The New Guide to Everything Amazonian FT
Amazonian Beasts
10-02-2007, 21:59
The Complete Guide to the Amazonian Dominion
A Revised Edition
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New Version includes the following:
-More important characters from all over the Dominion
-Every Combat Vehicle, Vessel, Soldier Class, and Droid of the Dominion
-More and further in-depth review of planets and locales
-A complete review of the Amazonian Sith
-Further views into Amazonian tech
-Review of the Species of the Dominion
-An insight into alternate Dimension abilities
(Note, Please do not post until I clear this for posting...which won't be for some time)
Amazonian Beasts
10-02-2007, 22:07
Basics
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.
As the Dominion Wars wore on, another conflict sprung up. For centuries, a conglomerate of races and species had comprised the Dominion, with an especially dark triple rivalry existing between the most belligerent of the races-the Sangheili, the Jiralhanae, and the Letukans. What started as a Jiralhanae terrorist attackk on a Letukan orbital installation quickly caught fire as the belligerent reptilians lashed out at the suspected renegades-the Sangheili, who were convicted due to incriminating evidence. The Sangheili quickly discovered the plot by the Jiralhanae, and the war quickly escalated-if not for the raging Dominion War, the conflict would surely have brought the Federation closer to counter the threat, and possibly preserved the failing democracy. As it turned out, the Triple Race War-as it came to be called-went largely unknown; however, it proved to be a bloody and daunting conflict. The war took countless civilian and military lives, as well as trillions of Amazonian credits in damage. Several Sangheili and Jiralhanae worlds were devestated by a Letukan superweapon before it was destroyed-though the Letukans eventually prevailed, messily, taking the place as the dominant race of the three. The degradation of relations still exists to the present.
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 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.
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.
Amazonian Beasts
10-02-2007, 22:44
Sectorial Division: Overview of the Dominion Holdings
The space of the Dominion is a complex affair. To truly understand the workings of the area, one must know the terminology to match.
A "region" is a dubbed area of space the represents a certain part of Dominion area. Regions are large expanses, and there are only six regions total in the Dominion.
A "sector" is a ten-system area of space, moderately sized. Multiple sectors comprise a region, however, there is no set standard on how many must accomodate a certain region. Regions can go from two sectors to potentially twenty before division will occur into multiple regions. There are forty-nine sectors of Dominion space.
A "system" is a solar system. These are ubiquitous across the Dominion, and range from no planets to over fifteen planets (the record for a Dominion system is twenty-one bodies of planet size and statistics). Ten make up a sector. There are exactly four hundred and ninety systems in Dominion space, however, some are not inhabited. Systems are fairly small.
The six regions of Dominion space are as follows: The Foundation, the Void, the Expanse, the Rim, the Barrier, and the Outlier.
The Foundation is the home to Dominion protocol, government, and military. It houses the Captial System, home to Amazonia and five inhabited planets, and the major centers of population. It is the oldest settled region of Dominion space. Though it is not the dead center of the Dominion, it is fairly close. A total of six sectors make up the Foundation, with the Terminal Sector being the most important sector in the imperial space.
The Void is the dead center of the Dominion-and by dead, it is dead. As much as the Dominion itself for the most part is surrounded by the Shroud, the Void is surrounded by a massive gas cloud also called the Void. This gas cloud, however, is twenty times more potent and dangerous than the Shroud, even though the Shroud is deadly enough to prohibit travel across it. The Void is capable of killing in mere minutes, and is unpassable except for an entrance very much like the Shroud's-adding to the theory that the Dominion was constructed long ago by an alien entity. It contains some of the 'secret' worlds of the Dominion, used by the Sith and government, and contains 4 sectors.
The Expanse is the ring-shaped region directly outside of the Foundation, and the second-largest region at thirteen sectors. It was the area settled just after the Alliance was founded, and provided grounds for colonies and settlements. The Expanse has now largely turned into a mirror of the old Federation Foundation, but is still considered second-class by the new Foundation.
The Rim is the largest region, ringing the Shroud and containing a massvie 21 sectors. It is less strictly controlled due to its distance from the Foundation, and it is here where the occassional rebellion or dissident movement will go up-and be crushed. It contains military bases and sectorial centers throughout, though much of it is fairly locally-regulated.
The Barrier is three sectors that form a convex semisphere by the only entrance of the Shroud. The area is fairly uninhabited, though it has a strong military presence and holds the major Sith training academy outside of the Void. It also has the largest concentration of military force outside of the Capital System in the Shroud Border Conduit.
The Outlier is the region containing two sectors immediately outside of the Shroud. It is the smallest region and fairly light in population density. Government control is practically nil so far out, and military presence is light-pirates and mercenary bands have come to control much of the sway of the control of the Outlier. It has only been recently colonized.
Amazonian Beasts
10-02-2007, 22:59
Primary Worlds of the Dominion
Amazonia
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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
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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.
Pictured are the Elysium Fields, a home to a major prisoner and labor center as well as a testing locale and security base.
Polus
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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
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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.
Pictured is a standard alfawheat crop farm home.
Uma-Kiin
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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.
Pictured is a control center to a standard refining center.
Saleupau
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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. The Droid factories are a vast extension of tunnels and connections that extend throughout the planet, cranking out millions of war droids every year. Though it is not the only producer of droids, Saleupau is the largest.
Oron-Kira
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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. Over time, Oron-Kira has become significantly mroe important. A gate-rift to Fluidic Space has been constructed in the system, one of several across Dominion space. This serves as a major point of entrace to Fluidic Space for Rim plans.
Menoon
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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
11-02-2007, 00:24
Secondary Worlds
Rydoni
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Rydoni is very close to the Dominion's version of worldly paradise. Covered in rolling plains, smooth rivers, and temperate climates, the world is a haven for the arts and peaceful-minded people. Located in the Expanse, the world has become the jewel of Dominion planets, desired by many. It is becasue of this that the Dominion has given Rydoni the ability to somewhat control its own affairs, and only breaks in when neccessary. With this, Rydoni has limited the number of inbound residents per year and moved on with a stringent program of preserving the natural landscape and environment of the planet. Visitors and residents of the world are allowed to traverse the world as they please, but urban development has been somewhat curtailed. The flora and fauna of the world have developed in natural harmony, where every creature seems to find its own niche.
Pictured is the 2nd series of the Terrace Cascade, a large series of multipel waterfalls about 100km from the capital of Rydoni central.
Thumbra
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Thumbra is a hostile, desert world. Fauna has still persevered through the elements of Thumbra, yet colonization efforts have been minimal. However, it is a world of powerful dark-side energies, and Sith workings there have just begun to get started. Excavations are only in the early processes so far, but discoveries are felt by Dominion historians to be just around the corner.
Kupas
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Kupas is a world covered entirely in water, without a single shred of land to set foot on. Despite this, the world is also unique in another fashion: it has produced two of the sentient species of the Dominion, who are in constant competition due to age-old fueds and rivalries (and even farther back, food issues). The world recently has become a major center for genetic expiramenting and modification with the sentient races of the Dominion, though has not expiramented in the biological growth patterns of Oron-Kira. It is, however, the major center of clone growth across the Dominion. It is dotted across its surface by medium-sized stilt-laid cities. Kupas is often wracked by storms of epic proportions that wreak havoc on the surface.
Pictured is the city of Kupas Central, detail later on.
Kuram
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Before the Kupasi decided to join the Dominion, Kuram was a subjugate world of Kupas. It is in very much the same fashion and only one system over from the other world. Kuram is also an entirely-water world, and has also produced a sentient, tech-savvy and very intelligent race of its own. The world differs, however, from Kupas in that it is pristine and peaceful. Much like Rydoni on water, Kuram is a major destination of tourism for its serene atmosphere, friendly attitude, and splendid, large floating cities.
Pictured is Aquanovah, the capital city of Kuram and a major tourist destination. It sits very near a major site of flourishing and colorful animal life, as well as a deepwater rift that sends out a large portion of the harvested chemicals in the Kuram water.
Pithona
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Pithona is a world dominated by treeline. Massive trees stick up from the surface, kilometers high, shrouding the forest floor in perpetual night. The few seas of Pithona give rise to the largest spaceports of the planet due to a levelling out of the treeline to a more reasonable, yet still tall, altitude. Though Pithona is a dense, mysterious world, it is also quite dangerous. The native flora and fauna, developing into giant proportions unnoticed on the forest floor and in midlevels, have developed epic competition throughout the forest, endangering many who trek down to the floor.
Pictured is the outskirts of Ukaina City, on the shores of the South Tutomba Sea, and a major center for Pithona military concentraiton.
Setin
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Setin is an ice world, far colder in its warmest months than Polus gets during its coldest cycles-Setin is the coldest planet in the Dominion, the seventh planet from its star. Native life on the planet is very low due to the severe hostile conditions of the planet. Due to all the environmental factors, Setin has become a secret military world, training the commandos and shock troopers of the Dominion in the elite regimens. Few establishments of population exist, and this is compounded due to Setin's location in the Void.
Pictured is Desolate Military Facility in the Northeastern Quadrant.
Tertariun
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Tertariun is a turbulent world, both physically and socially. The world has been home to several small-scale rebellions to both the Federation and Dominion, though recently has been cracked down on by the Dominion government. Major military presences have gone up around the planet, making it one of the most fortified worlds in the Rim, and a sectorial capital world. It is a veritable fortress now, and maintains droid productin factories second only to the major factories on Saleupau. Countless droids and heavy vehicles criss-cross the planet's surface, while droid fighters encompass the planet's space in hordes and packs.
Pictured is the Tellatanian Fields-a massive expanse of flat ground that has been used time after time as a major military site, and home to countless struggles.
Korrtiron
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Korritiron is a tomb world and a dark side world located in the Foundation, oddly enough. It has become an entombment for dead Sith of important prestige in the Dominion, though long ago during the Federation's early days (when the Federation itself was fairly dark-sided-it became light-sided as time wore on) was also an entombment world for the early Federation's dark lords and knights. Massive sepulchers and tombs range the planet, and a dark-side academy, second only to the Menoon academy, has been constructed on the planet's surface (many would consider Korrtiron to be a better place for an academy due to the planet's history; however, Menoon is a planet far more dense in dark-side power).
Pictured is the entrance to the Valley of the Dead-the main concentration of powerful entombed Sith Lords.
Amazonian Beasts
11-02-2007, 04:09
Locales of Interest
Imperial Palace
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The Imperial Palace is the executive capital of the Dominion, located on Amazonia in the heart of the governmental district of the capital planet-city. Though the Palace serves as Emperor Kyp Droma's personal locale of residence, it is also his command center and up-to-date office for sending out commands to the far reaches of the Dominion. Droma spends a good deal of time at the Imperial Palace, especially because of his declining health due to age. It is for this reason that the Palace is the most heavily defended building in the Dominion. Starting with the external defenses, the Palace has its own three squadrons of starfighters, a batallion of Shock Troopers, numerous traps and defensive guns, droid complements exceeding a thousand, and the Imperial Sovereign Guards.
Imperial Convention Center
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The Imperial Convention Center is the main legislative body of the government, located on Amazonia. It is chaired by the Imperial Regent, a man of title but little actual power, who deals with the various issues from around the Dominion at any given time. Through the ICC, most smaller issues that don't require the attention of the Emperor are addressed, along with local, sectorial issues from worlds and issues about general standards. Each world of the Dominion has a place in the ICC, and each sends two ambassadors to clarify local problems and suggestions.
