NationStates Jolt Archive


Intergalactic War for Survival - The Oblivion Wars (SIGNUP/OOC) (FT)

Neo-Mekanta
16-05-2005, 19:34
OOC

Alright, boys and girls... In an attempt to outdo the Shivan Wars, a new THREAT (http://forums2.jolt.co.uk/showthread.php?t=418543) has been made and will start rampaging.

It's also an attempt to prevent the problems of the Shivan War from occuring in the next intergalactic war. The general status of the war is OPEN so long as the rules (below) are followed. There are some exceptions, though.

Before anyone starts bitching... I'm well aware this is a godmod of the highest order. How else do you expect a threat to be large enough for the war?

Right then, now that the disclaimer is out of the way...

The focus for the Oblivion Wars is going to be STORY over victory. To put it simply, Devilmachine is going to walk all over us for most of the war. This may be shocking for some of those who like being the strongest, but Devilmachine is infinately more powerful than anything a single nation can throw at him. Stand alone, and you'll die like insects. I won't press losses of importance, like significant planets and especially not characters, but most of the participants large enough will suffer major losses. (Neo-Mekanta's Capital world, a war hero of Flaming Souls, ect.)

And one thing should be made perfectly clear...
To prevent the chaos that large battles with many participants causes, there will be a GM Presence in all Oblivion War threads to maintain order. This GM, myself or anyone I appoint a GM, will DAMAGE CALL if they need to.
This is the largest problem I can picture people having, but like I said, every measure will be taken to avoid major character (hero) losses. If something does accidently happen, tell me and I'll correct it even if I have to log out and swap accounts to do so. ^_^

For the sake of clearity I'd really appreciate if in larger battles you would summerize actions at the bottom. This would likely make things a lot easier for everyone. For example, a hypothetical smackdown of two NPC nations working together...


Admiral Halcyon gasped in horror as Devilmachine rose from his transpace pocket, the Harbinger's Terror Aura sweeping his fleet as he turned to his tactical officer. "Signal the Jirins and tell them to retreat! Don't let that monster get to the refugees from Jira prime!"

"Sir!"


A hail of photon torpedoes lashed out from the Gormani Federation's ships, exploding uselessly against Devilmachine's hull. The massive war machine took the bombardment, laughing off the feeble attacks of the saucer-headed ships.

"PATHETIC BIO-CREATURES. PREPARE FOR EXTERMINATION." The Harbinger's impossibly deep voice rung through the heads of the officers of the two formerly-enemy nations. His tentacles spread, Daevalian Broodships and warriors swirling into existance between them and darting toward the Gormani formations as the Harbinger's beam cannons belched beams of death at the frail-looking vessels.


-OOC-
Gormani fleet opens fire on Devilmachine. Little effectiveness.
Devilmachine spawns Daevalians, Broodships.
Devilmachine returns fire.



As stated in the other topic, any questions and comments can be directed at me. My MSN Messanger is machinakyrios@hotmail.com and AIM is just MachinaKyrios if you need them.

I'll need everyone who's in to post again with their full nation name, tech type, any info you think the other RPers and I should know. ^_^

Following is a list of all battles against Devilmachine. The present battle will be marked with an asterisk.
BATTLES
The Fall of Mekanta (http://forums2.jolt.co.uk/showthread.php?t=418543)

------
PARTICIPANTS
The Galactic Hegemony of Neo-Mekanta

-----
Good luck, and good hunting.
Neo-Mekanta
16-05-2005, 19:43
Space Reserved for tactical data on Devilmachine, and present war history.

However, information available IC and OOC-only will be flagged such. Metagaming is punishable by tentacle rape. ^_^

I'll get it up as soon as I can. (... I could phrase that better... but I won't.)
The Arcane Order
16-05-2005, 19:57
Sign me up, Scotty!

Put me down for one of the Arcanites deciding to be interfering and generally irritating for Devilmachine.

Nation Name: The Mechanised Technocracy of The Arcane Order

Arcanite: Sakanthis, Voice of Ancient Tanreall

Details as an individual:

Sakanthis is one of the Greater Five of the Arcane Order. He is the single eldest member of the Arcane Order and is ancient beond the comprehension of most beings, having lived during the Wars of Ignorance and the destruction of Tanreall. Like a typical Arcanite he is arrogant, powerful, and obsessed with knowledge.

