Sins of a Spacebattle's Colony Reboot OOC

Discussion in 'A BROB is for you! - For all your Roleplaying Need' started by gideon020, May 20, 2012.

  1. gideon020 Stealth Boy Lurker

    Its the year 3000 AD. Mankind finally got away from the cage of its home star system and moved out into the stars. Sadly, history replayed itself as the race of neo-Imperialism began once more.

    The colonies of the Sirus cluster were heavily oppressed by the Earth government. The United Colonial Nations was their puppet government over the dozens of colonies in the cluster. Heavy restrictions on communication, travel, trade, immigration, and strict mining and manufacturing quotas to sate Earth's needs.

    But in January 12th, 3000 AD, something changed. All contact with Earth was lost. The UCN then collapsed as colonies made their move and assimilated the UCN's components. Freighters and craft sent to Earth never return. The colonies now stand alone.

    @#$%@#%@#$%@#$

    You are the rulers of a colony. A single habitable planet and a system of other planets. Most of the technology you possess is beyond your capability to produce, as the UCN kept strict control over the Tech Templates needed for Earth-standard technology, and instead most of the colonies are now reduced to barely above 21st-22nd century technology.

    What the future holds is up to you now? Conquest? Discovery? Dictatorship or liberty? Your choice.

    Your colony, your command.

    @#$%@#$%@#$%

    Colony Sheet

    Name of Colony:

    Government:
    Economy:
    Population: (About a million to two million is normal without traits)

    Planet Terrain:
    Colonial Assets: (Major cities, factories, spaceports, resources. Must define at least 5 as critical assets of the colony)
    Capital City Name:
    Capital City Appearance:

    Colony Perks: (Good Traits)

    Colony Flaws: (Bad Traits, 1 per good trait)

    Colony Military: (WIP)


    @#%@#$%@#$234

    Trait List: Here are some example traits. PM me if you want custom stuff. Work in Progress.

    Perks
    Able Workforce of _____: Your colony has a larger than norm skilled workforce. Be they miners or factory technicians or businessmen, you have a manpower advantage in that area.

    Colonial Militia: The UCN let you get away with creating a ceremonial militia. After their collapse, they have been retooled into a larger military force. While second-rate and ill equipped, they provide a large body of cannon fodder.

    Loyal Colonists: The colonists believe in their government, be it from fear, awe, or love. They will be hard to turn away from your rule.

    Tradesmen: A few UCN-authorized traders reside in your colony. Their modified cargo ships and privateers are now at your disposal. They provide a bonus to trade and keeping trade lanes secure.

    Pirate Ties: The colonial government has a pact of honor between you and a local clan of pirates. This provides a raiding force of corvettes that can hound enemy shipping or outposts. Useless in directly fighting navies though.

    UCN defense grid: The UCN left behind a grid of defensive laser satellites the colony is now in control of. These are powerful lasers, yet not beyond the colony's ability to produce. Albeit slowly.

    Large Spaceport: A space station in orbit of your planet is a large trade port and ship docking facility linked by a space elevator to your colony. This is a good staging point for your navy and center of trade.

    Talented Scientist: A elite scientist has joined your colony, bringing his/her expertise in a area of science.

    Flaws

    Limited Industry: The UCN prohibited large scale industrialization on your planet. It will take time to build new factories or you simply must go without.

    Immigrant Overflow: Add a million lower-class citizens to your colony. These are unskilled laborers that are seriously overtaxing your colony's food and infrastructure and casuing social unrest.

    Poor Scientists: the UCN never let elite scientists immigrate to your colony, leaving you with university washouts and lab assistants.

    Poor Crew: Your navy and army have less skilled recruits and officers. About half your fleet is inexperienced and barely trained. Time must be spend on training programs or give these rookies a trial by fire.

    Limited Trade: You simply don't have the goods people are looking for. Trade revenue is limited and you have fewer traders in your space.

    @%#@$%@#$%@#2

    Navy and Military

    This is a small scale RP. Having a couple destroyers is a big thing. Having a cruiser as your flagship is a major achievement.

    Every colony has 20 points off the bat to spend on starships. You will earn more later.

    Ship Classes:

    Fighter (5 for free, 1 pt)- one man light craft. Comes in squadrons of ten
    Bomber (2 pt)- one to three man light craft packing torpedoes for extra punch. Come in squadrons of seven.
    Rank 1: Frigate (3 pt)- Standard craft for colonies.
    Rank 2: Light Transport (1 pt) and Medium Transport (3 pts)
    Rank 2: Destroyer (7 pt)- Heavier craft for more developed colonies. Heavy Transport (7 pts)
    Rank 3: Light Cruiser (12 pt)- Colony-made attempts to reproduce cruisers to limited success.
    Rank 4: Cruiser (15 pt)- Capital ship level shipbuilding. Max of one per colony at the start. Cannot be manufactured by colonial industry, but they pack heavy weapons and a wide array of abilities. To get more, you first need to get ahold of a cruiser hull, get 15 ship points to refit it, and about 10 RP posts of fixing it up.

    Sizes:

    Frigate: 170-190 meters long
    Destroyer: 190-250 meters long
    Light Cruiser: 250-300 meters long
    Cruiser: 400-500 meters long.
    Transports: 200-250 meters long.

    Each ship larger than a bomber needs a specialty. Frigates take one. destroyers take two. Light cruisers take three. Light Transports take one, Medium Transports take 3. Cruisers and Heavy Transports take four. Specialties can be changed by refitting ships over 5 posts. You can take double-specialty and can have either more of that ability, or take it a little more advanced.

    Every ship is assumed to have basic point-defense lasers and shields and engines. As well as two shuttles times rank. Transports also have space for two heavy-lifter shuttles.

    Kinetic Weapons- Ship packs batteries of conventional mass drivers. Cheap and easy to maintain. (2x kinetic weapons mean either more turrets or spinal guns)
    Missiles- The ship packs missile launchers. High tech and powerful weapons at long-range, but number of missiles is finite and hard to build. (2x missiles mean either mass-missile pods or long-range torpedo tubes)
    Lasers- Powerful energy weapons that cut right through armor, but short ranged and need to get in close to be effective. (2x lasers mean either double number of turrets or spinal beam cannon)
    Carrier- the ship can carry squadrons of fighters or bombers equal to its rank. Frigates can't take this. (2x means a lot more carrying space)
    Bombardment- the ship is built for space to ground actions with kinetic impactors and bombardment guns. Very unweildy in a space fight though. (2x allows for missile strikes or precision kinetics)
    Troop Carrier- Carry hundreds of ground forces troops in support of planetary invasions with a few dropships. (2x equals either drop-pods for infantry or heavy lifters for a few tanks)
    Repair- The ship is a dedicated repair ship or has squadron support abilities. (2x equal fixing 2 ships at once, or fixing one ship quickly.)
    CnC- A dedicated command and control ship with expanded C4 (Command, communicate, control, compute) capabilities and can coordinate ships a lot better. (2x equals either Admiral's strategic analysis or fire control bonus.)
    Scout- Larger engines and sensor capability for long range recon, takes only one post to FTL, not two. (Can't take double.)
    Trade- The ship is outfitted for trade missions.
    Stealth: The ship is equipped with some kind of stealth, be it opto-camo or cloaking lens field. this makes it slower, and fragile. (Can't take double)

    Where are the battleships and super-carriers you ask? The UCN never had more than a dozen in the Sirus cluster, and most of them left for Earth. The rest just disappeared, and current colonial infrastructure cannot even grasp the theories behind battleship production, let alone actually make one.

    Players:

    CloakAndDagger

    Name of Colony: Orpheus

    Government: Dictatorship
    Economy: Socialist Mixed-Economy
    Population: 3 Million

    Planet Terrain: Somwhat similar to Earth, however, not only is there 10% more ocean in comparison to land, but the planet is also smaller. There are only 0.6gs of gravity.

