((Draconian tech can't just be looked at and integrated in some small way. You're looking at the blueprints, and how the different things turn all the other gears. You're taking completely different technology, with different measurements, energy requirements, designs, and even a different language, and just fixing it up, just like that? It would take months to properly translate the Draconian language without a messup here or there, a messup that could potentially cause, say, a reactor to overload, or a weapon to overheat.
I wish people were more realistic. You're going up against a very powerful enemy; they're going to have far more experience with other technologies, languages, battle types, etc. Their AIs will translate a language much more efficiently; their VIs will have not nearly as much trouble decoding or breaking an encryption of a different race.
I just gave you an opening, a very big opening, by disrupting the entire Draconian communications network. While the EA is also immobilized, with the same SIDI tearing through their networks, why is it that no one has made a move? It seems only the EA wants to war with the Draconians.
The EA has missiles; they have better technology for hitting moving targets. The Equestrians have better shields and a straight line-of-fire weapon list, so they're better for defending a position from heavy forces. The Triarians are more mobile and equipped to move; they're better for recon, quick-response attacks, and fast-attack tactics.
I have put all 3 of the main opposing nations into a nutshell, and could make them work efficiently. Am I the only one to do so? If so, I feel sorry. I'm not going to let this battle just be a sit-around and fire at each other until one side falls. I will use tactics, and they will be effective, especially if there are no tactics or strategies to counter them.
You have the location of one Draconian planet, and that is where you need to go to find the rest of the planets and stations. I have the location of many, many EA, Equestrian, and Triarian planets, just from the EA's database. Cyber-wise, EA is your weakness, and the Draconians have been exploiting that for some time.))
((I've got to agree with Rogue. Very few here even do tactics. I've only seen people using random overpowered technology to mindlessly charge and #yolo in a battle, and despite that they kept losing and whining about how the Draconians keep godmodding. Why? Because they don't even use the technology correctly. I am confident that every single one of you guys can execute a Thermopylae (basically what happened in the movie 300), but because you lack the minds and cooperation to do so, i'm pretty sure you guys can get squished to bloody goo and rusty scrap in no time.))
((The Equestrians were first making sure there databases aren't vulnerable to attack by the SEDI thing, and they want to prepare a significant enough force first before they try to attack, thats why they haven't told everyone to begin mobilizing, they are selecting forces that are battle ready and close enough to the Dracs planet to mount a attack. A for the improvements most technology under goes extensive testing phases, the improvements are still being tested and it will be a few years before such improvements are widespread, since they know the risks of integrating completely foreign tech with there own tech.)) New Orders-Issued by Steelbones
Applicable to all groups who can receive this message, transmitted via Magilink for security
10th Legion: Go to full mobilization and be picked up by the 11th Fleet
11th Fleet:Prepare to pick up 10th Legion and rally at Point 0-Alpha
12th Fleet:Prepare to pick up all Non-10th Legion Ground forces and rally at point 0-Alpha
GSF Division 5:Fully mobilization and prepare to be picked up the 12th Fleet
Bruma and Manaan Garrisons:Fully mobilization Prepare to be picked up by the 12th Fleet
General Mixed Army 2:Fully mobilization and Prepare to be picked up by the 12th Fleet
All forces advised we have two high value subjects joining us in our rally at 0-Alpha. Targets designated as HM and LP, they will assist with battlefield efforts, both targets receive highest defense priority in case of retreat.
((The lack of tactics on my part is more due that I never really planned out a full military doctrine for the Equestrians as I really didn't expect them to get into battle that often.))
((Coming from someone who is constantly making military items and is participating in practically all inter-galactic conflicts, tactics are a large priority for you.
And Exilius, you make agreeing with me sound regretful >.< xP
And duck, you just make stuff up as you go. You get something new, and you immediately do stuff with it. You would have trouble even just accessing the right files, considering that everything is foreign. It's like receiving a file from a Japanese citizen, very neatly organized into Military files, and Civil files, and then to Weapon files, Armor files, Shield files, Mining files, etc.
It would take longer than what has already passed to just get the right files. And from what I know, the Equestrians don't use any kind of artificial intelligence, which will greatly reduce combat effectiveness against an army with the speed of thought equal to any AI. A Draconian would easily beat a Griffon, because thought processes, weakness exploition and response time would be so much faster.
If you want a fair fight, you're going to have to step up.
An example of all the battles so far:
Team 1 beats Team 2 on the head with a hammer.
Team 2 beats Team 1 on the head with a hammer.
Team 1 beats Team 2 on the head with a hammer.
Team 2 beats Team 1 on the head with a hammer.
Team 1 just received reinforcements; Team 3 and Team 4 joins the fight.
Team 2 beats Team 1 and Team 3 on the head with a sword.
Team 3 beats Team 2 on the head with a hammer.
Team 4 beats Team 2 on the head with a hammer.
Team 2's head breaks. Team 1/3/4 wins!
EA Confrontation
The captain signaled his troops to lay down arms. He came up to the hovercraft, his pistol holstered. "We don't mind the EA, I hope you understand this. But we will not let nations who decided to piggyback on the others that came with the intent to destroy our homeworld get away without any second thought. We will let you do what you wish with this 'Umbrella Pail,' or whatever it's called, as long as you let us do our job. If you have an issue, you are free to speak to my superiors."
