NationStates Jolt Archive


The Ultimate Amazonian FT Reference

Amazonian Beasts
29-04-2006, 00:56
OOC: I've found that referencing my abandoned storefronts aren't good references due to changing times, and I'm too lazy to make a wiki article, so, a reference will have to serve me. Sorta like an updated factbook.

The Dominion of Amazonian Beasts
A Reference

History of the Dominion:
The modern Amazonian Dominion has had a turbulent history, rocked by scandal, strife, and internal conflict. The very beginnings of what would later make the current autocracy are muddied at best, though it came from the transplantation of humans from the original birthworld in the Milky Way Galaxy. What this world was, or possibly, is, is still a total mystery to the inhabitants of the Dominion, but what is known is fifteen massive colony ships from the original world found their way into a vast tract of space, now calculated to be over 35 sectors in volume, engulfed nearly entirely in ionic bands known as the "Shroud". The ionic bands that encompass the Shroud are destabilizing and catastrophic to both technology and organics alike, and even extend into other dimensional fields, such as that of hyperspace. Technology in the Shroud's fields shut down and eventually short out completely, relegated totally useless. Organics caught in the ionic fields have complete mental failiures, brain contacts ceasing as they are interfered with by the unknown nature of the Shroud's affects on electricity of any kind (including those short electric bursts of the brain of organics). However, one conduit through this sphere of evil does exist, passing the outer edge of the Sagitarrius Arm in a thin yet long expanse of space passing through the one-planet system of Menoon. The only planet in this system, also titled Menoon, seems very evil just by looks alone. Passing by the planet instills a sense of fear and anguish, something that can be fed upon by the evils in the galaxy. Almost as if the Shroud itself were artificially constructed (such thought has been proposed in Dominion centers of thought, though never has evidence been found to confirm this theory). However, passage by this evil system is required to simply make it into the Shroud's safe interior.

The original colonists did pass by this system, conquering their fears and moving into the Shroud's open, expansive interior of safe space. Moving farther into the interior, not much in the way of sentient species existed to contest the colonists' passing. The members of the expedition finally settled on a planet to settle, a snow world with the name of Polus. Polus proved hostile against the efforts of the colonists, and of the original 640,000, by the first anniversary of landing, only 320,000 survived the year. However, the colonists were adapting: learning the ways of the world, the colonists were able to locate deposits of elements neccessary for the use of higher technological manufacturing. Soon, the colonists had a working colony up and operational at Polus, numbering 429,000 by the tenth year after a wayward colony ship of another type crashed, mignling more colonists in.

The colony on Polus was able to prosper, against all odds. The environment, the native fauna, were very hostile and took the lives of many, yet the tech and will of the outsiders prevailed against what seemed a doomed journey. 100 years passed uneventfully as the colonists quickly brought the colony up to a Grade-8 civilization, having low-orbit craft and easily able to traverse the planet without difficulty. The colony spread across Polus, a small planet to begin, but soon settled with establishments all over. The early days were mostly uneventful after the colonists were able to find how to survive.

120 years after the founding of the colony as a whole, Polus was well-settled. Other colony ships of humans, picking their way through the Shroud after being lost to space, found their ways to Polus through detection of the planet's activity. The colony blossomed, becoming a major outpost in an otherwise quiet sector. The colony grew shortly after to Grade-10 for society, being able to reconstruct the high speed power needed to traverse space. Though hyperspace was not yet discovered by this time, the colonists had a way to quickly travel about the solar system of Polus, though no other inhabitable planets existed in-system. Polus, and one gas giant, provided raw materials to keep up pace in development. One major hit that came on the scene at this time was the development of upper-echelon genetic engineering. After the discovery of underground "sanctuaries" on Polus brimming with organic materials and tranquil fauna, Polus genetic scientists began moving towards higher studies in biotech, including cloning and genetic manipulation. The colony's population, in the meantime, boomed with a high reproduction rate.

The discovery of hyperspace was short in the making. With the development of devices capable of sending a ship into another dimension, where FtL travel was possible, ships could now be quickly sent to other dimensions, unlike the old days of floundering years through space to reach other dimensions. The colonists began sending expeditions to other parts of the Shroud to explore and colonize. However, this also opened up problems.

There turned out to be another group of sentients in the Shroud, an alien race calling themselves the Zaxaron Covenant. The Covenant raided the exploration ships, smiting them with the full force and power of their military, using alien technology and weapons. Zaxarons, questioning those humans captured and tortured, the location of the human base on Polus. Polusians were shocked the next day when a Zaxaron light freighter shot overhead, dropping large bundles containing the mangled body parts of the human explorers and bodies contorted in misshapen forms. This horrified the humans to the Zaxarons' cruelty, solidifying their resolve against the hostile force. They quickly equipped primitive mass drivers on their starships that were built for exploration, fighting back a Zaxaron invasion force against incredible odds and significant loss of life, utilizing every man avaliable.

The Polusians, embittered against the evil foe, took the fight to the enemy. The Zaxaron colony world of Mate'ii was struck by a retribution force of the Polusians, and then the Zaxaron orbital base above their homeworld of Ongool was destroyed. With the humans controlling the orbit of Ongool, the Zaxarons' days were limited, and revenge came swift. A week later, the main force of the Polusians came down on Ongool with fire and iron, striking the Zaxarons everywhere they stood. High-speed dive bombers spred fires across the surface of Ongool, setting the planet's surface ablaze to cauterize the planet from the evil sentients that lurked there. The Zaxarons had no chance whatsoever, and were massacred. If the mass driver weaponry of aerial Polusian craft finished the military and government of the Zaxarons, the civilian population perished in a massive firestorm that engulfed every living thing on the planet. The entire race perished.

With their main competitor gone, the Polusians, no aware how fragile life was, focused on stepping up a military. Warships began being produced, other worlds colonized as frontiers and outposts, a strong formation growing up. Four main planets soon existed to form this commenwealth of man amidst the Shroud: Polus, Amazonia, Thyphorri, and Uma-Kiin.

Together, these planets formed the Alliance of Four, but it was really more of a Polus Republic. The planets began to feel as individuals, but Polus controlled over all of them. The Polusians began to feel superior, better than the rest of the worlds they had conquered, an inward spirit that had not spread out to the colony worlds. The united feel that the Polusians had shot for was not readily avaliable for all the worlds that participated in this alliance. In particular, the Amazonians were the rabble-rousers, staging a massive civilian riot in the year 1578 AF (After Founding). The Polusians began centeralizing more and more power in the Alliance Forum on Polus itself, collecting more power and drawing that from the other members. The other worlds chafed under this, but Uma-Kiin and Thyphorri did nothing. Amazonia, however, was looking for a fight.

In 1636 AF, Amazonia was a lush, green planet, brimming with life, yet also the military hub of the Alliance as designated by the Alliance accords. Hence, the Amazonians had the inbred advantage of having the significant military power and manufacturing ability. As the negotiations fell apart on Polus, the Amazonian war machine geared up for war against the other three planets of the Alliance. The Amazonians, taking advantage of Congressional stalling on Polus, invaded the neighboring Typhori system, the breadbasket world of the Dominion, a weak world with barely a military defense. An easy victory for the Amazonians ensued, routing the Thyphori military with simplicity. The Alliance reeled from the Amazonian treachery, reacting by expelling the Amazonian delegates and all Amazonian citizens of the planet from Polus.

The Polusian response was predicted by the Amazonians, who were convinced the Polusian mastery was at an end. The acting Amazonian Prime Minister, Vel Ky-An, ordered a total war on the two remaining worlds of the Alliance not yet under Amazonian control, Polus and Uma-Kiin. Uma-Kiin was the first target, the volatile lava world that was under pressure from the massive gas giants and blue star in the system. The star system was the industry and economic center for the Alliance, Uma-Kiin and the abundnance of gas giants providing mineral and gas wealth for weapons, ships, construction, and a variety of other uses. Nevertheless, the orbital defenses of the planet fell quickly to the blitzkreiging Amazonians, and the ground occupation was launched shortly thereafter. However, the land attack was not to go as planned. The Uma-Kiini, aware of the Amazonian's tense and violent ways on Polus for months before, had prepared in the event of war. As the main land forces of Uma-Kiin were shredded by the Amazonian war machines, the citizens went underground, using the planet's naturally resistant features and lava rivers to hamper Amazonian movements. The guerilla war lasted for eight months, before the Amazonians, threatening to simply slag the planet from orbit, promised to spare the citizens some luxeries, provided they surrendered. They did, and only Polus now lay in the advance for the Amazonians.

The Polusians, blissfully unaware of the Thyfori battle, were woken up by the attack and invasion of Uma-Kiin. The Polusians attempted to construct a military in the eight-month war on Uma-Kiin, but it was barely enough to slow down the orbital monster of the Amazonian space fleet. However, the cold temperatures and heavy snowfall worked very well to the Polusians's advantage. The Amazonian ground forces, not very well prepared for cold-weather fighting, were slowed considerably on the advance to the capital, giving the Polusians desperate time needed to construct considerable defenses inside the 50-mile shield that defended the capital, the last bastion of resistance against the Amazonians. What followed once the Amazonians entered the shield barrier was a gruesome, bloody, devestating battle. The Polusians, desperate for all possible survival, had armed every citizen, utilizing human shields to try and force the Amazonians to hold fire on non-military targets. They underestimated their enemy in this tactic, and many civilians were slaughtered by artillery and repeater fire. The static defenses around the massive city, however, were a real hassle to the Amazonians, and ground repulsor vehicles were slaughtered trying to breach the outer walls. Long-range artillery, combined with massive gunship strikes, finally breached the gates to the city, allowing the ground forces of the Amazonains to enter the city under heavy fire from the static guns. As the capital was utterly razed by the superior numbers of the Amazonians, the city dwellers continued to fight back, praying for a miracle, a miracle that never came. The city was levelled by Amazonian armor and artillery, at a cost of over two hundred thousand Amazonians and over two million citizens of the city.

With all resistance finally crushed, the Amazonians relocated the capital to Amazonia, announcing the Federation of Amazonian Beasts to rule for saftey and security.

The Federation ruled quietly for the next 1600 years, peacefully expanding borders while providing for the Federation citizens. The population growth grew incredibly, and genetic improvements continued to influence life. A new breed of humans was arising in the Federation, a group known as the Modifieds. These were genetically altered and enhanced humans, built to be better than the norm. However, this would eventually cause the downfall of the Federation, though it would die hard. An internal struggle first rocked the Federation, occuring in 3245 AF. A group of seperatists from Uma-Kiin, one of the Foundation Worlds, decided to break from the Federation, assuming the Amazonians were doing the same thing the Polusians had done 1600 years before and accumulating too much power.

The Amazonians would have none of this. Quickly amassing forces, the Amazonians moved in on the Uma-Kiini, blitzing through orbital fields and minelaying devices with the speed and numbers of a charge. The war soon hit the ground, and the Amazonians were once again fighting on the lava-strewn territory that their forefathers had done 1600 years before to win dominance. The Uma-Kiini showed their usual stubborn selves, fighting bitterly amidst the volanic eruptions and lava rivers the careened down falls and cliffs in a dazzling array of danger and beauty. The ground war was hard-fought, but the Amazonians used aerial dominance to their advantage, using fighters and bombers to strike again and again at Uma-Kiini positions with heavy firepower and swift attacks. The Uma-Kiini hung on for a while, however, stretching the ground war for 4 months as the Amazonians slugged it out with the dug-in defenders of the world. However, going against the government this time was suicide for the rebellion. The Amazonians were exponentially greater warriors than the Polusians, ignoring casulties and striking with precision and tactical genius to rout the Uma-Kiini and seemingly every battle. It was inevitable that the defenders would lose, and as it came out, they did. The Amazonians instilled marshal law on the planet, ruling supremely and with harsh rule for 15 years over Uma-Kiin before relaxing. By this time, approximately 3261 AF, the Federation was a huge entity, spanning the entire Shroud all the way to Menoon itself, the conduit world that guided the entrance to the Shroud. However, such an entity could never last, and indeed, as a Democracy underneath, it didn't. Free-thinking minds, looking for more power, wanted more.

