Faction Infomation
+2
Grahzohlee
Gunblader
6 posters
Page 1 of 1
Re: Faction Infomation
Starting ship sizes:
Empire/Government
Interceptor
Bomber
Frigate
Cruiser
Battleship
Corporation
Interceptor
Heavy fighter
Gunboat
Destroyer
Light cruiser
Miner
Interceptor
Heavy fighter
Gunboat
Frigate
Destroyer
Pirate
Interceptor
Bomber
Heavy-bomber
Frigate
Light cruiser
Cruiser
Bounty hunter-police
Interceptor
Heavy fighter
Gun boat
Destroyer
Cruiser
Battle cruiser
Spacer-science
Interceptor
Heavy fighter
Gun boat
Frigate
Destroyer
Every faction also starts with laser cannon, fighter laser cannon, standard mount and retro engine. When buying technology with your starting credits, you may pick tech no higher than level three, but the preceding tech before it must be taken. Also subtract the research point of the research cost from your starting credits. If it has gas or metal or credits don't worry about it.
Empire/Government
Interceptor
Bomber
Frigate
Cruiser
Battleship
Corporation
Interceptor
Heavy fighter
Gunboat
Destroyer
Light cruiser
Miner
Interceptor
Heavy fighter
Gunboat
Frigate
Destroyer
Pirate
Interceptor
Bomber
Heavy-bomber
Frigate
Light cruiser
Cruiser
Bounty hunter-police
Interceptor
Heavy fighter
Gun boat
Destroyer
Cruiser
Battle cruiser
Spacer-science
Interceptor
Heavy fighter
Gun boat
Frigate
Destroyer
Every faction also starts with laser cannon, fighter laser cannon, standard mount and retro engine. When buying technology with your starting credits, you may pick tech no higher than level three, but the preceding tech before it must be taken. Also subtract the research point of the research cost from your starting credits. If it has gas or metal or credits don't worry about it.
Last edited by Gunblader on Wed Jan 13, 2016 2:40 pm; edited 1 time in total
Re: Faction Infomation
During the vast Vakuu reign there was a small faction of like-minded individuals. This faction dubbed themselves "Landians", and together they secretly met to further their goals of of advancing science, technology, and pure knowledge about the universe.
For the past 1500 years this group has met on a different planet within the empire to share what they learned. The Vakuu hunted the group mercilessly and nearly succeeded in wiping out the group on several occasions, due to what they perceived as threatening thinking.
Once the Vakuu all but disappeared the Landians had an emergency summit and decided it would be best to escape into the unknown regions of space with as much laboratory equipment they could carry and enough robotics to sustain whatever environment they might encounter.
Landian physiology:
They appear to be similar to that of a normal human(to better hide themselves), since escaping the Vakuu they have started to implement cybernetic and genetic enhancements to themselves. The cybernetic enhancements are generally around the cranial region but some have been known to add others "improvements", and the genetic augments are designed to give a person a huge boost to their intelligence and critical thinking.
Their population is still rather small, they generally rely on hardened robotics to serve in their military, agrigculture, service, etc.
Its not to say you won't see a Landian outside of research, but it is generally rare.
Landian Politics
Currently lead by a council of seven "high-ranking" researchers. Currently headed by Aarel Wilsell, and granted the title of Provost. Elections by the population are generally rare, with the council deciding most internal and external affairs. That being said, laws regarding research are generally unrestricted, the only way the council can intervene is with a 6 out of 7 vote with the Provost voting in favor. This particular event has only been evoked three times since the founding, twice due to the particular risk of the faction itself, once to horrible ethics. These events have been sealed and nearly forgotten by all.
Landians are a Spacer faction, who generally disapprove of outside interaction unless it is to trade for supplies. They are untrusting of others due to their long history being hunted, and it will take a long time for them to enter into any agreements with outside factions.
Starting Tech
Laser Cannon
Fighter Laser Cannon
Standard Mount
Retro Engine
Interceptor
Heavy Fighter
Gunboat
Frigate
Destroyer
Free Techs:
Minefields
Improved Research
Improved Mining
Improved Harvesting
Supreme Heavy Fighter
Focus Detection Array (Prereq for High Caliber Detection)
High Caliber Detection (+2 CMO/+2CMD)
Researched Techs:
X-Ray Transponder system
Class 1 Shield
Class 2 Shield
Fusion Cannon
Very Light Armor
Nuclear Engine
Advanced Locator System
15k
Traits and Purchased Techs:
Psychic studies (-20% Research Costs -3CMO/-3CMD)
Swarm(Fighters Receive -2 All Defense, +1 All Offense, -50% Cost)
Scavenger
Explorers(+3 Exploration Rolls)
+1 CMO, +1 CMD when fighting in Theta-61
4k
Starting buildings:
Theta-61(2 metal, 5 gas base production)+(Improved Mining(2)+Harvesting(2))
1x Small Planet(Landia Prime) 25 Credits, 25 Research(+20 Improved Research)
2x Research Station
14x Small Station
2x Fighter Shipyard Lvl 6
1x Captial Shipyard Lvl 3
1x Captial Shipyard Lvl 4
Command Defense:
+1 CMO/ +1 CMD
Ship Stats:
Interceptor
Name: Thunder
Weapon: Fighter Laser Cannon
Weapon: Fighter Laser Cannon
Stats: +3 FA/+1 CA/+3 SA/+1 HA/-2 HD/-2 SD/
Cost: 9 c, 2 m, 6 g(Original) 4c, 1m, 3g(Swarm Reduction)
Heavy Fighter
Name: Gladiator
Weapon: Fighter Laser Cannon
Weapon: Fighter Laser Cannon
Weapon: Fighter Laser Cannon
Weapon: Fighter Laser Cannon
Stats: +4 FA/+1 CA/+5 SA/+1 HA/-2 HD/-2 SD/
Cost: 28 c, 5 M, 13 G (original), 14c, 2m, 6g(Swarm Reduction)
Supreme Heavy Fighter
Name: Harbringer
6 Fighter Mounts
Weapon: Fighter Laser Cannon
Weapon: Fighter Laser Cannon
Weapon: Fighter Laser Cannon
Weapon: Fighter Laser Cannon
Weapon: Fighter Laser Cannon
Weapon: Fighter Laser Cannon
Stats: +6 FA/+5 CA/+6 SA/+1 HA/-2 HD/-2 SD/
Cost: 212 c, 25 m, 33 g(Original), 106c, 12m, 16g(Swarm Reduction)
Gunboat
Name: Intrepid
4 Standard Weapon Mounts
Weapon: Laser Cannon Equipped
Weapon: Laser Cannon Equipped
Weapon: Laser Cannon Equipped
Weapon: Laser Cannon Equipped
Engines: Retro Engine
Armor: None
Shields: None
Stats: +12 FA/+8 CA/+4 SA
Cost: 248 c 45 m 33 g
Frigate
Name: Minotuar
4 Standard Weapon Mounts
Weapon: Laser Cannon Equipped
Weapon: Laser Cannon Equipped
Weapon: Laser Cannon Equipped
Weapon: Laser Cannon Equipped
Engines: Retro Engine
Armor: None
Shields: None
Stats: +11 CA/+9 FA/+4 SA
Cost: 298 c, 50 m, 38 g
Destroyer
Name: Raven
5 Standard Weapon Mounts
Weapon: Laser Cannon Equipped
Weapon: Laser Cannon Equipped
Weapon: Laser Cannon Equipped
Weapon: Laser Cannon Equipped
Weapon: Laser Cannon Equipped
Engines: Retro Engine
Armor: None
Shields: None
Stats: +13 CA/+10 FA/+5 SA/
Cost: 360 c, 60m , 45 g
0 FighterAtk/0 CaptialAtk/0 ShieldAtk/0 HullAtk/0 HHullDef/0 ShieldDef
Last edited by Grahzohlee on Sat Feb 20, 2016 7:46 pm; edited 9 times in total
Grahzohlee- Posts : 27
Join date : 2015-11-07
Age : 36
Location : AZ
Re: Faction Infomation
During the Vakuu reign Troy Ursa 5, a once peaceful and thriving government had militarized. Seeking protection Troy Ursa 5 quickly became a strong force to be reckoned with and realized that peace would come only to those that were not seen as weak.
After the disappearance of the Evon Troy Ursa 5 was left as a military dependant and self defensive colony, with nothing else to turn to it continued doing what it had forced itself into doing during the Vakuu reign growing stronger and more powerful as the time went by, simply waiting and hoping for the True Evon to return.
Troy Ursa 5 is a government made up of parliament. Parliament meets regularly to ensure that proper decisions are being made for the overall benefit of the colony. With the colony being focused on military until the Evon return it is geared more towards growth and fast growth at that. Strength in numbers is seen as a top priority while strength in fire power is viewed as a good measure as well. Troy Ursa 5 looks towards making friends before making enemies and as such has formed an alliance code.
FACTION: EMPIRE
Name: Troy Ursa 5
Government/Empire:
Whether it be a cultural utopia, militant hegemony, or a beurocractic republic, Empire type factions focus on one thing: Power. Power to protect the peace, power to conquer the galaxy, or power to build a better tomorrow. Whatever an Empire uses its power for, they are normally forces to be reckoned with.
Bonuses:
Empires love symbols and most use capital ships as their symbols. Empires get an industry boost towards Capital ship production, equal to total cost being reduced by 25%. Also their capital ships get a small boost in combat, equal to +2 CMO per fleet that has capital ships in it.
Now that you have picked a type of faction, you can now flesh out the specifics of your faction. You start with 15000 points to spend on making your faction unique. You can buy ships, bases, traits or technology. It is up to you. Any leftover points are converted into credits.
Starting Techs:
Laser Cannon(W)
Fighter Laser Cannon(W)
Standard Mount(W)
Retro Engine(M)
Interceptor(F)
Bomber(F)
Frigate(C)
Cruiser(C)
Battleship(C)
Free Techs:
Improved Economy(T)
Improved Mining(T)
Class I Shield(S)
Rocket Chassis(W)
Point Defense Mount(W)
15k Credits
TRAITS:
Garden of Kadesh:
Your people hold no fear of Nebulas and find themselves quite at home in them. Movement times are normal, you no longer have to roll to avoid being disabled, and you get a + 2 to CMO and CMD rolls while fighting in a Nebula.
3000 points
Empathetic:
You are just really good with dealing with people. They like to talk to you and are more prone to trust and befriend you. NPC factions are friendlier towards you.