Sith Adjudicatement Center
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Frequently regarded as the "Sith Temple", the Sith Adjudicatement Center is the primary center for all the matters pertaining to the Dark Side of the Force, and such users, in the Dominion. The Sith Temple is located on Amazonia, to keep matters centralized. The "Dark Council", a sort of anti-Jedi Council body, is comprised of the five viers to the throne after Droma, five very strong Dark-side adepts. Throughout the temple, lesser dark-side users can be found engaging in various activities. Much like the Jedi, instruction for younger or less experienced members of the Dark Side are held, but, naturally, stress matters usually relating to power or its accumulation.
Menoon Academy
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Though the Dark Council in the Amazonia Sith Temple has training centers, the Menoon Academy (to a lesser extent, the Korrtorin Academy) is the primary center of instruction, located on the semi-planet of Menoon. The natural dark powers of the world have been harnessed at the Academy to have a clairvoyent point, more so than any in the Dominion, where dark energies can be focused in the pursuit of power. Many of the premier dark-side users, including Emperor Droma himself, have trained at the Menoon Academy (it has never been a planet under Federation control, or even notice-the Federation shunned the world and avoided it, allowing the Sith teachings to continue in peace). A new crop of Sith are now being trained, larger than ever, to continue the Academy's strong class into the next generation.
The Harvester
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The Harvester is a massive space station located in an uninhabited system in the Rim. It is a massive structure simmering with Dark Power-indeed, it was constructed by the Dark Lords of the very early Amazonian Federation. The Harvester is a massive factory, churning out refined materials. It sucks matter from the star it orbits, drawing that matter into its massive converter facilities on its lower side that churn the materials into refined materials. The Harvester can be set to complete finished products rather than simply producing materials, though this severely limits production time-the best-established companies have better production times on finished products. Also, the refined materials are often sold to production companies across the Dominion, providing a constant influx to business profits.
Rydoni Spaceport
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The Rydoni spaceport is the largest spaceport in the Dominion, and recieves billions of individuals through its gates each year. Surprisingly, Rydoni Spaceport takes the largest center over Imperial Port Center on Amazonia and the AquaStrono Spaceport on Kuram, also major centers across the Dominion. Through Rydoni's massive influx of visitors and guests per year, as well as hosting many events, the spaceport has grown to a massive entity. However, due to the Rydoni's local government putting standards on emissions from ships, all incoming visitors are processed through the massive orbital stations above Rydoni's orbit. From there, space-atmosphere shuttles and transports with more environmentally-friendly engine emissions are used as ferries to transfer people down to the surface and back.
Kupas Central
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Kupas Central is one of the largest cities in the Dominion. It serves as the primary gene-modification center, and has massive bays inside of the city reserved for cloning applications and testing subjects to be used in drug-testing and chemical testing. Besides that, the city is dedicated to development in the medical field, as well as generating the pre-birth medications that are used in ensuring favorable genetic pathways for infants. It is a major pathway in connecting underwater Kupas cities with the spacefaring community above, and has a massive hanger system for both spacecraft and undersea submersibles.
Freedon Nadd's Tomb
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Freedon Nadd was the first of the great Amazonian Sith lords, a powerful Force user and able lightsaber duelist, who lived more than three thousand years before, during the Dark Federation days. Upon his death, a great ceremony was held on Korrtiron, entombing Freedon Nadd in a massive vault-and setting the precendent of Sith burrials on the dark side world. Nadd's tomb is not defended now, but at the time of burial many defenses were placed in. The dominant predators of the world, the Tu'ka'ta, have made several nesting communities throughout the tomb. Ancient droids, still very potent and fatal, are strewn around in key, somewhat hidden locations, ready to surprise unwary visitors. Even the building itself contains deadly traps such as electrified walls, built-in minefields, a drop-gate into a pit of Tarentatek Beasts, and dummy control panels that release intense shocks of thousands of volts.
Amazonian Beasts
11-02-2007, 18:21
The Amazonian Sith
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The Sith of the Dominion are not "true" Sith, to be exact. While they lust for power, and hold violence and greed, they are not blinded by their anger as the old Sith orders have been through time. The Dominion Sith, rather, have learned how to cooperate, how to work together to strive for a common goal. Though this trait dminishes some of their "evilness", it also strengthens their power-they are able to couple their strengths to form the perfect fighting machine.
This isn't saying, however, that the Dominion Sith aren't individualistic-they certainly are. An Amazonian Sith will not hesitate to take an opportunity to knock off a rival or perform an act to advance his own stature if he sees the right opportunity. They are ruthless to the extreme, bloodthirsty. But here the general traits end, and the personal ones begin. Some, like Lord Sadow, are at the point of reckless, violent, aggressive, filled by hate so much that they lash at any slight disturbance. Some, like Marka Ragnos, are calm, collected, and cunning, playing others off each other while they strive to gain their own power, yet they have others unwittingly do the dirty work. Still others, like Lord Nihilis, are immersed in the dark side, so powerful that they barely even communicate with the outside world, and have become dominant wielders of the mystical energy field and well versed in its dark aspects.
The Sith Order of the Dominion is technically headquartered at the Sith Ajudicatement Center on Amazonia; however, the more powerful center of Sith and dark side energy is actually at the border world of Menoon. Here lies the Menoon academy, as well as a horde of Sith of all ranks and ages, and is a frequent spot of location of the highest echelon Lords. Korrtiron is also another very important Sith locale.
The Order is divided into a ranking system, much like the Jedi Order.
Lord-A Sith Lord is the highest of the Order, and their are only six at a time in the Dominion. One is the Emperor, always a Sith, and always the highest Sith possible. The other five form the Dark Council, usually stationed at the Sith Temple on Amazonia. Sith Lords are terrifyingly powerful force-users, and are completely versed in the powers of the dark side of the force.
Aggressor-A Sith Aggressor is one step down from the Sith Lord, and a very powerful foe. Though lacking the very detailed and rare knowledge of the Sith Lord, the Sith Aggressors are unparralleled amongst their peers in the art of the dark side and lightsaber combat. They are dangerous and very aggressive, as their title suggests, and lust for combat and fight. Their equal on the Jedi side is the Jedi Master.
Knight-A Sith Knight is very similar to their opposite, the Jedi Knight, though they are somewhat stronger due to their immersion in their passion and using their anger for power. In battle, Sith Knights are fiersome foes, strong in the force and wielding their deadly sabers. They are competent in many areas, and are capable of managing battles and shifting momentum to their side. Though sometimes underestimated, Sith Knights have caused the death of many.
Warrior-A Sith Warrior is the standard rank in the Dominion Sith Order, and about parrallel to the Jedi Knight in power and abilities. Warriors are only slightly weaker than Knights, though they have less understanding or usability of the dark side. This is the standard rank achieved when a prospective Sith passes through the Apprentice stage. Though not usually tasked with any sort of command like Knights, Warriors are deadly combatants.
Apprentice-A Sith Apprentice is the lowest tier of the Sith Order. They are almost always young, and still not in complete control of the powers they learn. Not very well suited to combat, Apprentices are still able to hold their own against standard infantry most of the time for limited periods before they are overwhelmed. This stage usually lasts for up to ten years before one is ready to advance to the Warrior stage.
Amazonian Beasts
13-02-2007, 04:14
Species of the Dominion
Overview
The Dominion is somewhat of an alliance of sorts. Many races make up the Dominion, from all over the Shroud-which is quite a big place with over 450 systems. However, humans have taken as the dominant race quite easily, and united all the races below them. All races recognize human dominance; however, power struggles constantly rage between the more amibitious races (particularly the Sangheili, Jiralhanae, and Letukans) about which race truly is the number two behind humanity. Each has their own strengths and weaknesses, and all are sentient (some smarter than others, such as the brainy Kurami compared to the dumb and fairly peaceful Lekgolo).
Humans
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Modified Statistics:
Avg. Height: 6'11" (male), 6'7" (female)
Avg. Weight: 105 kg (male), 73 kg (female)
Family: Primate
Natural Environment: Savanna, 79 F
Avg. Max Speed: 21 Kph
Avg. Life Span: 110 Years
Maturation Age: 18
Unmodified Statistics:
Avg. Height: 6'0" (male), 5'6" (female)
Avg. Weight: 83 kg (male), 61 kg (female)
Family: Primate
Natural Environment: Forested Land, 79 F
Avg. Max Speed: 19 Kph
Avg. Life Span: 87 Years
Maturation Age: 18
Humans are the dominant species of the Dominion, comprising over 92% of the holding's population. Though weak, humans have, more than anything, the ability to imagine. This has allowed humans to populate and develop all over, inside and outside of the Dominion, and to be found around the galaxy. However, naturally, humans have little for defense. Naturally slow, small, weak, and without any kind of defensive mechanism, humans on their own are easy victims. Their incredible brainpower for such an organism, and advances, have made them the dominant race all over.
Modified humans vary greatly from unmodified humans. The modifieds, primary contingent of the Dominion, have had their genes altered, making them stronger, tougher, faster, and smarter, able to endure more. Taller and with increased senses, modified humans have been altered to the point where the inbred weaknesses of humans begin to be counteracted by the abilities installed. Modified humans are the dominant race in the Dominion-unmodifieds are a pitiful minority, usually abused by the belligerent alien races of the Dominion (particularly the Letukans).
Venga'ar
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Avg. Height: 9'10" (male), 9'8" (female)
Avg. Weight: 481 kg (male), 452 kg (female)
Family: Arachnid
Natural Environment: Tropical Rainforest, 93 F
Avg. Max Speed: 41 Kph
Avg. Life Span: 71 Years
Maturation Age: 6
Homeworld: Oron-Kira
Venga'ar are the smaller cousins to the savage Acklay, though two subspecies of Venga'ar exist: a sentient, and non-sentient. The non-sentient, or "wild", Venga'ar are nasty threats on the tropical world of Oron-Kira (where the Acklay is king), but the sentient Venga'a, while much stupider (usually) then humanity, are loyal and powerful.
With a strong set of six clawed legs and two "arms" that have small fine manipulators, Venga'ar are not particularly dexterous. Usually left to brute-force jobs, Venga'ar have never truly been given the chance to showcase any talents, regarded as second-class citizens, and nearly animals. They are dangerous and powerful foes, however, but are not naturally particularly aggressive.
Kurami
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Avg. Height: 8'5" (male), 8'2" (female)
Avg. Weight: 58 kg (male), 81 kg (female)
Family: Cetacean
Natural Environment: Ocean, Salt Water
Avg. Max Speed: 12 Kph
Avg. Life Span: 162 Years
Maturation Age: 20
Homeworld: Kuram
Kurami are a cetacean deviant race based out of the water-world Kurami. What truly seperates Kurami from the other sentient races of importance is that on Kuram, they are not the only sentient race. They have, however, mastered the world, developing bubble-cities underwater and floating urban sprawls to cruise the waves of Kuram. They are, for all intents and purposes, the only species of Kuram many travelers ever know.
Kurami are weaker than humans, if that can even be imagined. Slow (they never run), and truly without defense, Kurami are easy prey. They are natural swimmers, though usually they utilize advanced technology or native animals to traverse Kuram's deep ocean. They are, however, incredibly intelligent, much more than humans. Kurami have little in the way of creativity or imagination, and are fairly basic and dull. They are masters and biotechnology, however, and perfected the genetics programs that all modified humans in the Dominion use.
Kupasins
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Avg. Length: 36m (male), 31m (female)
Avg. Weight: 912 kg (male), 896 kg (female)
Family: Cetacean
Natural Environment: Ocean, Salt Water
Avg. Max Speed: 39 Kph
Avg. Life Span: 404 Years
Maturation Age: 5
Homeworld: Kuram
Kupasins are the overlooked race of Kuram, which is dominated by the highly intelligent and almost-repressive Kurami. The Kupasins are giants amongst the Kurami, however, over 30m for both genders of creatures, and reside in underwater massive sprawls on the large water world, for the most part at peace with the Kurami. Both species share a common ancestor, though somewhere evolution veered sharp, breaking the two's history. Kupasins were noted to have preyed upon Kurami ancestors for ages, until the Kurami had the intelligence to develop cities and defenses, and took their revenge by subjugating Kuram.