A strong general of the Amazonian military, High General Kale Droma, served with distinction through the Uma-Kiin conflict. He didn't agree with the methods of the Amazonians, who generally spared civilians and didn't use harsh methods that were avaliable to maximise efficiency. He taught such methods to his son, Kyp, who at the age of 6 at 3289 AF, was already brilliant in military affairs. Kale was killed by a criminal in 3302 AF, and this spurred the then-19 year-old Kyp to join the navy so he could take action on those who caused evil. Kyp quickly expressed his military genius, rising through the ranks. He was the youngest-ever elected fleet admiral at the age of 30 in 3313 AF due to his brilliance in dealing with a small uprising again of Uma-Kiin, and his close ties to the bulk of the men of the military. However, Kyp still shared some of his father's ideals, and he looked for reform. He was a generally violent man, though, and he knew the stubborn Federation wouldn't look to reform easily. It would require revolution.

A strong Force-user, Droma was able to win over the passions of his men easily, infuriating his superiors when the bulk of the military preferred Droma to other, more favored by the high council military leaders. When the military brass tried to demote Droma for a fabricated charge in 3320 AF, Droma decided action was necessary. From the outpost colon of Talasea, Droma declared a state of revolution against the Federation. Intolerant of this, the Federation tried to mobilize its war machine, but realized that nearly half of its force was gone; taken by Droma and won over to his faction. It was nearly an even fight now.
Droma knew he had to move quickly to prevent defeat in such a war. Utilizing the easy mobility of his forces, Droma struck out from Talasea in lightning strikes on nearby systems, fighting quickly and brutally to the defenders, taking easy victories. The Federation navy finally caught up, winning a narrow victory over Droma above the sinkhole world of Saleupau. However, it wasn't enough: this Federation navy was quickly cut up by a reinforcing force from Droma's group, and Saleupau was taken. The major droid factory of the Federation was now fueling Droma's war machine, cranking out war automatons to fight against the fire of the Federation. The will of the Federation was having cracks, and Droma was quick to exploit, moving in on the Foundation worlds. He soon had Polus and Uma-Kiin, but was captured on a battle he personally led on Thyphori. The Federation took advantage of the stunned revolutionaries, fighting them off of Uma-Kiin and Polus. The Federation looked to have made the move to win after the capture of Droma, but loyal followers of Droma would not be denied. A professional assassin sniped the Federation president at a public address and killed him before losing his own life, and a crack commando team burst into the High-Security factility where Droma was kept in isolation, raiding the factility and freeing their esteemed leader. Droma, back in command, was now even more aggressive, wiping out an entire city, civilians and all, on Polus in retribution before retaking the tundra world. He launched a campaign of fear against the remaining three free Foundation worlds, making public displays of Federation civilians on public addresses to the planets and regularly sending body parts of Federation personnel to the capital of Amazonia. The Federation was disgusted, and vowed to kill the man who had orchestrated the revolution. Staging another move like the one that had captured Droma the first time, the Federation attacked en masse against a ground force led by Droma on Uma-Kiin, but this time they failed, every member of the force killed by the revolutionaries, some in bloody and gruesome ways.

Droma focused his attention on Thyphori before moving on Amazonia, launching a horrific campaign on the peace-loving, breadbasket world that slaughtered civilians by the thousands. No one on the Federation world was safe, and any pleas for mercy were met with capture, torture, and execution. The inhabitants were killed or sent to the labor camps that now dotted remote worlds under control of the revolutionaries, now bursting with civilians and military personnel from young children to elderly seniors. It seemed the horros Droma launched on the Federation would not end, his campaign expertly organized to shock and terrify the Federation into a state below efficiency. And it worked perfectly to Droma's expectations until only the crown jewel was left: Amazonia.

The capital world was a city-planet, engulfed in one strecthing city the gobbled up every shred of nature on Amazonia that was once there. Billions lived on the planet, the civilian population booming, the center of government and the Federation military both located there. Droma was savvy enough to know the kind of resistance the Federation, now with barely a navy, would put up on the ground, but he had to make it through the intricate orbital defenses first. Bursting in with a giant naval force, Droma conducted a aggressive battle against the orbital guns, platforms and stations throwing fire against Droma's well-positioned capital ships and fighters. After numerous losses and kills, Droma once again emerged victorious, now looking to the Amazonian soil below him. Droma launched a massive orbital bombardment of Amazonia, targeting government buildings, police headquarters, military barracks, and anything else of value in particular. The Amazonians were hit badly, many cowed, when the revolutionaries hit the cityscape on the ground. The ground campaign was bloody for both sides, Droma hitting military and civilian targets to eliminate his opposition, but his victory was inevitable. After a strenuous ground campaign that drove on for 6 months, Droma finally emerged from Amazonian victorious. The Federation was over.

Quickly fighting up from the end of conflict, Droma began a government of total autocracy, with him as the sole dictator. Dubbed the "Imperial Dominion of Amazonian Beasts", the Dominion was the strong, new substance to replace the Federation, and Droma was no people-oriented president. He obeyed his own agenda, casting all the unmodified minority, who had been treated like special citizens under the Federation, into slavery, along with all those who had been imprisoned into the labor camps during the war. The government was intolerant of free speech, shutting down shaky organizations and imprisoning feisty individuals. A reign of absolute power from the top came down on the Dominion, based from the rebuilt Amazonia.

Now, 24 years after the Dominion came to, it is 3347 AF. Droma is still sole ruler of the Dominion, but his time is drawing nearer and nearer to a close, and he knows it. The Dominion has come to many more advancements than the Federation, the BioWar program of creating an artificial fighting species well under way. The citizens of the Dominion, though not enjoying the Federation's freedoms, are much safer and have many more advancements and ease of life, encouraging a high rate of happiness amongst citizens. Under Droma's hand now are five suitors to the throne: five force-strong individuals all sharing Droma's lust for evil and all imerssed in power. All five have the potential to replace and surpass Droma, in position, power, and the eye of the people, with spiraling potential. But they will have to make it past each other first.

The Shroud still envelops the Dominion, which ended colonization efforts at the massive ionic cloud that seems impassible. The area of space is becoming increasingly full as more and more humans continue to be produced in the Dominion. More space will eventually be needed to be found and taken to support the Dominion's burdening population. However, contact with the outside world is not out of the question, as the Dominion at any given time has many reconnaisance naval groups out of the Shroud, collecting information, technology, and plunder from what may come outside of the Shroud, in the heavens that abound.

Population:
The Dominion's chief race is human, however, genetics is a prevalent field throughout the empire. Through genetic manipulation throughout the history of the Amazonians, modifications to the human genome have brought around the rise of an advanced human as the main inhabitant of the Dominion. Generally standing at heights from 6'6" for females to 7'2" for males, these humans are generally heavily muscled and highly intelligent, with an intelligent quotient around 130 average. Some unmodified humans do remain, however, they are generally enslaved into either governmental tasks or private use.
A vast array of cybernetics and robotics has given rise to droids as heavy laborers and doers of various other tasks. Lower-class citizens generally have at least one droid to assist them. Droids also serve a large portion of the vast military that patrols the Dominion, from Droid infantry and individual soldiers to large droid gunboats and tanks. Droids do not serve any central control; rather, they each have individual core conscious that is programmed into absolute loyalty and the ability to think creatively. In a way, the droids are almost better than organics.

Culture and Language:
The Dominion uses the galactic standard, Basic, that many other galactic nations also utilize for ease of communication. The original Amazonian was lost eons ago, shrouded in the mists of time. Possibly historians still hold the ancient language, but it is no longer of use. The unmodified human population uses a variant on Basic to communicate among themselves; this language is prohibited in public due to the inferiority of the unmodified race.
The Dominion has lost many of the traditions that the old Federation used, more in a way to distinguish themselves as unique.
The military has become the focal point of pride for the Dominion. Programs such as public health, education, and, forbid, the environment, have all been relegated the back seat by the rise of policing and military juntas that serve under the Emperor. Young girls and boys, indenfied at age 10 for showing strength or intelligence, are taken from homes to enter training for military life. Thus, the family unit has also severely declined, though having a child selected for military duty is a source of utmost civic pride amongst the Dominion civilians (who are also compensated hansomely for their child-rearing).
Public health is less of an issue due to the enhanced cybernetics and genetics programs and modifications initiated by Dominion scientists. It is worth to be noted, however, that nearly all the medical innovations now taken for granted in the Dominion have roots in the military, whether from the initial revolt against the Alliance to the recent bio-ship program against the Federation. Private enterprise hospitals exist for the treatment of disease or defects, and lesser divisions in the hospital treat the inferior unmodified humans for their diseases. The Unmodifieds frequent health centers much more often, lacking the genetic immuno-defense systems or bio-repair units of the Master Race.

Economics:
The economy forms the backbone that churns out the military machine of the Dominion. Most economic ventures are focused on shipbuilding, armorworks, or military supplies. Droid foundries are another large source of economics, along with computer and artificial intelligence units and bio-engineering. Various companies on all levels of military engineering are allowed to exist and compete, trying to attract the best deals and best offers to the government for contracts. Several companies, including the major FrontLine Armor Works, have all tried to expand corporate boundries beyond the Dominion, but success has been very limited, and goals are much easier found inside the Dominion's borders.
Mining and resource gathering has become a very lucrative profit sector. Gas Giants, found to contain abundant gases for use in engine primary sequencers and firing chambers on capital and infantry energy weapons. Massive aerial platforms are established in the atmospheres of gas planets to collect, refine, and contain the highly proficient gases. Mining strips on asteroids, comets, or atmosphere-less worlds have also found abundance in the Dominion. The mining complexes work Unmodifieds to near-death levels to collect precious and utilitarian metals for various purposes. These mines are some of the highest profit gatherers among industries, the metals gathered and refined by the mines constantly needed for production in shipbuilding and armor construction.
Spit break
29-04-2006, 00:57
you writing Book's now AB? lol
Amazonian Beasts
29-04-2006, 02:31
OOC: Hey, it IS a reference...

The Dominion: A StarGuide

Terminology:
The Dominion is divided up into multiple sectors, which are divided up into several systems. Each system is the direct area of a solar body (or bodies, in the notion of binary or trinary stars) and the immediate planets in the orbiting region. Systems can have as many as five inhabited planets (in the case of the Capital System, home to Amazonia) or none at all, simply composed of gas and rocky planets, or even still-forming systems with swirling interstellar dust in the birth cradle of future worlds.
A Sector is a significantly larger area, composed of multiple systems. At least three systems make up a Sector, but some (such as the Outer Colonies) have many more. Though several sectors exist, only four are of significant importance: The Foundation, the Outer Colonies, the Expansion Rim, and the Void.
The Foundation is the core, most important planets of the Dominion. Originally built around the Quadruple Alliance's four mair planets of Polus, Thyphori, Uma-Kiin, and Amazonia, the Foundation also holds modern-day induistrial, biological, breadbasket, and military worlds. Amazonia forms the exact center of the Foundation.
The Expansion Rim is the sector immediately outside the Foundation, forming a ring of systems around the important zone. The Expansion Rim generally holds military or mining worlds, with many artificial space stations strewn throughout. It was the first area colonized and subjugated by the expanding Federation, and the worlds hold more authority than any other sector besides the Foundation.
The Outer Colonies form one half of the border zone of systems that form the first line of defense to invasion. The Outer Colonies serve mainly as major mining zones, with some expiramental projects and colonization efforts launched amongst its planets. The Outer Colonies have unusually high concentrations of newly-forming lava worlds and desert, arid planets.
The Void is a relatively-newly discovered zone, found only two hundred years before the present day and only sparsely populated. What makes the Void so significant is that it is nearly impenetrable. Vast fields of ionized gas and interstellar storms that block most modern hyperspace routes into the region almost entirely surround the area. Only one hyperroute exists that can safely navigate into the Void, in which exists the secret world of the Emperor. This world, Balkorri, serves as a personal retreat and a stockpile world to serve as a center in case of a last-ditch defense is needed in case of invasion. It also is home to expiramental projects in the military, including the new biological weapon projects.