((As I said, I starting developing when I got into all these conflicts and starting building military items. As for AIs the Equestrians have some that are connected to computers and such and are more powerful then the AIs of most nations, excluding the dracs. They just not implanted in every single system. Also were considering moving Star Empires to a different forum, Keyguy's putting up a poll for you to vote on.))
((I shall be using tactics as well, don't you worry. And you're right, computer systems are my weakness. Despite having ridiculous processing power, the firewalls are pretty crap. Since comms are down, mobilization is extremely hard, but not impossible.))\
((Also, you're forgetting the time I destroyed a nigh-invincible enemy craft with my comms system. That one was "Team 1 raises hammer above Team 2's head, Team 2 knocks it out of Team 1's hands and makes Team 1 leave.))
Sazkarjhit Confrontation
The Abh smiles at the solution, what with it not involving bloodshed.
"I am glad we were able to resolve this without death, this event has been sent to High Command as well. There will be no change in the surrender treaty."
Fleet Movements
The fleets unaffected by the virus have gathered at Gliese 581g, and a course has been set for the one known Draconian planet. A comms ship has been sent to the Equestrians informing them of the plan and asking for help.
Vrius Situation Old communications ships are being used to deliver messages, and the fleets unaffected by the virus are mobilizing. All secure files are being printed out into physical copies, once everything is printed off the computers will be completely wiped to get rid of the virus. After it has been wiped, the files will be scanned back in. The fact that this has to be done has given quite a shock to the EA, and plans are being made to upgrade the firewalls. One of these plans includes an entire planet dedicated to antivirus operations, and even it is being considered insufficient. As such, robotic builders have been dispatched to a dozen worlds and have begun ripping them apart and converting them into supercomputers, given the current technology, the combined power of these would be trillions of times the power of all biological brains in EA territory.
EAS Defiance With the sudden appearance of an omnipotent creature, half the crew rushes to do what he told them to while the other half slams their palms into their foreheads. The shields go up, electricity coursing through the hull to repel any damage and the blue forcefield encasing the ship.
Rollback Post to RevisionRollBack
Your friendly neighborhood, mentally unstable, delusional Trekkie!
"The sky calls to us. If we do not destroy ourselves, we will someday venture to the stars." -Carl Sagan
All my posts are required reading for NSA agents.
EA's Message
"We already have our forces in position, we will strike first, fall in behind us" Attack on Draconian Planet A1(As Designated by Equestrian Forces)
The fleet begins moving out, however a stealth ships move ahead the fleet, carrying the High Archmage and Princess Luna. Only the Admirals and Generals actually know what they are planning to use her for in the assault, but it won't be pretty for the Draconians. The fleet is prepared to strike, and are waiting for the EA fleets to get into position. Message to the Triarians(Secured via Magilink using Selkath)
"The Draconians are under attack from a similiar virus as the EA, now is the time to strike. We have forces moved in and prepared, send any spare fleets you can."
Species: Orcs, a violent, savage, war mongering species. Despite their crude nature, the Orcs are still an intelligent species. Orcs can be described as having green skin, an usually ugly face, large sharp teeth, and an extremely muscular body. Orcs range from six feet to seven feet and their weight can be anywhere from 250 pounds to 350 pounds.
Description of Government: The Orcs have a hereditary monarch, known as the Chieftain, that serves as the main ruler, but the clan overlords form a council that the monarch will take advice from when the monarch makes any major decisions. The only real power that the clan overlords own is the ability to govern their own clans and the ability to take the monarch out of power with a majority of the council of clan overlords voting for the removal of the monarch. The overlords are normally allowed to govern their own clans in their own way, but the monarch has the right to overrule any decisions that the overlords make that the monarch doesn’t agree with. The main role of the monarch is to keep the clans unified and to guide the empire as a whole in times of emergency.
Description of Military: The Orcs are experts in the art of war due to their culture being centered on the creation of fierce warriors. The Orcish military is composed of a very basic ranking and organizational system with clear boundaries on who is who.
The Chieftain – The “commander and chief” so to speak. The Chieftain is the absolute ruler of the military and it is he who makes the final decisions for the entire Orcish military.
The Overlords – The leaders of the clans are not only political leaders, but also military leaders as well. They take their orders from the Chieftain and only the Chieftain. The Overlords are well versed in military tactics and strategies, more so than anyone else except the Chieftain.
The Warlords – The field commanders who lead the grunts and fight with the grunts. They take their orders from the Overlords and they carry them out in the best fashion possible. The Warlords are selected by the Overlords based on their bravery, strength, and intelligence.
The Grunts – The backbone of the Orcish military, the Grunts are the standard soldiers that do the majority of the conventional fighting. They are well-trained in the arts of combat and they follow their leaders’ orders without question.
Ground Forces: The Orcs excel in ground combat which includes combat on planets, inside ships, and other forms of fighting that don’t include the use of airborne vehicles. The Orcish military do have ground vehicles but the majority of the Grunts prefer to use their wide variety of weapons and tools to wreak havoc on the enemy. The senior Grunts make up the majority of those who use the vehicles and other mechanical combat devices due to them being a little weaker in actual combat compared to the new, younger Grunts.