1000 points
Scavenger
Whether metal is scarce to come by or maybe your people believe is re-using everything, you have the ability to clear debris fields and make some coin off of it. When clearing a debris field, you receive half the total metal and 10% of the credits of the total combined ships destroyed in field. Debris fields not caused by recent battle will have an amount set by GM. Roll a d20 for a chance to discover tech not known by you, if its present.
2000 points
Purchased Tech:
NUclear Warhead(W)
Light Missile Chassis(W)
Anionic Energy Warhead(W)
Quark Cannon(W)
Starting Location:
Tau-12 (+1M,+1G) (Per Base, Per Turn)
1x Small Planet (+25C, +25R) (Per Turn)
Starting Bases:
2x Capital Shipyards lvl 9
2x Capital Shipyards lvl 7
2x Fighter Shipyards lvl 3
14x Large Stations (+1050C,+1050R) (Per Turn)
Tech Bonuses:
Improved Economy (+20C Per Base, Per Turn)
Improved Mining (+2M Per Base, Per Turn)(If Metal is present on position)
ECONOMY BONUS (+400C)
MINING BONUS (+40M)
Per Turn Addition: (1475C, 60M, 20G, 1075R)
*95 Credits Not Spent*
Ship Stats:
Interceptor(Fighter) (+2 FA) (5 c, 2 m, 2 g)
Name: Roller
W:S.M./F.L.C. (+1 FA/+2 CA)(+1 SA) (10 c, 5 m)(2 c, 2 g)
W:P.D.M./F.L.C. (+3 FA)(+1 SA) (20 c, 10 m)(2 c, 2 g)
A:N/A
S:Class I (+1 SD) (10 c, 2 g)
E:Retro
STATS: 6 FA/2 CA/2 SA/0 HA/0 HD/1 SD Total Cost:(49c, 17m, 8g)
Bomber(Fighter) (+2 CA/ -4 FA) (10 c, 5 M, 5 G)
Name: Black cat
W:P.D.M./F.L.C. (+3 FA)(+1 SA) (20 c, 10 m)(2 c, 2 g)
W:P.D.M./F.L.C. (+3 FA)(+1 SA) (20 c, 10 m)(2 c, 2 g)
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
A:N/A
S:Class I (+1 SD) (10 c, 2 g)
E:Retro
STATS: 3 FA/4 CA/5 SA/3 HA/0 HD/1 SD Total Cost:(79c, 30m, 11g)
Frigate(Capital) (+3 CA, 1 FA) (250 c, 30 m, 30 g)
Name: Tank
W:P.D.M./L.C. (+3 FA)(+1 FA/+1 SA) (20 c, 10 m)(2 c, 2 g)
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
W:P.D.M./L.C. (+3 FA)(+1 FA/+1 SA) (20 c, 10 m)(2 c, 2 g)
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
A:N/A
S:Class I (+1 SD) (10 c, 2 g)
E:Retro
STATS: 11 FA/7 CA/8 SA/6 HA/0 HD/1 SD Total Cost:(324c, 60m, 36g)
Empire Bonus: (+2 CMO, -25% Total Cost)
Total Cost: (243C,45M,27G)
Cruiser(Capital) (+5 CA, -1 FA) (400 c, 45 m, 45 g)
Name: Big Easy
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
W:P.D.M./L.C. (+3 FA)(+1 FA/+1 SA) (20 c, 10 m)(2 c, 2 g)
W:P.D.M./L.C. (+3 FA)(+1 FA/+1 SA) (20 c, 10 m)(2 c, 2 g)
W:S.M./L.C. (+1 FA/+2 CA)(+1 FA/+1 SA) (10 c, 5 m)(2 c, 2 g)
W:S.M./L.C. (+1 FA/+2 CA)(+1 FA/+1 SA) (10 c, 5 m)(2 c, 2 g)
A:N/A
S:Class I (+1 SD) (10 c, 2 g)
E:Retro
STATS: 13 FA/13 CA/6 SA/6 HA/0 HD/1 SD Total Cost:(508c, 85m, 55g)
Empire Bonus: (+2 CMO, -25% Total Cost)
Total Cost: (381C,63.75M,41.25G)
Battleship(Capital) (+6 CA -2 FA) (500 c, 55 m, 55 g)
Name: Souleater
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
W:P.D.M./L.C. (+3 FA)(+1 FA/+1 SA) (20 c, 10 m)(2 c, 2 g)
W:P.D.M./L.C. (+3 FA)(+1 FA/+1 SA) (20 c, 10 m)(2 c, 2 g)
W:S.M./Q.C. (+1 FA/+2 CA)(+1 FA/+1 HA) (10 c, 5 m)(2 c, 2 g)
W:S.M./L.C. (+1 FA/+2 CA)(+1 FA/+1 SA) (10 c, 5 m)(2 c, 2 g)
W:S.M./L.C. (+1 FA/+2 CA)(+1 FA/+1 SA) (10 c, 5 m)(2 c, 2 g)
A:N/A
S:Class I (+1 SD) (10 c, 2 g)
E:Retro
STATS: 15 FA/18 CA/13 SA/10 HA/0 HD/1 SD Total Cost:(635c, 105m, 67g)
Empire Bonus: (+2 CMO, -25% Total Cost)
Total Cost: (476.25C,78.75M,50.25G)
After the disappearance of the Evon Troy Ursa 5 was left as a military dependant and self defensive colony, with nothing else to turn to it continued doing what it had forced itself into doing during the Vakuu reign growing stronger and more powerful as the time went by, simply waiting and hoping for the True Evon to return.
Troy Ursa 5 is a government made up of parliament. Parliament meets regularly to ensure that proper decisions are being made for the overall benefit of the colony. With the colony being focused on military until the Evon return it is geared more towards growth and fast growth at that. Strength in numbers is seen as a top priority while strength in fire power is viewed as a good measure as well. Troy Ursa 5 looks towards making friends before making enemies and as such has formed an alliance code.
FACTION: EMPIRE
Name: Troy Ursa 5
Government/Empire:
Whether it be a cultural utopia, militant hegemony, or a beurocractic republic, Empire type factions focus on one thing: Power. Power to protect the peace, power to conquer the galaxy, or power to build a better tomorrow. Whatever an Empire uses its power for, they are normally forces to be reckoned with.
Bonuses:
Empires love symbols and most use capital ships as their symbols. Empires get an industry boost towards Capital ship production, equal to total cost being reduced by 25%. Also their capital ships get a small boost in combat, equal to +2 CMO per fleet that has capital ships in it.
Now that you have picked a type of faction, you can now flesh out the specifics of your faction. You start with 15000 points to spend on making your faction unique. You can buy ships, bases, traits or technology. It is up to you. Any leftover points are converted into credits.
Starting Techs:
Laser Cannon(W)
Fighter Laser Cannon(W)
Standard Mount(W)
Retro Engine(M)
Interceptor(F)
Bomber(F)
Frigate(C)
Cruiser(C)
Battleship(C)
Free Techs:
Improved Economy(T)
Improved Mining(T)
Class I Shield(S)
Rocket Chassis(W)
Point Defense Mount(W)
15k Credits
TRAITS:
Garden of Kadesh:
Your people hold no fear of Nebulas and find themselves quite at home in them. Movement times are normal, you no longer have to roll to avoid being disabled, and you get a + 2 to CMO and CMD rolls while fighting in a Nebula.
3000 points
Empathetic:
You are just really good with dealing with people. They like to talk to you and are more prone to trust and befriend you. NPC factions are friendlier towards you.
1000 points
Scavenger
Whether metal is scarce to come by or maybe your people believe is re-using everything, you have the ability to clear debris fields and make some coin off of it. When clearing a debris field, you receive half the total metal and 10% of the credits of the total combined ships destroyed in field. Debris fields not caused by recent battle will have an amount set by GM. Roll a d20 for a chance to discover tech not known by you, if its present.
2000 points
Purchased Tech:
NUclear Warhead(W)
Light Missile Chassis(W)
Anionic Energy Warhead(W)
Quark Cannon(W)
Starting Location:
Tau-12 (+1M,+1G) (Per Base, Per Turn)
1x Small Planet (+25C, +25R) (Per Turn)
Starting Bases:
2x Capital Shipyards lvl 9
2x Capital Shipyards lvl 7
2x Fighter Shipyards lvl 3
14x Large Stations (+1050C,+1050R) (Per Turn)
Tech Bonuses:
Improved Economy (+20C Per Base, Per Turn)
Improved Mining (+2M Per Base, Per Turn)(If Metal is present on position)
ECONOMY BONUS (+400C)
MINING BONUS (+40M)
Per Turn Addition: (1475C, 60M, 20G, 1075R)
*95 Credits Not Spent*
Ship Stats:
Interceptor(Fighter) (+2 FA) (5 c, 2 m, 2 g)
Name: Roller
W:S.M./F.L.C. (+1 FA/+2 CA)(+1 SA) (10 c, 5 m)(2 c, 2 g)
W:P.D.M./F.L.C. (+3 FA)(+1 SA) (20 c, 10 m)(2 c, 2 g)
A:N/A
S:Class I (+1 SD) (10 c, 2 g)
E:Retro
STATS: 6 FA/2 CA/2 SA/0 HA/0 HD/1 SD Total Cost:(49c, 17m, 8g)
Bomber(Fighter) (+2 CA/ -4 FA) (10 c, 5 M, 5 G)
Name: Black cat
W:P.D.M./F.L.C. (+3 FA)(+1 SA) (20 c, 10 m)(2 c, 2 g)
W:P.D.M./F.L.C. (+3 FA)(+1 SA) (20 c, 10 m)(2 c, 2 g)
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
A:N/A
S:Class I (+1 SD) (10 c, 2 g)
E:Retro
STATS: 3 FA/4 CA/5 SA/3 HA/0 HD/1 SD Total Cost:(79c, 30m, 11g)
Frigate(Capital) (+3 CA, 1 FA) (250 c, 30 m, 30 g)
Name: Tank
W:P.D.M./L.C. (+3 FA)(+1 FA/+1 SA) (20 c, 10 m)(2 c, 2 g)
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
W:P.D.M./L.C. (+3 FA)(+1 FA/+1 SA) (20 c, 10 m)(2 c, 2 g)
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
A:N/A
S:Class I (+1 SD) (10 c, 2 g)
E:Retro
STATS: 11 FA/7 CA/8 SA/6 HA/0 HD/1 SD Total Cost:(324c, 60m, 36g)
Empire Bonus: (+2 CMO, -25% Total Cost)
Total Cost: (243C,45M,27G)
Cruiser(Capital) (+5 CA, -1 FA) (400 c, 45 m, 45 g)
Name: Big Easy
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
W:P.D.M./L.C. (+3 FA)(+1 FA/+1 SA) (20 c, 10 m)(2 c, 2 g)
W:P.D.M./L.C. (+3 FA)(+1 FA/+1 SA) (20 c, 10 m)(2 c, 2 g)
W:S.M./L.C. (+1 FA/+2 CA)(+1 FA/+1 SA) (10 c, 5 m)(2 c, 2 g)
W:S.M./L.C. (+1 FA/+2 CA)(+1 FA/+1 SA) (10 c, 5 m)(2 c, 2 g)
A:N/A
S:Class I (+1 SD) (10 c, 2 g)
E:Retro
STATS: 13 FA/13 CA/6 SA/6 HA/0 HD/1 SD Total Cost:(508c, 85m, 55g)
Empire Bonus: (+2 CMO, -25% Total Cost)
Total Cost: (381C,63.75M,41.25G)
Battleship(Capital) (+6 CA -2 FA) (500 c, 55 m, 55 g)
Name: Souleater
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
W:R.C./A.W. (+1 FA/+2 CA)(+3 SA/+3 HA) (5 c, 5 m)(10 c)
W:P.D.M./L.C. (+3 FA)(+1 FA/+1 SA) (20 c, 10 m)(2 c, 2 g)
W:P.D.M./L.C. (+3 FA)(+1 FA/+1 SA) (20 c, 10 m)(2 c, 2 g)
W:S.M./Q.C. (+1 FA/+2 CA)(+1 FA/+1 HA) (10 c, 5 m)(2 c, 2 g)
W:S.M./L.C. (+1 FA/+2 CA)(+1 FA/+1 SA) (10 c, 5 m)(2 c, 2 g)
W:S.M./L.C. (+1 FA/+2 CA)(+1 FA/+1 SA) (10 c, 5 m)(2 c, 2 g)
A:N/A
S:Class I (+1 SD) (10 c, 2 g)
E:Retro
STATS: 15 FA/18 CA/13 SA/10 HA/0 HD/1 SD Total Cost:(635c, 105m, 67g)
Empire Bonus: (+2 CMO, -25% Total Cost)
Total Cost: (476.25C,78.75M,50.25G)
Last edited by jheat57 on Fri Feb 05, 2016 6:35 pm; edited 7 times in total
jheat57- Posts : 22
Join date : 2015-12-11
Re: Faction Infomation
Xerese Group:
Corporation:
Money-money-money-money. MONEY! That is all that corporations care about, making as much money as possible. They can be galaxy spanning or just choose to work for an Empire or similar group. Corporations are often in the middle of galactic politics and more times than not, ruled by corruption. Often times, they will hire pirates or other unsavory groups to do their dirty work for them if buying someone out is not successful.
