciel(Unknown)
MORE TO BE ADDED
Spoiler for Lai'neer'tona; played by Godur:
Lai'neer'tona


Leader(s): Tona (Hope)


Territory:  None. Only one singular ship.

Spoiler for Welcome to Starship Tona'ai (hopebearer)!:


Race: Lai'neer'tona (Those who live by hope) and Ferh'tona (bodies of hope)
Race Trait: Hive-mind robotics. Very narrow-minded focus give +10% to anything they endevour, but changing priorities to anything else take considerable time of refocusing and suffer a -10% instead. (until focus can be reset.) Due to high power usage of the drones and databases they also have a permanent power research suite adding 2% to reseach in that area.
Description of Race:
Lai'neer'tona are hardly ever seen anymore, indeed there is only one individual left that can still be considered to be of the species; Tona herself. She is of short, almost childlike (by human standards) stature and very unimposing an frail-looking. Other than her height, her bodyshape is rather similar to a human with very pale, almost white, skin the only really starkly diferent features are her brightly amber eyes, red hair and the pair of horns that curve back behind her pointed ears.
The Ferh'tona, however, are plentiful. These robotics drones scutter around everywhere on the ship, made up of a very wide variety of shapes and purpose; performing whatever task they've been constructed for.

Civilization Traits:
Scientist (Explorer)
Explorer
Population:
Lai'neer'tona: 1
Ferh'tona: Number in the millions at the moment. True numbers only limited by available resources.

Society: Onboard the Tona'ai there is only one mind and one will controlling all indviduals and all systems, either directly or indirectly through cybernetic interfaces. The drones are not capable of thinking for themselves beyond the scope of their initial programming and instead they have to rely on the quick, wireless communications between them and the central hub, where Tona herself reside. In a way the ship, and its crew, and her are one.

Government:Autocracy
Economy:Extreme utilitarianism.

Military:The military assets of Tona'ai consists of several drone factories that can be configured in an instant to produce armed machines and ships for combat. These drones can be custom made for singular combat roles or for more broader capabilities, depending on need. Largely due to cost of maintining bigger ones, the vast bulk of the military onboard are light combat drones and scout drones.
Docked to the ship there are also a number of smaller vessels used for scouting and military operations (if need be).

Defence: Tona'ai is in itself a formidable vessel; with powerful armour and shielding and a wide arsenal of different weaponry. 

Technology:Highly advanced technology, with high effeciency and strong focus on robotics and ship-technology, but also on bio-echnology and computers. Fusion reactors and solar energy provide the power.
Space Travel: Within System only, Standard Propulsion.


Back Story (Optional):
Lai'neer was once a proud and strong race, with a highly advanced culture and society, and had spread to all corners of their own star system. Of course, it wasn't meant to be. Their star was showing increasingly dramatic outbursts, solar-flares, and dramatic increase in size, threatening to go nova within only a few decades. Fearing that all of their civilization could be wiped out in a blink of an eye the Lai'neer set to work.

They constructed the Tona'ai, the biggest and most powerful ship their scientists could outfit, and begun the time-consuming process of uploading the consciousness of individuals deemed important to the vessel's databanks. One by one the people was stored as pieces of data onboard the ship; their bodies to be regrown and replaced later in a new home.

Unsure of how long the ship would be out there, and not trusting their very existance entirely to programs and computers, the Lai'neer issued a second project at the same time.  They needed someone with a strong enough mind to command the ship and all of its assets, to make sure that there was someone to bring them back to life, and so they looked.
Thousands of volunteers signed up for this project, only a few passed the initial testing and fewer still, indeed only one, survived the integration with the ship computers.This one induvidual, a child by the name of Neira became the sole pilot and commander of the ship. She would be placed int he command chair of the vessel, and was granted the title of Tona.

In the end, however, the Lai'neer ran out of time. They hadn't perfected the technology that would jump Tona'ai to another system, but the star was collapsing. In a desperate act to survive Tone issued the order to jump anyway. The jump was successful, and the ship survived, but the jump-generator didn't withstand the power needed and was ruined and Tona'ai now crippled and stranded in unknown space.

Lai'neer'tona had been saved.

Alliances: None yet.

Trading Agreement: None yet.

Infantry Description:
Light combat drones are made of durable, yet lightweight materials that are cheaply produced. They are small, like the species originally designing them, and make for difficult targets. They are usually armed with two or more magnetic coil guns that fire metal pellets at high speed. Propulsion depends on situation.

Mechanized Divisions Description:
Larger and heavier versions of the combat drone above, the heavy drones sacrifice mobility for heavier firepower and armour. Normally they are equipped with larger rail guns or rocket pods for weapons, but sometimes other armament is used as well.

Airforce Description:
Most of the airforce of Tona'ai consists of swarms of small drones propelled through the air with ion-engines capable of beign angeled. They're more lightly armed than their land counterparts, but make up for that with numbers and exceptional maneuverability. Heavier versions often carry missiles or rockets.

Naval Description: (Space Units)
The Tona'ai itself along with two escort frigates make up the capital ships. They are formidable in both speed and firepower, and have good armour in case of attacks. The frigates are most often docked with the larger dreadnaught.
Further there is a large dettachment of scoutships in the Tona'ai's hangars. 
Spoiler for Arcadonian Empire: played by Killerrin:
Civilization Name Arcadonian Empire

Leader(s): Arcio Macello

Territory:
Aquaris System, Homeworld of Hydros, Terraformed world of Vargas
Spoiler for Welcome to Planet Hydros!:

A Planet with only a single mega-continent on the equator. The rest of the planet is covered in Ocean filled with small islands and ice-caps at the poles

Race: Ki'Jan
Race Trait:
The Ki'Jan are completely incompatible with arid environments and require wetsuits when going to these places. The reason for this is that it can be considered extremely dangerous and in most cases lethal for a Ki'Kan to have its body dry up completely.

Description of Race:
http://killerrin.com/wikis/eot-iv/index.php?title=Ki%27Jan
The Ki'jan is the main species of the Arcadonian Empire. They take the look of amphibious humanoid beings which are able to breathe both above and below the water. Due to the habitat on their home planet, their characteristics make them take the look and feel of a rubbery creature ranging between the colors of green, blue, and purple. The hands and feet of the Ki'Jan are webbed to allow for easeful navigation on both land and sea. The average lifespan of a Ki'jan is between 130 years.

All Ki'Jan's possess the power of Telepathy, something which allows them to communicate with each other or read the minds of other alive beings.

The Ki'Jan have also shown some ability to control Electromagnetic Manipulation to a small degree, although this power is only available to the upper echelons of society and is due to a genetic mutation which hasn't been assimilated to the general public due to still being in the early stages of being researched.

Civilization Traits:
Imperialist | 3% Naval Construction Bonus
Scientist | 5% Scanning/Research Equipment
Explorer | 15%+ FTL Bonus, 2% Travel Tech

Population: 20 Billion

Society:
In the Arcadonian Empire they put a heavy emphasis on the scientific fields, the society wanting to advance as fast as possible so they can travel to the stars and colonize other worlds with completely different ocean ecosystems. Being a society who was born in the waters, the Ki'Jan are a society which does everything possible to ensure that the oceans are safe and clean for use. If they find an ocean being treated poorly, the society tends to get angry and will do everything in their attempt to help the ocean, even if it means declaring war.