An overview of the main planets of the Dominion:

Amazonia

http://i36.photobucket.com/albums/e40/WR82/coruscant.jpg

The central hub of civilization, Amazonia was once a lush, tropical world. Overtime, however, especially with the rise of the Federation, the capital world became spread out with cities across its once-beautiful face. The cities eventually engulfed the entire face of the planet, and when there was no more room to expand, the urban landscape started building on top of one another. It is nearly impossible to estimate the height of the current city, but with underground developments, and the towering spires of high buildings reach far into the sky, some above the often-dark cloudline.
The major object of viewing on the city-planet is the Imperial Palace. Created originally as the Presidential Suite, Emperor Droma converted the building into a massive towering spire that stands as the highest structure on the planet, reaching more than 1200 meters above the next highest building, the Central Command Center for naval affairs. The Palace has few public viewing areas, most of the compound off-limits to the public and heavily guarded with acklay droids, wall turrets, surprising traps, and elite guards, topped off by the Imperial Sovereign Protectors.
Surrounding the planet is a choking array of defense platforms, outside of the main shield network that surrounds the planet. The shield network is semi-permeable, allowing traffic out of the shield but not into the planet. Therefore, inbound ships have holes opened in the shield to allow in others. The defense platforms are some of the best in the Dominion, bristling stations with multiple gun and missile ports, designed to withstand barrages from star Dreadnoughts, and countering with incredible weaponry.

Balkorri

http://img254.imageshack.us/img254/5511/q3pic11ge.jpg

The secret world of the Dominion, Balkorri is a sparsely-populated world, dotted with spots of small research centers. It is a serene world, with little weather, sparkling in sunshine, though several times a year the world is hit by massive storms. The world is nearly entirely covered in small seas and wide open landscape, yet serves more of an insidious purpose.
Balkorri serves not only as the Emperor's personal getaway and stockpile reserve, but also as the major center for testing and expiramental design. Most recently, the biological expiraments into starship design-living ships-has been taken out on Balkorri, with the forced use of thousands of Unmodified slaves as test subjects. The planet is home to a considerable military presence, and is heavily fortified.

Polus

http://www.starwars.com/databank/location/mygeeto/img/eu_bg.jpg

Polus is not quite an ice world, yet is the fifth planet in it's system, and is very cold. Average temperatures are around -4 Celcius. The planet serves as a major military planet, having replaced Amazonia in that aspect; the two planets have switched roles. Major military spacedocks encircle the planet; hundreds of thousands of workers living on the planet work in starship construction in the orbital shipyards. Polus is the major center for construction of manned starcraft and fighters, and also houses the finest military academy in the Dominion, putting recruits through grueling tests and training.

Thyphori

http://i36.photobucket.com/albums/e40/WR82/dantooine1.jpg

The Breadbasket of the Dominion, Thyphori is a shining, open world, somewhat similar to Balkorri. No serious open body of water exists on the planet, the largest being small lakes. Second from its sun, the planet's natural climate and odd axial roll-the roll of the planet not only horizontally, but vertically-caused the planet to be perpetually bathed in light and the sun's energy, allowing for temperate and warm temperatures. Natural weather is mixed, but a short rainy season gives rise to warm temperatures for 9 out of 14 months in the revolution around the star. Massive farming and animal production facilities coat the surface, giving it almost a "false" look, spread out with square-rectangle patches of crops, from denta beans to alfawheat.

Uma-Kiin

http://i36.photobucket.com/albums/e40/WR82/swcom-mustafar_1111800964.jpg

Uma-Kiin is a lava world, the final of the four Home Worlds. Torn between the intense gravities of three massive gas giants in the system and the blue giant star that forms the system's core, Uma-Kiin's mantle is constantly upheaving lava flows. The planet has been converted into a massive mining complex and industrial center. The factories that dot the islands between lava seas expand underground into "cool" portions of the crust. Inside the factories, metals refined from external metal collection and the shielded network of filters that collect the resource-heavy lava go to the construction of armor and weapons systems. Not having significant on-site access to artificial intelligence, Uma-Kiin is rather home to the foundries that crank out battle rifles, munitions, tank armor, and heavy weapon systems.

Saleupau

http://i36.photobucket.com/albums/e40/WR82/2.jpg

A somewhat arid world home to numerous sinkholes, some totally vast in size, Saleupau is the major producer of the droid armies and droid vehicles of the Dominion. Submerged in the miles-wide sinkholes across the planet, the droid factories are the major hub of the planet, the only reason it gets looks from the Dominion at all. The planet outside of the sinkholes is dry and without vegetation.

Oron-Kira

http://i36.photobucket.com/albums/e40/WR82/felucia.jpg

A tropical world, Oron-Kira is the biological birthground to the newest biological projects of the Dominion. Sparking with life, the numerous plant species are wide, varied, colorful-and dangerous. Animal life and plant life constantly compete for dominance among the heavily congested forests and dense air of the planet's ground.

Menoon

http://i36.photobucket.com/albums/e40/WR82/Malachorv.jpg

Menoon is an outpost world in the Outer Colonies, barely a world at all, it crackles with electricity. A low, barely breathable atmosphere clings to the planet, barely enough to hold life. The only types of animals are bizarre, scrabbling herbavores and strange-looking predators of large sizes. The world, in all its horror and death, is the home to the Dark Academy, the training complex of potential Force-users of the Dominion. The current five viers for the throne all were trained at Menoon.
Menoon also serves as the chokepoint for entrances and exit of the Dominion, guarding the only known conduit through the massive Shroud to enter Dominion space. It reeks with dark energy, luring passersby to give in to emotions, fall to passions, and become corrupted by the taint the world springs. It is unknown how this came about, or how the system became so surrounded that the close proximity of Menoon to its star requires passersby to move past the planet.
Amazonian Beasts
29-04-2006, 15:56
A Tech Guide: The Dominion's Array of Advancement

War Tech

Engine Technology
The engines which power modern Dominion warships and droid starcraft use technology which has utilized the same basic principles for centuries. Ionized particles, collected in engine ducts, are shot out of engine thrusters in varying wavelengths to modify speed. Fighters and light ships, such as shuttles, emit the ions in streams, smaller, compact lengths that give less power but more manueverability and speed for such a light craft. Capital craft and cruisers use larger, broader engines to give out long waves of the ionized particles. The ion wave emitters provide the huge capital ships with the pure raw power to move the big ships, but similarily reduces manueverability and speed the larger the ship gets. So, a corvette is much faster and more manueverable than a battlecruiser.

Armor Technology
The armor used by the Dominion in spacecraft and ground vehicles uses basic durasteel as the original format. In the process of development, the durasteel is bombarded by charged particles. The amount of bomardment of the durasteel determines how durable and how pliable the armor is.

Shield Technology
Shields in the Dominion come in both the Ray and the Particle shield. Ray shields, very resource-consuming, are raised to deflect and absorb energy weapons. Particle shields, on the other hand, absorb missile weaponry, mass drivers, and incoming collisions. The shields are maintained by constant-refreshing streams of highly active bosons that are recycled through the shield matrix. Ships generally have many shield matrices for better protection: if one matrix falls, others come up to replace it.

Sensor Technology
Sensors in the Dominion are wide and varied. Sensors are especially different in the ground/space barrier. Ground sensors use different types of repulsion and particle emission than do space sensors. Ground sensors come in several different types: Passive Emission, Active Emission, Thermal, and Electrical. Passive and Active Sensors look for sensor or reactor emissions from enemy locations. Thermal scanners look for heat signatures. Electrical sensors, the strongest for ground, detect electronic discharges, small enough down to the electric emissions produced by the brain.
Space sensors use all these, than expand to several others. Solar scanners check for disturbances in solar waves. Disturbances that are not in normal recording indicate the presence of ships or other anomolous readings. Gravitic sensors, the most powerful sensors in the Dominion, check a wide area from a ship to detect gravitational anomolies. These sensors can nullify even cloaking devices, since techincally a cloaked ship still exists, and hence produces a gravitational pull and crater in space.
Similarly, the Dominion has become exceptional at masking its own sensor readings. Sensor wands stick from the ships, that when activated, absorb incoming sensor frequency waves and holster the energy from these sensors as sensor readings to be used by Dominion ships. By tracing the trajectories from sensor waves, ships can get semi-accurate ideas of where enemies that use sensors are, while at the same time preventing the sensor waves from returning to the ship that fired them.

Weapons Technology
Weapons in the Dominion come in all shapes and sizes. From the smallest blaster pistol to the largest electrified plasma thrower, weapons are the most prevelant thing in the militant empire.
The basic and most common weapon in the Dominion is the laser. The basic energy weapon, probaly the most basic around, the laser utilizes compressed blaster gas, found in the atmospheres of gas giants, through a charger unit and amplifyer crystal to fire an invisible bolt of hot plasma energy. Upon impact, the bolt burns through its target much easier than basic small mass drivers can puncture. Most lasers are configured to the visable light spectrum to allow for visual targeting (the Dominion lasers are generally configured either blue or green), but sniper weaponry frequently still uses the invisable trail to allow for stealth attacks. Lasers are the standard sidearm of soldiers, are used on nearly every ground combatant, and are the primary light weapon and anti-fighter defense of the Dominion navy.
Plasma Drivers are another popular weapon, an upgrade on the laser. The driver sends a small slug, generally an explosive shell, out of the main firing chamber. Through the barrel, the slug is not only accelerated, but also coated in plasma energy. The energizing allows for the driver to inflict both burning and puncture damage on an enemy target. These devices can be scaled up to enormous proportions, seen in the huge guns on capital ships.
Static Cannons are less used weapons that send an electrified bolt of energy through a target. The static cannon therefore, upon impact, shocks the target with a lethal hit of energy. Even non-lethal hits by a normal laser are relegated as deadly with a static cannon. Static cannons are also scaled up into large capital weapons that both inflict damage and short out electrical systems on enemy capital ships.
Ion Rockets are the primary missile weapon of the Dominion. These are light, small, and fast, making them the primary missile weapon for anti-fighter defenses, interceptors, and ground forces looking to pack a punch. Ion rockets are small, streamlined missiles that have ionized gas emitters that pit the surface. Upon firing, the pits emit ionized gas onto the surface of the rocket. Upon impact, the ionized gas allows for quick cutting through shields or armor, while the explosive charge inside emits an ion charge into the target for increased damage.
Positron Torpedoes are the heavy equivalent of the ion rocket. Positron torpedoes are considerably slower and larger, making them useful for bombers, capital-engaging ships, and heavy artillery. The Positron torpedo emits plasme energy over its shell upon launch, letting it pierce through standard energy shields. The positron core explodes and forces down the charge upon impact. The charge consists of anti-electrons, positrons, down into a target surface. The positrons explosively consume any matter encountered until all anti-matter is used up, allowing for huge, devestating cuts from the weapons.
Turbolasers are the capital ship weapons, upgraded lasers that pass through a double-stage accuator to make lasers into enormously powerful shots. A single turbolaser can easily bring down a gunship, and are capable of devestating damage on enemy ships.
Combine Cannons are highly powerful guns found only on capital ships and the HACP artillery piece. These behemoths have a cone-shaped final stage barrel, where the main turbolaser combines with several smaller lasers to form an intense, burrowing laser that can cut through ray shields very easily.
Hyperlasers are only utilized on the massive flagship of the Dominion, the Virulent. Hyperlasers are essentially turbolasers, but are sent through a twelve-stage accuator instead of a two-stage one. This increased amplification of power allows for a super-intense beam that cuts through nearly anything. Even ships solely designed to counter energy weapons cannot withstand the sheer devestating power of this weapon, that can cut through several ships lined back-to-back. The weapon is even strong enough to cut through the crust of a planet and annihilate a planet's core, instantly killing off all life on a planet. It is a fear weapon of devestating results.