Kupasins now are star-capable, but due to their size, rarely ever travel the space lanes. The giant aquatics have their own type of vessels, all massive in some scope or form. Even Kupasin "fighters" are over 50m in length each, and capital ships are rarely under 1 km in length. Kupasins are well-defended naturally, the dominant life-form of Kuram even without their sentience tacked on. Kupasins have preyed the oceans for generations, with strength, speed, and strong swimming skills.
Letukans
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Avg. Height: 12'5" (male), 11'6" (female)
Avg. Weight: 220 kg (male), 141 kg (female)
Family: Reptilian
Natural Environment: Icy Desert, -41 F
Avg. Max Speed: 28 Kph
Avg. Life Span: 41 Years
Maturation Age: 3
Homeworld: Pithona
The Letukans are, simply put, the most disgusting sentient race of the Dominion. Like some horrid nightmare gone wrong, the species is committed to aggressiveness, and their grotesque body frames embody this. Armed with 18 Leg units, 8 useable as arms, Letukans won their dominance in a unique way on Utera: extermination. Like the Colopans and Kupasi divide, the Letukans also had a sentient species to long ago compete with on Pithona. But unlike the cetaceans, instead of co-existing peacefully, the Letukans simply used their powerful body frames to wipe out the rival arboreal species...messily.
Letukans now are dedicated servants to the Dominion humans, but amongst the minority species, Letukans are noteably hostile. As humans press their advantage, the reptilians try to exert force as number two species, often used as shock soldiers or positions requiring brute force, similar to the Venga'ar (though contrary to Letukan opinion, Venga'ar are, while dumber, much stronger and more capable then Letukans). The species is even more noteable for their total lack of all ethics or morals, advancing their own unique charter. They are the most belligerent race of the Dominion, even more so than the violent Jiralhanae, and love to show that fact.
Sangheili
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Avg. Height: 8'7" (male), 8'1" (female)
Avg. Weight: 160 kg (male), 123 kg (female)
Family: Reptilian
Natural Environment: Savanna-Desert, 83 F
Avg. Max Speed: 26 Kph
Avg. Life Span: 105 Years
Maturation Age: 12
Homeworld: Saleupau
While Letukans would like to think they are the second highest race of the Dominion, the Sangheili truly are that race. This is much likely due to how the Sangheili are very close to human. They care for young very similar, experience like emotions, are protective of life and of one another, and feel mental pain, anger, love, and hate. Sangheili are more powerful than humans, and slightly less intelligent and long-lived, but overall are almost as in balance as humanity. They were the second race discovered by the humans of the Shroud (right after the Zaxarons, who were killed in the Polus-Zaxaron War), and instead of forming hate and anger, stood off for a while, not making much contact on either side. The two reconciliated after some time, but the Sangheili never were able to level out even with the humans-humanity quickly took the top spot of the social latter. However, as much as the Letukans have expressed anger in crime against the Sangheili (and Venga'ar), the Sangheili have maintained their status as the second race of the tier.
Lekgolo
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Avg. Height: 11'4" (male), 10'1" (female)
Avg. Weight: 341 kg (male), 316 kg (female)
Family: Collective
Natural Environment: Water, 56 F
Avg. Max Speed: 18 Kph
Avg. Life Span: 61 Years
Maturation Age: 0
Homeworld: Kupas
Lekgolo are another powerful race, but much like the Venga'ar, are not belligerent like the Letukans. They are slightly weaker than Letukans, but are nearly as big (bigger than Venga'ar, though weaker). They are more intelligent, but are no stranger to warfare-they eradicated the sentient species that was developing on Kupas before they became fully connected with the universe in a series of bloody massacres. However, the Lekgolo usually would prefer to be left alone, and generally only talk with humans, Sangheili, and Venga'ar-and then, not very much.
Lekgolo are odd creatures physiologically. They are not single creatures at all, but a collective of worms. This bundle of worms links together much like an ant hive, where different parts do different jobs, and a collective mind forms in the Lekgolo to act as an individual. Lekgolo do reproduce single individuals, however, offspring are still constructed in similar fashion.
Jiralhanae
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Avg. Height: 8'9" (male), 7'11" (female)
Avg. Weight: 189 kg (male), 172 kg (female)
Family: Primate
Natural Environment: Ice, -65 F
Avg. Max Speed: 29 Kph
Avg. Life Span: 79 Years
Maturation Age: 8
Homeworld: Setin
The Jiralhanae developed and grew on a very hostile world in Setin. Natural temperatures are harsh, and the Jiralhanae were victimized quite often by the natural predators of the world. Developing into a bitter, mean race, they developed into a sentient species, though were only at a similar technology to 21st century Earth humans when the humans of the Dominion found them. They quickly joined the Dominion, sensing power and the possibility to usurp the throne as title race, but were disappointed by the sheer numbers of humans. Still, they quarreled with the lesser races, taking a solid number 3 spot and becoming the dominant aggressive race until the arrival of the Letukans into the Dominion-who quickly showed the Jiralhanae their own side of bullying. Modern Jiralhanae share the aggressive traits of their ancestors, and are never afraid of a fight. They are violent and terrifying in combat.
Amazonian Beasts
14-02-2007, 03:23
Characters and Personas
"Across societies, it is not the nature, nor the events, nor the cataclysms, that shape civilization. It is the people. The dominant sentient species forms nature to its own desires, and launches what it may. The will of the people, the moves of one, shape society."
-Ludo Kressh
Sith
The Sith are the overlords of the Dominion, yet make up an incomprehensibly small amount of the total population. Their influence is known across galaxies, their mark already strewn throughout the threads of time, their hand grasping the cup of darkness. They control the Dominion, and use their power to subjugate the people.
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: 66
Profile: Emperor, Sith Lord
Race: Human
Origin: Talasea
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. Using his powers, Droma quickly advanced through the Federation navy to the position of a Vice Admiral. 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. As he now ages, his corrupt powers simply grow stronger.
Marka Ragnos
http://i36.photobucket.com/albums/e40/WR82/darth_bandon.jpg
Height: 6'11"
Hair: Black
Eye Color: Black
Age: 36
Profile: Sith Lord
Race: Human
Origin: Oretha
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: 29
Profile: Sith Lord
Race: Human
Origin: Balkorri
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: 44
Profile: Sith Lord
Race: Human
Origin: Thyphori
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: Unknown
Profile: Sith Lord
Race: Human
Origin: Knethsu
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://i36.photobucket.com/albums/e40/WR82/darth-nihilus-3.jpg
Height: 7'5"
Hair: None (Unknown)
Eye Color: Unknown
Age: Unknown
Profile: Sith Lord
Race: Unknown
Origin: 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.
Athon Onasi
http://i36.photobucket.com/albums/e40/WR82/anakin_skywalker.jpg
Height: 6'11"
Hair: Brown
Eye Color: Brown
Age: 24
Profile: Sith Knight
Race: Human
Origin: Tanuuk
Weapon of Preference: Lightsaber
Onasi is the brother of Derril Onasi, a one-time hero for the Federation. Seperating from his brother when Droma began conquest of the Federation, Athon saw the Dominion as an opportunity, even more so when he discovered his own force-potential. Joining Droma's ranks, he was sent to the Menoon Academy, which he quickly graduated from. Though still an apprentice, he is, like Maul, more than a simple apprentice, holding the responsibilities of a Knight, and nearly as powerful.
Shan Revan
http://i36.photobucket.com/albums/e40/WR82/250px-Revan.jpg
Height: 7'2"
Hair: Brown
Eye Color: Red
Age: 23
Profile: Sith Warrior
Race: Human
Origin: Cestus V Station
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 Warrior
Race: Human
Origin: Peromin
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
14-02-2007, 03:44
Military Personnel
Behind the front of the Sith, the mighty Dominion military enforces the laws, decrees, and actions of the Sith overlords. The military is cunning, overwhelming, and precise all in one-devoted to duty and unaware of failiure.
Crypt
http://i36.photobucket.com/albums/e40/WR82/new-general-grievous-1.jpg
Height: 8'2"
Hair: None
Eye Color: Yellow
Age: 33
Profile: Admiral/General
Race: Sangheili Cyborg
Origin: Saleupau
Weapon of Preference: Lightsaber
Crypt grew up a normal Sangheili when a localized racial strife between the Sangheili and Jiralhanae brewed, unregulated by the Federation, which was on the verge of collapse. Crypt (who originally had a Sangheili name) developed into a top Sangheili general. He took out a toll in blood with the Jiralhanae, killing many. As the strife wound down, the Dominion wars began. Droma, realizing Crypt as a potential ally, sent incriminating evidence and wherabouts to Jiralhanae assassins under a false persona. The assassins shot down Crypt's personal fighter when they found him.
The Sangheili barely survived, broken and near death on Setin as the cold threatened to kill him. Droma interfered in the last instant, though he did not send Crypt to a regenerator unit. He instead had the alien configured as a cyborg, with unparralled strength and reflexes. Crypt, believing the Federation had done the deed, signed on with Droma's cause and the Dominion, and has remained loyal ever since-though still contains a burning hate of the Jiralhanae.
He took on the name "Crypt" after he was repaired as a cyborg. Relegating himself to his half-dead existence, he intended to make it two ways-both his own, bodily crypt, and the hell he sent those he killed. He carries lightsabers from the Federation light-siders he killed during the Dominion wars, and is a powerful combatant.
Vyraat Karath
http://i36.photobucket.com/albums/e40/WR82/saul_karath.jpg
Height: 7'7"
Hair: Grey
Eye Color: Black
Age: 62
Profile: Grand Admiral
Race: Human
Origin: Amazonia
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. A skilled diplomat and speaker, Karath is vert tact at negotiating to his side. He is the total commander of all Dominion naval forces, though leads personally from his flagship, Leviathan.
Miilon Jocasta
http://i36.photobucket.com/albums/e40/WR82/300px-Admiral_piett.jpg
Height: 7'8"
Hair: Brown
Eye Color: Brown
Age: 58
Profile: Admiral
Race: Human
Origin: Remult
Weapon of Preference: Vindicator-Class Dreadnought
Jocasta is another old hand of the fleet, risen slowly through the ranks through the Federation, to aiding Droma's faction in the Great Revolution. For his services, Droma lauded Jocasta and promoted him to Admiral, commander of the 5th Strategic Fleet. Jocasta is not very savvy with others, and usually allows subordinates to do much talking, unless his presence is absolutely required. Jocasta is firm, however, and does not back down.
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
Origin: Polus
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. He prefers recon and traveling on scout bike.
Tannith Bly
http://i36.photobucket.com/albums/e40/WR82/205px-Commander_Bly.jpg
Height: 7'4"
Hair: Black
Eye Color: Black
Age: 31
Profile: General
Race: Human
Origin: Oron-Kira
Weapon of Preference: DC-22 Multi-Use Rifle
Bly is a compatriot of Neyo, having served in the same class of the same academy. The two became fast friends, despite Neyo's rather unsympathetic nature. Bly is outgoing and friendly, though in battle, he is rather ruthless and extreme in methods, going by the old axiom that "if they don't exist, they can't fight back". Bly prefers totally levelling opponents and granting no quarter, to teach lessons to potential enemies not to mess with the Dominion. Bly commands the 87th Infantry Division
Archen Bacara
http://i36.photobucket.com/albums/e40/WR82/200px-Cmdrbacara.jpg
Height: 7'4"
Hair: Black
Eye Color: Black
Age: 30
Profile: Shock Trooper General in Command
Race: Human
Origin: Oron-Kira
Weapon of Preference: DC-22 Multi-Use Rifle
Bacara is the third member of Neyo's class to make it big in the Dominion army. Like Bly, he is an infatryman at heart, though unlike Bly, he is the total commander of the Shock Troopers, the most elite common infantry (the commandos, the highest soldiers, are rarely seen) of the Dominion ground army. Using a customized infantry armor suit, Bacara prefers to stand out amongst his red-emblazoned underlings, rallying his forces through his command and presence.