    Colonial Assets:
    Space Elevator located in Emerald City (Critical)
    Rich mines lining the edges of the city (Critical)
    Major university near city center (Critical)
    Very dense industrial area with numerous factories that produce everything the colony needs (Critical)
    Small water-desalination plants and personal farming throughout the city
    Massive Fusion reactor connected to the primary water desalination plant in the industrial district (Critical)

    Capital City Name: Emerald City

    Capital City Appearance: Emerald City (Wizard of Oz) [Let's call it a local metal that's unique in appearance], however, it is odd in that it is located not only in a mountainous area, but also bordering the ocean. The city itself was built on top of one such mountain that had its cap cut off with large amounts of explosives and a small amount of orbital weapons fire for demonstration purposes.

    Colony Perks: Able Workforce of Professors, Large Spaceport, Loyal Colonists

    Custom Perks: Adapted Biology - The inhabitants of Orpheus were prepared beforehand for colonization. They are adapted not only for their world, but have been improved significantly overall. They are more efficient in almost every way to a standard human, the same amount of muscle would be able to do slightly more work for slightly less effort, they have greatly improved stamina and can go with little sleep, and they consume less food and water.

    Self-Sufficient Industry - Orpheus was intended to be an testbed for a completely independent colony able to operate for an extended time without any additional supplies. As such, it has advanced factories capable of producing anything that could possibly be needed, with multiple redundancies for all of them, and the capability to retool or expand for new needs.

    Minor Shipyard - A small shipyard orbits the planet. While it lacks the defenses and sheer scale of actual UCN shipyards, it is still capable of producing anything cruiser sized or smaller.

    Colony Flaws: Poor Crew, Immigrant Overflow

    Custom Flaws: Fragile Biology - While genetic engineering has prepared the population of Orpheus for their habitat, adaption to low gravity means they are more easily injured compared to a comparable human. They have trouble operating in high G worlds, and their overall smaller stature makes them much weaker. Thinner bones means that it takes less force to break them.

    Small-Scale Manufacturing - While capable of producing almost any product, the factories on Orpheus suffer from lack of specialization. Factories are not capable of producing as many goods as their counterparts, therefore there is a much smaller surplus of goods in the colony.

    Limited Trade - Because of the colony's remote location, there aren't many nearby trading partners.

    Pirates - With collapse of UCN, pirates has found new home in your starsystem. Ships without military escort are more likely to be attacked.

    Colony Military:
    1xCruiser (2x Lasers [Spinal Cannon], 1x Shielding, 1x Kinetic)
    5x Fighters
    1x Frigate (Scout)
    2x Transports (Stealth, 2xRepair [Fast Repair])
    2x Transports (Stealth, 2xTroop Carrier [Drop Pods])

    ----------------------------

    Wolfius

    Name of Colony: Greenland
    -Planet: Ice Cream Sandwich

    Government: Meritocracy / Democracy patchwork.
    Economy: Government-dominated limited capitalism with worker protections.
    Population: 4'000'000
    -Transgenic Fox
    >>3'000'000 Citizen
    >>1'000'000 Refugees

    Planet Terrain:
    A world held firmly in the grip of an ice age, only the topics remain completely free of glaciation, and winters are bitterly cold for most of even that. Of what remains, there is a roughly even split between land and the remaining seas, the loss of water to the ice caps concentrating salts into a brine to rival the Dead Sea and killing off most sea life. Remaining land masses are split roughly 60/30/10 with their associated islands, with thick boreal forest-analogue, plains, mountain, and other enviroments making up 45/20/25/10 percent of that.

    Major animals trend towards aggressive omniverous megafauna, although a several species of powerful man-eating flyer continue to defy extinction, although smaller critters have claimed more lives(includes the Vorpe, a rodent-analogue averaging somewhat smaller than a basketball a lethal ambush perdator able to quickly kill much larger anumals, and with an unnerving ability to get almost anywhere. And Army-Wasps, which... are almost exactly what they sound like)

    Colonial Assets: (Major cities, factories, spaceports, resources. Must define at least 5 as critical assets of the colony)

    Orbital:
    -Adamant Planetary Defence Network (Defence Grid) (=Critical=)
    -White Star High Dock Complex (Shipyards) (=Critical=)
    -The Cheyenne Stargate Orbital Complex (Spaceport) (=Critical=)

    Transport:
    -(Groundside Elevator: Spaceport)
    -(Groundside Elevator: Shipyards)

    Cities:
    -Stark (Capital) (=Critical=)
    >>Location: Emerald Isle, Greenland

    -Monger (Major Industrial Center) (=Critical=)
    -Cunard (Major Industrial Center) (=Critical=)

    -Landing (Industrial Center)
    -Belfast (Industrial Center)
    -Halifax (Industrial Center)
    -Vancover (Industrial Center)

    -Jackwall (Minor Industrial Center) (Main Glacial Ice Mine)
    -(Minor Industrial Center)
    -(Minor Industrial Center)
    -(Minor Industrial Center)
    -(Minor Industrial Center)
    -(Minor Industrial Center)

    -(Resort Town)



    Capital City Name: Stark
    Capital City Appearance:
    Located on a formerly submerged bank several thousand kilometers offshore amidst the largest ocean and initially little more than barren rock, the Emerald Isle provided Stark's founding residents with a peace of mind in it's absence of native life that's proven popular with those able to afford it. The landscape sense transformed with imported flora and people-safe, niche-filling critters, Stark quickly grew into an administrative hub as those not tied to physical locations planetside eagerly relocated. The modern city features large amounts of parkland, upscale housing, spacious office complexes, and artificial lakes that cerge double duty as recreation and storage for water imported from Jackwall.


    Colony Perks:

    Tradesmen - A few UCN-authorized traders reside in your colony. Their modified cargo ships and privateers are now at your disposal. They provide a bonus to trade and keeping trade lanes secure.
    Large Spaceport - A space station in orbit of your planet is a large trade port and ship docking facility linked by a space elevator to your colony. This is a good staging point for your navy and center of trade.
    Heavy industry - As a center of shipbuilding, it's many automated factories can churn out large amounts of technologicaly advanced products as needed.
    Skill Focus: Engineers - Clever and intelligent, transgen foxes have an almost intuitive grasp of engineering, providing an ample supply of exceptionally talented and highly skilled engineers.
    Loyal Colonists - Bred and raised to serve their corperate masters, the foxfolk of Ice Cream Sandwich have found a new solidarity and loyalty to their new goverment and each other, one reinforced by pirate-spawned adversity in it's formitive [time period].
    Small - Transgenic foxes are small. Fewer resources can support more of them, they can fit into smaller spaces, etc.
    Major Commercial Shipyards - a large civilian shipyard complex serviced by orbital elevator. Allows construction of Heavy Transport(1 point, 4 specialties). Advanced civilian smallcraft facilities can be retooled to build smaller, cheaper fighters with no loss in individual craft ability(snub fighters, 1 point, come in squadrons of 15. 2 snub fighter squadrons = 30 craft = 3 normal fighter squadrons)
    UCN defense grid -
    StanFlex - standardised interchangible mission modules reduce the time it takes to conduct specialty-change refirs from 5 posts to (2-3? Pending).
    Light ship focus - Your shipyards can produce Rank 1 and 2 ships faster and cheaper (Bombers, Rank 1 and 2 ships take 1 point less to produce.)