BioTech
The genetics and cellular construction programs of the Dominion have allowed for breakthroughs in creating smart, semi-sentient creatures. Most of these have gone into war forces, but some are also used in mining or menial governmental jobs. In the war craft, the unusual bioships are incorporated with modern weapons, sensors, engines, etc in development. However, the bioships and bio ground creatures also have created their own weapons that add to the array of weaponry.
Used on the space-going creatures, Electrified Plasma launchers are small, globular spots on bioships which pulse shots of hot, burning plasma, incorporating an electric charge. These devices come in many different sizes, ranging from small cannons on little, starfighter-like ships and ground creatures to massive artillery on capital ships that can shoot out plasma bolts the size of starfighters at enemy ships.
Assault Cannons are devices that are used on ground creatures. Assault cannons use liquid flame launchers to shoot squelching liquid flame and burning incindiary materials across infantry and armor. The flame is so hot it can easily pierce through most metals and compounds, and can quickly vaporize living beings.
Amazonian Beasts
29-04-2006, 17:48
Major Personas: A Portrait of Fear

Kyp Droma

http://i36.photobucket.com/albums/e40/WR82/darth.jpg

Height: 6'10"
Hair: Black (what hair he does have)
Eye Color: Black
Age: 56
Profile: Emperor, Force User
Race: Human
Weapon of Preference: Lightsaber

The Emperor of the Dominion, Kyp Droma rose from humble beginnings to be the most feared-and at the same time, beloved-leader in several millenia. Droma was one of the first Force-users recognized in the old Federation for several centuries, where Force-users had laid dormant. Using his powers, Droma quickly advanced through the Dominion navy to the position of a Vice Admiral. During the war for Spit Break independence, Droma was elected to the rank of Admiral for his outstanding combat tactics. Frustrated with the Federation, and questing for more power, Droma decided to take his loyal fleets and sucede from the Federation. When the Federation attempted to stop him, Droma attacked fiercely, overthrowing the Federation and taking sole control.

Vyraat Karath

http://i36.photobucket.com/albums/e40/WR82/saul_karath.jpg

Height: 7'8"
Hair: Gray
Eye Color: Black
Age: 62
Profile: Grand Admiral
Race: Human
Weapon of Preference: Strategic Navies

Karath served as a captain of Droma's flagship Virulent during the Spit Break war, and conspired with Droma to overthrow the Federation. Commanding the forces that launched the raid on Amazonia itself, Karath is a veteran of war and is not afraid to use any tactic, whether it be below the belt or not. Though he ages, Karath's mind and his deviousness are as sharp as ever.

Helton Neyo

http://i36.photobucket.com/albums/e40/WR82/neyo-1.jpg

Height: 7'2"
Hair: Black
Eye Color: Black
Age: 28
Profile: General
Race: Human
Weapon of Preference: ERS Speeder

Neyo is a young commander who was raised from age 8 to serve in the army. Incredibly talented at command, Ney quickly rose through the army's ranks, becoming a general at age 27. Put in command of the elite 208th Marines, Neyo utilizes innovative tactical genious and strategic power to simply overwhelm and outsmart opponents. Neyo is cold-mannered and rather unsympathetic, not a good conversationalist. He takes orders and does them well.

Marka Ragnos

http://i36.photobucket.com/albums/e40/WR82/darth_bandon.jpg

Height: 6'11"
Hair: Black
Eye Color: Black
Age: 39
Profile: Sith Knight
Race: Human
Weapon of Preference: the Force

Ragnos, easily the most powerful Sith under the eye of Emperor Droma for the successorship, has had his appearance aged and twisted by the dark powers he controls. Ragnos stays diplomatic, allowing the other apprentices to duel and fight while he stands on the sideline, evaluating and determining weaknesses to exploit. He is a deadly fighter, and seems much more passive then he really is.

Naga Sadow

http://i36.photobucket.com/albums/e40/WR82/sith20exile.jpg

Height: 6'5"
Hair: Black
Eye Color: Yellow
Age: 32
Profile: Sith Knight
Race: Human
Weapon of Preference: Twin Lightsabers

Sadow is one of the more aggressive Sith under Droma, his personal nemisis being Ludo Kressh. Sadow prefers brute force over cunning, small, behind-the-back tricks, and views anyone not as an ally as an enemy. Sadow is probaly the best duelist of the five, and can get into pure Sith furies in combat.

Ludo Kressh

http://i36.photobucket.com/albums/e40/WR82/e2geon41.jpg

Height: 7'7"
Hair: Gray
Eye Color: Blue
Age: 41
Profile: Sith Knight
Race: Human
Weapon of Preference: Lightsaber

Ludo Kressh is a more passive Sith, focusing on the elements of the Force rather than direct combat. A master of all sorts of Force powers, Kressh prefers defense and thought rather to engaging aggressively. Another of the Sith understudies, his style directly contrasts with Sadow's aggressiveness.

Sion

http://i36.photobucket.com/albums/e40/WR82/sion.jpg

Height: 7'10"
Hair: None
Eye Color: 1 white and blank, the other red
Age: 33
Profile: Sith Knight
Race: Human
Weapon of Preference: Lightsaber

With no first name, Sion is a curious and somewhat mysterious understudy of the Emperor. His skin and body cracked over thousands of places, no one has ever understood how this gruesome injury befell him, and Sion has never shared it. He is a dangerous and tricky combatant, using his customized lightsaber to lure opponents into overreaching.

Nihilus

http://i12.photobucket.com/albums/a216/DX55555/Star_Wars-Darth_Nihilus.jpg

Height: 7'5"
Hair: None (Unknown)
Eye Color: Unknown
Age: Unknown
Profile: Sith Knight
Race: Unknown
Weapon of Preference: the Force

Nihilus is the strangest of the five apprentices, his appearance totally hidden behind black body armor, a black robe, and his death-head mask. Even his race is unknown, and Nihilus does not even speak. Rather, Nihilus uses some strange sort of thought-communication to conmmunicate with others-when he feels like communicating. He also consumes the living organic essences from other beings, using their life forces to power his own abilities.

Exar Revan

http://i36.photobucket.com/albums/e40/WR82/250px-Revan.jpg

Height: 7'2"
Hair: Brown
Eye Color: Red
Age: 23
Profile: Sith Apprentice
Race: Human
Weapon of Preference: Lightsaber

Revan is a young Sith, recently identified as being strong in the Force. Training at the Menoon academy, Revan learns most of his skills from Sadow, where Revan also picks up an aggressive style and great skills with a saber.

Lein Malak

http://i36.photobucket.com/albums/e40/WR82/darthmalak.jpg

Height: 7'5"
Hair: None
Eye Color: Yellow
Age: 21
Profile: Sith Apprentice
Race: Human
Weapon of Preference: Lightsaber

Malak is the other major Sith studying at the Menoon academy, along with Revan, who is stronger than Malak. Malak is a fierce lightsaber opponent, though lacks much of Revan's creativity or intelligence. He makes up for that with sheer aggressiveness.
Amazonian Beasts
29-04-2006, 23:08
Infinite Empire: The Military Structure of the Dominion

Navy
The Navy is composed of two primary attack functions: Fighters and Capital Ships. Capital ships are anything over 80 meters that serves as a military function craft. Capital ships generally have turbolasers, combine cannons, or other powerful weapon systems.
Fighters are the smaller attack craft of the Dominion. Anywhere from 4-25 meters in size, fighters have light weaponry, generally only 1-3 crew, and incredible speed and manueverability.
Gunships and shuttles are craft between 15-40 meters that are slower than fighters, but considerably more armed. Gunships have thicker armor and better shielding, and generally serve as attacking capital ships.

Capital ships, fighters, and gunships all are organized into various units composed of several ships.

12 fighters form a squad.
5 squads (60 fighters) form a wing.

4 shuttles/gunships form a squadron.
4 squadrons form a wing.

1 frigate and two corvettes form a recon fleet.
1 cruiser, 1 frigate, and 4 corvettes form a scout fleet.
2 battleships, 1 battlecruiser, 4 cruisers, 4 frigates, and 6 corvettes form a battle fleet.
Anything on up from there is an armada/war fleet.

Army
The army is formed of three main groups: infantry, armor, and artillery. Infantry is soldiers and droids that are small and use light weaponry to engage other soldiers. Armor utilizes tanks, walkers, and repulsorcraft, generally bristling with weaponry to engage infantry and enemy armor. They can mow down infantry easily. Artillery are giant armor that use heavy weaponry, very damaging to any enemy, but are slow and unwieldy.

Armor and Infantry are further defined into groups of individuals.

5 soldiers form a squad.
4 squads form a platoon. (20 soldiers).
5 platoons form a company. (100 soldiers).
5 companies form a battalion. (500 soldiers).
8 battalions form a regiment. (4000 soldiers).
5 regiments form a brigade. (20,000 soldiers).
5 brigades form a division. (100,000 soldiers).
5 divisions form an army. (500,000 soldiers).

4 armor units form a platoon.
5 platoons form a company. (20 units).
5 companies form a battalion. (100 units).
4 battalions form a regiment. (400 units).
5 regiments form a division. (2000 units).
5 divisions form an army. (10,000 units).
Amazonian Beasts
30-04-2006, 00:29
Hurry Up and Wait: The Dominion Infantry

Rifle Trooper

http://i36.photobucket.com/albums/e40/WR82/ep3_ia_96848.jpg

The standard infantry soldier of the Dominion, clad in white armor, rifle troops carry standard-issue DC-21 laser rifles. Bred from young ages to serve as soldiers, these troops are sent through grueling and strenuous training throughout their childhood, molded into supersoldiers. The armor for rifle troops is built to be able to withstand direct shots from sidearms and to be extremely useful against projectile weapons from infantry soldiers. The suits can self-seal to prevent against toxic gases or hostile environments.

Heavy Trooper

http://i36.photobucket.com/albums/e40/WR82/CC-1.jpg

Heavy Troopers are the secondary soldiers of the Dominion, carrying long explosive-throwing rifles to hit armor and heavy soldiers. The armored rounds inside the explosives are able to pierce through heavy armors and infantry armor, as well as protections around droids.

Elite Trooper

http://i36.photobucket.com/albums/e40/WR82/Gree.jpg

Elite Troopers are better trained, stronger, and more intelligent than standard soldiers. They are trained to blend into environments assigned to, and utilize natural elements to assist their attacks. Elite troopers innovate new techniques on the fly and generally work in smaller groups than do the mass-assault rifle soldiers.

Shock Troopers

http://i36.photobucket.com/albums/e40/WR82/90px-Commander_Thire.jpg

Shock Troopers are even further elite soldiers than the Elites. Shocks are designed to act independently or in small groups to attack large elements of enemies at a single time. They carry modafiable DC-22s in order to engage armor and infantry, and use high-level, creative tactics to avoid fire and put down as much as possible.

Commando

http://i36.photobucket.com/albums/e40/WR82/commando-2.jpg

The sabotage, infiltration, and assassination soldiers of the Dominion, commandos are the best-trained soldiers in the army. Though not particularly well-suited to frontline duty, behind the scenes and inside enemy lines, commandos excel, using their DC-22 rifles to exterminate any enemies who discover their operations.
Amazonian Beasts
30-04-2006, 02:39
Fast Attack: The Dominion Light Armor

Enhanced Recon Scout (ERS)

http://i36.photobucket.com/albums/e40/WR82/post-42-1137571015.jpg

Type: Recon Scout
Length: 6m
Width: .8m
Height: .3m
Max Speed: 550 Kph
Crew: 1 pilot
Armor: Quantanium-reinforced Durasteel
Armament: Twin Light Laser cannons

The ERS speeder is the lightest, fastest ground scout in the Dominion. Not suited to engage anything more than a few soldiers, the light laser cannons can deal with minor infantry threats should they arrive, but the ERS serves better when simply using its speed to outrun enemies. The ERS pilots are trained to be especially aware of natural obstructions and have extra helmet optics and HUD displays to prevent collisions or accidents involving natural terrain.

Infantry Support Platform (ISP)

http://i36.photobucket.com/albums/e40/WR82/SwampSpeeder.jpg

Type: Light Attack Speeder
Length: 5m
Width: 7m
Height: 1.7m
Max Speed: 180 Kph
Crew: 1 pilot, 1 gunner
Armor: Quantanium-reinforced Durasteel
Armament: Two Double Laser cannons

The ISP is a light attack speeder that uses its very good speed to avoid incoming fire from enemies. A true mauler of infantry, ISPs can decimate enemy infantry platoons. Armor weaponry, however, easily punctures the ISP's weak outer plating.