Telan Fett
http://i36.photobucket.com/albums/e40/WR82/Jango_Fett_flying.jpg
Height: 7'5"
Hair: Black
Eye Color: Black
Age: 32
Profile: Elite Mercenary-for-hire
Race: Human
Origin: Amazonia
Weapon of Preference: Dual Nr5 Laser Pistols
Fett was the greatest result of an attempt by the Dominion to bring any and all possible supporters to the Dominion cause when it began its crusade against the ailing Federation. A physically and mentally gifted human, Fett epitomizes strength. Tough, experienced, smart, fast, quick-Fett has everything he needed to be a smuggler before joining the Dominion. Now as a full-time paid mercenary, Fett carries out missions with the best of them.
The Arbiter
http://i36.photobucket.com/albums/e40/WR82/Arbiter_wields_sword.jpg
Height: 8'4"
Hair: N/A
Eye Color: Green
Age: 38
Profile: Sangheili Soldier
Race: Sangheili
Origin: Saleupau
Weapon of Preference: Plasma Saber
The Arbiter has a Sangheili name, but it has been lost beneath his swirling history. Born in the tumultous times of the dying Federation, the Arbiter joined the Sangheili armed defense forces at the age of 12, upon maturity. As the Dominion began moving for attack, and the Triple Race War between the Letukans, Jiralhanae, and Sangheili broke out under the destruction wrought by Kyp Droma, the Arbiter, then a commander of a Sangheili fleet, was tasked with intercepting a larger Jiralhanae fleet bound for an important waystation. Upon arrival, both fleets were wiped out by a Letukan task force-the only survivors being the Arbiter and his contemporary of the Jiralhanae, Lethe. The Arbiter was branded and scheduled for execution for his loss, but the Sangheili ruling council of the time granted him a last gasp at survival-to assume the Sangheili role of the Arbiter and undetake a nearly suicidal slate of missions-these against the Jiralhanae. The Arbiter not only met the missions, he exceeded them and then some, entering a state of near reverence in the mind of the Sangheili race and wiping any former thoughts. Now, as a member of the Dominion, the Arbiter serves as one link between the Sangheili race and the Dominion, and is one of the highest members of the Sangheili forces.
Rtas 'Vadumee
http://i36.photobucket.com/albums/e40/WR82/370px-HalfJaw.png
Height: 8'6"
Hair: N/A
Eye Color: Orange
Age: 39
Profile: Leader of the Sangheili Elites
Race: Sangheili
Origin: Saleupau
Weapon of Preference: Plasma Saber
'Vadumee is of the same mold of the Arbiter, but his accomplishments are severely less than the revered figure. The leader of the top branch of Sangheili army unit-the Elites, comparable to the Dominion Shock Troopers-'Vadumee is a deserving figure of recognition. During the Triple Race War, he served with distinction, leading the Elites on many raids and undercover operations against Letukan and Jiralhanae targets-all while only meeting failiure once, on a near-impossible task. He maintains a good working relationship with the Arbiter after they originally met with frosty intent, and the two make a formidable pair in combat.
Lethe
http://i36.photobucket.com/albums/e40/WR82/Tartarus.jpg
Height: 9'7"
Hair: White
Eye Color: Orange
Age: 41
Profile: Leader of the Jiralhanae Brutes
Race: Jiralhanae
Origin: Setin
Weapon of Preference: Gravity Hammer
Lethe is the brother of the killed Jiralhanae Tartarus, killed at the hands of the Arbiter. For this, Lethe holds a general hatred of all things Sangheili (and Letukan, after they won the Triple Race War). While Tartarus served as an Arbiter-like figure amongst the Jiralhanae, Lethe served as a comparable to 'Vadumee of the Sangheili-in command of the best of the Jiralhanae, the Brutes. He is an aggressive, dangerous, almost unstable individual whose thirst for blood is incredible. Lethe takes no prisoners and takes glee out of slaughter-whether of innocents or of combatants.
Amazonian Beasts
16-02-2007, 23:12
Protagonists
Behind the evil that swirls of the Dominion, good still exists. People who try to make the best of the evil Amazonian government and try to help those around them are few and far between, yet still make impacts.
Rick Winters
http://i36.photobucket.com/albums/e40/WR82/riker.jpg
Height: 6'2"
Hair: Brown
Eye Color: Grey
Age: 44
Profile: Federation Colony Militia Leader
Race: Human
Origin: Polus
Weapon of Preference: B-5 Federation Laser Carbine
Winters is a long-standing military veteran, serving as a Major in the Federation during its dying days. Winters tried to defend the Federation as long as possible, fighting on the embattled world as Dominion war droids and heavy armor stormed the capital, but as the government itself fell, the capital building falling to volley after volley of advanced weaponry, Winters left on his own accord, avoiding the fate of so many others. Like some of the old Federation humans, Winters is not genetically enhanced. As the remnants of the old Federation fled into exile to the secret, hidden world Kypra, Winters quickly rose to lead the colonial militia.
Sutain Danu
http://i36.photobucket.com/albums/e40/WR82/300px-Bail2.jpg
Height: 6'5"
Hair: Brown
Eye Color: Brown
Age: 47
Profile: Federation Colony Leader
Race: Human
Origin: Talasea
Weapon of Preference: Diplomacy
Danu was a Senator in the old Federation, one of the youngest ever elected. Originating from the same planet as Emperor Kyp Droma, Danu was ill-affected by the rise of Droma on Talasea as a political demagogue, feeling the future was in danger. However, as his voice was not listened to at the time, his warnings not heeded, Danu took a temporary leave of absence. That proved key, as the Senate was bombed into rubble during the Amazonian attacks, and Danu survived, fleeing to lead the Federation Exile Colony.
Kile Fedaren
http://i36.photobucket.com/albums/e40/WR82/300px-Kenobi-EpIII.jpg
Height: 5'10"
Hair: Brown
Eye Color: Brown
Age: 39
Profile: Federation Colony Jedi Knight
Race: Human
Origin: Anaxil
Weapon of Preference: Lightsaber
The protagonists are not without their own force-users to match those of Droma's Sith regime. Fedaren was a powerful force-wielder under Droma's command in the last days of the Federation, but refused to turn against the republican regime. He fought until captured above Hagendaz, then escaped from his prison on Kyemenor to the Federation Exile Colony after the war.
Mikal Shen-Jonn
http://i36.photobucket.com/albums/e40/WR82/270px-Quigonheadshot.jpg
Height: 6'3"
Hair: Brown
Eye Color: Brown
Age: 53
Profile: Federation Colony Jedi Master
Race: Human
Origin: Uran
Weapon of Preference: Lightsaber
Another light-side force user, Shen-Jonn taught Fedaren until Fedaren became the stronger force-wielder; the two then became close friends. Both fought against the Dominion during the wars, but Shen-Jonn avoided capture after dueling with an at-the-time young Ludo Kressh on Erillas. Fleeing from Dominion wrath, he sought the Federation Exile Colony on Kypra and bedded down on it, rising to prominence.
Derill Onasi
http://i36.photobucket.com/albums/e40/WR82/Carth_model.jpg
Height: 5'11"
Hair: Brown
Eye Color: Brown
Age: 29
Profile: Federation Colony Pilot
Race: Human
Origin: Tanuuk
Weapon of Preference: Starfighter
A natural pilot, Onasi was 26 and a promising starfighter pilot when the Dominion struck the Federation. Onasi was the only survivor of the Second Battle of Thyphori in orbit, and had his fighter crash-land on the planet below. Commandeering a Dominion Retribution-class Interceptor (by killing the pilot), Onasi fled the destruction of the Foundation Worlds, and fled to Kypra and the Federation Exile Colony.
Methon Oltar
http://i36.photobucket.com/albums/e40/WR82/mace_windu.jpg
Height: 6'5"
Hair: Brown
Eye Color: Brown
Age: 40
Profile: Federation Colony Jedi Master
Race: Human
Origin: Pithona
Weapon of Preference: Lightsaber
Oltar is by far the strongest light-side user in the Dominion-yet even he has nowhere near the powers to match the strongest Sith in the Shroud. Overtaken by Marka Ragnos on Amazonia, Oltar was nearly killed until a laser barrage diverted the attention of the Sith Lord, allowing Oltar to escape certain death. After the war, Oltar floated around a while before finding his way to the Kypra Exile Colony, where he has taken up residence as the leader of the remaining Jedi there.
Lauren Winters
http://i36.photobucket.com/albums/e40/WR82/eu2_bg.jpg
Height: 5'4"
Hair: Brown
Eye Color: Brown
Age: 22
Profile: Federation Colony Member
Race: Human
Origin: Amazonia
Weapon of Preference: Diplomacy
Lauren is the daughter of Rick Winters, an aspiring young member of the Federation Exiled colony and fairly well versed in diplomacy for her age. Forced off of Amazonia at the age of 19 when the Dominion attacked, she has studied the art of diplomacy and talk under Sutain Danu, learning all the ex-Senator can teach. Her hope is to one day negotiate a settlement to create a system or sector for the Federation-though this idea would likely provoke the Dominion rather than tempt them to settle.
Amazonian Beasts
21-02-2007, 03:02
The Sagitan Confederacy and the Shroud Underground
At the opposite end of the spectrum are the pirates, those who have no morals, no good thought, no care, worse than even the corrupt Dominion Sith rulers. They kill, rape, and kidnap without reason or care but to simply cause anarchy and chaos. These pirates are formed into the largest band, the Sagitan Confederacy. The Shroud Underground is a wide-spanning exchange of information, goods, and other objects normally regulated by the Dominion.
Telcho Zann
http://i36.photobucket.com/albums/e40/WR82/200px-Tyber_Zann.jpg
Height: 6'8"
Hair: Grey
Eye Color: Red
Age: 46
Profile: Leader of the Confederacy
Race: Human
Origin: Omati
Weapon of Preference: AT-2a Assault Cannon
A former Sergeant serving under Rick Winters's command, Zann was ordered by Winters into a near-suicide charge on Amazonia against Dominion war droids that killed all but seven of his men. Angered when Winters fled the planet, Zann proceeded to flee also, getting involved in the darker side of society. Forming up the Confederacy, Zann swore revenge on two factions: The Dominion, who oppressed the Shroud, and Winters, who he held a personal vendetta, and vowed to make Winters's life miserable.
Rainen Zellner
http://i36.photobucket.com/albums/e40/WR82/Davik_Kang.jpg
Height: 7'1"
Hair: Grey
Eye Color: Blue
Age: 49
Profile: Leader of the Underground
Race: Human
Origin: Kano
Weapon of Preference: Twin FRP-9 Laser Pistols
Zellner is an aging, yet savvy, man, with connections all across the Shroud. Many have called him the second most powerful man in the Dominion, and for good reason: if you're on Zellner's bad side, you measure lifespan in minutes. Zellner's extensive military contacts, bounty hunters, assassins, and smugglers extend everywhere.
