http://halo.wikia.com/images/e/e0/UNSC.jpg
History:
*soon to come*
Full Name: The Telrosian Republic
Short Name(s): Telros, the Republic.
Government: Republic
Head of State: Curtis Massey
Head of Government: Archon Kael Valoris
Legislative Body: Senate
Habitable Worlds:
Telros V- *working on it*
CAPITAL WORLD
Inner Colonies:
*coming soon!*
Outer Colonies:
*coming soon*
Economy: Their economy is driven off of the large farming and mining done on the Outer Colonies, and by the massive amount of arms that is produced by the several companies in the Inner Colonies. To fuel these industries as well as its natural gas, raw material, and metals industries, it has many mining facilities in the Outer Colonies. All in all, the economy is focused to feeding the people, and providing sufficient arms, equipment, etc for the army and navy.
Government: It is a Republic, so it has a Senate which makes all of its major decisions and reforms, while the People's Assembly handles the enforcement of laws and in getting the people's will heard even more so than it is in the Senate. One ruler, an Archon, is elected and serves a three year term.
Technology: Telrosian technology is not great compared to other spacefaring nations. They don't have any shields, rely exclusively on kinetic weapons such as shells and missiles, and their Slipspace engines tear a hole for the ship to jump through, losing vital energy in the process. However, it is fairly advanced and they can take a beating, while beating the enemy similarly. They have not faced any enemy they could not yet face, though they have only fought civil wars up to this point.
Species Info: Humans or Homo Sapiens, as is their scientific name, are the one and only race in the UTG. They have expanded over many worlds and are seeking to expand more. They are around 6ft tall approximately, with varying lengths. They have normal strength and endurance, which can be enhanced through certain augmentations and harsh training found in the military. They are quite smart, and are able to adapt, especially considering what they have accomplished in the time in the galaxy. Aggressive, kind, warlike, peaceful, they have many attitudes. However, they can learn and are usually favoring peace over war.
http://halo.wikia.com/images/4/4e/Johnson.jpg
Telrosian Military:
Chain of Command:
Telrosian Central Authority
Telrosian High Command
Telrosian Navy:
Carriers
These are a powerful class of warship within the Telrosian navy. It is well-armored, armed with many Archer missile pods and a MAC gun. However, it's main usefulness in combat is to harbor, and deploy squadrons of Longsword-class fighters into the battle, supporting them as they go into combat. They, however, are powerful enough to fight on their own as they are renowned for being the strongest Telrosian vessel, only the Telrosian cruiser is stronger than the carrier. A valuable addition to the fleet indeed. They also are perfect for planetary attacks as they are made to deploy ground forces and provide air support squadrons.
Destroyers
The Telrosian Destroyer is another warship in the Telrosian fleet.
This ship is rather different from the other classes, in that it carries no Longsword fighters. This is due to the fact it has two meters of Titanium-A battleplate on it, and it has two MAC guns, instead of one. It also is a mere seven meters longer than a Telrosian Frigate but it has nearly twice the mass, close to 8,000 tons. A very versatile warship, as despite it's slow speed, it can take and dish out more damage than many other ships of the same class.
Cruisers
The Cruiser is the main flagship of the Telrosian Republic fleets. With it's immense size, thick Titanium-A battle armor, MAC guns and Archer missile pods, this beast can take a hit and dish it out three times over. There are only a small group of these ships, as it takes lots of resources and time to make each one of these leviathans. However, it is worth it as each one is worth half a fleet in value and power. It, like the destroyer, values armor and destruction potential over carrying fighters.
Light Cruisers
These ships are usually freighters or commercial ships, taken in times of need, and converted into a warship. They are good for bolstering the numbers of the fleet, if needed at that time. With their single MAC gun, and Archer pods, they can still do damage if used correctly.
Frigates
The most common class of warship seen in Telrosian fleets, the Frigate is the mainstay of the Telrosian Navy. With it's high numbers and ability to made rather quickly for a ship, they are perfect for augmenting fleets and for being used on patrol against pirates and rebels. While not very strong, they still pack a punch. They have the standard amount of Archer missile pods and a single MAC gun. Fast, many in number, and mass produced, they are key to the Telrosian Navy.
Support Starships
These ships are the ones employed by Telrosian Naval intelligence, and the Navy, to stay away from the battle and perform a significant duty, such as recording the battle or acting as a scout in case enemy fleets appear. Other times, they are used for key strikes by the special forces of the Navy, the ODST's and other missions that may be carried out.