The Roggurk – The standard infantryman is referred to as a “Roggurk”. They are the Grunts that do the ground fighting rather than the combat between ships in space. The typical Roggurk is equipped with body armor covering the whole body, head to toe. The body armor is made of a strong material and has its own shield system which allows for the armor to withstand small arms fire without suffering injury, but should the shields be taken down then the armor would only be effective at stopping shrapnel from harming the user. For the weaponry, the Roggurk is issued a ranged plasma weapon of their choice and an energy axe for close range combat. The axe is the preferred weapon of choice by the Orcs and they will attempt to use it every opportunity they have.
The Dorrak – The combat vehicle preferred by the majority of the Orcs. It is a tank equipped with dual cannons that can fire a wide variety of ammunition for different situations and enemies. The Dorrak is effective against both ground and air vehicles due to the advanced nature of its targeting systems and the power that the cannons unleash. It has strong armor that can withstand small arms fire as well as most anti-armor infantry equipped weapons. Its weak spot is located all on the top side of it making it vulnerable to air vehicles.
The Komarod – The armored personnel carrier used to transfer Orc troops when the drop ships are unavailable. The Komarod is equipped with a small cannon to provide covering fire for any infantry units that may be entering or exiting the vehicle. It has decent armor that protects it from small arms fire, but an anti-armor weapon should be able to punch a hole through it should it hit the right spot. The Komarod is able to carry eight Orcs plus the driver and gunner making it a total of ten Orcs including weapons and supplies.
The Mog – The command vehicle used by the Overlords and the Warlords to communicate with each other and their troops. It is a well armored vehicle with no armaments with the sole purpose of it to keep the leaders in a safe, mobile location that they can give and receive orders from. The armor is able to withstand small arms fire, anti-armor infantry equipped weapons, and air vehicles need to hit the command vehicle with a lot of ordnance in order to destroy it.
Space Forces: The Orcs have a large number of ships with many good qualities and a few bad ones as well. The Orcish navy is composed of ships with excellent armor and shielding that is capable of taking an enormous amount of beating while still being able to function a hundred percent properly, however, the ships only have mediocre weaponry that isn’t too powerful, but it is accurate and hits what it means to hit. The weaponry is able to take out frigates or smaller ships with less armor and shielding with relative ease, but anything stronger is hard to destroy. To make up for the weak weaponry, the Orcs have become experts in the boarding of ships and the combat that goes on within them. Orcish ships also have only mediocre engines that can’t go as fast as other races, but their slipspace drives enable them to travel extremely fast to certain locations, nevertheless, the Orcs are still slow in battle and slipspace drives don’t change that.
Gulrok Drop Ship – The Gulrok is a drop ship used to transport troops, supplies, and vehicles in atmosphere, but it is also still functional in space so it can be used to board ships by using the hangar area as the entry point. It is swift and agile with armor, but only minor shields that make no real difference except for when small arms fire does no damage to it. The Gulrok can carry 16 fully geared Orcs and a single vehicle or supplies. It is armed with a nose mounted plasma cannon with the intent of it being used as support fire for ground troops.
Buzga Boarding Ship – The Buzga is a swift and agile troop carrier used to board enemy vessels. It works by attaching to the enemy ship from the outside then burning a hole into the interior of the ship where the Orcs can enter the ship. The Buzga usually creates an entry point in the weak points of the ship such as exterior windows. The boarding ship has just enough armor and shielding to survive a few hits from various fighters and turrets until its troops are deployed within the enemy ship. It has no armaments whatsoever as its main goal is to get the troops in and not to engage the enemy.
Thuldur Fighter – The Thuldur is a swift, maneuverable, and small fighter used for both space combat and in atmosphere combat. It has armor and shielding capable of withstanding a decent amount of punishment from enemy fighters. The Thuldur is equipped with forward firing plasma cannons and several ship to ship missiles for use on other fighters.
Agronak-Class Light Frigate – The Agronak is a troop carrier and is used to hover and/or land in atmosphere to deploy troops on the ground. The frigate is armed with mostly plasma based weaponry with the exception of its nuclear missiles and Ludan Missile pods, which are used to deal with unshielded foes in space or on the ground.
Gomoku-Class Heavy Frigate – The Gomoku is a vessel used for fleet support and is meant to engage in ship to ship battles. The frigate is armed with mostly plasma based weaponry with the exception of its nuclear missiles and Ludan Missile pods, and the heavy frigate contains a weaker version of the energy projector used on other larger ships. The weaker version of the energy projector has reduced range, less powerful beam, and isn’t able to stay on for very long.
Zugrad-Class Destroyer – The Zugrad is a warship used to support larger ships in a fleet with its larger array of weaponry than the frigates. The destroyer is armed with once again plasma based weaponry in the form of turrets, nuclear missiles, and Ludan Missile pods. The destroyer has a slightly stronger energy projector than the Gomoku, but it is still weak compared to the larger ships such as the cruisers. The armor on the Zugrad is much more compared to the frigates due to the fact that the destroyers were meant to face and destroy the enemy.