Aliure Vahn
http://i36.photobucket.com/albums/e40/WR82/Bastila.jpg
Height: 6'11"
Hair: Brown
Eye Color: Hazel
Age: 25
Profile: Underground Mercenary
Race: Human
Origin: Kal-ver
Weapon of Preference: Lightsaber
Not all Jedi become either Sith or defenders of the light. In Vahn's case, she has turned her proficient training in the Jedi arts into a lucrative business with the Underground. Serving right under Zellner himself, Vahn takes the most serious, and dangerous, missions, and has an undefeated streak of kills. Her savvy ways in manipulation, combined with her natural Jedi skills, make her hard to resist.
E-4T
http://i36.photobucket.com/albums/e40/WR82/200px-Ig-88.jpg
Height: 8'3"
Intelligence: Very High
Current Functioning Years: 6
Profile: Underground Droid Enforcer
Origin: Saleupau DroidWorks
Weapons: Built-in Laser Gun, Flamethrower, Dart Thrower, Gas Canister Launcher, Grenade Thrower, Static Cannon Emitter, Stun Cord Emitter, and Refractor Shield.
E-4T is a unusual droid, a one-of-a-kind model who was the first-and last-of a product line that was found with a curious default-independence. This independence has shaped E-4, turning him towards the Underground to make it big as an enforcer, merc, and bodyguard. With a rack of hidden weapons, E-4 is a tough and frightening foe.
Caldia Ordo
http://i36.photobucket.com/albums/e40/WR82/Caderous_ordo.jpg
Height: 7'4"
Hair: Black
Eye Color: Brown
Age: 36
Profile: Underground Mercenary
Race: Human
Origin: Mataan
Weapon of Preference: GhI Heavy Repeating Laser
Ordo is a former soldier of the Dominion, having recently struck out on his own to the Underground after growing sick of the controlled warfare (through his eyes) of the Dominion's military. Looking for more action and more chances to prove his own, Ordo signed on with Zellner, becoming a top merc and excellent enforcer of Underground policy.
Kalteth Montross
http://i36.photobucket.com/albums/e40/WR82/montross2.jpg
Height: 7'7"
Hair: White
Eye Color: Grey
Age: 37
Profile: Sagitan Mercenary
Race: Human
Origin: Kldopa
Weapon of Preference: Urdoch Plasma Pulse Rifle
Montross is a veteran of many conflicts beneath the public notice, a pirate since age 21. Proving his mettle many times through personal duels, dogfights, and all-out firefights, Montross is a fearless warrior with a fearsome appearance depicting such old wounds and scars. Somewhat barbaric, Montross does not hesitate to use whatever force neccessary.
Velkar Nord
http://i36.photobucket.com/albums/e40/WR82/275px-Calo_nord.jpg
Height: 6'4"
Hair: Blonde
Eye Color: Yellow
Age: 31
Profile: Sagitan Mercenary
Race: Human
Origin: O'otha
Weapon of Preference: Twin Nordet Nr5 Laser Pistols
Nord comes from a similar background as Liuo, though he started his career much earlier. An orphan in the dense forest-cities of O'otha, Nord quickly learned how to survive through the less desirable characteristics of society, becoming a feared fighter by civilians and gangs alike. Well versed in all sorts of pirate actions, Nord prizes the reward as an inspiration.
Gellsan Wynn
http://i36.photobucket.com/albums/e40/WR82/attonrand.jpg
Height: 6'9"
Hair: Brown
Eye Color: Brown
Age: 28
Profile: Sagitan Warrior
Race: Human
Origin: Amazonia
Weapon of Preference: FRP-9 Laser Pistol
Wynn is a hardened soldier who personally fought against Marka Ragnos and would have lost if not for falling into a soft patch of earth that fell into a crevasse. Escaping with only moderate fractures, Wynn turned against all forms of the Force, learning how to decieve, trick, and manipulate force-users. However, instead of turning such talent for good against the Sith, he has used it as a trick to decieve common people and bait them into Sagitan ambushes.
Elsor Traya
http://i36.photobucket.com/albums/e40/WR82/kreia.jpg
Height: 7'1"
Hair: Brown
Eye Color: White
Age: 58
Profile: Sagitan Sage
Race: Human Variant
Origin: Tocroya
Weapon of Preference: The Force
Born on the bizarre, wild world of Tocorya, Traya was affected by the planet's influence, turned into a near-human and obtaining the power of the Force. Killing her parents and siblings in an outlash, Traya left the world, and fell into the Underground on Uma-Kiin right around the uprising against the Federation. Fighting against the Federation turned Traya darker, and she is even further along the path than even the Sith.
Yawe Binni
http://i36.photobucket.com/albums/e40/WR82/250px-Yuthuraban1234.jpg
Height: 7'8"
Hair: None
Eye Color: Violet
Age: 34
Profile: Sagitan Warrior
Race: Twi'Lek
Origin: Arlan
Weapon of Preference: Lightsaber
The Twi"Lek are a near-human race based from outside the Dominion-they are all across the galaxy. Binni, being force-capable, took advantage of her talents to secure passage off of the forgotten and overlooked world of Arlan, traveling around the Ring Worlds, unable to cross past the Menoon Shroud Border of either the Federation or Dominion. When Zann set up his base of operations in the Ring Worlds, Binni, sensing opportunity, signed up with him.
Amazonian Beasts
21-02-2007, 03:30
Technology of the Dominion
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, due to less mass.
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. Smart ships on the opposite side could theoretically trace where sensor sweeps ended-where they were harnessed by Dominion sensor wands, track this on a navicomputer, and triangulate a ship's position-though this would take time. However, there would be a considerably easier way to track Dominion ships.
While the Dominion is excellent at picking up any type of cloak that keeps a ship in the same dimension, creating its own invisibility shield has proven to be quite a difficult task. The Dominion has utterly failed at producing a screen to mask visual emissions, so while sensor readings may fail at picking up Dominion ships, one would simply need to look out a viewport to see the ships. Though projects have been attempted to produce a visual screen, every one so far has restricted visual sightings by Dominion ships, as well.
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, violet, 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.
Flak Cannons and Point-Defense Guns are capital-ship weapons designed for close-range combat and interception of enemy projectiles. They use two barrels-one for projectile weapons, usually energized shards of depleted uranium-essentially a high-powered needler-and one for a light energy blast. While Point-Defense Guns are fairly weak-they can intercept fighters and missiles, but are worthless against capital ships-Flak Cannons are dangerous weapons when used at close range. When coming in close, Flak Cannons can fire considerably faster than most guns (they are large, using a giant cooling unit and large ammunition storage) and flail damage across an enemy ship in no time.
Plasma Drivers are another popular weapon, an upgrade on the laser. The driver sends a small slug, generally an explosive shell or a depleted uranium needle, 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. Basic energy shields cannot defend against a plasma driver, as it uses both physical and energy damage.
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. They are widly used by bounty hunters and ships looking for live captures, as they disable craft.
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 triple-stage acuator 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, heavy turbolaser combines with several smaller turbolasers to form an intense, burrowing laser beam that can cut through ray shields and armor very easily.
Hyperlasers are only utilized on the massive flagship class of the Dominion, the Virulent-class. 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 ships with ease. 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, to be discussed in the Alternate Dimensions unit.
Amazonian Beasts
21-02-2007, 04:07
Fluidic Space, Dimension Ability, and the BioTech Revolution
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One year before the Dominion Wars, the ailing Federation opened the first-ever conduit out of the present dimension by an Amazonian group. The result was nothing spectacular-nothing happened, except a spacial vortex-and the Federation quickly dismissed it. However, Kyp Droma was on hand for the presentation, and unlike the other viewers on hand, believed that this technology provided great power. And indeed, it did-as proved in the coming Dominion War.
As the Dominion War entered its second phase-when Droma began turning to the offensive-Droma contracted the original scientist who had created the rift, and had him teach his knowledge to other scientists working for Droma. The original was killed off quietly-to avoid unneccessary spread-but the knowledge lived on. Deep into the second phase, Droma created a spacial vortex-and this time, benefited. What occurred after this progressed was contact with one race from Fluidic Space-the Shanii.
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The Shanii are a variant race from Species 8472-considered "backwater" by the biological creatures. However, compared to normal standards, the Shanii are actually comparable to most average technologies. Both the Dominion and the Shanii recognized each other as a potential difference maker in their respective struggles-Droma against the Federation, and the Shanii in a breakaway struggle against Species 8472-and a quick-fix alliance was forged. This was often considered a turning point in the Dominion War, as after this, the incredible biological technology providing a decisive threat against unprepared Federation fleets.
As the Dominion has progressed, the nature of the alliance has shifted somewhat-though the Shanii are unaware of it, the Dominion is the dominant partner in the afair. Now, Shanii ships and crew are contracted out to the Dominion in exchange for the Dominion constructs and establishments in Fluidic Space-which have proved a somewhat advantage of synthetic tech to combat Species 8472, which has not yet adapted to Dominion warfare. The Dominion here clearly gets a better deal-they get fortifications in Fludic Space to expand the Dominion to alternate dimensions, while at the same time they recieve a set number of warriors from an alternate dimension to fight alongside them.
The Shanii use a variety of technological breaks that have led to the Dominion developing a biological military and civilian industry, dedicated to growing and developing breakthroughs. The aliens have been only too happy to comply, as the Dominion has given success in their struggle.
In the weapons department has the Shanii had the largest impact. A major weapon that has extended to the Dominion is the Electric Plasma Cannon, a weapon (not exactly a cannon) that throws out an electrified beam of energy across space incredibly fast. The beam is powerful, stronger than turbolasers, and capable of a disabling effect as well. It is potent. Another device is the Meteor Launcher, a device that throws molten rock in varying sizes-from small pebble sizes in individual-sized throwers to massive chunks the size of small freighters on the guns of massive capital ships-across space, that work very much like plasma drivers-except more devestating, and also causing often more gruesome damage, due to their jagged and rough outtake. Another big influx is the temperature weaponry of the Shanii-the Heat Dispenser and Freezing Matrix, two devices that cause effects very much like they sound-the Heat Dispenser fires a massive stream of liquid fire, while the Freezing Matrix causes a depression field of great cold. Both are ground weapons only. A final integration has been the Singularity Projector, a cannon that throws an intense gravitational field on a certain location, causing an overload of shields and also capable of throwing off types of energy fields.
Biotech has grown to allow medical breakthroughs-intense studies have gone into regeneration tanks and the like in medical bays-and also civil purposes. It is also a major player in the Dominion's efforts to grow its own ships, weapons, and ground craft-creatures for warfare and domestic use.
(OOC Note: I have included the addition of this race into my total pop, so it is no increase or addition)
Amazonian Beasts
25-02-2007, 23:21
Military Structure
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 20-50 meters that are slower than fighters, but considerably more armed. Gunships have thicker armor and better shielding, and generally serve as attacking capital ships or transporting troops between ships or from space to atmosphere.
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 (48 ships) 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.
1 dreadnought, 1 carrier, 5 battleships, 5 battlecruisers, 10 cruisers, 12 frigates, and 18 corvettes form a flotilla.
Anything on up from there is an armada/war fleet.
Anything on up from the previous led by a Virulant-class Alpha Dreadnought is an Imperial Armada.
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 armies form an army group. (2 million 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).
5 armies form an army group. (50,000 units).
Amazonian Beasts
26-02-2007, 00:23
Troop Types of the Dominion
Standard Soldiers
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No matter the culture, the grunts are the standard and the brawn of the military. Serving in every campaign, every climate, every down of play, the standard soldiers, those who fight in the trenches, the dirt, however, are the key, important, large piece of the military puzzle. No different is the Dominion. Standard troops come from every species except the reclusive, lightly-built Kurami and the massive amphibious Kupasins. Standard soldiers are generally outfitted with some type of energy, slugthrowing, or melee weapon, and are designed to attack en masse and use basic tactics to decide the fate of battles in conjunction with more specialized soldiers, to be detailed in the following piece.