Government: Unified Imperial Government running under a Democratic Socialism system.
Economy: Free Market Capitalism with heavy regulation. Government provides essential services


Military:
Compared to other imperialistic Societies, The Arcadonian Empire maintains a larger than average military. The main reason for this is to allow them to fulfill their nations goal of colonizing and protecting the oceans of the galaxy. Although the second most reason is to protect the water on their planets since large amounts free-standing liquid water is a rarity in the galaxy and since their species requires it to live, they feel they must protect it at all costs.

Defence:
Defence is provided by the navy. The Arcadonian Empire utilize Ground-to-Orbit and Orbital Cannons to protect themselves


Technology:
The Arcadonian Empire only uses "Green" Renewable energy sources
High Emphasis on Telepathic based technology
Have technology which allows them to completely purify water with ease
« Last Edit: August 03, 2015, 04:26:17 PM by Grif101 »
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Offline Grif101

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Re: OOC: Frontier: The Void
« Reply #1 on: June 21, 2013, 05:55:29 AM »
Combat Rules
War Rules: Recruitment

Every nation is allowed a base of 2% Active PiM (Population in Military), and 3% Reserve PiM for a total of 5% total military. Nations with conscription, however, can have an active PiM of up to 4% with a reserve of up to 4% for a 8% total military. Conscription, however, has penalties: A permanent 1% negative to civilian construction for every active PiM percent. Note that having 2% active in your military does not mean that you have 2% to use in your ground forces; at least half of those numbers will be consumed by logistical, naval, and airforce personnel.

(for anybody who thinks the percentages are too small, take note that 2% of a population of 20,000,000,000 is 400,000,000 people; and that the largest active military in the world (China) only has 2,250,000 (0.18% of its population) people in its active military and it suffers to maintain that).

All nations can use a Wartime Emergency Boost, which takes over the reserve rate in order to achieve full military readiness; this creates up to a 5% active PiM for nations without conscription, and up to a 8% active PiM for those with it. However, as a penalty, civilian construction and research is reduced for every active PiM similar to the conscription negative (1% negative civilian construction per additional military percent, and .50% negative civilian research per additional military percent).

Of course, these percentages can be improved or reduced via several factors:

Warmonger: PiM (active and reserve) is boosted to 10% (up to 5% active and 5% reserves) for nations with Conscription, and 7% (3.5% active and 3.5% reserve) for nations without Conscription, with no penalties for the 2% increase.

Imperialist: Civilian Construction negatives are reduced by 1% for Conscription, and 2% for Wartime Emergency Boost.

Explorer: Every fully colonised outer-system world adds 0.05% to your reserve military, as militiamen of said world.

Peace-Keepers: Reserve PiM is boosted by 1%.

Theocratic: Wartime Emergency Boost civilian construction negatives are reduced to 0.75% per military PiM percent.

Philosophical: Conscription is impossible without an enemy directly attacking your core worlds.

Corporate: Wartime Emergency Boost civilian construction negatives are increased to 1.25% per military PiM percent.

Communist: Conscription civilian construction negatives are reduced by 0.75% per military PiM percent.

Capitalist: Wartime Emergency Boost gives .50% military construction bonus for every civilian construction minus percent point.

Robotic Efficiency: Robotic races can have a greater percentage of ground combat personnel than normal races (a normal race has half of it's military population as logistical/naval/airforce personnel, a robotic race can have only quarter of them as logistical/naval/airforce personnel while keeping three quarters for ground armies).

War Rules: Armies
All armies are based on Recruitment numbers, in that all armies are taken from the pool of active PiM and used for various purposes. Half of all active PiM is used for logistical, naval, airforce, communications, and intel personnel; so only half of an active PiM can be used for ground wars  and the like.

An example: The Vis Dominion has a population of 20,000,000,000, with a military percentage of 2% active and 4% reserve (due to not having a Conscription and having the Peace-Keepers trait). This allows them 400,000,000 active personnel, 200,000,000 of which is used in logistical stuff, with the other 200,000,000 being ground troops.

All armies, no matter how large or bloodthirsty, must also be divided. This is achieved by dividing armies into groups: Grand Armies are 10,000,000 troops, Armies are 1,000,000 troops, Sub-Armies are 200,000 troops, Corps are 40,000 troops, Divisions are 8,000 troops, Brigades are 2,000 troops, Battalions are 400 troops, Companies are 80-50 troops, Platoons are 40-20 troops, and squads are 16-4 troops (the discrepancies in the smaller numbers are for both personnel choice and types, as some types of companies/platoons/squads do not require as many troops as others). The names of these divisions are changeable by empire (I, for example, will call my armies Legions and my squads Fireteams), and you may not even need to use some of these divisions, but for the sake of simplicity I highly encourage that nobody changes the numbers themselves.

An example: The Vis Dominion, with it's standing ground army of 200,000,000 troops, will section this into 200 Armies (it is preferable not to use Grand Armies for this, to allow for greater dispersion).

These Armies are divided into three types: Home Armies (the Armies you have defending your home system), Colonial Armies (the Armies you have defending colonised systems), and Marine Armies (the Armies you have to attack other systems); you may call these armies anything you wish, but their functions must be clear. This rule has the most leniency, as you can divide your Armies however you wish among these types, but it is preferable for you to think wisely on how to allocate your troops lest you be woefully unprepared for a defence or an invasion. Take note that some responsibility for repulsing invasions can be taken by reservist troops, so you don't need to focus too many forces on the Colonial and Home Armies.

A hypothetical example: The 200 Armies of the Vis Dominion, which is in possession of four star systems with six planets to protect (three of them being the core worlds in the home system), are separated thusly: 60 Legions (Armies) in the Home Defence Legions (Home Armies), 100 Legions in the Colonial Legions (Colonial Armies), and 50 Legions in the Fire Legions (Marine Armies).

Ship Cost and Statistics:
Warships will be divided into five Ratings based on strength and role. Warships will also be given a point value to determine strength. When building ships, all First Rates and Ultra Rates must be researched before being allowed to be built. When researched, you get a single freebee of said researched ship in the form of a prototype which is half strength

Spoiler for Ultra Rates:
Ultra Rates:

Supercarrier: Point Value of 40. Maximum of twelve slots for fighter/strike fighter squadrons. Can carry two brigades and two gunship squadrons.

- RP Cost: 35

- No. built at a time: 1

Battle Carrier: Point Value of 50. Maximum of six slots for fighter/strike fighter squadrons. Can carry a brigade and two gunship squadrons.

- RP Cost: 30

- No. built at a time: 1

Super-Dreadnought: Point Value of 55.

- RP Cost: 35

- No. built at a time: 1

Unique Ship: Because the Lai'neer'tona are a fleet-based faction the Tona'ai will have a base Point Value of 55 with the same six slots for tech/experience, plus twelve slots for fighter/strike fighter squadrons.

An Ultra Rate can be designated as a Flagship. Must have an Admiral.

Ultra Rates are extremely powerful warships and as such each faction can only have four. Factions with the Warmonger Trait can build six.