    Colony Flaws:

    Light ship focus - Rank 3 and 4 ships take more resources and time to produce. (3 points more to produce Rank 3 and 4 ships)
    Weak - Transgenic foxes are small. As a result, they're physically much weaker overall than a hunam.
    Ice Age - much of the planet is burried under ice
    Harsh Winters
    Localization - Size difference limits interoperability without refit.
    Poor Crews
    Dangerous Wildlife
    Pirates - With collapse of UCN, pirates has found new home in your starsystem. Ships without military escort are more likely to be attacked.
    Damaged Fleet - pirate attacks and skermishing have damaged the fleet
    Immigrant Overflow - Transfen Fox refugees from originally from corperate holdings throughout the system fleeing pirate raids


    Colony Military:

    Fighter x5
    -FA-01.10 (TR-004)
    -FA-02.10 (TR-004)
    -FA-03.10
    -FA-04.10 (damage)
    -FA-05.10 (damage)

    Frigate x 1
    -FF-01: Missiles

    Transport x5
    -TR-01: Troop/Troop/Repair
    >>Extra Heavy Lift
    >>Combat Engineers
    >>Light Militia
    -TR-02: Trade/Trade/Scout (Poor Crew)
    -TR-03: Trade/Trade/Repair (Poor Crew)(major damage)
    -TR-04: Stealth/Scout/Carrier
    >>Fighters FA-01
    >>Fighters FA-02
    -TR-05: Stealth/Scout/Carrier (Poor Crew)(major damage)

    Cruiser x1
    -CR-01: Missile/Missile/Laser/Scout (moderate damage)
    >>Long-range torpedo tubes

    Deployment:
    Repair Yards
    -CR-01 (moderate damage)
    -TR-03 (major damage)
    -TR-05 (major damage)
    -FA-04.10 (damage)
    -FA-05.10 (damage)

    TF-1 Home Guard
    -FA-03.10

    TF-2 Salvage
    -FF-01
    -TR-01
    -TR-02

    TF-2.1 Salvage Overwatch
    -TR-04
    -Fighters FA-01
    -Fighters FA-02

    Ship Names:
    Fighters x5
    -FA-01.10:
    -FA-02.10:
    -FA-03.10:
    -FA-04.10:
    -FA-05.10:

    Frigate x 1
    -FF-01: Bodkin

    Transport x5
    -TR-01: Eviction Notice
    -TR-02: Saviour
    -TR-03: Audacity
    -TR-04: Fair Play
    -TR-05: Surprise

    Cruiser x1
    -CR-01: Jaws



    Transgenic Fox
    3 feet tall upright, light build



    History:
    Prior to the UCN collapse, Sandwich was the center of a major shipbuilding and transport company's operations here in the Sirius Cluster, which had settled the planet with a population of transgenic foxes; they were small, easy to feed and house and transport, easy to train, and most importantly, matched the company colours and mascot. And after a company bean-counter decided that further standardising their biology would save money, tweaked into a single-gender strain of hermaphrodites.

    When the UCN pulled out, the hunam managment followed, leaving their fuzzy juniors in charge; quickly overwhelmed, the existing, gutted power structure collapsed, and the current one arose to take it's place as emergent factions were forced to unite to fight off opertunistic pirates and provide for the resulting refugees.

    -----------------------------------------------

    Silversun17

    Name of Colony: Avalon

    Government: Federal Republic
    Economy: Capitalist with basic worker protection and constitutional debt limits outside of wartime.
    Population: 2 million

    Planet Terrain: Mountainous

    Colonial Assets:
    Snow Vally
    Camelot mines #1-5
    major subterranean rail line
    Crator spaceport
    A large multipurpose factory located in capital.

    Capital City Name: Snow Valley

    Capital City Appearance: based in a large valley shielded from the worst of the weather, all buildings and walkways partly/completely underground to help insulate from the harsh winters.

    Colony Perks:
    UCN defense grid
    Able Workforce of miners
    Large Ore and Mineral Deposits: the planet has large amounts of all the needed elements and compounds to sustain a high tech space-going culture.
    Earth-like biosphere: the atmosphere and local life forms are compatible (we can eat them) with humans.

    Colony Flaws:
    Severe Weather patterns: the world is racked by wind storms and harsh winters that are worse those of the northern Russia. All settlements are restricted to the valleys that are found among the mountains of this world exulding the space port which is found near the equator in a large crater that is believed to have been the source of the orbiting debris.
    Sturdy Flora and Fauna: the local life forms are damn hard to kill or clear do to their adapting to local conditions.
    Orbital debris: the planet is ringed by debris that makes navigation difficult for all who pass through it.
    Isolated: this colony is isolated from the main stream colonies by distance and/or navigational anomalies. This raises the difficulty of trade and offensive operations

    Colony Military:
    total fleet:
    X1 Destroyer-double missiles
    X3 frigates- laser weapons.
    X3 transport- double troop carrier mods with one trade mod
    3x transport- double ship repair and 1 trade mod
    x1 transport- one ship repair one one carrier one Stealth
    x5 fighters

    Home Fleet:
    x1 destroyer
    x3 fighters

    Fleet sent to New Terra:
    X3 frigates- laser weapons.
    X3 transport- double troop carrier mods with one trade mod
    3x transport- double ship repair and 1 trade mod
    x1 transport- one ship repair one carrier one Stealth
    x2 fighters (aboard stealth carrier)

    --------------------------------------------------------------

    Redtape

    Name of Colony: Pyhrrus
    Government: Military Dictatorship
    Economy: Capitalism
    Population: 4.5 Million
    Planet Terrain: Earth like. Only lacking in large oceans, and being much more mountainous

    Colonial Assets:
    Solarii - Capital city of Pyhrrus home to the larger factories on the planet and the Space Port
    Phyrus Foundries - Large Industrial district in Scolarii. Named after the corporation that initially funded the colony before the UCN take over of the company after a failed attempt at rebellion.
    The Forge - Military Academy within the capital city of Solarri.
    Charon - Second largest city on the Pyhrrus like many cities on Pyhrrus it is home to a large amount of factories.
    Mount Mooring - Space Port
    Cobar Mountains - Home to some of the most productive mines on the planet. The hills and mountains here are rich in the resources that help feed the factories across the planet.

    Capital City Name: Scolarii
    Capital City Appearance:

    Colony Perks:
    Colonial Militia: After the disapearence of Earth. The UCN left a small garrison of troops and administrators to hold the planet. Rebel groups long planning another uprising took the opportunity too take over the planet. Remains of the militia provide a large bulk of troops to resist another attempt to take away the colonies independence.

    Loyal Colonists: Finally free from UCN oppression the colony now has independence fulfilling what the constant rebellions of the past could not do. The population follows the commands of the government with loyalty and pride.

    Tradesmen: A few UCN-authorized traders reside in your colony. Their modified cargo ships and privateers are now at your disposal. They provide a bonus to trade and keeping trade lanes secure.

    Large Spaceport: A space station in orbit of your planet is a large trade port and ship docking facility linked by a space elevator to your colony. This is a good staging point for your navy and center of trade.

    Large Ore and Mineral Deposits - The planet is rich in metals and other materials needed for using in factories building modern technology ((Modern for the colonies that is))

    High Population Growth - Starts with 2.5 million additional citizens and has a phenomenal growth rate unless action is taken to curb it.

    Large Industrialization - The planet has many factories fed by the resources taken out of the planet from the many mines surrounding the cities. The factories produce everything from high grade construction materials, weapons, tools, even vehicles.

    Military Academy - Originally a training area for rebel militias, the Military academy on Pyhrrus helps train soldiers and officers that can match some of the best in the Sirus cluster.

    Colony Flaws:
    Poor Scientists: A part of the restrictions set on the rebellious colony. The UCN never allowed many scientists on the world to deny access to higher technology.

    Xenophobic- Because of the initial rebellions that were crushed without the support of other worlds and the heavy handed UCN oppression of the planet. The population is very suspicious of or even hate other colonists from other worlds.

    Dangerous Weather Patterns ( Large electrical storms. Huge dust storms,)

    Hostile Environment - The planet was never meant to be permanent colony as the planet is not suitable for . Air filter masks are required outside buildings and can cause bodily damage if exposed.

    Dependent on food shipments - The colony has very little capability to grow food due to the planets environment and UCN restrictions. The population is dependent on requires for now aid for food.