Heavy Troopers
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Heavy troopers are the only other type of Dominion troop that comes in all forms of species besides the Kurami and Kupasins. Heavy troopers are built for engaging enemy armor, artillery, and air support, and are nearly always outfitted primarily with types of missile or heavy energy weaponry. They are built to provide support to others, and generally have no compunction with sacrificing themselves against their monstrous targets to give the rest of groups a better chance to succeed in war.
Clone Troopers
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Unlike many cultures, clone troopers are the elite human soldiers of the Dominion rather than the norm. They wear similar armor to the human standard and heavy troopers, but has noticeable differences. Clone armor is stronger, more durable, and outfitted with camoflauge patters generally to better blend in with local environment. Clone troopers go through training for six more years than the average standard trooper, who only go through training starting at age 6. Therefore, Clones are better at tactics, operate in smaller groups, and are more capable at taking down foes. They are standardly equipped with the DC-22 Laser Rifle with Static Charger Attachment as their primary weapon, though Clone armor also is equipped with an attached Phrik Arm Virbo-blade.
Shock Troopers
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Shock Troopers are the epitome of might and power in the Dominion, and their red-emblazoned armor is as much a symbol of Amazonian strength as is other icons such as the Virulent line of Alpha Dreadnoughts. They are a seriously elite group of humans, though still fairly large, and are well versed at many types of combat, from front-line warfare to undercover operations to protection protocols. The armor of the Shock Troopers, though patterened similar to that of the Clones, is considerably stronger and armed with all sorts of built-in weapons that can be triggered through voice recognition through the Shock Troopers's helmet controls. They are capable of serving in an environment-and the suits can even be completely sealed with a reserve of two hours oxygen, allowing the Shock Troopers to serve in a vacuum for two hours. In action, Shock Troopers often serve in pairs, utilizing the DC-23 Modifiable Rifle.
Commandoes
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Though it is often contested, the Commandoes are actually better combatants than Shock Troopers are. They are bred through birth in groups of four, trained to undertake the toughest mission through incredibly grueling training regimens, and are built into better than top-notch fighting machines. Commandoes are responsable for all sorts of undercover and behind enemy lines action, often involving espionage, assassinations, and sabotage operations. The Commando armor is an upgrade to Shock Trooper armor, equipped with a small Shield Generator and Individual Field Disruptor in tune with Dominion armor types (both can be switched off, as well). They always serve in groups of four, and utilize the DC-23 Modifiable Rifle.
Sovereign Guard
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The Sovereign Guard are the best of the best. They are humans, selected from the Commandoes and the Shock Troopers as being noticeable above beyond the rest of their class. Outfitted with specialized armor-yellow-emblazoned, with a specialized, rounder helmet and a phrik armor-weave robe behind them, the Sovereign Guard are a serious bunch who can single-handedly take down squads of solders. They usually use the expiramental DC-24, a compact rifle with various different settings and payloads, and are incredible either alone or in groups. Their sole purpose is to protect the Emperor, and all are stationed either aboard the Emperor's personal Alpha Dreadnought, the Virulant, at the Menoon Academy, at the Balkorri Imperial Retreat, or (the majority) at the Imperial Palace.
Elites
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The Sangheili Elites are the best of the reptilian race, dedicated and powerful warriors. Elites often lead groups of Sangheili or the amiable Lekgolo into battle, or often undertake missions similar to the human Commandoes. They are about compatible with the Shock Troopers, but are fearsome opponents due to their strength and power-better than that of a genetically modified human. Elites proved to be a suitable adversary for the Jiralhanae Brutes, and are committed to defending their race, the Dominion, and the Emperor. When Shock Troopers or the Sovereign Guard can not be called (which is rare), the Emperor will turn to the Elites. Elites prefer to use Plasma Sabers, though often rely on standard Pulse-Beam Rifles for action.
Brutes
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The Jiralhanae Brutes are the equivalent to the Sangheili Elites. They are big, powerful, and incredibly skilled at warfare-though considerably better at melee warfare then the Elites due to the natural brawn of the Jiralhanae. Fearsome and aggressive, they are considered to be almost reckless, pursuing prey to its death. Brutes are almost always involving themselves in close encounters, utilizing their Energy Pikes. However, for ranged encounters, they use the Jiralhanae classic Concussion Rifle.
Provokers
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As if Letukans weren't terrifying enough, they have their own unique, elite unit-the Provoker. Provokers are absolute beasts. Already standing over 11 feet due to normal Letukan physiology, Provokers wear large armament packs on their backs that connect to Letukan arms. Letukan mutli-spectral eyes allow them to see into the infrared range, allowing the Provokers to pick up targets easily. They carry all ranges of weapons, from missile throwers to massive plasma cannons to huge energy chamber weapons. They are terrifying at the least-when enemies enter melee range, Provokers are downright scary. They often carry nasty, brutish melee weapons capable of sweeping away whole squads of enemies at once through their massive power, and even unarmed, Provokers are stronger and tougher than an average Letukan...which is hard to even comprehend.
Amazonian Beasts
11-03-2007, 03:39
Light Infantry Weapons
DC-18 Laser Pistol
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Weapon Type: Energy Pistol
Manufacturer: Capital Arms Design
Optimum Range: 50 meters
Maximum Range: 150 meters
Magazine: 50 shots
Fire Type: Semi-Automatic
Ammunition: Energy Clip
The DC-18 is the standard pistol of the Dominion ground forces. Manufactured by Capital Arms-the same company as the intensely successful DC-22 and 23-ICWS rifles-the DC-18 was produced as a strong, yet compact and portable, sidearm. A semi-automatic weapon, the DC-18 fires thick bolts of laser energy in blue or red tint. Each bolt is capable of killing on contact with a vital area, and still is capable of inflicting terrible pain or incapacitating a target with a hit regardless of location.
LS-3 Plasma Pistol
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Weapon Type: Heavy Energy Pistol
Manufacturer: Ls'satha Weapon Manufacturing
Optimum Range: 20 meters
Maximum Range: 95 meters
Magazine: 100 shots
Fire Type: Semi-Automatic
Ammunition: Power Cell
The LS-3 is a commonly used sidearm amongst the Dominion Marines and Navy personnel. It is a considerably stronger weapon than the reliable DC-18, and is prone to overloads-however, it compensates with amn incredibly powerful blast. The LS-3 fires a ball of charged energy, shot forth from forward vertical capacitors. The ball is searingly strong, capable of burning through flesh and armor with ease, and inflicting fatalities much easier than the DC-18. It is highly short-ranged.
DC-22 Laser Rifle
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Weapon Type: Energy Rifle
Manufacturer: Capital Arms Design
Optimum Range: 170 meters
Maximum Range: 500 meters
Magazine: 200 shots
Fire Type: Burst Fire (3)
Ammunition: Energy Clip
The DC-22 is a staple of the infantry and marines alike. A reliable, steady, powerful ranged weapon, it is capable of throwing out heavy damage while suffering very little setbacks. Utilized throughout the military, the DC-22 transformed Capital Arms from a minor company to a corporate juggernaut. IT has nice range for a rifle, with a maximum range of half a kilometer before the bolt loses cohesion. The magazine load-200 shots-allows a trooper to go relatively long periods without reloading. The DC-22 can also be outfitted with a static charge mount, a supplement to the main gun that holds 50 shots of the mount.
DC-23 ICWS
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Weapon Type: Interchangeable Weapon System
Manufacturer: Capital Arms Design
Optimum Range: 200 meters (rifle), 1400 meters (sniper), 70 meters (anti-armor)
Maximum Range: 550 meters (rifle), 3000 meters (sniper), 180 meters (anti-armor)
Magazine: 160 shots (rifle), 20 shots (sniper), 4 charges (anti-armor)
Fire Type: Automatic (rifle), Semi-Automatic (sniper and anti-armor)
Ammunition: Energy Clip (rifle and sniper), Charge Dispensor (anti-armor)
The DC-23 ICWS is a revolutionary design utilized by the Dominion Shock Troopers and Commandos. Skilled operators of the weapon can change the mode of the DC-23 in as little as 5 seconds, through a barrel-rotation mechanism. The DC-23 utilized 3 change-ups: the standard energy rifle system, a fully automatic weapon; the sniper attachment, a semi-automatic system that fires a condensed burst as far as 3 kilometers and is almost always lethal to human infantry; and the anti-armor chargethrower, which fires single explosive rounds capable of punching through thick armor or wiping out entire squads of infantry. It allows a skilled user to engage entire squads of enemies without breaking a sweat.
AMC 5 Assault Rifle
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Weapon Type: Plasma Driver Rifle
Manufacturer: Cortos Consolidated Arms
Optimum Range: 65 meters
Maximum Range: 210 meters
Magazine: 80 rounds
Fire Type: Automatic
Ammunition: Round Carrier and Energy Clip
The AMC 5 is a heavier, shorter-ranged rifle useful for clearing out small spaces or in shipboard or station combat. It is unparralled in close range, inflicting burning plasma followed by uranium slugs. The AMC is thus capable of taking on most kinds of armor-usually slated towards energy or mass, while the AMC provides both kinds of damage. It is rare among the ground troops, but a staple on all Dominion naval craft and star installations. The AMC's major drawback, besides the range, is its magazine: capable of holding only 80 rounds and at full automatic, the AMC can burn through its entire clip in under 10 seconds.
LS-10 Plasma Rifle
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Weapon Type: Heavy Energy Rifle
Manufacturer: Ls'satha Weapons Manufacturing
Optimum Range: 80 meters
Maximum Range: 300 meters
Magazine: 240 rounds
Fire Type: Automatic
Ammunition: Power Cell
The LS-10 is the advanced LS-3, in rifle form. Like, the AMC, it is a shorter-range weapon, but packs an incredibl punch. Such power comes at the same price as the LS-3-the LS-10 is somewhat of an unreliable gun, prone to burnouts if fired automatic for too long. However, it is simply incredible in knocking past enemy infantry, and utilizes burning blasts of energy balls that can shred through armor and body alike-most hits are lethal through the severe tissue and nerve damage inflicted, sending targets into shock. Much like the AMC, it is a standard gun amongst ships and stations.
6M5 Thrust Rifle
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Weapon Type: Magnetic Acceleration Plasma Driver Rifle
Manufacturer: BelTronics Variable Design and Manufacturing
Optimum Range: 320 meters
Maximum Range: 700 meters
Magazine: 36 rounds
Fire Type: Semi-Automatic
Ammunition: Energy Clip and Round Carrier
The 6M5 is a new rifle, on the market for just over a year. It is revolutionary-a throwback to days primeval of crossbows and arrows, yet the ability of the 6M5 is undisputed. Carrying rounds very similar to miniature versions of those same crossbows, the 6M5 sends a bolt through a double-stage plasma charger. In addition to the increased energy yield, the two polarizing balls extending from the barrel accelerate the bolt as it travels out the barrel, sending it out at considerably higher velocity and extending the range threefold. The 6M5 is often used as a sniper for its range and speed of fire, in addition to the extensive damage the bolt yields as it comes in contact with its target.
DX-80 Disruptor Rifle
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Weapon Type: High-Yield Energy Rifle
Manufacturer: Capital Arms Design
Optimum Range: 30 meters
Maximum Range: 75 meters
Magazine: 20 shots
Fire Type: Semi-Automatic
Ammunition: Energy Clip
The DX-80 is Capital Arms's most ambitious project to date. The disruptor rifle literally takes a standard shot and overloads the weapon's charging cell (within safe parameters) to induce an incredibly powerful shot, capable of disintergrating flesh, armor, and anything else to come in the way of the shot. It is incredibly close-ranged-shorter than some pistols-and is best used when an enemy has little room to manuever. The large shot inflicts highly damaging tissue wounds through even near misses, however, and hitting a target is fairly easy. However, a two second interval between shots, along with a small magazine, ensures the DX-80 is reserved as a specialized weapon.
