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Swords, Sorcery and Starships: A strategy game in a universe of magic and science.
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Swords, Sorcery and Starships: A strategy game in a universe of magic and science.
The Beginning:

Many tens of thousands of years ago a great swirling vortex of energy appeared in the void between stars; from this vortex poured a stream of thousands upon thousands of ships of all shapes and sizes ranging from small in-system craft to the giants of interstellar travel. Calling themselves Solarians, these refugees were made up of dozens of species evolved or uplifted from the natives of a single system that had spread across three galaxies before encountering a threat from "the outer dark" that even their might could not match. After two millennia of constant warfare against this nameless foe the last remnants of the Solarian civilization deduced that their only hope was to flee their universe entirely and so they dedicated their vast knowledge of science and what remained of their dwindling resources to the endeavor until at last "The Great Rift" was born and they fled to their new homeland and the hope of salvation.

The Age of Rebuilding:
As soon as the refugee fleet's leaders were certain the fleet had crossed in its entirety into this new universe they sealed the rift behind them, leaving any of their kin that hadn't made it to the rift to their fates. For weeks the great fleet waited in the void to be certain their nameless enemy could not follow them before at last attempting to set out for the nearest star system in the hopes of finding a new home. Unfortunately for the Solarians their trials were not yet over as it would turn out this new universe they had fled too did not obey all the same rules as the one they had departed. To their shock the refugee fleet discovered that their FTL sensors did not work at all and their slipstream drives –essential for FTL travel at the time- were only capable of short dangerous hops rather than the long range precision jumps of their former universe.

No records survive of how many refugee ships were lost to slipstream accidents or –in the case of the towed STL vessels- how many were simply lost in the slipstream itself as the desperate fleet made its way to the nearest star system. What is known is that a journey that in their home universe would have taken mere days ended up taking nearly six months and by time the fleet arrived the survivors were in dire straits indeed.

Thankfully for the refugees many of their most wondrous technologies still functioned and they were able to rapidly terraform several worlds and dozens of moons to suit their needs. With their production technologies and repurposed ships these refugees were able to settle and begin the process of rebuilding their once great civilization.

The First Republic:
In the year 356 S.Y [Salvation Year] with a stable civilization now built the Solarians began launching "slip scouts" to explore the space around their new home system. These early and dangerous explorations were followed by colonization efforts as brave pioneers took to the stars to ensure their civilization was as disaster proofed as possible.

In 402 S.Y the Solarians of the Hope system declared the founding of the Great Solarian Republic and created the Senate of the Stars with representatives from each world Solarian deciding the direction of the Republic. It is important to note that during this time there was no way to communicate across interstellar distances save for the use of slipstream capable messenger craft as the subspace communications technology the Solarians had brought with them did not work in the new universe.

Despite the difficulties of maintaining an interstellar civilization without instantaneous communication and with slow and dangerous FTL methods the First Republic made many great advancements and continued to prosper and endure for another two centuries.

The First Psions:
In the year 615 S.Y fate would again deliver a terrible blow to the Solarians, for it was in this year that the consequences of generations in this universe began to at last manifest in the children of Sol. The first mutation to appear were the psions, beings from most –but notably not all- Solarian species who were born with mental powers out of the darkest stories of the ancient past. While psions could not read the minds of others –and could only communicate telepathically with another willing psion- they could manipulate the perception and even will of another being with little effort. More frightening still is that "second generation" psions began to display superhuman abilities beyond simple mental tricks. It did not take long for fear and paranoia to spread across the Republic as distorted and often incorrect reports of psionic activity were carried from system to system via messenger ship. Many feared that the new psionically active beings would attempt to take over the Republic or worse still already had in some secret conspiracy; these fears were more rampant among the Solarian species that did not manifest any psions of their own.

While weak and undisciplined by the standards of later generations the appearance of the first and second generation psions was enough to shake the very foundation of the Republic's society and would prove to be the beginning of the end for the First Republic.

The First Magi:
In the year 672 S.Y the final blow to the rule of the First Republic was dealt, for even as the worlds of the Republic continued to struggle with the "Psionic Question" a new mutation appeared. The first confirmed magi was reported on the world of New Prospero where she was said to have performed many "miracles" and acts that utterly defied the laws of science known to the Solarians at that time. Fearing the powers this being possessed the Republic government dispatched a team of scientists and soldiers to investigate the New Prospero situation.

As if some flood gate had been opened reports quickly began to reach the central government of similar beings appearing on worlds all across the Republic. While many of these new beings were as benevolent as "The First" others used their abilities to benefit themselves, uncaring of the cost to anyone else while others were simply driven mad by the new and alien energies flowing through their bodies and altering their minds.

The Fall of the First Republic:
In 680 S.Y the situation spiraled out of control; the Central Government instituted a number of cruel and uncompromising policies that saw psions and magi declared a clear and present threat to the Republic, stripping them of their citizenship and "unpersoning" them. After developing technologies to control or neutralize the powers of the paranormal beings the central government then began rounding these beings up and forcing them to either serve the Republic or report to "containment camps" where they could not prove a "threat" to "proper" citizens. Many worlds opposed the severity of the central government response however as they believed the new technologies that allowed psionic and magical powers to be controlled were sufficient to neutralize the threat and that the forced servitude or imprisonment were unnecessarily cruel.

Matters came to a head when a Republic fleet came to blows with the Orinoco System Defense fleet after the Orinoco system government refused to allow the Republic to carry out a "sweep" of psions and magi.

This single event sparked a war that lasted for over a decade with catastrophic results as psionic and magical powers were employed in war for the first time in Solarian history. Whole colonies were eradicated and in the end nobody "won" the war as economies collapsed and whole systems lost their ability to maintain interstellar ships. By 710 S.Y the First Republic was dead and what few interstellar capable powers the remained in the wake of the collapse were often still feuding with one another.

The Lonely Time:
When the First Republic fell it took the idea of a singular united Solarian government with it; the dangerous and slow nature of slipstream travel combined with the inability to maintain real time communications over interstellar distances proved to be too challenging to overcome. Thus began the period known as "The Lonely Time" as the mightiest and most advanced Solarian states spanned two or three systems at most and were tightly packed together; often spending years or even decades without making contact with other star nations while many systems could not even maintain a system wide government as individual worlds and colonies broke away and looked to themselves for governance and control. This period of history was also marked by brutal wars and purges as ideologies and societies further diverged and clashed with one another thanks to the limitations of the era. Technological innovation and progress also seems to have come to a crawl during this time as it could take years or even decades for technological breakthroughs to disseminate across the known worlds while some of the once common technologies of the Republic were "lost" as the worlds and governments capable of maintaining them fell or hoarded them as state secrets.

New Dimensions:
The Lonely Time persisted for over six thousand years without any apparent hope of coming to an end; until a breakthrough none could have expected occurred. What star nation and what system this breakthrough came to be in have long since been lost to history; ironically the very era that was ushered in by their development consumed them so thoroughly that not even their name remains. What is known is that psions and magi were allowed to work together with "mundane" scientists for the first time ever and after decades of research they developed an arcane piece of technology that would come to be known as the Dimensional Energy Grid. This wonder of technomancy opened a "tunnel" to a plane made up of pure raw energy on such a scale and with such efficiency it rendered obsolete all of the fusion and antimatter energy sources available up to that point; what made this system all the more desirable was when the same system was able to be used [albeit with another "node"] to shunt the waste heat from the DEG into still another dimension dubbed the "cold" dimension for its utter lack of apparent energy sources.

Approximately a century and a half after the DEG was developed and began seeing dissemination throughout the known worlds the star nation of Anabrasax developed the first Dimensional Rift Drive; based on the foundational work of the DEG the DRD opened a stable rift in space to still another dimension where the rules of reality did not seem to apply. A ship could open a rift in one system and –with the use of a psionic navigator- arrive in another system many light years away. A dimensional transit is a multi-stage process; first a vessel must shunt considerable power to its DRD to the point it is virtually defenseless in real space, next the DRD creates a rift which psionic navigators carefully manipulate to select a destination for the other end of the rift and finally the ship "pulls" the rift over itself and completes the transit to its destination. Unlike conventional drives or even the ancient slipstream drives a vessel's transit time is not actually measured in how long it takes to go from point A to point B but rather the time it takes to recharge the drive after a rift transit. Once a rift has been created and stabilized the actual transit is near instantaneous. Unfortunately even today drives can still take months to recharge depending on how far the ship was forced to transit in a given journey.

The Era of Chaos:
At first the DRD proved to give the Anabrasax an unassailable advantage as their fleets could venture further and faster than any other nation in the known worlds. However after barely a century of their Empire building the DRD and DEG technologies had spread to nations and rebels across the known worlds and soon the whole of the galaxy was in a state of ceaseless war unlike any in millennia.

The "Era of Chaos" lasted for ten full millennia as powers rose and fell with empires growing and expanding their power only to be crushed by another power. This cycle repeated over and over again and many historical files and records that have survived that era expressed genuine fear that this would be the end of civilization at some point.

Second Republic:
After millennia of war and destruction the world of Balolam III was at the heart of a movement to restore peace, prosperity and order to the galaxy; not as conquerors ruling over an Empire but as a free and open society. It took centuries for the Balolam government to make headway but through hard work, a great deal of diplomacy and no small number of skirmishes and battles the foundation for the Second Solarian Republic was built.

It took another thousand years before the "civilized" galaxy was more or less under the control of the Second Solarian Republic.

While many wars and skirmishes are known to have taken place during the next twenty five millennia none would reach the levels of the previous ages and most were brief affairs that barely registered across the Republic. This era of peace and prosperity was largely made possible thanks to a few critical developments in technomancy that occurred during the ascent of the Second Republic; first and foremost was the ability to more safely harness psionic and magic powers which came with several cybernetic breakthroughs that allowed psions and mages both to control their powers safely and reliably. Second and thanks in no small part to the first the people of the Second Republic developed the Very Large Communications Array or VLCA. This wondrous technology allowed for the systems of the Republic to be in contact with one another in real time with trillions upon trillions of beings from across the whole of the galaxy to communicate with one another. With the combination of cybernetics and the VLCA technological progression throughout the era of the Second Republic was steady and stable for the first time in untold millennia.

Great Solarian Empire:
The event that saw the "fall" of the Republic and the "rise" of the Empire is shrouded in the mists of history. In fact most historians argue that the "fall" and "rise" terms are themselves highly inaccurate and often used to either romanticize or demonize the Republic/Empire transition. It is –many historians argue- far more accurate to say there was a transition between the Second Solarian Republic and the Great Solarian Empire approximately seven thousand years ago. While many things changed between the Republic and Empire the Empire itself was still at least on the surface a democratic society albeit far more "tiered" and centralized than the Republic that had preceded it. It was during the age of the Great Solaran Empire that the ancient Star Gates were built, allowing the Empire to exert far more direct and rapid control over its territories than even the Second Republic could.

The End of the Empire and the New Night:
The Empire only lasted for another six centuries before it began to come apart as provinces and individual systems began to break away. In the end there was no spectacular rebellion; it was simply corruption, rot and a population increasingly fed up with the greed and corruption of their government that brought about the end of the Empire. It was slow at first, the military began to degrade in strength as more and more procurement money was shifted into personal accounts or to companies that personally benefited senators across the Empire. Thousands of ships were put into stasis or sold off as budget shortfalls began happening; over time the Senate began passing more bills giving increasing tax breaks and benefits to the wealthy to the point that the richest citizens of the Empire were effectively being paid by the government simply for existing and running corporations. Worlds were allowed to break away –so long as they possessed nothing of "importance" to the Senatorial class- while other worlds were facing increasing pressure on their environments and citizens alike as the corporations and Senatorial class exploited them in increasing demands for wealth.

Most historians argue that while the Empire existed for six centuries it spent most of the last two falling until in the end only a few core provinces remained truly under the control of the government that called itself the Great Solarian Empire.

It was not war in the end that again brought down civilization; well not war entirely. It was the "Great Collapse" an economic collapse brought upon the galaxy by the fragmentation of the past two centuries followed by the spread of the "Ice Plague" across the known worlds. What exactly the "Ice Plague" was remains a mystery as –thankfully- no samples survive of this virulent and horrible disease. It is estimated that in the wake of the collapse and the ice plague almost 80% of the population of the Empire died as the plague spread and jumped species. Space travel became rarer and rarer not only because of the financial cost but for fear of encountering the plague until even that staple and necessity of galactic civilization faded.

The final death knells to what little remained of the Empire came when the first Rift Storms swept across the galaxy depositing billions upon billions of Other Dimensional Beings across Imperial Space and frequently directly onto Imperial worlds and settlements. What little remained of the Imperial Military was ill equipped to deal with this threat despite even their most valiant efforts and died virtually to the last being over the decades of strife and terror that occurred during the great storms. Of particular note to modern peoples in the Known Worlds is that the Perdition Sector is an example of one of the "Category Abaddon" storms that struck several Imperial sectors during this era; leaving little wonder that even the most advanced military in history was unable to cope with the scale of the threat.

The Voice and the Cycles:
Seventeen centuries ago the first two races confirmed to have been "touched" by the voice were uplifted; these were the Proceyrans and the V'Ryx who are regarded today as the most advanced and powerful races in the galaxy.

And so began the "cycles"; where the entity or entities known only as "The Voice" send massive psionic pulses throughout the void to directly touch, influence and uplift the minds of selected worlds. Nobody knows why or how the Voice chooses those to be uplifted; or what the end goal is but every century or so another pulse reaches out into the void and another group of worlds are "uplifted" and begin making their way to the stars. Of interest to many is that with each of these cycles it seems a larger and more diverse group of worlds are chosen to be uplifted.

The setting:
Swords, Sorcery and Starships is a sci-fantasy setting with influences from Flash Gordon to Warhammer 40k and some other fun stuff. As such magic, technology and psionic powers all exist side by side with most technology being some form of technomancy or psi-tech.

Players:
Players take on the role of a "newly" uplifted race –new here meaning about a century of developing their home system- that is ready to become part of the "Known Worlds", which is a collection of "Sectors" with a few existing star nations and a whole lot of systems that are effectively unexplored after millennia of dark ages.

In terms of "tone" the setting is a bit like Babylon 5 or Mass Effect in that pretty much all of the races in your region of the galaxy that have been uplifted are aware of one another and the overall "Known Worlds" community that exists with its center at Iscandar Station. Iscandar Station is a neutral place that allows all sorts of governments and organizations to meet and trade and do business. There are some UNesque overtones but in reality unless you the player really do some dumb or blatant stuff the NPCs will largely not interfere with you as I don't want to bully players out of a fun gaming experience.


Notes on technology:
Poverty as we would know it is effectively non-existent in the SS&S setting thanks to technomancy that allows for civilizations to provide ample food, clothing, shelter and medical care to their citizens. Devices like Star Trek replicators exist though they're not energy-to-matter converters but are more alchemical tools that transmute one type of matter into another allowing for an abundance of resources the everyman of the 50th​ millennium SY would need to have a comfortable life thanks to perfect recycling.

Money still very much exists and there are still the haves and have-nots it is just that the have-nots are still going to be living a life that any first world citizen of the 21st​ century would find quite enviable.

Trans "humanism" is commonplace with pretty much everyone doing it either in the present or having it done to them in the past. Humans as we are today simply do not exist in this setting as the various races of humanity are genetically engineered or cybernetically augmented to the point they are our relatives but not us any longer.

The term "Solarian" actually refers to a wide array of species from the Sol system that had long ago been uplifted thanks to these augmentations. The many races of humanity, the Rhinox, the various cetaceans and so forth are just a few examples of how much genetic and cybernetic engineering were prevalent.

Warfare:
In terms of land warfare armies are pretty similar to what we would understand to be a functioning army.

Infantry are still the cheapest and most "disposable" soldiers in a brigade it is just that the infantry of this era are genetically and cybernetically enhanced super soldiers wearing advanced power armor with powerful shields, counter gravity tech that allows them to fly at low altitudes and are armed with a "combi-rifle". Their shields, armor and sensors mean that pretty much the only way to kill them is either dropping a nuke on top of them or using combi-weapons/psi-weapons against them as these are the necessary tools of modern combat.

A combi-weapon is a heavy weapon consisting of an aether blaster and an auto-launcher [basically an automatic smart grenade launcher] and is required for infantry to kill infantry at range. The auto-launcher fires smart munitions which are effectively miniature disruptor bombs that batter down the shields of an enemy soldier at which point it is the job of the aether blaster to punch through the heavy armor beneath the shields to actually wound or kill the soldier.

The other preferred weapon of infantry is an aetherblade which is basically a sword with a raw aether "blade" contained by an energy sheath. These weapons can pass through shields and armor but are obviously only useful at point blank range. Typically you're more likely to see space-troopers using aetherblade swords or axes more than you will planetary forces.

With these technologies available there is virtually no way a civilian insurrection type movement would be able to effectively combat these soldiers.

Armored vehicles and artillery have largely been replaced by battle-frames; basically mini-mecha that stand about 3-4 meters in height and carry upsized combi-rifles and mount disruptor missiles in back or shoulder mounts. With the need for sustained combi-weapon fire or direct hits with disruptors followed by piercing hits indirect artillery fire has effectively become obsolete.

Aerospace: With the advances in counter-gravity technology and energy shields pretty much every military aircraft of this era is a VTOL with SSTO abilities craft. In other words think sci-fi dropship that is capable of entering and exiting an atmosphere on its own and hovering in place like a helicopter. Mostly aerospace craft serve as dropships for land vehicles and as gunships designed to knock out enemy aerospace ships. Assume that any planetary brigade is going to come equipped with the proper ratio of transport and gunship craft to serve its needs.

The Dreadnoughts are described in detail in the rules but think of them as Jaegers from Pacific Rim mixed with a bit of Titans from Warhammer 40k piloted by psionic super soldiers.

Space Warfare:
Space warfare in this setting is deliberately designed to be a mix of "Age of sail IN SPAAAACE!" and WW1 era naval combat. There are no fighters zipping about as the smallest system ships are effectively torpedo boats, torpedo boat destroyers or assault ships meant to get troops aboard an enemy ship. The smallest interstellar ship is a 500 meter long ship while the largest standard vessels are 25km in length and fairly massive as you would suspect. The 25km warships are packing aether cannons that are on average 200 meters in length in their broadsides, they can carry brigades worth of planetary forces* or elite space trooper brigades trained to take over enemy ships and can swat aside just about any lesser warship that gets in their way.

*Lineships can carry brigades of ground forces but unless they are equipped with the right perks these forces are not "drop ready" so to speak. In other words you can carry an army that is either a "follow on" after the landings are secured by assault forces, or an occupation/defensive army ready to dig in after the initial fighting is over.
 
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Basic Nation Creation
Creating Your Nation/Species:
The Basics:
Name of Nation:
Type of Government:

Name of Ruler(s):
Species Name:
Species Description: Note that while most of the current galaxy was populated by Solarians [human offshoots and uplifted animals there are other species to go around that were native to this universe or even came from the same one as the Solarians before that avenue was cut off permanently.

Starting Player Resources:
1 Home System generated towards balanced starts including all players having a special "Homeworld" class planet.[players will start with a 5,000 ISC worth of system]
30 Nation Creation Points.
50 Black Star Crystals
30,000 ISC worth of military [MI is ignored].
1 Gift of the Voice class TL4 Super-Line Ship.
100 Military Infrastructure.
50 Black Star Crystal Manufacturing.
1 Star Gate to Iscandar Station
1 VLCA Station

Racial Traits:
These are traits that are part of your species/race itself. A level of 1 in anything represents a "baseline" species in that area which, it is important to note is still inherently superior to 21st​ century humans in most ways. It is also perhaps important to note here that Homo Sapiens Sapiens went extinct many tens of millennia ago as their descendants and genetically engineered offshoots simply outcompeted them over the course of millennia.

Psionics:
Psionics is the field of paranormal study and power related specifically to mental powers and abilities. It is this field that has proven most essential to the continued exploration and settlement of the galaxy as without the Dimensional Rift Drive civilizations may never have recovered from the earlier setbacks that befell those who came to this universe.

[note that psionic level increases stack So Lvl 3 psionic costs 6 NDP [4+2 from lvl 2]]
Level 1 [0 NDP]: Your species produces psionics, but they are exceptionally rare and will never quite stack up one-to-one with a similarly trained psion from another race.
  • Has access to basic psi-knights.
  • Has access to navigators [necessary for DRDs]
  • Most "psychics" of this kind of species can sense other-dimensional entities and can sometimes be contacted by them if said being is particularly strong but that's the extent of their telepathic abilities and psychic presence.

Level 2 [2 NDP]: Your species produces skilled psionics more frequently and have a steady supply of lower level psionics that can serve as psi-commandoes.
  • Has access to more skilled psi-knights.
  • Has access to navigators.
  • The "psychics" of this kind of species can actually not only sense but also communicate with other-dimensional entities that are in close proximity. The psychics of this kind of race can also contact one another over short distances.
  • Has access to Psi-Commandoes
Level 3 [4 NDP]: Your species is at the pinnacle of psionic capabilities with everyone in the species being at least a low level psion or psychic. Your people have mastered their minds and even learned to apply some of that skill to their technology. The Proceyrans are the most widely known and advanced of the L3 psionic races in the last 1,200 years.
  • Has access to psi-knight "champion" class psi-knights.
  • Has access to superior navigators. These skilled seers can plot a transit through psi-storms and dimensional anomalies that would shred the minds of lesser navigators.
  • The psychics of this species can actually reach into the other-dimensional realms with their minds in a manner similar to astral projection. The downside of this is in doing so they open themselves up to possession by such entities that dwell in the other-dimensional realm. On the positive side this skill allows them to more readily sense and potentially prevent a dimensional breach and incursion.
  • Has access to Psi-Commandoes
  • Has access to psi-shields.
Magic:
When it originally manifested; and for quite some time afterwards scientists, politicians and a great many skeptics and religious leaders alike all hesitated to refer to the new paranormal field as "magic". After decades of common use and simply with no other proper name to give the phenomenon the term magic finally stuck during the First Republic and for the most part spread far and wide enough that even after millennia the term is still in common use throughout the civilized galaxy. It is difficult even after millennia of study to classify magic as any one field or phenomenon and the best that most scientists can come up with is that somehow those with the "mage gene" have a mutation that allows them to access dimensional energies from realms not known yet to science. These realms apparently do not follow the laws of the "mundane" universe and allow mages to perform feats beyond regular scientific explanation.
[note that magic level increases stack So Lvl 3 magic costs 8 NDP [6+2 from lvl 2]]
Level 1 [0 NDP]: After the awakening of magic with the opening of the Great Rift; every known species has been touched by it on some level. With this level of magic a species is barely touched; only enough so that they can access the most basic of alchemies and forge Black Star Crystals into their usable form.
  • Has access to Black Star Crystal manufacturing. This is essential for the use of dimensional rift technology.
  • Can use existing and active magi-tech artifacts.
  • Very low level magi are probably working in the civil sector.
Level 2 [2 NDP]: After the awakening of magic a species at L2 bonded more closely with the magic [or some would say suffered more mutations] essences that ripped through the universe. L2 magic civilizations produce magi that have combat power and are useful on the battlefield.
  • Has access to Black Star Crystal manufacturing. This is essential for the use of dimensional rift technology.
  • Can activate and use existing magi-tech artifacts.
  • Can produce Combat Magi brigades.
  • Can create alchemical armor and upgrades.
  • Can create basic magical shield technology.
Level 3 [6 NDP]: A species of L3 class magic bonding is one that has virtually every member of the species in some way touched by magic; even if it is only the ability to sense its presence and use. The mages of an L3 civilization are a power to be respected [or feared] in their own right.
  • Has access to Black Star Crystal manufacturing. This is essential for the use of dimensional rift technology.
  • Can activate, use and replicate many existing magi-tech artifacts.
  • Can produce higher tier Combat Magi brigades.
  • Can create alchemical armor and upgrades.
  • Can create magic advanced shield technology.
Planet Type:
Planet type is the general "style" of planet your species prefers.

Rocky: The "general" term for planets with a typical rocky "core" and a relatively standard environment type.

Gas Giant: As the name suggests these are gas giants; some have massive "floating continents" in their upper layers that allow space faring life to evolve and form.

Hostile: These worlds are extreme examples of planets and only the hardiest of species evolve and survive there. Unfortunately because of their extreme nature they tend to mean that races that live there need worlds of the same type to at all prosper with even domed colonies often proving insufficient. [wouldn't recommend actually taking this as your homeworld]

Environment type:
This is the general environment of your world. Obviously you can have environmental diversity; this is for mechanics.

Rocky World Environs:
Arid
Desert
Savanna
Methane Atmosphere
Carbon Dioxide Atmosphere
Alpine
Arctic
Oceanic
Terrestrial [Earthlike]
Tropical.

Gas Giant Environs:
Ammonia Clouds
Water Clouds
Cloudless
Alkaloid Clouds
Silicate Clouds

Hostile World Environs:
Venusian
Molten
Acidic
Frozen
Radioactive

Gravity:
The level of gravity a world is subject to.
Low
Standard [in the 1g range]
High
Crushing [only on hostile worlds]

National Traits:
These are traits that are related to the national policies and abilities of your polity rather than your race/species itself.
Technology level:
This represents the rough mastery level of the technology provided by The Voice as part of your national uplift.
[note that tech level increases stack So Lvl 3 tech costs 10 NDP [6+4 from lvl 2]]

Tech Level 1 [0 NDP]: While advancing beyond the wildest dreams of your ancestors the technology level you have achieved is only the most "basic" of that provided by The Voice.

