Alex Humva Posted February 8, 2012 Share Posted February 8, 2012 (edited) Every action has a reaction; for every action there are infinite reactions. With every passing moment an infinite amount of universes is created. In one universe, the Earth took a rather odd course; instead of a few large continents the world shaped into over a dozen small continents. In events unknown humanity sprung up on these continents, with never ending storms covering the oceans. Deadly waves and constant hurricanes prevented these pockets of humanity from encountering each other, isolating them from their siblings as they began to grow.Now, in the modern age, these pockets of humanity have achieved space flight, and mysteriously the storms have ended. These pockets of humanity will encounter their brethren for the first time in history, either in the open hands of peace... or the closed fists of war.Stríð Karla(War of Men)Hosted by Alex Humva, Co-Hosted by Beardy Spoon. Assisted by Lloyd: the White Wolf, and Toast of Awesomeness. Formerly co-hosted by Kothra Streamdiver.Rules of Conquest~God mode; don’t do it. What is it? When you do something completely overpowered.~~Auto hitting; preserve balance. It may be easy to get caught up in the sometimes large numbers, but remember, no gun is 100% accurate nor is any soldier a super soldier -unless specially trained, of course-.~All BZP rules apply, naturally.~Keep in perspective what your civilization is feeling; if you devote massive resources to military might, something has to give, and it’s typically civilian supplies. There’s patriotism, then there’s just plain absurdity.~IC is for In Character, OOC is for Out of Character.~Be respectful, have fun, that good stuff.Effects of Poor StrategyAny can be given at any time, but the last two require both hosts to agree on.~Warning~Random natural event -epidemic, hurricane, etc- wipes out a portion of your empire.~Military secrets are leaked to your enemies.~Empire is completely destroyed; restart.~Temporary ban, length judged by crime.~Full ban.The World At LargeThis RPG-RTS combo game takes place on an alternate Earth; the universe is more or less the same, but Earth’s geological structure has been tossed around, resulting in fifteen Australia sized continents and a number of islands. Storms have plagued the world for eons, keeping humanity isolated from itself. Amazingly enough however almost all the civilizations have progressed at the same rate, reaching a state of technology similar to our own 1980s. Later on in the game we'll advance tech levels and, if this RPG lasts long enough, reach the future. In recent times the civilizations have sent out their first space rockets, many encountering each other in orbit. With the storms gone and clear views of their neighboring continents humanity has begun to build a navy, to expand outwards and explore.The continents of the world have suspiciously rich mineral deposits of all the vital industrial minerals; iron, nickle, tin, tungsten, copper, silicon, titanium, zinc, and so forth. The islands that dot the world have similar but reduced deposits, and this all results in some very strong industries. However, there is an odd shortage of uranium and other radioactive substances in the world; because of this nuclear fission is impossible and nuclear fusion near it. This means you can’t nuke your neighbors, not unless you invest heavily into making a fusion warhead. It’s a risky move but you can use it as a threat.It should also be mentioned, due to being isolated from everyone for all their existence, the nations of the world have different languages. This plays ingame; it takes two real life days for your linguists to figure out the language and translators become actively available.As well, something more about the RPG itself than the ingame stuff, if you have an idea, a suggestion for an action, or some crazy equipment thing, ask. This RPG encourages freedom of choice and ideas. Think out of the box and don't be afraid to ask if your insane idea is ok, because that's what this is all about; having fun with stuff you typically couldn't get away with in a more grounded video game or something. Imagination is the limit here, not mechanics.Mechanics Of WarProvincesProvinces are central to this game. With them you gain IP, Industry Points, which serves as your currency in this game. With it you buy stuff from units to SCIENCE to everything in between. Provinces are the grid squares on the map; through plenty of handwaving and pseudo-science, even the most northern/southern grids can have bustling cities, though water tiles are not acceptable, as we don't have Bioshock yet. All provinces go through the same growth cycles, as listed below in the format of IP-Time-Battalions. IP produced, time to next upgrade, and number of battalions produced.[*]Settlement; 0 IP - One week - 0 battalions[*]Small Territory; 0 IP - Two weeks - 0 battalions[*]Medium Territory: 5 IP - Two weeks - 0 battalions[*]Large Territory: 10 IP - Two weeks - 0 battalions[*]Small State: 15 IP - Three weeks - 5 battalions[*]Medium State: 20 IP - Three weeks - 10 battalions[*]Large State: 40 IP - Three weeks - 20 battalions[*]Capitol State: 60 IP - Four weeks - 30 battalions[*]Super Province: 80 IP - No further upgrades - 40 battalionsWe'll get to battalions in a moment. So here's the question, how do you get new provinces? It's pretty simple really, you post saying something about people gathering and going to a new colony. Be sure to say what grid square it is and all that jazz.TroopsThese guys are the arms and legs of your empire. A battalion (remember them?) is one thousand soldiers, ready to live or die at your command. These are, however, simple mooks; you'll have a few equipped with more specialized equipment (say, ten MANPADs (man portable SAM launchers) or ten anti-tank rockets per battalion), but unless you put any money towards helping them out, they're just mooks with cheap equipment. All the same, one battalion is a thousand soldiers. That's not to be underestimated. With appropriate tactics, a thousand can hold off ten thousand better equipped enemies, so long as the terrain complies.UnitsIf troops are the arms and legs of your empire, your units are the hands and feet. These span a wide variety of things, from special and elite troop squads to vehicles to even spacecraft. You can find the forms for them further below, which you fill out, at which point I give you an IP cost for them. You then build your unit batch in an open province; only one batch of units per province can be built at any given time.With your units, you're free to go crazy with them, but if they're special rather than, say, a truck with a gun strapped to it, I deeply recommend being specific about what's so special about them. It saves you headaches later on. With your units, keep in mind physics still apply, but it doesn't mean you can't go make something cool, just be aware of the disadvantages it will have.Something very important about units; unit batches have upkeep, equal to one fifth of their buying price. Since all prices are in multiples of five or just one, this is easy to do. You continue to pay upkeep for the unit, even after it is built.You can, if you so wish, retrofit your units; this is taking an older unit, keeping the same basic design, but say upgrading the computer systems or adding a new weapon/replacing an old one. Usually, it costs less to do this than to build an entirely new craft. As always, ask me about the price.LogisticsLogistics, the bane of armies everywhere. Logistics are basically the backbone of your military; while your troops are out shooting people, these guys are trucking bullets everywhere. They're also extremely complex, and IRL officers train for years before they entrusted to manage it. Since none of us are trained logistics officers, this system serves as an extremely generalized effort to make them actually count.Logistics come in the form of Logistics Points; you 'buy' them with Industrial Points. Ten IP equals one LP; this does not mean you have 100 IP and 10 LP, as the IP is used up when buying the LP. You can exchange it back if you so wish. One LP can then be used to get one of the following;[*]Air Logistics; Five 20 metric tons capable cargo planes, twenty fifty passenger troop transports, two mid-flight refueling planes, one 30 metric tons capable cargo plane. Takes two weeks to take effect.[*]Ground Logistics; 500 multipurpose transport trucks, five 6 metric tons capable cargo helicopter, one 12 metric tons capable cargo helicopter. Takes one week to take effect.