Individual Assault Walker (IAW)

http://i36.photobucket.com/albums/e40/WR82/AT-RT.jpg

Type: Light Attack Walker
Legth: 1.1m
Width: 1.2m
Height: 6.7m
Max Speed: 85 Kph
Crew: 1 pilot
Armor: Quantanium-reinforced Durasteel
Armament: 1 Heavy Laser cannon, 1 Ion Grenade launcher (24 grenades)
IAW walkers are only slightly better attack vehicles than ISPs, and only because of their ion grenade cannons, allowing the vehicles to be able to hold off light attack armor. The vehicles can mow down infantry with their heavy laser, but the spindly legs and open pilot are both very vulnerable to attack. The armor of the vehicle is also fairly thin.

Suppression Assault Speeder (SAS)

http://i36.photobucket.com/albums/e40/WR82/T-2B.jpg

Type: Light Assault Speeder
Length: 10m
Width: 3.2m
Height: 2.4m
Max Speed: 75 Kph
Crew: 1 pilot, 1 gunner
Armor: Quantanium-Laced Durasteel
Shielding: Light Boson-Emission Ray/Particle Shields
Armament: 4 Laser cannons

The SAS is the heaviest of the light armored vehicles, with not impressive armament but heavier armor and a light shield units generally only seen in the larger armor and artillery. Its four laser cannons shred infantry and are strong enough to deal punches to light and medium armor. The cannons are mounted on a swiveling turret operated by the gunner, which can rotate 360 degrees to target any enemy that can be seen on the horizontal plane.

Infantry Assault Tank (IAT)

http://i36.photobucket.com/albums/e40/WR82/TIEMauler.jpg

Type: Light Attack Tank
Length: 4.4m
Width: 4.7m
Height: 3.2m
Max Speed: 208 Kph
Crew: 1 pilot
Armor: Quantanium-reinforced Durasteel
Shielding: Light Boson-Emission Ray/Particle Shields
Armament: Triple Rapid-Fire Laser cannon
Countermeasures: Active Jammer

IATs are infantry-attack specific tanks. With nearly no impact against armored vehicles of anything but light scout speeders, which are too fast for the tank's guns anyway, the IAT is suited perfectly to engaging armor. A jammer system repels missiles homing in on the fast tank, and the craft's sheer mass can run over infantry in the way of an advance and a burst of speed. The triple laser cannon fires like a military repeater, and can quickly spray down entire companies of troops. However, armor can tear IATs to pieces quickly.

RAS-12 Speeder

http://i36.photobucket.com/albums/e40/WR82/FighterTank.jpg

Type: Medium Attack Speeder
Length: 12.2m
Width: 6.5m
Height: 4.8m
Max Speed: 100 Kph
Crew: 1 pilot, 1 turret gunner
Armor: Quantanium-Laced Durasteel
Shielding: Boson Emission Ray/Particle Shields
Armament: Two Laser cannons, Two Ion Rocket launchers (20 rockets), 1 Laser-pulse Beam Turret

The RAS-12 is technically light armor, but is the bridging gap between light and heavy. Utilizing the shielding used on heavier armor and starfighters, and using heavier armor than most light armored craft, the RAS-12 is able to go head-on-head with many armored vehicles and emerge victorious. It's impressive array of weaponry gives it an edge in direct confrontations, and the beam turret allows for a continuous-feed energy beam to tear down infantry lines or to burn through armor.
Amazonian Beasts
01-05-2006, 03:19
Unstoppable Force: Dominion Heavy Armor

Advanced Battle Scout (ABS)

http://i36.photobucket.com/albums/e40/WR82/AT-XT.jpg

Type: Medium Assault Walker
Length: 3.1m
Width: 2.6m
Height: 8.8m
Max Speed: 80 Kph
Crew: 1 pilot, 1 gunner
Armor: Quantanium-laced Durasteel
Shielding: Boson-emission Ray/Particle Shields
Armament: 2 Heavy Laser cannons, 2 Ion Mortar launchers (20 mortars)

ABSs, despite their name, are really not scouts at all, unless a planned scouting party into heavily congested territory. ABSs can serve well as front-line attack walkers to quickly get around slow, heavy armor and attack artillery or command positions. Their long-range mortars give them an almost artillery-like strike ability.

Armored Strike Walker (ASW)

http://i36.photobucket.com/albums/e40/WR82/AT-AP.jpg

Type: Medium Assault Walker
Length: 5.7m
Width: 3.4m
Height: 9.3m
Max Speed: 60 Kph
Crew: 1 pilot, 2 gunners
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields
Armament: 1 Medium Plasma Driver, 1 Heavy Laser Cannon, 1 Static Cannon

ASWs are the primary medium assault craft in the Dominion. With a startling diverse weapon load, the ASW is able to confront and defeat armor and artillery much larger than itself. Its heavy plasma driver is capable of punching out armor and piercing through armored vehicles, and the laser and static cannon can easily rout infantry or pulverise light armored vehicles with a few shots.

Armored Repulor Tank (ART)

http://i36.photobucket.com/albums/e40/WR82/AAT.jpg

Type: Heavy Attack Tank
Length: 9.5m
Width: 8.7m
Height: 5.1m
Max Speed: 60 Kph
Crew: 1 pilot, 2 gunners, 1 commander
Armor: Quantanium-laced Durasteel
Shielding: Boson Emission Ray/Particle Shields
Armament: 1 Light Turbolaser cannon, 2 Laser cannons, 6 Ion rocket launchers (36 rockets)

ARTs are frontline, heavily armed and armored tanks built to deal with enemy armor. The frontal armored shell of the ART, besides being able to deflect a good amount of weapons fire thrown against it, can simply crush small armored vehicles, and infantry, without slowling down. The light turbolaser cannon can devestate poorly-armored craft and punch holes in even strongly built armor.

Modular Battle Tank (MBT)

http://i36.photobucket.com/albums/e40/WR82/UT-AT.jpg

Type: Heavy Attack Repulsortank/Walker
Length: 20.3m
Width: 8.1m
Height: 7m
Max Speed: 60 Kph (with walker units), 45 Kph (with repulsor unit)
Crew: 1 pilot, 4 gunners, 1 loadmaster
Troop Compliment: 30 soldiers or 48 war droids
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields
Armament: 1 Heavy Plasma Driver, 2 Heavy Laser cannons, 4 Medium Laser cannons

The MBT introduces revolutionary design into a firm, well-armored, and strong tank. Its primary drive unit is 8 stubby legs, allowing it to drive fairly quickly at 60 Kph over well-accessable terrain. When faced with unaccessable terrain to most pounding walker units, however, the MBT simply folds up its leg units into its underside and activates 6 repulor jets to float across hazards. Its wide array of weaponry, combined with its troop compliment, make the MBT a very capable craft.

Armored Tactical Defender (ATD)

http://i36.photobucket.com/albums/e40/WR82/AT-TE.jpg

Type: Heavy Assault Walker
Length: 19.2m
Width: 7.4m
Height: 7.9m
Max Speed: 50 Kph
Crew: 1 pilot, 1 turret gunner, 3 secondary gunners, 1 loadmaster
Troop Compliment: 40 soldiers or 80 war droids
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields
Armament: 1 Heavy Plasma Driver, 6 Heavy Laser Cannons, 2 Static Cannons

The ATD is the primary main assault craft of the Dominion. The main plasma driver, with a range of over 16km, can easily strike enemy forces with a heavy weapon from far reaches. The heavy lasers deal with infantry and light armor, as do the static cannons. The high troop compliment allows the ATD to also serve as a heavily armed light troop mover in highly-contested battles.

AHT-9 Assault Tank

http://i36.photobucket.com/albums/e40/WR82/Juggernaut.jpg

Type: Heavy Assault Tank
Length: 41.2m
Width: 13.3m
Height: 23.7m
Max Speed: 65 Kph
Crew: 2 pilots, 6 gunners, 1 commander, 1 loadmaster
Troop Compliment: 90 soldiers or 135 war droids
Armor: Quantanium-bonded Durasteel
Shielding: Boson-Emission Ray/Particle Shields
Armament: 2 Ion Rocket Launchers, 2 Static Cannons, 2 Medium Laser Cannons, 2 Light Plasma Drivers, 1 Heavy Laser Cannon, 1 Rapid-Repeating Laser Cannon

The AHT-9 is the strongest armored vehicle the Dominion throws up in its ground forces. Utilizing armor typically found on light capital ships, armed with a startling and very powerful array of weapons, and carrying enough soldiers to overcome light defensive installations, one AHT-9 by itself is enough of a presence to be feared. Utilized in massive numbers as in many battles, the AHT-9s are battle-changing presences. Their only drawback is that they cannot be carried into battle by cargo gunships.
Amazonian Beasts
02-05-2006, 03:02
Bug Guns and Loaders: Dominion Artillery and Troop Crawlers

Heavy Artillery Cannon Platform (HACP)

http://i36.photobucket.com/albums/e40/WR82/SPHAT.jpg

Type: Heavy Laser Artillery
Length: 48.3m
Width: 15.3m
Height: 23.9m (without cannon extended), 41.2m (with cannon extension)
Max Speed: 35 Kph
Crew: 1 commander, 1 pilot, 1 power operator, 3 main gunners, 4 secondary gunners
Troop Compliment: 20 soldiers or 30 war droids
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields
Armament: 1 Heavy Turbolaser Beam Artillery Cannon, 8 Light Laser cannons

The HACP is the strongest artillery device of the Dominion, providing intense firepower strong enough to even puncture starcruiser hulls, let alone armored vehicles or defensive installations. Though slow and otherwise poorly armed, HACPs are simply unstoppable artillery pieces that can defeat even the most powerful bases and fortresses.

Heavy Artillery Projectile Platform (HAPP)

http://i36.photobucket.com/albums/e40/WR82/MPTL2A.jpg

Type: Heavy Missile Artillery
Length: 30.9m
Width: 9.1m
Height: 8.3m
Max Speed: 40 Kph
Crew: 1 commander, 1 pilot, 2 main gunners, 2 secondary gunners
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle shields
Armament: 4 Positron Torpedo launchers (40 torpedoes), 4 Light Laser cannons

The HAPP represents a slightly smaller, slightly less powerful, yet faster and more mobile artillery for the Dominion. Capable of getting around easier on the battlefield, HAPPs shoot arcing positron torpedoes at enemy fortifications, and are devestating against any type of armor or infantry.

Mobile Artillery Platform (MAP)

http://i36.photobucket.com/albums/e40/WR82/SPMA-T.jpg

Type: Medium Laser Artillery
Length: 23.1m
Width: 7.2m
Height: 6.9m (without cannon extended), 17.4m (with cannon extension)
Max Speed: 40 Kph
Crew: 1 commander, 1 pilot, 1 main gunner, 1 secondary gunner
Armor: Quantanium-reinforced Durasteel
Shielding: Boson-Emission Ray/Particle Shields
Armament: 1 Medium Turbolaser Cannon, 2 Medium Laser cannons

MAPs are the light, yet still strong, artillery of the Dominion. The MAPs aren't particularly fast but can traverse more complicated terrain and also be carried straight into combat by cargo gunships. The medium turbolaser provides them with ample firepower to eliminate bases or armored vehicles.

Fast Repulor Transport (FRT)

http://i36.photobucket.com/albums/e40/WR82/Skiff.jpg

Type: Light Troop Skiff
Length: 15.9m
Width: 5m
Height: 2.1m
Max Speed: 90 Kph
Crew: 1 pilot, 1 loadmaster
Troop Compliment: 20 soldiers or 30 war droids
Armor: Quantanium-laced Durasteel
Armament: 1 Light Laser cannon

FRTs are light, unshielded, and fast repulsorskiffs that can transport 1 platoon of soldiers quickly to different battle locations. Without adequate armor and armaments and with no shielding, the FRT uses its speed alone to avoid enemy fire and to get troops to their positions quickly and efficiently.