Zunhurtz-Class Light Cruiser – The Zunhurtz is a toned down version of the Gromagash in both size and weaponry. The Zunhurtz has the plasma turrets, nuclear missiles, Ludan Missile pods, and an energy projector weaker than those found on a Gromagash. The light cruiser can serve as a flagship in smaller groups of ships, but the heavy cruiser is the preferred flagship by most fleets as it is more powerful.
Gromagash-Class Heavy Cruiser – The Gromagash is a ship capable of many different roles both on and off the battlefield with the roles ranging from being a flag ship to a troop carrier to being the escort of a larger ship. Despite its many uses, all Gromagashs have the same armaments with having plasma turrets, Ludan Missile pods, and a powerful energy projector. The armor and shielding is quite strong on this vessel as it is used commonly in naval engagements.
Thulkash-Class Carrier – The Thulkash is a troop, supplies, and fighter carrier that is a necessity in planetary invasions as well as large naval engagements where the mass deployment of fighters is necessary to combat the enemy. The carrier has no armaments except for Ludan Missile pods and a weak energy projector which is really only used as a last resort. It has strong armor and shielding as a good defense is really the only offense in this situation.
Grinaz-Class Super Carrier – The Grinaz is basically a larger version of the Thulkash that is able to carry more troops, supplies, and fighters. It is also able to carry more Ludan Missile pods and its energy projector is stronger. The armor and shielding is also much stronger than the Thulkash.
History: The Orcs are a race whose history started roughly 950,000 years ago on the planet of Brukkash in the Garnosh Galaxy not too far away from the Milky Way Galaxy. The Orcs were created in a lab by an intelligent race that is only known by the majority of Orcs as “the Kamurs”. The Kamurs were an advanced race with space capabilities, like the modern-day USA in real life. The Orcs were a special project of the Kamurs in an effort to create a superior fighting force that would be capable of obliterating their enemies. The Kamurs did succeed in creating that force, but after a few hundred years, the Orcs became too powerful and too smart for the Kamurs to handle which then led to the Orcs breaking out of the lab and wreaking havoc on the Kamur society. The Orcs quickly took over Brukkash and annihilated the entire Kamur race using their superior intelligence and strength. The Orcs quickly found out how to reproduce using the information that the Kamur lab rats had recorded, and this caused the boom in the population of Orcs on Brukkash. Clans were able to form due to the increased population and development of the social side of Orcs. These clans were both beneficial and detrimental to the Orc race. The Orcs were able to advance their technology faster as those within the clan worked together to achieve things quicker, however, the clans divided the Orcs up and created separate groups which conflicted with each other. The clans fought amongst each other for a few hundred thousand years and all the while technology was still advancing. During those few hundred thousand years of fighting, true space technology was created that enabled nearby planets to be colonized. The major clans moved out of Brukkash and to their own separate planets which halted fighting somewhat, as the Orcs still continued to fight amongst each other whenever they came in contact with one another clan. The fighting continued until a great overlord arose from the Zurosh clan, a powerful clan that was the center of conflict most of the time. Shagul, the overlord of the Zurosh clan, was a wise overlord who ended all conflicts between the clans through negotiations based on logic and reasoning. The powerful, major clans decided to form a pact that stopped the fighting that had existed for so long. With peace restored to the Orc race, significant technological accomplishments were achieved due to the team work that was possible thanks to Shagul. This pact advanced itself to an official form of government for the entire Orc race which the clan overlords in the pact decided, and it is still the current form of government in use today ((See Description of Government)). The Orc race now had an even more organized society which enabled them to do great things such as creating a fierce empire that spans over one million planets located in the Garnosh Galaxy. This conquest of over one million planets took them until now to do. The current Chieftain requested that a new galaxy be discovered in order to expand the empire, and he has assigned an extremely large colonial fleet to find it then colonize it.
((Ah, I don't think it would be intelligent without the 'Big 3' at full force. The EA and the Equestrians wouldn't be able to withstand attacking the Draconians. They'd need the Collective, too, to become a serious threat to the Draconians. Disorganized? You might want to get down on the planet surface, in which the Collective forces would be handy, but would not overly give you the advantage it would in space combat. The Draconian planet is suffering from communication loss; as is most of the other fleets, which are scattered among different asteriod bases and moon bases, where they are re-supplying.
Just to tell you, there are heavy defenses around all Draconian planets. For every Draconian planet, you need to get down on the surface and get to the north pole of each; there, you'll find the most easily-detected communications base you'll ever see. TAKING the base will allow you to shut down planetary defenses; destroying it will only force you to individually deactivate defenses. Anything bigger than a small/light frigate would get torn apart. That means orbital bombardment isn't an option.
I want some ground attacks. There will be few ships in orbit; few stations have weapons to destroy shuttles or dropships. Get down on the ground, with small stuff. Bigger and badder will mean you're brought to Thanatos's feet.))
((Guy who applied as the Orcs, accepted. Also i'm waiting for Keyguy to come back and the Triarians to send forces before I begin attacking. Also who the heck voted No on the poll? The moderators here are terrible and this section is dying, along with MCF its self and the section is also just getting flooded with crap RPs))
((Iwaku looks like a mess. Also RPGuild has a section specifically for Nations RPs, meaning that that genre of RP got popular enough to have its own section, we likely attract a larger crowd for Star Empires on RPGuild. Plus thats just the site we have decided on.))