Tech Level 2 [4 NDP]: Your race has mastered the technology provided by The Voice and is now making full use of its wonders.

Tech level 3 [6 NDP]: Not only has your species mastered the technology provided by The Voice it has managed to actually make some innovations and improvements upon it. Having TL3 puts your nation amongst an elite few even among the older more established powers of the known worlds.

Tech Level 4 [not available to players]: This technology level is only possessed by one race in the Known Worlds now; the Proceyran Unity. While it is not truly known how they have mastered this technological level the Proceyran themselves claim that The Voice contacted them a second time and gave them the insight necessary to build TL4 technology. The Great Solarian Empire had achieved TL4 –and many claim were on the verge of TL5- when their civilization began its steep decline and collapse; examples of GSE TL4 technology are highly prized today with the only known TL5 tech in existence being Iscandar station itself.

Other Traits:
Fanatical Population [2 NDP]:
Your population is willing to go to great lengths to serve the state which gives them excellent morale on and off the battlefield.

Martial Tradition [2 NDP]:
Your culture has a long and storied tradition of military service making them ready to answer the call at a moment's notice. All basic planetary forces take 2 quarters to build even if they would normally take longer.

Escort Ship Builders [2 NDP]:
Escort Ships cost 25% less ISC.

Patrol ship Builders [2 NDP]:
Patrol ships cost 25% less ISC.

Line Ship Builders [3 NDP]:
Line Ships cost 25% less ISC.

Station Builders [3 NDP]:
Stations cost 25% less ISC.

System Ship Builders [2 NDP]
System Ships cost 25% less and take 1 quarter less to build.

Foundation Builders [4 NDP]:
Wherever your people choose to build on new worlds; whether it be outposts or full colonies they do it well and they do it swiftly All colonies/outposts cost 25% less and Colonial bases become 100% productive as soon as their total cost is paid for.

Ancient Relics [3 NDP]:
The worlds of your home system have not yet been thoroughly explored with modern technology and are suspected to be home to ancient relics.

Dreadnought Builders [3 NDP]:
Your people have mastered the creation of the mighty Dreadnoughts commanded by psi-knights. These war robots cost 25% less and take 33% less time to build.

Forgemasters [2 NDP]:
Your people are masters at forging Black Star Crystal in their foundries. Production of Black Star Crystal costs 25% less.

Trade Masters [2 NDP]:
Trade value is increased by 20%.

Master Communicators [2 NDP]:
Your people have mastered the art of building VLCAs. They now cost 30% less ISC and take 25% less time to build.

Psi-Mastery [3 NDP]:
Psionic technology and units cost 30% less.

Magi-Mastery [3 NDP]:
Magic technology and units cost 30% less.

Fortune's Favored [2 NDP]:
Re-roll 1 survey per year.

Efficient Tax Masters [2 NDP]:
Colonies generate an additional 10% ISC.

Expert Miners [1 NDP]:
Your people are skilled miners and can often eek out more resources from an asteroid than others. [+50% yield of resources per mined asteroid].

Military Industrial Complex [3 NDP]
Your people have become adept at the production and expansion of military industry and are capable of a 50% improvement in expansion rates over the other races. [may expand their military infrastructure by up to 15% per 4 quarters].

Additional NDP Options:
1,000 ISC worth of starting military [1 NDP]
10 MI [1 NDP]
10 Black Star Crystal Production Capacity [1 NDP]
1 Moon Settlement [2 NDP]

Sample Nation:
Name of Nation: Sample State
Type of Government: Military Dictatorship
Name of Ruler(s): Paul Blarth
Species Name: Blarthian
Species Description: Note that while most of the current galaxy was populated by Solarians [human offshoots and uplifted animals there are other species to go around that were native to this universe or even came from the same one as the Solarians before that avenue was cut off permanently.

Racial Traits: [14 NDP]
Psionics level 3 [6 NDP]
Psionics 1 [0]
Psionics 2 [2]
Psionics 3 [4]

Magic Level 3 [8 NDP]
Magic 1 [0]
Magic 2 [2]
Magic 3 [6]

Planet Type:
Rocky
Terrestrial
Standard Gravity

National Traits: [15 NDP]
Tech Level 3 [10 NDP]
TL 1 [0]
TL 2 [4]
TL 3 [6]

Patrol Ship Builders [2 NDP]
Line Ship Builders 3 NDP]

Other NDP: [1 NDP]
1,000 ISC starting military [1 NDP]
 
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Economy, Exploration and Colonization
Economy and Trade:
Running an interplanetary economy let alone an interstellar one is a massive and complex task that keeps many accountants up late many nights. To simplify this nightmare the economy of SS&S is largely abstracted for player convenience.

Worlds, Territories and Moons:
Each world has three base "attributes" to consider.
Planet Type
Environ Type
Gravity Level

On top of this each world has a number of territories and moons.
Territories are areas that can be settled by colonies. These can be settled by any kind of colonial base [explained later].
Moons are single territory bodies that are separate from the planet and can only be colonized using Outpost Bases. [explained later]

Determining the economic value of a world:
A planet has a base value of 300 ISC [per territory]

Moons are worth 100 ISC once settled by an outpost.

This means that each full colony settled on the world is worth 300 ISC once developed. While moons are worth 100 additional ISC once settled.

Economic Modifiers:
For each attribute a world has that is not in alignment with your chosen world type simply remove 100 ISC value per territory.
For example if your race lives on worlds with the following attributes:
Rocky
Terran
Standard Gravity

You find a world that has the following attributes:
Rocky
Carbon Dioxide
Standard Gravity
This world is worth only 200 ISC per territory as its third attribute is not in alignment with the habitation of your race meaning your colony can't take full advantage of the world's resources.

Interstellar Standard Credit [ISC]:
Interstellar Standard Credit or ISC is the "currency of the realm" for interstellar trade and is representative of rather large sums of local currencies. The average individual would never see one ISC to their name let alone the amount that tends to be seen with interstellar trade, raising armies and fleets and colonizing worlds.

Basic ISC Generation:
3/3 Compatible World: 300 ISC per colonized territory
2/3 Compatible World: 200 ISC per colonized territory
1/3 Compatible World: 100 ISC per colonized territory
0/3 Compatible World: 0 ISC per colonized territory
Moon: 100 ISC per colonized moon
Rocky Asteroid: 20 ISC per colonized rock asteroid
Metallic Asteroid: 40 ISC per colonized metallic asteroid
Ice Asteroid: 10 ISC per colonized ice asteroid
Crystal Asteroid: 40 ISC per colonized crystal asteroid

Trade Value:
Trade value represents a very large variety of tradeable goods produced behind the scenes by your average planet. Trade Value is 1/3rd​ of a system's total ISC value rounded up.

Using Trade Value:
"Using" trade value is fairly straightforward.
Step 1: Tally the TV of a system.
Step 2: Build a trade station there.
Step 3: Add that system's TV to your Empire's TV
Step 4: Find someone willing to sign a trade treaty with you. You can then trade up to whatever amount of trade you each have available to one another. Players cannot send out more trade than what they themselves produce.

Example:
Player A has 1,000 TV
Player B has 1,000 TV
They can each trade between 0-1,000 TV to one another as part of a trade deal.

Territorial Investments:
Territories can be developed past their initial baseline value.

Investing is a three step process:
Step 1: Invest 20% of the ISC value of the territory rounded up.
Step 2: After 4 quarters the territory value increases by 10%.
Step 3: Repeat until satisfied up to a total of 100% original territory value.

Military Upkeep:
Military upkeep is simple and straightforward, total the value of your military and divide it by 10 and bam you're done.

Black Star Crystals:
Black Star Crystals are the very essence of aether condensed into a crystalline form using arcane technologies for use as the power source for dimensional rift drives and star gates; allowing them to create the dimensional rifts that make interstellar travel possible.
Black Star Crystals are consumed as their aether is broken down and channeled into the rift systems of a drive or star gate. Without the production and availability of these crystals interstellar travel would cease to exist and civilization along with it.
In game terms BSCs are used as "fuel" for your fleets whenever you create a dimensional rift, in other words whenever you travel between star systems using a star gate or dimensional rift drive. You must have BSC available if you want to travel between systems; no BSC no interstellar travel.
Your BSC industry can be expanded by up to 10% per 4 quarters [10% per year]
Each new BSC industry point costs 100 ISC.
Calculating how much "fuel" you'll need for each jump is fairly simple as all you need to do is add up the number of ships you have, their type and then add their crystal requirements.

For each jump
Guard ships cost 1 BSC
Patrol ships cost 2 BSC
Line ships cost 3 BSC
Star Gates cost 3 BSC per use but remove the need for the fleet making transit to use any BSC themselves.

Military Infrastructure:
While making ISC is all well and good it doesn't help if you don't have the infrastructure to do anything with it!
Military Infrastructure [MI] is an abstracted representation of your nation's capacity to produce military equipment and ships.
A nation may expand its MI by up to 10% every 4 quarters.
Each unit of MI purchased costs 50 ISC.
Just like with ISC costs the cost in Military Infrastructure may be prorated over the construction time of the unit.

While military infrastructure is not directly tied to any territories it should be noted that you will lose infrastructure points if it is directly attacked by a player or NPC, or if you lose territories depending upon circumstances. For example your core colonies being lost absolutely will lose you some MI whereas a newly established colony in the back of beyond likely wouldn't.

You have to try and give an idea of what systems your MI is in so that we don't have players going "Oh no they didn't raid any of my MI in that system that built 3 line ships last turn…ya see there is no MI there!" for balance sake.

Exploration and Colonization:
In order to expand upon past your starting star system you will need to explore and colonize new places.

Exploration:
Exploration is the first step in finding new places. To explore, simply pick a star system on the map that is not stated to belong to another nation and dispatch an exploratory fleet.
Exploration is potentially greatly rewarding, but it is also very dangerous as there are a great many threats in the galaxy that lurk in the dark.
Exploration takes 1 in game year [4 quarters]; however you might find things that require further investigation if you have the courage to look in the dark places where angels fear to tread.

Colonization:
There are a few different reasons a nation might choose to colonize a world, moon or asteroid. The most obvious is the gaining of ISC income. On the other hand you may want to set up an outpost on a world completely inhospitable to your species in order to gain access to a rare resource found on that world or to gain a military foothold in an area of space you consider important to your interests. Whatever the reason there are different ways to colonize and all are as straightforward as possible.

Outpost Base:
Cost:
400 ISC [for planetary/lunar]; 200 ISC [for asteroid variant]
Time to Build: 4 quarters
An outpost base is primarily focused around gathering a specific resource or establishing a militarized presence on a location. If a world is not habitable or you are in it just looking for a quick claim jump this is the way to do it.
Outpost bases are also what are required for an asteroid colonization or a "barren moon" [the standard moon in this game] .
Pros:
Comparatively inexpensive
Quick to establish
Can serve as a military base
Can be used to harvest rare resources if found.
Is used to settle Moons and Asteroids.
Cons:
Does not have investment options [can't expand its value]
Cost cannot be prorated because of the build time.
These colonies are not protected under the terms of the Commandments of the Voice.

Colonial Base:
Cost:
1,500 ISC
Time to build: until maximum ISC is paid.
A colonial base is what a nation sets down when they want to make a place a "new home" for lots of their people. These colonies are massive investments of resources and people and come with their own risks but have a large long term payoff.
Stages: Once a colony has been fully developed it does not immediately turn a profit; for its first year it only generates 50% of a territory's ISC value [post modifiers] and only becomes "fully armed and operational" at the start of its second operational year.
Once it is fully operational you can begin investing in its development.
You can build resource mining operations as soon as the colony investment is complete.
Pros:
Can be further developed for more profit
Generates ISC for your nation directly
Contributes to trade value of a system
Cons:
Very costly investment of time and ISC
Relatively long term ROI
 
Planetary Units and Warfare
Planetary Units:
Planetary warfare in the world of SS&S is quite a bit different than what an observer from the 21st​ century would consider "modern warfare". Thanks to the technologies and Arcanum developed within this new universe and in many cases revived by The Voice uplift modern battlefields consist of vast infantry formations supported by Battle Frames and terrifying Dreadnoughts. With modern shields, armor and mobility tech modern armies are frequently smaller than those of millennia past, gone too are the days of insurgencies and ad hoc freedom fighter formations as nothing short of military grade weapons [or nuclear bombs] would serve to deter a modern army force. Gone too are the days of passive camouflage as the combination of systems required to operate modern equipment, and sensor suites being widespread make such ideas as "colored patterns" to hide soldiers a quant thing of the past.

Planetary armies use the brigade as their basic building block, while this formation goes by many names over the Known Worlds and beyond it is the smallest formation that is worth deploying [short of Dreadnoughts] on its own. It is worth noting that a brigade is not only representative of the fighting beings of the force but rather the total formation, fighting troops, mechanics and so forth. Naturally depending on the nature of a brigade the ratio of support staff to fighting troops varies fairly greatly.

Tech Modifier:
Tech level modifies both the cost and combat value of ground units. This means that units of more advanced societies tend to also be more expensive while still being more useful.
Tech LevelCombat Value ModifierCost Modifier
10+ 0% ISC
2+.5+ 0% ISC
3+1+ 20% ISC
4+1.5+ 30% ISC

Quality Modifier:
As the name might suggest this modifier represents the overall "quality" of a formation. This can represent quality of training, equipment and other less tangible traits of a formation. Naturally higher quality units tend to require more investment of resources and time.
QualityCombat Value ModifierCost ModifierTime Modifier
Low-1-30%-20%
Standard000
High+1+30%+20%

Standard Brigade Basics:
A standard brigade is made up of infantry, battle frames and aircraft in a combined arms force that is in many ways similar to a 21st​ century military force of the same size.

Buildable Brigades:
These are the standard brigades of infantry/frames/aerospace forces that make up modern planetary armies.
Unit Name: Planetary Assault Brigade
Cost: 30 ISC / 3 MI
Combat Value: 2
Build time: 4 quarters
Description: A planetary assault brigade is a combined arms force of infantry, frames and aerospace units designed to attack a planetary surface and secure it.

Unit Name: Planetary Defense Brigade
Cost: 20 ISC /2 MI
Combat Value: 1
Build time: 4 quarters
Description: A planetary defense brigade as the name suggests is designed for the defense of a planet already owned by a nation or its allies. These units are not capable of being deployed on offensive operations as they lack the training and equipment necessary to do so without incurring massive losses.

Unit Name: Battlesuit Brigade
Cost: 45 ISC /5 MI
Combat Value: 4
Build time: 6 quarters
Description: A battlesuit brigade is similar to a planetary assault brigade but its infantry forces are equipped with far more powerful and advanced suits of armor with more advanced weapons than those of planetary assault or defense brigades.
Required: TL3

Exotic Units:
"Exotic" units are those that aren't meant to take to the front lines in conventional battle but rather act as raiders, special forces or specialist support units.

Unit Name: Commando Brigade
Cost: 50 ISC /5 MI
Combat Value: ~
Build Time: 4 quarters
Description: A commando brigade is a special forces unit designed to carry out specialized missions such as paving the way for follow on invasions; arming and training locals, assassinating or protecting key figures and so forth. While called a "brigade" this does not represent the number of actual commandoes but rather the commandoes and their much larger support organization. These troops can deploy to the field in a wide variety of ways from orbital drop pods, stealth aerospace transports, space dropped submarines or being smuggled in via other transportation methods like merchantmen.
[note when carrying out a special forces assignment you have to state what method of deployment and operation these troops are using]

Unit Name: Psi-Commando Brigade
Cost: 60 ISC /6 MI
Combat Value: ~
Build Time: 4 quarters
Description: A unit of Psi-Commandoes is a truly terrifying foe as they are the pinnacle of special forces troops. Equipped with specialist armor designed to enhance their psionic powers for greater stealth and capabilities these troops are more mobile and stealthy than even conventional commandoes. Armed with a specialist "Psi-rifle" these troopers are also deadly precise in the killing arts making for excellent assassins and sewers of chaos and trouble.
Required: PSI-2
[note when carrying out a special forces assignment you have to state what method of deployment and operation these troops are using]

Unit Name: Combat Mage Brigade
Cost: 40 ISC /4 MI
Combat Value: ~ [variable]
Build Time: 6 quarters
Description: Combat Mage Brigades much like psi-commando brigades are not made up of thousands of mages but rather are a core group of elite mages supported by extensive "tail end" capabilities. A Combat Mage Brigade comes in one of three "foci" that represent what its members are trained to accomplish.

Fire [battle]: A Combat mage Fire Brigade is one where the mages themselves go into battle wielding "fire foci" which can change form from a ranged weapon that channels the mages magical energy into blasts that can rip through shields and armor to a deadly close quarters weapon equally capable of carving through enemies in melee. A fire foci is a strange weapon in that its shape and appearance varies from mage to mage based on a wide number of factors including cultural. Some Fire Foci appear as combi-rifles or poleaxes while others can appear as bows and arrows or old style dueling swords or some even more esoteric objects depending entirely upon the mage. What makes these troops special is their ability to rapidly move "unseen" by more conventional sensors until they have begun their attack. Though they are vulnerable to detection by other mages and psions.[Combat Value 5]

Water [healing]: A Combat mage Water Brigade is one where the mages are not themselves combatants but rather healers and support personnel capable of handling an entire division of other troops on their own using "Water Foci" and channeling their energies towards healing. [has a chance of restoring a defeated unit]

Smoke [illusionary/counter illusion]: A Combat mage Smoke Brigade is one specialized in illusion and counter illusion magics; they can shroud an entire division from sight as it approaches its targets for the attack. Or they can act to alert your own forces to such an attack. These troops can also create confusion in the midst of battle; making enemy units think they're under attack from one quarter while the true attack comes from somewhere else, or even make the enemy fall back or surrender without a fight due to employing the right illusion at the right time. Given the nature of these troops it is perhaps fitting that the "Smoke Foci" is somewhat of a leech, requiring the use of mana in proportion to the level of illusory magic its master wishes to employ. Mechanically this means that the more ambitious your spell the more likely things can go wrong/weird.

Dreadnoughts:
Dreadnoughts are the absolute arbiter of planetary warfare. These towering bipedal mecha are piloted by the ultimate warriors; the Psi-Knights. Beings that have such immense psionic powers they can not only control the mighty war machines they pilot but can also activate and use the arcane psionic weaponry employed by these fearsome beasts of war.

A single Dreadnought deployed at the right time and in the right place can change the fate of worlds; turning enemy brigades to ash with psi-cannons and force projectors.

The clash between two Dreadnoughts is a terrible and awesome sight capable of sometimes determining the fate of a battle on the morale impact of winning or losing the struggle alone even if neither Dreadnought can turn its weapons anywhere else in the field of battle.

The primary drawback of the Dreadnought is that the mental toll it takes on the Knight inside is draining in the extreme and if it weren't for the supernatural stamina of the Knights it would indeed be fatal. This means that while Dreadnoughts are horrifying when they take to the field of battle the amount of time they can actually be in battle is limited to a matter of hours, often less if they are having to face down another Dreadnought.

Dreadnought Modifiers:
While dreadnoughts do benefit from technology levels with a comparable cost increase they also benefit from their pilots; the vaunted and skilled Psi-Knights and elite Psi-Knight Champions.

Tech LevelCombat ModifierCost Modifier
TL 100%
TL 2+2+10%
TL 3+3+20%
TL 4+4+30%

Unit Name: Dreadnought
Cost: 300 ISC /30 MI
Combat Value: 30
Building Time: 8 quarters
Special: Psi shield, Psi-Sword.
Description: Dreadnoughts are towering war machines made of the strongest armor and bearing immensely powerful psi-shields that make them seem like a walking Line Ship. Whilst Dreadnoughts come in at 20 meters in height and 300 tons in mass they are as agile as a Scout Frame albeit their overland speed "only" matches that of a Medium Frame.
It is the combination of their speed, agility durability and astonishing death dealing capacity that makes a Dreadnought so deadly, and with their Psi-Knight operators these machines are virtually immune to Psi or even magical trickery.
[special note: A Dreadnought will only be deployable for 1 round and will need another 1 round off for the knight to recuperate.]
[special note 2: Dreadnoughts are massive and mighty war machines when compared to conventional units. Thus they count as being 25% worth higher combat value if there is not a rival dreadnought to face them.

Unit Name: Dreadnought Carrier
Cost: 100 ISC / 10 MI
Combat Value: ~
Time to Build: 4 quarters
Special: Psi-Shield
Description: The "Dreadnought carrier" is a flying "castle" designed to house a Dreadnought, its knight and their staff of servants, mechanics, medics and so forth. These craft are heavily fortified and defended but are not designed to go on the offensive and will generally attempt to escape any combat should they come under attack.
These craft are capable of limited interstellar travel but prefer to "attach" to a larger ship for longer voyages.

Psi Knights:
Psi Knights are the pilots of the mighty Dreadnought warmachines and are in fact required to properly operate a Dreadnought. Unfortunately the strain of operating a Dreadnought is such that a Knight can only operate it for so long before requiring a rather extensive break lest they burn out their mind.

Mechanically this means that Dreadnoughts only operate for every other combat round on a planet if the Dreadnought only has 1 pilot. It is however possible to recruit additional Psi-Knights to ensure an Undamaged Dreadnought can stay in the fight longer. Note that each dreadnought purchased comes with a "free" psi-knight.

Psi Knights also have an effect on the efficiency of a Dreadnought.
Psi-knight pilots of the various levels have the following modifiers:
Psi-LevelCombat Value
Psi-10
Psi-2+2
Psi-3+3

Psi-Knight
Combat Value: ~
Cost: 20 ISC
Recruitment Time: 2 Quarters

Psi-Knight Champion
Combat Value: +3 modifier to combat value on top of modifiers.
Cost: 20 ISC
Recruitment: 2 quarters [requires promoting a Psi-Knight]

Planetary Defenses:
With the combination of shields and armor heavy fortifications have made a bit of a return in the planetary defense arena.

Planetary Shield
Cost:
1,000 ISC / 100 MI
Time To Build: 4 Quarters
Combat Value: ~
The Planetary shield as the name suggests provides a defensive barrier that englobes a planet [or moon, or asteroid] and protects it from orbital bombardment preventing the orbital ships from providing fire support to landing units or annihilation events on places not protected by the Commandments or from foes who do not abide the commandments.
Planetary Shields cost 3 Black Star Crystals per quarter of operation for preventing orbital fire support of landing troops.
Planetary shields cost 6 Black Star Crystals per quarter of operation if being fully charged to prevent landings or "annihilation events" such as full fleet bombardment. A planetary shield can only maintain this level of operation for 4 quarters.

Planetary Warfare Explained:
Planetary warfare in the SS&S game is abstracted a bit like in many grand strategy games.

For every 5 "Combat Value" in an army that army has 1 "rank" point which is applied in combat.

Let's say that a defending army has 5 Planetary Defense Brigades at TL1 [0] Standard Quality [+0] for a total of 5 Combat Value. They would be rank 1.

Now let us say that an invading army has 5 Planetary Assault Brigades at TL1 [0] Standard Quality [+0] for a total of 10 Combat Value. They would have a rank of 2.

Each "combat turn" the attacker rolls 1dx-1 [where X is the difference in ranks]. For this scenario the attacking army would get a roll 1d2-1.

For a planet to be subjugated the attacking force must achieve a score of 10 which stacks with each roll. Or an event must happen that forces the defending garrison to surrender.

Defenders gain combat value and thus rank based on planetary fortifications present combined with their garrisons.
Attackers can gain combat value from an orbiting fleet providing precision orbital support with their point defense guns. In mechanical terms every starship of an orbiting fleet is a +1 to the attackers rank. Orbital support is capped at +4 to rank for each colonized territory on the planet.
 
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Starships, System Ships and Space Stations
Starships:
The term "starship" is applied to any vessel equipped with a Dimensional Rift Drive and thus capable of travelling between the stars; in other words an interstellar craft. It should be noted that these ships are universally large affairs with the smallest Starships being 150 meters in length and the smallest combat starships being 500 meters in length.

Combat in the world of SS&S would closely resemble the naval warfare of between the 18th​ and opening years of the 20th​ Century of the old AD calendar; with massive warships trading broadsides and maneuvering in massed formations while small system ships act as torpedo boats and torpedo boat destroyers.

The smallest combat starships are around 500 meters in length with the largest standard Line Ships reaching 25km in length. Ships can range in appearance dramatically but often loosely resemble pulp sci-fi ideas of war rockets. These mighty warships pack broadside decks of "etheric cannons" which are massively up-scaled versions of the etheric blasters used in an infantryman's combat rifle. Some ships are equipped with racks of disruptor torpedoes which are designed to disable the defense screens of an enemy vessel but otherwise do not cause damage.

Starship Stats Explained:
Ships have a few basic stats.
Attack: Attack represents the offensive strength of the "conventional" armament of your starship. In other words the size and number of etheric cannons is abstracted here.
(note: Attack will be listed with a / to indicate it's value at a given range. Ranges are 1/2/3)
Defense: This category covers everything from ECM to a ship's armor and defense screens and is rolled against the attack value of a ship.
Speed: This category is an abstraction of a ship's "conventional" stellar drive speed in a star system.
Dimensional Rift Drive: This category covers how many hexes a ship can travel per quarter.
Hull Points: How many "hits" a ship can take before being destroyed.