[*]Naval Logistics; five trans-oceanic (unarmed) transport vehicles, capable of transporting two hundred personal and/or three hundred metric tons worth of cargo. Twenty near-coast (lighty armed, think a machine gun or two) troop deployment vehicles, capable of twenty soldiers and/or 50 metric tons of cargo. Takes three weeks to take effect.National ProjectsSomething that started as a player idea not really mentioned in the front post prior to this, national projects are projects your nation really throws itself at. They can basically fall into three groups; building and research, or both. Building projects pertain to building stuff that transcends provinces, for instance, upgrading your infrastructure or making coastal defenses. Research tends to be the search for better technologies. Then you have both, for instance, a moonshot, which requires both building the rocket and researching it. You put IP into national projects to get them done; time and IP price is given by me.Military BasesMilitary bases! Once falling under the free logistics rule, they now cost time and IP. To counter this, they can actually start doing useful stuff. Unlike colonies, which enlist tens of thousands of civilians, military bases are, well, military, and as such populating one basically involves dumping a battalion or two there. Since logistics are still free, you not only get grunt infantry men but all the supply and support that comes with them that we all ignore so we can have fun.The basic layout of all military bases (and it is non-negotiable) is a bunch of buildings, depots, and a runway for aircraft. Pretty simple, right? This is your basic level, and it takes one week to build at five IP. Fairly cheap. It then costs 1 IP to upkeep. At this point, you have a few options. Due to my dislike of number based systems but the necessity of them in some places, this is a bit weird.Basically you have your minimal base; you can choose to just pay the rent and be done with it, or pay extra and start advancing the base. We use our own personal discretion on this, but your ultimate goal is, well, an ultimate military base, which had grown to be a small city and has a very powerful feature; the ability to produce units. While making no IP of it's own, and actually costing 15 IP in upkeep, it lets you produce units wherever it's stationed and, well, another build slot is always nice. Note that base upkeep does not add to it's growth. If you devote one IP to growing the base, it will cost two IP; one in upkeep, one in growth.What's the catch? It takes 50 weeks IRL for it to grow from a minimalistic base to a small military city. How do you reduce this? One IP equals one less week. So if you were to throw 55 IP at it you'd go from no base to small city in about two weeks. This is also the game where we buy SCIENCE, so it isn't as absurd.Important Mechanic ChangesThis is ultimately an evolving game, and we fix problems as we find them. This is where you find new mechanic changes and the like.Pre-Reboot;Changes to UpkeepReaffirming specialized troop costsConfirming IP upkeep costsTotal War MechanicChanges to Space ProjectsBattalion Regen, Vehicle Regen, and War LimboDecade Industry GrowthPost-Reboot;Rebooting the storyMapCurrent model, version 1.0. Terrain Map; not currently done, will be done when it is required for gameplay.Color key; used to tell players part.Entry FormsThis is where you go to send stuff in. Your civilization, it’s vehicles, all of that good stuff, uses a standardized form. Either post all your stuff in the topic or in your blog so we know what we're dealing with. Also, as a note, the weapons form serves to explain exotic weapons; if you're making a standard tank, just say the tank's gun in the tank form. If you have something exotic like a sonic cannon, then you have a weapon form explaining it.Also, POST YOUR FORMS IN TOPIC OR YOUR BLOG AND POST A LINK TO YOUR BLOG ENTRY. IF YOU DON'T DO THIS, NASTINESS HAPPENS.Civilization Form:Name: All nations have a name; what’s yours?History: Your people have a backstory; explain it. This also doubles as a sort of personality area, so you can explain why your people are pacifists or xenophobics or what.Cultural traits: Everyone has them; generalists? Technologists? Warriors? Merchants? While they have no impact on your IP, it is taken into account when you’re role playing.Location: You get your own pretty continent, unless you and someone else agree to play on the same one. You get the entire continent because of the era this is set in, so you may have whatever combination of city classes you wish that add up to one hundred and fifty IP.Vehicle Form:Vehicle Class: We got M1 tanks in real life, what’s yours?Vehicle Description: Is it an airplane? Hovercraft? Tank? Humvee? Describe it here.Weaponry: Unless it’s completely unarmed, it’s going have something.Build Cost/Build Time/Upkeep: Determined by yours truly.Troop Form:Division Name: Navy SEALs? Section 13? ****’s Troopers? Think of something.Division Description: Describe exactly what makes these guys go above and beyond the average foot soldier. As well, you can include specialized troop transports in here for them if you wish.Weaponry: What specs are they carrying?Build cost/Build Time/Upkeep: Determined by yours truly.Weapons Form: Weapon Name: It's exotic so you could give it a cool name if you so wanted.Weapon Description: Why is this so worthy of it's own form explaining it's function?Weapon Cost: Some weapons are so good they actually add to the IP cost; determined by yours truly.SignaturesCourtesy of Veeci.Sig 1Sig 2 Edited August 20, 2012 by Game Master Alex Humva Quote 1 1 2 3 5 8 13 21 34 55 89 "In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong Link to comment Share on other sites More sharing options...
Kothra Posted February 8, 2012 Share Posted February 8, 2012 (edited) "Player-Civilisation Tracking Post"Also "Post for Important Notices"> Alex Humva - Standast - Tech (Blog) - Continent #1Kothra - Le Pays du Soleil a.k.a. Kiserre - Profile/Tech (Blog) - Continent #4Ymper Trymon (Rover) - Varangia - Tech (Blog) - Continent #5Lord of Adders Black (Power) - Elucidated Children of the Hallowed Obodenus a.k.a. Waalrusaan - Continent #3> Toast of Awesomeness - The Anitalian Empire - Continent #7Grapple Wizard (Xom) - Astaria - Continent #9 Silvan Haven - Fillion - Continent #10Roxas (Blade) - Atrana - Continent #13Basilisk - Temujin Khanate - Continent #17thelonewanderer - Raynkin - Continent #14 Edited August 19, 2012 by Kothra Quote Link to comment Share on other sites More sharing options...
Alex Humva Posted February 8, 2012 Author Share Posted February 8, 2012 Name: Standast (inhabitants called Stans)History: The people of Standast have a long, rich history that can’t be written in it’s entirety here, so I’ll give you the short and PC version. Standast is located far north, the winters harsh and the summers quick. The main saving grace of the early tribes was the volcano that dominated the landscape, a mountain peak standing high and mighty above the island. The volcano would erupt often, spewing ash and fertilizing the soil. Some cultures planted according to the yearly floods; the people of Standast planted according to the volcanic eruptions. The volcano allowed them to survive the harsh winters, and early Standast actually had aqueducts that would carry heated water from geothermal springs to the houses of the common person.In more recent times the Stans began to tame the mountain, digging geothermal vents and sapping so much power from it the volcanic eruptions were actually diminished, until today where the volcano rarely if ever erupts. Vast electrical grids cover the mainland, providing them with entirely geothermal energy while the two sister islands are fueled by oil.Oddly enough, the people of Standast have never truly fought; civil unrest has been met with a shrug from the government, and for centuries when two Stans had a disagreement they took it out via the courts, which in Standast are run entirely by the people. This has caused some odd legal situations in the past but has thus far kept them tightly knit together.In modern times, the Stans have begun to build their military back up, looking out into the great unknown with uncertainty. They are aware of the existence of others from their travels into space, but they are not sure what to think of it. They wish to be their own nation for now, to stay out of the affairs of the world, to simply watch and wait for the time that the Standast flag will fly above the battlefield.Cultural traits: The Stans are probably the greatest listeners ever; their diplomatic skill is great, their ability to sit back, listen, and understand unchallenged. It makes them perfect for being neutral parties in negotiations, or for mediators between international disputes.Location: Continent #1, with one capitol, with two Large States and one Respectable Region.ICThe planet was a glorious sight; for the first time in thousands of years, its skies were clear, its land masses open to all to see. The remnants of a few craft, humanity’s first attempts into space, could be seen from orbit. The sun peaked around the planet and it was clear that this world, so far untouched by human corruption and pollution, was pristine. If one was careful though, they would feel a presence. A sort of odd feeling, creeping over you like you were being watched. A few astronauts had already reported such a feeling, and it was likely the governments of the planet below passed it off as being alone in the void. And as far as the universe was concerned, they were.On the main continent of the planet an earthquake rumbled through it’s mountain ranges, a howl coming up as the wolves hid; animals were smart enough to run and hide when the earth itself shook. The earthquake ceased as quickly as it had come though, and the world continued as it always had.[standast/William Tayeus]“And so protect us, Carthna, so that we may continue to serve your creation.” The temple was simplistic, statues and paintings of the gods arranged around the walls while chairs lined the inside. The crowd gave a solemn end to the prayer, and began to shuffle out as the service ended. The priest stood at the front, sighing as he turned away. Another day, another service, another loose end. It was three weeks since the storms disappeared, and people were still uneasy about it all. He couldn’t blame them, of course. It was rather disturbing, something you had taken for granted all your life vanishing in an instant.Two military officers stepped up to him. “William Tayeus?”“I don’t do blessings, sorry.”“You’re being called back in Colonel. Your skills are wanted for an upcoming operation.”“Does retirement mean nothing to you?”“Your retirement is at an end. Your transport will be waiting at Midway Airport.” Quote 1 1 2 3 5 8 13 21 34 55 89 "In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong Link to comment Share on other sites More sharing options...