((Also I know the real reason you don't want to go to RPGuild. Scared of the old Prepicers?))
((Just because one person in the roleplay is familiar with it does not mean we should choose it. Also if it has no nation RPs that the problem, we want a site where theres a few others so we know that there will be somebody who joins it. Also when I said it looks like a mess I meant the Artstyle, kinda looks messy to me anyways.))
((Yeah, we're not on a mission to bring nation roleplays to those who have not seen the light never joined one before, we're on a mission to get a larger playerbase in a better area. The Guild is the best place for that.))
Draconian Campaign
The EA forces have grouped up with the Equestrian fleet, and two probes have been sent out to get am image of the defenses.
((Oh god, that was short. Please don't hurt me!))
Rollback Post to RevisionRollBack
Your friendly neighborhood, mentally unstable, delusional Trekkie!
"The sky calls to us. If we do not destroy ourselves, we will someday venture to the stars." -Carl Sagan
All my posts are required reading for NSA agents.
((Agreed. Not everyone comes to a Minecraft-oriented forum for an RP. If we were to join a forum that focused mainly on RP's, then we would have more people to do it with. Right now there's only seven or eight of us.))
It seems majority wins out then
I doubt there is going to be much IC beyond this point due to most of wanting to move to the guild.
So the questions is when we make the move and whether we purge everything that happened and start anew, or just continue where we left off on the guild.
I wish people were more realistic. You're going up against a very powerful enemy; they're going to have far more experience with other technologies, languages, battle types, etc. Their AIs will translate a language much more efficiently; their VIs will have not nearly as much trouble decoding or breaking an encryption of a different race.
I just gave you an opening, a very big opening, by disrupting the entire Draconian communications network. While the EA is also immobilized, with the same SIDI tearing through their networks, why is it that no one has made a move? It seems only the EA wants to war with the Draconians.
The EA has missiles; they have better technology for hitting moving targets. The Equestrians have better shields and a straight line-of-fire weapon list, so they're better for defending a position from heavy forces. The Triarians are more mobile and equipped to move; they're better for recon, quick-response attacks, and fast-attack tactics.
I have put all 3 of the main opposing nations into a nutshell, and could make them work efficiently. Am I the only one to do so? If so, I feel sorry. I'm not going to let this battle just be a sit-around and fire at each other until one side falls. I will use tactics, and they will be effective, especially if there are no tactics or strategies to counter them.
You have the location of one Draconian planet, and that is where you need to go to find the rest of the planets and stations. I have the location of many, many EA, Equestrian, and Triarian planets, just from the EA's database. Cyber-wise, EA is your weakness, and the Draconians have been exploiting that for some time.))
New Orders-Issued by Steelbones
Applicable to all groups who can receive this message, transmitted via Magilink for security
10th Legion: Go to full mobilization and be picked up by the 11th Fleet
11th Fleet:Prepare to pick up 10th Legion and rally at Point 0-Alpha
12th Fleet:Prepare to pick up all Non-10th Legion Ground forces and rally at point 0-Alpha
GSF Division 5:Fully mobilization and prepare to be picked up the 12th Fleet
Bruma and Manaan Garrisons:Fully mobilization Prepare to be picked up by the 12th Fleet
General Mixed Army 2:Fully mobilization and Prepare to be picked up by the 12th Fleet
All forces advised we have two high value subjects joining us in our rally at 0-Alpha. Targets designated as HM and LP, they will assist with battlefield efforts, both targets receive highest defense priority in case of retreat.
((The lack of tactics on my part is more due that I never really planned out a full military doctrine for the Equestrians as I really didn't expect them to get into battle that often.))
And Exilius, you make agreeing with me sound regretful >.< xP
And duck, you just make stuff up as you go. You get something new, and you immediately do stuff with it. You would have trouble even just accessing the right files, considering that everything is foreign. It's like receiving a file from a Japanese citizen, very neatly organized into Military files, and Civil files, and then to Weapon files, Armor files, Shield files, Mining files, etc.
It would take longer than what has already passed to just get the right files. And from what I know, the Equestrians don't use any kind of artificial intelligence, which will greatly reduce combat effectiveness against an army with the speed of thought equal to any AI. A Draconian would easily beat a Griffon, because thought processes, weakness exploition and response time would be so much faster.
If you want a fair fight, you're going to have to step up.
An example of all the battles so far:
Team 1 beats Team 2 on the head with a hammer.
Team 2 beats Team 1 on the head with a hammer.
Team 1 beats Team 2 on the head with a hammer.
Team 2 beats Team 1 on the head with a hammer.
Team 1 just received reinforcements; Team 3 and Team 4 joins the fight.
Team 2 beats Team 1 and Team 3 on the head with a sword.
Team 3 beats Team 2 on the head with a hammer.
Team 4 beats Team 2 on the head with a hammer.
Team 2's head breaks. Team 1/3/4 wins!
Pretty much what's going on.))
The captain signaled his troops to lay down arms. He came up to the hovercraft, his pistol holstered.