Bonuses: Making money is important to Corporations. So Corporations can build trade stations, which cost a little more than normal stations, but generate more $$$ at the cost of not generating resources. Corporations can also build Jump lanes, connecting systems to each other and only requiring 1 movement to go in-between them.
Traits:
Mass Produced:
Your people believe in quantity over quality. You can designate ship classes as mass produced. They will cost half as much to build, but take a -3 on all stats. Once designated, this cannot be changed. You can take this along with Titanic. Stacks with Swarm.
Swarm:
Fighting against your pilots and fighters has been described as fighting a swarm of locusts, so many that it darkens the heavens. Your fighters take a -2 on all defensive stats, a +1 to all offensive stats, and cost half as much to make.
Empathetic:
You are just really good with dealing with people. They like to talk to you and are more prone to trust and befriend you. NPC factions are friendlier towards you.
Explorers:
Your people are accomplished explorers, always looking to go where no one has gone before. You get a +3 on all exploration rolls.
Scavenger
Whether metal is scarce to come by or maybe your people believe is re-using everything, you have the ability to clear debris fields and make some coin off of it. When clearing a debris field, you receive half the total metal and 10% of the credits of the total combined ships destroyed in field. Debris fields not caused by recent battle will have an amount set by GM. Roll a d20 for a chance to discover tech not known by you, if its present.
Known Techs:
Given by GM
Interceptor
Heavy fighter
Gunboat
Destroyer
Light cruiser
laser cannon,
fighter laser cannon,
standard mount
retro engine.
Starting techs:
Improved Economy
Fighter Mass Driver
Fighter Gauss Cannon
Fighter Neutron Cannon
Spinal Mount
Tech and Bases purchased with remaining start up credits:
Fighter Graviton Beam
Rocket Chassis
Light Missile Chassis
Nuclear Warhead
Nuclear Engine
Hard Beam
Mass Driver
Fighter Shipyard Lvl 6
10 small Stations
Ship Designs:
Interceptor(5c 2m 2 G)(2 FA):
Fighter Graviton Beam(20 C, 8 G) (3 FA 2 SA)
Fighter Graviton Beam(20 C, 8 G) (3 FA 2 SA)
Nuclear Engine
Cost:45 C 2 M 18 G
Stats:8 FA/0 CA/ 4 SA/ 0 HA/ 0 HD/ 0 SD
Mass Produced: -50% total cost, -3 to all stats
Swarm: -50% total cost, -2 defensive stats, +1 Offensive stats
Total:
6 FA/-2 CA/ 2 SA/-2 HA/-5 HD/ -5 SD
11 C 1 M(?) 4 G
Heavy fighter(20 C 5 M 5G) (3 FA)
Fighter Gauss Cannon(10 C 10 M) (3 CA 3 HA)
Fighter Graviton Beam(20 C, 8 G) (3 FA 2 SA)
Fighter Gauss Cannon(10 C 10 M) (3 CA 3 HA)
Rocket Chassis(5 C 5 M)(1 FA 2 CA) Nuclear Warhead(5 C)(2 SA 2 HA)
Nuclear Engine
Cost: 70 C 30 M 13 G
Stats:6 FA/8 CA/8 HA/4 SA/0 SD/0HD
Mass Produced: -50% total cost, -3 to all stats
Swarm: -50% total cost, -2 defensive stats, +1 Offensive stats
Total:17 C, 7 M, 3 G
4 FA/6 CA/6 HA/2 SA/-5 SD/-5 HD
Gunboat(200 C 25 M 25 G) (4 FA)
Rocket Chassis(5 C 5 M(1 FA 2 CA) with Nuclear Warhead(5 C) (2 SA 2 HA)
Rocket Chassis(5 C 5 M(1 FA 2 CA) with Nuclear Warhead(5 C) (2 SA 2 HA)
Rocket Chassis(5 C 5 M(1 FA 2 CA) with Nuclear Warhead(5 C) (2 SA 2 HA)
Rocket Chassis(5 C 5 M(1 FA 2 CA) with Nuclear Warhead(5 C) (2 SA 2 HA)
Nuclear Engine
Total Cost:
240 C 45 M 25 G
8 FA/8 CA/8 SA/8 HA/0 SD/0 HD
Destroyer(300 C, 35 M, 35 G)(3 CA)
Standard Mount(10 C, 5 M)(1 FA 2 CA) Hard Beam(4 C, 4 G)(1 FA 2 SA 1 HA)
Standard Mount(10 C, 5 M)(1 FA 2 CA) Hard Beam(4 C, 4 G)(1 FA 2 SA 1 HA)
Standard Mount(10 C, 5 M)(1 FA 2 CA) Mass Driver(2 C, 2 M)(1 CA 1 HA)
Standard Mount(10 C, 5 M)(1 FA 2 CA) Mass Driver(2 C, 2 M)(1 CA 1 HA)
Light Missle Chassis(10 C 10M)(3 CA) Nuclear Warhead(5 C)(2 SA, 2 HA)
Nuclear Engine
Total:
Cost: 367 C, 69 M, 43 G
6 FA/16 CA/6 SA/5 HA/0 SD/0HD
Light cruiser(350 C, 40 M, 40 G)(2 FA, 4 CA)
Spinal Mount(25 C, 15 M)(-3 FA, 4 CA)(+2 CMO) Hard Beam(4 C, 4 G)(1 FA 2 SA 1 HA)
Standard Mount(10 C, 5 M)(1 FA 2 CA) Hard Beam(4 C, 4 G)(1 FA 2 SA 1 HA)
Standard Mount(10 C, 5 M)(1 FA 2 CA) Hard Beam(4 C, 4 G)(1 FA 2 SA 1 HA)
Light Missle Chassis(10 C 10M)(3 CA) Nuclear Warhead(5 C)(2 SA, 2 HA)
Light Missle Chassis(10 C 10M)(3 CA) Nuclear Warhead(5 C)(2 SA, 2 HA)
Nuclear Engine
Total:
447 C, 95 M, 48 G
4 FA/18 CA/ 10 SA/ 7 HA/0 SD/0 HD +2 CMO
Corporation:
Money-money-money-money. MONEY! That is all that corporations care about, making as much money as possible. They can be galaxy spanning or just choose to work for an Empire or similar group. Corporations are often in the middle of galactic politics and more times than not, ruled by corruption. Often times, they will hire pirates or other unsavory groups to do their dirty work for them if buying someone out is not successful.
Bonuses: Making money is important to Corporations. So Corporations can build trade stations, which cost a little more than normal stations, but generate more $$$ at the cost of not generating resources. Corporations can also build Jump lanes, connecting systems to each other and only requiring 1 movement to go in-between them.
Traits:
Mass Produced:
Your people believe in quantity over quality. You can designate ship classes as mass produced. They will cost half as much to build, but take a -3 on all stats. Once designated, this cannot be changed. You can take this along with Titanic. Stacks with Swarm.
Swarm:
Fighting against your pilots and fighters has been described as fighting a swarm of locusts, so many that it darkens the heavens. Your fighters take a -2 on all defensive stats, a +1 to all offensive stats, and cost half as much to make.
Empathetic:
You are just really good with dealing with people. They like to talk to you and are more prone to trust and befriend you. NPC factions are friendlier towards you.
Explorers:
Your people are accomplished explorers, always looking to go where no one has gone before. You get a +3 on all exploration rolls.
Scavenger
Whether metal is scarce to come by or maybe your people believe is re-using everything, you have the ability to clear debris fields and make some coin off of it. When clearing a debris field, you receive half the total metal and 10% of the credits of the total combined ships destroyed in field. Debris fields not caused by recent battle will have an amount set by GM. Roll a d20 for a chance to discover tech not known by you, if its present.
Known Techs:
Given by GM
Interceptor
Heavy fighter
Gunboat
Destroyer
Light cruiser
laser cannon,
fighter laser cannon,
standard mount
retro engine.