Kothra Posted February 8, 2012 Share Posted February 8, 2012 (edited) Name: Le Pays du Soleil (Pasol), 日の国 (Hi no Koku), 火の国 (Hi no Koku), Union de KiserreHistory: The annals of Le Pays du Soleil's history are filled with accounts of warfare between two peoples, the Otama of the central island of Kiserre (which is also used as a name for the current régime), and the Furansi of the western isles. Roughly 1700 years prior to the current date, the Otama were a great civilisation spanning the island Kiserre from the open plains in the east, to the high mountains in the west. The capital, Hitoshi was the magnificent and beautiful city of on a small island at the junction of Kiserre and two other islands. The Otama eventually began to send armies across the straits to the west, seeking to conquer the 'barbaric' Furansi. When the first assault failed, the Otama tried again several years later. And again, again, and again. It soon reached the point where the Furansi formed a massive army equipped with captured Otaman weapons and retaliated, sweeping across Kiserre destroying nearly everything in their path. They drove the Otama off Kiserre to the islands in the east, and eventually conquered the Otaman capital of Hitoshi. The Furansi were quick learners, turning the left behind Otaman technology to accomplish their own needs, though they were unable to return the land to its former glory. Off in the east, the Otaman remnant grew, and maybe 300 years later decided to retake their home. They succeeded, and sparked a lengthy series of wars between the two sides over the island of Kiserre. This carried on for almost a thousand years, with technology advanced by the need for new weapons and to sustain a growing population in the home regions. Roughly centuries before the present date, the two sides eventually signed a peace treaty, dividing Kiserre into 'north' and 'south' zones, with the north for the Otamans and the south for the Furansi. As the societies began to mingle, they discovered that they as the nations developed, they had much more in common than they had assumed. The newfound similarities helped bring the nations together, easing the ages-old animosity. At one-hundred and twenty-eight years before the present date, a plan for a unified nation was proposed and accepted, creating Le Pays du Soleil.Cultural traits: The two different races of Pasol are the Furansi and the Otamans, though in recent years both have been reffered to as the Kiserrais, after the island both civilisations fought for and now coexist on. The government, commony called the Union, follows a parliamentary system, with the Senate (le Sénat) as the legislature and the Consul and his council of ministers (Conseil des Ministres) as the law-making executive. In the past, the architecture of Kiserre was characterised by sprawling single-floor complexes made entirely of wood. As time passed, fire safety and population issues became more prevalent, resulting in two or three story buildings with concrete-steel foundation and supports, though the buildings still appear to be constructed entirely of wood. The interior is open, with spaces to place modular wooden walls. Exterior walls are usually made of wood, but fiberglass is becoming more common due to its resistance to fire. The religion of the Sol is the worship of nature and various spirits. Shrines can be found all over the islands dedicated to a vast array of deities. Section to be expanded.Location: Continent #4M-22 (): Medium State - 30M-23 (Kiserre): Large State - 40 CM-24: Medium State - 30N-22 (Arugerre): Large Terr. - 10N-23 (Beruji): Large Terr. - 10N-24 (Akitane): Medium State - 30Solterre Older TechVehicle Class: Véhicule Blindée de Combat 1/118 (VBC-1) "Kuma"Vehicle Description: Main Battle Tank (Leopard 1), steel armourWeaponry: 105mm rifled cannon, coaxial AF12 machinegun, pintle-mounted AF12 machinegunUpkeep/Build time/Build Cost: 5 IP for 6/7 daysVehicle Class: Fusilier Transporteur Blindé 1/120 (FTB-1) "Hyou"Vehicle Description: Infantry Fighting Vehicle (Marder 1), steel armourWeaponry: 20mm autocannon, coaxial AF12 machinegun, MACL AT missile launcherOther Details: carries 8 troopsUpkeep/Build time/Build Cost: 1 IP for 4/7 daysVehicle Class: Fusilier Transporteur Rapide 1/121 (FTR-1) "Kitsune"Vehicle Description: Amphibious Armoured Personnel Carrier (TPz Fuchs/SPz Luchs), steel armourWeaponry: 20mm autocannon, coaxial AF12 machinegun, MACL AT missile launcherOther Details: carries 8 troopsUpkeep/Build time/Build Cost: 1 IP for 8Vehicle Class: Vehicule de Reconaissance 128 (VR-28) "Itachi"Vehicle Description: armoured car (Mercedes-Benz G-Class/SSA Wolf)Weaponry: pintle-mounted AF12 machinegunOther Details: carries 4 troopsUpkeep/Build time/Build Cost: N/AVehicle Class: Vehicule de Combat Aeroportée 125 (VCA-25) "Kawauso"Vehicle Description: Amphibious Airbourne Reconaissance Vehicle (Wiesel AWC), composite armourWeaponry: 20mm autocannon, coaxial AF12 machinegun OR MACL missile launcher, coaxial AF12 machinegunUpkeep/Build time/Build Cost: N/AVehicle Class: Hélicoptère d'Attaque 1/123 (HA-1) "Mozu"Vehicle Description: Attack Helicopter (AH-1W SuperCobra)Weaponry: 20mm multi-barrel autocannon, 70mm rockets, 8x MACL missile or 2x AA missileUpkeep/Build time/Build Cost: 15 IP for 2/8 daysVehicle Class: Hélicoptère d'Utilité 122 (HU-22) "Kakesu"Vehicle Description: Utility/Heavy Lift Helicopter (CH-53E Super Stallion)Weaponry: 3x AF22 machinegunsOther Details: carries 40 troops/16000kg payloadUpkeep/Build time/Build Cost: 10 IP for 2/8 daysVehicle Class: Hélicoptère d'Utilité 122 Marine (HU-22M) "Ajisashi"Vehicle Description: Anti-submarine Helicopter (CH-53E Super Stallion)Weaponry: 2x AF22 machineguns, 3x anti-submarine torpedoes, 2x anti-ship missilesOther Details: carries 8 troopsUpkeep/Build time/Build Cost: 15 IP for 2/8 daysVehicle Class: Hélicoptère de Transport 1/119 (HT-1) "Suzume"Vehicle Description: Transport/Utility Helicopter (UH-1D Iroquois)Weaponry: 2x AF12 machinegunsOther Details: carries 16 troopsUpkeep/Build time/Build Cost: 10 IP for 3/7 daysVehicle Class: Avion de Combat 1/-3;118 (AVC-1) "Chuuhi"Vehicle Description: Air Superiority Fighter (F104G Starfighter)Weaponry: 20mm rotary cannon, harpoints for 2000kg of ordinanceUpkeep/Build time/Build Cost: 25 IP for 3/12 daysVehicle Class: Avion de Transport 124 (AVT-24) "Hiryuu"Vehicle Description: Strategic Airlifter (An-124)Weaponry: N/AOther Details: 180000kg (180t) payloadUpkeep/Build time/Build Cost: 25 IP for 1/14 daysVehicle Class: Avion de Transport 120 (AVT-20) "Kouryuu"Vehicle Description: Tactical Airlifter (C-27J)Weaponry: N/AOther Details: 11500kg (11.5t) payload or 48 paratroopsUpkeep/Build time/Build Cost: 10 IP for 1/10 daysVehicle Class: Frégate BF128 "Yoshikirizame"Vehicle Description: Multirole Frigate (F122 Bremen)Weaponry: 76mm gun, 2x 27mm revolver cannon, two torpedo launchers (8), 2 CIWS missile launchers (2x21), 2x "Yumi" 4-cell anti-ship missile batteries (2x4), AA 8-cell missile battery (16)Other Details: carries 2 Ajisashi helicoptersUpkeep/Build time/Build Cost: 50 IP for 1/12 daysVehicle Class: Sous-marin S124 "Shirowani"Vehicle Description: Submarine/Minelayer (Type 206)Weaponry: 8x torpedo tubes (8x2), up to 20 mines carried externallyUpkeep/Build time/Build Cost: 70 IP for 1/14 daysVehicle Class: Patrouilleur BP121 "Aozame"Vehicle Description: Fast Attack Craft (Type 143A Gepard)Weaponry: 76mm gun, 4x "Daikyuu" anti-ship missile(4), CIWS missile launcher (21), 2x AF22 machinegunsUpkeep/Build time/Build Cost: 25 IP for 1/10 daysVehicle Class: Porte-Avion BA132 "Jinbeizame"Vehicle Description: Aircraft Carrier/CruiserWeaponry: 4x 27mm autocannon, 2x CIWS missile launchers (2x21), 2x AA 8-cell missile batteries (2x24)Other Details: carries 28 aircraft, generally 12 Misago fighters and 16 helicopters of various typesUpkeep/Build time/Build Cost: 200 IP for 1/35 daysVehicle Class:Vehicle Description:Weaponry:Upkeep/Build time/Build Cost:Division Name: Fusiliers AeroportéesDivision Description: 'above average' airbourne reconnaisance/strike infantry, utilising the AVT-20 and VCA-25Standard Unit Layout: 96 infantry (12 squads of 8), 6 VCA-25 vehicles; requires 3 AVT-20 KouryuuUpkeep/Build time/Build Cost: 1 IP/3 daysDivision Name:Division Description:Weaponry:Upkeep/Build time/Build Cost:Weapon Name: Fusil F1, Fusil F2Weapon Description: 7.8x50mm battle rifle (G3A3), 6.0x46mm assault rifle (G41)General Usage: standard infantry rifleWeapon Name: Fusil Automatique 112 (AF12)Weapon Description: 7.4x50mm General Purpose Machinegun (MG3)General Usage: vehicle/tripod-mounted machinegunWeapon Name: Fusil Automatique 122 (AF22)Weapon Description: 12.5x100mm Heavy Machinegun (M3M)General Usage: vehicle-mounted machinegunWeapon Name: Missile d'Anti-Char, Lourd (MACL)Weapon Description: heavy AT missile (MILAN)General Usage: vehicle/tripod-mounted missileWeapon Name:Weapon Description:General Usage:Solterre Modern TechVehicle Class: Véhicule Blindée de Combat 2/129 (VBC-2) "Tora"Vehicle Description: Main Battle Tank (Leopard 2A4), composite/reactive armourWeaponry: 120mm smoothbore cannon, coaxial AF12 machinegun, pintle-mounted