"We don't mind the EA, I hope you understand this. But we will not let nations who decided to piggyback on the others that came with the intent to destroy our homeworld get away without any second thought. We will let you do what you wish with this 'Umbrella Pail,' or whatever it's called, as long as you let us do our job. If you have an issue, you are free to speak to my superiors."
((Also, you're forgetting the time I destroyed a nigh-invincible enemy craft with my comms system. That one was "Team 1 raises hammer above Team 2's head, Team 2 knocks it out of Team 1's hands and makes Team 1 leave.))
Sazkarjhit Confrontation
The Abh smiles at the solution, what with it not involving bloodshed.
"I am glad we were able to resolve this without death, this event has been sent to High Command as well. There will be no change in the surrender treaty."
Fleet Movements
The fleets unaffected by the virus have gathered at Gliese 581g, and a course has been set for the one known Draconian planet. A comms ship has been sent to the Equestrians informing them of the plan and asking for help.
Vrius Situation
Old communications ships are being used to deliver messages, and the fleets unaffected by the virus are mobilizing. All secure files are being printed out into physical copies, once everything is printed off the computers will be completely wiped to get rid of the virus. After it has been wiped, the files will be scanned back in. The fact that this has to be done has given quite a shock to the EA, and plans are being made to upgrade the firewalls. One of these plans includes an entire planet dedicated to antivirus operations, and even it is being considered insufficient. As such, robotic builders have been dispatched to a dozen worlds and have begun ripping them apart and converting them into supercomputers, given the current technology, the combined power of these would be trillions of times the power of all biological brains in EA territory.
EAS Defiance
With the sudden appearance of an omnipotent creature, half the crew rushes to do what he told them to while the other half slams their palms into their foreheads. The shields go up, electricity coursing through the hull to repel any damage and the blue forcefield encasing the ship.
Your friendly neighborhood, mentally unstable, delusional Trekkie!
"The sky calls to us. If we do not destroy ourselves, we will someday venture to the stars." -Carl Sagan
All my posts are required reading for NSA agents.
"We already have our forces in position, we will strike first, fall in behind us"
Attack on Draconian Planet A1(As Designated by Equestrian Forces)
The fleet begins moving out, however a stealth ships move ahead the fleet, carrying the High Archmage and Princess Luna. Only the Admirals and Generals actually know what they are planning to use her for in the assault, but it won't be pretty for the Draconians. The fleet is prepared to strike, and are waiting for the EA fleets to get into position.
Message to the Triarians(Secured via Magilink using Selkath)
"The Draconians are under attack from a similiar virus as the EA, now is the time to strike. We have forces moved in and prepared, send any spare fleets you can."
Name of Nation: Zurosh Empire
Species: Orcs, a violent, savage, war mongering species. Despite their crude nature, the Orcs are still an intelligent species. Orcs can be described as having green skin, an usually ugly face, large sharp teeth, and an extremely muscular body. Orcs range from six feet to seven feet and their weight can be anywhere from 250 pounds to 350 pounds.
Description of Government: The Orcs have a hereditary monarch, known as the Chieftain, that serves as the main ruler, but the clan overlords form a council that the monarch will take advice from when the monarch makes any major decisions. The only real power that the clan overlords own is the ability to govern their own clans and the ability to take the monarch out of power with a majority of the council of clan overlords voting for the removal of the monarch. The overlords are normally allowed to govern their own clans in their own way, but the monarch has the right to overrule any decisions that the overlords make that the monarch doesn’t agree with. The main role of the monarch is to keep the clans unified and to guide the empire as a whole in times of emergency.
Description of Military: The Orcs are experts in the art of war due to their culture being centered on the creation of fierce warriors. The Orcish military is composed of a very basic ranking and organizational system with clear boundaries on who is who.
The Chieftain – The “commander and chief” so to speak. The Chieftain is the absolute ruler of the military and it is he who makes the final decisions for the entire Orcish military.
The Overlords – The leaders of the clans are not only political leaders, but also military leaders as well. They take their orders from the Chieftain and only the Chieftain. The Overlords are well versed in military tactics and strategies, more so than anyone else except the Chieftain.
The Warlords – The field commanders who lead the grunts and fight with the grunts. They take their orders from the Overlords and they carry them out in the best fashion possible. The Warlords are selected by the Overlords based on their bravery, strength, and intelligence.
The Grunts – The backbone of the Orcish military, the Grunts are the standard soldiers that do the majority of the conventional fighting. They are well-trained in the arts of combat and they follow their leaders’ orders without question.
Ground Forces: The Orcs excel in ground combat which includes combat on planets, inside ships, and other forms of fighting that don’t include the use of airborne vehicles. The Orcish military do have ground vehicles but the majority of the Grunts prefer to use their wide variety of weapons and tools to wreak havoc on the enemy. The senior Grunts make up the majority of those who use the vehicles and other mechanical combat devices due to them being a little weaker in actual combat compared to the new, younger Grunts.