Starting techs:
Improved Economy
Fighter Mass Driver
Fighter Gauss Cannon
Fighter Neutron Cannon
Spinal Mount
Tech and Bases purchased with remaining start up credits:
Fighter Graviton Beam
Rocket Chassis
Light Missile Chassis
Nuclear Warhead
Nuclear Engine
Hard Beam
Mass Driver
Fighter Shipyard Lvl 6
10 small Stations
Ship Designs:
Interceptor(5c 2m 2 G)(2 FA):
Fighter Graviton Beam(20 C, 8 G) (3 FA 2 SA)
Fighter Graviton Beam(20 C, 8 G) (3 FA 2 SA)
Nuclear Engine
Cost:45 C 2 M 18 G
Stats:8 FA/0 CA/ 4 SA/ 0 HA/ 0 HD/ 0 SD
Mass Produced: -50% total cost, -3 to all stats
Swarm: -50% total cost, -2 defensive stats, +1 Offensive stats
Total:
6 FA/-2 CA/ 2 SA/-2 HA/-5 HD/ -5 SD
11 C 1 M(?) 4 G
Heavy fighter(20 C 5 M 5G) (3 FA)
Fighter Gauss Cannon(10 C 10 M) (3 CA 3 HA)
Fighter Graviton Beam(20 C, 8 G) (3 FA 2 SA)
Fighter Gauss Cannon(10 C 10 M) (3 CA 3 HA)
Rocket Chassis(5 C 5 M)(1 FA 2 CA) Nuclear Warhead(5 C)(2 SA 2 HA)
Nuclear Engine
Cost: 70 C 30 M 13 G
Stats:6 FA/8 CA/8 HA/4 SA/0 SD/0HD
Mass Produced: -50% total cost, -3 to all stats
Swarm: -50% total cost, -2 defensive stats, +1 Offensive stats
Total:17 C, 7 M, 3 G
4 FA/6 CA/6 HA/2 SA/-5 SD/-5 HD
Gunboat(200 C 25 M 25 G) (4 FA)
Rocket Chassis(5 C 5 M(1 FA 2 CA) with Nuclear Warhead(5 C) (2 SA 2 HA)
Rocket Chassis(5 C 5 M(1 FA 2 CA) with Nuclear Warhead(5 C) (2 SA 2 HA)
Rocket Chassis(5 C 5 M(1 FA 2 CA) with Nuclear Warhead(5 C) (2 SA 2 HA)
Rocket Chassis(5 C 5 M(1 FA 2 CA) with Nuclear Warhead(5 C) (2 SA 2 HA)
Nuclear Engine
Total Cost:
240 C 45 M 25 G
8 FA/8 CA/8 SA/8 HA/0 SD/0 HD
Destroyer(300 C, 35 M, 35 G)(3 CA)
Standard Mount(10 C, 5 M)(1 FA 2 CA) Hard Beam(4 C, 4 G)(1 FA 2 SA 1 HA)
Standard Mount(10 C, 5 M)(1 FA 2 CA) Hard Beam(4 C, 4 G)(1 FA 2 SA 1 HA)
Standard Mount(10 C, 5 M)(1 FA 2 CA) Mass Driver(2 C, 2 M)(1 CA 1 HA)
Standard Mount(10 C, 5 M)(1 FA 2 CA) Mass Driver(2 C, 2 M)(1 CA 1 HA)
Light Missle Chassis(10 C 10M)(3 CA) Nuclear Warhead(5 C)(2 SA, 2 HA)
Nuclear Engine
Total:
Cost: 367 C, 69 M, 43 G
6 FA/16 CA/6 SA/5 HA/0 SD/0HD
Light cruiser(350 C, 40 M, 40 G)(2 FA, 4 CA)
Spinal Mount(25 C, 15 M)(-3 FA, 4 CA)(+2 CMO) Hard Beam(4 C, 4 G)(1 FA 2 SA 1 HA)
Standard Mount(10 C, 5 M)(1 FA 2 CA) Hard Beam(4 C, 4 G)(1 FA 2 SA 1 HA)
Standard Mount(10 C, 5 M)(1 FA 2 CA) Hard Beam(4 C, 4 G)(1 FA 2 SA 1 HA)
Light Missle Chassis(10 C 10M)(3 CA) Nuclear Warhead(5 C)(2 SA, 2 HA)
Light Missle Chassis(10 C 10M)(3 CA) Nuclear Warhead(5 C)(2 SA, 2 HA)
Nuclear Engine
Total:
447 C, 95 M, 48 G
4 FA/18 CA/ 10 SA/ 7 HA/0 SD/0 HD +2 CMO
Blueman- Posts : 11
Join date : 2016-01-13
Re: Faction Infomation
Pirate:
Yar! Yo-ho ho and bottle of Rum! Pirates like to steal, pillage and cause as much chaos as possible. Some more organized groups have certain codes of honor or even some semblance of ethics. Hit hard, hit fast, and get the bloody hell out. That’s a pirate’s life for me.
Bonuses:
Pillaging is a pirate’s life. Up to three times a turn, a pirate faction can make a d6 roll to steal resources or ships being produced from a base or shipyard in a system that it has ships in. Also in an Asteroid field or Nebula, they can build bases that are hidden, requiring a d20 roll to find it.
Traits:
Scavenger
Whether metal is scarce to come by or maybe your people believe is re-using everything, you have the ability to clear debris fields and make some coin off of it. When clearing a debris field, you receive half the total metal and 10% of the credits of the total combined ships destroyed in field. Debris fields not caused by recent battle will have an amount set by GM. Roll a d20 for a chance to discover tech not known by you, if its present.
2000 points
Swarm:
Fighting against your pilots and fighters has been described as fighting a swarm of locusts, so many that it darkens the heavens. Your fighters take a -2 on all defensive stats, a +1 to all offensive stats, and cost half as much to make.
3000 points
Never Tell me the Odds-
Your people are very adept at traversing Asteroid fields. Your capital ships no longer have to spend movement points or make d20 rolls to traverse through asteroid fields and also get a +2 to CMO and CMD rolls while fighting in Asteroid fields.
3000 points
11000/15000 points
Starting techs(given by GM):
laser cannon
fighter
laser cannon
standard mount
retro engine
Interceptor
Bomber
Heavy-bomber
Frigate
Light cruiser
Cruiser
5 free techs:
Rocket Chassis
Light Missile Chassis
Heavy Missile Chassis
Nuclear Warhead
Anionic Warhead
Tech and Bases purchased with remaining start up credits(4000 credits remaining):
Nuclear Engine- 400
Hard Beam- 400
Mass Driver- 300
Fighter Shipyard Lvl 6: 600
Capital Shipyard Lvl 5: 500
12 Large Stations: 3600
Ship designs:
Interceptor (5 c, 2 m, 2 g)(+2 FA)
Fighter Laser Cannon(2 c, 2 g)(1 SA)
Fighter Laser Cannon(2 c, 2 g)(1 SA)
Cost: 9 C, 2 M, 6 G
Stats:
2 FA/0 CA/0 HA/ 2 SA/0 HD/0 SD
Swarm
Final
Cost: 4 C, 1 M, 3 G
3 FA/1 CA/1 HA/ 3 SA/-2 HD/-2 SD
Bomber(10 c, 5 M, 5 G)(+2 CA/ -4 FA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Cost:55 C, 20 M, 5 G
Stats: -1 FA/8 CA/6 HA/6 SA/0 HD/0 SD
Swarm
Final:
Cost:27 C, 10 M, 2 G
Stats: 0 FA/9 CA/7 HA/7 SA/-2 HD/-2 SD
Heavy-bomber(50 c, 10 M, 10 G)(+5 CA/ -3 FA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Cost:130 C, 50 M, 10 G
Stats: -3 FA/17 CA/12 HA/12 SA/0 HD/0 SD
Swarm
Final:
Cost:65 C, 25 M, 5 G
Stats: -2 FA/18 CA/13 HA/13 SA/-2 HD/-2 SD
Frigate(250 c, 30 m, 30 g)(+3 CA, 1 FA)
Heavy Missile Chassis(20 c, 15 m)(+4 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA)Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA)Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Cost:308 C, 55 M,38 G
Stats: 5 FA/11 CA/5 HA/7 SA/0 HD/0 SD
Light cruiser(350 c, 40 m, 40 g)(+4 CA, +2 FA):
Heavy Missile Chassis(20 c, 15 m)(+4 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA)Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA)Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA)Mass Driver(2 c, 2 m)(+1CA/ +1 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA)Mass Driver(2 c, 2 m)(+1CA/ +1 HA)
Cost: 432 C, 79 M, 48 G
Stats: 8 FA/18 CA/7 HA/7 SA/0 HD/0 SD
Cruiser(400 c, 45 m, 45 g)(+5 CA, -1 FA):
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Cost: 520 C, 105 M, 45 G
Stats: -1 FA/23 CA/18 HA/18 SA/0 HD/0 SD
Yar! Yo-ho ho and bottle of Rum! Pirates like to steal, pillage and cause as much chaos as possible. Some more organized groups have certain codes of honor or even some semblance of ethics. Hit hard, hit fast, and get the bloody hell out. That’s a pirate’s life for me.
Bonuses:
Pillaging is a pirate’s life. Up to three times a turn, a pirate faction can make a d6 roll to steal resources or ships being produced from a base or shipyard in a system that it has ships in. Also in an Asteroid field or Nebula, they can build bases that are hidden, requiring a d20 roll to find it.
Traits:
Scavenger
Whether metal is scarce to come by or maybe your people believe is re-using everything, you have the ability to clear debris fields and make some coin off of it. When clearing a debris field, you receive half the total metal and 10% of the credits of the total combined ships destroyed in field. Debris fields not caused by recent battle will have an amount set by GM. Roll a d20 for a chance to discover tech not known by you, if its present.
2000 points
Swarm:
Fighting against your pilots and fighters has been described as fighting a swarm of locusts, so many that it darkens the heavens. Your fighters take a -2 on all defensive stats, a +1 to all offensive stats, and cost half as much to make.
3000 points
Never Tell me the Odds-
Your people are very adept at traversing Asteroid fields. Your capital ships no longer have to spend movement points or make d20 rolls to traverse through asteroid fields and also get a +2 to CMO and CMD rolls while fighting in Asteroid fields.