AF12 machinegunUpkeep/Build time/Build Cost: 5 IP for 5/7 daysVehicle Class: Véhicule Blindée de Combat 2/129 Léger (VBC-2L) "Kotora"Vehicle Description: Main Battle Tank (Type 90 Kyūmaru), composite/reactive armour; slightly smaller than the VBC-2, more heavily armouredWeaponry: 120mm smoothbore cannon, coaxial AF12 machinegun, pintle-mounted AF-12 machinegunUpkeep/Build time/Build Cost: 5 IP for 5/7daysVehicle Class: Fusilier Transporteur Blindé 2/132 (FTB-2) "Hyou-Ni"Vehicle Description: Infantry Fighting Vehicle (Marder 2), composite armourWeaponry: 35mm autocannon, coaxial AF12 machinegun, MACL AT missile launcherOther Details: carries 8 troopsUpkeep/Build time/Build Cost: 1 IP for 3/7 daysVehicle Class: Avion de Combat 2/132 (AVC-2) "Taka"Vehicle Description: Multirole Fighter (Tornado GR4)Weaponry: 2x 27mm rotary cannon, hardpoints for 9000kg of ordinanceUpkeep/Build time/Build Cost: 20 IP for 2/12 daysVehicle Class: Avion de Combat 2/132 Marin (AVC-2M) "Hashibami"Vehicle Description: Multirole Carrier-based Fighter (Tornado GR4)Weaponry: 27mm rotary cannon, hardpoints for 1200kg of ordinanceUpkeep/Build time/Build Cost: 20 IP for 2/12 daysVehicle Class: Hélicoptère de Transport 2/130 (HT-2) "Tsubame"Vehicle Description: Transport/Utility Helicopter (Eurocopter Cougar)Weaponry: 2x AF22 machinegunOther Details: carries 24 troopsUpkeep/Build time/Build Cost: 10 IP for 2/7 daysOOC: Note to everyone, Naval build times still need to be worked out (high priority). Also I don't think I have given build times for much of your tech so I'll email them to you when you post it here.IC: It was a day for celebration. A serious rebellion had been put down just days earlier in the far-off western island province of Arugerre. The rebellion was led by Furansi extremists who were against the union of the Furansi and Otaman people. The glorious Armée du Union had been sent in, spearheaded by the legendary 2e Fusiliers Aéroportées, the Pays du Soleil's most celebrated airbourne company.In the capitol of Hitoshi, citizens of both races lined the streets cheering, with confetti flying in the air and military jets leaving smoke trails in the sky. A parade started down at the military base at the edge of the city, just on the mainland of Kiserre, the principal island of Pasol, as Le Pays du Soleil was commonly reffered to.Curiously, the heads of the Union government were not out celebrating. Rather, they were cooped up in the Senate building discussing another urgent situation that had been brought up by meteorlogical scientists: they heavy storms that circled the island nation had recently begun to recede, and glimpses of unknown islands could be spotted by some of the more daring fishermen.Ancient myths were true: the world was much, much more than the smalled archipelago under the authority of the Union. It was likely that the inhabitants of that archipelago were not alone in this world. Edited May 21, 2012 by Kothra Quote Link to comment Share on other sites More sharing options...
HeavyMetalSunshineSister Posted February 9, 2012 Share Posted February 9, 2012 OOC: Name: VarangiaHistory: The early history of the Varangians is composed mainly of a lot of fishing - the very oldest piece of writing found from their little continent appears to have been the stone-and-chisel equivalent of a pamphlet detailing the proper techniques for using a bow to fish. Though they function together as a single civilization now, the four tribes of Varangia have not always co-existed so peacefully - indeed, most of their old myths are centered around various retellings of the war that finally unified the Varangians under one ruler (typically a queen), usually with a slew of gods coming in on the side of whichever tribe the writer is 98% sure they and/or the first Queen belong to.Once they were unified, the economy of the Varangians settled into a somewhat sketchy mercantile/barter economy, with the services of good fishermen or boat-builders being good for just about anything, and the services of a particularly skilled musician good for literally anything. (One memorable incident in the middle ages involved a flautist using his skills to purchase the ocean, and then charging everyone else a tax for eating fish or swimming in the ocean. He was later able to buy a stay of execution and, later, a full pardon with his flute, and he died filthy rich.) With the storms that have a tendency to sweep the southern ocean, carpenters likewise found their services in demand, and the dominant architectural style in Varangia has been long, low and blocky for a few centuries now.Though the Varangian tribes are now unified, combat is still a popular means for solving disputes, and many a debate in the old days was resolved with the aggreived parties standing on hilltops and flinging arrows at each other. In this more civilized age, disagreements are more likely to be solved with sniper rifles than arrows, though the involved parties have the option to resolve the dispute by shooting an egg off of a rooftop instead of shooting each other.There is no official Varangian currency, exchange rate between specific goods, or really any standardized part of their system of trade at all. Due to the commonness of the rooftop-egg-shooting contests, many Varangians are expert marksmen, and most households have at least one gun. Woodwind instruments are very popular in Varangia, though not nearly as popular as the lyre, and literally everyone has a boat of some description, though most are good only for travelling between the islands. Varangia is still a monarchy, though they have something vaguely resembling a parliament that approves the Queen's decisions. The Queen is selected, not from a royal family, but by the prior Queen picking someone she believes is sensible. As the first Queen was selected by a whole crowd of tribesmen picking someone they thought was sensible, Varangian government is very stable, and marked by a long succession of sensible people. There is considerably less insanity than in other monarchies, and also less inbreeding. Young girls are taught geography, history, mathematics, science and all the rest from an early age, because, hey, who doesn't want to be Queen? Boys are taught shipbuilding, gunnery, and why you shouldn't put salt on your potatoes until after you've pulled them from the ground, because, seriously, what are the chances of the less sensible gender needing to know all the rest of that stuff?Cultural traits: Society tends to favor females, they're fond of music, gunnery, boating and potatoes.Location: Continent fiveRest assured, some boats and weapons will be coming in sometime this week - perhaps even tonight.IC(Varangia): In the weeks since the storms had vanished, the Varangian people had been asking rather a lot of questions of Finna Mannsdottir, more formally known as the Queen of Varangia. It was to be expected, really - if the sky had turned a violent shade of puce and gnomes dressed in fashionable tights had begun raining from it, they would have had questions. Stable meteorological (many had argued the long-term nature of them qualified them as climatological - laypeople argued, rather more successfully, that they should shut up and stop complicating things) phenomenons (phenomeni? phenomenatrices? nobody was really sure) just disappearing was about on par with a puce, gnome-dropping sky.After the hundredth time, a sign was hung up in front of the palace, giving a detailed account of everything the Varangian scientists (and, by extension, the Queen) knew about the disappearance of the storms.-[NOTICE]-In response to an overwhelming number of questions regarding the current climato - sorry, meteorogical - situation, it has been decreed that this sign shall serve as the official answer to those questions, and, most likely, any future questions on the matter.1. Yes, the storms are really gone. -a. Yes, we've checked.2. No, we don't know why. -a. Yes, we are working on it.3. No, we don't think the ocean is going to go next. Go back to work. Quote We will remember - Skies may fade and stars may wane; we won't forget And your light shines bright - yes so much brighter shine on We will remember - Until the skies will fall we won't forget We will remember We all shall follow doom Link to comment Share on other sites More sharing options...
Alex Humva Posted February 9, 2012 Author Share Posted February 9, 2012 IC [standast/First Minister]Strings were pulled, people set in motion. At the same time of the storms, the Stans had met another nation in space, and it was due time to go and meet them. A team of linguists and some military personal were assembled, a boat readied, and they were off towards the landmass they had traced the rocket path back to. At the same time long range aircraft were sent out, to scout out the islands that the storms had cleared from.OOCThe above is because me and Lloyd did some pre RPG RPing. I'd say my long range craft will begin hitting ToA, Kini, and Koth in a few hours or so. Quote 1 1 2 3 5 8 13 21 34 55 89 "In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong Link to comment Share on other sites More sharing options...