Telrosian Naval Intelligence Stealth ships
These ships are rarely seen, and as such, carry a sense of bad luck with them in the eyes of the common soldier. Used exclusively by the TNI, it has no defenses whatsoever, instead using all it's power to keep itself hidden and power it's engines. They are key to the special forces missions and in getting troops out of hostile territory without resorting to a fleet action.
Scout Class
These ships are used to record battles and check out the aftermath, study enemy tactics and technology, as well as explore into the depths of space. They are usually seen as the first wave of colonizing a planet.
Starfighters
Longsword-class Starfighter
The C709 Longsword-class Starfighter is the main Telrosian fighter-bomber. A versatile ship, this ship is armed with twin 110mm rotary cannons, four ASGM's(Air-Space-Guided-Missile), and it has fairly powerful engines. Other weapons used are the Moray space mines and the Shiva nuclear warhead. They all can be interchanged before heading into battle. They excel at space combat and are used as anti-fighter support, although they also escort Pelicans down to planets, guarding them.
Skyhawk Atmospheric Fighter
This jet is used only on planets and provides air support for ground troops occupying worlds and/or fighting on hostile battlegrounds. It is a jump jet VTOL(vertical takeoff and landing fighter, and has four 50mm cannons and Scorpion missiles, which are very effective against tanks. They are perfect if you don't have the time or power to make a proper LZ.
Shortsword Fighter-Bomber
http://halo.wikia.com/images/6/6b/Skyhawk_or_is_it.jpg
This fighter is used exclusively for short range, heavy payload bombing runs on enemy ground positions. They are rather effective as dealing out large amounts of damage over a large area.
Refit Stations
This large stations resemble large, metal squares. They repair, rearm, and refit Telrosian ships for the navy. And due to it's massive size, several ships may be in the dock at one time. Due to it's powerful engines, it can keep up with the fleet and break gravitational orbit. Very useful as a mobile repair station for the fleet.
Ground Forces:
Telrosian Marines
http://halo.wikia.com/images/7/7a/Marines_halo_2.jpg
The main soldiers, or groundpounders, of the Republic, the men and women of the Marines are a tough bunch of individuals that are expertly trained, equipped with the best technology the Republic has to offer. They wear Titanium-A body armor, normally black or brown, and green-black camouflage fatigues under those. They are fairly unaugmented, and rely on an eyepiece for field information and have helmet recorders so if they fall in battle, they can be retrieved and the cause of their death found. When on light duty, they wear hats instead of helmets.
Telrosian ODSTs (Orbital Drop Shock Troopers)
http://www.xgpgaming.com/xbox/images/Halo2_ODST.jpg
These troops are the elite, the best of the best, the crème of the crop per say. These battle-hardened and veteran soldiers are the last line of defense for the Republic, and are used for many anti-terrorism missions and other special operations conducted by the government to keep their nation safe. They can be inserted via parachutes, or an HEV(Human Entry Vehicle) for planetary insertion. There is a risk in using those vehicles and ODST's do die from time to time, so only the toughest and most hardcore Marines usually join this group.
Vehicles
Scorpion M808b Main Battle Tank
http://halo.wikia.com/images/e/e0/Crouching_Tiger.jpg
A very adaptable weapon, this tank is armed with a couple meters of Titanium-A battleplates, a single turret which fires every couple seconds, and a single machine gun. It's crew is a single driver and a gunner, while four others may jump on the sides. This is very dangerous and has cost Marines their lives in the past.
M12/M12A1 Warthog
http://halo.wikia.com/images/1/11/Halo_3_Warthog.jpg
This vehicle is a great way to patrol hostile areas and bases. It is fast, fairly well-armed and is produced in great numbers. The M12 is perfect for anti-vehicle action, with it's M41 Anti-Aircraft Gatling gun. It is inaccurate when fired full speed but it is useful for when you need to hose an area down with bullets. While the M12A1 is armed with a Gauss cannon, which acts like a mini MAC gun. Firing magnetically accelerated projectiles, it is perfect for destroying enemy armor and fortified positions. The crews are all the same, one driver, one passenger and one gunner.
Mongoose All-Terran-Vehicle
http://halo.wikia.com/images/6/60/Master_Chief_on_Mongoose.jpg
This little speed devil is great for when you are on the go and need to get to an objective quick...or a mission has gone foul and you want to vacate as quickly as possible, the Mongoose is the best choice. It has no weapons, so drivers must use their own weapons, something that is near impossible.