    Heavily Polluted - Industry and the exploitation of the planet has left high levels of pollution across the colony. Combining the need of Air filter masks outside, occasionally due to the pollution they are needed inside.

    Dangerous Fauna - The local planetary plants and animals are incredibly hostile to human life, dangerous to the point of requiring escorts too and away from the cities, especially for the ore transports being the life line for the planets economy.

    Damaged Fleet - The chaos of Earth missing caused a minor civil war with the fleet guarding the planet. The victors being pro independence revolutionaries. Because of the battle some ships within the fleet are damaged.


    Colony Military:


    Cruiser Revenge of Pyhrrus
    - 2x Lasers
    - 1 Kinetic Weapons
    - 1 CNC

    Frigate Cobar
    - Scout
    Transport 1
    - 2x Repair ((Fast Repair))
    - 1 Carrier ((Fighter))
    Transport 2
    - 2x Troop Transport
    - 1 Bombardment
    Transport 3
    - 2x Troop Transport
    - 1 Repair
    Transport 4
    - 3x Troop Transport
    Transport 5
    - 3x Troop Transport
    6 Fighter Squadrons

    -------------------------------------

    Wirewolf

    Name of Colony: Frontier

    Government: Federal Republic.
    Economy: Capitalist
    Population: Six Million

    Planet Terrain: Terran Standard. (Mix of Forests, Mountains, Swamps, Arid regions, Deserts and other biomes.)
    Heavily Terraformed with Terran animal/plant species adapted to live on the planet.
    Dangerous local fauna though seems to have persisted in more inhospitable regions though.

    Colonial Assets:

    1. New Denver: Capital City, Seat of Government, Planetary HQ of Occident Macrotechnology.
    2.New Canaan: Major City, Manufacturing Hub
    3. New Seattle: Major City; Major Trade Hub and location of Space Elevator.
    4. New Austin:
    5.New Los Angeles
    6. Mag-Lev Rail Network: All of the planets major cities, towns, and outlaying mines, farms and other sources of resource collection is connected by a Mag-Lev Rail network. Ferrying goods, food, resources, people and equipment across the planet at blinding speeds.
    7. Frontier Ranger Division: Frontier Ranger Academy and HQ; Fort California: Located at a strategic town of Nightfalls, the Paramilitary Frontier Rangers make their base of operations here.
    8. Large Colonial Shipyard
    9. Ascension Station. (Space Station/Trade Hub)

    Capital City Name: New Denver

    Capital City Appearance:

    Colony Perks:
    Transgenic Population: Due to the nature of science within Human Space it didn't take long for humanity to begin tinkering with the very fabric of life itself. Eventually after many years of trial and error a new offshoot of Terran lifeforms were created. Dubbed Transgen's by humanity many Transgen's resembled anthromorphic mammals and in other cases humans.
    The Transgen's were bred for a number of purposes. Ranging from labor to police and paramilitary work to other domestic or exotic labors.
    Frontier is unique for housing the largest surviving population of Transgen's after the fall of the UCN and is currently represented by dozens of different Transgen species.
    Becuase of the modifications made to the Transgen's they are on average physically superior and more durable compared to humans and some species bringing with them traits and senses of their animal ancestors.

    Colonial Militia: The UCN allowed Frontier to get away with the creation of a well regulated though in comparison poorly armed colonial militia/military and paramilitary security force. The intent of which was the protection of the Transgen populace from those who would do them harm or injustice and is thus well armed and well trained.

    Large Spaceport/Naval Yard/Station: A massive space station is in orbit of of Frontier functions as a large trade port, ship docking facility and Naval Yard that is linked by a space elevator to New Seattle. Providing a good trade hub and Naval Base with the planet and the void.

    Large Ore and Mineral Deposits: Frontier is has large amounts of all the needed elements and compounds to sustain a high tech space-going culture.

    High Population: Frontier served as the home for many Transgen's fleeing Earth or other UCN worlds for many years before the fall. Because of this the colonies numbers swelled and grew due to a large albeit stable influx of immigrants. Along with this the Frontier colonial government has grown accustomed to aiding refugee's join Frontier society.

    Self Sufficient: Frontier has nearly from it's inception had been on it's own in terms of infrastructure,material and equipment needs and wants. While they do not possess UCN level technology in great abundance, colonial companies and corporations have come into existence to supply the local populace with their own technology, augmentations, weapons and equipment along with infrastructure to handle their own needs and wants.
    When the UCN vanished they barely noticed the loss.

    Well Armed: Frontier can be a harsh world. When it was first settled the creatures of the planet proved deadly for even the hardy Transgen's. And without the support of the UCN the Colonists had to improvise, adapt and overpower the native animal life. Even today years after many of the more dangerous creatures had been pushed back to the fringes, Frontier persists with the technology. Cybernetics and basic biomods while not cheap are more common now...And a notable gun-culture has emerged. With Occident Macrotechnology being the Patron Saint of Firearms.



    Colony Flaws:

    Transgen Paranoia: Transgen's were at one point in time subservient to humanity. In some colonies living as merely second class citizens. While on other planets existing merely as chattel slaves. When Frontier was provided to them they became distrustful of baseline humanity and their motives. This paranoia and aura of distrust becoming more prevalent know that the UCN and their protection has largely vanished.

    Immigrant Overflow: After the fall of the UCN over one million Transgen Refugee's arrived at the Frontier through various means. Many of these poor unfortunate souls are These are unskilled laborers that are seriously overtaxing Frontiers food supply and infrastructure system and causing social unrest.

    Greedy Capitalists -Like the Tradesmen perk, except they have a fair bit of holdings in Frontiers shipping and export business and exert that towards their own goals, of which may or may not be aligned with the goals of the colonial government. Due to such, they have connections to other colonies, though this is strictly for their own benefit. Many of the merchant vessels are not at the disposal of the Colonial government.

    Poor Naval Crew: The Frontier Navy didn't even exist up until recently. Before the Fall of the UCN the skies above Frontier were monitored by UCN Naval Ships. With the only Frontier operated orbital resources tied into the running of the Space Elevator and Trade Station. Because of this half of the new fleet is inexperienced and barely trained. Time must be spent on training programs or give these rookies a trial by fire to get them up to snuff.

    Poor Scientists: The UCN never let elite scientists immigrate to Frontier due to it's very nature as a Transgen Colony and it's fiercely independent ways. At most only washouts and lab assistants were posted onto the planets more remote regions for various scientific studies.

    Isolated System: : Frontier is isolated from the main stream colonies by distance, living up to it's name of being on the frontier of UCN space.

    Dangerous Fauna: While the planet had been seeded with Terran Lifeforms and many of such plants and creatures seemed to thrive....Many of the planets fauna proved highly adaptable and dangerous. Some of these animals range from the relatively 'small' reptile like canine dubbed a 'Skag' by locals all the way up to large heavily armored elephatine beasts.
    Isolated homesteads are often heavily armed. These creatures are often killed in mass and terraforming has pushed their natural ranges to more arid regions of the planet.

    Colony Military:
    Fighter: 10 Squadrons
    Bomber: 3 Squadrons
    Frigates: 4 Frigates
    Transports: 6 Transports

    -----------------------------------------------------

    Terrabull

    Name of Colony: Athenry

    Government: Federal Republic
    Economy: Capitalistic
    Population: (About two million + one million immigrants)

    Planet Terrain: A relatively young world, Athenry is covered by active volcanoes and tropical plant life. The thick atmosphere allows these plants to flourish. Most of the human colonists live on high mountain peaks where the air is thinner and cooler, if only by a few degrees. Athenry is too close to its star for ice caps to form, so most of the water is free-flowing and frequently rains for the lush tropical plains below the mountains.