Lara White Posted February 9, 2012 Share Posted February 9, 2012 (edited) Name: AquileonHistory: Aquileon history is fairly average. Its people are industrious and the general culture emphasises the ideas of personal liberty, forethrought, and reward for sacrifice. It has had its fair share of geniuses and cool dudes, strategic luminaries and horrific defeats. However, one thing is a recurring strain: brain over brawn. Aquileonese have always defeated enemies (internal and external) via precise application of force, not total overpowering.Cultural traits: Their primary weapon is espionage, and it's been used to solve most of the problems in Aquileonese history. As for physical appearance, it's a mystery how a light-skinned culture controls a somewhat tropical area, but Aquileonese tend to be light or tan skinned. Blond and red hair are prevalent, but brown has been known to occur. Eyes vary between slate gray, various shades of blue, bright shades of green, and the occasional purple (which is more common than in real life). Aquileonese tend to be tall, bewteen 5'8" and 6'3".Location: Continent 20.[*]I-18: Capitol State[*]I-19 Large State[*]J-18 Medium State[*]J-19 Small StateNavy:Vehicle Class: Black Night-class SSBVehicle Description: A ballistic missile submarine, approx. 170 m in length. Two alternate modes of propulsion: propellor or pump-jet. It is coated in anechoic tile.Weaponry: 20x missile launch tubes (carrying thermobaric SLBMs), 4x torpedo tubes (two fore, two aft).Upkeep/Build time/Build Cost: 100 per 1/21 daysVehicle Class: Sabre-class SSVehicle Description: A fast attack submarine, approx. 120 m in length. Two alternate modes of propulsion: propellor or pump-jet. It is coated in anechoic tile.Weaponry: 4x torpedo tubes (two fore, two aft) and 14x cruise missile launch tubes.Upkeep/Build time/Build Cost: 80 per 1/14 daysVehicle Class: Lair-class SSCVehicle Description: The Lair class is a class of submersible aircraft carriers, designed to evade detection and ambush the enemy navy and air force from unexpected directions. They are approx. 230 m in length and can carry up to five Gyrfalcons. They are equipped with propellors and pump-jets, and coated in anechoic tile.Weaponry: NoneUpkeep/Build time/Build Cost: 120 per 1/28 daysAir ForceVehicle Class: F-7 GyrfalconVehicle Description: An air superiority fighter, approx. 16 m in length. Uses a turbofan for propulsion and carries a radar system. Can launch from carriers and air bases.Weaponry: Can carry all bombs/missiles built to AAF standardization specs, but usually carries a load of 6 air-to-air missiles. It also carries a gatling cannon in the nose in the event of a dogfight.Upkeep/Build time/Build Cost: 15 per 2/12 daysVehicle Class: A-3 VultureVehicle Description: A ground-attack plane, approx. 30 m in length. It uses a set of six massive turboprops for flight. It is essentially artillery flying in close formation.Weaponry: 2x gatling cannon, 2x 40mm caliber cannon, 1x 105mm howitzerUpkeep/Build time/Build Cost: 15 per 1/6 daysVehicle Class: B-4 ThunderboltVehicle Description: A large turbojet-powered, swept-wing bomber approx 50 m in length.Weaponry: 2x remote-controlled gatling cannons, up to 30,500 kg of explosives (typically bombs).Upkeep/Build time/Build Cost: 20 per 1/14 daysVehicle Class: C-15 ExpressVehicle Description: A massive turbojet-powered, swept-wing transport. It was initially envisioned as an upgrade to the Thunderbolt, but cost issues prevented its use as a strategic bomber and instead it was repurposed into an all-aspect cargo plane. It can carry up to 200,000 kg of equipment or ~430 men fully loaded for combat.Weaponry: NoneUpkeep/Build time/Build Cost: 25 per 1/14 daysVehicle Class: SF-85 KestrelVehicle Description: 30.4 m in length, 15 m wingspan. The Kestrel has a long black fuselage, comprised entirely of smooth, radar-reflecting angles. On either side of the aft half of the fuselage are massive engines, each mounted by a fin and built into the shape of the wings themselves. The entire surface is coated in radar-absorbent materials. The SF-85 carries a pilot and Radar Intercept/Weapons Officer, whose responsibility it is to monitor the Area of Operations and fire weapons. If necessary, the weapons can be slaved to the pilot's controls. It is intended as an interceptor.Weaponry: The SF-85 does not mount any external hard-points, but instead uses an internal missile bay which can be opened when the pilot is ready to fire. The missiles can be anything built to AAF regulations, and the missile bay carries seven missiles.Upkeep/Build time/Build Cost: 20 per 2/8 daysVehicle Class: Osprey torpedo bomberVehicle Description: A small, relatively cheap airplane designed to be produced en masse. It uses a single jet engine, and has long variable-geometry wings to permit it to slow down when necessary. Its armor is built into the airframe rather than being attached on top, giving it better endurance for less weight.Weaponry: It carries a single bomb just below its fuselage and a rear-mounted machine gun, manned.Upkeep/Build time/Build Cost: 1 per 2/3 daysArmyVehicle Class: AH-14 ArcherVehicle Description: A coaxial-rotor attack helicopter with an angular design. Only 15.5 m in length. Carries two crew.Weaponry: 2x 50mm rocket pods, 1x chain gunUpkeep/Build time/Build Cost: 5 per 1/4 daysVehicle Class: CH-3 PegasusVehicle Description: A coaxial-rotor transport helicopter. 21 m in length, carries twenty four soldiers and two crew.Weaponry: 2x .50 caliber machine guns on either side door.Upkeep/Build time/Build Cost: 5 per 3/8 daysVehicle Class: T-5 TroyVehicle Description: A main battle tank which has an angular (for deflecting low-power projectiles), low-profile design. It has a special composite armor designed to absorb shock with ceramic plates and other classified parts (in English: it uses Chobham armor). The tracks are protected by a long "skirt" which ensures that it is much more difficult to hit them than usual. The Troy is NBC-protected. and uses four crew members (commander, driver, gunner, loader)Weaponry: 1x 120mm smoothbore cannon (firing HEAT and AFPSDS rounds, usually, though others are available), 2x remote-controlled .50 caliber machine guns.Upkeep/Build time/Build Cost: 5 per 5/7 daysVehicle Class: HSAT (High-Speed Armored Transport)Vehicle Description: The main "battlefield taxi" of the Aquileon Army, the HSAT is armored against small-arms fire, although RPG or cannon fire can breach its armor easily. The main defense of the HSAT is, as its name implies, that it is very fast and can deploy its passengers and leave the area in short order.Weaponry: One .50 caliber turret gun.Upkeep/Build time/Build Cost: 1 per 10/4 daysVehicle Class: SPAC (Self Propelled Artillery Cannon)Vehicle Description: The SPAC is a mobile artillery platform which consists mostly of a truck with an artillery cannon strapped to the back (metaphorcally speaking) and the fire-control computers to operate the cannon.Weaponry: 1x 160mm howitzerUpkeep/Build time/Build Cost: 1 for 4/7 daysVehicle Class: SPRS-CB (Self Propelled Rocket System-Counter Battery)Vehicle Description: The APRS-AA is a counterbattery weapon, equipped with the best available in targeting computers and software to locate enemy batteries by calculating the trajectories of their shells. Its rockets have a very long range, capable of reaching across a battlefield and into the enemy's artillery fire-bases. It is also self-propelled in order to avoid counter-counterbattery fire.Weaponry: 8x rocket launch podsUpkeep/Build time/Build Cost: 10 for 3/4 daysVehicle Class: SPRS-SAM (Self-Propelled Rocket System-Surface to Air Missile)Vehicle Description: The SPRS-SAM is a mobile SAM station, designed to shoot down enemy aircraft that it might encounter. To this end, it carries camouflage nets and can deploy smoke canisters if spotted. Its crews are trained to conceal themselves in almost any environment they can find.Weaponry: 8x missile launch podsUpkeep/Build time/Build Cost: 10 for 3/4 daysSpecial ForcesDivision Name: SOASU (Special Operations Assault and Sabotage Unit. Informally, Chameleon)Division Description: Chameleon specializes in sabotage and raiding, whether it is a long-term deployment to cause havoc and support insurgencies in a region or a in-and-out kidnapping.They are skilled in camouflage, demolitions, and fighting against superior numbers.Weaponry: Riflemen carry assault rifles with 7.62x51mm rounds, while machine gun support uses .45 caliber rounds. Snipers use .45 or .50 rounds, depending on the mission and the shooter's preference. Two riflemen carry MANPADS at all times.Upkeep/Build time/Build Cost: 5 IP per squadDivision Name: SOUTU (Special Operations Urban Terrain Unit. Informally, Fish and Chips or F&C)Division Description: Fish and Chips specialize in Fighting In Someone's House and Causing Havoc In People's Streets, so to speak. They are trained to clear buildings and deal with insurgents. Their snipers are experts in counter-sniper combat and their demolitions men are trained to be the best at defusing bombs. F&C has the strongest body armor available to the military (to ensure their relative safety when breaching). They can be called in in extremely high-risk police operations or ones that involve national security.Weaponry: Riflemen carry assault rifles with 7.62x51mm rounds and two men on each squad carry semi-automatic shotguns loaded with a selection of breaching or anti-personnel rounds. Snipers use .45 or .50 caliber rounds depending on mission and preference. Each quad includes two demolition men.Upkeep/Build time/Build Cost: 5 IP per squad~+~+~+~+~IC: In short, Aquileon was in an oddly placid uproar. Newspapers and radio hosts and political figures postulated on the results of this first contact, while within the Senate House the Defense Committee debated the merits of re-arming the military and what it might do to other nations."