Tech Level Modifiers:
Tech levels modify and improve upon the ship stats except Hull Points.
TL 1: 0
TL 2: +1 point to each stat.
TL 3: +2 points to each stat. [+20% ISC Cost]
TL 4: +3 points to each stat. [+30% ISC Cost]

Purchased Points:
It is possible to build a ship with up to 5 points which you can distribute to the stats of your choice. Note that each additional purchased point costs 50 ISC additional to a ship's cost.
Note: As a ship adds purchased points it can go from counting as a "light" to a "large" or "heavy" unit.
For a Guardship an increase of 2+ PP makes it a "large" Guardship.
For a Patrol ship an increase of 2+ PP makes it a "large" Patrol Ship
For a Lineship an increase of 2+ PP would make it a "heavy" Lineship.

Ship Types:
These are the available "base line" starships that are all assumed at a TL 1 without any TL or Purchased Points.

Guard Ship
Attack: 4/4/3
Defense: 3
Speed: 7
Dimensional Rift: 5
Hull Points: 1
Build Time: 4 quarters
ISC Cost: 200
MI Cost: 20

Patrol Ship
Attack: 6/5/3
Defense: 5
Speed: 6
Dimensional Rift: 5
Hull Points: 2
Build Time: 6 quarters
ISC Cost: 350
MI Cost: 35

Lineship:
Attack: 16/14/12
Defense: 14
Speed: 5
Dimensional Rift: 5
Hull Points: 4
Build Time: 10 quarters
ISC Cost: 1000
MI Cost: 100
[special note: Lineships due to their sheer size and cost come with 1 battalion of spacetroopers for free]
[special note 2: Lineships are the only vessel that can carry a brigade of non-drop ready planetary units stored for transport]

Gift of the Voice class Super-Lineship:
Attack: 24/22/20
Defense: 20
Speed: 9
Dimensional Rift: 9
Hull Points: 6
Build Time: --
ISC Cost: --
MI Cost: --
Perks:
Capital Turret System
MagiTech Shields
All Big Guns
Teleportarium
[special note: Lineships due to their sheer size and cost come with 1 battalion of spacetroopers for free]
[special note 2: Lineships are the only vessel that can carry a brigade of non-drop ready planetary units stored for transport]


Starship Perks
Each starship regardless of size gets two "perks", these perks help define a ship's role, give it bonuses in certain fields and so forth. Some of perks will require access to special resources that can be found across the galaxy.

All Big Guns: The big guns perk gives a +30% attack value against ships of the larger patrol or line scale ships but a -25% against lighter patrol and all guard range ships and -50% against system ships. [cannot be paired with secondary batteries]

Secondary Batteries: The secondary batteries perk gives a ship an array of smaller weapons designed to engage smaller craft and grants a +25% attack value against Guard ships.

Carrier Module: A carrier module allows a ship to hold 3 squadrons of system ships.

Planetary Assault Module: These modules allow ships to carry three full planetary brigades + an exotic type brigade ready to "hot drop" onto a planet.

Survey Module: A survey module allows a vessel to take detailed scans of a system allowing it to be mapped out for potential colonization.

Archeology Module: An archeology module –as the name suggests- is used by specialist archeology teams to search for relics and dig them up in as safe a manner as possible.

Colony transporter: A colony transporter module carries prefabricated bases which it will then lower to a planetary surface complete with the "on ice" colonists/staff that will be woken up upon the base arriving on the surface of the intended world.

Disruptor Banks: These are racks of specialized rapid fire tubes designed to deploy a swarm of disruptor torpedoes at a target and are meant to knock out enemy shields dramatically reducing their defense rating. These modules are only outfitted onto guard and lighter patrol range ships.

Capital Turret System: The CTS is designed specifically to intercept incoming munitions and more importantly the potential swarms of attacking system ships. The CTS is designed to defend only the ship it is built on to and has 100% of the Attack value of the starship it is attached to.

Area Defense System: The ADS is designed to be outfitted onto a warship that is meant to protect others around it. The ADS consists of a number of rapid fire etheric cannons in turrets as well as "micro-disruptors" meant to disable the shields of system ships so that its turrets can destroy it. Has a total of 50% of the Attack value of the ship.

Space Trooper Barracks: As the name suggests, this module allows for a full battalion of specially trained space troopers to be stationed aboard a ship. These can be used to defend a ship against boarders or to deploy space troopers to take an enemy vessel that has been disabled or been caught by surprise.

Space Trooper Assault Bay: This particular module carries a specialized "munitions" bay that deploys "assault pods" designed to breach an enemy vessels shields and hull and disgorge an assault force of space troopers. When paired with a space trooper barracks this bay can allow a full battalion to be deployed via assault pod to a hostile vessel.

Repair Drone Bay: This module is designed to carry swarms of repair drones which can be used to restore the hulls of damaged ships without having to return to a station. While slower and not as efficient as a dedicated shipyard these bays can prove critical to supporting long range expeditions.
[Requires TL 2]

Heavy Defenses: A ship gains a +25% defense rating.

Mage Tower: A ship gains the "mage tower" module which allows for a team of specially trained combat mages to attempt to use magic against their foes.
[note that since this has some room for player flexibility you'll have to be clear in any orders given on what you intend these mage towers to do during a given battle. They can boost attack or defense ratings, potentially teleport soldiers over to a hostile ship, that sort of thing]
[Requires Mage Level 2]
[Does not count for "magic tech" for any discounts]

Psionic Focusing Chamber: A psionic focusing chamber allows a team of specially trained psions to use their powers across the vast distances involved in void combat.
[Similar to the mage tower this particular module allows for flexibility in some orders. Like trying to mind flay enemy crewmen to affect their attack or defense stats, make them shut down their engines, ignore incoming assault pods etc].
[Requires Psion Level 2]
[Does not count as "psionic tech" for modifier]

Dimensional Scryer Chamber: The Dimensional Scryer chamber is the arcane chamber for the most elite of navigators which allows them to see through the dimensional rifts and jump further and more safely than ships piloted by normal navigators using normal navi-chambers.
[Adds +25% to a ship's dimensional drive rating]
[Requires Psion level 2]
[Does not count as "psionic tech" for modifier]

Mage's Communication Chamber: A large expensive chamber that allows a team of mages to keep a real time link open to a single destination across interstellar distances. The downside is these chambers can only work between two points, the ship itself and a single receiving chamber.
[Requires Mage level 2]
[Does not count for "magic tech" for any discounts]

Interstellar Pulse Com: The IPC is a "poor man's VLCA" which allows a vessel to send message "pulses" across interstellar distances but comes at the disadvantages of being large compared to the volume of a ship and unlike a VLCA it has very limited "bandwidth" and cannot communicate in real time across interstellar distances. Most freighters and passenger ships will have these as a matter of safety while military commanders may not be willing to sacrifice the mass that could go to weapons and defensive systems.
[Requires TL 2+]

Enhanced Drive Core: A heavily upsized [for size of ship] drive core that grants the ship increased speed at the cost of reduced mass for other components. Grants a +2 to speed.

Teleportarium: The Teleportarium is a high magitech chamber which creates a miniature dimensional rift between two points. This chamber can be used to replace the planetary assault bay and the space trooper bay as it can transport anything from a small strike team of commandoes up to a full assault force of two brigades past the conventional shields of a planet or ship alike. The primary drawbacks of this massive chamber are its comparatively short range and the fact it takes Magic Level 3 to produce making it a comparatively rare piece of technology.

MagiTech Shields: Outfitting a starship with magitech shields makes it immune to the effects of disruptor torpedoes but results in less overall resistance to conventional damage.
[Mechanical terms: Makes a ship immune to the effects of disruptor torpedoes.
-1 to defense roll for Guard Ships and Light Patrol Ships
-2 defense roll for Heavy Patrol Ships and Lineships
Does not take a perk slot as it replaces the conventional shields of a starship
Makes a ship harder to effect with magic attacks]
Requires: Magic level 2
[Does not count for "magic tech" for any discounts]

Psi-Shields: The psionic shield system allows a starship to be more resistant to any psionic phenomenon and attacks. These shields also ensure that no other dimensional entity creatures can survive aboard as long as the shield is active.
[Mechanics terms: Exactly what it says on the tin, psi-shields make the use of psionics against the ship harder as well as protecting a ship from the other dimensional entity creatures
Reduces defense by 1
Does not require a perks slot as it replaces the shields of a warship
[Requires Psi level 2]
[Does not count as "psionic tech" for modifier]

System Ships:
System ships are vessels too small to carry their own dimensional rift drive and as such tend to be carried aboard starships/stations or launch from a planetary surfaces. In the world of SS&S there are no one being snubfighters the size of ancient attack jets. The smallest viable combat ship is 10,000 tons and has a crew of around a dozen as anything smaller simply couldn't pack the defenses and firepower needed to so much as scratch a Starship.

System Ship Stats:
Just like when you are designing a starship each system ship squadron will have some basic stats that you can apply points to.
Attack [Starship]: As the name suggests this is the attack value the squadron will have against starships representing a larger weapon system usually fixed into the spine of the system ship.
Attack [System Ship]: Attack value for when firing upon other system ship squadrons.
Defense: Armor, Defense screens etc.
Speed: This represents how fast a system ship is in normal space.
Evasion: This is a specialized stat that is used as a bonus to defense against starship weapons.

Tech Level Modifiers:
Tech levels modify and improve upon the squadron stats save for hull points.
TL 1: 0
TL 2: +1 point to each stat.
TL 3: +2 points to each stat. [+20% ISC cost]
TL 4: +3 points to each stat. [+30% ISC cost]

Purchased Points:
It is possible to build a squadron with up to 2 points which you can distribute to the stats of your choice. Note that each additional purchased point costs 25 ISC additional to a squadron's cost.

System Ship Squadrons:
Unlike starships system ships are not purchased as a single ship but are instead made up of squadrons of 10 attack craft. Each of these squadrons

Cutter Squadron:
Attack [Starship]: 3/0/0
Attack [System Ship]: 2/0/0
Defense: 2
Speed: 8
Evasion: 2
Build Time: 4 quarters
ISC Cost: 50
MI Cost: 5

Striker Squadron:
Attack [Starship]: 0/0/0
Attack [System Ship]: 5/0/0
Defense: 4
Speed: 8
Evasion: 2
Build Time: 4 quarters
ISC Cost: 60
MI Cost: 6

Brawler Squadron:
Attack [Starship]: 5/4/0
Attack [System Ship]: 0/0/0
Defense: 2
Speed: 6
Evasion: 4
Build Time: 4 quarters
ISC Cost: 80
MI Cost: 8


System Ship Perks:
Just like with the Starships each System Ship squadron can have two perks which help better fit what role it will play.
Heavy Cannon: The spinal mounted weapon in an anti-starship system ship is made larger and gives a +10% attack value against Starships but a -20% against system ships.

Rapid Fire Cannons: These weapons are designed to attack other system ship squadrons. +10% attack value against System Ship squadrons -20% against Starships.

Disruptor Banks: A system ship is loaded with banks of specialized disruptor torpedoes designed to help them attack larger Starships and disrupt their defense screens which reduces the defense rating of a targeted Starship.

Immobilizer pulse: The immobilizer pulse is designed to temporarily disable a Starship after shields have been brought down. This trait converts the attack value of this squadron into a "disabling" shot that if successful will disable the targeted ship for a round.

Improved Defense: Boosts the defense value of a squadron of system ships by 20%.

Recon Module: The recon module allows a squadron of system ships to act as forward lookouts for a fleet or mothership.

Space Trooper Assault Module: The system ship has a large part of its internal volume given over to barracks an armory and a specialized bay that allows a squadron of system ships to deploy a full battalion of Space Troopers onto a targeted vessel.

Advanced Evasion Systems: The AES is not a single device but rather a suite of systems that allow a system ship to make even more drastic maneuvers to evade incoming fire. +10% evasion rating.

Enhanced Drive Core: Enhanced drive cores allow system ships to move at a greater rate of acceleration at the cost of internal volume. +20% to the speed rating of a ship.

Space Stations:
There are a number of space stations that are buildable by the powers of the SS&S universe and while to date none can rival the majesty and power of the Iscandar station these structures are still impressive constructs.

Civilian Space Stations:
Civilian Space Stations as the name suggests are stations not meant for military purposes. Civilian space stations do not require military industry to construct.

Trade Station:
Cost:
400 ISC/ 1 Black Star Crystal
Construction Time: 4 Quarters
Purpose: The Trade station is a huge star base with dozens of docking points meant for the intake of the huge freighter fleets that are involved in interstellar trade. These massive stations serve as the center of trade for entire star systems, serving as the beating heart of a trade network.

Very Large Communications Array:
Cost:
1,000 ISC/ 1 Black Star Crystal
Construction Time: 8 quarters
Purpose: The Very Large Communications Array or VLCA serves a vital role in interstellar civilization as it is the only stable means of mass interstellar communication. These gigantic stations are twice the volume of even the mightiest of Line Ships with virtually all of that considerable volume dedicated to the creation and maintenance of stable "dimensional tunnels" that allow for the flow of data via laser transmission between interstellar distances. It is only through these stations that real time interstellar mass communications is made possible which is why the construction and activation of one of these stations is often considered the first sign that a planetary system is truly "part of civilization".

Any star system with a VLCA is capable of real time communications on a mass scale with the rest of the known worlds that also have VLCAs. Assume that these systems are connected like the extranet of Mass Effect, the HoloNet from Star Wars and so forth.

Due to the critical role they play in maintaining interstellar civilization it is considered a taboo among the known worlds to permanently disable a VLCA station, let alone to destroy one.

Star Gate:
Cost:
2,000 ISC/ 2 Black Star Crystals
Construction Time: 8 Quarters
Purpose: Star gates are colossal structures that range in appearance from simple rings to ornate structures designed to emulate palatial gateways depending on the nature of the people that constructed them. These gates operate in pairs across vast distances, creating a dimensional tunnel through which ships can pass through allowing them to cross instantly a region of space that would have taken several DRD jumps to cross normally.

There are some downsides to these Star Gates however:
1: These stations only operate in permanently connected network and cannot be connected to another network. In game terms this means once you've chosen to connect your gate to a specific network it cannot be taken off that network.
2: These gates are expensive in time, money and resources.
3: Star Gates require a device known as a key to operate with each gate network requiring its own unique key to operate. If a fleet does not have at least one key for the network it wants to use then it cannot activate the Star Gate.

In game mechanics terms this means that the only way you can access a gate network you haven't built yourself [or in cooperation with another player(s)] is to buy keys from another player or group of players to use their gate network.

To simplify matters individual keys are not going to be tracked unless players make an explicit deal that they are only giving a set number of keys to another player. For example if player A grants player B a single key then only the ship [or fleet travelling with that ship] of player B will be able to use the network and player B must state which ship that the key is installed into.

It is important to note that thanks to the near arcane nature of the keys themselves they are impossible to duplicate without "the master" key. This is to minimize shenanigans in game mechanics.

It is also worth noting that unless agreed upon by the people involved the BSC charge for activating a Star Gate is put on the person who is using the gate, not the owner of the gate.

Military Stations:
Military stations as the name suggests are designed to serve military purposes and require Military Infrastructure to build in the same way other military units do. The primary "problem" with space stations of course is that in terms of stellar distances they are completely immobile meaning they must be constructed "on site" and that an enemy may be able to bypass them.

Military Station Stats:
Just like with System Ships and Starships military station design points go into a few categories.
Attack: This represents the conventional firepower of your space station.
Defense: This represents the varied defenses of your station such as shields, armor, ECM etc.
Maneuver: How quickly the station can maneuver in order to adjust to an incoming attack force; such as a station orbiting a planet maneuvering to intercept a force on the other side of the planet.
Hull Points: How many "hits" a station can take before being destroyed.

Stations:
Frontier Station
Attack: 6/5/3
Defense: 4
Maneuver: 6
Hull Points: 2
Build Time: 4 quarters
ISC Cost: 300
MI Cost: 30

Star Fort
Attack: 8/7/5
Defense: 7
Maneuver: 4
Hull Points: 4
Build Time: 8 quarters
ISC Cost: 650
MI Cost: 65

Star Citadel:
Attack: 16/15/13
Defense: 15
Maneuver: 2
Hull Points: 6
Build Time: 10 quarters
ISC Cost: 1200
MI Cost: 120


Tech Level Modifiers:
Tech levels modify and improve upon the station stats.
TL 1: 0
TL 2: +1 point to each stat.
TL 3: +2 points to each stat. [+20% ISC cost]
TL 4: +3 points to each stat. [+30% ISC cost]

Purchased Points:
Just as with starships and system ship squadrons you can purchase points, in this case a station may have up to 5 additional points purchased with each point costing 50 ISC.

Military Station Perks:
Just like with Star and System ships military stations may select two "perks".

Siege Gun:
The siege gun is a massive cannon capable of firing an incredibly powerful etheric bolt at very long ranges. Siege gun shots equal the attack value of the station +4 and grant an attack of 6 at range 4.

Immobilizer Battery:
The space station is equipped with a battery of immobilizer pulse cannons to cripple ships which get too close.

Secondary Batteries:
Secondary batteries allow a station to more effectively engage Guard ships granting a +25% to the attack rating against Guard ships.

Capital Turret System: The CTS is designed specifically to intercept incoming munitions and more importantly the potential swarms of attacking system ships. The CTS is designed to defend only the station it is built on to and has 100% of the Attack value of the station it is attached to when rolling against a system ship force.

Area Defense System: The ADS is designed to be outfitted onto a station that is meant to protect others around it. The ADS consists of a number of rapid fire etheric cannons in turrets as well as "micro-disruptors" meant to disable the shields of system ships so that its turrets can destroy it. Has a total of 50% of the Attack value of the ship.

Space Trooper Barracks: As the name suggests, this module allows for a full battalion of specially trained space troopers to be stationed aboard a station. These can be used to defend a tation against boarders or to deploy space troopers to take an enemy vessel that has been disabled or been caught by surprise.

Space Trooper Assault Bay: This particular module carries a specialized "munitions" bay that deploys "assault pods" designed to breach an enemy vessels shields and hull and disgorge an assault force of space troopers. When paired with a space trooper barracks this bay can allow a full battalion to be deployed via assault pod to a hostile vessel.

System Ship Bay:
The system ship bay of a station is a module which allows a space station to act as the home base for up to 5 squadrons of system ships.

Deep Space Repair Bay:
The station is outfitted with a massive bay capable of repairing damaged starships without them needing to return to a dedicated shipyard facility. Allows for ships in the system it is located in to be repaired on site.
 
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Commandments of The Voice
The Commandments of The Voice:
After the devastation that followed the last years of the Great Solarian Empire; and the seemingly endless night that followed it The Voice has established "The Commandments" to ensure no such terror happens again.

Only two races have ever violated these commandments since "The Great Uplift" began so many standard years ago, and both were extinguished by agents of The Voice. The first, The XoSu were destroyed by an unknown force when even the Proceyran were newly uplifted, centuries later the Ker'ray were likewise destroyed for violating The Commandments of The Voice, though their doom came at the hand of the Proceyran Unity who had long prior been granted TL4 technology by The Voice as reward for their long and loyal adherence to The Commandments and for their ceaseless efforts to bring peace and civilization to the Galaxy as they expanded.

The Commandments:
1. Thou shalt not use weapons of mass destruction upon a planet which can bear life save for containing or eliminating a threat to the greater galaxy.
2. Thou shalt not attempt to use naturally occurring objects or phenomena to circumvent commandment 1.
3. Thou shalt not interfere with a non-uplifted species or group unless it is for the sake of preserving that group from extinction.
4. Thou shalt not strive to extinguish an entire species unless it poses a threat to the greater galaxy.
5. Thou shalt not uplift a species under any circumstances.
6. Thou shalt not attempt to create machine intelligence that is sapient or near-sapience.
7. Thou shalt not develop biological weapons under any circumstances.
8. Thou shalt not attempt to revive any machine intelligences that are sapient or near-sapient that thee should encounter.
9. Thou shalt not attempt to use any biological weapons or further develop any biological weapons that thee should encounter.
10. Thou shalt not attempt to circumvent in any way or form the previous 9 commandments.
 
NPC Major and Minor Powers of the Known Worlds
Major NPC Powers:
Proceryan Unity:
Ruler: Speaker Prime Avahalanui
Sector: Aegeon [primarily] Surroth [Iscandar Station]
TL: 4+

Notes: The Proceryan Unity was chosen by The Voice to act as its peacekeepers and enforcers of its Commandments within the Known Worlds. As such the Proceryan are in possession of technology on par with the Great Solarian Empire if not more advanced in some ways.

While the Proceryan are a peaceful people by nature they are martially extremely capable and are quite willing to go to war if it is required either to defend themselves, to enforce the Commandments or to handle any other threat that arises.

The Proceryans are best known throughout the Known Worlds as fair and impartial to the other races making them ideal mediators and peacekeepers.

The Proceryans are also the de facto owners and caretakers of Iscandar station making them the most influential single race economically as well as militarily in the Known Worlds.

Kuronat Worlds Authority
Ruler: High Command
Sectors: Surroth
TL: 2+

Notes: Up until 175 years ago the KWA was known as the Kuronat League; a democratic and open society made up of many different worlds and nations linked together in a loose alliance based on economics and mutual defense and centered around the Kuronat system. Unfortunately this was not to last; 175 years ago the largest dimensional breach in recent history appeared and DeeBees spilled across the worlds of the Kuronat League leaving death and devastation in their wake.

When the League called upon its allies, none answered as they were all too worried about how the breaches might affect their own worlds. For five years the Kuranti people fought for their lives until eventually the breaches sealed and the last of the DeeBees were destroyed.

Angered and traumatized by what had happened to them while their "allies" stood silent the Kuranti people transitioned from a peaceful, democratic and open society into a militarized authoritarian regime bent on revenge and preventing itself from ever being victimized again.

Over the next half century the Kuranti conquered or annexed most of the systems around them until at last the Proceryan Unity intervened politically and negotiated a cessation of their rampant expansion.

Today the KWA is one of the most powerful militaries in the Known Worlds with a fanatically loyal population at its core and its "subject group" the Rhinox being kept loyal through methods unknown.

While their worst days are behind them in terms of naked aggression the KWA is still seen with suspicion as they are known to step in with civil wars and local small conflicts if they can manipulate events to benefit their political goals.

The Holy See
Ruler: Grand Speaker Irinhar Lan
Sectors: Surroth
TL: 3

Notes: While many view a theocratic nation with some suspicion the Holy See has become well known in the Known Worlds as a reasonable and level headed actor. They are rarely known to make threats and even more rarely have they engaged in open conflict with others with all but one of their conflicts being in pure self defense. The only exception to their history of only defensive wars was a brief but bloody conflict between themselves and the KWA after the KWA interfered in the Tri-Star Federation civil war forty years ago.

The Holy See is friendly and welcoming to anyone of any species so long as they obey HS laws and as such has become a very cosmopolitan society albeit one still dominated by the Khionite race.

Malkangat State
Ruler: Lord President Amandara Pande
Sectors: Surroth
TL: 2

Notes: The Malkangat State is a Republic largely dominated by its merchant class which has ties to many corporations across the Known Worlds as well as being a major backer for independent colonies and the spread of Star Gates.
The Malkangat State is dominated by peoples of the many different species of humans throughout the known worlds.

Aitihad Bialwalam
Ruler: Aluraw Parliament
Sectors: Aegeon
TL: 3

Notes: The Aitihad Bialwalam is a major power in the Known Worlds with long and solid ties to the Proceryan Unity that date back centuries. Although they are a largely insular people Aitihad Bialwalam traders are a frequent site at Iscandar and it is not uncommon to see bands of young Valcho [the dominant race of the Aitihad Bialwalam] working as mercenaries or "adventurers for hire" in the Sanctioned Services section of Iscandar station.

The Aitihad Bialwalam is fiercely protective of its space and any who are foolish enough to try and violate their borders without permission quickly find themselves at the tender mercies of a highly competent military force and a justice system that can be best described as stern.

V'Ryx Hegemony

Ruler: Hegemon Echoes of the Morning Call
Sectors: V'Ryx
TL: 2

Notes: The V'Ryx Hegemony is by far the largest and most powerful nation in the Known Worlds with control over an entire sector and perhaps beyond. The Hegemony is as old as the Proceryans in terms of ascension but far more aggressive and militant in nature which gave them an edge in expansion throughout their sector. Thankfully for the nations of the rest of the Known Worlds roughly a century and a half ago the V'Ryx Hegemon Starlight Reflecting on a Still Pond began a series of reforms which saw the Hegemony stop its reckless expansionism and expanding the rights of client races dramatically. Today while the Hegemony is unwelcoming to outsiders –any who cross their borders without consent tend to have a bad time of it- they are more than happy to engage in diplomacy and even trade in designated "neutral areas" such as Iscandar Station and the Pralax System within the Hegemony itself.