3000 points
11000/15000 points
Starting techs(given by GM):
laser cannon
fighter
laser cannon
standard mount
retro engine
Interceptor
Bomber
Heavy-bomber
Frigate
Light cruiser
Cruiser
5 free techs:
Rocket Chassis
Light Missile Chassis
Heavy Missile Chassis
Nuclear Warhead
Anionic Warhead
Tech and Bases purchased with remaining start up credits(4000 credits remaining):
Nuclear Engine- 400
Hard Beam- 400
Mass Driver- 300
Fighter Shipyard Lvl 6: 600
Capital Shipyard Lvl 5: 500
12 Large Stations: 3600
Ship designs:
Interceptor (5 c, 2 m, 2 g)(+2 FA)
Fighter Laser Cannon(2 c, 2 g)(1 SA)
Fighter Laser Cannon(2 c, 2 g)(1 SA)
Cost: 9 C, 2 M, 6 G
Stats:
2 FA/0 CA/0 HA/ 2 SA/0 HD/0 SD
Swarm
Final
Cost: 4 C, 1 M, 3 G
3 FA/1 CA/1 HA/ 3 SA/-2 HD/-2 SD
Bomber(10 c, 5 M, 5 G)(+2 CA/ -4 FA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Cost:55 C, 20 M, 5 G
Stats: -1 FA/8 CA/6 HA/6 SA/0 HD/0 SD
Swarm
Final:
Cost:27 C, 10 M, 2 G
Stats: 0 FA/9 CA/7 HA/7 SA/-2 HD/-2 SD
Heavy-bomber(50 c, 10 M, 10 G)(+5 CA/ -3 FA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Cost:130 C, 50 M, 10 G
Stats: -3 FA/17 CA/12 HA/12 SA/0 HD/0 SD
Swarm
Final:
Cost:65 C, 25 M, 5 G
Stats: -2 FA/18 CA/13 HA/13 SA/-2 HD/-2 SD
Frigate(250 c, 30 m, 30 g)(+3 CA, 1 FA)
Heavy Missile Chassis(20 c, 15 m)(+4 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA)Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA)Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Cost:308 C, 55 M,38 G
Stats: 5 FA/11 CA/5 HA/7 SA/0 HD/0 SD
Light cruiser(350 c, 40 m, 40 g)(+4 CA, +2 FA):
Heavy Missile Chassis(20 c, 15 m)(+4 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA)Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA)Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA)Mass Driver(2 c, 2 m)(+1CA/ +1 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA)Mass Driver(2 c, 2 m)(+1CA/ +1 HA)
Cost: 432 C, 79 M, 48 G
Stats: 8 FA/18 CA/7 HA/7 SA/0 HD/0 SD
Cruiser(400 c, 45 m, 45 g)(+5 CA, -1 FA):
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Light missile Chassis(10 c, 10 m)(+3 CA)Anionic Energy Warhead(10 C)(+3 SA/+3 HA)
Cost: 520 C, 105 M, 45 G
Stats: -1 FA/23 CA/18 HA/18 SA/0 HD/0 SD
JustCallMeSenpai- Posts : 13
Join date : 2016-01-08
Re: Faction Infomation
The Hegemony of Sangheili
History
When the the Evon sent themselves and the other species through the artificial jumphole, they were nothing more than an Evon life science project. They began as reptiles native to the planet of the ancient system. Evon began pumping their bodies full of nutrients and growth mutagens. When they made the trip through the hole, they had just begun to walk upright. The ship they were on landed on a planet with very gravity and the Evon with them had simply vanished. Over the course of the next millenniums, they advanced very quickly. Reaching feudal levels of civilization in only 2 hundred years, they developed a distinct clan based society. When the Vakuu found them, they were more of curiosity than a threat, so they were largely left alone. When the Vakuu relaxed their grip on the galaxy, the Sangheili as they had began to call themselves had caught up with the rest of galaxy in terms of technology and are now looking to write the next chapter of their young civilization.
Physiology
Sangheili are at least 2.24 meters tall including helmet and armor, have two fingers and two thumbs on each hand which are much larger than human fingers and thumbs. They look vaguely like lizards or theropods, except for their jaws. When wearing armor, they take on a shark-like look because of the "fins" on the sides of their helmets. Their jaws are made up of four separate mandibles attached to their face, a more insect-like trait. The Sangheili are attributed for great strength and intelligence, and are praised for their bravery and honor. Sangheili warriors augment these natural abilities further through use of Energy Shields integrated into their armor. Depending upon rank and mission objective, they are commonly seen in battle with Plasma Rifles, Plasma Carbines, and sometimes, if they are higher ranked, Plasma swords. Sangheili employ coffin-like Orbital Insertion Pods for atmospheric missions.
Sangheili are muscular and at least a foot taller than a human. Their jaws are quadruple-hinged, with an upper jaw and four mandible-like lips. With few exceptions, these mandibles are consistently shown with six teeth each. Anywhere from 8-10 broader teeth have been observed mounted on the central jaw structure. Sangheili smell with the use of two nostrils, each a little in front and below the eye socket. Given their predatory nature, a Sangheili's sense of smell is very developed. Their hands are tetra-dactyl, having four digits; two middle fingers, and two opposing thumbs on the outside for grasping. Their legs are digitigrade, with short upper and lower legs, and elongated tarsals, using the distal and intermediate phalanges to support their weight when walking. Their superior is be attributed to their homeworld's higher gravity; the additional strength required to move normally in a high-gravity environment will cause them to be more powerful in lower gravity situations. They also have a double set of pectoral muscles, which contribute to their incredible strength.
Sangheili have at least two hearts , which circulate indigo-colored blood through their veins; the coloration is caused by Iron-Cobalt hemoglobin, whereas the crimson-blooded Humans possess monometallic iron-based hemoglobin. Though there are many theories on the subject, the chemical formula(e) of Sangheili hemoglobin is still unknown. They breathe oxygen.
Intelligence
The Sangheili are extremely intelligent and always demonstrate this in combat. Sangheili are normally on the move when fighting, constantly running and ducking, strafing and dodging when firing at the enemy. When presented with an obstacle, such as a vehicle trying to ram them, they will leap out of the way, and if a vehicle stops, they will attempt to board it or disable it. They are also smart enough to utilize cover, ducking behind crates or other obstacles when their shields are drained until they recharge. It should be noted that not all Sangheili make use of cover because of their superior strength. The Sangheili seem to employ complex strategy only if it either improves success in battle, or it allows them to inflict more casualties on their enemies. In ship-to-ship combat, despite having the advantage of long range weapons such as plasma torpedoes, the Sangheili prefer to maneuver in close in an attempt to board their opponent's vessel. These Sangheili charge their enemies with reckless aggression, regardless of any damage they sustain; only very seldom do they admit temporary defeat. They are quite capable of luring their enemies into traps by falling back into cover; as the enemy approaches, a Sangheili will spring from its position and land a massive melee hit on the unsuspecting opponent, and is especially even more dangerous if the hiding Sangheili is carrying an energy sword due to the weapon's lethal melee power.
The Sangheili are excellent tacticians, renowned for their ferocity and decisive thinking. This is shown to be very true in space during ship-to-ship combat, even when horribly outnumbered; they can win the fight with only few losses. The strong grasp of strategy and tactics most Sangheili have has often been contrasted with their rigid adherence to their code of honor. Sangheili for the most part have shown a preference for close combat with their foes, and the majority of their weaponry is suited for short-ranged fighting. The Energy Sword, the most prized weapon of the Sangheili, is the strongest example of this. Swords are often carried and used as primary weapons on the battlefield by Sangheili, and although devastating in hand-to-hand combat, are useless at range and make for highly visible targets.
Culture
The Sangheili practices of commanders leading from the front and distinguishing leaders through colored armor has resulted in a very high attrition rate for Sangheili commanders. In many battles, commanders have been killed early in the fighting leaving their forces leaderless and uncoordinated. The Sangheili tradition of promotion through feats of arms on the battlefield has sometimes placed individuals of questionable tactical and strategic skill, purely because of their ability to kill their enemies personally.
What the Sangheili consider to be dishonorable has also limited their flexibility in battle. Being wounded is considered a dishonor by the Sangheili, and it has been seen that most Sangheili go berserk upon having their blood spilled and charge straight at their enemies for revenge, usually resulting in their death. Others, have chosen to kill themselves after being seriously wounded in battle. The preference of most Sangheili to die rather than live wounded has resulted in unnecessary casualties. Retreat is viewed as an even greater dishonor, and many Sangheili have doomed themselves to be killed rather than retreat, even to take cover.
The Sangheili consider most other species to be inferior to them, both culturally and in fighting skill. Although Sangheili are naturally very intelligent, their culture's long dependence on a military-industrial scheme has led to an emphasis on might over science. Military science is always being researched, but medical, social, and economical is neglected.
Raised from childhood to be warriors, other societal roles are treated as secondary endeavors or even hobbies, and are not honored at all. Elites are very skilled in most weapons such as plasma rifle and carbine, and hand-to-hand combat. One interesting example of this martial focus is that only aristocrats are allowed to wield swords and that sword-wielders are then no longer eligible for marriage; however, they may breed with any female they choose, married or otherwise, to ensure successful transmission of "swordsman" genes.
In many ways, the Sangheili are much like Humans. They communicate, are loyal to their superiors and comrades, become protective of their troops and become angry and vengeful if other Sangheili are killed. They fear very little, taking great pride in an ancient, honor-laden code. Even when mortally wounded, the Sangheili still charge towards the enemy in a doomed last minute attack. Sangheili honor also dictates that they always be the first ones into a battle, and to never allow themselves to be captured alive. The more honorable captured Sangheili typically commit suicide while in prison to retain some measure of honor; often times when they are freed those who have not are executed anyway.
The Sangheili display respect and admiration for honorable fighters, whether they are allies of the Sangheili or not. It is not unusual for the Sangheili to have such an admiration for their adversaries. Sangheili respect and revere veterans and often follow their lead. Their history is ripe with victorious combatants welcoming the defeated enemies' remaining forces into their own arm, provided of course that they fought with honor.
Superstitions
Despite their martial nature, the Sangheili have reservations to the spilling of one's own blood. This is an extension of the belief that the blood of a warrior is his essence (honor); thus, to spill one's blood is to lose one's honor. As a result, doctors in Sangheili culture are seen by some as the lowest in society because they "make their living slicing and causing another Sangheili to bleed without honor." This meant that the only 'honorable' way for a Sangheili to be injured or bled out is from combat with the enemy. This belief also makes visiting a doctor very shameful for some Sangheili.
It is a belief among the Sangheili that a weapon is only drawn if it is to be used, because a drawn weapon "demands blood."