He is one of the very few Arcanites to remember Tanreall before the Wars of Ignorance, and bears a great hatred for those who destroyed his ancient home (whose empires and stars have long since died). Although he is aware that there are none left upon whom he would seek revenge he is normally willing and eager to go to war, bringing together his great fleet crewed by the Mechanised Intellects so loved by the Order.


Tech type

Terrifyingly advanced. Arcanite fleets are controlled by a single entity (the Ancient and Venerable Master) under whom an army of Mechanised Intellects operate.
While far in advance of most entities, the Arcane Order is almost always vastly outnumbered.
Central Facehuggeria
16-05-2005, 21:54
I'll need everyone who's in to post again with their full nation name, tech type, any info you think the other RPers and I should know. ^_^

Okey dokey.

Name: The Human Empire of Central Facehuggeria (used interchangably with the Human Empire, Human Imperium, or simply the Empire and any combination thereof.)

Tech type: Highly advanced military technology. Focuses on quality over quantity taken to an extreme, with only twelve total capital ships, with each one being big and highly powerful. Ground forces are all of my own design, with power suits, genetic and cybernetic modification, and 'tactical' nuclear weapons all being commonplace, amongst other units such as monstrous mobile land fortresses and mecha and anti-gravity tanks.

Leader: The Immortal Emperor Jerico Halsey (Usually just 'The Emperor' or 'The Immortal Emperor') and his small council of advisors, the Immortal Brotherhood. I'm willing to lose most of my leadership in this war.

Systems/Planets: Earth*; Sol. Gehenna Prime, Gehenna II, Gehenna III; Gehenna system. (Not to be confused with any other Gehenna systems out there.) Boreas Prime; Boreas system. Opterra Prime; Opterra II, Opterra system. Arcadia III; Arcadia system. Odon IV; Odon system, Mardalla II; Mardalla system.

*Earth is obviously shared with more other nations than I can count. :p

Most of those systems are backwaters with little population. The big ones are Boreas, Opterra, and Gehenna (along with Earth.) I'm totally willing to lose Boreas outright, and to have the other two non-Earth planets depopulated. The other ones can be wiped out/depopulated at your discretion.

If it's all right with you, I'd like to have my Emperor killed in this war. Preferably in some blaze of glory defending refugee transports or something. Because I'm cheesy like that. :p

I'd also appreciate it if we got a chance at some nice big ground wars too, although I can understand if those don't make it in for whatever reason.
Al-Imvadjah
16-05-2005, 22:29
Name: The Democratic Stellar Region of Al-Imvadjah

Tech Type: Moderately advanced military, very recent design/construction with 99% of ships having been constructed in the past 30 years. No temporal tech (except anti-wank, which won't be an issue here), I rely mainly on more basic energy weapons nowadays, replacing the Railguns of yesteryear... Ground forces are probably weak comopared to CF, but better than many others.

Leader: King James III

Systems/Planets: Nonistan is the homeworld, presumably the devilmachie would be able to find out its location from captured ESUS vessels, along with the uninhabited and gas planets in the system used for resources. Also the Gramphu, a series of out-of-system resourcing, construction, and shipyards. Hashopnon, a resource/mining world. The 2 remaining colonyships could each hold ~75 million people in relative comfort if necessary.

It's up to you if you want me to be involved. I'm stil hammering out all the details for my new ship classes. They should be in my storefront soon.

-----
Name: The Community of Rupil

Leader: HA! It's called a "Community" for a reason.

Tech Type: Generic energy weapons and sheilds on highly mobile craft. Mostly offensive in nature. Highly effective ground forces/boarding troops. Very little fighter technology.

Systems/Planets: Thass, the homeworld and seat of what little government and industry there is. Foruumph, Xoron 1, Xoron 2, Green Dell, and Groro are all farming worlds with little economic importance. Halabak is the main mining planet, as are its many moons and nearby asteroid belt. Rupil mining craft are known to prowl the galaxy, strip mining any unclaimed asteoid they find lying about. So a good way to get the Rupil in would be to have the Devilmachine strike one of these operations.
Clan Nightmare Dragon
17-05-2005, 00:17
Name: The Dominion of Clan Nightmare Dragon

Tech Type: (Combination of Homeworld, Battletech, Gundam, and Freespace)
--Uses Wormhole Generation to travel long distances.
--Primary weapons are lasers and beam canons. Due to a manipulation of the wormhole tech, these weapons cause slightly less damage than their counterparts from other nations, but they can bypass enemy shielding.
--They use a fairly simple yet strong shield system on all ships and strike craft.
--I hope to have details about the fleets and ship loadouts up soon.