All Ultra Rates build at a base rate of 5% plus bonuses or negatives.

Spoiler for First Rates:
First Rates:

Fleet Carrier: Point Value of 19.5 Fleet Carriers also have a maximum of six slots for fighter/strike fighter squadrons. Each Fighter Squadron adds 2 to base value. See Fighters and Super-Light Weight Ships for more details

- RP Cost: 20

- No. built at a time: 1

Battlecruisers: Point Value of 22.

- RP Cost: 21

- No. built at a time: 1

Battleships: Point Value of 25.

RP Cost: 23

- No. built at a time: 1

Dreadnoughts: Point Value of 32.

- RP Cost: 25

- No. built at a time: 1

SSBM Hunter-Killer: Point Value of 14/Attack Value 16. Stealth capable and is capable of ignoring planetary defences and sensors, can only be detected by Area Defence Destroyers, Hunter-Killers and Advanced Planetary Sensors. If undetected it can destroy a colony with WMD's in the first round. Maximum 1 per battlegroup. Does not require a Supply Ship.

RP Cost: 30

No. built at a time: 1

Any First Rate warship can also be designated as a Flagship which will boost the overall Combat Score. This bonus is determined by the Admiral's score which will be anywhere between 1-5. An Admiral must be assigned to the Fleet/Battle Group for this to take effect however.

All First Rates build at a base rate of 5% plus bonuses or negatives.

Spoiler for Second Rates:
Second Rates:

Cruiser: Point Value of 7. Has a maximum of two slots for fighter/strike fighter squadrons.

- RP Cost: 15

- No. built at a time: 1

Heavy Cruiser: Point Value of 10.

- RP Cost: 16

- No. built at a time: 1

Carrier: Point Value of 10. Has a maximum of four slots for fighter/strike fighter squadrons.

- RP Cost: 17

- No. built at a time: 1

Hunter-Killer: Point Value of 12/Attack Value 14. Stealth capable and can only be detected by Area Defence Destroyers or Corvettes. Has a sneak attack bonus of +10 during the first round, provided there are no Area Defence Destroyers or Corvettes nearby. Maximum two per battlegroup. Does not require a Supply Ship.

RP Cost: 20

No. built at a time: 1

Any Second Rate ship can be designated for Command & Control, which will boost the overall Combat Score by 2, for the cost of 5RP

NOTE: If you have a Flagship in your Fleet/Battle Group you cannot designate a Second/Third Rate for C&C

All Second Rates build at a base rate of 10% plus bonuses or negatives.


Spoiler for Third Rates:
Third Rates:

Destroyer: Point Value of 5.

- RP Cost: 10

- No. built at a time: 3

Heavy Frigate: Point Value of 3.

- RP Cost: 10

- No. built at a time: 5

Light Cruiser: Point Value of 6.

- RP Cost: 12

- No. built at a time: 2

Light Carrier: Point Value of 7.5. Has a maximum of two slot for fighter/strike fighter squadrons. Can be converted into a Commando Carrier (See below for details).

- RP Cost: 13

- No. built at a time: 1

Any Third Rate can be designated for Command & Control, which will boost the overall Combat Score by 2, for the cost of 5RP

NOTE: If you have a Flagship in your Fleet/Battle Group you cannot designate a Second/Third Rate for C&C

All Third Rates build at a base rate of 15% plus bonuses and negatives.

Spoiler for Fourth Rates:
Fourth Rates:

Corvette: Point Value of 1.

- RP Cost: 5

- No. built at a time: 10

Frigate: Point Value of 2.

- RP Cost: 7

- No. built at a time: 5

Area Defence Destroyer: These destroyers are used to intercept enemy projectiles and fighters. For every one Area Defence Destroyer in a Fleet/Battle Group the player can roll one 5-sided die to mitigate up to five points of the other players' score.

- RP Cost: 8

- No. built at a time: 4

All Fourth Rates build at a base rate of 20% plus bonuses and negatives.

Spoiler for Fighters and Super-Light Weight Ships:
Fighters and Super-Light Weight Ships

Fighter Squadron: Point Value 15 (1/Ship) Each Fighter cancels out one of your opponents Fighter classed Ships

- RP Cost: 5
- No. built at a time: 1 Squadron (15 Ships)

Strike Fighter Squadron: Point Value 10 (1/Ship) Attack Value 10 (1/Ship)

- RP Cost: 5
- No. built at a time: 1 Squadron (10 Ships)

Gun Ship Squadron: Point Value of 15 (1/Ship) Attack Value 15 (1/Ship) for use in Planetary Assaults only.

- RP Cost: 5
- No. built at a time: 1 Squadron (15 Ships)

Heavy Gunship Squadron: Point Value of 6 (2/ship) with an Attack Value of 30 (10/ship) for use in Planetary Assaults only.

- RP Cost: 12
- No. built at a time: 1 Squadron (3 ships)

Fighters can not be equipped with FTL and can only be transported between systems with a Carrier.
Fighter Point Value and Attack Value goes down as ships are destroyed
Fighters Build at a 50% Build Rate

Spoiler for Support Ships:
Support Ships:

Supply Ship: Supply Ships are used to keep your fleets supplied and fueled for extended missions. For every fifteen ships you send outside a major base you will need one supply ship.

- RP Cost: 10

- No. built at a time: 2

Assault Ship: Assault Ships are ships specialized for planetary assaults. They are armed for orbital support and can carry one battalion and one gunship squadron. Because of their armament they will be give a Point Value of 1 but be sure to only use them in space combat as a last resort.

- RP Cost: 5

- No. built at a time: 5

Commando Carrier: Commando Carriers are Light Carriers converted for planetary assault and support. They can carry one brigade, two strike fighter squadrons and two gunship squadrons. They can also provide orbital support.

- RP Cost: See Light Carrier Above

- No. built at a time: See Light Carrier Above

Troop Transport: Unarmed transport ship capable of transporting two battalions.

- RP Cost: 2

- No. built at a time: 10

Heavy Troop Transport: Unarmed transport ship capable of transporting three brigades.

- RP Cost: 15

- No. built at a time: 1

Electronic Warfare Ship: Allows a battlegroup/fleet to attempt Electronic Warfare during battle.

- RP Cost: 10

- No. built at a time: 2

All Support Ships (except Commando Carrier) build at a base rate of 20% plus bonuses or negatives and are upgradeable.

Shipyard Limits
  • Military, Can build all types of military ships.
  • Universal, Can build all types of military and civilian ships.
  • Civilian, Can only build civilian ships. If the civilization is under Wartime, they may expand this to build Fourth Rates (minus Frigates), Fighters, and Support Ships (minus Electronic Warfare Ships)

Recovering Ships:
Whether ships fall in combat, or you find yourself vastly overstocked. You are afforded the option to Salvage or Rebuild them given Time and RP.

-If you choose to Salvage the ships, you get the RP Cost of the ship back within 2 Pages.

-If you choose to repair, the amount it takes is double the original building rate and you can rebuild up to 15 ships in a single Shipyard. If you are repairing across multiple Ship Rates, the repair rate is double the average building rate across the entire group.