Goverment
Sangheili government is a feudal meritocracy and is democratic in case of some elders different clans ruling different areas. The ruler of these areas, a Kaidon, is elected by a group of council elders that reside in that area. If a council elder believes that his vote was "ill advised" or "had second thoughts", it was considered a tradition for council elders to initiate some form of attack such as sending assassins against the Kaidon in order "to test the true merit of a ruler's martial abilities. The belief was that "a Kaidon who could not defend himself was not a true leader."
Should the attack fail, the responsible elder will be executed immediately, and his family killed. However, punishment for this form of heresy was usually flexible. As such, if the elder did something honorable such as attack the Kaidon himself, or attempt to make a final stand against the Kaidon, then he would probably have managed to save his family from certain death, although they would still be banished.
All Kaidons report to the Chamber of Councilors which then report to the Arbiter, the ruler of the Sangheili.
Family
Family history and lineage are greatly valued, with each family having their own unique "Battle Poem" detailing the deeds and actions of its members during war times. Sexual dimorphism exists in the Sangheili as mostly Sangheili males are sent into service as warriors and soldiers, as few female Sangheili have been seen to have served in the military. The warriors form very close knitted relationships, referring to their comrades as "brothers" and remaining intensely loyal to them. This loyalty is shown in the custom of grieving after the death of a fallen comrade, a ritual which includes prayer for the dead warrior.
Children
In all clans, Sangheili children are raised in "common rooms" to ensure that all start on an equal footing and progress in rank by merit of their abilities. Members of some Sangheili clans rarely know their true fathers, and are usually raised by a maternal uncle instead. This may be a method of preventing status from being inherited in order to force children to make their own way in the world so they actively work for and earn advancement. Though, as some children's fathers were Swordsmen who were granted the right to reproduce with any number of female Sangheili they desire, the use of a maternal uncle as a father-like figure may have also been to allow children to be raised equally. Sangheili believe that copulation without regard for the bloodline is uncultured. A popular pastime for Sangheili children is to hunt small rat-like creatures that also live on their home world.
Faction Information:
Government/Empire:
Whether it be a cultural utopia, militant hegemony, or a beurocractic republic, Empire type factions focus on one thing: Power. Power to protect the peace, power to conquer the galaxy, or power to build a better tomorrow. Whatever an Empire uses its power for, they are normally forces to be reckoned with.
Bonuses:
Empires love symbols and most use capital ships as their symbols. Empires get an industry boost towards Capital ship production, equal to total cost being reduced by 25%. Also their capital ships get a small boost in combat, equal to +2 CMO per fleet that has capital ships in it.
Traits:
Boarding party:
In battle, you believe in taking the fight to the enemy. You can send out boarding parties to try and capture ships. You gain the ability to designate five ships. Roll a d10 for each ship, 1-3, you do not capture the ship. 4-7, those ships are disabled for one turn and may be captured next turn(if not captured the next turn, they are free to go.) 8-10, ships are captured in battle and can be used in battle.
5000 points
Scavenger
Whether metal is scarce to come by or maybe your people believe is re-using everything, you have the ability to clear debris fields and make some coin off of it. When clearing a debris field, you receive half the total metal and 10% of the credits of the total combined ships destroyed in field. Debris fields not caused by recent battle will have an amount set by GM. Roll a d20 for a chance to discover tech not known by you, if its present.
2000 points
Starting tech:
Interceptor
Bomber
Frigate
Cruiser
Battleship
laser cannon
fighter laser cannon
standard mount
retro engine
Small Shield Generator
Class 1 Shields
Class 2 Shields
Zortrium
Very Light Armor
7000 points left:
Capital Shipyard Lvl 10-1100 credits
Fighter Shipyard lvl 6- 600 credits
10 Large Bases- 3000 credits
Fighter Phaser Beam- 700 credits
Rocket Chassis- 300 credits
Nuclear Warhead-200 credits
Hard Beam-400 credits
Quark Cannon-100 credits
Neutron Blaster- 300 credits
Zortrium(20 c, 10 m)(HD x2) Very Light Armor(10 c, 5 m)(1 HD)
Small Shield Generator(50 c, 4 m, 4 g)(SDx2) Class 2 Shields(20 c, 4 g)(2 SD)
Shipyards:
Interceptor(5 c, 2 m, 2 g)(+2 FA)
Fighter Phaser Beam(4 c, 4 g)(2 SA/ 2 CA)
Fighter Phaser Beam(4 c, 4 g)(2 SA/ 2 CA)
Cost: 13 C, 2 M, 10 G
2 FA/4 CA/4 SA/0 HA/0 SD/0 HD
Bomber(10 c, 5 M, 5 G)(+2 CA/ -4 FA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Cost: 40 C, 20 M, 5 G
-1 FA/8 CA/6 SA/6 HA/0 SD/0 HD
Frigate(250 c, 30 m, 30 g)(+3 CA, 1 FA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Neutron Blaster(10 c, 6 g)(+2 FA/ 2 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Neutron Blaster(10 c, 6 g)(+2 FA/ 2 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Zortrium(20 c, 10 m)(HD x2) Very Light Armor(10 c, 5 m)(1 HD)
Small Shield Generator(50 c, 4 m, 4 g)(SDx2) Class 2 Shields(20 c, 4 g)(2 SD)
Cost: 428 C, 69 M, 58 G
11 FA/11 CA/4 SA/6 HA/4 SD/2 HD
Government discount- 25% off total cost
Final Cost:
321 C, 52 M, 44 G
Cruiser(400 c, 45 m, 45 g)(+5 CA, -1 FA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Neutron Blaster(10 c, 6 g)(+2 FA/ 2 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Neutron Blaster(10 c, 6 g)(+2 FA/ 2 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Zortrium(20 c, 10 m)(HD x2) Very Light Armor(10 c, 5 m)(1 HD)
Small Shield Generator(50 c, 4 m, 4 g)(SDx2) Class 2 Shields(20 c, 4 g)(2 SD)
Cost:568 C, 89 M, 73, G
11 FA/17 CA/8 SA/10 HA/4 SD/2 HD
Government discount- 25% off total cost
Final Cost:
426 C, 67 M, 55 G
Battleship( 500 c, 55 m, 55 g)(+6 CA -2 FA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Neutron Blaster(10 c, 6 g)(+2 FA/ 2 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Neutron Blaster(10 c, 6 g)(+2 FA/ 2 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Neutron Blaster(10 c, 6 g)(+2 FA/ 2 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Zortrium(20 c, 10 m)(HD x2) Very Light Armor(10 c, 5 m)(1 HD)
Small Shield Generator(50 c, 4 m, 4 g)(SDx2) Class 2 Shields(20 c, 4 g)(2 SD)
Cost: 610 C, 119 M, 89 G
14 FA/22 CA/10 SA/14 HA/4 SD/2 HD
Government discount- 25% off total cost
Final Cost:
458 C, 89 M, 67 G
History
When the the Evon sent themselves and the other species through the artificial jumphole, they were nothing more than an Evon life science project. They began as reptiles native to the planet of the ancient system. Evon began pumping their bodies full of nutrients and growth mutagens. When they made the trip through the hole, they had just begun to walk upright. The ship they were on landed on a planet with very gravity and the Evon with them had simply vanished. Over the course of the next millenniums, they advanced very quickly. Reaching feudal levels of civilization in only 2 hundred years, they developed a distinct clan based society. When the Vakuu found them, they were more of curiosity than a threat, so they were largely left alone. When the Vakuu relaxed their grip on the galaxy, the Sangheili as they had began to call themselves had caught up with the rest of galaxy in terms of technology and are now looking to write the next chapter of their young civilization.
Physiology
Sangheili are at least 2.24 meters tall including helmet and armor, have two fingers and two thumbs on each hand which are much larger than human fingers and thumbs. They look vaguely like lizards or theropods, except for their jaws. When wearing armor, they take on a shark-like look because of the "fins" on the sides of their helmets. Their jaws are made up of four separate mandibles attached to their face, a more insect-like trait. The Sangheili are attributed for great strength and intelligence, and are praised for their bravery and honor. Sangheili warriors augment these natural abilities further through use of Energy Shields integrated into their armor. Depending upon rank and mission objective, they are commonly seen in battle with Plasma Rifles, Plasma Carbines, and sometimes, if they are higher ranked, Plasma swords. Sangheili employ coffin-like Orbital Insertion Pods for atmospheric missions.
Sangheili are muscular and at least a foot taller than a human. Their jaws are quadruple-hinged, with an upper jaw and four mandible-like lips. With few exceptions, these mandibles are consistently shown with six teeth each. Anywhere from 8-10 broader teeth have been observed mounted on the central jaw structure. Sangheili smell with the use of two nostrils, each a little in front and below the eye socket. Given their predatory nature, a Sangheili's sense of smell is very developed. Their hands are tetra-dactyl, having four digits; two middle fingers, and two opposing thumbs on the outside for grasping. Their legs are digitigrade, with short upper and lower legs, and elongated tarsals, using the distal and intermediate phalanges to support their weight when walking. Their superior is be attributed to their homeworld's higher gravity; the additional strength required to move normally in a high-gravity environment will cause them to be more powerful in lower gravity situations. They also have a double set of pectoral muscles, which contribute to their incredible strength.
Sangheili have at least two hearts , which circulate indigo-colored blood through their veins; the coloration is caused by Iron-Cobalt hemoglobin, whereas the crimson-blooded Humans possess monometallic iron-based hemoglobin. Though there are many theories on the subject, the chemical formula(e) of Sangheili hemoglobin is still unknown. They breathe oxygen.
Intelligence
The Sangheili are extremely intelligent and always demonstrate this in combat. Sangheili are normally on the move when fighting, constantly running and ducking, strafing and dodging when firing at the enemy. When presented with an obstacle, such as a vehicle trying to ram them, they will leap out of the way, and if a vehicle stops, they will attempt to board it or disable it. They are also smart enough to utilize cover, ducking behind crates or other obstacles when their shields are drained until they recharge. It should be noted that not all Sangheili make use of cover because of their superior strength. The Sangheili seem to employ complex strategy only if it either improves success in battle, or it allows them to inflict more casualties on their enemies. In ship-to-ship combat, despite having the advantage of long range weapons such as plasma torpedoes, the Sangheili prefer to maneuver in close in an attempt to board their opponent's vessel. These Sangheili charge their enemies with reckless aggression, regardless of any damage they sustain; only very seldom do they admit temporary defeat. They are quite capable of luring their enemies into traps by falling back into cover; as the enemy approaches, a Sangheili will spring from its position and land a massive melee hit on the unsuspecting opponent, and is especially even more dangerous if the hiding Sangheili is carrying an energy sword due to the weapon's lethal melee power.