    Colonial Assets:
    New Athens: Capital & Trade Center
    Rhodes: Transportation hub and Space Elevator to Space Port
    Thrace: 2nd Largest City and home of Native Industries and Largest Native Mineral Mines.
    Olympus: Home of the Athenry Institute of Medicine and Medicine Manufacture.
    Sparta: Third Largest and Center of Native Flora and Fauna Resource Gathering

    Capital City Name: New Athens

    Capital City Appearance:

    Colony Perks: (Good Traits)
    Athenry Institute of Medicine: A UCN science academy of some renown (colony-wise) was established on the colony and a few members of its staff & faculty were either left behind or chose to stay.

    Medicinal Wonderland: Most of the plants and animals on Athenry have medicinal value. A bonus to Medical Research and Supplies

    Self Sufficient: Athenry has nearly from it's inception been on it's own in terms of infrastructure, material and equipment needs and wants. While they do not possess UCN level technology in great abundance, colonial companies and corporations have come into existence to supply the local populace with their own technology, augmentations, weapons and equipment along with infrastructure to handle their own needs and wants.
    When the UCN vanished they barely noticed the loss.

    Tradesmen: A few UCN-authorized traders reside in your colony. Their modified cargo ships and privateers are now at your disposal. They provide a bonus to trade and keeping trade lanes secure.

    Large Spaceport: A space station in orbit of your planet is a large trade port and ship docking facility linked by a space elevator to your colony. This is a good staging point for your navy and center of trade.

    UCN defense grid: The UCN left behind a grid of defensive laser satellites the colony is now in control of. These are powerful lasers, yet not beyond the colony's ability to produce. Albeit slowly.

    Colony Flaws: (Bad Traits, 1 per good trait)
    Damaged Fleet: During the UCN's withdrawal, certain issues erupted which lead to rather unfortunate engagements with other hostiles. The ships left at the colony are the very ships that they did not take with them after the engagement. In other words, much repair/work is needed.

    Immigrant Overflow: Add a million lower-class citizens to your colony. These are unskilled laborers that are seriously overtaxing your colony's food and infrastructure and causing social unrest.

    Limited Industry: The UCN prohibited large scale industrialization on your planet. It will take time to build new factories or you simply must go without.

    Orbital debris: The planet is ringed by debris that makes navigation difficult for all who pass through it.

    Poor Crews: The population of Athenry are not starship pilots. The navy has less skilled recruits. About half the fleet is inexperienced and barely trained. Time must be spent on training programs, or the rookies must undergo a trial by fire.

    Dangerous Fauna: While the planet had been seeded with Terran Lifeforms and many of such plants and creatures seemed to thrive....Many of the planets fauna proved highly adaptable and dangerous. Some of these animals range from the relatively 'small' reptile like biped dubbed a 'Raptor' by locals all the way up to large heavily armored Jurassic beasts.

    Isolated homesteads are often heavily armed.

    Colony Military: (WIP)

    Expedition Fleet:
    Cruiser Scalpel's Edge
    - 2x Lasers
    - 1 CNC
    - 1 Stealth
    Frigate Hawk (Light Damage)
    - Scout
    Transport 1
    - 2x Repair ((Fast Repair))
    - 1 Scout
    Transport 2 (Light Damage)
    - 2x Repair ((Fast Repair))
    - 1 Scout
    Transport 3
    - 2x Troop Transport ((Drop Pod))
    - 1 Trade
    Transport 4 (Moderate Damage)
    - 2x Troop Transport ((Tanks))
    - Trade
    Transport 5 (Light Damage)
    - 2x Carrier
    - 1 Stealth
    5 Fighter Squadrons (Moderate Damage)

    -------------------------------------------------------------

    Eagleblue

    Name of Colony: Pegasus

    Government: Republic
    Economy: Socialist
    Population: 6 Million

    Planet Terrain: Earth like

    Colonial Assets:
    Altair - Capital City and trade center
    Vega - Second Largest City also has a small number of factories.
    Aldrich - Space Port
    Mount Seraphim - Largest known mineral mine.
    Vulcan - Transport hub for the mines.

    Capital City Name: Altair
    Capital City Appearance: (To be added later)

    Colony Perks:
    Large Spaceport: A space station in orbit of your planet is a large trade port and ship docking facility linked by a space elevator to your colony. This is a good staging point for your navy and center of trade.

    Tradesmen: A few UCN-authorized traders reside in your colony. Their modified cargo ships and privateers are now at your disposal. They provide a bonus to trade and keeping trade lanes secure.

    Loyal Colonists: The colonists believe in their government, be it from fear, awe, or love. They will be hard to turn away from your rule.

    Large Ore and Mineral Deposits: This planet has a large amount of ore and mineral deposits that can provide for the industry.

    Self Sufficient: Pegasus has nearly from it's inception had been on it's own in terms of infrastructure,material and equipment needs and wants. While they do not possess UCN level technology in great abundance, colonial companies and corporations have come into existence to supply the local populace with their own technology, augmentations, weapons and equipment along with infrastructure to handle their own needs and wants.
    When the UCN vanished they barely noticed the loss.

    Colony Flaws:
    Poor Crew: Your navy and army have less skilled recruits and officers. About half your fleet is inexperienced and barely trained. Time must be spend on training programs or give these rookies a trial by fire.

    Poor Scientists: the UCN never let elite scientists immigrate to your colony, leaving you with university washouts and lab assistants.

    Damaged Ships: Before leaving the UCN only left the colony with damaged ships. While most won't require extensive repairs, they are not able to perform their duties until repairs are done.

    Immigrant Overflow: Add a million lower-class citizens to your colony. These are unskilled laborers that are seriously overtaxing your colony's food and infrastructure and causing social unrest.

    Isolated System: Pegasus is located at a rather isolated system. It's is hard for trade to come in and out, also offensive operations will be hard to do.

    Colony Military:
    5 Fighters
    2 Bombers
    Transport - Repair, Repair, Trade [2x Repair]
    Transport - Trade, Trade, Troop Carrier
    Transport - Troop Carrier, Troop Carrier, Repair [Drop Pods]
    Frigate - Kinetic Weapons
    Frigate - CnC
    Frigate - Scout
    Destroyer - Kinetic Weapons and Carrier

    -------------------------------------------------------------------

    Marduk

    Name of Colony: Phaeton

    Government:Military Dictatorship
    Economy: Post UCN industrial assets state owned, otherwise free market
    Population: 5.5 milion

    Planet Terrain:Mostly cold woodlands, mountainous near th poles, warm near the equator.
    Colonial Assets:
    Factory complex alpha - located in Phaeton Prime. (Critical)
    Factory complex beta- located in Phaeton Prime.
    Factory complex delta- located in Phaeton Prime.
    Factory complex gamma- located in Heaven's gate.
    Main planetary spaceport - located in Phaeton Prime. (Critical)
    Phaeton Prime power generation center - located in Phaeton Prime's lowest levels. (Critical)
    Thousands of mining outposts spread over the whole area of the planet.
    Heaven's Gate - major city located near the in the zone, acts as a vacation spot and important argicultural center (Critical).
    Phaeton Transportation Network - millions of kilometers of roads, railways and maglev rails, linking Phaeton's cities and many industrial assets with each other. (Critical)
    Phaeton Prime Security Center - located in Phaeton Prime (critical)


    Capital City Name: Phaeton Prime
    Capital City Appearance:A huge, multi level complex of habitation blocks, factories, warehouses, with
    a enormous spaceport in the center.
    Colony Perks: (Good Traits)

    Heavy industry - the planet was used as a large supply and repair depot for UCN fleet, it's many automated factories can churn out large amounts of technologicaly advanced products as needed.

    Colonial Militia: The UCN let you get away with creating a ceremonial militia. After their collapse, they have been retooled into a larger military force. While second-rate and ill equipped, they provide a large body of cannon fodder.


    Large Spaceport: A space station in orbit of your planet is a large trade port and ship docking facility linked by a space elevator to your colony. This is a good staging point for your navy and center of trade.


    Able Workforce of technicians: Your colony has a larger than norm skilled workforce. Be they miners or factory technicians or businessmen, you have a manpower advantage in that area.