Combat (Space):

Space combat will be determined by a point-based health system. The number of points each ship has will contribute to two overall combat scores, Attacker and Defender. The two players will each roll a die to determine damage, the die will be based on the players combined point value. For example if a battleship faces off against two frigates, the battleship will have an attack power of twenty versus the frigates four, so the players will roll a twenty and four-sided die respectively. Because a ship doesn't have to destroyed to be considered a "kill", both sides will roll a 100-sided die after the battle to determine what percentage of the fleet is recoverable, with the victor subtracting his remaining ships from that number. Recovered ships can be scrapped and you get half the RP value back, or you can repair them at half the cost with a beginning (re)construction rate of 50%. Ships being repaired will be repaired at the same rate they were built. Damaged ships don't have an expiration date and can be recovered at the players discretion. There can only be a maximum of 15 ships per battlegroup.
 
Spoiler for Example:
The Kaveni Empire attacks a fleet of Zahati warships. The Kaveni Empire has 1 Battleship (55), 4 Heavy Cruisers (40), 5 Destroyers (25) and 5 Heavy Frigates (15). The Zahati Ishkariate has 5 Heavy Cruisers (50), 3 Light Cruisers (18), 2 Destroyers (10) and 5 Heavy Frigates (15).

Combat Score (KE): 135

Combat Score (ZI): 93

Spoiler for Attack Roll (KE):
This dice roll has been tampered with!
Rolled 1d135 : 78, total 78
Spoiler for Attack Roll (ZI):
This dice roll has been tampered with!
Rolled 1d93 : 61, total 61

Score (KE): 74
Score (ZI): 15

Spoiler for Attack Roll (KE):
This dice roll has been tampered with!
Rolled 1d74 : 5, total 5
Spoiler for Attack Roll (ZI):
This dice roll has been tampered with!
Rolled 1d15 : 8, total 8

Score (KE): 66
Score (ZI): 10

Spoiler for Attack Roll (KE):
This dice roll has been tampered with!
Rolled 1d66 : 60, total 60
Spoiler for Attack Roll (ZI):
This dice roll has been tampered with!
Rolled 1d10 : 8, total 8

Score (KE): 58
Score (ZI): 0

The Kaveni Empire wins with 58% (9 ships) remaining, 1 Battleship, 4 Heavy Cruisers and 4 Destroyers.

Spoiler for Recovery Roll (KE):
This dice roll has been tampered with!
Rolled 1d100 : 9, total 9
Spoiler for Recovery Roll (ZI):
This dice roll has been tampered with!
Rolled 1d100 : 41, total 41

Kaveni Empire can recover 9% (2 ships) from their losses

Zahati Ishkariate can recover 41% (6 ships) from their losses


Advanced Combat (Space):

In addition to the basic rules outlined above, certain ships and characters can grant special bonuses. If a player has a ship classified as an Area Defence Destroyer in their Fleet/Battle Group, that player can roll a 5-sided die, to determine what amount of points the opposing players' Combat Score can be negated. Each Area Defence Destroyer equals 1 roll. Another feature players can use is to designate a First Rate ship as a Flagship with an Admiral. If the player chooses to do this then the Admirals score gets added to the overall Combat Score. An Admiral has to be trained first before you can assign one and after each Admiral is trained the player must roll a 5-sided die to determine the Admirals score. Alternatively if the player doesn't have an Admiral or a First Rate then they can designate any First, Second or Third Rate ship as a Command & Control ship, boosting the overall Combat Score by 2.

Players also have a series of options when attacking a system. They can send their Fleet/Battle Group, then use some of those ships to scout out how much of the enemy fleet they can see. They can send a scouting party before they send the Fleet/Battle Group as well, which would take longer, but pose less risk. After scouting the attacking player may then choose to attack or retreat. To determine how much of the enemy fleet the scouting party finds the player rolls a 100-sided die, with the number being the percentage of the fleet discovered. The GM will determine which ships of the defending player will be discovered. To help avoid bias or unintentional cheating, only the GM will know the full composition of both fleets, so if you're attacking only mention what system your attacking and send me the details by PM. Same goes for the defending player, never post how many or what ships you are sending to a system, just PM me the details.

The Advanced Rules are optional.

Spoiler for Example:
The Kaveni Empire attacks a fleet of Zahati warships. The Kaveni Empire has 1 Flagship Battleship (55), 4 Heavy Cruisers (40), 3 Destroyers (15), 5 Heavy Frigates (15) and 2 Area Defence Destroyers. The Zahati Ishkariate has 1 C&C Heavy Cruiser (10), 3 Heavy Cruisers (30), 3 Light Cruisers (18), 2 Destroyers (10) and 6 Heavy Frigates (18).

The Kaveni Empire sends out its Heavy Frigates to scout out for the enemy fleet.

Spoiler for Scout Roll:
Rolled 1d100 : 26, total 26

Kaveni scouts only discover 26% (4 ships) of the enemy fleet. Discovered ships are 1 Heavy Cruiser, 1 Destroyer and 2 Heavy Frigates.

Kaveni Empire chooses to attack.

Combat Score (KE): 125

Combat Score (ZI): 86

Admiral Bonus (KE) +3

C&C Bonus (ZI) +2

Area Defence Destroyer (2):
Spoiler for Negation Bonus (KE):
This dice roll has been tampered with!
Rolled 1d10 : 2, total 2

= -2 to ZI score

Combat Score (KE): 128

Combat Score (ZI): 68

Spoiler for Attack Roll (KE):
This dice roll has been tampered with!
Rolled 1d128 : 15, total 15
Spoiler for Attack Roll (ZI):
This dice roll has been tampered with!
Rolled 1d68 : 8, total 8

Score (KE): 120
Score (ZI): 53

Spoiler for Attack Roll (KE):
This dice roll has been tampered with!
Rolled 1d120 : 115, total 115
Spoiler for Attack Roll (ZI):
This dice roll has been tampered with!
Rolled 1d53 : 50, total 50

Score (KE): 70
Score (ZI): 0

Kaveni Empire is victorious with 70% (10 ships) remaining, 1 Flagship Battleship, 4 Heavy Cruisers, 1 Light Cruiser, 3 Destroyers and 1 Heavy Frigate.

Spoiler for Recovery Roll (KE):
This dice roll has been tampered with!
Rolled 1d100 : 9, total 9
Spoiler for Recovery Roll (ZI):
This dice roll has been tampered with!
Rolled 1d100 : 33, total 33

Kaveni Empire can recover 9% (2 ships) from their losses

Zahati Ishkariate can recover 33% (5 ships) from their losses


All Rules Subject to Change and revision
« Last Edit: August 25, 2015, 11:33:12 PM by killer rin »
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Offline Grif101

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Re: OOC: Frontier: The Void
« Reply #2 on: June 21, 2013, 06:10:11 AM »
Combat Rules Cont'd

Ground Combat

Ground combat will be fought with units as small as 400-man battalions to 10,000,000-man strong Grand Armies. These units will be given a Point Value that will be used as a health system, while players from opposing sides will each roll a die determined by Training Level to ascertain attack power, which will determine damage. The amount of dice a player can role will be determined by how big their unit is, this will go as follows:

Battalion: 1 die

Brigade: 5 dice

Division: 20 dice

Corps: 100 dice

Sub-army: 500 dice

Army: 2500 dice

Grand Army: 25,000 dice

NOTE: I don't seriously expect anyone to attack or defend with anything greater than a division, if you do, I hate you.