LS-105 Needler
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Weapon Type: Plasma Driver Needler
Manufacturer: Ls'satha Weapons Manufacturing
Optimum Range: 40 meters (Semi Automatic), 100 meters (Automatic)
Maximum Range: 102 meters (Semi Automatic), 300 meters (Automatic)
Magazine: 36 rounds (Semi Automatic), 180 rounds (Automatic)
Fire Type: Semi-Automatic/Automatic
Ammunition: Power Cell and Round Carrier
The LS-105 is one of the more curious weapons to develop from Ls'satha. The needler's general purpose is one of a shotgun, but it fills various roles, actually-anywhere froma close-support weapon to an automatic shredder. In its standard position, the LS-105 fires a single heavy needle-comprised of 5 of the individual needles-into a sprayer mechanism in the barrel. The barrel divides the heavy needle, spraying the needles in a cube shape that emits out from the barrel in a formation meant to tear apart anything in the general vicinity. The weapon is considerably short-ranged in this aspect, but has a much greater range in its automatic mode. In this mode, the LS-105 fires each needle individually extremely quickly-it can dump its entire 180 round payload in just under 7 seconds (each of athe sprayers for the semi-automatic mode is focused forward, allowing the utomatic mode to utilize all five barrels, increasing fire rate). This allows the weapon to be utilized to literally tear apart anything in front-particularly good against numerous enemies out of the optimum range of the semi-automatic mode. The needles are light and not particularly fast, but they do home in on acquired targets if specified into the gun beforehand.
LS-62 Spiker
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Weapon Type: Heavy Plasma Driver Needler
Manufacturer: Jiral Weapons Systems
Optimum Range: 35 meters
Maximum Range: 105 meters
Magazine: 120 shots
Fire Type: Automatic
Ammunition: Round Carrier
The Spiker originally was derived from the needler-Jiralhanae innovation from Sangheili invention-but quickly grew to something more. Somewhat of a more crude and low-tech device, the Spiker in reality packs far more punch than its smaller cousin. Though it lacks the dual-purpose avaliability of the Needler and also lacks any energy sheathing, the Spiker instead uses unshielded, heavy, thin spikes to slice through unshielded flesh, armor, and anything in between. Fired at heavier velocities through magnetic coils, spikes from the weapon emerge at incredibally high velocities, easily impaling hardened metals, not to mention flesh and bone. Trauma is often a choice of death for the weapon over direct hits on lethal spots, since the impact of being struck by the spiker often is too much for an opponent's nervous system if they lack shields. Characteristically, the spiker leaves fairly messy kills, though is capable of simply wiping out squadrons through a fast automatic fire.
Amazonian Beasts
11-03-2007, 04:26
Heavy Infantry Weapons
LS-89 Electron Beamer
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Weapon Type: Constant-fire Beam Rifle
Manufacturer: Ls'satha Weapons Manufacturing
Optimum Range: 310 meters
Maximum Range: 1100 meters
Magazine: 180 seconds of fire
Fire Type: Constant-fire
Ammunition: Power Cell
The LS-89 is a new class of weapon. Rather than use volleys of shots, the Beamer instead uses a charge-up method to fire a solid stream of energy for up to 10 seconds at a time (with a total of 180 seconds of total fire before cell depletion). It can rake through infantry ranks, taking out entire platoons at a time, while is capable of firing from as little as 10 meters without personal danger to all the way of 1.1 kilometers. The LS-89 is absolutely a terrifying weapon, devestating against infantry-it does little, however, to armored vehicles, unless hit repeatedly.
Flamethrower
http://i36.photobucket.com/albums/e40/WR82/Flamethrower.jpg
Weapon Type: Flamethrower
Manufacturer: Capital Arms Design
Optimum Range: 10 meters
Maximum Range: 35 meters
Magazine: 100 seconds
Fire Type: Automatic
Ammunition: Fuel Canister
The flamethrower is a traditional, yet highly lethal, weapon of immense destruction. Used frequently to clear battlefields of distracting terrain, potentially hazardous natural obstructions, or other unwanted characteristics, it is also a devestating force in close-quarter fighting. The flamethrower is worthless against any sort of enclosed armor; however, against open-air speeders and vehicles, the flamethrower can torch pilots and company right out. Against infantry, the weapon is even worse, especially in close-quarters-its high-burning flame at near-plasma temperatures, with high spread, can easily force back an entire platoon.
TxT 4V Repeater
http://i36.photobucket.com/albums/e40/WR82/Heavy_ACP_repeater.jpg
Weapon Type: Plasma Driver Repeater
Manufacturer: Utily Aggressor Systems
Optimum Range: 200 meters
Maximum Range: 1020 meters
Magazine: 700 rounds
Fire Type: Automatic
Ammunition: Energy Clip and Round Carrier
The 4V is a new twist on an old design: the portable machine gun. The 4V is capable, very much like the LS-89, of tearing apart infantry ranks, and is a great option against infantry built to defend energy weapon attacks. Though it is technically a plasma driver, the 4V utilizes very little energy in its attack, relying more on the mass driver system of the weapon. It is therefore practically useless against heavier armor-but is capable of spewing ammunition at incredible rates (it can burn its entire 700 round magazine in 40 seconds). A single 4V can turn skirmishes around with its rate of fire; multiple can cause routs.
Concussion Rifle
http://i36.photobucket.com/albums/e40/WR82/Brute_Shot.jpg
Weapon Type: Grenade Thrower
Manufacturer: Jiral Weapon Systems
Optimum Range: 110 meters
Maximum Range: 250 meters
Magazine: 8 rounds
Fire Type: Semi-Automatic
Ammunition: Charge Dispensor
The concussion rifle is a Jiralhanae-developed weapon that has found popularity across the more aggressive units of the Dominion ground forces. It fires explosive charges that can either be primed for on-contact hits or a five-second timer to inflict maximum damage or spray shrapnel. Various payloads can be used, from the standard explosives to heat grendaes to Cryoban. The concussion rifle also has a built-in rear blade that was designed with the Jiralhanae in mind. Though the blade is slightly cumbersome for many of the smaller species, the Letukans, Jiralhanae, and Venga'ar can flip the blade across in melee attacks with surprising quickness to gut or decapitate close attackers.
UOM-1 Static Charge Thrower
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Weapon Type: Static Grenade Launcher
Manufacturer: Perimeter Defense Industries
Optimum Range: 200 meters
Maximum Range: 675 meters
Magazine: 12 rounds
Fire Type: Semi-Automatic
Ammunition: Charge Dispensor
The UOM-1 is less a grenade "launcher" than a "propeller"-much like a rocket launcher, the UOM-1 shoots its rocket-propelled grenades similar to RPGs of yore, increasing distances by factors of four. It can, however, be set to traditional, trajectory fire, but this dramatically shortens the range. The UOM-1 fires static grenades-devestating against flesh and blood infantry, but tragic to droids or mechanical systems of any sort. The static grenades shoot out a massive field of electricity, shorting electronic systems and interfering with nearly everything else. The grenades are lethal to organic brain electric functions, causing instant deaths when breaking past armor (relatively easy to do with the greande's initial explosive burst).
LS-643 Energy Rocket Projector
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Weapon Type: Energy Explosive Homing Projectile Tube
Manufacturer: Ls'satha Weapons Manufacturing
Optimum Range: 1900 meters
Maximum Range: 6850 meters
Magazine: 5 Energy Rockets
Fire Type: Semi-Automatic
Ammunition: Power Cell
The Energy Rocket Launcher is not at all a rocket launcher of types, but a compressed plasma charge that squeezes an incredibally dense charge and contains it in a lightly-electrified plasma shell. The shell of the charge allows for a slight destabilization of possible hostile shields before the inner charge makes contact with a hostile force, allowing for an explosive weapon of plasma energy that has a great yield, though less than the heavy rocket launcher. The energy pulse can not home in on enemy targets being comprised of plasma; however, it is barely visable-the pulse is color-induced from the power cell to be only a very light shade of light green, so slight that the naked eye can barely catch the near-invisable weapon before it is less than 30 meters away-in which time that it would take the weapon less than half a second to close.
DH-5 Missile Tube
http://i36.photobucket.com/albums/e40/WR82/Rocketlauncher.jpg
Weapon Type: Missile Launcher
Manufacturer: Capital Arms Design
Optimum Range: 600 meters
Maximum Range: 2050 meters
Magazine: 2 rounds
Fire Type: Semi-Automatic
Ammunition: Rocket Carrier
The DH-5 is the short-range rocket launcher of the Dominion (short range in context with many other heavy weapons). It is used particularly often agaisnt enemy infantry movements, though is equally devestating agaisnt mechanized and armor. It is a versatile weapon that can load many types of rocket cartridges and is capable of tremendous damage and collatoral impact. A direct hit would certainly cause an instant kill to any infantry unit, and for the most part can take out light armor in one shot as well. The DH-5's biggest asset is that it is very mobile, being able to be carried easily and lightly by all sorts of infantry to any battle in quick notice.
DH-9 Heavy Rocket Launcher
http://i36.photobucket.com/albums/e40/WR82/Merr-Sonn_PLX-2M_Portable_Missile_S.jpg
Weapon Type: Missile Launcher
Manufacturer: Perimeter Defense Industries
Optimum Range: 1100 meters
Maximum Range: 4250 meters
Magazine: 1 round
Fire Type: Semi-Automatic
Ammunition: Rocket Carrier
The DH-9, despite carrying only one round per magazine, is meant for sheer destruction. Each rocket is capable of incredible, mind-boggling damage (as the DH-9 utilizes only a single rocket type, comprised of a baradium-collapsium core that utilizes a similar explosive method of a seismic charge). Since these rockets are often dumb-fired, they rely on their incredible wave effect-capable of a fifty-meter radius-to accomplish means. These weapons are practically overkill, capable of wiping out entire companies in mere seconds or taking out entire armor platoons due to the sheer destructiveness of each warhead.
Portable Emplacement-Energy Repeater (PEER)
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Weapon Type: Energy Repeater
Manufacturer: Capital Arms Design
Optimum Range: 400 meters
Maximum Range: 1360 meters
Magazine: 10,000 shots
Fire Type: Automatic
Ammunition: Energy Feed Drive
The PEER is a weapons system developed by the heavy engineers at Capital Arms capable of wiping out infantry in seconds, nullifying a charge, or fortifying static defenses with a killer weapon capable of moving to where needed. A true battlefield asset, the drawback of the PEER is that it requires two operators-a gunner, and an engineer to control the feed from the large power cell that holds the immense amount of ammunition and intricate cooling system. The engineer must be careful not to allow too much feed to overload and overheat the weapon, despite the efforts of the cooling system's aid. However, if used properly, the PEER truly is without peer amongst portable repeater weapons.
MIBA 4x Beam Cannon
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Weapon Type: Constant-Fire Beamer
Manufacturer: Cortos Consolidated Arms
Optimum Range: 720 meters
Maximum Range: 1800 meters
Magazine: 100 seconds of fire
Fire Type: Constant-Feed
Ammunition: Power Cell
The MIBA is truly terrifying, holding reign over Dominion heavy infantry weaponry. An advanced suped-up beamer like the LS-89, the MIBA uses an incredibly strong beam capable of shredding apart vehicles, buildings, artillery systems, and of course-infantry. It is essentially a miniature beam turbolaser, passing its energy feed through a similar triple-stage accuator, albeit on a smaller scale. Though destroying vehicles and buildings takes a little time, the MIBA can still do it with relative ease, and is an infantry platoon's best weapon agaisnt an armor advance on its position-it will quickly repel said advance and rout it. The weapon is heavy, but built-in microrepulsors stabilize the weapon and allow the user to carry it around easier.