The dominant race of the Hegemony are the V'Ryx themselves; an avian race with a matriarchal society that sees males competing to be included in a mating group. In the past this competition was largely militant in nature with the primary drive for Hegemony expansion and conquest coming as rapid population booms saw increasing numbers of competing mating groups and males competing to be included in mating groups. Males of the V'Ryx species are brightly colored with blue, pink and yellow feathers while females are gray with iridescent green feathers. In this day while the V'Ryx themselves are still a highly martial society with regimented structuring from the top down they often now compete in other ways to reduce the bloodshed and violence of the past.

There are dozens of client races within the Hegemony and while in the past they were little more than slaves after the reforms instituted by Starlight Reflecting on a Still Pond they have had their rights dramatically expanded to where they are almost equals with the V'Ryx themselves. Client Races maintain their own military forces which use similar designs to those used by the V'Ryx themselves and are most easily differentiated from V'Ryx equipment due to coloration. Client race warships and equipment are modelled after the colors of fledgling V'Ryx while the military forces of the V'Ryx themselves are colored to match the colors of male V'Ryx adults.

NPC Minor Powers:
Tri-Star Federation
Ruler: President Enrif Han
Sectors: Surroth
TL: 2

Notes: The Tri-Star Federation is a relatively young power that consists of three fully controlled star systems and a number of "independent colonies" scattered among the Surroth Sector.

The most noteworthy event the Tri-Star Federation participated in to date was a brief civil war which actually sparked the intervention of both the Holy See and the Kuronat Worlds Authority which incidentally lasted longer than the Tri-Star war itself.

The Tri-Star federation is a state of dubious stability with each system maintaining its own armed forces with only a small "Federal Fleet" and "Federal Army" in comparison to the system forces. The primary force holding the TSF together is generally their dislike and mistrust of outsiders which has only grown worse after the KWA/HS intervention in their civil war.

Semovar State:
Ruler: Supreme Leader Alia Tolan
Sectors: Surroth
TL: 1

Notes: The Semovar State is a small newly arisen system government that is made up entirely of Semovarian Humans; a unique offshoot of the human species that is localized only to their system. The Semovarians thrive in colder and lower oxygen environments than other human races, preferring to live in alpine climates.

Interestingly the Semovar are a truly theocratic state which is focused on the worship of the goddess PreAlma with a semi-matriarchal society.

Poril:

Ruler: Prime Minister Shree Tok
Sectors: Surroth
TL: 2

Notes: The Poril government is a newly unified state that was already spread across its local system when the Voice uplifted it. Prior to the Voice the various colonies were often broiling in low level conflict over trade rights, wealth and resource allocations but with the technology provided by the Voice the central Poril government was able to rise up and quickly unify the rest of the system.

The Poril themselves are shorter than most human species and covered with dark blue or green fur/hair with clawed hands and feet and a muzzle like mouth similar to that of a terrestrial canid.

Hiberdan
Ruler: unknown
Sectors: Surroth
TL: 1

Notes: The Hiberdanians are a very alien race being almost inorganic looking with a hulking pyramidal body propelled along by four "legs" which each end in prehensile finger like toes. Their eyes are crystalline in appearance with the ability to be pulled back into the creature's "head" as an armored "lid" closes over it.

The Hiberdan live on hostile Venusian worlds and are not to date known to be interested in contact with outsiders beyond what they see as directly benefitting whatever mysterious goals they have. Little to nothing is known of their history, their government structure or how their society even works.

They are extremely potent psionics and are known to lash out at anyone that attempts to read them with such violence that it is quite capable of breaking the mind or killing the "intruder" without warning.

Merrigor Union
Ruler: Pride Council
Sectors: Surroth
TL: 2

The Merrigor Union is a young highly energetic power which has expanded to three systems beyond their home system in only four short decades. With numerous clashes with pirates and other raiders behind them the Merrigor Union has earned a reputation for martial prowess. The Union are also eager traders and merchants which will even sell military technology to outsiders if the price is right.

The Merrigor themselves resemble anthropomorphic jaguars in physical appearance with a social structure built around clans which form together into larger Prides. Each Pride has a seat on the Pride Council and an even say in the governing of the Union. Militarily the Union Is divided into the Union Forces which consists of every military spacecraft the Union owns and the Pride Forces which are the armies of the various Prides as well as their Pride Champions that pilot the Union's Dreadnoughts.

Talion
Ruler: President Desal
Sectors: Surroth
TL: 1

Notes: The Talion are a newly ascended race of humanoids with purplish skin, three fingers and a thumb and a stature averaging only a meter though with a heavy stocky build. While they have an ambassador on Iscandar Station the Talion have been largely uninvolved in the greater community.

Pastruda Republics:
Ruler: Secretary General Ilama Su
Sectors: Surroth
TL: 1

Notes: The Pastruda Republics are as the name might suggest not a singular united government but are instead an alliance of all of the advanced nations of the Pastruda System. To some of the nations of the Known Worlds the PR are a controversial subject as many nations within their system still live in a technological state centuries behind their compatriots. A state the PR governments are quite contented with as they believe those nations that were too poor to take advantage of the Voice uplift are too socially unstable and primitive to join the greater galaxy on their own.

The dominant species of the Pastruda Republics are Humans of the Frem sub-species which prefer a desert environment that most humans find uncomfortable.

Timru Directorate
Ruler: Director General Joshia Marsh
Sectors: Surroth
TL: 2

Notes: The Timru Directorate is the authoritarian regime which controls the Timru star system. When the Voice uplifted the Arradis star system the nation of Timru took full advantage of the technology and quickly gained economic and political dominance over the whole system. Five decades later the system is named after that nation.

The dominant species of the Timru Directorate are humans of the Frem sub-species.

Besh
Ruler: A-birdwhistle-kar-dog bark-skar
Sectors: Surroth
TL: 2

Notes: The Besh system is ruled over by the "Besh" which is the ruling government over the Besh-pri-nakal; a reclusive race which lives on Venusian like worlds and has an utterly alien physiology. Not seen outside of their encounter suits outside of their homeworld the Besh-pri-nakal are often called "gasbags" and "belchers" because of their large, bulbous body and the rather unfortunate sounds within their language as spoken by them. Despite their rather monstrous visage, bad smell, and peculiar sounding vernacular the Besh-pri-nakal are a very jovial and friendly race.

Nobody outside of the Besh system seems to really know –or care- how their government works and no Besh-pri-nakal seem interested in sharing.

Rheega Kingdom
Ruler: High King Javad Ershadi
Sectors: Surroth
TL: 2

Notes: The Rheega Kingdom is a recently ascended nation that rapidly unified its home system and then spread to the neighboring Oloon system. A constitutional Monarchy, the Rheegan Kingdom is a fairly open and friendly society albeit cautious when it comes to interacting with newcomers.

The Rheegans are a unique offshoot of the human races which thrive in low gravity environments.

Tyr
Ruler: Queen Ajora
Sectors: Surroth
TL: 2

Notes: The Tyr system government is an absolutist monarchy presently under the rule of the Aj dynasty with the most recent monarch in that line being the Queen Ajora. The Tyrans are perhaps best known in the galaxy as providers of elite mercenary contingents at the Sanctioned Section of the Iscandar station.

The Tyran species are reptilian bipeds that many of the Solarian descended races describe as a looking like a dinosaur with opposable thumbs and hair. A typical Tyran resembles a blueish green Utahraptor with a mane running from the top of its head to mid back ranging from grayish white to jet black.

Anoat Republic
Ruler: President Annina Litmanen
Sectors: Surroth
TL: 1

Notes: The Anoat Republic is a liberal democratic state which controls the Anoat and Linfer star systems. Like most of the governments in the known worlds the Anoat Republic maintains an embassy on Iscandar as well as trade relations with several other nations.

The dominant species of the AR are humans of the Jarling subspecies.

Rajin Confederacy
Ruler: President Chan Aurak
Sectors: Surroth
TL: 1

Notes: The Rajin Confederacy is a three system nation that has evolved from a loose confederation of territories to a fully functional single state over a fairly short span of time. The Rajin Confederacy is heavily militarized in nature due to the propensity for dimensional storms to sweep through their systems every couple of decades. This preparedness to defend what is theirs also makes the Rajin a daunting foe even for technologically superior adversaries.

The dominant species of the Rajin Confederacy is Nova Human; the "baseline" humans of this universe since the extinction of the homo-sapiens sapiens race millennia ago.

Hyack
Ruler: High Priestess Sho Thanto
Sectors: Surroth
TL: 1

Notes: The Hyack are a fanatically theocratic society that is never encountered by outsiders unless they are wearing encounter suits. Unlike most races the purpose of the Hyack encounter suit is not primarily to keep the Hyack safe from the environment itself but rather to keep them "clean" of the "filth" of those who do not follow the Hyack faith.

Because of their xenophobia and prejudice the Hyack are often an unwelcome sight on Iscandar station and many believe the only reason they bother with an embassy and trade post is to keep an eye on what the unbelievers are doing.

The Hyack are a near-human race that are a rusty orange color, hairless and with large rodent like eyes. They are not seen by outsiders out of their encounter suits so most of their physical features remain a mystery beyond what is visible through their faceplates.

Limur:
Ruler: Patrician Vimas
Sectors: Surroth
TL: 2

Notes: The Limur system is one of many newly ascended systems and has only recently sent an embassy to Iscandar station. Their government is best described as a corporation rather than a conventional government with much of Limur society built around the various merchant houses and guilds.

The Limurians are physically tall humanoids standing on average two meters with thick orange fur, grayish skin where it is not covered in fur, heavily muscled features and sharp razor like teeth. Despite their physically imposing traits Limurians are surprisingly passive beings who prefer trade and debate over naked aggression.

Carpathia:
Ruler: King Sotakoragan
Sectors: Surroth
TL: 3

Notes: The Carpathia system is another of the newly ascended systems that has only just joined the greater community of the Known Worlds. They are a "slow" race that is not quick to action either in violence or politics and can often take months to agree to what many would consider "simple" matters. When they are provoked to swift action however the Carpathians are more than capable of keeping up with any of the other newly ascended races in the Known Worlds.

Carpathians are short squat creatures that resemble heavily built insects with armored exoskeletons and heavily built legs and "arms". Carpathians are very fond of magic in all its forms and are well known to have a great many cults that worship different aspects of the "khay-oss" that is magic.

Prospero:
Ruler: Supreme Chancellor Marka Vandash
Sectors: Surroth
TL: 2

Notes: The Prospero system is another of the new systems to ascend to the galactic community. Without having much time to have made an impact on galactic politics they are apparently quite happy with simply being in the background on most matters.

The Prosperans are a race of humanoid creatures that loosely resemble a Solarian fennec fox except considerably larger standing at about 1.5 meters on average and being surprisingly heavily built.

KesPrit
Ruler: First Chancellor Amara Wren
Sectors: Surroth
TL: 1

Notes: Up until twenty years ago the Kes and Prit systems were constantly at war, bludgeoning each other with as much force and violence as the Commandments allowed and even then only just barely staying within the rules. It wasn't until Amara Wren of the Kes system managed to change history that these feuding systems would become one united people. Wren had earned a name for herself as a skilled Admiral and politician during the wars, but twenty years ago a category 5 Dimensional Storm would strike the Prit system causing massive chaos and damage and unleashing a horde of DeeBees of various species across the colonies of the Prit. Against the advice of her colleagues then Admiral Wren led her fleet and armies into the Prit system not as conquerors but as saviors and together with the Prit military they were able to destroy the invading DeeBees and ride out the remainder of the storm. After that the Prit's peace movement managed to win out and the two systems agreed to unite as one albeit not entirely stable nation.
The KesPrit population is almost exclusively Nova Human.

Kingdom of Shagha:
Ruler: King Micah Fel
Sectors: Aegeon
TL: 3

Notes: The Kingdom of Shagha is a nation that ascended several centuries ago, making it almost as old as the Proceryan Unity itself and historical records indicate that the two powers actually came into conflict at some point prior to the "Second Ascension" of the Proceryans that uplifted them from a TL2 to a TL4+ civilization. Despite this conflict the majority of the history between the two powers has been peaceful and productive.
The Shagha maintains an embassy and trade center as well as a fairly large population on Iscandar station.
The dominant race of the Kingdom of Shagha is Nova Human.

Aken Federation:
Ruler: Kovalooaloonmakra'o
Sectors: Aegeon
TL: 3

Notes: The Aken Federation is as old as the Proceryan Unity in terms of ascension however unlike the Proceryans who had the desire to explore the unknown and expand their nation the Akenites are a sedentary race who are content to dwell in their gas giant homes and leave the other races to their own machinations.

The Akenites maintain an embassy on Iscandar station but rarely participate in the events of the outside galaxy as they do not see any particular need to become involved.

The Akenites are a bizarre species that resemble a Solarian jellyfish save for a large "bag" like body which they use in their natural habitat to float in the upper atmosphere of their homeworlds. If it were not for their powerful psionics and magic it is likely that the Voice's message would have been wasted upon this race as they cannot survive outside of their own atmosphere save for the use of advanced technologies. And they are only able to build and develop those technologies due to their psionic and magical prowess.

Rih Corporate:
Ruler: President Adair Marlowe
Sectors: Aegeon
TL: 3
Notes: The Rih Corporate system was as the name might suggest colonized and claimed by the Rih Corporation several centuries ago. While the headquarters of Rih Corporation is on Iscandar Station their presence in this system allows them massive resources to fuel their corporate interests.

Kurumar Corporate:

Ruler: President Lunaris To'than
Sectors: Aegeon
TL: 2
Notes: The Kurumar Corporation is a major competitor of the Rih Corporation and as such established their own claims and colonies on a previously uninhabited system upon discovering that their rivals had dome similar. Like the Rih Corporation Kurumar's headquarters is located on Iscandar Station. Kurumar is known throughout the Known Worlds as a major supplier of military equipment and solutions much like Rih Corporation.

Brakhirin Directorate:
Ruler: Barukal Madan Le'en
Sectors: Aegeon
TL: 2

Notes: The Brakhirin Directorate is a relatively newly ascended civilization that rapidly expanded from their home before they actually built their first VLC which makes them the first known race since the fall of the Great Solaran Empire to do such. This bizarre development almost immediately brought the Brakhirim into conflict with both the Rih and Kurumar corporations as the Trakhir and Mahad systems were both originally claimed by these entities. While a brief conflict between Directorate and Corporate forces ensued this was resolved by the intervention of the Proceryan Peacekeeper forces who brokered a peaceful resolution to the incident. Since that time the Brakhirin Le'ena [Leaders: Singular Le'en Leader] have ensured that the Directorate is an active participant in the greater Known Worlds community.

The Brakhirin are humanoids that stand around 2 meters in height and have massively built frames such that humans have a hard time differentiating males and females of the species. The Brakhirin appear to only have two phenotypes; one with light blue skin and the other with a grayish blue skin tone which appears to vary slightly more than the "blues" in appearance. Brakhirin are hairless with their skin being rather uniquely insulated against the frigid temperatures of their home world and preferred colonies.

Romari Union:
Ruler: Kastogan Milian Toral
Sectors: Aegeon
TL: 3

Notes: The Romari Union are an advanced people that are almost as old as the Proceryans in terms of ascension. The Romari are a surprisingly sedentary state given the age of their nation with only two systems falling within their dominion and no hints that they are even exploring other systems. The Romari are a conservative people that are slow to accept change and slower still to accept outsiders making them one of the least active of the TL3 nations in the "civilized" sectors.

The Romari are near-humans save for their loose resemblance to what ancient humans called "elves" with an average height of two meters but lean and lithe bodies that look far weaker than they truly are. Their ears are large and pointed and their eyes are animalistic in appearance making them disturbing to many humans. They are powerfully psionic though lack most magical talents.

Republic of Sendak:
Ruler: Sendak First Talia vasKar
Sectors: Aegeon
TL: 1
Notes: The Republic of Sendak is a newly ascended nation which only established an embassy on Iscandar station thanks to the Patronage of the Romari Union. For the most part the Sendak is a liberal democracy that is eager to learn about the Known Worlds and to make contact with new civilizations.
The Sendak species is known as the Malkas and are best described as humanoid rabbits. They thrive in low gravity, arid environments.

Macrid:
Ruler: Kosh Nurgadi
Sectors: Aegeon
TL: 3
Notes: The Macrid system is home to the Udanite race; a species which was born to a low gravity Venusian environment and have a bizarre biology that makes them more akin to plant life than animal. At first many thought their race was a hivemind as every member of their species encountered had the "Name" Kosh. As it would turn out Kosh was a caste within their society which acts as the political leaders, diplomats and traders of their race and thus any of their kind meeting aliens in a peaceful situation would be a "Kosh" followed by a given name.

The Udanites maintain an embassy and trade zone on Iscandar Station but generally remain fairly quiet in matters of foreign politics. They are believe to actually be ascended a long time ago; perhaps as old as the Proceryans with the appearance that they only recently ascended being due to their deliberately stalling on the production of a VLCA until they felt quite ready to leave their home system.

Ogo
Ruler: Grand Senate
Sectors: Aegeon
TL: 1

Notes: the Ogo system is a newly ascended civilization in the Aegeon Sector that is governed by the nondescriptly named "Ogo Government". The people of the Ogo system are bizarre in that they utterly lack in imagination and creativity as other races consider it instead acting based on rote and slow methodical analysis. In fact it is believed that the Voice contacted them at the same time as the Proceryans received their first Ascension but due to the lack of imagination and creativity in the Ogolan people they simply took centuries for them to replace out technologies as they slowly decided which technologies even needed replacing.

The Ogolans maintain an embassy on Iscandar Station but do not bother with a trade zone as they do not see the other races of the Known Worlds as being worth trading with. They have everything they need to maintain their quality and standard of living and thus see no need for anything further.
Contrasting their "bland" personality the Ogolans themselves are beautifully colorful near-avians.

Sihadrim [children of Sihad]
Ruler: Reverend Mother Octavi
Sectors: Aegeon
TL: 3
Notes: The Sihadrim are a race of near-humans that have roots dating back to colonization efforts by the ancient Solarian Empire. These beings were genetically engineered [some say human others disagree] specifically to survive on gigantic floating cities and artificial continents in the upper atmosphere of gas giants.

The Sihadrim are the originators of the Temple of the Mothers Light which is a religious group that has spread across the Known Worlds. This faith preaches that the Divine Mother will one day return to the universe and cleanse it of evil, heal the righteous and resurrect the honored dead bringing about a paradise for all who are righteous and good. Interestingly their view of "cleansing evil" is actually surprisingly non-violent as they believe their Divine Mother will simply destroy the "seed of evil" and leave behind only goodness even in the darkest of hearts.

Because of their messages of mercy and love the Sihadrim church is popular among many; especially as the "Divine Mother" can be interpreted to belong to just about any species and even gender in existence.

The Sihadrim are near-humans designed to live in low gravity environments and hostile gas giant environments meaning their missionaries, diplomats and merchants are never seen without advanced encounter suits.

Troya
Ruler: Governor Elias Blanchart
Sectors: Perdition
TL: 3
Notes: The Troya system is one of the few governed systems in the Perdition Sector on the edge of the Great Storm. They, like the other colonies in Perdition are heavily armed and always on watch but also ever ready to provide -at great cost- intelligence and supplies to would be explorers who wish to explore the Great Storm and search for lost treasures of the past.
The Troya system is home to many races.

Marak System Union
Ruler: Representative Ellen March
Sectors: Perdition
TL 3:
Notes: The Marak System Union [often just called Marak] is made up of the colonies in the Marak system. They, like the other surviving nations in the Perdition sector are heavily armed, always vigilant but also ever ready to trade with outsiders.
The Marak System Union is home primarily to humans and other solarian descended races.

Sebri Alliance
Ruler: None
Sectors: Perdition
TL: Variable
Notes: The Sebri system is a chaotic mess of factions that only work together to defend their territory from outsiders or DeeBees. Groups wanting to trade with the Sebri Alliance factions better come ready to trade or fight as the Sebrans do not suffer interlopers easily.
The Sebri system is home to Nova Humans almost exclusively with members of other races having been "adopted" into the alliance for various reasons of the years.

Novaria Corporate Union:
Ruler: Board of Directors
Sectors: Perdition
TL: 2
Notes: The Novaria system was once a system within the Great Solarian Empire but with the fall of the Empire and the coming of the Great Storm it had fallen into nightmarish chaos that claimed countless lives. It was only thanks to the Novaria Corporate Union that this age of chaos ended and a measure of peace and stability returned and even then it took decades to restore wealth and prosperity.
The Novaria system is home to dozens of species.

Ferus Corporation:
Ruler: Board of Directors
Sectors: Perdition
TL: 2
Notes: Inspired by the Novaria Corporate Union the various companies and interim governments of the Ferus system chose to merge their resources and assets to better endure and survive. The Ferus Corporation was born and much like the Novaria Corporate Union it would establish a stable and peaceful presence in the tumultuous Perdition Sector. Interestingly to outsiders the Ferus Corporation has a surprisingly large military but does not openly recruit from its population leading many to believe that they have access to hidden genetic technologies from before the collapse.
The Ferus system is home to many species.

Ostergar Union:
Ruler: Speaker of the Senate Titus McMasters
Sectors: Perdition
TL: 2
Notes: The Ostergar Union was created by the colonies in the Ostergar system which had survived the great collapse. Even before the Voice spoke and provided them the tools and technology they needed to properly ascend the Ostergar were maintaining fleets of primitive interplanetary ships to maintain some semblance of interplanetary civilization over the centuries. With the technology to ascend in their grasp the Union quickly united more thoroughly and now provide one of the few safe havens in the Perdition Sector where explorers can stop off for intelligence and supplies.
The Ostergar System is home exclusively to the Krognak race; a species which looks like a cross between a lion and a gorilla that is well known for their physical strength and resilience. Unfortunately the Krognak are also well known as marauders throughout the Known Worlds. The Ostergarians insist that the Krognak marauders are not from their system and are likely exiles from millennia ago or perhaps settlers from before the collapse.
 
NGOs and Corporations
Important NGOs and Corporations of the Known Worlds:
While the majority of "movers and shakers" in the known worlds are governments that have been uplifted by The Voice, there are many non-government organizations that are important enough t otake note of. Most of these bodies come in the form of the "Multi-Corps" which are sanctioned by the Proceryan Unity and the Treaty of Iscandar, while others are a mix of "bonded" and "unbound" mercenary groups, raiders, religious sects and so forth.

General Multi-Corps:
The "Multi-Corp" is the product of a thriving interstellar "world" where nations regularly trade and do business with one another. Just as in times past there are enterprising individuals that have pooled their resources to create business ventures; and just as in times past most of these ventures fail or wind up as mediocre businesses. For those few success stories however, wealth previously unimaginable has flowed into their coffers and expanded them to the point that their Corporations have influence that span across the known worlds and can even rival some of the newly ascended nations. In order to continue existence as a Multi-Corp, a company must have "bond" with the Iscandar Authority and maintain a presence on that station and abide by the rules of the Iscandar Treaty.

The wealthiest and most powerful Multi-Corps have colonies and research outposts wholly owned and operated by them as well as private military forces to protect their interests. The very top tier of Multi-Corps even have access to some factory and shipyard space aboard Iscandar Station itself; albeit not the TL4 foundries and factories used by the Proceryan Defense Force.

Rih Corporation:
Motto: Peace has a price.
Base Available MI: 200

Details: The Rih Corporation is the largest and most advanced private supplier of military hardware in the known worlds. With their access to TL3 designs and equipment the Rih Corporation is often sought out to design and build everything from infantry weapons up to full scale Lineships for other parties. With access to factories and shipyards aboard Iscandar Station the Rih Corporation prides itself on fast, secure construction of equipment to meet contract requirements for clients with impartiality. Many times throughout their history the Rih Corporation has been noted to be building ships side by side for two opposing forces in a war; secure in the knowledge that nobody is fool enough to attack Iscandar Station and in the fact that their own private military assets would make attacks on their own assets costly.

[Mechanics: Basically if you want ships or planetary forces built for you by the Rih Corporation you can hire them out for that service. Typically they'll build based on a client's design request or you can leave it up to them.]

Kurumar Corporation:
Motto: Shining a light into the darkness.
Base Available MI: 200

Details: The Kurumar Corporation is a rival multi-corp to the RIh Corporation in the "defensive equipment supply industry" which, like the Rih corporation has access to considerable factory and shipyard space on Iscandar Station as well as their own colonized and governed territory. Unlike the Rih Corporation however Kurumar isn't just an arms supply company but also provides hired exploration services to clients. A notable difference between Kurumar and Rih other than the technology available to them [the Kurumar only have TL 2 tech] is that the Kurumar will not sell arms to two sides in the same war. If two powers are already at war with one another the Kurumar will only take the bid of one side.

[Mechanics: Just like with the Rih Corporation if you want ships or ground units you can try to purchase them from Kurumar. The Kurumar also have a small exploratory fleet available to them which they will hire ships out of for the right price. Note that the Kurumar may stake claims as part of their fees.]

Light Eternal Corp [LEC]
Motto: Piercing the vale
Base Available BSC: 150

Details: The LEC is a massive supplier of black star crystals which is also somewhat of an enigma in the Known Worlds. Their Headquarters is located on Iscandar Station but it is unknown where their production or storage facilities are or where they hire their considerable manpower from. When a client makes a deal with the LEC they simply exchange ISC for a number of BSC and wait; a short time later LEC freighters under heavy escort will arrive at the requested shipping destination with the load of BSC paid for.