Armored Troop Walker (ATW)

http://i36.photobucket.com/albums/e40/WR82/AT-OT.jpg

Type: Long-range Troop Walker
Length: 20.1m
Width: 9m
Height: 5.8m
Max Speed: 60 Kph
Crew: 1 pilot, 2 gunners, 1 loadmaster
Troop Compliment: 45 soldiers or 60 war droids
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields
Armament: 4 Medium Laser Cannons

The ATW represents the primary, inexpensive overland troop carrier for long, slagged-out campaigns on planetary surfaces. Though vulnerable to air attacks with the open structure, most ground attacks can't even puncture the craft's frontal armor. Based on the ATD design, the ATW also incorporates 4 lasers that have the punch to deal with medium armored vehicles.

Armored Battle Transport (ABT)

http://i36.photobucket.com/albums/e40/WR82/MTT.jpg

Type: Contested-Battlezone Troop Crawler
Length: 45.3m
Width: 12.1m
Height: 21.2m
Max Speed: 30 Kph
Crew: 1 commander, 1 pilot, 1 gunner, 1 loadmaster
Troop Compliment: 100 soldiers or 145 war droids
Armor: Quantanium-bonded Durasteel
Shields: Boson-Emission Ray/Particle Shields
Armament: Two Twin Heavy Laser cannons

The ABT is the largest ground troop transport in the Dominion, though while somewhat prohibitavely expensive for frequent use where the ATW can be used, in heavily-contested zones, the ABT, with it's heavy, capital ship armor and strong shielding, can simply take an awesome amount of firepower into its heavy shell. Two twin lasers deal with infantry, and anything stupid enough to get in an ABT's way is simply flattened.
Amazonian Beasts
03-05-2006, 02:12
The Furies: Dominion Air Attack

Zephyr-Class Gunship

http://i36.photobucket.com/albums/e40/WR82/Gunship.jpg

Type: Attack Gunship
Length: 28.4m
Width: 23.1m
Height: 14.2m
Max Speed: 820 Kph (air), 70 MGLT (space)
Crew: 1 pilot, 1 gunner, 2 turret gunners
Troop Compliment: 20 soldiers or 30 war droids
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields
Armament: 2 Medium Frontal Laser cannons, 1 Rear Light Laser cannon, 4 Heavy Laser Pulse Beam Turrets, 2 Ion Rocket Launchers (32 rockets)
Countermeasures: Jamming Screens, 4 Ion Flare launchers (120 flares), Scatter-chaff launcher (40 chaff screens)

Zephyrs are the primary fast attack craft in Dominion ground battles, and also very effective attack ships in space for runs on enemy capital ships. Able to carry 20 soldiers, they can also serve as light battlefield troop movers while covering troop deployments with their devestating array of weaponry. Their speed allows them to avoid many enemy munitions fire and anti-air platforms, and even keep up with heavy bombers.

Typhoon-class Assault Shuttle

http://i36.photobucket.com/albums/e40/WR82/eu_bg.jpg

Type: Medium Attack Gunship
Length: 24.6m
Width: 9.1m
Height: 8.9m
Max Speed: 740 Kph (air), 55 MGLT (space)
Crew: 1 pilot, 1 copilot, 1 gunner
Armor: Quantanium-laced Durasteel
Shields: Boson-Emission Ray/Particle Shields
Armament: 1 Heavy Plasma Driver, 1 Heavy Laser, 1 Positron Torpedo Launcher (10 torpedoes)
Countermeasures: Jamming Screens, 3 Ion Flare launchers (150 flares), Scatter-chaff launcher (30 chaff screens)

The Typhoon is really not a shuttle, more of a gunship or support gunboat. Much better in atmosphere than in space, the Typhoon, though it carries no soldiers, packs a heavy punch with its plasma driver and torpedo driver. The countermeasure system allows it to slip past anti-air missile defenses with ease, and hit hard at armor positions.

Redoubt-class Shuttle

http://i36.photobucket.com/albums/e40/WR82/ThetaShuttle.jpg

Type: Light Shuttle
Length: 18.9m
Width: 14.6m
Height: 15m
Max Speed: 480 Kph (air), 40 MGLT (space)
Crew: 1 pilot, 1 co-pilot, 2 gunners, 1 loadmaster
Troop Compliment: 30 soldiers or 45 war droids
Armor: Quantanium-laced Durasteel
Shields: Boson-Emission Ray/Particle Shields
Armament: 2 Medium Laser cannons, 2 Light Laser cannons, 1 Light Static cannon
Countermeasures: Jamming Screens, 2 Ion Flare launchers (60 flares)

The Redoubt is somewhat of a personal shuttle, generally used to convey more powerful or important figures into battle somewhat behind allied lines. They are also used frequently as battlefield messangers or transports in multi-front wars where space travel to transport would be risky. Though they can be used to attack, Redoubts are notoriously bad at it.

Drexel-Class Assault Airspeeder

http://i36.photobucket.com/albums/e40/WR82/V-Wing.jpg

Type: Attack Airspeeder
Length: 5m
Width: 7.3m
Height: 2.8m
Max Speed: 1450 Kph
Crew: 1 pilot
Armor: Quantanium-laced Durasteel
Shields: Boson-Emission Ray/Particle Shields
Armament: 2 Medium Laser cannons
Countermeasures: Jamming Screens, 3 Ion Flare launchers (75 flares), Scatter-chaff launcher (35 chaffs)

The Drexel, named after a fearsome avian reptomammal, is a light, yet elusive, attack airspeeder that can rival the performance of interceptors in atmosphere. With a high speed, great manueverability, and strong countermeasures, the Drexel can slip past agressors to make strikes with its two wing-mounted laser cannons.

Falcon-class Airspeeder

http://i36.photobucket.com/albums/e40/WR82/T-47.jpg

Type: Light Attack Airspeeder
Length: 4.8m
Width: 3.3m
Height: 1.7m
Max Speed: 1025 Kph
Crew: 1 pilot
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields
Armament: 2 Medium Laser cannons
Countermeasures: Jamming Screens, Scatter-Chaff Launcher (20 chaffs)

The Falcon is a light airspeeder meant to be the supplement to the advanced Drexel. Where the Drexel uses higher, bearing attacks to come down on top of enemies, the Falcon comes low and fast against enemy armor with its twin lasers, then streaks away before the enemy knows how to react to the menace. Though lightly armed and armored, the Falcon compensates with its stellar manueverability and speed.

Caravan-class Cargo Gunship

http://i36.photobucket.com/albums/e40/WR82/LAATC.jpg

Type: Battlefield Vehicle Transport
Length: 40.3m
Height: 10.5m
Width: 32m
Max Speed: 595 Kph
Crew: 1 pilot, 1 co-pilot
Armor: Quantanium-laced Durasteel
Shields: Boson-Emission Ray/Particle Shields
Armament: 2 Light Laser cannons
Countermeasures: Jamming Screens, 1 Ion Flare launcher (20 flares), Scatter-Chaff launcher (12 chaffs)

The Caravan is purpose-driven and designed. With huge bowel grapplers, the Caravan can pick-up and drop off small to large vehicles, anything up to the size of a MAP. However, the vehicles are very lightly armed, with only two lasers, and lightly armored. Generally they move vehicles from drop ships tp key tactical battlesites where vehicles are better positioned for strikes, and almost never leave allied-held airspace.
Amazonian Beasts
03-05-2006, 21:33
"One Day They'll Have Secrets, One Day They'll Have Dreams": Dominion Droid Infantry

Sentry Droid

http://i36.photobucket.com/albums/e40/WR82/B1.jpg

Type: Security Droid
Height: 6'10"
Intelligence: Low
Typical Armament: Laser Rifle
Special Features: Compactability

Sentry Droids are glorified guards, generally assigned to basic security details on capital ships or in military installations. They are very common droids, and notoriously stupid: They can carry out their jobs with perfection, but do not vary at all from the specific task at hand. With nearly no creativity, Sentry Droids are not good frontline soldiers.

Warrior Droid

http://i36.photobucket.com/albums/e40/WR82/Super.jpg

Type: Infantry Droid
Height: 7'2"
Intelligence: Medium
Typical Armament: Two Wrist Lasers, Wrist Ion Mini-rocket Launcher (4 rockets)
Special Features: None

The Warrior Droid is the standard infantry automaton of the Dominion. Armed with basic soldier-killing rapid-fire lasers built into the droid's right wrist, along with a mini-rocket launcher constructed into the left, the droid is quite capable of handling all infantry that try to engage it.

Flurry Droid

http://i36.photobucket.com/albums/e40/WR82/Droideka.jpg

Type: Anti-Infantry Droid
Height: 6'4"
Intelligence: Low
Typical Armament: 2 Twin Repeating Heavy Lasers
Shielding: Boson-Emission Ray/Particle Shields
Special Features: Ball-Roll Movability, Shield Generator

The Flurry Droid, the weaker of the two infantry-killers, is bizarre-shaped, but function-minded: It is designed, and focuses only on, killing all enemies that are around it. Very effective at what it does, the Flurry's repeater lasers can spray down infantry platoons and have enough punch to, with concentrated fire, puncture light armor. To move fast around locations, the Flurry rolls into a ball, moving much faster than on its three legs. It also is equipped with a short-term shield generator to create a defensive bubble-shield.

Acklay Droid

http://i36.photobucket.com/albums/e40/WR82/Crab.jpg

Type: Anti-Infantry Droid
Height: 4'9"
Intelligence: Medium-High
Typical Armament: Two Heavy Repeating Lasers, 1 Ion Grenade Launcher (8 grenades), Heavy Digging Claws
Shielding: Boson-Emission Ray/Particle Shields
Special Features: Shield Generator

The heavy infantry killer, Acklay droids are well-armed for their small stature. Scrabbling along the ground with 6 heavy and durable leg units, tipped with sharp, yet strong, digging claws capable of piercing thick armor with a well-placed punch, Acklays can move quite fast across smooth terrain. Their repeater cannons make short work of infantry and can pierce light armor, while ion grenades deal with armor as well or with entrenched infantry. The unit also comes with a bubble-shield generator.

Ballistic Droid

http://i36.photobucket.com/albums/e40/WR82/Octuptarra.jpg

Type: Anti-Armor Droid
Height: 5'6"
Intelligence: Medium
Typical Armament: 3 Light Plasma Drivers, 1 Static Cannon
Special Features: None

The Ballistic Droid fills the niche of armor-killer within the droid infantry ranks. With 3 plasma drivers, armed with explosive armor-puncturing, energy-coated rounds, the Ballistic has the power to penetrate tough armor. The static cannon can also wreak havoc on electronics systems, and also deeply affects infantry, generally having one-shot kills.

Noghri Droid

http://i36.photobucket.com/albums/e40/WR82/eu_bgeg.jpg

Type: Saber Droid
Height: 6'10"
Intelligence: Medium-High
Typical Armament: Electrical-Repulsion Staff, Electrical Arm Blade
Special Features: None

The Noghri droid, named after a fearsome native sentient creature destroyed long ago in the depths of history, is a tough, smart droid that is deadly in melee combat. Their electrical staves, coursing with violet electricity, have the power to deflect energy bolts and vaporize slow-moving projectiles, which take advantage of the Noghri's incredible reflexes. A retractable arm blade also allows for quick attacks.

Assassin Droid

http://i36.photobucket.com/albums/e40/WR82/HK47.jpg

Type: Hunter-Killer Stealth Droid
Height: 7'6"
Intelligence: Very High
Typical Armament: Various
Special Features: Built-In Flamethrower, Nueral Disrupter, Laser Cannon, Whipcord, Poison Canister Launcher (5 canisters), Flechette Launcher (12 flechette canisters), Sonic Cannon, spray-net launcher (4 spraynets), Retractable Arm Blade

The Assassin Droid, the deadliest type of droid infantry in the Dominion, carries inside of its body a horde of deadly surprises. The nueral disrupter and sonic cannon, while potent weapons, also can be toned down to incapacitate, which the whipcord and spraynet gun also do. The flamethrower can clear underbrush or eliminate fiesty targets, while the laser and flechette launcher clear out unwanted foes. The poison launcher, designed for attacks to weaken victims, can be filled with any number of agents, lethal or not. The droid is also incredibly smart and creative, and can use this tactic to go behind enemy lines. The droids generally work in threesomes.
Amazonian Beasts
06-10-2006, 20:44
Ghosts in the Machine: Dominion Droid Armor

Recon Droid

http://usera.imagecave.com/WR82/swdwarfspiderdroid3qs.jpg

Type: Droid Scout
Height: 1.1m
Radius: 5.3m
Max Speed: 80 Kph
Intelligence: High
Armor: Quantanium-Reinforced Durasteel
Armament: Heavy Laser Cannon, Sonic Stunner

The Recon Droid is an excellent, smart forward-observation droid, used well for scouting enemy positions and has an excellent ability on avoiding detection. Recon droids are not built for combat, however, when faced with an adversary, the little armor droids can throw up fire from a top-mounted heavy laser cannon, and temporarily stun infantry with a sonic cannon.