...In conclusion, I and my people at the Department of Foreign Affairs are of the opinion that re-arming the military with air and sea forces would constitute an act of aggression against a possibly non-hostile state." The Secretary of Foreign Affairs finished. As he tapped his papers on the witness table, ordering them again, the Senators conferred among themselves for a few moment. Once they were finished, the Chairman leaned forward to speak into his microphone, addressing the other expert witness at the table."And you, Mr. Kafarov?"Samuel Kafarov, Chairman of the political think-tank "Committee for a Better World," cleared his throat in preparation to speak. "Esteemed members of the Senate." He began, "Yesterday's news about our...new neighbors to the north has caused very engaging discussion among my colleagues and I, and we have come to the conclusion that Aquileon should not re-arm the military firebrands who demand weapons to threaten people we have not even met yet. If you will recall, our first contact with them consisted of communication, not threats. In addition, we find ourselves in similar situations, being isolated from the rest of the world. If we should reach out to them in a gesture of solidarity and peace, then the odds of them attempting to invade us decrease dramatically. However, if the first thing they see of us are fighter jets overhead and battleships with their cannons levelled, their first impression of us, I can guarantee, is that we are a warlike nation who will conquer them at the first opportunity. They will be spooked, and they will mobilize, possibly even attempt a pre-emptive strike on us. Such a thing, I am certain you are aware, would be deleterious to our sovereignty. Therefore, honored Senators, the CBW reccommends not re-arming the military.""Thank you, Mr. Kafarov." The chairman said. "Mr. Secretary, Mr. Kafarov, you are excused." The two men nodded their thanks and stood, gathering their papers and removing themlseves from the witness table. The chairman spoke again. "Sergeant, please bring General Lebedjev to the witness table."The Sergeant-at-Arms who guarded the door to the witness' lobby nodded, then stepped inside for a moment. When he returned, the General followed behind him. He spoke quietly into the Sergeant's ear with a small smile, then strode over to the witness table. He sat, but had no briefcase, as would normally be expected of a Senatorial witness."General, I presume you have a statement prepared?" The chairman asked, masking his surprise well. Lebedjev nodded."I do, sir.""I see. Well then, you are free to begin."The General nodded. He cleared his throat, pulled the microphone in closer to his body, and leaned over it, covering it with one hand to make his voice louder."Kiev Beach, August 28th, 735 A.D." He said, then sat back. He was silent as the location and date rang in the ears of every person present, both the reporters covering the event and the Senators on their dais. Every person in the room knew the significance of Kiev Beach, as it was called. Less than two centuries ago, the rival nations of Aquila and Leon had been at war. Leon was reaching the end of their resources, however, and had made peaceful overtures to Aquila, hoping to end the war. Aquila had accepted, and both sides had stood down their forces. The heads of state had met to declare the end of a long and bloody war, on the beaches of the island of Kiev. However, no sooner had all the attendants arrived than the security forces (paid off by Aquilan sources) put a media blackout in place, shutting down all broadcasting. Due to this, little had been dug up over the years aside from some personal testimonies of witnesses, but the entire Leon delegation was assassinated and the Aquila military had systematically obliterated every army base and navy port that Leon possessed. Leon was completely broken and assimilated into Aquila within the month, forming the nation known as Aquileon. It was largely looked upon as a despicable, but intelligent way to end the bloody feud once and for all."What are you trying to say, General?" One of the Senators asked after a long silence, spattered with a few awkward coughs from those in the gallery."Perhaps I was not clear." The General said. "The express job of a government, in case you have forgotten this, Senators, is to look out for its people and itself. Peace is a secondary goal. They will be looking out for themselves. I suggest that we be looking out for us.""And you don't think it will threaten these unknown people?" One Senator asked."I think it will, and that is the point, Senators." Lebedjev said. "They are almost undoubtedly thinking the same thing we are. If you've ever heard of the Prisoner's Dilemma, this is the perfect example. If we arm ourselves and they don't, they will not cross us. If we both arm ourselves, then we are equals and we can deal with them on a level playing field..." He grimaced at the idea. "But if we do not arm, and they do, then we might as well be their servants.""Very well. We will take your statements into account, General. Thank you for your time."Lebedjev stood and excused himself from the room. The chairman spoke into the microphone. "This committee will now go into closed session to vote on the re-armament of the Aquileon Armed Forces. Sergeant, please clear the room."~+~The Aquileon HeraldSenate Examines Military CutsThe Senate Defense Committee met today to hear the final witnesses for both sides of the rearmament issue. Among the proponents of rearmament were the respected General Lebedjev, who was critical in keeping the current standing army intact two years ago after Aquileon's disarmament. The Senate voted to re-arm the military, but details of the vote were witheld, particularly the names of the Senators and what votes they cast. A preliminary budget was also passed, but its details are similarly classified. (Continued on A3)OOC: Building 1x Sabre-class SS, 1x batch of SPRS-SAM, 1x Vulture, 1x batch of Gyrfalcons. Edited May 13, 2012 by Lloyd: the White Wolf Quote Link to comment Share on other sites More sharing options...
Alex Humva Posted February 9, 2012 Author Share Posted February 9, 2012 OOCAnd now for the boat arriving, because honestly I'm not going be that massive of a time Natzi in this game unless it's major and/or breaks the game.IC [Off the coast/Major Grey]The small boat was hardly something to boast about, but it was what the Standast navy called a fast ship, and indeed it could cruise at high speeds for long periods of time. Once it was called redundant and expensive; now, the ships made after it's design would be vital in exploring the vast new world ahead of Standast.The sea, which was calm, had come to an end. A kilometer ahead land had been spotted, and soon the vessel would reach the island and greet the visitors. Everyone on board was ready for this historic occasion, but the military officer in charge, a Major from the Standast Army, felt that this could be potentially destructive. He had a degree in biology; what if a plague broke out because of this encounter? What if a species of rat stowed away on their ship and wreaked havoc on the Standast ecosystem? It was a risky move, but he had his orders. Quote 1 1 2 3 5 8 13 21 34 55 89 "In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong Link to comment Share on other sites More sharing options...
Lara White Posted February 9, 2012 Share Posted February 9, 2012 IC: [Nothern Coast, Aquileon]A pair of speedboats outfitted with heavy machine guns skimmed across the water toward the incoming watercraft. They came alongside and matched the boat's speed. One pulled in front and began slowing down, so as to force the larger boat to slow. A soldier on the other, an assault rifle slung across his chest, spoke into a bullhorn, shouting a command."You have entered Aquileonese waters! Stop your vessel to be searched!" He ordered. Quote Link to comment Share on other sites More sharing options...
Alex Humva Posted February 9, 2012 Author Share Posted February 9, 2012 IC [Off the coast/Major Grey]The Major, who was standing on the ship's deck, didn't happen to speak Aquileonese but he did speak the international language of 'being the ones with giant guns'. He barked an order to the Captain manning the helm and the ship began to slow down. The linguists had scrambled to the deck, already pulling apart the little the man had yelled at them. Meanwhile, the other military personal onboard, a private, had pulled herself from below decks and soon everyone was topside, waiting for the boarding party. They were all unarmed except for the military personal, who had pistols on the right of their belt and short swords on the left. Quote 1 1 2 3 5 8 13 21 34 55 89 "In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong Link to comment Share on other sites More sharing options...