[Mechanics: LEC is a supplier of black star crystals, they are capable of producing up to 150 per 4 quarters but also generally have some supplies already produced. You pay them, you get the BSC.]

Bonded Private Military Companies
"Bonded" PMCs are companies which have been officially licensed and registered by the Iscandar Authority and are thus bound by the Iscandar Treaty to certain codes of conduct. These PMCs often dislike being called "mercenaries" as the term tends to suggest a level of unreliability and bad behavior that the bonded PMCs try to avoid.

The Lamenters Guild
Motto: In death we find our home.

Details: The Lamenters Guild is a unique PMC with a tragic story. The members of the Lamenters Guild are made up of the last of the Den-Regore species. Three Centuries ago the Den-Regore Confederacy was a rich, powerful but peaceful nation consisting of ten heavily populated star systems in what was then the Aeolus Sector. The mighty Second Confederate Fleet was far from home fighting a brutal pirate clan when the Cataclysm struck; the largest and single most devastating dimensional storm to date ripped its way through the heart of the Aeolus Sector wiping away life and devastating whole civilizations. One of the first civilizations to die was the Den-Regore Confederacy which was rapidly consumed by the expanding storm with very few of their ships being able to evacuate.

Today the Lamenters Guild is made up of the descendants of the Second Confederate Fleet and have dedicated themselves to service as warriors as their ancestors service as warriors was all that spared them as the rest of their race died.

[mechanics: The Lamenters Guild possess a fleet and small army for hire.

Fleet Assets:
Lamenter class Lineship
Attack: 17/15/13 +2 [pp] = 19/17/15
Defense: 15 + 2 [pp] = 17
Speed: 6 +1 [pp] =7
Dimensional Rift: 6
Hull Points: 4
Build Time: 10 quarters
Perks
All Big Guns
Heavy Defenses

[x3 available. The Lamenter, the Mourner and the Keener]

Chastener class Patrol Ship
Attack: 7/6/4
Defense: 6
Speed: 7 + 2 = 9
Dimensional Rift: 6
Hull Points: 2
Build Time: 6 quarters
Perks:
Area Defense System
Secondary Batteries

[x15 available]

Griever class Guard Ship
Attack: 5/5/4
Defense: 4
Speed: 8
Dimensional Rift: 6
Hull Points: 1
Build Time: 4 quarters
Perks:
Area Defense System
Secondary Batteries

[x30 available]

Army Assets:
x10 Elite Battlesuit Brigades

Aril Security Concern:
Motto: Holding the world on our shoulders

Details: Aril Security Concern is the largest, most powerful and most influential of the bonded PMCs in the known worlds. Named after an ancient deity which was said to have held up the skies, Aril Security Concern has indeed "held the skies" of many a world on behalf of independent colonists or even some major star nations who require aid against everything from raiders to all out enemy nations. While Aril Security will not hire its forces out to both sides in a conflict at the same time they've also earned a reputation for fairly and impartially hiring themselves out to both sides in a conflict if their contract with one party ends and the other outbids them; though they will never immediately attack their previous employer, instead offering a notice of termination of contract and then departing in peace.

Fleet Assets:
Aril's Strength class Lineship
Attack: 20/18/16
Defense: 18
Speed: 6
Dimensional Rift: 5
Hull Points: 4
Build Time: 10 quarters
Perks:

All Big Guns
Capital Turret System
[x5 available]

Anvil class Patrol Ship
Attack: 6/5/3
Defense: 5
Speed: 6
Dimensional Rift: 5
Hull Points: 2
Build Time: 6 quarters
Perks:

Area Defense System
Secondaries
[x50 available]

Mace class Patrol Ship
Attack: 6/5/3
Defense: 5
Speed: 6
Dimensional Rift: 5
Hull Points: 2
Build Time: 6 quarters

Perks:
All Big Guns
Capital Defense System
[x50 available]

Hammer class Guard Ship
Attack: 4/4/3
Defense: 3
Speed: 7
Dimensional Rift: 5
Hull Points: 1
Build Time: 4 quarters

Perks:
Planetary Assault Module
Heavy Defenses
[x50 available]

Baselard class Guard Ship
Attack: 4/4/3
Defense: 3
Speed: 7
Dimensional Rift: 5
Hull Points: 1
Build Time: 4 quarters

Perks:
Carrier Module
Carrier Module
[x30 available]

Rih Corp F-112 class Striker
Striker Squadron:

Attack [Starship]: 0/0/0
Attack [System Ship]: 7/0/0
Defense: 6
Speed: 10
Evasion: 4
Build Time: 4 quarters

Army Assets:

50x Planetary Assault Brigades [TL2, Quality Standard]
50x Planetary Defense Brigades [TL2, Quality Standard]
20x Highlander Brigades [Planetary Assault] [TL3, Quality High]

Cabot's Cavaliers
Motto: Pushing the Boundaries

Details: Cabot's Cavaliers was formed roughly 50 standard years ago by the famous explorer Hernan Cabot with a unique position within the bonded PMCs as their primary mission isn't to provide military muscle to clients but rather to provide them a cadre of experienced explorers and specialists. Cabot's Cavaliers does not take mission that involve military objectives, only accepting missions to explore "new" systems and lost worlds.

Fleet Assets:
Cabot class Heavy Explorer [Patrol Ship]
Attack: 6/5/3
Defense: 5
Speed: 6
Dimensional Rift: 5
Hull Points: 2
Build Time: 6 quarters
Perks:

Survey Module
Interstellar Pulse Com
[5x available]

Cartier class fast explorer [Guard Ship]
Attack: 4/4/3
Defense: 3
Speed: 7
Dimensional Rift: 6
Hull Points: 1
Build Time: 4 quarters
Survey Module
Interstellar Pulse Com

[10x available]

Kenyon class Archeology ship [Guard Ship]
Attack: 4/4/3
Defense: 3
Speed: 7
Dimensional Rift: 5
Hull Points: 1
Build Time: 4 quarters

Archeology Module
Teleportarium
[5x available]

Crimson Eclipse:
Motto: "The sun sets for all things"

Details: Sixty years ago a Gift of the Voice class super lineship arrived at Iscandar station, it was venting atmosphere from hundreds of hull breaches across kilometers of its battered and broken hull, its drive was unstable and only a few hundred life signs remained from what should have been a crew of a hundred thousand or more. In their dire straight the vessel which identified itself as Crimson Eclipse requested and was granted permission to berth at Iscandar so that it could repair its hurts. Several days after they docked a mysterious figure wearing an advanced encounter suit which blocked out sensor readings arrived at the PMC office to request a bonding which was after some time and much consideration finally granted.

After their damage was repaired these strange outsiders named their company after the vessel which had brought them to their new home and Crimson Eclipse was born.

To this day Crimson Eclipse remains a mystery, somehow in the sixty standard years since their arrival at Iscandar Station they have fully replenished their crew and expanded a full ground assault force which consists of troops equipped with TL4 technology making them individually a match for even the Proceryans. The Crimson Eclipse hire themselves out at great expense for a variety of missions so long as they do not violate the Commandments of the Voice though few would squander their talents [and the considerable wealth required to hire them] for anything short of vital missions.

Fleet Assets
Gift of the Voice class Super-Lineship:
Attack: 24/22/20
Defense: 20
Speed: 9
Dimensional Rift: 9
Hull Points: 6
Build Time: --
ISC Cost: --
MI Cost: --
Perks:
Capital Turret System
MagiTech Shields
All Big Guns
Teleportarium
[1x available; the Crimson Eclipse]

Army Assets:

4x Battlesuit Brigades [TL4, Quality High]

Non-Bonded [Unbound] PMCs:
There are a myriad of "non-bonded" or Unbound PMCs and mercenary groups which frequent the backrooms and shady establishments of Iscandar. They are a reality of life that nobody really talks about but every star nation with a functioning intelligence service knows how to contact. These are organizations that are frequently just above [and sometimes doubtfully so] being pirates and simple marauders. They are unwelcome in the halls of Iscandar's proper agencies and businesses; as such you will rarely if ever see an Unbound ship berthed at Iscandar and rarer still will it be open about its nature if it is there. These groups are contacted and paid via intermediaries and third parties making them a good choice for anyone that wants to eliminate a problem but does not wish to be tied to what transpires.

[mechanically: Nations with a functioning intelligence service, so just about everyone can find a guy that can see a guy about getting them some muscle. This muscle is usually low quality and of dubious reliability but they can be useful.]

Other NGOs:
There are many non-government organizations that have come to stand out in the Known Worlds that are neither Multi-Corps or PMCs, these groups have varying agendas and goals and varying impacts on the Known Worlds.

Anla-Shokna
Details: Whether the Anla-Shokna are a species or not is just one of the many mysteries surrounding this clandestine organization. For almost as long as Iscandar Station has been occupied by the Known Worlds races there have been gray clad representatives of the Anla-Shokna living there. These agents are humanoid in form but beyond that their stealth suits and color shifting cloaks make it all but impossible to determine the nature of the wearer; especially as these suits are never removed around "outsiders". To date any Anla-Shokna who has been wounded has been either retrieved by their fellows before anyone else can get a good look at them or in extreme cases has activated the rather nasty self destruct system in their suits which rapidly dissolves their body via nanoswarm, with any deceased Anla-Shokna also being dissolved via the same means.

Another of the mysteries and closely guarded secrets of the Anla-Shokna is that they are the only race in the known worlds [perhaps the whole galaxy] that is capable of actively creating stealth in the void of space. Their ships are capable of somehow dampening the effects of a dimensional shock such that only very close [in space terms] sensors can detect the shock point meaning that very few people detect an Anla-Shokna vessel entering their system if the Anla-Shokna do not wish them to know of their arrival.

Furthering their practice of stealth these ships are capable of masking their energy and drive signatures for perhaps months on end making them extremely difficult to detect in real space unless a powerful sensor sweep hits them at just the right time. Even psionics and mages have had great difficulty in locating Anla-Shokna vessels.

While they are not a bonded mercenary group the Anla-Shokna are not entirely looked down upon in the same way as the cutthroats and marauders of the Unbound if for no other reason than that very few people wish to offend a group with such rare and valuable skills and technologies.

The Anla-Shokna specialize in covert actions, recon and counter-assassination missions though some whisper that -if you pay the right price and have a high enough rating with the Anla-Shokna –assassination itself.

Fleet Assets:
Sindell class intruder
Attack: 6/4/3
Defense: 3
Speed: 6
Dimensional Rift: 6
Hull Points: 1
Build Time: 4 quarters
Perks:
Stealth technology
Teleportarium
Disruptor Torpedoes
[unknown number in service]

Turval class Intercessor
Attack: 8/6/4
Defense: 5
Speed: 5
Dimensional Rift: 6
Hull Points: 2
Build Time: 6 quarters
Perks:
Stealth technology
Teleportarium
Capital Turret System
[unknown number in service]

Army Assets:
[unknown strength] Ranger Team [TL3.5, Quality: High] [black ops stealth teams]
[unknown strength] Intercessor Response Brigade [TL3.5, Quality: High] [counter terror/direct action force]


Order of the Knights of the Purifying Flame
Details: The "Knights of the Purifying Flame" are a religious cult that came onto the Known Worlds scene about twenty years ago. At first "The Order" as they are often called were considered only a minor nuisance; occasionally their ships would stop merchantmen or deploy forces to small outposts to "inspect for impurities" which consisted of dimensional breach events, mutations related to said events and so forth. They would rarely if ever engage in violence and would typically turn tail and flee the moment a proper military response was on its way to their location, preferring to avoid conflict with national forces. While the source of their funding, manpower and technology was considered a mystery and the "Knights" themselves were considered frustrations they were generally low on the priority and threat list of the states of the Known Worlds. Recently however there have been rumors that The Order has been behind attacks on small independent settlements and merchant ships and perhaps even military warships.

Fleet Assets:
Four Truths class Guard Ship
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7
Hull Points: 1
Build Time: 4 quarters
Perks
Enhanced Drive Core
Teleportarium

Jewel of Uzume class Guard Ship
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7
Hull Points: 1
Build Time: 4 quarters
Perks
All Big Guns
Enhanced Drive Core

Garden of Igong class Guard Ship
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7
Hull Points: 1
Build Time: 4 quarters
Perks
Carrier Module
Enhanced Drive Core

Rage of Koenegitto class Patrol Ship
Attack: 8/7/5
Defense: 7
Speed: 8
Dimensional Rift: 7
Hull Points: 2
Build Time: 6 quarters
Perks:
Capital Defense System
Enhanced Drive Core

Spear of Mangala class Patrol Ship
Attack: 8/7/5
Defense: 7
Speed: 8
Dimensional Rift: 7
Hull Points: 2
Build Time: 6 quarters
Perks:
Enhanced Drive Core
All Big Guns

Bhuj class Striker Squadron:
Attack [Starship]: 0/0/0
Attack [System Ship]: 7/0/0
Defense: 6
Speed: 10
Evasion: 4
Build Time: 4 quarters
Perks:
Rapid Fire Cannons
Improved Defense

Shul class Brawler Squadron:
Attack [Starship]: 7/6/0
Attack [System Ship]: 0/0/0
Defense: 2
Speed: 6
Evasion: 4
Build Time: 4 quarters
Perks:
Immobilizer Pulse
Disruptor Banks

Kharga class Cutter Squadron:
Attack [Starship]: 3/0/0
Attack [System Ship]: 2/0/0
Defense: 2
Speed: 8
Evasion: 2
Build Time: 4 quarters
Perks:
Space Trooper Assault Module
Advanced Evasion System

Army Assets:

Paladin Brigade [Battlesuit, TL3, Quality High]
Knights Errant Brigade [Planetary Assault, TL3, Quality Average]
 
For anyone a little scared off by the size of it.

The rules themselves are fairly simple in each section; I just split the sections up so they are more easily referenced when you want to.

The NPCs and Corporations aren't really "rules" they're just so you can take a look at what is in the Known Worlds at the start of the game so you can more easily decide what you'd like to do with your first actions.

And the spreadsheet is just for the folks that want to track their settlements and economy in a single place where it does the math for you if you put in the data :) The hope is it would be easier and more reassuring not intimidating.
 

Empress Val-Athora the First, Lady of the Silver Reflection, Mistress of the Monolith, First of the Star-born, Binder of Clans, Leader of the Flight, and Wing of the Sapphire Winds. 'Long May She Reign!'

Yag'Otha Flight (WIP)

Type of Government:
Constitutional Monarchy
Name of Ruler(s): Empress Val-Athora the First
Species Name: Yag'Otha
Species Description: Large bipedal bird/dragon-like beings, evolved from apex preditors on their homeworld. No connection exist between them and any Solarians or other beings from their universe, they seem to have evolved on their own.

Racial Traits: [14 NDP]
Psionics level 3 [6 NDP]
Psionics 1 [0]
Psionics 2 [2]
Psionics 3 [4]

Magic Level 3 [8 NDP]
Magic 1 [0]
Magic 2 [2]
Magic 3 [6]

Planet Type:
Rocky
Alpine
Standard Gravity

National Traits: [15 NDP]
Tech Level 3 [10 NDP]
TL 1 [0]
TL 2 [4]
TL 3 [6]

Fanatical Population [2 NDP]
Ancient Relics [3 NDP]

Other NDP: [1 NDP]
1,000 ISC starting military [1 NDP]
 
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ChaosCircle Nation


The Freebooterz Confederacy

Type of Government
: Corporate Confederacy
Name of Ruler: Kaptain Skullkrak, head of the "Liberal" Faction
Species Name: Ork
Species Description: Large, greenskinned Orks that menace the space ways. See image.

Home System: Orklandia, Surroth Sector

Racial Traits [ 10 NDP ]
Rocky [Environ]
Terrestrial [Environ Type]
Standard [Gravity]

Psionics: Level 2 [2 NDP] [2]
Magic: Level 3 [8 NDP] [8]

National Traits [ 17 NDP ]
Tech: Level 3 [10 NDP] [10]
Efficient Tax Masters [2 NDP] [12]
Line Ship Builders [3 NDP] [15]
System Ship Builders [2 NDP] [17]

Other NDP [3 NDP]:
+30 Military Infrastructure [3 NDP] [3]

Orklandia (System):
Homeworld:
5 Territories
Rocky, Terrestrial, Standard [3/3]
Value: 3,000 ISC

World 2:
2 Territories
Rocky, Terrestrial, Standard [3/3]
Value: 1,200 ISC

World 3:
2 Territories
Rocky, Ocean, Heavy [1/3]
Value: 400 ISC

4x Moon
4x Moon Hab
Value: 100 ISC x 3 = 400 ISC

Infrastructure:
Orklandia
- 1 Homeworld-class System (AG-31) :: 5500 ISC/Turn // 1833 TV
- 130 Military Infrastructure
- 50 Black Star Crystal Manufacturing

Infrastructure Totals:
- 130 Military Infrastructure.
- 50 Black Star Crystal Manufacturing.

Space Stations
Home System (1400 ISC) [Maint. 140 ISC]
- Very Large Communications Array
- Star Gate to Iscandar Station
- Trade Station

Fleet:
Exploratory Corps (1,920 ISC) [8 BSC, Maint. 192 ISC]
- 5 SCOUTBOI-class Scout Ships (1,200)
- 3 TRANSPORTAH-class Freighters (720)


Battlegroup HOMEWORLD ( ISC 5,680 ) [ Defense Fleet, Maint 568 ISC ]
- 4 DESTROYAH-class Battleships (4,600)
- 24 FIGHTA-class Fighters (1,080)

Battlegroup ARCADIA ( ISC 6,640 ) [ 16 BSC, Maint 664 ISC ]
- 4 DESTROYAH-class Battleships (4,600)
- 4 SWARMBOI-class Carriers (960)
- 24 FIGHTA-class Fighters (1,080)

Battlegroup BETA ( ISC 6,640 ) [ 16 BSC, Maint 664 ISC ]
- 4 DESTROYAH-class Battleships (4,600)
- 4 SWARMBOI-class Carriers (960)
- 24 FIGHTA-class Fighters (1,080)

Battlegroup DESTROYAH ( ISC 6,640 ) [ 19 BSC, Maint. 664 ISC ]
- 1 Gift of the Voice class TL4 Super-Line Ship. (0)
- 4 DESTROYAH-class Battleships (4,600)
- 4 SWARMBOI-class Carriers (960)
- 24 FIGHTA-class Fighters (1,080)

Army:
Army Group Homeworld (975 ISC / 97.5 Maintenance)
- 10 Battlesuit Brigades (675 ISC)
- 2 PSI-Commando Brigades (180 ISC)
- 1 Smoke Shaman Brigade (60 ISC)
- 1 Water Shaman Brigade (60 ISC)

Army Group Conquer-yah (975 ISC / 97.5 Maintenance)
- 10 Battlesuit Brigades (675 ISC)
- 2 PSI-Commando Brigades (180 ISC)
- 1 Smoke Shaman Brigade (60 ISC)
- 1 Water Shaman Brigade (60 ISC)

Turn 1: Produce 2 Fire Mage Teams for the Army Groups + 2 TRANPORTAH + 10 Battlesuit Brigades

Designs

DESTROYAH-class Battleship [Line]
Attack: 18/16/14
Defense: (16 + 5 - 2) = 19
Speed: 7
Dimensional Rift: 7
Hull Points: 4
Build Time: 10 quarters
ISC Cost: 1000 + 20% (TL 3) = 1200 * .75 = 900 + 250 (5 PP) = 1150
MI Cost: 100
All Big Guns: The big guns perk gives a +30% attack value against ships of the larger patrol or line scale ships but a -25% against lighter patrol and all guard range ships and -50% against system ships.
Mage Tower: A ship gains the "mage tower" module which allows for a team of specially trained combat mages to attempt to use magic against their foes.
MagiTech Shields: Outfitting a starship with magitech shields makes it immune to the effects of disruptor torpedoes but results in less overall resistance to conventional damage.
[special note: Lineships due to their sheer size and cost come with 1 battalion of spacetroopers for free]
[special note 2: Lineships are the only vessel that can carry a brigade of non-drop ready planetary units stored for transport]

SWARMBOI-class Carrier [Guard]
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7
Hull Points: 1
Build Time: 4 quarters
ISC Cost: 200 * 1.2 = 240
MI Cost: 20

Carrier Module: A carrier module allows a ship to hold 3 squadrons of system ships.
Carrier Module: A carrier module allows a ship to hold 3 squadrons of system ships.

FIGHTA-class Fighters [System]
Attack [Starship]: 5/0/0
Attack [System Ship]: 4/0/0
Defense: 4
Speed: 10
Evasion: 4
Build Time: 3 quarters
ISC Cost: 50 + 20% (TL 3) = 60 * .75 = 45
MI Cost: 5

Space Trooper Assault Module: The system ship has a large part of its internal volume given over to barracks an armory and a specialized bay that allows a squadron of system ships to deploy a full battalion of Space Troopers onto a targeted vessel.

Disruptor Banks: A system ship is loaded with banks of specialized disruptor torpedoes designed to help them attack larger Starships and disrupt their defense screens which reduces the defense rating of a targeted Starship.

SCOUTBOI-class Scout Ship [Guard]
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7
Hull Points: 1
Build Time: 4 quarters
ISC Cost: 200 * 1.2 = 240
MI Cost: 20

Survey Module: A survey module allows a vessel to take detailed scans of a system allowing it to be mapped out for potential colonization.
Interstellar Pulse Com: The IPC is a "poor man's VLCA" which allows a vessel to send message "pulses" across interstellar distances but comes at the disadvantages of being large compared to the volume of a ship and unlike a VLCA it has very limited "bandwidth" and cannot communicate in real time across interstellar distances. Most freighters and passenger ships will have these as a matter of safety while military commanders may not be willing to sacrifice the mass that could go to weapons and defensive systems.

TRANSPORTAH-class Freighter [Guard]
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7
Hull Points: 1
Build Time: 4 quarters
ISC Cost: 200 * 1.2 = 240
MI Cost: 20

Colony transporter: A colony transporter module carries prefabricated bases which it will then lower to a planetary surface complete with the "on ice" colonists/staff that will be woken up upon the base arriving on the surface of the intended world.
Planetary Assault Module: These modules allow ships to carry two full planetary brigades + a commando brigade ready to "hot drop" onto a planet.

MECHBOI-class Freighter [Guard]
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7
Hull Points: 1
Build Time: 4 quarters
ISC Cost: 200 * 1.2 = 240
MI Cost: 20

- Repair Drone Bay: This module is designed to carry swarms of repair drones which can be used to restore the hulls of damaged ships without having to return to a station. While slower and not as efficient as a dedicated shipyard these bays can prove critical to supporting long range expeditions. [Requires TL 2]
- Repair Drone Bay: This module is designed to carry swarms of repair drones which can be used to restore the hulls of damaged ships without having to return to a station. While slower and not as efficient as a dedicated shipyard these bays can prove critical to supporting long range expeditions. [Requires TL 2]

Planetary Assault Brigade (TL 3, High Quality)
Cost: 45 ISC / 3 MI
Combat Value: 4
Build time: 5 quarters
Description: A planetary assault brigade is a combined arms force of infantry, frames and aerospace units designed to attack a planetary surface and secure it.

Planetary Defense Brigade (TL 3, High Quality)
Cost: 30 ISC /2 MI
Combat Value: 3
Build time: 5 quarters
Description: A planetary defense brigade as the name suggests is designed for the defense of a planet already owned by a nation or its allies. These units are not capable of being deployed on offensive operations as they lack the training and equipment necessary to do so without incurring massive losses.

Battlesuit Brigade (TL 3, High Quality)
Cost: 67.5 ISC /5 MI
Combat Value: 6
Build time: 7 quarters
Description: A battlesuit brigade is similar to a planetary assault brigade but its infantry forces are equipped with far more powerful and advanced suits of armor with more advanced weapons than those of planetary assault or defense brigades.

Psi-Commando Brigade (TL 3, High Quality)
Cost: 90 ISC / 6 MI
Combat Value: ~
Build Time: 4 quarters
Description: A unit of Psi-Commandoes is a truly terrifying foe as they are the pinnacle of special forces troops. Equipped with specialist armor designed to enhance their psionic powers for greater stealth and capabilities these troops are more mobile and stealthy than even conventional commandoes. Armed with a specialist "Psi-rifle" these troopers are also deadly precise in the killing arts making for excellent assassins and sewers of chaos and trouble.
Required: PSI-2
[note when carrying out a special forces assignment you have to state what method of deployment and operation these troops are using]

Fire Shamans (TL 3, High Quality)
Cost: 60 ISC /4 MI
Combat Value: 7
Build Time: 6 quarters
Description: Combat Mage Brigades much like psi-commando brigades are not made up of thousands of mages but rather are a core group of elite mages supported by extensive "tail end" capabilities. A Combat Mage Brigade comes in one of three "foci" that represent what its members are trained to accomplish.