Torrent Droid

http://i36.photobucket.com/albums/e40/WR82/movie_bg-1.jpg

Type: Rocket Medium Attack Droid
Length: 4.1m
Width: 2.8m
Height: 12.2m
Max Speed: 100 Kph
Intelligence: Medium
Armor: Quantanium-laced Durasteel
Armament: 2 Ion Rocket Boxes (16 rockets each), 1 twin light laser cannon

Torrent Droids are a new innovation in droid armor, sacrificing armor and energy weapons for a large load of missile weaponry and blazing speed to race across the battlefield. Somewhat intelligent, Torrent droids can easily pick up and prioritize weaponry, then launch a withering barrage from their main weaponry, 32 ion rockets with armor-piercing or scatter-shot warheads. When all rockets are used up, Torrent droids return to a rearmament station or command center for reloading.

Agressor Droid

http://i36.photobucket.com/albums/e40/WR82/eu_bg-1.jpg

Type: Medium Assault Droid Walker
Length: 3.6m
Width: 3.8m
Height: 14.2m
Max Speed: 60 Kph
Intelligence: Medium
Armor: Quantanium-laced Durasteel
Armament: 1 Static Cannon, 1 Medium Laser Beam Cannon

Agressor droids are medium armored walkers that cross the battlefield on stilt-like extensions. With a powerful top-mounted Static cannon, Agressor droids can shoot up and intercept low-flying speeders and fighters and bring them down. The medium beam laser at the bottom of the central core sweeps enemy infantry formations, wiping through ranks and taking out entire platoons at a time.

HE Droid

http://i36.photobucket.com/albums/e40/WR82/movie_bg-2.jpg

Type: Heavy Attack Droid
Height: 13.8m
Radius: 8.8m
Max Speed: 60 Kph
Intelligence: Medium-Low
Armor: Quantanium-bonded Durasteel
Armament: 3 Heavy Plasma Drivers, 3 Heavy Lasers

Monsters on the battlefield, HE droids are a nearly unstoppable force on their own. Massive, towering, with heavy armor capable of withstanding heavy shots and weaponry capable of levelling enemy armor with ease, HE Droids are a true menace to affirmed enemies. Their only drawbacks are a lack of shielding and relatively low intelligence and creativity. In groups, however, HE droids are truly fearsome, an oncoming wave of pure force.
Amazonian Beasts
12-10-2006, 02:51
Swarm: Dominion Starfighters and Bombers

Retribution-Class

http://i36.photobucket.com/albums/e40/WR82/ship_jedi-interceptor.jpg

Class: Interceptor
Length: 7.9m
Width: 5.1m
Height: 2.2m
Max Speed: 135 MGLT (Space), 1200 Kph (Atm.)
Crew: 1 pilot
Engine: Two Ion-Spread Medium Engines
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields (2 matrices)
Armament: 2 Laser Cannons, 2 Ion Micro-Rocket launchers (8 micro-rockets)
Countermeasures: Jamming Screens, Ion-flare Launcher (10 flares)

The Retribution is a fast and speedy interceptor, perfect in the Dominion navy for taking down hostile fighters or shuttles. Incredibly quick in space, the Retribution also matches well in atmosphere, using fast speed and a micro-rocket launcher to devestating effect against small craft. Though fitted with a shield generator and decent armor, Retributions are fairly easy to down if caught, as they are meant for speed, not durability.

Defiance-Class

http://i36.photobucket.com/albums/e40/WR82/jedi_starfighter.jpg

Class: Space Superiority Starfighter
Length: 10.1m
Width: 4.2m
Height: 3.7m
Max Speed: 115 MGLT (Space), 1125 Kph (Atm.)
Crew: 1 pilot
Engine: Two Ion-Spread Medium Engines
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields (4 matrices)
Armament: 2 Double Laser Cannons, 1 Ion Rocket Launcher (14 rockets), 1 Plasma Driver
Countermeasures: Jammer Screens, Ion Flare Launcher (10 Flares), Scatter-Chaff Launcher (8 Chaffs)

The Defiance is a hybrid fighter. While containing some of the heavier armed elements of a superiority fighter and having good protection, it uses the type of frame and speed found normally on interceptors. The biggest drawback to the Defiance is its cost, much more than the lithe Retributions for a base fast craft. However, Defiances are deadly in combat, capable of ripping apart small craft and holding easily against interceptors.

Defender-Class

http://i36.photobucket.com/albums/e40/WR82/alpha3nimbus0zd.jpg

Class: Space Superiority Starfighter
Length: 12.3m
Width: 5.6m
Height: 10.1m
Max Speed: 105 MGLT (Space), 1050 Kph (Atm.)
Crew: 1 Pilot
Engine: Two Ion-Spread Light Engines
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields (4 matrices)
Armament: 4 Laser Cannons, 2 Positron Torpedo Launchers (12 Torpedoes)
Countermeasures: Jammer Screens, Ion-Flare Launcher (15 Flares), Scatter-Chaff Launcher (20 Chaffs)

The Defender is a true superiority fighter, a staple in the Dominion navy's fighter base because of it's versatality, reliability, and ease-of-use. Defenders are quite capable of engaging fighters and smal craft with good speed and four lasers, than making runs on capital ships with positron torpedoes. A good mix of shielding and armor, combined with the Defender's natural speed, countermeasure systems, and arsenal make the fighter an extremely well-balanced craft.

Guardian-Class

http://i36.photobucket.com/albums/e40/WR82/movie_bg.jpg

Class: Assault Starfighter
Length: 14.7m
Width: 10.3m
Height: 6.5m
Max Speed: 90 MGLT (Space), 920 Kph (Atm.)
Crew: 1 Pilot, 1 Gunner, 1 Tail Gunner
Engine: Four Ion-Spread Medium Engines
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields (5 matrices)
Armament: 2 Laser Cannons, 1 Rear Twin Laser Turret, 2 Plasma Drivers, 2 Positron Torpedo Launchers (20 Torpedoes)
Countermeasures: Jammer Screens, Ion-Flare Launcher (20 Flares), Scatter-Chaff Launcher (30 Chaffs)

The Guardian is a heavily armed superiority fighter that is designed for strikes and assaults on capital ships and cruisers, but still designed to, if need be, engage fighter craft and shuttles. With a serious pack of punch, the Guardian can wreak havoc on light capital ships such as corvettes. A rear tail turret, operated by a dedicated turret gunner, clears out opposition from the rear, allowing the gunner to target with the torpedo tubes and plasma drivers. The pilot controls the lasers and pilots the moderately-quick craft.

Judgement-Class

http://i36.photobucket.com/albums/e40/WR82/250px-Bwing.jpg

Class: Starbomber
Length: 5.4m
Width: 7.7m
Height: 16.1m
Max Speed: 75 MGLT (Space), 800 Kph (Atm.)
Crew: 1 pilot, 1 Gunner
Engine: Four Ion-Spread Medium Engines
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields (6 matrices)
Armaments: 3 Laser Cannons, 2 Static Cannons, 1 Plasma Driver, 2 Ion Rocket Launchers (8 Rockets), 2 Positron Torpedo Launchers (20 Torpedoes)
Countermeasures: Jammer Screens, Scatter-Chaff Launcher (40 Chaffs)

The Judgement is a pure behemoth of a starfighter, not even being listed in the "fighter" category, but a dedicated bomber. Absolutely pathetic against fighter craft, the Judgement is easily capable of knocking down shuttles and gunships, and can devestate capital ships with sustain wave-runs by squadrons. With a versatile array of weapons, the Judgement can disable craft for capture, annihilate capital ships, or knock out critical systems to soften them for cruiser run-ups. Usually guarded by interceptor squadrons, the Judgement is quite capable of taking a sustained, heavy beating.
Amazonian Beasts
26-10-2006, 03:45
Fast and Furious: Light Cruisers of the Dominion

Defiant-class Patrol Cruiser

http://i36.photobucket.com/albums/e40/WR82/defiant.gif

Class: Light Corvette
Length: 110m
Width: 58m
Height: 16m
Max Speed: 70 MGLT (Space), 675 Kph (Atm.)
Crew: 12 (Officers), 70 (Enlisted)
Engine: Four Ion-Wave Medium Engines
Armor: Quantanium-Branded Durasteel
Shiedling: Boson-Emission Ray/Particle Shields, 12 Matrices
Armament: 4 Turbolaser cannons, 8 Quad Laser Turrets, 2 Static Cannons, 2 Ion Rocket Launchers (20 rockets each)
Countermeasures: Jammer Screens, 10 Energy-Dispersal Cloud Emitters, 20 Interceptor Rocket Projectors, 10 Chaff-Dispersal Tubes
Hanger Capacity: None

The Defiant is a fast attack corvette used to strike fighter waves and relatively undefended positions. It is also an excellent ship for wave attacks against capital ships, using incredible speed for a capital ship to hit hard and fast against fortified positions, then to retreat. Defiants are excellent for base defense, able to clear out fighter and bomber waves with the quad lasers.

Otari-Class Corvette

http://i36.photobucket.com/albums/e40/WR82/cruiser.jpg

Class: Corvette
Length: 182m
Width: 69m
Height: 32m
Max Speed: 63 MGLT (Space), 600 Kph (Atm.)
Crew: 20 (Officers), 115 (Enlisted)
Engine: Three Ion-Wave Medium Engines
Armor: Quantanium-Branded Durasteel
Shielding: Boson-Spread Ray/Particle Shields (12 Matrices)
Armament: 6 Dual Turbolaser Turrets, 8 Quad Laser Turrets, 5 Ion Rocket Launchers (25 Rockets each), 4 Plasma Drivers, 1 Static Cannon
Countermeasures: Jammer Screens, 8 Energy-Dispersal Cloud Emitters, 22 Interceptor Rocket Projectors, 14 Chaff-Dispersal Tubes
Hanger Capacity: 4 Fighters

The Otari is a staple of the Dominion fleet, filled in the niche of fighter-interception, scout, border defense, fast attack, and base defense. The Otari is an older ship, yet still quite advanced and very fast, capable of entering atmosphere and doing battle straight to the skies of an enemy planet. The Otari carriers 4 fighters for absolute need, though is more than a match for any non-capital ship.

Scythe-Class Gun Frigate

http://i36.photobucket.com/albums/e40/WR82/recusant01.jpg

Class: Light Frigate
Length: 210m
Width: 48m
Height: 37m
Max Speed: 60 MGLT (Space), 550 Kph (Atm.)
Crew: 21 (Officers), 195 (Enlisted)
Engines: 3 Ion-Wave Heavy Engines
Shielding: Boson-Spread Ray/Particle Shields (18 Matrices)
Armament: 18 Triple Turbolaser Turrets, 14 Static Cannons, 14 Medium Plasma Drivers, 21 Quad Laser Turrets
Countermeasures: Jammer Screens, 10 Energy-Dispersal Cloud Emitters, 8 Interceptor-Rocket Projectors, 18 Chaff-Dispersal Tubes
Hanger Capacity: 1 Fighter Squadron (12 ships), 1 Gunship Squadron (4 Ships)

The Scythe is an excellent picket ship, and also very useful for spearheading attack runs in conjunction with its counterpart, the Scimitar missile frigate. Armed very well for a ship of its size, with a suitable reactor to power its weapon systems, the Scythe is well-balanced and able to take on ships somewhat larger and stronger than it and survive.