The Sangheili are excellent tacticians, renowned for their ferocity and decisive thinking. This is shown to be very true in space during ship-to-ship combat, even when horribly outnumbered; they can win the fight with only few losses. The strong grasp of strategy and tactics most Sangheili have has often been contrasted with their rigid adherence to their code of honor. Sangheili for the most part have shown a preference for close combat with their foes, and the majority of their weaponry is suited for short-ranged fighting. The Energy Sword, the most prized weapon of the Sangheili, is the strongest example of this. Swords are often carried and used as primary weapons on the battlefield by Sangheili, and although devastating in hand-to-hand combat, are useless at range and make for highly visible targets.
Culture
The Sangheili practices of commanders leading from the front and distinguishing leaders through colored armor has resulted in a very high attrition rate for Sangheili commanders. In many battles, commanders have been killed early in the fighting leaving their forces leaderless and uncoordinated. The Sangheili tradition of promotion through feats of arms on the battlefield has sometimes placed individuals of questionable tactical and strategic skill, purely because of their ability to kill their enemies personally.
What the Sangheili consider to be dishonorable has also limited their flexibility in battle. Being wounded is considered a dishonor by the Sangheili, and it has been seen that most Sangheili go berserk upon having their blood spilled and charge straight at their enemies for revenge, usually resulting in their death. Others, have chosen to kill themselves after being seriously wounded in battle. The preference of most Sangheili to die rather than live wounded has resulted in unnecessary casualties. Retreat is viewed as an even greater dishonor, and many Sangheili have doomed themselves to be killed rather than retreat, even to take cover.
The Sangheili consider most other species to be inferior to them, both culturally and in fighting skill. Although Sangheili are naturally very intelligent, their culture's long dependence on a military-industrial scheme has led to an emphasis on might over science. Military science is always being researched, but medical, social, and economical is neglected.
Raised from childhood to be warriors, other societal roles are treated as secondary endeavors or even hobbies, and are not honored at all. Elites are very skilled in most weapons such as plasma rifle and carbine, and hand-to-hand combat. One interesting example of this martial focus is that only aristocrats are allowed to wield swords and that sword-wielders are then no longer eligible for marriage; however, they may breed with any female they choose, married or otherwise, to ensure successful transmission of "swordsman" genes.
In many ways, the Sangheili are much like Humans. They communicate, are loyal to their superiors and comrades, become protective of their troops and become angry and vengeful if other Sangheili are killed. They fear very little, taking great pride in an ancient, honor-laden code. Even when mortally wounded, the Sangheili still charge towards the enemy in a doomed last minute attack. Sangheili honor also dictates that they always be the first ones into a battle, and to never allow themselves to be captured alive. The more honorable captured Sangheili typically commit suicide while in prison to retain some measure of honor; often times when they are freed those who have not are executed anyway.
The Sangheili display respect and admiration for honorable fighters, whether they are allies of the Sangheili or not. It is not unusual for the Sangheili to have such an admiration for their adversaries. Sangheili respect and revere veterans and often follow their lead. Their history is ripe with victorious combatants welcoming the defeated enemies' remaining forces into their own arm, provided of course that they fought with honor.
Superstitions
Despite their martial nature, the Sangheili have reservations to the spilling of one's own blood. This is an extension of the belief that the blood of a warrior is his essence (honor); thus, to spill one's blood is to lose one's honor. As a result, doctors in Sangheili culture are seen by some as the lowest in society because they "make their living slicing and causing another Sangheili to bleed without honor." This meant that the only 'honorable' way for a Sangheili to be injured or bled out is from combat with the enemy. This belief also makes visiting a doctor very shameful for some Sangheili.
It is a belief among the Sangheili that a weapon is only drawn if it is to be used, because a drawn weapon "demands blood."
Goverment
Sangheili government is a feudal meritocracy and is democratic in case of some elders different clans ruling different areas. The ruler of these areas, a Kaidon, is elected by a group of council elders that reside in that area. If a council elder believes that his vote was "ill advised" or "had second thoughts", it was considered a tradition for council elders to initiate some form of attack such as sending assassins against the Kaidon in order "to test the true merit of a ruler's martial abilities. The belief was that "a Kaidon who could not defend himself was not a true leader."
Should the attack fail, the responsible elder will be executed immediately, and his family killed. However, punishment for this form of heresy was usually flexible. As such, if the elder did something honorable such as attack the Kaidon himself, or attempt to make a final stand against the Kaidon, then he would probably have managed to save his family from certain death, although they would still be banished.
All Kaidons report to the Chamber of Councilors which then report to the Arbiter, the ruler of the Sangheili.
Family
Family history and lineage are greatly valued, with each family having their own unique "Battle Poem" detailing the deeds and actions of its members during war times. Sexual dimorphism exists in the Sangheili as mostly Sangheili males are sent into service as warriors and soldiers, as few female Sangheili have been seen to have served in the military. The warriors form very close knitted relationships, referring to their comrades as "brothers" and remaining intensely loyal to them. This loyalty is shown in the custom of grieving after the death of a fallen comrade, a ritual which includes prayer for the dead warrior.
Children
In all clans, Sangheili children are raised in "common rooms" to ensure that all start on an equal footing and progress in rank by merit of their abilities. Members of some Sangheili clans rarely know their true fathers, and are usually raised by a maternal uncle instead. This may be a method of preventing status from being inherited in order to force children to make their own way in the world so they actively work for and earn advancement. Though, as some children's fathers were Swordsmen who were granted the right to reproduce with any number of female Sangheili they desire, the use of a maternal uncle as a father-like figure may have also been to allow children to be raised equally. Sangheili believe that copulation without regard for the bloodline is uncultured. A popular pastime for Sangheili children is to hunt small rat-like creatures that also live on their home world.
Faction Information:
Government/Empire:
Whether it be a cultural utopia, militant hegemony, or a beurocractic republic, Empire type factions focus on one thing: Power. Power to protect the peace, power to conquer the galaxy, or power to build a better tomorrow. Whatever an Empire uses its power for, they are normally forces to be reckoned with.
Bonuses:
Empires love symbols and most use capital ships as their symbols. Empires get an industry boost towards Capital ship production, equal to total cost being reduced by 25%. Also their capital ships get a small boost in combat, equal to +2 CMO per fleet that has capital ships in it.
Traits:
Boarding party:
In battle, you believe in taking the fight to the enemy. You can send out boarding parties to try and capture ships. You gain the ability to designate five ships. Roll a d10 for each ship, 1-3, you do not capture the ship. 4-7, those ships are disabled for one turn and may be captured next turn(if not captured the next turn, they are free to go.) 8-10, ships are captured in battle and can be used in battle.
5000 points
Scavenger
Whether metal is scarce to come by or maybe your people believe is re-using everything, you have the ability to clear debris fields and make some coin off of it. When clearing a debris field, you receive half the total metal and 10% of the credits of the total combined ships destroyed in field. Debris fields not caused by recent battle will have an amount set by GM. Roll a d20 for a chance to discover tech not known by you, if its present.
2000 points
Starting tech:
Interceptor
Bomber
Frigate
Cruiser
Battleship
laser cannon
fighter laser cannon
standard mount
retro engine
Small Shield Generator
Class 1 Shields
Class 2 Shields
Zortrium
Very Light Armor
7000 points left:
Capital Shipyard Lvl 10-1100 credits
Fighter Shipyard lvl 6- 600 credits
10 Large Bases- 3000 credits
Fighter Phaser Beam- 700 credits
Rocket Chassis- 300 credits
Nuclear Warhead-200 credits
Hard Beam-400 credits
Quark Cannon-100 credits
Neutron Blaster- 300 credits
Zortrium(20 c, 10 m)(HD x2) Very Light Armor(10 c, 5 m)(1 HD)
Small Shield Generator(50 c, 4 m, 4 g)(SDx2) Class 2 Shields(20 c, 4 g)(2 SD)
Shipyards:
Interceptor(5 c, 2 m, 2 g)(+2 FA)
Fighter Phaser Beam(4 c, 4 g)(2 SA/ 2 CA)
Fighter Phaser Beam(4 c, 4 g)(2 SA/ 2 CA)
Cost: 13 C, 2 M, 10 G
2 FA/4 CA/4 SA/0 HA/0 SD/0 HD
Bomber(10 c, 5 M, 5 G)(+2 CA/ -4 FA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Cost: 40 C, 20 M, 5 G
-1 FA/8 CA/6 SA/6 HA/0 SD/0 HD
Frigate(250 c, 30 m, 30 g)(+3 CA, 1 FA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Neutron Blaster(10 c, 6 g)(+2 FA/ 2 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Neutron Blaster(10 c, 6 g)(+2 FA/ 2 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Zortrium(20 c, 10 m)(HD x2) Very Light Armor(10 c, 5 m)(1 HD)
Small Shield Generator(50 c, 4 m, 4 g)(SDx2) Class 2 Shields(20 c, 4 g)(2 SD)
Cost: 428 C, 69 M, 58 G
11 FA/11 CA/4 SA/6 HA/4 SD/2 HD
Government discount- 25% off total cost
Final Cost:
321 C, 52 M, 44 G
Cruiser(400 c, 45 m, 45 g)(+5 CA, -1 FA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Neutron Blaster(10 c, 6 g)(+2 FA/ 2 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Neutron Blaster(10 c, 6 g)(+2 FA/ 2 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Zortrium(20 c, 10 m)(HD x2) Very Light Armor(10 c, 5 m)(1 HD)
Small Shield Generator(50 c, 4 m, 4 g)(SDx2) Class 2 Shields(20 c, 4 g)(2 SD)
Cost:568 C, 89 M, 73, G
11 FA/17 CA/8 SA/10 HA/4 SD/2 HD
Government discount- 25% off total cost
Final Cost:
426 C, 67 M, 55 G
Battleship( 500 c, 55 m, 55 g)(+6 CA -2 FA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Neutron Blaster(10 c, 6 g)(+2 FA/ 2 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Neutron Blaster(10 c, 6 g)(+2 FA/ 2 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Neutron Blaster(10 c, 6 g)(+2 FA/ 2 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Standard Mount(10 c, 5 m)(+1 FA/+2 CA) Hard Beam(4 c, 4 g)(+1 FA/+2 SA/+ 1 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Rocket Chassis(5 c, 5 m)(+1 FA/+2 CA) Nuclear Warhead(5 C)(+2 SA/+2 HA)
Zortrium(20 c, 10 m)(HD x2) Very Light Armor(10 c, 5 m)(1 HD)
Small Shield Generator(50 c, 4 m, 4 g)(SDx2) Class 2 Shields(20 c, 4 g)(2 SD)
Cost: 610 C, 119 M, 89 G
14 FA/22 CA/10 SA/14 HA/4 SD/2 HD
Government discount- 25% off total cost
Final Cost:
458 C, 89 M, 67 G
Re: Faction Infomation
Thorsuian Bounty Hunters
During the Vakku’s reign they occasionally bought the assistance of bounty hunter clans to eradicate prime targets of resistance. The most cunning of all the bounty hunter clans were the Thorsu. Most being ex-special forces and espionage they were equipped with high end military combat gear and weaponry. After the disappearance of the Vakku, the Thorsuian bounty hunters settled in the down accepting bounties from any faction that had the resources and cash to satisfy them.