Fire [battle]: A Combat mage Fire Brigade is one where the mages themselves go into battle wielding "fire foci" which can change form from a ranged weapon that channels the mages magical energy into blasts that can rip through shields and armor to a deadly close quarters weapon equally capable of carving through enemies in melee. A fire foci is a strange weapon in that its shape and appearance varies from mage to mage based on a wide number of factors including cultural. Some Fire Foci appear as combi-rifles or poleaxes while others can appear as bows and arrows or old style dueling swords or some even more esoteric objects depending entirely upon the mage. What makes these troops special is their ability to rapidly move "unseen" by more conventional sensors until they have begun their attack. Though they are vulnerable to detection by other mages and psions.[Combat Value 5]

Water Shamans (TL 3, High Quality)
Cost: 60 ISC /4 MI
Combat Value: ~
Build Time: 6 quarters
Description: Combat Mage Brigades much like psi-commando brigades are not made up of thousands of mages but rather are a core group of elite mages supported by extensive "tail end" capabilities. A Combat Mage Brigade comes in one of three "foci" that represent what its members are trained to accomplish.

Water [healing]: A Combat mage Water Brigade is one where the mages are not themselves combatants but rather healers and support personnel capable of handling an entire division of other troops on their own using "Water Foci" and channeling their energies towards healing. [has a chance of restoring a defeated unit]

Smoke Shamans (TL 3, High Quality)
Cost: 60 ISC /4 MI
Combat Value: ~
Build Time: 6 quarters
Description: Combat Mage Brigades much like psi-commando brigades are not made up of thousands of mages but rather are a core group of elite mages supported by extensive "tail end" capabilities. A Combat Mage Brigade comes in one of three "foci" that represent what its members are trained to accomplish.

Smoke [illusionary/counter illusion]: A Combat mage Smoke Brigade is one specialized in illusion and counter illusion magics; they can shroud an entire division from sight as it approaches its targets for the attack. Or they can act to alert your own forces to such an attack. These troops can also create confusion in the midst of battle; making enemy units think they're under attack from one quarter while the true attack comes from somewhere else, or even make the enemy fall back or surrender without a fight due to employing the right illusion at the right time. Given the nature of these troops it is perhaps fitting that the "Smoke Foci" is somewhat of a leech, requiring the use of mana in proportion to the level of illusory magic its master wishes to employ. Mechanically this means that the more ambitious your spell the more likely things can go wrong/weird.

Unit Name: Dreadnought
Cost: 300 ISC /30 MI
Combat Value: 30
Building Time: 8 quarters
Special: Psi shield, Psi-Sword.
Description: Dreadnoughts are towering war machines made of the strongest armor and bearing immensely powerful psi-shields that make them seem like a walking Line Ship. Whilst Dreadnoughts come in at 20 meters in height and 300 tons in mass they are as agile as a Scout Frame albeit their overland speed "only" matches that of a Medium Frame.
It is the combination of their speed, agility durability and astonishing death dealing capacity that makes a Dreadnought so deadly, and with their Psi-Knight operators these machines are virtually immune to Psi or even magical trickery.
[special note: A Dreadnought will only be deployable for 1 round and will need another 1 round off for the knight to recuperate.]
[special note 2: Dreadnoughts are massive and mighty war machines when compared to conventional units. Thus they count as being 25% worth higher combat value if there is not a rival dreadnought to face them.

Unit Name: Dreadnought Carrier
Cost: 100 ISC / 10 MI
Combat Value: ~
Time to Build: 4 quarters
Special: Psi-Shield
Description: The "Dreadnought carrier" is a flying "castle" designed to house a Dreadnought, its knight and their staff of servants, mechanics, medics and so forth. These craft are heavily fortified and defended but are not designed to go on the offensive and will generally attempt to escape any combat should they come under attack.
These craft are capable of limited interstellar travel but prefer to "attach" to a larger ship for longer voyages.
 
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SteelWriter77 Nation
The Yetin High Kingdom

Name of Nation: The Yetin High Kingdom
Type of Government: Monarchy

Name of Ruler(s): King Yoh Ras and Queen Gin Ras
Species Name: Yetin (Distant descendent of Mountain Goats or Yaks)
Species Description: Think Yetis with Big Ram Horns and Hooves.

Name of system: the Eye of Sull-Ras
Sector: Surroth
Psionics: 6 NDP
Level 3 [4 NDP]: Your species is at the pinnacle of psionic capabilities with everyone in the species being at least a low level psion or psychic. Your people have mastered their minds and even learned to apply some of that skill to their technology. The Proceyrans are the most widely known and advanced of the L3 psionic races in the last 1,200 years.
  • Has access to psi-knight "champion" class psi-knights.
  • Has access to superior navigators. These skilled seers can plot a transit through psi-storms and dimensional anomalies that would shred the minds of lesser navigators.
  • The psychics of this species can actually reach into the other-dimensional realms with their minds in a manner similar to astral projection. The downside of this is in doing so they open themselves up to possession by such entities that dwell in the other-dimensional realm. On the positive side this skill allows them to more readily sense and potentially prevent a dimensional breach and incursion.
  • Has access to Psi-Commandoes
  • Has access to psi-shields.
Magic: 2 NDP
Level 2 [2 NDP]: After the awakening of magic a species at L2 bonded more closely with the magic [or some would say suffered more mutations] essences that ripped through the universe. L2 magic civilizations produce magi that have combat power and are useful on the battlefield.
  • Has access to Black Star Crystal manufacturing. This is essential for the use of dimensional rift technology.
  • Can activate and use existing magi-tech artifacts.
  • Can produce Combat Magi brigades.
  • Can create alchemical armor and upgrades.
Planet Type:
Rocky: Arctic
Gravity:
Standard [in the 1g range]
National Traits: 16 NDP
These are traits that are related to the national policies and abilities of your polity rather than your race/species itself.
Technology level:
Tech Level 2 [4 NDP]: Your race has mastered the technology provided by The Voice and is now making full use of its wonders.

Other Traits:
Fanatical Population [2 NDP]:
Ancient Relics [3 NDP]:
Dreadnought Builders [3 NDP]:
Psi-Mastery [3 NDP]:

Assets:
1 Home System generated towards balanced starts including all players having a special "Homeworld" class planet.[players will start with a 5,000 ISC worth of system]
30 Nation Creation Points.
50 Black Star Crystals
30,000 ISC worth of military [MI is ignored].
1 Gift of the Voice class TL4 Super-Line Ship.
100 Military Infrastructure.
50 Black Star Crystal Manufacturing.
4,000 ISC worth of starting military [4 NDP]
2 Moon Settlement [4 NDP]

Ship Designs:

Guard Ship: Star Climber
Attack: 4/4/3
Defense: 3
Speed: 7
Dimensional Rift: 5
Hull Points: 1
Build Time: 4 quarters
ISC Cost: 200
MI Cost: 20
Perks:
Colony transporter
Space Trooper Barracks

Guard Ship: Sharp Horn

Attack: 4/4/3
Defense: 3
Speed: 7
Dimensional Rift: 5
Hull Points: 1
Build Time: 4 quarters
ISC Cost: 200
MI Cost: 20
Perks:
Heavy Defenses
Repair Drone Bay:

Patrol Ship: World Seeker

Attack: 6/5/3
Defense: 5
Speed: 6
Dimensional Rift: 5
Hull Points: 2
Build Time: 6 quarters
ISC Cost: 350
MI Cost: 35
Perks:
Archeology Module
Survey Module

Patrol Ship: Warrior's Blade

Attack: 6/5/3
Defense: 5
Speed: 6
Dimensional Rift: 5
Hull Points: 2
Build Time: 6 quarters
ISC Cost: 350
MI Cost: 35
Perks:
Space Trooper Assault Bay
Planetary Assault Module

Lineship: Mind Cleaver

Attack: 16/14/12
Defense: 14
Speed: 5
Dimensional Rift: 5
Hull Points: 4
Build Time: 10 quarters
ISC Cost: 1000
MI Cost: 100
Perks:
Psi-Shields
Psionic Focusing Chamber

[special note: Lineships due to their sheer size and cost come with 1 battalion of spacetroopers for free]
[special note 2: Lineships are the only vessel that can carry a brigade of non-drop ready planetary units stored for transport]

Lineship: Blizzard Horn
Attack: 16/14/12
Defense: 14
Speed: 5
Dimensional Rift: 5
Hull Points: 4
Build Time: 10 quarters
ISC Cost: 1000
MI Cost: 100
Perks:
Carrier Module
Planetary Assault Module

Gift of the Voice class Super-Lineship: The Glacier

Attack: 24/22/20
Defense: 20
Speed: 9
Dimensional Rift: 9
Hull Points: 6
Build Time: --
ISC Cost: --
MI Cost: --
Perks:
Capital Turret System
MagiTech Shields
All Big Guns
Teleportarium
[special note: Lineships due to their sheer size and cost come with 1 battalion of spacetroopers for free]
[special note 2: Lineships are the only vessel that can carry a brigade of non-drop ready planetary units stored for transport]

High Peak Squadron:
Attack [Starship]: 3/0/0
Attack [System Ship]: 2/0/0
Defense: 2
Speed: 8
Evasion: 2
Build Time: 4 quarters
ISC Cost: 50
MI Cost: 5
Perks:
Disruptor Banks
Heavy Cannon:


Ice Breaker Squadron:
Attack [Starship]: 0/0/0
Attack [System Ship]: 5/0/0
Defense: 4
Speed: 8
Evasion: 2
Build Time: 4 quarters
ISC Cost: 60
MI Cost: 6
Perks:
Rapid Fire Cannons
Enhanced Drive Core


Red Horn Squadron:
Attack [Starship]: 5/4/0
Attack [System Ship]: 0/0/0
Defense: 2
Speed: 6
Evasion: 4
Build Time: 4 quarters
ISC Cost: 80
MI Cost: 8
Perks:
Advanced Evasion Systems
Space Trooper Assault Module


Star Seeker Fleet:
3 Sharp Horn
2 Warrior's Blade

2 Star Climbers
2 World Seekers
5 Mind Cleavers

Ice Guard Fleet
3 Sharp Horn
2 Warrior's Blade

5 Mind Cleavers
3 Blizzard Horn
The Glacier

Unit Name: Planetary Assault Brigade (TL 2)
Cost: 30 ISC / 3 MI
Combat Value: 2
Build time: 4 quarters
Description: A planetary assault brigade is a combined arms force of infantry, frames and aerospace units designed to attack a planetary surface and secure it.

Unit Name: Planetary Defense Brigade (TL 2)
Cost: 20 ISC /2 MI
Combat Value: 1
Build time: 4 quarters

Description: A planetary defense brigade as the name suggests is designed for the defense of a planet already owned by a nation or its allies. These units are not capable of being deployed on offensive operations as they lack the training and equipment necessary to do so without incurring massive losses.


Exotic:
Unit Name: Black Coats (TL 2) (PL 3)
Cost: 60 ISC /6 MI
Combat Value: ~
Build Time: 4 quarters
Description: A unit of Psi-Commandoes is a truly terrifying foe as they are the pinnacle of special forces troops. Equipped with specialist armor designed to enhance their psionic powers for greater stealth and capabilities these troops are more mobile and stealthy than even conventional commandoes. Armed with a specialist "Psi-rifle" these troopers are also deadly precise in the killing arts making for excellent assassins and sewers of chaos and trouble.

Unit Name: Sages of the Flow (TL 2)
Cost: 40 ISC /4 MI
Combat Value: ~ [variable]
Build Time: 6 quarters
Description: Combat Mage Brigades much like psi-commando brigades are not made up of thousands of mages but rather are a core group of elite mages supported by extensive "tail end" capabilities. A Combat Mage Brigade comes in one of three "foci" that represent what its members are trained to accomplish.

Foci: Water


Unit Name: Iron Horns (TL 2)
Cost: 300 ISC /30 MI
Combat Value: 30
Building Time: 8 quarters
Special: Psi shield, Psi-Sword.
Description: Dreadnoughts are towering war machines made of the strongest armor and bearing immensely powerful psi-shields that make them seem like a walking Line Ship. Whilst Dreadnoughts come in at 20 meters in height and 300 tons in mass they are as agile as a Scout Frame albeit their overland speed "only" matches that of a Medium Frame.
It is the combination of their speed, agility durability and astonishing death dealing capacity that makes a Dreadnought so deadly, and with their Psi-Knight operators these machines are virtually immune to Psi or even magical trickery.
[special note: A Dreadnought will only be deployable for 1 round and will need another 1 round off for the knight to recuperate.]
[special note 2: Dreadnoughts are massive and mighty war machines when compared to conventional units. Thus they count as being 25% worth higher combat value if there is not a rival dreadnought to face them.





Unit Name: Iron Keeps
Cost: 100 ISC / 10 MI
Combat Value: ~
Time to Build: 4 quarters
Special: Psi-Shield
Description: The "Dreadnought carrier" is a flying "castle" designed to house a Dreadnought, its knight and their staff of servants, mechanics, medics and so forth. These craft are heavily fortified and defended but are not designed to go on the offensive and will generally attempt to escape any combat should they come under attack.
These craft are capable of limited interstellar travel but prefer to "attach" to a larger ship for longer voyages.



Psi-Knight (Psi 3)
Combat Value: ~
Cost: 20 ISC
Recruitment Time: 2 Quarters


Psi-Knight Champion (Psi 3)
Combat Value: +3 modifier to combat value on top of modifiers.
Cost: 20 ISC
Recruitment: 2 quarters [requires promoting a Psi-Knight]

Civilian
Trade Station:
Cost:

400 ISC/ 1 Black Star Crystal
Construction Time:
4 Quarters
Purpose:
The Trade station is a huge star base with dozens of docking points meant for the intake of the huge freighter fleets that are involved in interstellar trade. These massive stations serve as the center of trade for entire star systems, serving as the beating heart of a trade network.


Very Large Communications Array:
Cost:

1,000 ISC/ 1 Black Star Crystal
Construction Time:
8 quarters
Purpose:
The Very Large Communications Array or VLCA serves a vital role in interstellar civilization as it is the only stable means of mass interstellar communication. These gigantic stations are twice the volume of even the mightiest of Line Ships with virtually all of that considerable volume dedicated to the creation and maintenance of stable "dimensional tunnels" that allow for the flow of data via laser transmission between interstellar distances. It is only through these stations that real time interstellar mass communications is made possible which is why the construction and activation of one of these stations is often considered the first sign that a planetary system is truly "part of civilization".
Any star system with a VLCA is capable of real time communications on a mass scale with the rest of the known worlds that also have VLCAs. Assume that these systems are connected like the extranet of Mass Effect, the HoloNet from Star Wars and so forth.
Due to the critical role they play in maintaining interstellar civilization it is considered a taboo among the known worlds to permanently disable a VLCA station, let alone to destroy one.

Milltary
Frontier Station (TL2)
Attack: 6/5/3
Defense: 4
Maneuver: 6
Hull Points: 2
Build Time: 4 quarters
ISC Cost: 300
MI Cost: 30
- Siege Gun
-Capital Turret System

Star Fort
Attack: 8/7/5
Defense: 7
Maneuver: 4
Hull Points: 4
Build Time: 8 quarters
ISC Cost: 650
MI Cost: 65
- Space Trooper Barracks
-System Ship Bay

Star Citadel:

Attack: 16/15/13
Defense: 15
Maneuver: 2
Hull Points: 6
Build Time: 10 quarters
ISC Cost: 1200
MI Cost: 120
- Capital Turret System
- Deep Space Repair Bay

Numbers:
1 Trade Station
1 VLCA
1 Star Fort
1 Star Citadel
 
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Romulus's Nation
Name of Nation: Kazimierz Consortium
Type of Government: Corporatocracy


Name of Ruler(s): CEO Nienor Niniel
Species Name: Asuryani
Species Description: Taller than the average baseline human, Asuryani are more lithe and agile as well. Not to say they aren't strong as their body structure hides the fact they are surprisingly strong. Their ears are longer and ends at a point and their physical form has a sort of ephemeral quality to it that points to genetic engineering of some kind in the distant past.
Homeworld: Lindon
Sector: Surroth

Racial Traits:
Psionics:

Level 2 [2 NDP]: Your species produces skilled psionics more frequently and have a steady supply of lower level psionics that can serve as psi-commandoes.
  • Has access to more skilled psi-knights.
  • Has access to navigators.
  • The "psychics" of this kind of species can actually not only sense but also communicate with other-dimensional entities that are in close proximity. The psychics of this kind of race can also contact one another over short distances.
  • Has access to Psi-Commandoes
Magic:
Level 1 [0 NDP]: After the awakening of magic with the opening of the Great Rift; every known species has been touched by it on some level. With this level of magic a species is barely touched; only enough so that they can access the most basic of alchemies and forge Black Star Crystals into their usable form.
  • Has access to Black Star Crystal manufacturing. This is essential for the use of dimensional rift technology.
  • Can use existing and active magi-tech artifacts.
  • Very low level magi are probably working in the civil sector.
Planetary Preference:
Type: Rocky
Environment: Terrestrial
Gravity: Standard

National Traits:
Technology:

Tech level 3 [6 + 4 NDP]: Not only has your species mastered the technology provided by The Voice it has managed to actually make some innovations and improvements upon it. Having TL3 puts your nation amongst an elite few even among the older more established powers of the known worlds.

Escort Ship Builders [2 NDP]:
Escort Ships cost 25% less ISC.

Patrol ship Builders [2 NDP]:
Patrol ships cost 25% less ISC.

Foundation Builders [4 NDP]:
Wherever your people choose to build on new worlds; whether it be outposts or full colonies they do it well and they do it swiftly All colonies/outposts cost 25% less and Colonial bases become 100% productive as soon as their total cost is paid for.

Trade Masters [2 NDP]:
Trade value is increased by 20%.

Martial Tradition [2 NDP]:
Your culture has a long and storied tradition of military service making them ready to answer the call at a moment's notice. All basic planetary forces take 2 quarters to build even if they would normally take longer.

Efficient Tax Masters [2 NDP]:
Colonies generate an additional 10% ISC.

Expert Miners [1 NDP]:
Your people are skilled miners and can often eek out more resources from an asteroid than others. [+50% yield of resources per mined asteroid].

Military Industrial Complex [3 NDP]
Your people have become adept at the production and expansion of military industry and are capable of a 50% improvement in expansion rates over the other races. [may expand their military infrastructure by up to 15% per 4 quarters].

Assets:
1 Home System generated towards balanced starts including all players having a special "Homeworld" class planet.[players will start with a 5,000 ISC worth of system]
- Note: ISC/BSC/Military Upkeep is per Quarter, Upgrades turn active at end of year.
Romulus Home System: Lindon [Hex: 1412]
Name of Home System: Lindon
Homeworld:
5 Territories
Rocky, Terrestrial, Standard [3/3]
Value: 3,000 ISC + 10% = 3300 ISC
MI: 100

World 2:
5 Territories
Rocky, Arctic, Low
Value: 1,000 ISC + 10% = 1100 ISC

4x Moon
4x Moon Hab
Value: 100 x 4 = 400 ISC + 10% = 440 ISC

Asteroids:
10x Rocky Asteroids: 10x 30 = 300 ISC + 50% = 450 ISC
5x Crystal Asteroids: 5x 60 = 300 ISC + 50% = 450 ISC

Total ISC: 5740 ISC
TV = 2296 TV
50 Black Star Crystals
100 Military Infrastructure.
50 Black Star Crystal Manufacturing.
Star Gate [Iscandar Station]

Total ISC: 29,952 ISC
Upkeep: 2,937 ISC

Stations:
1x Trade Station - 400 ISC
1x VLCA - Free
1x Fortress-class Star Citadel - 1440 ISC
1x Redoubt-class Star Fort - 780

Navy:
1st Fleet:
1x Gift of the Voice-class Super-Lineship
1x Manwe-class Battleship
1x Ulmo-class Battleship
1x Tukas-class Command Ship

3x Basilisk-class Cruiser
2x Cerberus-class Cruiser

2x Hellhound-class Destroyer
2x Callisto-class Destroyer
2x Griffin-class Frigate
2x Caladrius-class Escort Carrier
- 4x Fighter-class System Ships
- 2x Bomber-class System Ships
2nd Fleet:
1x Manwe-class Battleship
1x Ulmo-class Battleship
1x Tukas-class Command Ship

3x Basilisk-class Cruiser
3x Cerberus-class Cruiser

3x Hellhound-class Destroyer
3x Callisto-class Destroyer
3x Griffin-class Frigate
3x Caladrius-class Escort Carrier
- 6x Fighter-class System Ships
- 3x Bomber-class System Ships
1x Stix-class Frigates
3x Hostile Takeover-class Planetary Assault Ships
3rd Fleet:
1x Manwe-class Battleship
1x Ulmo-class Battleship
1x Tukas-class Command Ship

2x Basilisk-class Cruiser
2x Cerberus-class Cruiser

2x Hellhound-class Destroyer
2x Callisto-class Destroyer
2x Griffin-class Frigate
2x Caladrius-class Escort Carrier
- 4x Fighter-class System Ships
- 2x Bomber-class System Ships
Reconnaissance Fleet:
3x Seeker-class Science Ships
1x Ether-Seeker-class Science Ships
Colonial Transport Fleet:
3x Conveyor-class Colonial Transports
Army:
10x Assault Brigades
16x PDF Brigades
4x Battlesuit Brigades
3x Commando Brigades
1x Psi-Commando Brigades
0x Dreadnought
0x Dreadnought Carrier
Civilian Space Stations:
Civilian Space Stations as the name suggests are stations not meant for military purposes. Civilian space stations do not require military industry to construct.

Trade Station:
Cost:
400 ISC/ 1 Black Star Crystal
Construction Time: 4 Quarters
Purpose: The Trade station is a huge star base with dozens of docking points meant for the intake of the huge freighter fleets that are involved in interstellar trade. These massive stations serve as the center of trade for entire star systems, serving as the beating heart of a trade network.

Very Large Communications Array:
Cost:
1,000 ISC/ 1 Black Star Crystal
Construction Time: 8 quarters
Purpose: The Very Large Communications Array or VLCA serves a vital role in interstellar civilization as it is the only stable means of mass interstellar communication. These gigantic stations are twice the volume of even the mightiest of Line Ships with virtually all of that considerable volume dedicated to the creation and maintenance of stable "dimensional tunnels" that allow for the flow of data via laser transmission between interstellar distances. It is only through these stations that real time interstellar mass communications is made possible which is why the construction and activation of one of these stations is often considered the first sign that a planetary system is truly "part of civilization".

Any star system with a VLCA is capable of real time communications on a mass scale with the rest of the known worlds that also have VLCAs. Assume that these systems are connected like the extranet of Mass Effect, the HoloNet from Star Wars and so forth.

Due to the critical role they play in maintaining interstellar civilization it is considered a taboo among the known worlds to permanently disable a VLCA station, let alone to destroy one.

Star Gate:
Cost:
2,000 ISC/ 2 Black Star Crystals
Construction Time: 8 Quarters
Purpose: Star gates are colossal structures that range in appearance from simple rings to ornate structures designed to emulate palatial gateways depending on the nature of the people that constructed them. These gates operate in pairs across vast distances, creating a dimensional tunnel through which ships can pass through allowing them to cross instantly a region of space that would have taken several DRD jumps to cross normally.

There are some downsides to these Star Gates however:
1: These stations only operate in permanently connected network and cannot be connected to another network. In game terms this means once you've chosen to connect your gate to a specific network it cannot be taken off that network.
2: These gates are expensive in time, money and resources.
3: Star Gates require a device known as a key to operate with each gate network requiring its own unique key to operate. If a fleet does not have at least one key for the network it wants to use then it cannot activate the Star Gate.

In game mechanics terms this means that the only way you can access a gate network you haven't built yourself [or in cooperation with another player(s)] is to buy keys from another player or group of players to use their gate network.

To simplify matters individual keys are not going to be tracked unless players make an explicit deal that they are only giving a set number of keys to another player. For example if player A grants player B a single key then only the ship [or fleet travelling with that ship] of player B will be able to use the network and player B must state which ship that the key is installed into.

It is important to note that thanks to the near arcane nature of the keys themselves they are impossible to duplicate without "the master" key. This is to minimize shenanigans in game mechanics.

It is also worth noting that unless agreed upon by the people involved the BSC charge for activating a Star Gate is put on the person who is using the gate, not the owner of the gate.
Watchtower-class Frontier Station (TL3)
Attack: 8/7/5/6
Defense: 6
Maneuver: 8
Hull Points: 4
Build Time: 4 quarters
ISC Cost: 300 + 60 = 360
MI Cost: 30

- Siege Gun: The siege gun is a massive cannon capable of firing an incredibly powerful etheric bolt at very long ranges. Siege gun shots equal the attack value of the station +4 and grant an attack of 6 at range 4.
- Capital Turret System: The CTS is designed specifically to intercept incoming munitions and more importantly the potential swarms of attacking system ships. The CTS is designed to defend only the station it is built on to and has 100% of the Attack value of the station it is attached to when rolling against a system ship force.

Bastion-class Star Fort (TL3)
Attack: 10/9/7/6
Defense: 9
Maneuver: 6
Hull Points: 6
Build Time: 8 quarters
ISC Cost: 650 + 180 = 780
MI Cost: 65

- Siege Gun: The siege gun is a massive cannon capable of firing an incredibly powerful etheric bolt at very long ranges. Siege gun shots equal the attack value of the station +4 and grant an attack of 6 at range 4.
- Capital Turret System: The CTS is designed specifically to intercept incoming munitions and more importantly the potential swarms of attacking system ships. The CTS is designed to defend only the station it is built on to and has 100% of the Attack value of the station it is attached to when rolling against a system ship force.