As stated above each unit will have a point-based health value. The base building block will be the battalion and each battalion's point value and dice can be stacked:

Spoiler for Unit Statistics:
Militia Battalion (Light):

- Point Value of 1/Attack Power 1

- Cost: 1RP

Militia Battalion (Mechanized):

- Point Value of 3/Attack Power 3

- Cost: 2RP

Militia Battalion (Armoured):

- Point Value of 4.5/Attack Power 5

- Cost: 3RP

Conscript Battalion (Light):

- Point Value of 2/Attack Power 2

- Cost: 2RP or Conscripted

Conscript Battalion (Mechanized):

- Point Value of 4/Attack Power 4

- Cost: 3RP or Conscripted

Conscript Battalion (Armoured):

- Point Value of 5.5/Attack Power 6

- Cost: 4RP or Conscripted

Regular Battalion (Light):

- Point Value of 4/Attack Power 4

- Cost: 3RP

Regular Battalion (Mechanized):

- Point Value of 6/Attack Power 7

- Cost: 4RP

Regular Battalion (Armoured):

- Point Value of 7.5/Attack Power 9

- Cost: 5RP

Professional Battalion (Light):

- Point Value of 5/Attack Power 5

- Cost: 5RP

Professional Battalion (Mechanized):

- Point Value of 7/Attack Power 9

- Cost: 6RP

Professional Battalion (Armoured):

- Point Value of 8.5/Attack Power 11

- Cost: 7RP

Elite Battalion (Light):

- Point Value of 6/Attack Power 7

- Cost: 6RP

Elite Battalion (Mechanized):

- Point Value of 8/Attack Power 10

- Cost: 7RP

Elite Battalion (Armoured):

- Point Value of 9.5/Attack Power 11

- Cost: 8RP

NOTE: All Conscript Trained forces raised through conscription will be disbanded at the end of hostilities.

NOTE: While you can build more than a battalion at a time, the larger unit cost will be determined by how many battalions it is composed of. For example a brigade has five battalions, so it will cost the same as five battalions. It is not advised you try to build anything bigger than a division.

Spoiler for Combat Example:

The Coalition States of Earth attacks the Vis Dominion with two brigades and four battalions. The Vis defend with one division.

Coalition States:

1 Armoured Brigade (2 prof mech, 3 prof armour): 39.5/2d9/3d11 (1d7/1d8/1d7/1d8)

1 Mechanized Brigade (2 prof light, 3 prof mech): 31/2d5/3d9 (1d3/1d4/2d7/1d6)

2 Elite Light Battalions: 12/2d7 (1d6)

2 Elite Mechanized Battalions: 16/2d10 (2d7)

Total: 98.5

Dice: 14 (2d9/3d11/2d5/3d9/2d7/2d10)

Vis Dominion:

1 Division

- 1 Armoured Brigade (2 reg mech, 3 reg armour): 34.5/2d7/3d9 (1d3)

- 1 Mechanized Brigade (2 reg light, 3 reg mech): 26/2d4/3d7 (1d4)

- 1 Light Brigade (2 reg mech, 3 reg light): 24/2d7/3d4 (1d5/1d6/1d4/1d1)

- 1 Light Brigade (2 reg mech, 3 reg light): 24/2d7/3d4

- 1 Light Brigade (3 mil light, 2 mil mech): 7/3d1/2d3

Total: 115.5 (2d7 3d9 2d4 3d7 2d7 3d4 2d7 3d4 3d1 2d3)

Dice: 20

Spoiler for Dice Roll (CS):
This dice roll has been tampered with!
Rolled 2d9 : 6, 9, total 15
Rolled 3d11 : 5, 11, 8, total 24
Rolled 2d5 : 4, 3, total 7
Rolled 3d9 : 2, 7, 8, total 17
Rolled 2d7 : 2, 1, total 3
Rolled 2d10 : 3, 4, total 7
Spoiler for Dice Roll (VD)[img:
http://game-iv.com/Themes/Game-IV/images/dice_warn.gif[/img] This dice roll has been tampered with!
Rolled 2d7 : 2, 1, total 3
Rolled 3d9 : 6, 8, 4, total 18
Rolled 2d4 : 2, 1, total 3
Rolled 3d7 : 1, 2, 5, total 8
Rolled 2d7 : 1, 7, total 8
Rolled 3d4 : 1, 1, 4, total 6
Rolled 2d7 : 3, 3, total 6
Rolled 3d4 : 3, 4, 1, total 8
Rolled 3d2 : 1, 2, 1, total 4
Rolled 2d3 : 1, 3, total 4

Coalition States does 73 damage, Vis Dominion does 68.

Total:

CS: 30.5
VD: 42.5

Spoiler for Dice Roll (CS):
This dice roll has been tampered with!
Rolled 1d7 : 7, total 7
Rolled 1d8 : 3, total 3
Rolled 1d7 : 3, total 3
Rolled 1d8 : 6, total 6
Rolled 1d3 : 3, total 3
Rolled 1d4 : 1, total 1
Rolled 2d7 : 2, 2, total 4
Rolled 1d6 : 1, total 1
Rolled 1d6 : 2, total 2
Rolled 2d7 : 5, 6, total 11
Spoiler for Dice Roll (VD):
This dice roll has been tampered with!
Rolled 1d3 : 3, total 3
Rolled 1d4 : 4, total 4
Rolled 1d5 : 1, total 1
Rolled 1d6 : 2, total 2
Rolled 1d4 : 3, total 3
Rolled 1d2 : 2, total 2
Rolled 2d7 : 1, 4, total 5
Rolled 3d4 : 1, 4, 3, total 8
Rolled 3d2 : 1, 1, 2, total 4
Rolled 2d3 : 3, 2, total 5

Coalition States does 41 damage, Vis Dominion does 37

Total:

CS: 0
VD: 1.5

After a hard fought battle the Coalition States loses the battle, leaving the Vis with a pyrrhic victory.

Spoiler for Alternate Combat Example:
The Coalition States of Earth attacks the Vis Dominion with two brigades and four battalions. The Vis defend with one division.

Coalition States:

1 Armoured Brigade (2 prof mech, 3 prof armour): 39.5

1 Mechanized Brigade (2 prof light, 3 prof mech): 31

2 Elite Light Battalions: 12

2 Elite Mechanized Battalions: 16

Total: 98.5

Dice: 14

Vis Dominion:

1 Division

- 1 Armoured Brigade (2 reg mech, 3 reg armour): 34.5

- 1 Mechanized Brigade (2 reg light, 3 reg mech): 26

- 1 Light Brigade (2 reg mech, 3 reg light): 24

- 1 Light Brigade (2 reg mech, 3 reg light): 24

- 1 Light Brigade (4 mil light, 1 mil mech): 7

Total: 115.5

Dice: 20

Spoiler for Dice Roll (CS):
Rolled 14d6 : 4, 3, 4, 6, 2, 5, 1, 6, 4, 3, 3, 4, 2, 4, total 51
Spoiler for Dice Roll (VD):
Rolled 20d6 : 2, 1, 5, 1, 1, 5, 1, 3, 3, 2, 1, 2, 1, 1, 4, 3, 1, 2, 5, 4, total 48

Coalition States does 51 damage, Vis Dominion does 48.