Planets: Only one. Recently settled, due to the nation's somewhat nomadic nature and background. They call it "Neo Terra." They began colonizing it only because of the increasing burden the nation's growing population was placing on its colony ships.

Political Leadership:
--Will be uploaded at the same time as the technological stuff.

(( Oh, by the way... any idea when the first of the true IC threads for this war will open? ))
Otagia
17-05-2005, 01:03
Name: The Hive-State of Otagia/ The Otagian Subsidy of Pale Rider Arms

Tech: KK/Posigrav Drives for FTL and STL travel. Weapons are mostly ionized plasma, with a wide variety of SCCAM missiles also used. Shields are the KK drive on the front of the ships, which is virtually impenetrable, as well as CF accumulator shields. Comms are quantum entanglement chips (microchip-sized ansibles, for any fans of Orson Scott Card), thus nigh impossible to snoop on. A variety of other types for communicating with others. Ground forces utilize many quad-mecha, powerful Tactical Dreadnought Suits of several varieties, and ionized plasma weapons.

Planets: ORS-1412 (Quarantined, please do not touch in this RP), Otagia Primaris, Otagia Tercius, Otagia Quintus (mining/AM generation planet), assorted agriworlds and such that haven't been detailed yet (USE THESE!).

Leader: QUETZAL, the regional AI of Otagia, chair of PRA, Regent of Otagia. Runs off the quantum-linked QUETZAL chips implanted in all Otagian citizens. Incredibly powerful AI, directly operates all drones and acts as a guidance system for missiles.


You can contact me on MSN at blaestwin@hotmail.com
Flaming Souls
17-05-2005, 05:07
Name: The Star Imperium of Flaming Souls

Tech: Custom Tech with hints of Warhammer 40K Imperium of Man.
-Certain ships use Siesatian technology as they were purchased from said nation.
-Uses Temporal Technology in most ships larger than a fighter.

Holdings: 16 Sectors in the Triangulum Galaxy
Home System: Eska System
Home Planet: Eska koron (4th Planet)

Political Structure:
Governing body is The Council. Composed of 5 Councilmen, the Council governs all things in Flaming Soulian territory. Most notable Councilman is Councilman Ruhn.

National Heroes: Galeel Stryer, Ex-Merchant and Space Command Captain. Now captains the Hunter's Mercy currently outside of Mekantan space, prepared to face devilmachine. Galeel will die in the process. However, if it can be aranged that the Hunter's Mercy not be totally destroyed, maybe life support systems crippled, it would be much appreciated. Having Galeels body would make the populace happy as they can intern his body and give him the honours do a man of his legendary capabilities. Also, it will aid in the propulsion of the nation in the war, they will want vengeance for their dead hero.

Any more info is available upon request.
Klington
17-05-2005, 06:12
The Armed Holy Olgirc Empire of Klington(although mostly Narthaus for this RP ;) )

Tech Type: Futuristic, Stars Wars like, although the armor and implants of Klington are taking from the Space Marines in Warhammer.

Info:
My Main Character in this RP is Narthaus, he is a Jedi Weapon master, and has immense wisdom and abilities. He has limited forces, but hes good in Special Ops, so he knows how to use them. Of course it probably won't do a whole lot against such a powerful creature, but eh, its something.
Rea Dan
17-05-2005, 14:51
I'm in.

Name: Holy Imperialist Empire of Rea Dan

Tech Type: Navay consists of mostly Star Wars Imperial capital ships with Trade Federation droids for troops and fighters.

General Summary: The aloof, elven people of Rea Dan live on a world far removed from the more populated areas of space. Within their time there has been few wars they've lost and they several colonies outside of their homeworld of Rea Dan. Before the discovery of the Devilmachine (which they call Ba'alzevuv, "lord of the flies",) they tended to stay away from intergalatic polotics, prefering to remain neutral and unknown rather than risk war with other nations. Like most elven people, the Readanians are slightly arrogant yet because their elven traits were created through genetic manipulation, they realize that they are only a step above the human races.

Political leaders:
Emperor Aust Liadon III
Prime Minister Fardin Ciridain

Military leaders:
Grand Admiral Alexander Liadon
General Larnus Alekos

Home System (planet):
The Balarus System (Rea Dan, 3rd planet)

Oblivion War Advantages:
Low casualties (most of the army is composed of droids, excluding the officers, navigators and droid controllers)
Very far away from the space where this is taking place
Colonies provide a great deal of resources
Have a very high quality Naval force

Oblivion War Disadvantages:
Too few people controlling too many battledroids
Too far away (Same problem Grat Britain had during the Revolution)
Heavy realiance on colonial imports
Aloof (unlikely to join in a united front until the enemy proves too tough)
Newbish Delight
17-05-2005, 18:00
Nation: The Combined Goblin Collective of Newbish Delight (Ignore the "of Newbish Delight" bit).