    Loyal Colonists - The colonists believe in their government, be it from fear, awe, or love. They will be hard to turn away from your rule.


    Large Ore and Mineral Deposits: Colony has large amounts of all the needed elements and compounds to sustain a high tech space-going culture.

    Colony Flaws: (Bad Traits, 1 per good trait)


    Immigrant Overflow: Add a million lower-class citizens to your colony. These are unskilled laborers that are seriously overtaxing your colony's food and infrastructure and casuing social unrest.


    Damaged Fleet - During the UCN's withdrawal, certain issues erupted which lead to rather unfortunate engagements with other hostiles. The ships left at the colony are the very ships that they did not take with them after the engagement. In other words, much repair/work is needed.


    Isolated: this colony is isolated from the main stream colonies by distance and/or navigational anomalies. This raises the difficulty of trade and offensive operations

    Limited Trade - Because of the colony's remote location, there aren't many nearby trading partners.

    Dangerous weather patterns. ( large electrical storms. Acid rain,)

    Heavily polluted - extansive mining or industry has left significant areas of your planet heavily polluted, unsuitable for agriculture or even completly uninhabitable.

    Navy and Military
    5x Fighter squadron (Moderate damage)
    1x Transport (Repair\Repair\Troop Carrier)
    1x Transport (Carrier\Carrier\CnC) (Moderate damage)
    1x Transport (Trade\Troop Carrier\Troop Carrier) (Light damage)
    1x Destroyer (Missile\Laser) (Light damage)
    1x Light Cruiser (Stealth\Missile\Missile(Long range torpedos)) (Recently refitted)

    Expedition is about all of it, except most of it is slightly more patched up, and 2 fighter wings were left.

    Actions:
    -A transport's load of troops is securing and searching the orbital station.
    -Meeting with UCN's major.
    -Stealth light cruiser is patrolling the area

    ------------------------------------------------------------------

    InADarkMirror

    Name of Colony: Irid

    Government: The Kzirivai Amalgamation, a communist meritocracy
    Economy: Collectivism
    Population: 4.5 million

    Planet Terrain: Largely mountainous, with shallow seas and a few regions of rolling hills and plains. Sparse plant and animal life outside of agricultural centres.
    Colonial Assets:
    1. Quzo: Capital city, also home of Factory Complex 007. Critical.
    2. Krel: Major city, also home of Factory Complex 011 and Ithil Laboratories. Critical.
    3. Lail: Major city, also home of factory complex 013. Critical.
    4. Mena: Major city, also home of the Anvil Spaceport. Critical.
    5. Iron Shield: Mineral-rich region, also home to the majority of Irid's mines. Critical.
    6. Factory Complexes 001, 002, 003, 004, 005, 006, 008, 009, 010, 012: Minor production facilities.
    Capital City Name: Quzo

    Capital City Appearance: Quzo is a bustling hive of activity. The core is composed of a thick cluster of skyscrapers and largely self-sufficient micro-arcologies. Expanding away from this core are progressively less dense settlements and "slums" in which most of the worker population lives. Scattered throughout this sprawl are factory complexes and transport hubs.

    Colony Perks:
    1. High Population Growth: Irid starts with 2.5 million additional citizens and has a phenomenal growth rate unless action is taken to curb it.
    2. Civil Stability: Irid's population is peaceful, with little to no violence and very few disputes capable of disrupting normal governance.
    3. Industrial Infrastructure: Irid was a factory-world and maintains a large amount of industrial infrastructure suitable to mass-production and widespread manufacturing.
    Colony Flaws:
    1. Non-Militaristic: Irid has no standing military and only a token police force. All military assets will have to be built from the ground up or improvised.
    2. Frail Biology: The population of Irid is not as durable as pure-strain humans. They last less time in extremes, do not heal as readily, and take less damage to incapacitate.
    3. Poor Crews: The population of Irid were factory workers, not starship pilots. The navy has less skilled recruits. About half the fleet is inexperienced and barely trained. Time must be spent on training programs, or the rookies must undergo a trial by fire.
    Colony Military:
    • Transport (TC-5 Fanwing) [PIC] [Trade/Repair/Repair] x15
    • Transport (TC-5 Fanwing) [PIC] [Trade/Repair/Troop Carrier] x5
    • Transport (TC-5 Fanwing) [PIC] [Trade/Repair/Carrier] x3
    • Fighter Wing (10) (TC-5 Spadewing) [PIC] x5
    Species Notes: Irid's population is made up of post-humans known as "coril", which bear a passing resemblance to arthropods and an overall appearance similar to that of wasps. [PIC] Coril possess an impressive breeding rate that is held in check by state-mandated contraceptives and breeding programs, allowing population growth to be directed as needs and resources allow. They are, however, frailer than humans in many ways. The minds of the coril were long ago tweaked to make them more social and to curb violent instincts, leaving their population almost entirely unified but with no experience in warfare or combat beyond basic self-defence.

    ---------------------------------------------------------

    Red

    Colony name: Trinidad Union

    Government: Elected dictator with elements of E-democracy
    Economy: Tecnosocialism
    Population: 1.3 million

    Colony ships:

    1. Apex - Primary colony ship.
    2. Bastion - Secondary colony ship and primary factory ship.
    3. Eclipse - Secondary colony ship and houses the colony's R&D division.

    Perks:

    1. Space born colony:

    2. Self sufficiency: The colony can produce all food and needed products that the colony may need.

    3. Unique spaceship equipment: Trinidad can equip there ships with mining units.

    4. Experienced ship crews:

    5. Light ship focus: Bastion colony ship has a number of built in shipyards that are focused on
    the construction of light ships. Rank 1 and 2 ships are built faster and cheaper(bombers.
    rank 1 and rank 2 ships take 1 point less to produce)

    6. Expert Extravehicular activity construction workers:

    7. Advanced heavy/light industry:

    8. Advanced medical industry:

    9. Self defense force: Trinidad has it's own combat personnel trained to repel borders as well as boarding actions.
    They are also trained and equipped for zero gravity combat. Bastion is also capable of producing all firearms and
    Ammo need by the SDF. The SDF is built around rapid reaction teams and special operation units.

    Flaws:

    1. Limited trade:

    2. Pirate attacks:

    3. Ore and mineral deficiency: Do to Trinidad's space based nature they are dependent of asteroid mining which is
    not all was reliable on the needed ore for certain construction projects.

    4. Limited ship construction ability: The bastion is unable to built rank 3 and 4 ships.

    5. Limited star charts: Trinidad lacks detailed star charts of UCN space do to bad relations with the
    UCN government.

    6. Limited travel capability: The colony ships need detailed star charts to plot a space jump.

    7. Limited jump ability: Do to the age and size of the colony's FTL engines it takes 32 hours for them to cool
    down after a jump. As well as taking 32 hours to power up a jump.

    8. Low starting population:

    9. Slow population growth.



    Colonial fleet assets:

    Transport:
    1. Orca - mining, trade, repair.
    2. Crow - mining, trade, repair.
    3. Moor - mining, trade, repair.
    4. Hellhound - troop transport x2 (Drop pod), kinetic weapons.
    5. Valkyrie - troop transport x2 (Drop pod), Kinetic weapons.

    Frigate:
    1. Longbow - Missile.
    2. Fury - Laser.
    3. Valravn - Laser.
    4. Trident - Laser.
    5. Typhoon - Missile.

    Destroyer:
    1. Nova - CnC, laser.

    Fighters:
    1. Apex - 2 squadrons
    2. Bastion - 2 squadrons
    3. Eclipse - 1 Squadron.

