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Starscape Kalarii Federation Profile


Kothra

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KALARII FEDERATION

 

Username: Kothra

Species Name: Kalarii Image 1

Description: The Kalarii are a race of humanoid otter-people with long, flexible bodies. They stand at 2.1 metres on average, with tails about 1.5 metres in length. The purpose of a Kalarii's thick, muscular tail is to steer and and in some cases propel the Kalarii while swimming.  Because of its strength and weight, the tail can be used as a blunt weapon in combat. They have retractile claws that serve little purpose aside from grooming their fur in their current evolutionary state, but have proven useful as last-ditch close-quarters weapons. The fur covering their bodies is short, fine, and dense. The colouring is usually a dark brown, but it is not hard to find other colours, from beige and tan to reddish brown. Their diet consists mostly of seafood, primarily crustaceans, but they also eat bread and fruits.

The Kalarii evolved on a wet planet dominated by temperate rain forests and towering mountain ranges. There are deserts on Kalaras, results of the rain shadow effect, though they are far and few between. The water-to-land ratio of Kalaras is about 4:1 (water covers about 80% of the surface). Kalaras has a moon slightly smaller than than of Earth, but is closer in its orbit, giving Kalaras stronger tides. The planet's atmosphere is a mix of gases, primarily nitrogen and oxygen.

Among the Kalarii, balance and unity are highly valued, and maintaining such is important, even if violent means are required to do so. This is one of the key reasons why the Kalarii Federation was founded. This concept has also been adapted into interpersonal interactions over the centuries: if one Kalarii is wronged by another, it is commonplace for the wronged party to demand some sort of payment or a duel from the wrongdoer to keep a balance of one's honour. As such, insults are not taken lightly by the Kalarii. In recent times however, lethal dueling has been banned, and strict politeness is becoming less common in informal situations. The Kalarii Federation has set up a Judicial Board to enforce that reparations are paid and to keep situations from spiraling out of control. Young Kalarii are encouraged and in some cases forced to band together with others who share their interests. Acting as an individual seperate from any group is looked down upon.

The Kalarii employ a unitary representative government, with each region sending a single representative to a senate. The executive head, the consul, is elected by the senate, and is replaced every three years. The Consul's primary duties are diplomacy and commanding the military. There are numerous political factions within the Kalarii government, helping to  keep a balance of power. The government has general control over the economy, but normally does not enforce control over information.

 

History: The Kalarii were once split into numerous nations, often warring among one another. One particularly powerful nation, along with several allies came to the conclusion that a world government was a good idea and worked to control or conquer any nations that rejected their idea, and welcoming those who agreed. They eventually succeeded and modern Kalarii Federation was born.

The idea of Kalarii space travel came about half a century later, and was originally engineered and pursued by private groups. Only after succesful trips around the planet did the government realise the importance that this could have in the future. The consulate, with senate backing, declared  space government territory, requiring all private groups register with the government. The government capitalised on things such as orbital weapons and surveillance as things to keep the territories in line, but this mentality wore off after about twenty years and space was opened to private enterprise once more. Plans to colonise other planets and bodies in the system eventually turned into plans to colonise other systems. Within the past two hundred years, the Federation succesfully established two colonies in other star systems. Eventually a team of government and corporate scientists developed and perfected a jump drive system, bringing rise to the modern era. As it exists now, system jump technology is limited to government use.

Homeworld Name: Kalaras. Historically just called Teras (basically meaning 'home'), at the founding of the Kalarii Federation some politician proposed an official name of Kalaras, a portmanteau of Kalarii and Teras, and it stuck.

Homeworld Location: A-9

 

 

Fluff notes for Kalarii ships:

- humid atmosphere

- handles on tracks in the walls to pull personnel through hallways

 

Class Name: Gulo battlecruiser

Class Size: heavy (3 IP)

Class Function and Description: The Gulo is a vanguard ship: its purpose in battle is to lead an assaulting force, combatting heavier defenders to leave the smaller ships to move in.

Class Weapons: heavy laser battery, 1 medium missile battery, PDS, 2 light missile batteries, 1 light laser battery

Superweapon: flare railgun

 

Class Name: Meles dreadnought

Class Size: large (3 IP)

Class Function and Description: The Meles is a defensive ship designed to hang back behind the main forces and provide heavy fire support. It is also capable of filling a shield role, with its heavy armour capable of sustaining quite a few hits. Because the Meles is not equipped with a personal defence system, it relies on Putorius corvettes to fight off smaller threats.