Starting Credits 15K
Bounty Hunter/Police
Bounty Hunters, Mercenaries, soldiers of fortune, paragons of ethical ambiguity, all terms used to describe this faction type. Normally hired by governments to take out pirate groups when their own forces are spread too thin, some BH groups have stepped up to be their own Quasi-government entity, policing and defending entire swaths of space in the name of law and order. Whether they are hired or do it of their own power, these guys are born for combat.
Bonus:
Bounty Hunters are known for taking out criminals. When fighting pirate’s, they get a small boost to combat, equal to +3 CMO, and get 10% worth of credits of pirate ships they've taken out.
Techs
· Interceptor
· Heavy fighter
· Gun boat
· Destroyer
· Cruiser
· Battle cruiser
· laser cannon
· fighter laser cannon
· standard mount
· retro engine
Free Techs
· Class I Shield
· Improved Research
· Very Light Armor
· Mass Driver
· Nuclear Engine
Traits
· Organic tech-
Maybe you grow your own ships, or rely on some sort of bio-technology, you don’t need as much metal as everybody else. Reduce the total metal cost of your ships by 25%, but add that number to your gas cost.
2000 points
· Tactically Sound: Your people are cautious and calculating. Because of this, your ships have -1 movement but get a +3 on all CMO and CMD rolls.
4000 points
· Titanic
Your people believe in quality over quantity. You can designate ship classes as Titanic. They will cost double, but take a +3 on all stats. Once designated, they cannot be changed. You can take this along with Mass Produced.
4000 points
10000/15000 points
Techs and Bases:
Stations:
3 large stations: 900
5 medium stations: 1000
Shipyards:
Fighter Shipyard Lvl 5: 500
Capital Shipyard Lvl 3: 600
Bought Techs
Fighter Mass Driver: 300
Rail Gun: 500
Class II Shield: 600
14400/15000 points
Ship Design:
Interceptor (5c, 2m, 2g) (+2 FA)
Fighter Laser Cannon (2 c, 2 g) (1 SA)
Fighter Laser Cannon (2 c, 2 g) (1 SA)
Nuclear Engine
Cost: 9c, 2m, 6g
Stats:
2 FA/ 0 CA/ 0 HA/ 2 SA/ 0 HD/ 0 SD
Titanic
Final
Cost: 18c, 2m, 6g
5 FA/ 3 CA/ 3 HA/ 5 SA/ 3 HD/ 3 SD
Heavy Fighter (20c, 5m, 5g) (+3 FA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Fighter Laser Cannon (2 c, 2 g) (1 SA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Fighter Laser Cannon (2 c, 2 g) (1 SA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Fighter Mass Driver (2c, 2m) (+1 CA/+1 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Fighter Mass Driver (2c, 2m) (+1 CA/+1 HA)
Nuclear Engine
Cost: 68c, 29m, 9g
Stats: 7 FA/ 10 CA/ 2 HA/ 2 SA/ 0 HD/ 0 SD
Titanic
Final:
Cost: 136c, 29m, 9g
Stats: 10 FA/ 13 CA/ 5 HA/ 5 SA/ 3 HD/ 3 SD
Gunboat (200 c, 25m, 25g,) (+4 FA)
Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Cost: 216c, 45m, 25g
Stats: 4 FA/ 8 CA/ 8 HA/ 0 SA/ 0 HD/ 0 SD
Titanic
Final:
Cost: 432c 45m 25g
Stats: 7 FA/ 11 CA/ 11 HA/ 3 SA/ 3 HD/ 3 SD
Destroyer (300 C, 35 M, 35 G) (3 CA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Nuclear Engine
Cost: 370c, 80m, 35g
5 FA/ 23 CA/ 0 SA/10 HA/0 SD/0 HD
Titanic
Final:
Cost: 740c, 80m, 35g
8 FA/ 26 CA/ 3 SA/13 HA/3 SD/3 HD
Cruiser (400c, 45m, 45g) (5 CA, -1 FA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Nuclear Engine
Cost: 484 c, 99m, 45g
5 FA/ 29 CA/ 0 SA/12 HA/0 SD/0 HD
Titanic
Final:
Cost: 968c, 99m, 45g
8 FA/ 32 CA/ 3 SA/15 HA/3 SD/3 HD
Battle Cruiser (250c, 50m, 50g) (5 CA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Nuclear Engine
Cost: 320c, 103m, 50g
7 FA/ 33 CA/ 0 SA/14 HA/0 SD/0 HD
Titanic
Final:
Cost: 640c, 103m, 50g
10 FA/ 36 CA/ 3 SA/17 HA/3 SD/3 HD
During the Vakku’s reign they occasionally bought the assistance of bounty hunter clans to eradicate prime targets of resistance. The most cunning of all the bounty hunter clans were the Thorsu. Most being ex-special forces and espionage they were equipped with high end military combat gear and weaponry. After the disappearance of the Vakku, the Thorsuian bounty hunters settled in the down accepting bounties from any faction that had the resources and cash to satisfy them.
Starting Credits 15K
Bounty Hunter/Police
Bounty Hunters, Mercenaries, soldiers of fortune, paragons of ethical ambiguity, all terms used to describe this faction type. Normally hired by governments to take out pirate groups when their own forces are spread too thin, some BH groups have stepped up to be their own Quasi-government entity, policing and defending entire swaths of space in the name of law and order. Whether they are hired or do it of their own power, these guys are born for combat.
Bonus:
Bounty Hunters are known for taking out criminals. When fighting pirate’s, they get a small boost to combat, equal to +3 CMO, and get 10% worth of credits of pirate ships they've taken out.
Techs
· Interceptor
· Heavy fighter
· Gun boat
· Destroyer
· Cruiser
· Battle cruiser
· laser cannon
· fighter laser cannon
· standard mount
· retro engine
Free Techs
· Class I Shield
· Improved Research
· Very Light Armor
· Mass Driver
· Nuclear Engine
Traits
· Organic tech-
Maybe you grow your own ships, or rely on some sort of bio-technology, you don’t need as much metal as everybody else. Reduce the total metal cost of your ships by 25%, but add that number to your gas cost.
2000 points
· Tactically Sound: Your people are cautious and calculating. Because of this, your ships have -1 movement but get a +3 on all CMO and CMD rolls.
4000 points
· Titanic
Your people believe in quality over quantity. You can designate ship classes as Titanic. They will cost double, but take a +3 on all stats. Once designated, they cannot be changed. You can take this along with Mass Produced.
4000 points
10000/15000 points
Techs and Bases:
Stations:
3 large stations: 900
5 medium stations: 1000
Shipyards:
Fighter Shipyard Lvl 5: 500
Capital Shipyard Lvl 3: 600
Bought Techs
Fighter Mass Driver: 300
Rail Gun: 500
Class II Shield: 600
14400/15000 points
Ship Design:
Interceptor (5c, 2m, 2g) (+2 FA)
Fighter Laser Cannon (2 c, 2 g) (1 SA)
Fighter Laser Cannon (2 c, 2 g) (1 SA)
Nuclear Engine
Cost: 9c, 2m, 6g
Stats:
2 FA/ 0 CA/ 0 HA/ 2 SA/ 0 HD/ 0 SD
Titanic
Final
Cost: 18c, 2m, 6g
5 FA/ 3 CA/ 3 HA/ 5 SA/ 3 HD/ 3 SD
Heavy Fighter (20c, 5m, 5g) (+3 FA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Fighter Laser Cannon (2 c, 2 g) (1 SA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Fighter Laser Cannon (2 c, 2 g) (1 SA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Fighter Mass Driver (2c, 2m) (+1 CA/+1 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Fighter Mass Driver (2c, 2m) (+1 CA/+1 HA)
Nuclear Engine
Cost: 68c, 29m, 9g
Stats: 7 FA/ 10 CA/ 2 HA/ 2 SA/ 0 HD/ 0 SD
Titanic
Final:
Cost: 136c, 29m, 9g
Stats: 10 FA/ 13 CA/ 5 HA/ 5 SA/ 3 HD/ 3 SD
Gunboat (200 c, 25m, 25g,) (+4 FA)
Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Cost: 216c, 45m, 25g
Stats: 4 FA/ 8 CA/ 8 HA/ 0 SA/ 0 HD/ 0 SD
Titanic
Final:
Cost: 432c 45m 25g
Stats: 7 FA/ 11 CA/ 11 HA/ 3 SA/ 3 HD/ 3 SD
Destroyer (300 C, 35 M, 35 G) (3 CA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Nuclear Engine
Cost: 370c, 80m, 35g
5 FA/ 23 CA/ 0 SA/10 HA/0 SD/0 HD
Titanic
Final:
Cost: 740c, 80m, 35g
8 FA/ 26 CA/ 3 SA/13 HA/3 SD/3 HD
Cruiser (400c, 45m, 45g) (5 CA, -1 FA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Nuclear Engine
Cost: 484 c, 99m, 45g
5 FA/ 29 CA/ 0 SA/12 HA/0 SD/0 HD
Titanic
Final:
Cost: 968c, 99m, 45g
8 FA/ 32 CA/ 3 SA/15 HA/3 SD/3 HD
Battle Cruiser (250c, 50m, 50g) (5 CA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Standard Mount (10 c, 5 m) (+1 FA/+2 CA) Rail Gun (4c, 4m) (+2 CA/ +2 HA)
Nuclear Engine
Cost: 320c, 103m, 50g
7 FA/ 33 CA/ 0 SA/14 HA/0 SD/0 HD
Titanic
Final:
Cost: 640c, 103m, 50g
10 FA/ 36 CA/ 3 SA/17 HA/3 SD/3 HD
BasedWindu- Posts : 2
Join date : 2015-12-07
Age : 29
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