Rulers and Leaders:
The King: Griptite da Supa (http://img.photobucket.com/albums/v111/NewbishDelight/Griptite.jpg) (very powerful mage, very intelligent. Will enter the war in the later stages, when the level of the threat is made clear)
The Royal Family: Great Goblins (cross an elf with a Goblin, increase intelligence)
The Nobility: The BladeGoblins. Tall, very slender, talented at administration and in the waging of war. The BladeGoblin Dukes have ruled over their respective worlds since Griptite's rise to power, and his unification of the Combine.

The GateGoblins are the most talented of Goblin Pilots (and they really are talented, they can actually (sometimes) make Goblin ships fly gracefully. GateGoblins have evolved specifically for this purpose.

The Cunnin'uns are the officer/overseer/foreman/merchant class. Not very bright, except by Goblin standards, with an average IQ of 80 (commonly as low as 50 or 60).

Typ'cal'uns are the standard grunt.

There are a number of other species who will be described as they appear.

Territories of the Combined Goblin Collective
The CGC is fairly large in size, and massive in population with the numbers of Goblins in the trillions (although since they are Goblins, this is not saying much). The majority of the Combine is within the Goblin Nebula, a strange entity that will be described shortly.
The main Goblin world is Goblin City (or Goblin Sitay depending upon the person asked), from which the King rules.

The Goblin Nebula is the reddish-coloured mass that surrounds the majority of the Combined Goblin Collective. The only known safe entry through the Nebula is Gateway, which is watched over by the GateGoblin central command....GateStation. GateStation is a moon that has been converted into a giant spacestation, bristling with guns and weaponry, and is located on the inside the Nebula facing down the channel.

The Nebula itself is the focal point of Goblin paranoia through the strange magic known as Da Powa. The combined paranoia of the CGC is believed (by the Goblins at least) to be the single most powerful force in the universe, and destroys anything attempting to enter the Nebula, save through Gateway. The defences are re-inforced by the Goblins' own Gods.

However secure the Nebula is, there are a large number of Goblin worlds directly outside it, with far less defence.

Da Big Armada:
The Goblin navy is...huge.
When unemployment reaches dangerous levels in the Combine (frequently) the favoured method of solving it is to give the Goblins something to do, normally working on building new ships or training as pilots.
This level of necessity has become practically unknown under Griptite, as he has maintained the military buildup since coming to power over Goblin City. As a result, the Goblin Armada has flourished, reaching numbers unprecented by most races.

However, the Goblin obsession with quantity over quality reaches dangerous levels when it comes to the Fleets, as typically one in six Goblin warships blows itself up on the first shot, or the fleet fails to stop in the right place, and so on.

The Goblins are excellent allies to have simply from sheer numbers of guns. However, it is generally considered wise not to have the Goblin fleets near one's own ships.

Technology:
Don't ask....really....

RPing things
Worlds to use/destroy: Anything outside the Nebula is fine, I'd prefer if the interior does not get damaged (except perhaps some firing down Gateway?), especially as when Goblin paranoia increases (e.g. when the Goblins find out that there's a GOD trying to attack them - and each Goblin with determine that Devilmachine is after him in particular) the Nebula strengthens.

Damage to fleets: Enjoy, have fun. Goblins make excellent fodder.

Character death: not Griptite, the Duke of Hotwurld or Boss Hopskotch. Considering the numbers of Goblins who're present in any conflict (it is a commonly used tactic to throw so many Goblins at a target that it runs out of ammunition - there are lots of Goblins in combat when the CGC goes to war) there shouldn't be a shortage of deaths.