D77-7 Pelican class Dropship
http://halo.wikia.com/images/2/2f/Pelican.jpg
The main dropship used by the Republic, this beast of burden has seen much action and Marines always are relieved to see her, be it gun support, evac or transportation. It is the backbone of ground-based movement, quickly moving Marines to each engagement with quick efficiency. Their other key use is their ability to carry large amounts of cargo, such as Warthogs, Scorpions, supplies, weapon pods, or flight refueling pods. They are armed with two HE Anvil II missile pods, a frontal 70mm machine gun, and a rear Machine Gun Turret which can have a 25mm grenade launcher added onto it.
FTL Transport: How do you travel between stars and galaxies?
Hyperspace: You leave normal space and enter another dimension, wherein you can travel FTL. Key questions to answer for the sake of other players are:
* Can you be detected in hyperspace (or whatever you call it)? Can you be intercepted?
Detection comes when the ship slows down and rips open a hole in subspace to enter normal space once more. I can be intercepted if you can detect the ripping of subspace early enough.
* What are typical travel times/ranges?
The range is normally dependent on the amount of power the ship has. They can jump over to the maximum of three star systems. The time to travel is, once more, dependent on the length of the jump. Within a system it is a matter of minutes, across systems, it is a matter of hours.
* Are there any limitations of your drive?
Yes, it requires a lot of power, and it can red-line, overheat, meltdown, etc. Also, the brute force used to open Slipspace means it is not totally precise and the ship may jump off a few kilometers off it's intended target.
* Can FTLi work on your drive systems? If so, how?
Yes, but it requires a field which keeps the ship from amassing enough energy from it's reactors to initiate the jump.
* Can others determine where you came from or where you're going when you enter hyperspace? Can they follow you? If so, must they enter hyperspace to do it? If so, must it be your hyperspace, or is there some other way to shadow/track/pursue you?
They could find out where it is going or where it is from, but it would require hacking the ships computer or AI (hard to do as it thinks and can counter if it senses anything), and finding the info. If they found the coordinates, they could, or if they were caught in the wake of the Slipspace rupture. However, this drains a vessel of all its power and it must make a reboot, so they have to go into hyperspace to follow them without losing power upon arrival. It must be through my hyperspace, if they want to follow me. Otherwise, they would have to jump to the coordinates, which has it's own set of problems.
STL Transportation: How do you get around when you can't use your FTL transportation method?
Reaction Drive: You use good old-fashioned Newtonian propulsion systems. Key questions to answer for the sake of other players are:
* What kind of power plants do you use (chemical, fission, fusion, solar, antimatter, etc.)?
Fusion
* What kind of propulsion systems do you use (steady, pulse, electromagnetic mass/ion acceleration, passive [solar/laser sail], etc.)?
Steady
* Do you have to reorient your ships in order to change course?
If it is a sharp or 180 degree turn, then yes.
* How do you protect your crews from G forces?
Inertial Dampeners
* Are your ships designed to for planetary landing, or do you use some kind of interface system (shuttles, teleporters, skyhooks/elevators, etc.)?
I use transports to ferry troops and supplies down to planets.
* What do you do about fuel and/or propellant “in the wild” (i.e., in systems you don't control)?
I try to use some trick to get enough to get back home, call a refuel ship, or die.
FTL Communications: How do you communicate between star systems?
Ultrafast Signal: You have a signal that can exceed light speed. Key questions to answer for the sake of other players are:
* Is your signal sent through normal space?
Yes
* Is it tight-beam or broadcast?
Tight-beam
* Can it be detected or intercepted?
Yes
* Can it be jammed or spoofed?
Yes
* Is your signal subject to interference?
Yes
Sensors: How do you detect other players' assets?
FTL Sensors: Your sensors can detect objects before light from those objects can reach you. Key questions to answer for the sake of other players are:
* What do your sensor systems typically scan for (tachyons, changes in the space-time metric, psychic emanations, etc.).
Changes in the space-time metric.
* Are your sensors active (i.e., do they send our a signal and bounce it off your quarry) or passive (i.e., do they just listen for emanations)?
Passive
* Can your scans be detected?
Yes
* Can your scanners be evaded? Jammed? Spoofed?
Yes
* Does anything interfere with your scanners?
Jamming, energy surrounding the target, other radio traffic, gravity, EMP's.
Caliguan empire
19-12-2006, 23:02
was there anything the op didn't steal form halo? he even just copy and pasted info from halopedia.