Total:

CS: 50.5
VD: 64.5

Spoiler for Dice Roll (CS):
Rolled 14d6 : 6, 2, 4, 1, 2, 6, 1, 5, 5, 2, 6, 4, 5, 6, total 55
Spoiler for Dice Roll (VD):
Rolled 20d6 : 1, 5, 6, 3, 5, 5, 2, 4, 5, 5, 4, 3, 4, 6, 3, 3, 6, 6, 5, 6, total 87

Total:

CS: 0
VD: 9.5

After a hard fought battle the Coalition States loses the battle, leaving the Vis severely battered but victorious.
« Last Edit: July 29, 2015, 03:14:13 AM by killer rin »
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Offline Grif101

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Re: OOC: Frontier: The Void
« Reply #3 on: June 21, 2013, 06:23:07 AM »
Interstellar Exploration

A big part of Frontier: The Void its systems around exploring the Sector. Frontier: The Void uses a 30x30 Hex Map detailing the playable sector.

FTL and Planet Generation
When a Civilization goes to explore a system, the amount of Hexes they can move is determined by their civilizations FTL Rating. By default all civilizations start at Class 1 FTL and must work their way up from there. The Classes are defined as such.
Class 1 FTL - 1Hex/6 Days
Class 2 FTL - 2Hex/6 Days
Class 3 FTL - 3Hex/6 Days
Class 4 FTL - 4Hex/6 Days
Class 5 FTL - 5Hex/6 Days
Class 6 FTL - 6Hex/6 Days
..and so on

When a civilization goes to explore a system for the first time, there is one of two rolls they must do
- If they are an explorer, they can roll a 2d100 ([roll.]2d100[./roll])
- If they are not an explorer, they must roll a 1d100 ([roll.]1d100[./roll])

In addition, if the system hasn't been explored by any other civilization, they must also roll a 2d20 ([roll.]2d20[./roll]) Planet Generation to generate the planets and content in the system. If the system has already been discovered by another civilization, no additional rolls must be made.

Lastly, if the Civilization has already discovered this system, they do not need to roll any dice to travel to the system, and will only have to calculate the time it takes to travel to the system according to their FTL Drive Classification.

Spoiler for Sample FTL/Planet Generation:
Explorer
Jump to Hex: X,Y
This dice roll has been tampered with!
Rolled 2d100 : 95, 18, total 113
This dice roll has been tampered with!
Rolled 2d20 : 17, 11, total 28

Non-Explorer
Jump to Hex: X,Y
This dice roll has been tampered with!
Rolled 1d100 : 65, total 65
This dice roll has been tampered with!
Rolled 2d20 : 19, 2, total 21

Wormholes
Along your Journey into space, you may come across fist-sized Celestial-Objects in the Void known as wormholes. Wormholes are almost impossible to pick up on regular scanners, requiring Advanced Scanners to detect. If you dont have Advanced Scanners and wish to try and detect a wormhole, roll a 1d100 with anything above 20 being a failed roll. That said, even if you dont detect it, it is still possible to fly into it so be careful.

If a ship comes across a Wormhole and wishes to traverse it, they have two events which could happen. If said ship is rated for Wormhole travel, they will be able to cross it with no problem to them. If said ship is not rated for wormhole travel, the ship will roll a 1d100 with the result deciding the amount of damage your ship, or fleet of ships takes.

0-9 No damage at all
10-39 Moderate Damage - The Ship takes light to moderate damage to the Ships Systems. As determined by the GM
40-79 Severe Damage - Most of the ships systems are offline or heavily damaged.
80-100 Ship is Destroyed

To guarantee a safe crossing through a wormhole, a ship must be rated to travel through the Wormhole through Research into "Wormhole Traversal" and Construction to upgrade any ships you wish to upgrade.

Economy

Frontier: The Void will use a basic economic system based on a currency unit called Resource Points (RP). Resource Points will be gained through colonization and trade. Every world will have a base value between 1-5 except in unique circumstances. The base value will represent both the amount of RP earned per research turn as well as the base research/construction rate. Tied into the economic system as well will be a system of Planetary Development.

Colonial Development:
Colonial Development is based off of the Tier of the world, a simple 1-5 ratio which determines how long it will take to colonize your world. When Colonizing a world, a Civilization starts off with only 3 Colony Development Slots. If a civilization wants more, they must upgrade their existing infrastructure through Construction.

To Colonize a world, the Civilization in question requires one of two things. A Colony ship, or a Military Carrier-classed ship, second rate or higher. If a Civilization utilizes a Colony Ship, the colony ship is dismantled in the process of forming the colony and thus can not be returned. If a Player chooses to use a Carrier-classed ship, that ship is for the extent of the colonization effort completely immobilized and unable to be called upon for an attack. Said Carrier is still able to attack, but must be able to do so without moving.

-Colony Ship: One Time Use.
-Carrier: Can not be used during the time it takes to Colonize the world.

Planet Tiers
A planets tier determines how fast the colony develops and is rated based off of the planets composition and atmosphere. In some cases, a planet may have a type of landscape which would favour your specific species, as such you may be able to negotiate a higher Tier with the GM. All decisions will be ultimately up to the GM though.

T1: Barren Rock with a nonexistent atmosphere, Colony Develops at 6%/Page. A Stage 2 Mining Colony on this world receives a +2 to Base Value.
T2: Barren Rock with little atmosphere, Colony Develops at 8%/Page. A Stage 2 Mining Colony on this world receives a +1 to Base Value.
T3: Bare Minimum Garden World, mainly barrens, shrubs, Colony Develops at 10%/Page
T4: Earth-like Planet, Colony Develops at 12%/Page. +1RP Due to Tourism.
T5: Paradise, Colony Develops at 14%/Page. A Stage 2 Colony on this world receives +2RP due to Tourism.

Terraforming
A Player can Terraform a world to improve its Tier. To terraform a world, a player must spend a Colonial Development slot and 20RP to go up to the next tier. By doing so they will allow themselves to speed up Colony development times and even occur bonus'. Depending on the type of colony you wish you develop, you may be required to terraform the world to support it

Colony Stages
Stage 1 Development: Basic development of your colony. Your colony will mainly be made up of civilian contractors, security forces and their families. A small city is made as the first stage colonists prepare the colonial infrastructure for the main wave. Cost - 5RP

Stage 2 Development: Primary wave of colonists arrive, the small city expands as the colonists begin to settle in. This is the stage that your colony begins to turn a profit, based on its base resource value.
  • General Population Colony: 10RP. Instead of specializing, the Colony becomes a General Population Colony. This colony isn't allowed to specialize any further and takes on a single Civ Trait
  • Specialization Cost: 15RP. Gives the Colony a Specialization listed below

-Minor Mining Colony. +2 to resource value

-Minor Cultural Colony. +2 Influence to surrounding Colonies

-Minor Commercial Colony. Trade Value increases by 2 (Capitalist makes this 3). Improves the effectiveness of the Corporation stationed on this world

-Minor Military Base. -2RP reduction in training cost, 3% increase in naval construction speed (5% for Warmongers, 4% for Peacekeepers) and -3RP cost for military construction.