HeavyMetalSunshineSister Posted February 9, 2012 Share Posted February 9, 2012 (edited) OOC: First - and, thus far, only - set of ships and weapons posted in me blurgh.EDIT: While my blog is down, my tech list will sit here - 08/15/2012.Weapon Name: 7.62x51 mm VLR-2 R[/font]ýtingur[/font] Sniper Rifle[/font]Weapon Description: The most common sniper rifle in use in Varangia, the [/font]R[/font]ýtingur[/font] has an effective range of 800 meters, and is widely available to Varangian civilians.[/font]Weapon Cost:[/font]Weapon Name: 12.7x99 mm VLR-7 S[/font]pjót Sniper Rifle[/font]Weapon Description: Use of this rifle is generally limited to the Queen's Royal Guards, as it is functional as either an anti-personnel or anti-material rifle, and has an effective range of up to 2 kilometers.[/font]Weapon Cost:[/font]Weapon Name: 14.5x144 mm VLR-22 [/font]Úlfur Sniper Rifle[/font]Weapon Description: The most restricted of the man-portable Varangian rifles, the Úlfur is used only by the Varangian military, and is effective primarily as an anti-material weapon, good for putting holes in land vehicles, non-fortified buildings, and small (like a yacht) ships. The effective range of the Úlfur is just under 2.5 kilometers.[/font]Weapon Name: WYK-5 Valkyrie Anti-material cannon[/font]Weapon Description: Essentially a scaled-up sniper rifle, the Valkyrie is the main form of naval artillery used by the Varangians. The Valkyrie fires a 30-cm round at a high velocity and is meant, basically, to sink ships as quickly as possible, with minimal casualties on the side of those firing the Valkyrie. Due to the current small size of the Varangian navy, the Valkyrie is presently more likely to be found as a fixed turret on shore than as a ship's primary armament.[/font]Weapon Cost:[/font]Weapon Name: WYK-30 Bera Anti-material cannon[/font]Weapon Description: The "little sister" of the Valkyrie, the Bera trades the sheer power of the Valkyrie for a higher rate of fire, launching two 15-cm rounds per second. Both the Bera and Valkyrie can be mounted either on ships or as a fixed emplacement in a harbor.[/font]Weapon Cost:[/font]Weapon Name: WYK-12 Gammur Anti-materiel rifle[/font]Weapon Description: 40mm variant of the series of anti-materiel rifles used by the Varangian military, designed to be mounted on aircraft.[/font]Weapon Cost:[/font]Vehicle Class: SN-1 Snekkja Patrol Boat[/font]Vehicle Description: The Snekkja is a seafaring vessel, with a highly-pointed prow and a fairly thin hull. Two turrets - one at the front, one near the back - carry the Snekkja's armament. The main purpose of the Snekkja, as the main military ship class in the Varangian navy, is to keep the Varangian harbor towns free from pirate raids.[/font]Weaponry: 2 WYK-30 Bera Anti-material cannons[/font]Upkeep/Build time/Build Cost: 15 IP/6 Days/3 IP[/font]Vehicle Class: LK-1 Lynkrage[/font]Vehicle Description: Using Hydrogen acquired from Standast, the Varangians have acheived lighter-than-air flight, and have used this new capability to create a large aircraft, armored with a steel shell (not a thick one, obviously), capable of riding strong currents high in the atmosphere, and, when using these currents, rather faster than an ordinary sailing ship on the ocean (though still, obviously, much slower than a jet airplane using the same current). The [/font]Lynkrage[/font] carries a respectable armament for defense, though, as Varangia is not a heavily-militarized nation, it is designed to be a transport or high-capacity freighter, not an attack-ship.[/font]Weaponry: 1 WYK-5 Anti-material cannon (nose), 3 WYK-30 anti-material cannons (rear)[/font]Upkeep/Build time/Build Cost: 30 IP/14 Days[/font]Division Name: Varõmirnar af [/font]Ormar[/font] (Modified from Icelandic, partly because I don't speak Icelandic, partly because, for proper nouns, the Varangian "language" is a hodgepodge amalgamation of Scandinavian languages, and partly because I kind of felt like modifying it. In any case, should be translated as "Executioners of Snakes" as in, those who kill snakes)[/font]Division Description: The VO are not meant to be a highly-mobile force, but rather a force that is put in place to prevent losses in the case of enemy assault, eliminate any attackers and/or saboteurs, and just generally keep important projects secure. As such, they are to be garrisoned at important sites, and act as a highly-disciplined security force.[/font]Weaponry: In addition to hand-to-hand combat training, the VO carry the VLR-7 sniper rifle, the VLR-22 sniper rifle, and the recently developed VBR-12 repeating rifle. Weapons for close-range combat include a combat knife, an executioner's sword (long, heavy, square-ended blade, primarily used for crushing and dismembering) and a compound crossbow.[/font]Upkeep/Build time/Build Cost: 10 IP for 50 Soldiers/5 Days[/font]Weapon Name: VBR-12 Dreka Repeating Rifle[/font]Weapon Description: The VBR-12 is essentially a compact, somewhat primitive form of the machine gun. Much of the weapon's bulk is comprised of shock-suppressors to allow it to be man-portable, and while the gun is, at 75 lbs, not precisely small, it is light enough to be carried by a single person. It fires in 6-second bursts with 3-second pauses to allow the barrel to cool.[/font]Weapon Cost:[/font]Weapon Name: KYY-12 Huggorm Kinetic Missile[/font]Weapon Description: A ship-mounted single-stage solid fuel unguided rocket carrying a payload of a 45-centimetre tungsten flechette. With Varangian computer technology somewhat lacking at this point, a guidance computer could not be placed on the rocket, so it has to be carefully aimed before firing. This missile has an effective range of 300 metres before the fuel burns out, and an additional 100 metres with luck before the missile drops into the sea. Due to the lack of an explosive warhead, its damage is entirely kinetic, it is considerably more difficult to shoot down with lasers than explosive missiles, and it is likely cheaper to produce.[/font]Weapon Cost:[/font]Vehicle Class: SN-2 Skemmdarvargur (Icelandic: Destroyer) Cruiser[/font]Vehicle Description: With the progress in foreign relations came the realization that serious combat may eventually occur between the nations of the world. To give Varangia an advantage if that time came, the Skemmdarvargur was designed. It is a much larger ship than the Snekkja, with a more diverse armament, but the chassis is designed along similar lines, with a high prow and a long, narrow hull.[/font]Weaponry: 6 WYK-30 Bera anti-materiel cannons, arranged with 3 on each side of the hull. 2 WYK-5 Valkyrie anti-materiel cannons, arranged on individual turrets, one fore and one aft. Lastly, an array of 8 KYY-12 Huggorm missile tubes.[/font]Upkeep/Build time/Build Cost: 80 IP/21 Days[/font]Vehicle Class: LK-2 Skyerne Scout Zeppelin[/font]Vehicle Description: The Skyerne is much smaller than the Lynkrage, meant to be operated by a two-man crew. Hydrogen in the main body of the zeppelin provides lift, a set of directional rotors provides propulsion, and a tail rotor provides steering. If it helps, think of this vehicle as a hybrid between a zeppelin and a tiltrotor-style helicopter.[/font]Weaponry: 1 VBR-12 Dreka Repeating Rifle mounted in a turret on the nose of the vehicle.[/font]Upkeep/Build time/Build Cost: 1 IP for 5 Zeppelins/5 Days[/font]Vehicle Class: MTR-3 Biskup Aircraft Carrier[/font]Vehicle Description: Compared to aircraft carriers designed to handle standard jet aircraft, the Biskup is fairly small, as the VTOL and V/STOL aircraft carried aboard a Biskup require much less space when taking off. The Biskup can carry a total of twenty of any of the four VTOL aircraft currently operated by the Varangian military (Suzume helicopter, Skyerne VTOL zeppelin, VR-12 Interceptor, and VR-20 Gunship).[/font]Weaponry: 8 Huggorm missiles, though the Biskup primarily relies on ship escorts and aircraft for defense.[/font]Upkeep/Build time/Build Cost: 70 IP/28 Days[/font]Vehicle Class: VR-12 Hvirfilbylur Interceptor[/font]Vehicle Description: Combining the speed of the Firebolt with the maneuverability of the Skyerne (and the recently imported designs for Waalrusaan tiltrotors), the VR-12 uses a variable propulsion system - for taking off, landing, and flying at high altitudes, a pair of movable rotors provide the bulk of the craft's propulsion. When greater speed is needed, the rotors fold into slots on the plane's wings, and the jet engines take over.[/font]Weaponry: 20mm rotary autocannon, 8 Huggorm kinetic missiles, anti-missile countermeasures[/font]Upkeep/Build time/Build Cost: 25 IP for 3/12 Days[/font]Vehicle Class: VR-20 Haförninn Gunship[/font]Vehicle Description: Somewhat bulkier and a little bit slower than the VR-12, the VR-20 sacrifices a little speed (only reaching Mach 1) and half of its payload of kinetic missiles in order to add a pair of WYK-30 anti-materiel cannons. In addition to the added firepower, the Haförninn is even more versatile, as it sports a set of retractable pontoons that can be used for landing at sea.