The Roggurk – The standard infantryman is referred to as a “Roggurk”. They are the Grunts that do the ground fighting rather than the combat between ships in space. The typical Roggurk is equipped with body armor covering the whole body, head to toe. The body armor is made of a strong material and has its own shield system which allows for the armor to withstand small arms fire without suffering injury, but should the shields be taken down then the armor would only be effective at stopping shrapnel from harming the user. For the weaponry, the Roggurk is issued a ranged plasma weapon of their choice and an energy axe for close range combat. The axe is the preferred weapon of choice by the Orcs and they will attempt to use it every opportunity they have.
The Dorrak – The combat vehicle preferred by the majority of the Orcs. It is a tank equipped with dual cannons that can fire a wide variety of ammunition for different situations and enemies. The Dorrak is effective against both ground and air vehicles due to the advanced nature of its targeting systems and the power that the cannons unleash. It has strong armor that can withstand small arms fire as well as most anti-armor infantry equipped weapons. Its weak spot is located all on the top side of it making it vulnerable to air vehicles.
The Komarod – The armored personnel carrier used to transfer Orc troops when the drop ships are unavailable. The Komarod is equipped with a small cannon to provide covering fire for any infantry units that may be entering or exiting the vehicle. It has decent armor that protects it from small arms fire, but an anti-armor weapon should be able to punch a hole through it should it hit the right spot. The Komarod is able to carry eight Orcs plus the driver and gunner making it a total of ten Orcs including weapons and supplies.
The Mog – The command vehicle used by the Overlords and the Warlords to communicate with each other and their troops. It is a well armored vehicle with no armaments with the sole purpose of it to keep the leaders in a safe, mobile location that they can give and receive orders from. The armor is able to withstand small arms fire, anti-armor infantry equipped weapons, and air vehicles need to hit the command vehicle with a lot of ordnance in order to destroy it.
Space Forces: The Orcs have a large number of ships with many good qualities and a few bad ones as well. The Orcish navy is composed of ships with excellent armor and shielding that is capable of taking an enormous amount of beating while still being able to function a hundred percent properly, however, the ships only have mediocre weaponry that isn’t too powerful, but it is accurate and hits what it means to hit. The weaponry is able to take out frigates or smaller ships with less armor and shielding with relative ease, but anything stronger is hard to destroy. To make up for the weak weaponry, the Orcs have become experts in the boarding of ships and the combat that goes on within them. Orcish ships also have only mediocre engines that can’t go as fast as other races, but their slipspace drives enable them to travel extremely fast to certain locations, nevertheless, the Orcs are still slow in battle and slipspace drives don’t change that.
Gulrok Drop Ship – The Gulrok is a drop ship used to transport troops, supplies, and vehicles in atmosphere, but it is also still functional in space so it can be used to board ships by using the hangar area as the entry point. It is swift and agile with armor, but only minor shields that make no real difference except for when small arms fire does no damage to it. The Gulrok can carry 16 fully geared Orcs and a single vehicle or supplies. It is armed with a nose mounted plasma cannon with the intent of it being used as support fire for ground troops.
Buzga Boarding Ship – The Buzga is a swift and agile troop carrier used to board enemy vessels. It works by attaching to the enemy ship from the outside then burning a hole into the interior of the ship where the Orcs can enter the ship. The Buzga usually creates an entry point in the weak points of the ship such as exterior windows. The boarding ship has just enough armor and shielding to survive a few hits from various fighters and turrets until its troops are deployed within the enemy ship. It has no armaments whatsoever as its main goal is to get the troops in and not to engage the enemy.
Thuldur Fighter – The Thuldur is a swift, maneuverable, and small fighter used for both space combat and in atmosphere combat. It has armor and shielding capable of withstanding a decent amount of punishment from enemy fighters. The Thuldur is equipped with forward firing plasma cannons and several ship to ship missiles for use on other fighters.
Agronak-Class Light Frigate – The Agronak is a troop carrier and is used to hover and/or land in atmosphere to deploy troops on the ground. The frigate is armed with mostly plasma based weaponry with the exception of its nuclear missiles and Ludan Missile pods, which are used to deal with unshielded foes in space or on the ground.
Gomoku-Class Heavy Frigate – The Gomoku is a vessel used for fleet support and is meant to engage in ship to ship battles. The frigate is armed with mostly plasma based weaponry with the exception of its nuclear missiles and Ludan Missile pods, and the heavy frigate contains a weaker version of the energy projector used on other larger ships. The weaker version of the energy projector has reduced range, less powerful beam, and isn’t able to stay on for very long.
Zugrad-Class Destroyer – The Zugrad is a warship used to support larger ships in a fleet with its larger array of weaponry than the frigates. The destroyer is armed with once again plasma based weaponry in the form of turrets, nuclear missiles, and Ludan Missile pods. The destroyer has a slightly stronger energy projector than the Gomoku, but it is still weak compared to the larger ships such as the cruisers. The armor on the Zugrad is much more compared to the frigates due to the fact that the destroyers were meant to face and destroy the enemy.
Zunhurtz-Class Light Cruiser – The Zunhurtz is a toned down version of the Gromagash in both size and weaponry. The Zunhurtz has the plasma turrets, nuclear missiles, Ludan Missile pods, and an energy projector weaker than those found on a Gromagash. The light cruiser can serve as a flagship in smaller groups of ships, but the heavy cruiser is the preferred flagship by most fleets as it is more powerful.