-Minor Research Base. All Military and civilian research rate increased by 2% on that world (Scientists get 3%). For one project at a time, you can convert RP from that world into research and further increase the research rate by half the RP value (Ex. Value of 8RP can be converted to 4% research rate increase).

-Minor Industrial Centre. Construction projects on that colony are 5RP cheaper +2% to Construction Rate

Stage 3 Development: The colonial population and infrastructure expands even further as more people immigrate and colonial children are born. This is when your colony become a major population center of your colonial empire. At this stage you decide if this colony becomes a Major in its specification or a Hybrid.
  • Hybrid Cost: 25RP. Allows the colony to pick a secondary Minor Specification. In addition, the colony also gets either a +1 bonus to both specifications or a +2 bonus to one.
  • Major Cost: 35RP. Upgrades the Minor Specification of the Colony to a Major one which provides greater benefits.

-Major Mining Colony: +5 to resource value from base

-Major Cultural Colony: +5 Influence to surrounding Colonies

-Major Commercial Colony. Trade Value increases by 3 (Capitalist makes this 5). Improves the effectiveness of the Corporation stationed on this world

-Major Military Base: Ship construction and unit training cost reduced by 10RP. Base construction/training time speed increased by 12% from base value (Warmongers get 18% and Peacekeepers 14%). Military construction cost reduced by 11RP.

-Major Research Base: Military and civilian research rate increased by 6% on that world (Scientists get 7%).
In addition, you can either chose to use a Spend Bonus of 2 projects at 2RP for 1+ Bonus, or 1 Project at a 1RP for 1+ Bonus. (See Minor Research Base for example)

-Major Industrial Centre: Construction projects on that colony are 7RP cheaper, +10% to Construction Rate

Hubs: A Hub World is the Be-all, End-all of colonies. Hub Worlds effect not only the planet they are on, but also all the planets within 2 jump points of the Hub World. Cost: 50RP, Has a Restriction of 1 Hub for every 5 colonies.

-Cultural Hub: The planet the hub is on is now impossible to lose through cultural assimilation. In addition, a Cultural Hub would provide less Civil Unrest to colonies around it. If said colony belongs to another Empire, they receive a +10 Influence culturally making them more easy to take over though means of culture or negotiation.

-Commercial Hub: Trade value increases by 5 (Capitalist Trait makes this 7). A Commercial Hub turns into the stationed corporations' Corporate HQ, or SubHQ, unlocking discounts and very high quality services.

-Military Hub (Requires Major Military Base): +5% Build Rate for all Military Units. In addition, planet receives a Deployment Bonus on itself and all planets within 2 Jump Points of the planet (FTL travel time is cut in half for military forces). +5 Influence and negotiation bonus to Allies and -5 Influence and Negotiation Bonus to Non-Allies.

-Industrial Hub (Requires Major Industrial Center): Construction Projects are 10RP Cheaper, +10% to Construction Rate, surrounding colonies get a +5% to Construction Rate

Colonial Upgrades
In System Defences
A colony is precious to every civilization. They represent homes, resources and power. To help protect these assets, it is vital to build defences to help defend a colony from any potential aggressors.

When building System Defences, you can build a defensive structure for your system of choice, it can either add attack value or point value. Attack Value comes into play if the planet is attacked, fleet or no fleet, initial defences have an AV of 10, with a additional 5 for every upgrade or new addition. Alternatively (or additionally) you can also build defences that intercept enemy fire or add health to your colony, interception starts with a 10-sided die and increases by five for every upgrade or addition, or you can reinforce your colony's infrastructure and add 10 health for every project. Your homeworld gets five defensive slots initially, but can be upgraded to a maximum of ten, but each slot must be individually built. Colonies start with three, military bases can be upgraded to six slots and civilian colonies five.

Additionally if you want to garrison ships at a colony, you must build a naval base first, shipyards double as a naval base. However fleet shipyards can now only be built over your homeworld and colonial bases, civilian colonies can have civilian shipyards however. Shipyards are now 20RP and Naval Bases 15RP. You can have a maximum of three shipyards over your homeworld, three over minor military bases, four over major bases and six over military hubs. Don't worry if you're currently building a shipyard, the original price will remain unchanged, however afterwards new prices will be enforced.

Early Warning Systems
RP Cost per Upgrade - 20
+5 Colonial Influence over all Colonies

Early Warning Systems are an upgradable build for a Civilization and gets placed in the entirety of a Civilizations owned territory. Once the systems are in place the Civilization in question gains free Hex of Movements equivalent to the Empires FTL Rating to reposition troops in the event of an attack or unauthorized entry into the Empires Territory. Early Warning Systems are also equipped with a basic communicator to communicate with traffic in the system should it be needed.

Mk I
- 1 Free Hex Movement equivalent to the Empires FTL Rating
- Early Warning and Direction of Movement
Mk II
- 2 Free Hex Movement equivalent to the Empires FTL Rating
- Early Warning and Direction of Movement
- Number of Ships
Mk III
- 3 Free Hex Movement equivalent to the Empires FTL Rating
- Early Warning and Direction of Movement
- Number of Ships
- Class of Ships

Each Upgrade allows you extra warning time in the event of unauthorized entry into your territory.


As you can see developing your colonies will lead to major economic rewards for you and your allies. If done right, you can see your civilization thrive to become a Galactic Superpower... if you flounder, you may find yourself at risk of being enslaved or being turned into just another ruin to be discovered.

Trade
As mentioned earlier trade will also be a factor in play which can be used to improve the wealth and production value of your empire.

Basic Trade Agreement=5RP per page (50 Influence and Embassy Required)
Free Trade Agreement=+1RP to base trade agreement (60 Influence Required)
Common Market=+2RP additional to current trade agreement (70 Influence Required)
Economic Union=+5RP additional to previous trade agreement (80 Influence Required)
Currency Union=All RP of participating factions combined into a common treasury. RP from trade and colonies equally shared with members. (90+ Influence Required)
« Last Edit: August 24, 2015, 07:25:44 AM by Grif101 »
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Offline Grif101

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Re: OOC: Frontier: The Void
« Reply #4 on: June 21, 2013, 07:06:32 AM »
Sounds fine. I will see about building a list with a bunch of these traits.

So far I got.

Imperialist
Warmonger
Scientist (Science and excrement, will need a Negative for it though)
Explorer (Good for those who want bonus in travel ability, Maybe have it affect colony efforts and such, need to find a negative for it.)
Peace-Keeper (This should be one, gotta find a way to define it)

I Basically want a good list of traits, 20 max, and need help defining them and the benefits they give, in regard to research times, or combat, or colonization, building, reputation, even the happiness of the Empires civilians.

SO yeah help will be good.

Perhaps for imperialism, you get bonuses for colonization and military, but negatives for diplomacy.
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Offline Tobbs

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Re: OOC: Frontier: The Void
« Reply #5 on: June 21, 2013, 11:40:00 AM »
Sounds fine. I will see about building a list with a bunch of these traits.