Scimitar-Class Missile Frigate

http://i36.photobucket.com/albums/e40/WR82/300px-Bankingclanfrigate.jpg

Class: Light Frigate
Length: 237m
Width: 72m
Height: 44m
Max Speed: 60 MGLT (Space), 550 Kph (Atm.)
Crew: 26 (Officers), 228 (Enlisted)
Engines: 6 Ion-Wave Heavy Engines
Shielding: Boson-Spread Ray/Particle Shields (17 Matrices)
Armament: 8 Quad Laser Turrets, 16 Ion Rocket Launchers (20 Rockets each), 12 Positron Torpedo Tubes (16 Torpedoes each), 8 Plasma Drivers, 2 Heavy Plasma Drivers
Countermeasures: Jammer Screens, 11 Energy-Dispersal Cloud Emitters, 10 Interceptor-Rocket Projectors, 14 Chaff-Dispersal Tubes
Hanger Capacity: 1 Fighter Squadron (12 ships), 1 Gunship Squadron (4 Ships)

A very close ship to the reliable and versatile Scythe, the Scimitar provides the artillery to back up the Scythe's gun platforms. Armed to the teeth with missile weaponry and projectiles, the Scimitar uses its 8 Quad Lasers for defense, and besides that, is an offensive-focused weapon. It is frequently used in groups to bombard positions for larger cruiser groups to move in on.

Nova-Class Frigate

http://i36.photobucket.com/albums/e40/WR82/300px-AcclamatorII.jpg

Class: Frigate
Length: 378m
Width: 220m
Height: 87m
Max Speed: 53 MGLT (Space), 523 Kph (Atm.)
Crew: 35 (Officers), 410 (Enlisted)
Engine: Four Ion-Wave Medium Engines
Armor: Quantanium-Branded Durasteel
Shiedling: Boson-Emission Ray/Particle Shields, 22 Matrices
Armament: 16 Dual Turbolaser Cannons, 24 Quad Laser Cannons, 10 Static Cannons, 10 Plasma Drivers, 8 Ion Rocket Launchers (24 Rockets each), 6 Positron Torpedo Tubes (20 Torpedoes each)
Countermeasures: Jammer Screens, 20 Energy-Dispersal Cloud Emitters, 20 Interceptor Rocket Projectors, 20 Chaff-Dispersal Tubes
Hanger Capacity: 2 Fighter Squadrons (24 Ships), 2 Gunship Squadrons (12 Ships)

The Nova is likely the most-utilized ship in the Dominion navy, an incredibly useful vessel from everything to SAR, patrol, communications, escort, recon, and basic fleet duties. It has stood the test of time and still stands as easily upgradable to move it into use far into the future as a multi-purpose medium frigate.

Resonance-Class Medium Cruiser

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Class: Medium Cruiser
Length: 572m
Width: 220m
Height: 102m
Max Speed: 55 MGLT (Space)
Crew: 56 (Officers), 800 (Enlisted)
Engine: Two Ion-Wave Heavy Engines
Armor: Quantanium-Branded Durasteel
Shiedling: Boson-Emission Ray/Particle Shields, 30 Matrices
Armament: 20 Triple Turbolaser Cannons, 31 Quad Laser Cannons, 12 Static Cannons, 10 Plasma Drivers, 14 Ion Rocket Launchers (24 Rockets each), 10 Positron Torpedo Tubes (20 Torpedoes each), 1 Combine Cannon
Countermeasures: Jammer Screens, 30 Energy-Dispersal Cloud Emitters, 32 Interceptor Rocket Projectors, 28 Chaff-Dispersal Tubes
Hanger Capacity: 4 Fighter Squadrons (48 Ships), 8 Gunship Squadrons (32 Ships)

The Resonance is a newer vessel, well-stocked almost as a light carrier, though still carrying ample and strong armament and the smallest cruiser with a combine cannon. Utilizing their large number of gunship/attack shuttles and fighters, Resonances can batter down defenses before even firing a shot of their own simply from their support craft. They are usually placed in defensive positions in fleets, and allowed to deploy support craft.

Pinnacle-Class Heavy Cruiser

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Class: Heavy Assault Cruiser
Length: 703m
Width: 298m
Height: 161m
Max Speed: 50 MGLT (Space)
Crew: 69 (Officers), 1090 (Enlisted)
Engine: Two Ion-Pulse Light Engines
Armor: Quantanium-Overlapped Durasteel
Shiedling: Boson-Envelopment Ray/Particle Shields, 39 Matrices
Armament: 20 Dual Turbolaser Cannons, 20 Quad Laser Cannons, 20 Static Cannons, 22 Plasma Drivers, 10 Ion Rocket Launchers (26 Rockets each), 15 Positron Torpedo Tubes (16 Torpedoes each), 4 Combine Cannons
Countermeasures: Jammer Screens, 40 Energy-Dispersal Cloud Emitters, 40 Interceptor Rocket Projectors, 44 Chaff-Dispersal Tubes
Hanger Capacity: 3 Fighter Squadrons (36 Ships), 5 Gunship Squadrons (20 Ships)

The Pinnacle is a mainstay as a heavy cruiser, linking the lighter capital ships with the heavier capital ships, such as the Legacy and Vindicator. Armed with an impressive load of weaponry, including four combine cannons and 15 Positron Torpedo Tubes, Pinnacles are often used as primary components in straight assaults and attacks on planetary defenses. They are able to match well with heavy capital ships with their heavy armor, shielding, and increased engines.
Amazonian Beasts
27-10-2006, 04:15
Finishing Touch: Dominion Heavy Capital Ships

Spartan-Class Battlecruiser

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Class: Heavy Battlecruiser
Length: 989m
Width: 416m
Height: 281m
Max Speed: 43 MGLT (Space)
Crew: 95 (Officers), 1,600 (Enlisted)
Engine: Six Ion-Pulse Medium Engines
Armor: Quantanium-Overlapped Durasteel
Shiedling: Boson-Envelopment Ray/Particle Shields, 48 Matrices
Armament: 30 Dual Turbolaser Cannons, 40 Quad Laser Cannons, 24 Static Cannons, 26 Plasma Drivers, 20 Ion Rocket Launchers (24 Rockets each), 17 Positron Torpedo Tubes (20 Torpedoes each), 5 Combine Cannons
Countermeasures: Jammer Screens, 57 Energy-Dispersal Cloud Emitters, 52 Interceptor Rocket Projectors, 50 Chaff-Dispersal Tubes
Hanger Capacity: 6 Fighter Squadrons (72 Ships), 9 Gunship Squadrons (36 Ships)

Spartans are top-notch war vessels, the smallest of the heavy capitals but still very potent and powerful warships. Able to handle attacks from any direction with a good spread of powerful weaponry and alternative angles of attack, Spartans are tough to take down and can engage and hold their own against all sorts of responses.

Nexu-Class Battleship

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Class: Medium Battleship
Length: 1,255m
Width: 813m
Height: 391m
Max Speed: 45 MGLT (Space)
Crew: 210 (Officers), 3,200 (Enlisted)
Engine: Two Ion-Pulse Medium Engines
Armor: Quantanium-Overlapped Durasteel
Shiedling: Boson-Envelopment Ray/Particle Shields, 61 Matrices
Armament: 42 Quad Turbolaser Cannons, 65 Quad Laser Cannons, 30 Static Cannons, 39 Plasma Drivers, 35 Ion Rocket Launchers (26 Rockets each), 32 Positron Torpedo Tubes (20 Torpedoes each), 8 Combine Cannons
Countermeasures: Jammer Screens, 80 Energy-Dispersal Cloud Emitters, 76 Interceptor Rocket Projectors, 76 Chaff-Dispersal Tubes
Hanger Capacity: 6 Fighter Squadrons (72 Ships), 12 Gunship Squadrons (48 ships)

Nexus are relatively new and updated battleships, suplementing the tried-and-true Legacys as the potent main warcraft of the Dominion battlefleets. Able to by themselves handle entire war fleets, Nexus lack somewhat in hanger capacity, but make up with that in great numbers of weaponry. Though shorter by far then the powerful Legacy, Nexus are nonetheless a force to be reckoned with.

Legacy-Class Battleship

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Class: Heavy Battleship
Length: 1,760m
Width: 1,113m
Height: 760m
Max Speed: 40 MGLT (Space)
Crew: 220 (Officers), 3,824 (Enlisted)
Engine: Eight Ion-Pulse Medium Engines
Armor: Quantanium-Overlapped Durasteel
Shiedling: Boson-Envelopment Ray/Particle Shields, 66 Matrices
Armament: 40 Quad Turbolaser Cannons, 80 Quad Laser Cannons, 40 Static Cannons, 46 Plasma Drivers, 40 Ion Rocket Launchers (28 Rockets each), 40 Positron Torpedo Tubes (20 Torpedoes each), 12 Combine Cannons
Countermeasures: Jammer Screens, 120 Energy-Dispersal Cloud Emitters, 100 Interceptor Rocket Projectors, 100 Chaff-Dispersal Tubes
Hanger Capacity: 14 Fighter Squadrons (168 Ships), 20 Gunship Squadrons (80 ships)

Legacies are staples as powerful, able craft, in service for more than four decades, yet continue to show no age effects. Holding a vast number of support vessels yet still bolstering massive amounts of weaponry, Legacies are monsters that can absolutely devestate enemy hordes and cruisers with little more than glancing blows to itself.


Vindicator-Class Dreadnought

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Class: Dreadnought
Length: 3,420m
Width: 2,790m
Height: 990m
Max Speed: 37 MGLT (Space)
Crew: 490 (Officers), 5,872 (Enlisted)
Engine: Two Ion-Pulse Heavy Engine Clusters
Armor: Quantanium-Overlapped Webbed Flexsteel
Shiedling: Boson-Warped Ray/Particle Shields, 140 Matrices
Armament: 140 Quad Turbolaser Cannons, 186 Quad Laser Cannons, 102 Static Cannons, 124 Plasma Drivers, 90 Ion Rocket Launchers (40 Rockets each), 110 Positron Torpedo Tubes (38 Torpedoes each), 48 Combine Cannons
Countermeasures: Jammer Screens, 420 Energy-Dispersal Cloud Emitters, 396 Interceptor Rocket Projectors, 414 Chaff-Dispersal Tubes
Hanger Capacity: 40 Fighter Squadrons (480 Ships), 40 Gunship Squadrons (160 ships)

Vindicators are fleet-leaders, though not at all rare. Through the massive Dominion military budget, Vindicators are seeing more and more use as control ships, assault leaders, planetary subjugators, and other tasks needing brute force. With an absolutely massive compliment of ships in a large frame, nearly a kilometer high, the Vindicator can easily subjugate a planet.

Virulent-Class Alpha Dreadnought

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Class: Super Dreadnought
Length: 25,312m
Width: 16,810m
Height: 8,450m
Max Speed: 33 MGLT (Space)
Crew: 1,400 (Officers), 16,871 (Enlisted)
Engine: Twelve Ion-Pulse Heavy Engine Clusters
Armor: Quantanium-Overlapped Web-Octahedron Reinforced Flexsteel
Shiedling: Boson-Warped Ray/Particle Shields, 1,020 Matrices
Armament: 450 Quad Turbolaser Cannons, 575 Quad Laser Cannons, 312 Static Cannons, 380 Plasma Drivers, 296 Ion Rocket Launchers (36 Rockets each), 400 Positron Torpedo Tubes (40 Torpedoes each), 100 Combine Cannons, 50 Shield-Repletors, 12 Trans-Dimensional Wave Splitters, 44 Bio Meteor Cannons, 1 Hyperlaser Emitter Matrix
Countermeasures: Jammer Screens, 900 Energy-Dispersal Cloud Emitters, 1,200 Interceptor Rocket Projectors, 1,050 Chaff-Dispersal Tubes
Hanger Capacity: 300 Fighter Squadrons (3,600 Ships), 100 Gunship Squadrons (400 ships), 4 Defiant Patrol Cruisers

The Virulents are truly rare specimens, vessels built with the funding and evil drive of the Sith regime. Coupled with the latest in weapons technology, including the hyperlaser, trans-dimensional weaponry, organic mixtures, and shield repletors, the Virulents and their massive support compliments are able to overload even full planetary blockades and capital defenses on their own. However, they are notoriously expensive, and this rare, used mostly as flagships.