    Colony ships have battleship grade armor and point defense systems.
  2. So where is the new heavy transport on the list? Any other new rules or changes we should know about?
  3. Cruiser Revenge of Pyhrrus
    - 2x Lasers ((More Turrets))
    - 1 Kinetic Weapons
    - 1 CNC

    Frigate Cobar
    - Scout
    Transport 1
    - 2x Repair ((Fast Repair))
    - 1 Carrier ((Fighter))
    Transport 2
    - 3x Troop Transport ((Drop Pods))
    Transport 3
    - 3x Troop Transport ((Drop Pods))
    Transport 4
    - 3x Troop Transport ((Tanks))
    Transport 5
    - 3x Troop Transport ((More Troops))
    6 Fighter Squadrons

    Edited my fleet a little
  4. Wolfius CEO, Uniphase Armouries

    Colony Sheet

    Name of Colony: Greenland
    -Planet: Ice Cream Sandwich

    Government: Meritocracy / Democracy patchwork.
    Economy: Government-dominated limited capitalism with worker protections.
    Population: 4'000'000
    -Transgenic Fox
    >>3'000'000 Citizen
    >>1'000'000 Refugees

    Planet Terrain:
    A world held firmly in the grip of an ice age, only the topics remain completely free of glaciation, and winters are bitterly cold for most of even that. Of what remains, there is a roughly even split between land and the remaining seas, the loss of water to the ice caps concentrating salts into a brine to rival the Dead Sea and killing off most sea life. Remaining land masses are split roughly 60/30/10 with their associated islands, with thick boreal forest-analogue, plains, mountain, and other enviroments making up 45/20/25/10 percent of that.

    Major animals trend towards aggressive omniverous megafauna, although a several species of powerful man-eating flyer continue to defy extinction, although smaller critters have claimed more lives(includes the Vorpe, a rodent-analogue averaging somewhat smaller than a basketball a lethal ambush perdator able to quickly kill much larger anumals, and with an unnerving ability to get almost anywhere. And Army-Wasps, which... are almost exactly what they sound like)

    Colonial Assets: (Major cities, factories, spaceports, resources. Must define at least 5 as critical assets of the colony)

    Orbital:
    -Adamant Planetary Defence Network (Defence Grid) (=Critical=)
    -White Star High Dock Complex (Shipyards) (=Critical=)
    -The Cheyenne Stargate Orbital Complex (Spaceport) (=Critical=)

    Transport:
    -(Groundside Elevator: Spaceport)
    -(Groundside Elevator: Shipyards)

    Cities:
    -Stark (Capital) (=Critical=)
    >>Location: Emerald Isle, Greenland

    -Monger (Major Industrial Center) (=Critical=)
    -Cunard (Major Industrial Center) (=Critical=)

    -Landing (Industrial Center)
    -Belfast (Industrial Center)
    -Halifax (Industrial Center)
    -Vancover (Industrial Center)

    -Jackwall (Minor Industrial Center) (Main Glacial Ice Mine)
    -(Minor Industrial Center)
    -(Minor Industrial Center)
    -(Minor Industrial Center)
    -(Minor Industrial Center)
    -(Minor Industrial Center)

    -(Resort Town)



    Capital City Name: Stark
    Capital City Appearance:
    Located on a formerly submerged bank several thousand kilometers offshore amidst the largest ocean and initially little more than barren rock, the Emerald Isle provided Stark's founding residents with a peace of mind in it's absence of native life that's proven popular with those able to afford it. The landscape sense transformed with imported flora and people-safe, niche-filling critters, Stark quickly grew into an administrative hub as those not tied to physical locations planetside eagerly relocated. The modern city features large amounts of parkland, upscale housing, spacious office complexes, and artificial lakes that cerge double duty as recreation and storage for water imported from Jackwall.


    Colony Perks:

    Tradesmen - A few UCN-authorized traders reside in your colony. Their modified cargo ships and privateers are now at your disposal. They provide a bonus to trade and keeping trade lanes secure.
    Large Spaceport - A space station in orbit of your planet is a large trade port and ship docking facility linked by a space elevator to your colony. This is a good staging point for your navy and center of trade.
    Heavy industry - As a center of shipbuilding, it's many automated factories can churn out large amounts of technologicaly advanced products as needed.
    Skill Focus: Engineers - Clever and intelligent, transgen foxes have an almost intuitive grasp of engineering, providing an ample supply of exceptionally talented and highly skilled engineers.
    Loyal Colonists - Bred and raised to serve their corperate masters, the foxfolk of Ice Cream Sandwich have found a new solidarity and loyalty to their new goverment and each other, one reinforced by pirate-spawned adversity in it's formitive [time period].
    Small - Transgenic foxes are small. Fewer resources can support more of them, they can fit into smaller spaces, etc.
    Major Commercial Shipyards - a large civilian shipyard complex serviced by orbital elevator. Allows construction of Heavy Transport(1 point, 4 specialties). Advanced civilian smallcraft facilities can be retooled to build smaller, cheaper fighters with no loss in individual craft ability(snub fighters, 1 point, come in squadrons of 15. 2 snub fighter squadrons = 30 craft = 3 normal fighter squadrons)
    UCN defense grid -
    StanFlex - standardised interchangible mission modules reduce the time it takes to conduct specialty-change refirs from 5 posts to (2-3? Pending).
    Light ship focus - Your shipyards can produce Rank 1 and 2 ships faster and cheaper (Bombers, Rank 1 and 2 ships take 1 point less to produce.)

    Colony Flaws:

    Light ship focus - Rank 3 and 4 ships take more resources and time to produce. (3 points more to produce Rank 3 and 4 ships)
    Weak - Transgenic foxes are small. As a result, they're physically much weaker overall than a hunam.
    Ice Age - much of the planet is burried under ice
    Harsh Winters
    Localization - Size difference limits interoperability without refit.
    Poor Crews
    Dangerous Wildlife
    Pirates - With collapse of UCN, pirates has found new home in your starsystem. Ships without military escort are more likely to be attacked.
    Damaged Fleet - pirate attacks and skermishing have damaged the fleet
    Immigrant Overflow - Transfen Fox refugees from originally from corperate holdings throughout the system fleeing pirate raids


    Colony Military:

    Fighter x5
    -FA-01.10 (TR-004)
    -FA-02.10 (TR-004)
    -FA-03.10
    -FA-04.10 (damage)
    -FA-05.10 (damage)

    Frigate x 1
    -FF-01: Missiles

    Light Transport x2
    -TL-01: Stealth/Scout/Carrier
    >>Fighters FA-01
    >>Fighters FA-02
    -TL-02: Stealth/Scout/Carrier (Poor Crew)(major damage)

    Transport x3
    -TR-01: Troop/Troop/Repair/Repair
    >>Extra Heavy Lift
    >>Fast Repair
    >>Combat Engineers
    >>Light Militia
    -TR-02: Trade/Trade/Trade/Scout (Poor Crew)
    -TR-03: Trade/Trade/Trade/Repair (Poor Crew)(major damage)

    Cruiser x1
    -CR-01: Missile/Missile/Laser/Scout (moderate damage)
    >>Long-range torpedo tubes

    Deployment:
    Repair Yards
    -CR-01 (moderate damage)
    -TR-03 (major damage)
    -TL-02 (major damage)
    -FA-04.10 (damage)
    -FA-05.10 (damage)

    TF-1 Home Guard
    -FA-03.10

    TF-2 Salvage
    -FF-01
    -TR-01
    -TR-02

    TF-2.1 Salvage Overwatch
    -TL-01
    -Fighters FA-01
    -Fighters FA-02

    Ship Names:
    Fighters x5
    -FA-01.10:
    -FA-02.10:
    -FA-03.10:
    -FA-04.10:
    -FA-05.10:

    Frigate x 1
    -FF-01: Bodkin

    Light Transport x2
    -TL-01: Fair Play
    -TL-02: Surprise

    Transport x3
    -TR-01: Eviction Notice
    -TR-02: Saviour
    -TR-03: Audacity

    Cruiser x1
    -CR-01: Jaws



    Transgenic Fox
    3 feet tall upright, light build



    History:
    Prior to the UCN collapse, Sandwich was the center of a major shipbuilding and transport company's operations here in the Sirius Cluster, which had settled the planet with a population of transgenic foxes; they were small, easy to feed and house and transport, easy to train, and most importantly, matched the company colours and mascot. And after a company bean-counter decided that further standardising their biology would save money, tweaked into a single-gender strain of hermaphrodites.