Class Weapons: 2 heavy laser batteries, light missile battery

Superweapon: flare railgun

 

Class Name: Lutra cruiser

Class Size: medium (1 IP)

Class Function and Description: The Lutra is the standard ship of the Federation armada. It is a balanced ship, capable of performing a variety of roles, but not excelling at any one.

Class Weapons: 1 medium missile battery, 1 medium laser battery, PDS, 1 light missile battery

 

Class Name: Lutris light cruiser

Class Size: medium (1 IP)

Class Function and Description: The Lutris is a variant of the Lutra, but designed to be faster and more maneuverable than other medium ships at the expense of firepower and protection.

Class Weapons: 1 medium laser battery, PDS, 3 light missile batteries, 2 light laser batteries

 

Class Name: Lontra heavy cruiser

Class Size: medium (1 IP)

Class Function and Description: The Lontra is another Lutra variant, essentially the opposite of the Lutris. It is based more around armour and fire power at the expense of maneuverability.

Class Weapons: heavy missile battery, 3 light laser batteries

 

Class Name: Enhydra assault cruiser

Class Size: medium dropship (2 IP)

Class Function and Description: The Enhydra is the standard dropship of the Kalarii Federation. It's main job is carrying planetary assault forces. It can deliver the assault forces either directly or by drop pod.

Class Weapons: dropship bay, PDS, 2 light laser batteries, 2 light missile batteries

 

Class Name: Putorius corvette

Class Size: light (1/4 IP)

Class Function and Description: The Putorius is a small corvette designed in an anti-fighter role.

Class Weapons: PDS, 4 light missile batteries, 2 light missile batteries

 

Class Name: Eversmanii frigate

Class Size: light (1/4 IP)

Class Function and Description: The Eversmanii is based on the Putorius design, being slightly larger and better armoured. It is meant for combat against larger (medium) ships. It's primary role is to provide firepower to convoys and patrols that do not have the support of a Lutra.

Class Weapons: 1 medium laser battery, PDS, 2 light missile batteries

 

Class Name: Aonyx landing craft

Class Size: light dropship (1,25 IP)

Class Function and Description: A smaller dropship used by the Kalarii Federation for small-scale invasions and supplying reinforcements. It does not carry drop pods and so must land directly.

Class Weapons: dropship bay, PDS, light missile battery

 

Class Name: Lutrogale mobile fighter platform

Class Size: medium carrier (2 IP)

Class Function and Description: The Lutrogale is a modified Lutra cruiser with an enlarged underside for the housing and maintinence of Martes fighters.

Class Weapons: fighter bay, PDS, 2 light laser batteries, 2 light missile batteries

 

Class Name: Martes multi-role fighter

Class Size: fighter

Class Function and Description: The Martes is a multi-role fighter, meaning that it is designed to both combat other fighters and to eliminate target points on enemy vessels at close range.

Class Weapons: 1 small laser cannon, 2 small missile batteries

 

Class Name: Holt Planetary Defence Station

Class Size: starbase (1/3 IP)

Class Function and Description: Unlike the majority of smooth and flowing Kalarii designs, the Holt Station is all hard angles. It appears as an octohedron with a ring about the equator.

Class Weapons: 2 heavy laser cannons, 1 PDS, 2 light missile batteries

 

Name: laser battery

Weapon Size: small, medium, large

Mechanics: self explanatory

 

Name: missile battery

Weapon Size: small, medium, large

Mechanics: warheads are changeable between standard anti-ship, ice (ice crystals as a smokescreen), and flare (leaves a slow burning chemical that blocks up the entire EM spectrum for a good 15 minutes)

 

Name: Flare Railgun

Weapon Size: superweapon

Mechanics: the Flare Railgun is a giant railgun that fires a specially prepared round filled with the flare chemical used in missile warheads. When the round penetrates the hull of a ship, it explodes, annihilating the ships's interior, and filling it with a large amount of flare chemical. This creates a huge EM anomaly on everyone's sensors and disrupts all EM-based equipment. As a light-emitting object, it's as if a star appeared in the middle of the battlefield.

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