Redoubt-class Star Fort (TL3)
Attack: 10/9/7
Defense: 9
Maneuver: 6
Hull Points: 6
Build Time: 8 quarters
ISC Cost: 650 + 180 = 780
MI Cost: 65

- Area Defense System: The ADS is designed to be outfitted onto a station that is meant to protect others around it. The ADS consists of a number of rapid fire etheric cannons in turrets as well as "micro-disruptors" meant to disable the shields of system ships so that its turrets can destroy it. Has a total of 50% of the Attack value of the ship.
-Deep Space Repair Bay: The station is outfitted with a massive bay capable of repairing damaged starships without them needing to return to a dedicated shipyard facility. Allows for ships in the system it is located in to be repaired on site.

Fortress-class Star Citadel: (TL3)
Attack: 18/17/15/6
Defense: 17
Maneuver: 4
Hull Points: 8
Build Time: 10 quarters
ISC Cost: 1200 + 240 = 1440
MI Cost: 120

- Siege Gun: The siege gun is a massive cannon capable of firing an incredibly powerful etheric bolt at very long ranges. Siege gun shots equal the attack value of the station +4 and grant an attack of 6 at range 4.
- Capital Turret System: The CTS is designed specifically to intercept incoming munitions and more importantly the potential swarms of attacking system ships. The CTS is designed to defend only the station it is built on to and has 100% of the Attack value of the station it is attached to when rolling against a system ship force.
Seeker-class Science Ship (TL3)
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 9
Hull Points: 3
Build Time: 4 quarters
ISC Cost: 200 - 10 + 100 = 290
MI Cost: 20

- Survey Module: A survey module allows a vessel to take detailed scans of a system allowing it to be mapped out for potential colonization.
- Archeology Module: An archeology module –as the name suggests- is used by specialist archeology teams to search for relics and dig them up in as safe a manner as possible.

Ether-Seeker-class Science Ship (TL3)
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7
Hull Points: 3
Build Time: 4 quarters
ISC Cost: 200 - 10 = 190
MI Cost: 20
-
Survey Module: A survey module allows a vessel to take detailed scans of a system allowing it to be mapped out for potential colonization.
- Dimensional Scryer Chamber: The Dimensional Scryer chamber is the arcane chamber for the most elite of navigators which allows them to see through the dimensional rifts and jump further and more safely than ships piloted by normal navigators using normal navi-chambers. [Adds +25% to a ship's dimensional drive rating] [Requires Psion level 2]

Comms-Seeker-class Science Ship (TL3)
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 9
Hull Points: 3
Build Time: 4 quarters
ISC Cost: 200 - 10 + 100 = 290
MI Cost: 20

- Survey Module: A survey module allows a vessel to take detailed scans of a system allowing it to be mapped out for potential colonization.
- Interstellar Pulse Com: The IPC is a "poor man's VLCA" which allows a vessel to send message "pulses" across interstellar distances but comes at the disadvantages of being large compared to the volume of a ship and unlike a VLCA it has very limited "bandwidth" and cannot communicate in real time across interstellar distances. Most freighters and passenger ships will have these as a matter of safety while military commanders may not be willing to sacrifice the mass that could go to weapons and defensive systems. [Requires TL 2+]

Converyor-class Colonial Transport (TL3)
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7
Hull Points: 3
Build Time: 4 quarters
ISC Cost: 200 - 10 = 190
MI Cost: 20

- Colony transporter: A colony transporter module carries prefabricated bases which it will then lower to a planetary surface complete with the "on ice" colonists/staff that will be woken up upon the base arriving on the surface of the intended world.
- Archeology Module: An archeology module –as the name suggests- is used by specialist archeology teams to search for relics and dig them up in as safe a manner as possible.

Hellhound-class Destroyer (TL3)
Attack: 6/6/5
Defense: 5
Speed: 11
Dimensional Rift: 7
Hull Points: 3
Build Time: 4 quarters
ISC Cost: 200 - 10 = 190
MI Cost: 20

- All Big Guns: The big guns perk gives a +30% attack value against ships of the larger patrol or line scale ships but a -25% against lighter patrol and all guard range ships and -50% against system ships. [cannot be paired with secondary batteries]
- Enhanced Drive Core: A heavily upsized [for size of ship] drive core that grants the ship increased speed at the cost of reduced mass for other components. Grants a +2 to speed.

Callisto-class Destroyer (TL3)
Attack: 6/6/5
Defense: 5
Speed: 11
Dimensional Rift: 7
Hull Points: 3
Build Time: 4 quarters
ISC Cost: 200 - 10 = 190
MI Cost: 20

- Disruptor Banks: These are racks of specialized rapid fire tubes designed to deploy a swarm of disruptor torpedoes at a target and are meant to knock out enemy shields dramatically reducing their defense rating. These modules are only outfitted onto guard and lighter patrol range ships.
- Enhanced Drive Core: A heavily upsized [for size of ship] drive core that grants the ship increased speed at the cost of reduced mass for other components. Grants a +2 to speed.

Griffin-class Frigate (TL3)
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7
Hull Points: 3
Build Time: 4 quarters
ISC Cost: 200 - 10 = 190
MI Cost: 20

- Capital Turret System: The CTS is designed specifically to intercept incoming munitions and more importantly the potential swarms of attacking system ships. The CTS is designed to defend only the ship it is built on to and has 100% of the Attack value of the starship it is attached to.
- Area Defense System: The ADS is designed to be outfitted onto a warship that is meant to protect others around it. The ADS consists of a number of rapid fire etheric cannons in turrets as well as "micro-disruptors" meant to disable the shields of system ships so that its turrets can destroy it. Has a total of 50% of the Attack value of the ship.

Caladrius-class Escort Carrier (TL3)
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7
Hull Points: 3
Build Time: 4 quarters
ISC Cost: 200 - 10 = 190
MI Cost: 20

- Carrier Module: A carrier module allows a ship to hold 3 squadrons of system ships.
- Repair Drone Bay: This module is designed to carry swarms of repair drones which can be used to restore the hulls of damaged ships without having to return to a station. While slower and not as efficient as a dedicated shipyard these bays can prove critical to supporting long range expeditions. [Requires TL 2]

Hostile Takeover-class Planetary Assault Ship (TL3)
Attack: 6/6/5
Defense: 6
Speed: 10
Dimensional Rift: 7
Hull Points: 4
Build Time: 4 quarters
ISC Cost: 200 - 10 + 150 = 340
MI Cost: 20

- Planetary Assault Module: These modules allow ships to carry two full planetary brigades + a commando brigade ready to "hot drop" onto a planet.
- Planetary Assault Module: These modules allow ships to carry two full planetary brigades + a commando brigade ready to "hot drop" onto a planet.

Stix-class Frigate (TL3)
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7
Hull Points: 3
Build Time: 4 quarters
ISC Cost: 200 - 10 = 190
MI Cost: 20

- Space Trooper Barracks: As the name suggests, this module allows for a full battalion of specially trained space troopers to be stationed aboard a ship. These can be used to defend a ship against boarders or to deploy space troopers to take an enemy vessel that has been disabled or been caught by surprise.
- Space Trooper Assault Bay: This particular module carries a specialized "munitions" bay that deploys "assault pods" designed to breach an enemy vessels shields and hull and disgorge an assault force of space troopers. When paired with a space trooper barracks this bay can allow a full battalion to be deployed via assault pod to a hostile vessel.
Basilisk-class Cruiser (TL3)
Attack: 8/7/5
Defense: 7
Speed: 8
Dimensional Rift: 7
Hull Points: 4
Build Time: 6 quarters
ISC Cost: 350 - 5% = 333
MI Cost: 35

- All Big Guns: The big guns perk gives a +30% attack value against ships of the larger patrol or line scale ships but a -25% against lighter patrol and all guard range ships and -50% against system ships. [cannot be paired with secondary batteries]
- Disruptor Banks: These are racks of specialized rapid fire tubes designed to deploy a swarm of disruptor torpedoes at a target and are meant to knock out enemy shields dramatically reducing their defense rating. These modules are only outfitted onto guard and lighter patrol range ships.

Cerberus-class Cruiser (TL3)
Attack: 8/7/5
Defense: 7
Speed: 8
Dimensional Rift: 7
Hull Points: 4
Build Time: 6 quarters
ISC Cost: 350 - 5% = 333
MI Cost: 35

- Secondary Batteries: The secondary batteries perk gives a ship an array of smaller weapons designed to engage smaller craft and grants a +25% attack value against Guard ships.
- Disruptor Banks: These are racks of specialized rapid fire tubes designed to deploy a swarm of disruptor torpedoes at a target and are meant to knock out enemy shields dramatically reducing their defense rating. These modules are only outfitted onto guard and lighter patrol range ships.
Manwe-class Battleship (TL3)
Attack: 18/16/14
Defense: 16
Speed: 7
Dimensional Rift: 7
Hull Points: 6
Build Time: 10 quarters
ISC Cost: 1000 + 200 = 1200
MI Cost: 100
[special note: Lineships due to their sheer size and cost come with 1 battalion of spacetroopers for free]

- All Big Guns: The big guns perk gives a +30% attack value against ships of the larger patrol or line scale ships but a -25% against lighter patrol and all guard range ships and -50% against system ships. [cannot be paired with secondary batteries]
- Heavy Defenses: A ship gains a +25% defense rating.

Ulmo-class Battleship (TL3)
Attack: 18/16/14
Defense: 16
Speed: 7
Dimensional Rift: 7
Hull Points: 6
Build Time: 10 quarters
ISC Cost: 1000 + 200 = 1200
MI Cost: 100
[special note: Lineships due to their sheer size and cost come with 1 battalion of spacetroopers for free]

- Secondary Batteries: The secondary batteries perk gives a ship an array of smaller weapons designed to engage smaller craft and grants a +25% attack value against Guard ships.
- Heavy Defenses: A ship gains a +25% defense rating.

Tukas-class Command Ship (TL3)
Attack: 18/16/14
Defense: 16
Speed: 7
Dimensional Rift: 7
Hull Points: 6
Build Time: 10 quarters
ISC Cost: 1000 + 200 = 1200
MI Cost: 100
[special note: Lineships due to their sheer size and cost come with 1 battalion of spacetroopers for free]

- Area Defense System: The ADS is designed to be outfitted onto a warship that is meant to protect others around it. The ADS consists of a number of rapid fire etheric cannons in turrets as well as "micro-disruptors" meant to disable the shields of system ships so that its turrets can destroy it. Has a total of 50% of the Attack value of the ship.
- Repair Drone Bay: This module is designed to carry swarms of repair drones which can be used to restore the hulls of damaged ships without having to return to a station. While slower and not as efficient as a dedicated shipyard these bays can prove critical to supporting long range expeditions. [Requires TL 2]

Gift of the Voice-class Super-Lineship:
Attack: 24/22/20
Defense: 20
Speed: 9
Dimensional Rift: 9
Hull Points: 6
Build Time: --
ISC Cost: --
MI Cost: --
[special note: Lineships due to their sheer size and cost come with 1 battalion of spacetroopers for free]
Perks:
- Capital Turret System
- MagiTech Shields
- All Big Guns
- Teleportarium
Basic Formations:
Unit Name: Planetary Assault Brigade (TL3 | High Quality)
Cost: 45 ISC / 3 MI
Combat Value: 4
Build time: 5 2 quarters
Description: A planetary assault brigade is a combined arms force of infantry, frames and aerospace units designed to attack a planetary surface and secure it.

Unit Name: Planetary Defense Brigade (TL3 | High Quality)
Cost: 30 ISC /2 MI
Combat Value: 3
Build time: 5 2 quarters
Description: A planetary defense brigade as the name suggests is designed for the defense of a planet already owned by a nation or its allies. These units are not capable of being deployed on offensive operations as they lack the training and equipment necessary to do so without incurring massive losses.

Unit Name: Battlesuit Brigade (TL3 | High Quality)
Cost: 68 ISC /5 MI
Combat Value: 6
Build time: 7 2 quarters
Description: A battlesuit brigade is similar to a planetary assault brigade but its infantry forces are equipped with far more powerful and advanced suits of armor with more advanced weapons than those of planetary assault or defense brigades.
Required: TL3

Exotic Formations:
Unit Name: Commando Brigade (TL3 | High Quality)
Cost: 75 ISC / MI
Combat Value: ~
Build Time: 5 quarters
Description: A commando brigade is a special forces unit designed to carry out specialized missions such as paving the way for follow on invasions; arming and training locals, assassinating or protecting key figures and so forth. While called a "brigade" this does not represent the number of actual commandoes but rather the commandoes and their much larger support organization. These troops can deploy to the field in a wide variety of ways from orbital drop pods, stealth aerospace transports, space dropped submarines or being smuggled in via other transportation methods like merchantmen.
[note when carrying out a special forces assignment you have to state what method of deployment and operation these troops are using]

Unit Name: Psi-Commando Brigade (TL3 | High Quality)
Cost: 90 ISC /6 MI
Combat Value: ~
Build Time: 4 quarters
Description: A unit of Psi-Commandoes is a truly terrifying foe as they are the pinnacle of special forces troops. Equipped with specialist armor designed to enhance their psionic powers for greater stealth and capabilities these troops are more mobile and stealthy than even conventional commandoes. Armed with a specialist "Psi-rifle" these troopers are also deadly precise in the killing arts making for excellent assassins and sewers of chaos and trouble.
Required: PSI-2
[note when carrying out a special forces assignment you have to state what method of deployment and operation these troops are using]

Unit Name: Dreadnought (TL3 | High Quality)
Cost: 450 ISC /30 MI
Combat Value: 32
Building Time: 10 quarters
Special: Psi shield, Psi-Sword.
Description: Dreadnoughts are towering war machines made of the strongest armor and bearing immensely powerful psi-shields that make them seem like a walking Line Ship. Whilst Dreadnoughts come in at 20 meters in height and 300 tons in mass they are as agile as a Scout Frame albeit their overland speed "only" matches that of a Medium Frame.
It is the combination of their speed, agility durability and astonishing death dealing capacity that makes a Dreadnought so deadly, and with their Psi-Knight operators these machines are virtually immune to Psi or even magical trickery.
[special note: A Dreadnought will only be deployable for 1 round and will need another 1 round off for the knight to recuperate.]
[special note 2: Dreadnoughts are massive and mighty war machines when compared to conventional units. Thus they count as being 25% worth higher combat value if there is not a rival dreadnought to face them.

Unit Name: Dreadnought Carrier (TL3 | High Quality)
Cost: 150 ISC / 10 MI
Combat Value: ~
Time to Build: 5 quarters
Special: Psi-Shield
Description: The "Dreadnought carrier" is a flying "castle" designed to house a Dreadnought, its knight and their staff of servants, mechanics, medics and so forth. These craft are heavily fortified and defended but are not designed to go on the offensive and will generally attempt to escape any combat should they come under attack.
These craft are capable of limited interstellar travel but prefer to "attach" to a larger ship for longer voyages.
Strike Fighter Squadron (TL3)
Attack [Starship]: 7/0/0
Attack [System Ship]: 4/0/0
Defense: 4
Speed: 10
Evasion: 4
Build Time: 4 quarters
ISC Cost: 50 + 10 = 60
MI Cost: 5

Fighter Squadron
(TL3)
Attack [Starship]: 0/0/0
Attack [System Ship]: 7/0/0
Defense: 4
Speed: 8
Evasion: 2
Build Time: 4 quarters
ISC Cost: 60 + 12 = 72
MI Cost: 6

Bomber Squadron
(TL3)
Attack [Starship]: 7/6/0
Attack [System Ship]: 0/0/0
Defense: 4
Speed: 8
Evasion: 6
Build Time: 4 quarters
ISC Cost: 80 + 16 = 96
MI Cost: 8

Diplomatic Relations:
Solarian Confederation:
- Trade
- Non-Aggression Pact
- Defensive Pact

Freebooterz Confederacy:
- Trade
 
Last edited:
Secondskink's Nation
Solarian Confederation Mil-Gov
Type of Government: Military Oligarchy

Name of Ruler(s): Sky Marshall
Species Name: Solarian
Species Description: Solarian Standard

System Eta Odysseus
Planet Type:
Rocky
Terrestrial
Standard Gravity

Level 3 Psionics (6 NDP)
Level 2 Magic (2 NDP)
Tech Level 3 (10 NDP)
Line Ship Builder (3 NDP)
System Ship Builders (2 NDP)
Fanatical Population (2 NDP)
+50 MI (5 NDP)

Assets:
1 Home System generated towards balanced starts including all players having a special "Homeworld" class planet.[players will start with a 5,000 ISC worth of system]
30 Nation Creation Points.
50 Black Star Crystals
30,000 ISC worth of military [MI is ignored].
1 Gift of the Voice class TL4 Super-Line Ship.
100 +50 = (150) Military Infrastructure.
50 Black Star Crystal Manufacturing.

Star Citadel (TL 3)
Attack: 18/17/15/6
Defense: 17
Maneuver: 4
Hull Points: 6
Build Time: 10 quarters
ISC Cost: 1200 +20% = (1,440 ISC)
MI Cost: 120
- Siege Gun: The siege gun is a massive cannon capable of firing an incredibly powerful etheric bolt at very long ranges. Siege gun shots equal the attack value of the station +4 and grant an attack of 6 at range 4.
- CTS

Claymore class Special Action Lineship (TL 3)
Attack: 18/16/14
Defense: 16 -2+4 = 18
Speed: 7+1 = 8
Dimensional Rift: 7
Hull Points: 4
Build Time: 10 quarters
ISC Cost: 1000+20% -25%+250 = 1200 ISC
MI Cost: 100
[special note: Lineships due to their sheer size and cost come with 1 battalion of spacetroopers for free]
- Mage Tower
- Psionic Focusing Chamber
- Magitech Shields

Zweihander class Lineship (TL 3)
Attack: 18/16/14 +2 = 20/18/16
Defense: 16 -2 +2 X1.25 = 20
Speed: 7 + 1 = 8
Dimensional Rift: 7
Hull Points: 4
Build Time: 10 quarters
ISC Cost: 1000+20% -25%+250 = 1200 ISC
MI Cost: 100
[special note: Lineships due to their sheer size and cost come with 1 battalion of spacetroopers for free]
- All Big Guns
- Heavy Defenses
- Magitech Sheilds

??? class Lineship (TL 3)
Attack: 18/16/14
Defense: 16 -1 +4 = 19
Speed: 7 + 1 = 8
Dimensional Rift: 7
Hull Points: 4
Build Time: 10 quarters
ISC Cost: 1000+20% -25%+250 = 1200 ISC
MI Cost: 100
[special note: Lineships due to their sheer size and cost come with 1 battalion of spacetroopers for free]
- Planetary Assault Module: These modules allow ships to carry two full planetary brigades + a commando brigade ready to "hot drop" onto a planet.
- Planetary Assault Module: These modules allow ships to carry two full planetary brigades + a commando brigade ready to "hot drop" onto a planet.
- Psionic Shields

??? class Patrol Ship (TL 3)
Attack: 8/7/5
Defense: 7
Speed: 8
Dimensional Rift: 7
Hull Points: 2
Build Time: 6 quarters
ISC Cost: 350 +20% = 420 ISC
MI Cost: 35
- Carrier
- Carrier

??? class Patrol Ship (TL 3)
Attack: 8/7/5
Defense: 7
Speed: 8
Dimensional Rift: 7
Hull Points: 2
Build Time: 6 quarters
ISC Cost: 350 +20% = 420 ISC
MI Cost: 35
- Heavy Defenses
- Secondary Batteries

Wanderer class Survey Ship (TL 3)
Attack: 8/7/5
Defense: 7-1 = 6
Speed: 8
Dimensional Rift: 7 X 1.25 = 9
Hull Points: 2
Build Time: 6 quarters
ISC Cost: 350 +20% = 420 ISC
MI Cost: 35
- Survey Module: A survey module allows a vessel to take detailed scans of a system allowing it to be mapped out for potential colonization.
- Dimensional Scryer Chamber: The Dimensional Scryer chamber is the arcane chamber for the most elite of navigators which allows them to see through the dimensional rifts and jump further and more safely than ships piloted by normal navigators using normal navi-chambers.
- Psi-Shields

??? class Archeology Ship (TL 3)
Attack: 8/7/5
Defense: 7 -1 = 6
Speed: 8
Dimensional Rift: 7 X 1.25 = 9
Hull Points: 2
Build Time: 6 quarters
ISC Cost: 350 +20% = 420 ISC
MI Cost: 35
- Archeology Module: An archeology module –as the name suggests- is used by specialist archeology teams to search for relics and dig them up in as safe a manner as possible.
- Dimensional Scryer Chamber: The Dimensional Scryer chamber is the arcane chamber for the most elite of navigators which allows them to see through the dimensional rifts and jump further and more safely than ships piloted by normal navigators using normal navi-chambers.
- Psi-Shields

Wagon class Colony Ship (TL 3)
Attack: 8/7/5
Defense: 7 -1 = 6
Speed: 8
Dimensional Rift: 7 X 1.25 = 9
Hull Points: 2
Build Time: 6 quarters
ISC Cost: 350 +20% = 420 ISC
MI Cost: 35
- Colony transporter: A colony transporter module carries prefabricated bases which it will then lower to a planetary surface complete with the "on ice" colonists/staff that will be woken up upon the base arriving on the surface of the intended world.
- Dimensional Scryer Chamber: The Dimensional Scryer chamber is the arcane chamber for the most elite of navigators which allows them to see through the dimensional rifts and jump further and more safely than ships piloted by normal navigators using normal navi-chambers.
- Psi-Shields

??? class Support Ship (TL 3)
Attack: 8/7/5
Defense: 7
Speed: 8
Dimensional Rift: 7
Hull Points: 2
Build Time: 6 quarters
ISC Cost: 350 +20% = 420 ISC
MI Cost: 35
- Repair Drone Bay
- Repair Drone Bay

Aegis class Guard Ship (TL 3)
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7
Hull Points: 1
Build Time: 4 quarters
ISC Cost: 200 +20% = 240 ISC
MI Cost: 20
- Area Defense System
- Area Defense System

Gladius class Guard Ship (TL 3)
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7
Hull Points: 1
Build Time: 4 quarters
ISC Cost: 200 +20% = 240 ISC
MI Cost: 20
- Disruptor Banks
- Secondary Batteries

??? class Long Range Scout Guard Ship (TL 3)
Attack: 6/6/5
Defense: 5 - 1 = 4
Speed: 9
Dimensional Rift: 7 X 1.25 = 9
Hull Points: 1
Build Time: 4 quarters
ISC Cost: 200 +20% = 240 ISC
MI Cost: 20
- Interstellar Pluse Comm
- Dimensional Scryer Chamber
- Psionic Shields

??? class Communication Guard Ship (TL 3)
Attack: 6/6/5
Defense: 5
Speed: 9
Dimensional Rift: 7 X 1.25 = 9
Hull Points: 1
Build Time: 4 quarters
ISC Cost: 200 +20% = 240 ISC
MI Cost: 20
- Interstellar Pluse Comm
- Magical Communication Chamber

??? class Cutter Squadron (TL 3)
Attack [Starship]: 5/0/0
Attack [System Ship]: 4/0/0
Defense: 4 +20%
Speed: 10 +2
Evasion: 4
Build Time: 2 quarters
ISC Cost: 50 +20% -25% = 47.5 ISC
MI Cost: 5
- Improved Defense
- Enhanced Drive Core

Wyvern class Striker Squadron (TL 3)
Attack [Starship]: 2/0/0 -20%
Attack [System Ship]: 7/0/0 +10%
Defense: 6
Speed: 10+2
Evasion: 4
Build Time: 2 quarters
ISC Cost: 60 +20% -25% = 57 ISC
MI Cost: 6
- Rapid Fire Cannons
- Enhanced Drive Cores

??? class Brawler Squadron (TL 3)
Attack [Starship]: 7/6/0
Attack [System Ship]: 0/0/0
Defense: 4
Speed: 8+2
Evasion: 6
Build Time: 2 quarters
ISC Cost: 80 +20% -25% =
MI Cost: 8
- Disruptor Banks
- Enhanced Drive Cores

Planetary Assault Brigade (TL 3, High Quality)
Cost: 45 ISC / 3 MI
Combat Value: 4
Build time: 5 quarters
Description: A planetary assault brigade is a combined arms force of infantry, frames and aerospace units designed to attack a planetary surface and secure it.

Unit Name: Planetary Defense Brigade (TL 3, High Quality)
Cost: 30 ISC /2 MI
Combat Value: 3
Build time: 5 quarters
Description: A planetary defense brigade as the name suggests is designed for the defense of a planet already owned by a nation or its allies. These units are not capable of being deployed on offensive operations as they lack the training and equipment necessary to do so without incurring massive losses.