[/font]Weaponry: 20mm rotary autocannon, 4 Huggorm kinetic missiles, 2 WYK-12 Gammur anti-materiel cannons, anti-missile countermeasures[/font]Upkeep/Build time/Build Cost: 20 IP for 2/12 Days[/font]Division Name: Slangenstænder (Serpent's Teeth)[/font]Division Description: A specialized force for breaking the back of an enemy force. If the VO is Varangia's elite security force, then the ST is what Varangia would use against other elite security forces. Culled from the ranks of the Varangian army, the ST recruits only the best marksmen, who are then trained in urban combat, stealth, camouflage, the use of demolition in a military setting, and night ops. They are trained to target officers first, and follow no rules in combat against military targets - they give no quarter, have orders to leave no survivors with combat training if the mission calls for the functional elimination of an entire unit, and will kill themselves if capture becomes inevitable. When it comes to missions involving demolition, they have strict orders to refuse civilian targets of opportunity, but will take any chance to destroy military targets. They wear no insignia.[/font]Weaponry: All variants of Varangian sniper rifles are used by the ST, in addition to the crossbows favored by the VO, combat knives, and explosives imported from Standast, which are linked to remote detonators.[/font]Build cost/Build Time/Upkeep: I'm listing these fellows as Elites.[/font]Weapon Name: JNR-12 Gram 20mm Gauss Rifle[/font]Weapon Description: The JNR-12 is a Helium-cooled Gauss rifle capable of 2000 RPM. Due to the exceptional muzzle-velocity of Gauss rifles, it is quite capable in its role as an anti-aircraft cannon, though the imported high-explosive charges carried inside the tungsten shells fired by the Gram certainly add to the punch delivered by this gun.[/font]Weapon Cost:[/font]Weapon Name: JNR-12A Eikþyrnir Anti-Missile System[/font]Weapon Description: A JNR-12 modified with a targeting computer that takes into account infrared, visual, and radar data to target and eliminate missiles.[/font]Weapon Cost:[/font]Weapon Name: JNR-24 Tyrfing 40mm Gauss rifle[/font]Weapon Description: The big brother of the JNR-12, the Tyrfing has a somewhat slower maximum rate-of-fire - only 1200 rounds per minute - but makes up for it with shells that are twice as large, are still moving at great velocities, and still pack explosives set to detonate on impact.[/font]Weapon Cost:[/font]Vehicle Class: SN-3 Haftröll Pocket Destroyer[/font]Vehicle Description: The Haftröll is not significantly larger than the Snekkja - maybe five meters longer - but, owing to the smaller round-size of its weapons, it is capable of striking harder and faster than the venerable SN-1 patrol boat. The Haftröll carries an outsize Hydrogen power plant to provide enough energy for its armaments.[/font]Weaponry: 4 JNR-24 Gauss rifles, with one positioned at the bow, another at the stern, and the other two at midship, with each mounted on an individual turret. 4 JNR-12 Gauss rifles are clustered just aft of the captain's cabin, on a raised platform, with two turrets dividing the guns between them. A trio of JNR-12A AMS guns cover the length of the ship in their firing arcs - one at the stern, one at the bow, and the third sitting atop the captain's cabin.[/font]Build Cost/Build Time/Upkeep: 20 IP/10 Days/4 IP[/font]Weapon Name: RNK-01 Mjölnir Gauss Rifle[/font]Weapon Description: The largest gun produced thus far by the Varangian military, the Mjölnir is a 60cm Gauss Rifle powered by an independent Hydrogen fuel cell. Any vehicle the Mjölnir is mounted on would have to have considerable mass behind it in order to keep steady when firing.[/font]Weapon Cost:[/font]Weapon Name: RNK-02 Hrotti Gauss Rifle[/font]Weapon Description: The smaller counterpart of the Mjölnir, the Hrotti is a 15cm Gauss Rifle. While the recoil on it is not as severe as that of the Mjölnir, it is still not advisable to mount the Hrotti on craft that are not strong enough to withstand the recoil.[/font]Weapon Cost:[/font]Vehicle Class: LK-3 Räsvelg[/font]Vehicle Description: The successor to the Lynkrage, the Räsvelg makes use of technology developed after the deployment of the Lynkrage. The 2.5 cm steel skin of the Lynkrage has been replaced with a skin made of the alloy recovered from the alien escape pod, with a thickness of 12.5 centimetres. The anti-materiel cannons on the Lynkrage have been replaced with Gauss rifles of equal size and number, making the Räsvelg somewhat heavier than the Lynkrage. To compensate for this, additional propellers have been added to the Räsvelg, supplementing lift and providing firmer directional control.[/font]Weaponry: 1 RNK-01 Mjölnir Gauss Rifle (nose), 3 RNK-02 Hrotti Gauss Rifles (aft)[/font]Build Cost/Build Time/Upkeep: 35 IP/14 Days[/font]Weapon Name: JNR-D Skjaldborg 30mm Anti-Missile Gauss Rifle[/font]Weapon Description: The Skjaldborg (which is actually correct in Icelandic) is a significantly larger gun than the size of the round it fires would suggest, being easily as long as the RNK-01 artillery Gauss rifle. This is because the Skjaldborg is designed to get the alien alloy flechette it fires up to significantly higher velocities than is usual for Varangian anti-materiel Gauss rifles. The purpose of the Skjaldborg is to take down intercontinental ballistic missiles, using both the momentum and penetrating power of the metallic flechette to render any stricken missile completely inoperative. As is standard for Varangian Gauss rifles, the Skjaldborg uses a liquid Helium puff-cooling system. It is capable of firing one round every five minutes, owing to a somewhat-lengthy recharging cycle.[/font]Weapon Cost:[/font]Weapon Name: VBR-P Stenansigt[/font]Weapon Description: A special redesign of the VBR-12 Dreka for use with Tyr powered-armor. The Stenansigt is larger than the Dreka in order to be handled by the Tyr. The grip and trigger are designed quite specifically for use with this and not for use with a human hand, meaning that, if the Stenansigt is dropped in combat, a soldier unaided by powered-armor would be unlikely to be able to use it.[/font]Weapon Cost:[/font]Weapon Name: 14.5x144mm VLR-P Tæppebanker Gauss Sniper Rifle[/font]Weapon Description: The powered-armor equivalent of the VLR-22 Úlfur sniper rifle, the Tæppebanker is designed specifically for use with the Tyr powered-armor. The grip and trigger are designed for use with this armor, meaning that, if the Tæppebanker is dropped in combat, a soldier unaided by powered-armor would be unlikely to be able to use it - even without the recoil. The gun comes with its own power cell and coolant tank.[/font]Weapon Cost:[/font]Vehicle Class: Tyr Powered Armor[/font]Vehicle Description: The Tyr is a heavy-duty powered-armor, the first of its kind put into use by the Varangians, thanks to technological advancements made by the Bylans. The Tyr includes heavy armor, based on a layer-cake of Stan composites and the alien alloy produced by the Varangians, while also providing a soldier with the motorized assistance to move with the armor on, and, indeed, to move faster than an unaided soldier, with much more strength in hand-to-hand combat. For close-range combat and the occasional search-and-rescue operation, the left hand of the Tyr is a claw-like mechanism, resembling a somewhat more robust version of the jaws of life. The Tyr carries two guns that can be wielded with the right hand, and which are strapped securely onto the suit's back using a pressure-activated mechanism that clamps the gun down when it is pressed against the back of the suit, and releases it when the soldier pulls upward on the gun.[/font]Weaponry: VBR-P Stenansigt, VLR-P Tæppebanker, motorized claw mechanism[/font]Build Cost/Build Time/Upkeep: 4 for 1 IP/7 Days/1 IP[/font]Weapon Name: KYY-U12 Havsorm Torpedo[/font]Weapon Description: The Havsorm is a fairly standard torpedo, its main outstanding feature being the imported Bylan electronics package that allows it to use visual, thermal and SONAR data to seek out its target. Unlike the Huggorm, its outdated missile predecessor, the Havsorm does carry a high-explosive warhead.[/font]Weapon Cost:[/font]Weapon Name: KYY-UV13 Varulvsnatt (based on the translation of this, I'd wager that there are Dio fans in Sweden)torpedo[/font]Weapon Description: The Varulvsnatt is a rather special torpedo design, meant to be fired vertically from great depths. The Varulvsnatt is protected from the pressure of the deep ocean by a casing made of the alloy recovered from the alien escape pod. Like the Havsorm, the Varulvsnatt uses thermal, visual, and SONAR data for guidance.[/font]Weapon Cost: 8 for 0 IP/2 Days[/font]Vehicle Class: DJK-01 Jormungandr Attack Submarine[/font]Vehicle Description: The Jormungandr is a medium submarine designed to dive several kilometers below the ocean's surface while maintaining a satellite uplink for communications and target acquisition. The Jormungandr is equipped with the very best of Varangian submarine stealth technology, including a silent propeller, a Hydrogen power-plant, and a de-Gaussing system to reduce the probability of the Jormungandr being picked up on magnetic-anomaly detectors. Due to its armament, the Jormungandr is capable of striking at ships on the surface while it remains in the abyss, hidden from prying eyes above.[/font]Weaponry: 4 forward torpedo tubes for Havsorm torpedoes, 4 dorsal torpedo tubes for Varulvsnatt vertical torpedoes[/font]Build Cost/Build Time/Upkeep: 65 IP/28 Days/13 IP
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