Absentee-ism:
I'll be away for the first week of June (out of the country), so will not be able to RP then, although I'll give some general things for my Goblins to be doing then.
I will also be in France throughout August, although I will have access to a computer. I'll try and post throughout August, although I cannot garuntee a great deal in terms of quality (I will see if the cyber café I use will let me bring in stuff in another medium, in which case there shouldn't be any problems - I can type stuff out on my laptop, then transfer it).
Neo-Mekanta
18-05-2005, 17:20
-OOC-
First conflict of the war will be up, at the latest, this weekend.
New Grunz
18-05-2005, 21:50
Nation: The Empire of New Grunz

Tech: 40k tau tech

Summary: The Grunzian people abandoned their homeworld of Grunz after it was destroyed by a mysterious ghost army. The survivors fled in there ships to the Hapsburg Nebula Cluster where they made a living producing suppies for space vessels. Eventually the colony grew and now inhabits numerous large deep space cities. The Grunzian Army is well armed and well trained they stand ready to repel any invasion after the armageddon of Grunz. But they are not a hostile nation they are open to all nations so long as the nation doesn't try to kill them.

Rulers: President: Xerxes Aganemnon
Vice President: Aphrodisios Ariston
Sec. of War: Gen. Nike Solon
Sec. of F. Affairs:Gwillym Cadwaladar

Holdings: The Hapsburg Nebula Cluster
-A colonization fleet has been sent across the void to another a Galaxy to set up colonies but is still in route

Army: Static superbly armed in the homefront. Its intergalatic fleets are also well trained and well armed but lack experience
Cyas
22-05-2005, 21:57
Nation: The Empire of Cyas
Tech Level: Entering FT (Just investigating fusion drives, plasma weapons..etc)

Summary of population:

The population of The Empire of Cyas, resemble humans, yet their genetic code varies in a nearly sub molecular level, the only difference caused by whitch is increased senses over human ancestors.

Summary of Empire and Spatial Holdings:

The Empire of Cyas Spatial Domain is home to three nations; The Empire of Cyas, The Armed Republic of Tal Baral and The Peoples Republic of Karat.
(Last two regions participation not known)

Technological Summary:

The Empire of Cyas has recently entered the realm of Fusion drive and lithium drives to allow their ships enter corridors between to areas of space.

Lithium Drives allow instantaneous travel between to points, fusion drives allow sub light propulsion.

Pulse and Energy weapons have also entered the fray recently, Energy weapons are inteneded for damage, while pulse weapons, in their primitive form are currently used as radiation guns

Ruler(s):

Emperor: Jerome Cyas XVVV

MORE TO COME
Central Facehuggeria
24-05-2005, 22:30
Bump. How's the first battle coming, Mekanta?
Ald Rhun
25-05-2005, 03:33
Happen to have any room left for a late comer? Maybe the next battle, perhaps?
Nation: The Incorporated Systems of Ald Rhun
Tech Level: Heavy FT, prefers railguns and other kinetic weaponry to energy weaponry, however. Also uses gravitics and singularity generators to varying degrees.

Summary of population:

Rhunfolk: See here (http://kblaes.coolinc.info/forum/viewtopic.php?p=254#254). Also some humans, and currently un-RPed xenoforms.

Summary of Empire and Spatial Holdings:

The Incorporated Systems are located in a currently undecided area of space, and are spread out over several planets. They are located near Otagia, wherever the hell he decided he is, and include the systems of Ald Dagoth, Ald Vivec, and Ald Amal.

Technological Summary:

Big fething railguns are the main weapon, and have been highly developed. Also used are singularity generators (makes a black hole) for defense and waste disposal, and assorted gravitic technologies (mostly for shielding and locomotion).

Armor systems include standard carbon-reinforced metasteel, and Singularity-Forged Steel (SFS). SFS is made by feeding enourmous amounts of waste into an artificial black hole, and carefully collapsing it [OOC: yes, I know, probably not precisely physically possible] to retrieve a tiny volume of SFS, with an absurdly high density. Obviously this is prohibitivley expensive, yet obscenely durable, and is used almost exclusivley on naval [space] vessels in thicknesses varying from 1 to 15 millimeters. Production will soon be facilitated by the introduction of the Ald Rhun Waste Disposal Corporation.

Ruler(s):

The Arbiter (oldest Rhun in existance)

Naval Forces:
see here (http://s9.invisionfree.com/Rhunholm/index.php?showforum=17)
I haven't yet gotten around to developing their exact numbers, or all their stats. I'll be sending smallish fleets, and hurry up and stat the rest of my stuff lickedy damn split.
I also have on retainer an absurd amount of PRA ships from a running contract I had, and forgot about for 2 months.

Allies [OOC: ie, people who'll vouch for me]: Otagia, Jangle Jangle Ridge, Jordaxia, Arizona Nova

MSN addy: kyleblaes@hotmail.com
Al-Imvadjah
02-06-2005, 00:10
Hello? I'd kinda like for this to actually happen- it seemd like it might be fun.