    When the UCN pulled out, the hunam managment followed, leaving their fuzzy juniors in charge; quickly overwhelmed, the existing, gutted power structure collapsed, and the current one arose to take it's place as emergent factions were forced to unite to fight off opertunistic pirates and provide for the resulting refugees.
  5. Alright anyone want to attempt to liberate New Terra from the UCN?
  6. Name of Colony: Irid

    Government: The Kzirivai Amalgamation, a communist meritocracy
    Economy: Collectivism
    Population: 4.5 million

    Planet Terrain: Largely mountainous, with shallow seas and a few regions of rolling hills and plains. Sparse plant and animal life outside of agricultural centres.
    Colonial Assets:
    1. Quzo: Capital city, also home of Factory Complex 007. Critical.
    2. Krel: Major city, also home of Factory Complex 011 and Ithil Laboratories. Critical.
    3. Lail: Major city, also home of factory complex 013. Critical.
    4. Mena: Major city, also home of the Anvil Spaceport. Critical.
    5. Iron Shield: Mineral-rich region, also home to the majority of Irid's mines. Critical.
    6. Factory Complexes 001, 002, 003, 004, 005, 006, 008, 009, 010, 012: Minor production facilities.
    Capital City Name: Quzo

    Capital City Appearance: Quzo is a bustling hive of activity. The core is composed of a thick cluster of skyscrapers and largely self-sufficient micro-arcologies. Expanding away from this core are progressively less dense settlements and "slums" in which most of the worker population lives. Scattered throughout this sprawl are factory complexes and transport hubs.

    Colony Perks:
    1. High Population Growth: Irid starts with 2.5 million additional citizens and has a phenomenal growth rate unless action is taken to curb it.
    2. Civil Stability: Irid's population is peaceful, with little to no violence and very few disputes capable of disrupting normal governance.
    3. Industrial Infrastructure: Irid was a factory-world and maintains a large amount of industrial infrastructure suitable to mass-production and widespread manufacturing.
    Colony Flaws:

    1. Non-Militaristic: Irid has no standing military and only a token police force. All military assets will have to be built from the ground up or improvised.
    2. Frail Biology: The population of Irid is not as durable as pure-strain humans. They last less time in extremes, do not heal as readily, and take less damage to incapacitate.
    3. Poor Crews: The population of Irid were factory workers, not starship pilots. The navy has less skilled recruits. About half the fleet is inexperienced and barely trained. Time must be spent on training programs, or the rookies must undergo a trial by fire.
    Colony Military:

    • Transport (TC-5 Fanwing) [PIC] [Trade/Repair] x15
    • Transport (TC-5 Fanwing) [PIC] [Trade/Troop Carrier] x5
    • Transport (TC-5 Fanwing) [PIC] [Trade/Repair/Carrier] x3
    • Fighter Wing (10) (TC-5 Spadewing) [PIC] x5
    Species Notes: Irid's population is made up of post-humans known as "coril", which bear a passing resemblance to arthropods and an overall appearance similar to that of wasps. [PIC] Coril possess an impressive breeding rate that is held in check by state-mandated contraceptives and breeding programs, allowing population growth to be directed as needs and resources allow. They are, however, frailer than humans in many ways. The minds of the coril were long ago tweaked to make them more social and to curb violent instincts, leaving their population almost entirely unified but with no experience in warfare or combat beyond basic self-defence.
  7. Cloak&Dagger CRY SOME MORE

    Testing code and updating my fleet.

    Code:
    Orpheus Fleet at New Terra
    1xCruiser (2x Lasers [Spinal Cannon], 1x Shielding, 1x Kinetic) <The [I]Mobius[/I]> 15 Points
    1x Frigate (Scout) 3 Points
    1x Light Transports (2xRepair [Fast Repair]) [In nearby location in the void of space out of the system] 1 Point
    1x Light Transports (Stealth, Engines) 1 Point
    3x Transports (Stealth, 2xTroop Carrier [Drop Pods]) Free
    
    20 Points total
    
  8. Wolfius CEO, Uniphase Armouries

    Fleet adjusted to reflect transport and perk changes.
  9. Name of Colony: Avalon

    Government: Federal Republic
    Economy: Capitalist with basic worker protection and constitutional debt limits outside of wartime.
    Population: 2 million

    Planet Terrain: Mountainous

    Colonial Assets:
    Snow Vally
    Camelot mines #1-5
    major subterranean rail line
    Crator spaceport
    A large multipurpose factory located in capital.

    Capital City Name: Snow Valley

    Capital City Appearance: based in a large valley shielded from the worst of the weather, all buildings and walkways partly/completely underground to help insulate from the harsh winters.

    Colony Perks:
    UCN defense grid
    Able Workforce of miners
    Large Ore and Mineral Deposits: the planet has large amounts of all the needed elements and compounds to sustain a high tech space-going culture.
    Earth-like biosphere: the atmosphere and local life forms are compatible (we can eat them) with humans.

    Colony Flaws:
    Severe Weather patterns: the world is racked by wind storms and harsh winters that are worse those of the northern Russia. All settlements are restricted to the valleys that are found among the mountains of this world exulding the space port which is found near the equator in a large crater that is believed to have been the source of the orbiting debris.
    Sturdy Flora and Fauna: the local life forms are damn hard to kill or clear do to their adapting to local conditions.
    Orbital debris: the planet is ringed by debris that makes navigation difficult for all who pass through it.
    Isolated: this colony is isolated from the main stream colonies by distance and/or navigational anomalies. This raises the difficulty of trade and offensive operations

    Colony Military:
    total fleet:
    X1 Destroyer-double missiles
    X3 frigates- laser weapons.
    x2 light transport-trade (double trade)
    x2 light transport-troops (double: drop pod)
    x2 light transport- ship-repair (double: fast repair)
    x1 Light transport-Carrier Stealth
    x5 fighters

    Home Fleet:
    x1 destroyer
    x3 fighters

    Fleet sent to New Terra:
    X3 frigates- laser weapons.
    x2 light transport-trade (double trade)
    x2 light trasport-troops (double: drop pod)
    x2 light transport- shiprepair (double: fast repair)
    x1 Light transport-Carriar Stealth
    x2 fighters
  10. do we get the free transports and fighters still?
  11. Cloak&Dagger CRY SOME MORE

    Yes.
  12. thank goodness. are the free transports lights or what?
  13. Cloak&Dagger CRY SOME MORE

    No need to make it more of a pain than it is already, and nobody mentioned it changing, so...
  14. but I already changed them to lights, darn it.
  15. So the fleet setup hasn't changed, then?

    Good to know that whole argument was completely pointless.
  16. Cloak&Dagger CRY SOME MORE

    No, the 3 transports that are free are the same, but the one point transports only have 2 specs now.
  17. Ugh.
  18. Cloak&Dagger CRY SOME MORE

    Also, there's 3 point 3 spec ones, and 5 point 4 spec ones.

    Don't underestimate them. Imagine: (2x Bombardment [Precision], 2x Troop Transport [Drop Pods])
  19. EagleBlue Kill! Kill! Kill the BETA!

    Question, since I wasn't in the first IC did I still send a expedition fleet?
  20. Cloak&Dagger CRY SOME MORE

    The game has restarted and there is a new IC. Everyone arrives at the same time. POST!
  21. RedTape, did you actually transmit that message to me? It wasn't terribly clear.
  22. I'm going to take all the Food Farms. I'm willing to negotiate if you help secure the rest of the planet.
  23. You didn't answer my question.
  24. Yes I sent it to you.
  25. Well, they replied.

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