Gromagash-Class Heavy Cruiser – The Gromagash is a ship capable of many different roles both on and off the battlefield with the roles ranging from being a flag ship to a troop carrier to being the escort of a larger ship. Despite its many uses, all Gromagashs have the same armaments with having plasma turrets, Ludan Missile pods, and a powerful energy projector. The armor and shielding is quite strong on this vessel as it is used commonly in naval engagements.
Thulkash-Class Carrier – The Thulkash is a troop, supplies, and fighter carrier that is a necessity in planetary invasions as well as large naval engagements where the mass deployment of fighters is necessary to combat the enemy. The carrier has no armaments except for Ludan Missile pods and a weak energy projector which is really only used as a last resort. It has strong armor and shielding as a good defense is really the only offense in this situation.
Grinaz-Class Super Carrier – The Grinaz is basically a larger version of the Thulkash that is able to carry more troops, supplies, and fighters. It is also able to carry more Ludan Missile pods and its energy projector is stronger. The armor and shielding is also much stronger than the Thulkash.
History: The Orcs are a race whose history started roughly 950,000 years ago on the planet of Brukkash in the Garnosh Galaxy not too far away from the Milky Way Galaxy. The Orcs were created in a lab by an intelligent race that is only known by the majority of Orcs as “the Kamurs”. The Kamurs were an advanced race with space capabilities, like the modern-day USA in real life. The Orcs were a special project of the Kamurs in an effort to create a superior fighting force that would be capable of obliterating their enemies. The Kamurs did succeed in creating that force, but after a few hundred years, the Orcs became too powerful and too smart for the Kamurs to handle which then led to the Orcs breaking out of the lab and wreaking havoc on the Kamur society. The Orcs quickly took over Brukkash and annihilated the entire Kamur race using their superior intelligence and strength. The Orcs quickly found out how to reproduce using the information that the Kamur lab rats had recorded, and this caused the boom in the population of Orcs on Brukkash. Clans were able to form due to the increased population and development of the social side of Orcs. These clans were both beneficial and detrimental to the Orc race. The Orcs were able to advance their technology faster as those within the clan worked together to achieve things quicker, however, the clans divided the Orcs up and created separate groups which conflicted with each other. The clans fought amongst each other for a few hundred thousand years and all the while technology was still advancing. During those few hundred thousand years of fighting, true space technology was created that enabled nearby planets to be colonized. The major clans moved out of Brukkash and to their own separate planets which halted fighting somewhat, as the Orcs still continued to fight amongst each other whenever they came in contact with one another clan. The fighting continued until a great overlord arose from the Zurosh clan, a powerful clan that was the center of conflict most of the time. Shagul, the overlord of the Zurosh clan, was a wise overlord who ended all conflicts between the clans through negotiations based on logic and reasoning. The powerful, major clans decided to form a pact that stopped the fighting that had existed for so long. With peace restored to the Orc race, significant technological accomplishments were achieved due to the team work that was possible thanks to Shagul. This pact advanced itself to an official form of government for the entire Orc race which the clan overlords in the pact decided, and it is still the current form of government in use today ((See Description of Government)). The Orc race now had an even more organized society which enabled them to do great things such as creating a fierce empire that spans over one million planets located in the Garnosh Galaxy. This conquest of over one million planets took them until now to do. The current Chieftain requested that a new galaxy be discovered in order to expand the empire, and he has assigned an extremely large colonial fleet to find it then colonize it.
Actually, that was the 1501st post.
And it's Pageclaim
Just to tell you, there are heavy defenses around all Draconian planets. For every Draconian planet, you need to get down on the surface and get to the north pole of each; there, you'll find the most easily-detected communications base you'll ever see. TAKING the base will allow you to shut down planetary defenses; destroying it will only force you to individually deactivate defenses. Anything bigger than a small/light frigate would get torn apart. That means orbital bombardment isn't an option.
I want some ground attacks. There will be few ships in orbit; few stations have weapons to destroy shuttles or dropships. Get down on the ground, with small stuff. Bigger and badder will mean you're brought to Thanatos's feet.))
((Also I know the real reason you don't want to go to RPGuild. Scared of the old Prepicers?))
And Iwaku doesn't have any nation roleplays, so having an active roleplay group for one would be beneficial for that area.
And how is it disorganized? Global roleplay signups is just the most recently active; otherwise, it has categories with roleplays for each.))
not seen the lightnever joined one before, we're on a mission to get a larger playerbase in a better area. The Guild is the best place for that.))Draconian Campaign
The EA forces have grouped up with the Equestrian fleet, and two probes have been sent out to get am image of the defenses.
((Oh god, that was short. Please don't hurt me!))
Your friendly neighborhood, mentally unstable, delusional Trekkie!
"The sky calls to us. If we do not destroy ourselves, we will someday venture to the stars." -Carl Sagan
All my posts are required reading for NSA agents.
((Technically 1500 if you don't count the original post.
And was just playing around with words...
Also guild please.))
I doubt there is going to be much IC beyond this point due to most of wanting to move to the guild.
So the questions is when we make the move and whether we purge everything that happened and start anew, or just continue where we left off on the guild.