So far I got.

Imperialist
Warmonger
Scientist (Science and excrement, will need a Negative for it though)
Explorer (Good for those who want bonus in travel ability, Maybe have it affect colony efforts and such, need to find a negative for it.)
Peace-Keeper (This should be one, gotta find a way to define it)

I Basically want a good list of traits, 20 max, and need help defining them and the benefits they give, in regard to research times, or combat, or colonization, building, reputation, even the happiness of the Empires civilians.

SO yeah help will be good.
How about Theocratic (improved morale through religious fervour and gains the ability to convert other nations, have to find a negative for it though)
and Corporate (bonuses in commerce, but negatives in diplomacy)

Perhaps for imperialism, you get bonuses for colonization and military, but negatives for diplomacy.
Makes sense. I also think nations who have the same civ trait should have some sort of diplomatic bonus with each other.
« Last Edit: July 12, 2015, 10:16:19 PM by killer rin »

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Offline mikethor007

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Re: OOC: Frontier: The Void
« Reply #6 on: June 21, 2013, 12:12:54 PM »
Another thing to note, there will be no over hanging background story line like the other game. We will be the ones making the stories.

I already have ideas on how we can making colonization interesting.

Use a Die 100 system. have a different result based on  what number is rolled. Like you could roll, and find another civilization thats space bound already, so chances for War are possible and such, or NPC allies, or take over or whatever.

Or the System is empty and then the planets you visit are rolled on, and depending on result it could be a barren world, a garden world thats habitable, a death world where everything on the planet is hostile, or it could have a pre-space flight race at a random societal level, or it could be a world with ass loads of resources, or ancient alien tech.

I am liking my system already.

*shudders* I hope I won't find only death worlds in my way. The dice can ben very fickle, and very ruthless...
"A toaster is just a death ray with a smaller power supply!"
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Offline Tobbs

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Re: OOC: Frontier: The Void
« Reply #7 on: June 21, 2013, 12:29:58 PM »
*shudders* I hope I won't find only death worlds in my way. The dice can ben very fickle, and very ruthless...
Find Pandora and open the Vault :sorcerer:

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Offline Grif101

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Re: OOC: Frontier: The Void
« Reply #8 on: June 21, 2013, 03:45:54 PM »
Find Pandora and open the Vault :sorcerer:

I so want to find James Cameron's version of Pandora. Subjugate those insolent blue-skinned hippies and get all that rich Unobtanium.
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Offline mikethor007

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Re: OOC: Frontier: The Void
« Reply #9 on: June 21, 2013, 03:56:33 PM »
I so want to find James Cameron's version of Pandora. Subjugate those insolent blue-skinned hippies and get all that rich Unobtanium.
Dirty blue hippies!

Also, dibs on that.
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Offline Grif101

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Re: OOC: Frontier: The Void
« Reply #10 on: June 21, 2013, 04:03:26 PM »
Dirty blue hippies!

Also, dibs on that.

Dibs on what?
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Offline Tobbs

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Re: OOC: Frontier: The Void
« Reply #11 on: June 21, 2013, 05:00:29 PM »
Dibs on what?
No one knows what he called Dibs on! The Dibs isn't active yet! Quick! Claim everything that was said!

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Offline Grif101

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Re: OOC: Frontier: The Void
« Reply #12 on: June 21, 2013, 05:32:59 PM »
No one knows what he called Dibs on! The Dibs isn't active yet! Quick! Claim everything that was said!

All right! I call dibs on what Mike said! And I call dibs on Mike too!
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Offline Grif101

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Re: OOC: Frontier: The Void
« Reply #13 on: June 21, 2013, 05:44:24 PM »
Also...dibs on Earth. :sorcerer:
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Offline mikethor007

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Re: OOC: Frontier: The Void
« Reply #14 on: June 21, 2013, 05:45:48 PM »
Dibs on what?
No one knows what he called Dibs on! The Dibs isn't active yet! Quick! Claim everything that was said!
Dibs on finding a planet with those dirty blue hippies and wasting them. :P

And I call dibs on Mike too!
Wat.
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Offline Tobbs

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Re: OOC: Frontier: The Void
« Reply #15 on: June 21, 2013, 05:56:23 PM »
Also...dibs on Earth. :sorcerer:
Don't you ever tire of being the Earth-based galactic British empire? :P

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Offline Tobbs

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Re: OOC: Frontier: The Void
« Reply #16 on: June 21, 2013, 05:56:54 PM »
Wat.
Yeah, you're kind of Grif's slave now. Sorry, man, he called Dibs.

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Offline LordNecross

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Re: OOC: Frontier: The Void
« Reply #17 on: June 21, 2013, 06:04:26 PM »
Also...dibs on Earth. :sorcerer:
We will wait till Crane comes back for that. Sorry man.

You got Earth in the other game. Might be different this time around. Unless he is an Alien race (I doubt it), I will leave it to you two to discuss.

Offline Tobbs

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Re: OOC: Frontier: The Void
« Reply #18 on: June 21, 2013, 06:06:56 PM »
I can't decide if I want to be Human or not. If I'm Human, I can more easily use deviantart to find armours and the like, and I can use Human languages and draw stuff from Human culture. But I gently-carressin love aliens.

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Re: OOC: Frontier: The Void
« Reply #19 on: June 21, 2013, 06:09:57 PM »
I can't decide if I want to be Human or not. If I'm Human, I can more easily use deviantart to find armours and the like, and I can use Human languages and draw stuff from Human culture. But I gently-carressin love aliens.
Then play aliens man! PLAY DEM!

Offline Tobbs

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Re: OOC: Frontier: The Void
« Reply #20 on: June 21, 2013, 06:17:19 PM »
Then play aliens man! PLAY DEM!
But aliens don't speak French D:

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Re: OOC: Frontier: The Void
« Reply #21 on: June 21, 2013, 06:18:02 PM »
I can't decide if I want to be Human or not. If I'm Human, I can more easily use deviantart to find armours and the like, and I can use Human languages and draw stuff from Human culture. But I gently-carressin love aliens.
Then play aliens man! PLAY DEM!
*mikethor007 made his choice before the thread was up*
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Offline Grif101

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Re: OOC: Frontier: The Void
« Reply #22 on: June 21, 2013, 06:18:05 PM »
Don't you ever tire of being the Earth-based galactic British empire? :P

Never. For the Empire! :P

Yeah, you're kind of Grif's slave now. Sorry, man, he called Dibs.

I call dibs on you too. I even have nice servant uniforms for the both of you!  ^-^
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Offline Grif101

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Re: OOC: Frontier: The Void
« Reply #23 on: June 21, 2013, 06:19:08 PM »
We will wait till Crane comes back for that. Sorry man.

You got Earth in the other game. Might be different this time around. Unless he is an Alien race (I doubt it), I will leave it to you two to discuss.

Damn, but fair enough.
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Offline mikethor007

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Re: OOC: Frontier: The Void
« Reply #24 on: June 21, 2013, 06:19:31 PM »
I call dibs on you too. I even have nice servant uniforms for the both of you!  ^-^
Nein!
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Toaster

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