Unit Name: Battlesuit Brigade (TL 3, High Quality)
Cost: 67.5 ISC /5 MI
Combat Value: 6
Build time: 7 quarters
Description: A battlesuit brigade is similar to a planetary assault brigade but its infantry forces are equipped with far more powerful and advanced suits of armor with more advanced weapons than those of planetary assault or defense brigades.
Required: TL3

Total (29,579)
Astrofleet (21,819 ISC)
6 X Zweihander class Line Ships (7,200 ISC)
3 X Claymore class Special Action Line Ships (3,600 ISC)
3 X ??? class Assault Line Ships (3,600 ISC)
8 X ??? class Patrol Carriers (3,360 ISC)
3 X Wanderer class Survey Ship (1260 ISC)
1 X Intrepid class Archeology Ship (420 ISC)
1 X Wagon class Colony Ships (420 ISC)
46 X ??? Cutter System Ships (2280 ISC)

Stations (1,840 ISC)
Trade Station (400 ISC)
Star Citadel (1,440)

Ground Forces (5,850 ISC)
1 X Planetary Shield (1,000 ISC)
40 X Planetary Assault Brigades (1,800 ISC)
20 X Battlesuit Brigades (1,350 ISC)
10 X Psi Commando Brigades (600 ISC)
11 X Combat Mage Brigades (440 ISC)
5 X Dreadnaughts (1,500 ISC)
 
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Commissar Jhon's Nation
Razhkom Central Goverment (RazGov, RCG)



Type of Government: Federal Republic
Name of Ruler: Grand Councillor Arkadi Laizli, chosen head of the Kaima Council.
Species Name: Solarian
Species Description: Relatively Standard Solarians
Planet Type: Rocky / Terrestrial / Standard Gravity​


Territory/Assets:
Home System: "Tahfka", Suroth Sector [Hex: 809]
(Income: 5504 ISC; Trade Value: 2201,6‬ ISC; BSC Production: 50; Military Production: 100)


Razhkom (Homeworld):
5 Territories
Rocky, Terrestrial, Standard [3/3]
Income: 3,300 (3,000 base + 300 efficient taxes)
Trade Value: 1 188 (990 base + 198 trade masters)

Daivala:
2 Territories
Rocky, Arctic, Heavy [1/3]
Income: 440 ISC (400 base + 40 efficient taxes)
Trade Value: 158,4‬ ISC (132 base + 26,4 trade masters)

World 3:
3 Territories
Rocky, Desert, Standard [2/3]
Income: 1,320 ISC (1,200 base + 120 efficient taxes)
Trade Value: 475,2 ISC (396 base + 79,2 trade masters)

Asteroids:
6x Crystal Asteroids: 60 x 6 = 540 ISC (360 base + 180 asteroid miners)
1 Rocky Asteroid: 30 x 1 = 30 ISC + 10 ISC = 40 ISC (40 base + 20 asteroid miners)
Note: your rocky asteroid is special and gets a bonus 10 yay!

Infastructure:
- 100 Military Infrastructure
- 50 Black Star Crystal Manufacturing
- 1 Very Large Communications Array
- Star Gate (Tahfka <==> Iscandar Station)

Resources:
50 Black Star Crystals


Racial Traits [0 NDP]:

Magic
Level 1 [0 NDP]: After the awakening of magic with the opening of the Great Rift; every known species has been touched by it on some level. With this level of magic a species is barely touched; only enough so that they can access the most basic of alchemies and forge Black Star Crystals into their usable form.

  • Has access to Black Star Crystal manufacturing. This is essential for the use of dimensional rift technology.
  • Can use existing and active magi-tech artifacts.
  • Very low level magi are probably working in the civil sector.


Psionics
Level 1 [0 NDP]: Your species produces psionics, but they are exceptionally rare and will never quite stack up one-to-one with a similarly trained psion from another race.

  • Has access to basic psi-knights.
  • Has access to navigators [necessary for DRDs]
  • Most "psychics" of this kind of species can sense other-dimensional entities and can sometimes be contacted by them if said being is particularly strong but that's the extent of their telepathic abilities and psychic presence.


Nation Traits [30 NDP]:

Ship Building Mastery [9 NDP]:
  • Escort Ships cost 25% less ISC.
  • Patrol ships cost 25% less ISC.
  • Line Ships cost 25% less ISC.
  • System Ships cost 25% less and take 2 months less to build.

Fanatical Population [2 NDP]:
  • Your population is willing to go to great lengths to serve the state which gives them excellent morale on and off the battlefield.

Martial Tradition [2 NDP]:
  • Your culture has a long and storied tradition of military service making them ready to answer the call at a moment's notice. All basic planetary forces take 2 quarters to build even if they would normally take longer.

Station Builders [3 NDP]:
  • Stations cost 25% less ISC.

Foundation Builders [4 NDP]:
  • Wherever your people choose to build on new worlds; whether it be outposts or full colonies they do it well and they do it swiftly All colonies/outposts cost 25% less and Colonial bases become 100% productive as soon as their total cost is paid for.

Trade Masters [2 NDP]:
  • Trade value is increased by 20%.

Efficient Tax Masters [2 NDP]:
  • Colonies generate an additional 10% ISC.

Expert Miners [1 NDP]:
  • Your people are skilled miners and can often eek out more resources from an asteroid than others. [+50% yield of resources per mined asteroid].

Master Communicators [2 NDP]:
  • Your people have mastered the art of building VLCAs. They now cost 30% less ISC and take 25% less time to build.

Military Industrial Complex [3 NDP]
  • Your people have become adept at the production and expansion of military industry and are capable of a 50% improvement in expansion rates over the other races. [may expand their military infrastructure by up to 15% per 4 quarters]


Razhkom Central Goverment Fleet (RCG Fleet)

Gift of the Voice Class Lineship
Type: Lineship (TL-4)
Attack: 24/22/20
Defense: 20
Speed: 9
Dimensional Rift: 9
Hull Points: 6
Perks: Capital Turret System, MagiTech Shields, All Big Guns, Teleportarium
Information:


Arhkan Class Battleship
Type: Lineship (TL-1)
Attack: 16/14/12
Defense: 14
Speed: 5
Dimensional Rift: 5
Hull Points: 4
Perks: Capital Turret System, Area Defense System
Build Time: 10 quarters
ISC Cost: 1000
MI Cost: 100
[Note: Lineships come with 1 battalion of spacetroopers for free and capable of carrying a brigade of non-drop ready planetary unit]
Information: Arhkan is the first mass-produced heavy warships that were approved by the government, with the main purpose of serving as a "Foward Operating Base" in the vastness of space. As such, the ships were first made to be self-sufficient, which was produced with the help of newly implemented CTS (Capital Turret Systems). However, as their knowledge of the Sector expanded, it was realized that the battles with massive formations were going to be inevitable thing much sooner than initially anticipated. To fix the inherent gap in their design, they used their current defensive systems to connect with the local Razhkom ships to be able to increase coordination in creating a protective bubble by covering each other. While this made the ships well-rounded, able to respond against most threats, it has been only theoretics due to not be tested in battle.


Yamir I Class Transport Frigate
Type: Guard Ship (TL-1)
Attack: 4/4/3
Defense: 3
Speed: 7
Dimensional Rift: 5
Hull Points: 1
Perks: 2x Planetary Assault Module
Build Time: 4 quarters
ISC Cost: 200
MI Cost: 20


Yamir II Class Colony Frigate
Type: Guard Ship (TL-1)
Attack: 4/4/3
Defense: 3
Speed: 7
Dimensional Rift: 5
Hull Points: 1
Perks: Survey Module, Colony transporter
Build Time: 4 quarters
ISC Cost: 200
MI Cost: 20

Home Fleet:
1x Gift of the Voice Lineship (1x Combined Arms Brigade)
12x Arkhan Battleships (12x Combined Arms Brigade)
4x Yamir II Cargo Frigates (16x Combined Arms Brigade, 8x Kaima Guards Brigade)

Exploration Group I:
2x Arkhan Ships (2x Combined Arms Brigade)
2x Yamir II Colony Frigates

Exploration Group II:
2x Arkhan Ships (2x Combined Arms Brigade)
2x Yamir II Colony Frigates

Exploration Group III:
2x Arkhan Ships (2x Combined Arms Brigade)
2x Yamir II Colony Frigates

Exploration Group IV:
2x Arkhan Ships (2x Combined Arms Brigade)
2x Yamir II Colony Frigates

Exploration Group V (MISSING):
2x Arkhan Ships (2x Combined Arms Brigade)
2x Yamir II Colony Frigates

Exploration Group VI:
2x Arkhan Ships (2x Combined Arms Brigade)
2x Yamir II Colony Frigates

Gift of the Voice Class Lineship: 1
Arhkan Class Battleship: 24
Yamir I Class Transport Frigate: 6
Yamir II Class Colony Frigate: 12

Razhkom Central Goverment Army (RCG Army)


Razhkom Combined Arms Brigade
Unit Type: Planetary Assault Brigade
Unit Quality: Standard, TL 1
Cost: 30 ISC / 3 MI
Combat Value: 2
Build time: 4 quarters
Information: RCG Armies first and last response, Combined Arms Brigade consist of various infantry, frames and aerospace battalions. Although not particularly technologically advanced in the vastness of galaxy, they have the capacity to be particularly lethal opponents if given chance.



Razhkom Militia Brigade
Unit Type: Planetary Defense Brigade
Unit Quality: Standard, TL 1
Cost: 20 ISC /2 MI
Combat Value: 1
Build time: 4 quarters
Information: Consisting of conscripts, cadets and even police forces to an extend, the Militia is somewhat of a pushover in comparison to the proper Combined Arms Brigade, mainly meant to enforce peace within its borders and police the regions. When needed to, they are capable of putting up a fierce defence until the proper force is organized to relieve them.



Kaima Guard Brigade
Unit Type: Commando Brigade
Unit Quality: Standard, TL 1
Cost: 50 ISC / MI
Combat Value: ~
Build Time: 4 quarters
Information: Kaima Guard is one of the few remaining past relics of the Razhkom's history, having served as protectors and bodyguards of the Councillours. In times of need, they were also formed into a regiment as a frontline force, outstripping majority of the more regular men. Nowadays Kaima Guard have strayed away from their traditional roles of personal guard and frontlines troops into special forces unit. Despite the changes, they are still often seen accompanying influential figures in Razhkom.

RazGov Combined Arms Brigade: 50
RazGov Militia Brigade: 10
Kaima Guard Brigade: 14

Razhkom Home Force:
9x Combined Arms Brigade
4x Kaima Guards Brigade

Daivala Garrison:
5x Militia Brigade
1x Kaima Guards Brigade

Saho Garrison:
5x Militia Brigade
1x Kaima Guards Brigade

Field Army I (Attached to Home Fleet)
28x Combined Arms Brigade
8x Kaima Guards Brigade

Colonial Marines Group I (Attached to Exploration Group I):
2x Combined Arms Brigade

Colonial Marines Group II (Attached to Exploration Group II):
2x Combined Arms Brigade

Colonial Marines Group III (Attached to Exploration Group III):
2x Combined Arms Brigade

Colonial Marines IV (Attached to Exploration Group IV):
2x Combined Arms Brigade

Colonial Marines V (Attached to Exploration Group V) (MISSING):
2x Combined Arms Brigade

Colonial Marines VI (Attached to Exploration Group VI):
2x Combined Arms Brigade
 
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UPDATE TO THE OP:

Players will also be starting with a Star Gate connecting their space to Iscandar Station.
 
Rules clarification for Black Star Crystals.
Rules Clarification for Black Star Crystals
Alrighty so it came to my attention in Discord that one of the rules wasn't as clear as I thought so I am clarifying it here for folks.

Every quarter your BSC manufacturing is created automatically,
You can then purchase up to the limit of your production capacity additional BSC with your ISC. This is basically working your crews overtime and working your machinery harder. Its good if you need a boost in the short term but might not be so good long term.

So let us say you have BSC manufacturing capacity of 50.
Quarter 1 rolls around you get 50 BSC "free" to your manufacturing.
You can then choose to spend ISC to purchase an additional 50 BSC for that quarter. The cost of BSC will be variable per quarter so sometimes it might be prohibitively expensive to overwork yours and you might want to find if others have stockpiles available to sell you. While other times the aether conditions might be absolutely perfect for overclocking your BSC production to give yourself extra stockpile.

BSC can be bought, traded, sold etc with NPCs and PCs alike that are willing.
 
Clarification on Starting location and System Naming:
Clarification: System Creation/Naming:

So Another point that has come up in Discord [yay for real time communication making it easier!]

Your home system "doesn't exist" on the map yet. You get to name your own system and just let me know in the description where you'd like it to be.

The Sectors:
Surroth Sector is kind of the "beginner player" sector that was meant more for players to have room and less risk of directly interacting with a heavy hitter power if they don't want to.

Aegeon Sector is also an acceptable starting place for players but if you poke the wrong things you are a little bit more likely to draw the ire of the Proceryans or another "old" power. It's also physically smaller.

Perdition Sector: RIGHT OUT! As a player starting zone this won't work at all. Most of the sector is engulfed in Dimensional Storms that would make it like starting in a blender with your tender bits so I won't do that to players. There are a few "free systems" on the fringes of the storm but they mostly act as waystations for anyone that is willing to risk the StormZone to search the haunted stars and demon worlds of the once great civilizations of the Perdition Sector.

How it works mechanically is go ahead and name your system [like make up a name you like] and give me an idea where in space you'd like to be and if it makes sense I'll go ahead and at least place you near that location.
 
Awetduck's Nation
The Vanda'har Admiralty

Type of Government
: Benign Magocracy
Name of Ruler: Vesha Tub'bar, Shipmistress of the Home Fleet
Species Name: Vanda'o
Species Description: Lanky, amphibious bipeds

Homeworld: Rocky, Arctic, Low-Gravity
Uvasha'Vanda "the great shell" is a small, porus world ringed by 25 kilometers of ice with a tropical ocean below the ice shell that extends 10 kilometers in depth to the rocky mantle. The shell thins to only 1 kilometer at the southern pole and here the great cities of the Vanda'o extend from the ice to the surface as plumes of steaming water travel tidally from the core to the surface. This dramatic change between tropical subaquatic ecology and frozen surface have caused the Vanda'o to be comfortable only in arctic or tropical climate, low gravity worlds.


Starting Player Resources:
1 Home System generated towards balanced starts including all players having a special "Homeworld" class planet.[players will start with a 5,000 ISC worth of system]
30 Nation Creation Points.
50 Black Star Crystals
30,000 ISC worth of military [MI is ignored].
1 Gift of the Voice class TL4 Super-Line Ship.
100 Military Infrastructure.
50 Black Star Crystal Manufacturing.

Technology: TL 2 [4 NDP]
Magic: ML 3 [8 NDP]
Psionics: PL 2 [2 NDP]

Fanatical Population [2 NDP]:
System Ship Builders [2 NDP]
System Ships cost 25% less and take 1 quarter less to build.
Expert Miners [1 NDP]:
Your people are skilled miners and can often eek out more resources from an asteroid than others. [+50% yield of resources per mined asteroid].

Station Builders [3 NDP]:

Stations cost 25% less ISC.
Ancient Relics [3 NDP]:
The worlds of your home system have not yet been thoroughly explored with modern technology and are suspected to be home to ancient relics.
Starting Extra Moon
1 moon settlements (2 NDP)
Magi-Mastery [3 NDP]:
Magic technology and units cost 30% less.

Lancer Class Brawler Squadron: x 30
Attack [Starship]: 6/4/01
Attack [System Ship]: 0/0/0
Defense: 3
Speed: 7
Evasion: 5
Build Time: 4 quarters
ISC Cost: 80
MI Cost: 8

Heavy Cannon: The spinal mounted weapon in an anti-starship system ship is made larger and gives a +10% attack value against Starships but a -20% against system ships
Disruptor Banks: A system ship is loaded with banks of specialized disruptor torpedoes designed to help them attack larger Starships and disrupt their defense screens which reduces the defense rating of a targeted Starship.

Buckler Class Cutter Squadron x 30
Attack [Starship]: 4/1/1
Attack [System Ship]: 3/1/1
Defense: 3
Speed: 9
Evasion: 3
Build Time: 4 quarters
ISC Cost: 50
MI Cost: 5

Recon Module: The recon module allows a squadron of system ships to act as forward lookouts for a fleet or mothership.
Advanced Evasion Systems: The AES is not a single device but rather a suite of systems that allow a system ship to make even more drastic maneuvers to evade incoming fire. +10% evasion rating.

Lighthouse class lineships x3
Attack: 17/15/13
Defense: 15
Speed: 6
Dimensional Rift: 6
Hull Points: 4
Build Time: 10 quarters
ISC Cost: 1000
MI Cost: 100
[special note: Lineships due to their sheer size and cost come with 1 battalion of spacetroopers for free]
[special note 2: Lineships are the only vessel that can carry a brigade of
non-drop ready planetary units stored for transport]
Teleportarium: The Teleportarium is a high magitech chamber which creates a miniature dimensional rift between two points. This chamber can be used to replace the planetary assault bay and the space trooper bay as it can transport anything from a small strike team of commandoes up to a full assault force of two brigades past the conventional shields of a planet or ship alike. The primary drawbacks of this massive chamber are its comparatively short range and the fact it takes Magic Level 3 to produce making it a comparatively rare piece of technology.

MagiTech Shields: Outfitting a starship with magitech shields makes it immune to the effects of disruptor torpedoes but results in less overall resistance to conventional damage.
[Mechanical terms: Makes a ship immune to the effects of disruptor torpedoes.
-1 to defense roll for Guard Ships and Light Patrol Ships
-2 defense roll for Heavy Patrol Ships and Lineships

Does not take a perk slot as it replaces the conventional shields of a starship
Makes a ship harder to effect with magic attacks]
Requires: Magic level 2

Mage Tower: A ship gains the "mage tower" module which allows for a team of specially trained combat mages to attempt to use magic against their foes.
[note that since this has some room for player flexibility you'll have to be clear in any orders given on what you intend these mage towers to do during a given battle. They can boost attack or defense ratings, potentially teleport soldiers over to a hostile ship, that sort of thing]
[Requires Mage Level 2]


Swarmmother class lineships x 6
Attack: 17/15/13
Defense: 15
Speed: 6
Dimensional Rift: 6
Hull Points: 4
Build Time: 10 quarters
ISC Cost: 1000
MI Cost: 100
[special note: Lineships due to their sheer size and cost come with 1 battalion of spacetroopers for free]
[special note 2: Lineships are the only vessel that can carry a brigade of
non-drop ready planetary units stored for transport]
Carrier Module: A carrier module allows a ship to hold 3 squadrons of system ships.
Repair Drone Bay: This module is designed to carry swarms of repair drones which can be used to restore the hulls of damaged ships without having to return to a station. While slower and not as efficient as a dedicated shipyard these bays can prove critical to supporting long range expeditions.
[Requires TL 2]

MagiTech Shields: Outfitting a starship with magitech shields makes it immune to the effects of disruptor torpedoes but results in less overall resistance to conventional damage.
[Mechanical terms: Makes a ship immune to the effects of disruptor torpedoes.
-1 to defense roll for Guard Ships and Light Patrol Ships
-2 defense roll for Heavy Patrol Ships and Lineships

Does not take a perk slot as it replaces the conventional shields of a starship
Makes a ship harder to effect with magic attacks]
Requires: Magic level 2


Songs of Past and Future Patrol Ship x 9
Attack: 7/6/4
Defense: 6
Speed: 7
Dimensional Rift: 6
Hull Points: 2
Build Time: 6 quarters
ISC Cost: 350
MI Cost: 35

Survey Module
: A survey module allows a vessel to take detailed scans of a system allowing it to be mapped out for potential colonization.
Archeology Module: An archeology module –as the name suggests- is used by specialist archeology teams to search for relics and dig them up in as safe a manner as possible.


Swept On Voidborn Wings Heavy Guard Ship x 9
Attack: 5/5/4
Defense: 4
Speed:10
Dimensional Rift: 10
Hull Points: 2
Build Time: 4 quarters
ISC Cost: 350
MI Cost: 20

Enhanced Drive Core: A heavily upsized [for size of ship] drive core that grants the ship increased speed at the cost of reduced mass for other components. Grants a +2 to speed.
Dimensional Scryer Chamber: The Dimensional Scryer chamber is the arcane chamber for the most elite of navigators which allows them to see through the dimensional rifts and jump further and more safely than ships piloted by normal navigators using normal navi-chambers.
[Adds +25% to a ship's dimensional drive rating]
[Requires Psion level 2]

MagiTech Shields: Outfitting a starship with magitech shields makes it immune to the effects of disruptor torpedoes but results in less overall resistance to conventional damage.
[Mechanical terms: Makes a ship immune to the effects of disruptor torpedoes.
-1 to defense roll for Guard Ships and Light Patrol Ships
-2 defense roll for Heavy Patrol Ships and Lineships

Does not take a perk slot as it replaces the conventional shields of a starship
Makes a ship harder to effect with magic attacks]
Requires: Magic level 2

1st Expeditionary Division Ready Group
Fire Mage Brigade x 2
Water Mage Brigade x 2
Smoke Mage Brigade x 1
Planetary Assault Brigade x2
Planetary Defense Brigade x3

Uvasha'o Dreadnought

2nd Expeditionary Division Ready Group
Fire Mage Brigade x 2
Water Mage Brigade x 2
Smoke Mage Brigade x 1
Planetary Assault Brigade x2
Planetary Defense Brigade x3

Vanda'Bar Dreadnought

Stations
High Shelter x3
Star Citadel:
Attack: 16/16/14
Defense: 16
Maneuver: 3
Hull Points: 6
Build Time: 10 quarters
ISC Cost: 900
MI Cost: 90

Siege Gun:
The siege gun is a massive cannon capable of firing an incredibly powerful etheric bolt at very long ranges. Siege gun shots equal the attack value of the station +4 and grant an attack of 6 at range 4.
Capital Turret System: The CTS is designed specifically to intercept incoming munitions and more importantly the potential swarms of attacking system ships. The CTS is designed to defend only the station it is built on to and has 100% of the Attack value of the station it is attached to when rolling against a system ship force.

Watchword x 3

Frontier Station
Attack: 7/6/4
Defense: 5
Maneuver: 7
Hull Points: 2
Build Time: 4 quarters
ISC Cost: 225
MI Cost: 23

System Ship Bay:
The system ship bay of a station is a module which allows a space station to act as the home base for up to 5 squadrons of system ships.
Deep Space Repair Bay:
The station is outfitted with a massive bay capable of repairing damaged starships without them needing to return to a dedicated shipyard facility. Allows for ships in the system it is located in to be repaired on site.

Aegis x 3
Star Fort
Attack: 9/8/6
Defense:8
Maneuver: 5
Hull Points: 4
Build Time: 8 quarters
ISC Cost: 488
MI Cost: 49

Area Defense System: The ADS is designed to be outfitted onto a station that is meant to protect others around it. The ADS consists of a number of rapid fire etheric cannons in turrets as well as "micro-disruptors" meant to disable the shields of system ships so that its turrets can destroy it. Has a total of 50% of the Attack value of the ship.
Immobilizer Battery: The space station is equipped with a battery of immobilizer pulse cannons to cripple ships which get too close.
Vanda'har
Homeworld: Uvasha'Vanda "The Great Egg"
5 Territories
Rocky, Arctic, Low [3/3]
Value: 3,000 ISC

World 2: Vando'Dobar "Blue Egg"
2 Territories
Rocky, Arctic, Low [3/3]
Value: 1,200 ISC

World 3: Ushanta' Rashta "Dry Sea"
1 Territory
Rocky, Desert, Standard [1/3]
Value: 200 ISC

7x Moons
6 Moon Habs
Value: 100 x 6 = 600 ISC
 
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Clarification: System Creation/Naming:

So Another point that has come up in Discord [yay for real time communication making it easier!]

Your home system "doesn't exist" on the map yet. You get to name your own system and just let me know in the description where you'd like it to be.

The Sectors:
Surroth Sector is kind of the "beginner player" sector that was meant more for players to have room and less risk of directly interacting with a heavy hitter power if they don't want to.

Aegeon Sector is also an acceptable starting place for players but if you poke the wrong things you are a little bit more likely to draw the ire of the Proceryans or another "old" power. It's also physically smaller.

Perdition Sector: RIGHT OUT! As a player starting zone this won't work at all. Most of the sector is engulfed in Dimensional Storms that would make it like starting in a blender with your tender bits so I won't do that to players. There are a few "free systems" on the fringes of the storm but they mostly act as waystations for anyone that is willing to risk the StormZone to search the haunted stars and demon worlds of the once great civilizations of the Perdition Sector.

How it works mechanically is go ahead and name your system [like make up a name you like] and give me an idea where in space you'd like to be and if it makes sense I'll go ahead and at least place you near that location.
Clarification: System Creation/Naming:

So Another point that has come up in Discord [yay for real time communication making it easier!]

Your home system "doesn't exist" on the map yet. You get to name your own system and just let me know in the description where you'd like it to be.

The Sectors:
Surroth Sector is kind of the "beginner player" sector that was meant more for players to have room and less risk of directly interacting with a heavy hitter power if they don't want to.

Aegeon Sector is also an acceptable starting place for players but if you poke the wrong things you are a little bit more likely to draw the ire of the Proceryans or another "old" power. It's also physically smaller.

Perdition Sector: RIGHT OUT! As a player starting zone this won't work at all. Most of the sector is engulfed in Dimensional Storms that would make it like starting in a blender with your tender bits so I won't do that to players. There are a few "free systems" on the fringes of the storm but they mostly act as waystations for anyone that is willing to risk the StormZone to search the haunted stars and demon worlds of the once great civilizations of the Perdition Sector.

How it works mechanically is go ahead and name your system [like make up a name you like] and give me an idea where in space you'd like to be and if it makes sense I'll go ahead and at least place you near that location.
It would appear the discord link no longer works. If this is intentional I'll just go away lol.
 
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