Amazonian Beasts
12-03-2007, 03:04
Infantry Melee Weapons
Lightsaber
http://i36.photobucket.com/albums/e40/WR82/Revan1.jpg
Weapon Manufacturer: Sith
Weapon Type: Energy Sword
The lightsaber has been classified as an "Elegant weapon for a more civilized age." However, the weapon is still dangerously lethal in modern days, capable of slicing through metals, flesh, rock, and other elements, and even burning through blast armor meant to contain energy. Lightsabers can easily hack apart opponents, though they are used exclusively by the Sith of the Dominion. The blades, due to being only energy, are weightless, making them difficult to control unless instructed with proper training.
Plasma Saber
http://i36.photobucket.com/albums/e40/WR82/energy-sword.jpg
Weapon Manufacturer: Ls'satha Weapons Manufacturing
Weapon Type: Energy-reinforced Phrik Sword
The Plasma Saber, originally a Sangheili ceremonial weapon, has been sent across the Dominion in use as a powerful, easily-cutting weapon that has excellent lethality and potential agaisnt infantry of all types, and can cut easily through light metals due to its energy reinforcement. The Plasma Saber is held less like a sword and more like a stabbing weapon, pointed at the enemy when held horizontal. The shape of the design allows it to bypass conventional defensive melee techniques and go for a gutting slice.
Vibro-blade
http://i36.photobucket.com/albums/e40/WR82/Vibroblade.jpg
Weapon Manufacturer: Various
Weapon Type: Vibration-powered Reinforced Sword
The vibro-blade is the most common melee weapon in the Dominion, coming in various forms, means, and sizes. The basic tenet of the vibro-blade is a vibration cell in the lower portion of the hilt, which transmits this vibration into the blade. The motion of the blade, vibrating at thousands of times every ten seconds, allows the vibro-blade to easily pierce flesh and cause severe lacerations with simply minor cuts.
Vibro-axe
http://i36.photobucket.com/albums/e40/WR82/BD1_cutter.jpg
Weapon Manufacturer: Various
Weapon Type: Vibration-powered Reinforced Axe
The vibro-axe is much in the same mold as the vibro-blade, except constructed in an axe-form instead of a basic blade. The vibro-axe's shaft is constructed of phrik, an energy-resistant metal, that prevents destruction through lightsabers or other energy weapons. The axe head works through a similar concept as the vibro-blade, but the leverage of the axe allows for more powerful, if less precise, strikes.
Force Pike
http://i36.photobucket.com/albums/e40/WR82/Forcepike_negwt.jpg
Weapon Manufacturer: Czirtan Heavy Industrial Pursuits
Weapon Type: Vibration-Supplemented Electric Pike
The Force Pike is a long, spear-like weapon that is held like a sword. Though considerably longer than a sword, the Force Pike utilizes a small, intensely vibrating tip as its primary damage system. The tip vibrates at considerably higher speeds than a general vibro-blade, and also is charged with an electric voltage, allowing it to not only pierce through flesh and even metal with relative ease, but also severely shock and even kill organics through fatal voltage transfer.
Electrostaff
http://i36.photobucket.com/albums/e40/WR82/Electrostaffs.jpg
Weapon Manufacturer: Czirtan Heavy Industrial Pursuits
Weapon Type: Electric-Stimulated Staff
The Electrostaff is a less-commonly used weapon generally used for prisoner control or for countering attacks by energy melee weapons. The tips of the electrostaff are bathed in eletric energy when activated, and the phrik construction of the staff itself is resistant to energy attack. The electrostaff is quite lethal when contacted against an enemy, as it transfers huge amounts of voltage in simply one hit. It is a dangerous weapon to use, as one mishandling can kill the user.
Control Stick
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Weapon Manufacturer: Gray Components and Production
Weapon Type: Multi-use Melee Weapon
The control stick is a combination of melee weapons-a spiked club, sword blade, spear, and sharpened point-combined into one lethal, extremely useful weapon. It can be used for various pursuits, from survival skills to heavy combat, and due to its variety of weapons is unpredictable and quite capable of taking even experienced melee users off-guard. The club can easily bash apart metal items, while the blades and points can cut through flesh and bone with relative ease.
Gravity Hammer
http://i36.photobucket.com/albums/e40/WR82/TataurusHammer4.jpg
Weapon Manufacturer: Jiral Weapons Systems
Weapon Type: Tractor Induced Hammer
The Gravity Hammer is a Jiralhanae-produced design, only usable by the "big three" races-Letukans, Jiralhanae, and Venga'ar, due to its sheer weight. It could also be used by a power suit theoretically, but since the Dominion generally avoids bulky power suits this is thrown out. The gravity hammer is a deadly weapon on its own-its sheer mass, combined with a fast swing, can break any body with ease and throw organics like tin foil-but it also comes equipped with a miniaturized tractor beam projector, which can move objects-or hostiles-and pitch them around.
Amphistaff
http://i36.photobucket.com/albums/e40/WR82/Amphistaff-NEGWT.jpg
Weapon Manufacturer: Dominion Government
Weapon Type: Biological Melee/Ranged Weapon
The Amphistaff is a new project made possible solely through the Dominion's contact with the Shanii. The Amphistaff is a snake-like creature, a reptile, which is grown in pastures similar to other Dominion biological ground weapons and heavy creatures. It is capable of thinning itself out to an edge barely 10 atoms thick on the side, which can easily slice through light metals and flesh and organic materials. The Amphistaff can also harden into a thick club, thin only its tail for a spear, or utilize its fangs for a poisoned melee weapon that can induce paralysis within six seconds due to its venom, and death within an hour. The Amphistaff can also shoot a stream of venom through its mouth-held venom glands that can blind opponents with visable ocular mounts upon contact.
Amazonian Beasts
15-03-2007, 03:00
Personal Defenses
Personal Surround Shield
http://i36.photobucket.com/albums/e40/WR82/Echanishield.jpg
Manufacturer: Karteyron Defenses
Effect Time: 240 seconds
Defense: Energy Weapons and Temperature Weaponry
Coverage Area: Entire Body
Charges: 10
The Personal Surround Shield is a portable, small device that can easily clip onto one's belt, bandolier, or wrist gauntlet. When activated, the shield spreads a visable shield across the entire body area of the wearer. Upon activation, the shield can recieve damage from energy weapons or temperature-based weapons in a certain damage proportion or a 240-second time elapsation before the shield expires. Each generator hsa ten charges before the generator is used up, but it can be recycled and charged back up at a recharge station or fusion furnace.
Personal Deflector Shield
http://i36.photobucket.com/albums/e40/WR82/Gungan_shield.jpg
Manufacturer: Rytoi Protective Industries
Effect Time: Up to four hours
Defense: Energy Weapons, Temperature Weapons, and Physical Weapons
Coverage Area: Shield area
Charges: 5
The Personal Deflector Shield is an outstanding choice of defense if engaged in a large battle with primarily infantry. In such accords, an entire line of shields can be set up, preventing most fire from passing through the ranks. In addition, due to their larger projector generators and smaller coverage area, Personal Deflectors can take considerably more damage than Surround Shields. Deflectors can stay up for four hours if not shot at, and can withstand tremendous amounts of fire.
Droid Bubble Shield
http://i36.photobucket.com/albums/e40/WR82/Droidekapromo.jpg
Manufacturer: Dominion Automata
Effect Time: Thirty Minutes
Defense: Energy Weapons, Temperature Weapons, and Physical Weapons
Coverage Area: Bubble Area
Charges: Unlimited
The Droid Bubble Shield is an innovative design produced by one of the most dominant droid manufacturers in the Dominion to draw power directly from the power generator of a droid. In doing so, the shield has potentially unlimited charges-it dies when the droid falters, or if it takes too much damage. The Bubble shield can take a considerable amount of damage, and can harm those who touch it with lethal energy doses, but since it takes a good deal of energy, it is restricted primarily to larger droids-like the Acklay Droid-that have the generator power to sustain the shields.
Individual Field Disruptor
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Manufacturer: Gearworks Defender Formation
Effect Time: Twelve Minutes (Highest Setting), Two Hours (Lowest Setting
Defense: Contact
Coverage Area: Body Area
Charges: Four
The Individual Field Disruptor is a fouling device that wraps slightly above the surface of a wearer. When any organic comes in contact with the wearer, the field emits a charge of energy. Depending on the setting, the charge can be anywhere from a mild shock to a fatal dose of energy. The devices were originally created for breaking energy fences-which they do, since the energy field totally encompasses the wearer-but can also be used as effective defensive melee weapons.
Amazonian Beasts
17-03-2007, 02:48
Grenades and Thrown Weapons
Fragmentation Grenade
http://i36.photobucket.com/albums/e40/WR82/Fragnade.jpg
Manufacturer: Capital Arms Design
Damage Type: Shrapnel
Optimum Blast Radius: 15 meters
Maximum Blast Radius: 40 meters
Relative Weight: Medium
The Fragmentation grenade is the standard grenade of the Dominion military forces. It is simple, yet extraordinarily effective: when thrown, the grenade can be either primed for an on-contact explosion or on a six-second timer, at which point the grenade's shell and shrapnel-filled cone is thrown outwards by an interior explosive charge. The charge can propel the shrapnel at high speed up to 15 meters (for maximum effectiveness); the shrapnel can easily punch through many armor suits and easily tear flesh and bone.
Plasma Grenade
http://i36.photobucket.com/albums/e40/WR82/Eat_My_Plasma_Grenade.jpg
Manufacturer: Ls'satha Weapons Manufacturing
Damage Type: Heat
Optimum Blast Radius: 12 meters
Maximum Blast Radius: 25 meters
Relative Weight: Light
The Plasma grenade is a standard grenade as well, emitting a hot burst of plasma upon explosion. It has a pocked surface that allows it to stick to various surfaces, and through this has developed into a nice anti-armor weapon. It does its best damage against armor, where it can channel the heat force against the armor plate of vehicles, though the grenade can also severely burn enemy infantry and set fires.
Spike Grenade
http://i36.photobucket.com/albums/e40/WR82/Brute_Spike_Grenade.jpg
Manufacturer: Jiral Weapons Systems
Damage Type: Fragmentation
Optimum Blast Radius: 35 meters
Maximum Blast Radius: 85 meters
Relative Weight: Considerably Heavy
The Spike Grenade is a weapon designed for the powerful races to use and throw long distances. It is primarily deployed as a first-strike weapon, upon charges against enemy fortifications or in long stand-offs. Though the grenade head of the spike grenade is able to propel the stick-shape of the grenade a long distance, the grenade itself requries a good force to launch the device's considerable mass. The charge inside the grenade explodes with extreme force upon a timed charge, allowing the grenade to shoot a bundle of spikes great distance while maintaining lethality.
Incendiary Grenade
http://i36.photobucket.com/albums/e40/WR82/H3_Firebomb.jpg
Manufacturer: Jiral Weapons Systems
Damage Type: Flame
Optimum Blast Radius: 13 meters
Maximum Blast Radius: 21 meters
Relative Weight: Moderate
The Incendiary Grenade is a type of thrown explosive that contains a volatile mix of flammable Dunlop Tar and various elemental compounds in a hardened metal shell. When thrown, the fiery mix ignites when a small spark is produced (either by a modifiable timer, or by contact), causing a slightly small but fiercely intense squall of flame and heat that is capable of burning at near-plasma temperatures. While this alone does damage, unlike the Plasma grenade, the Incendiary grenade leaves a lasting trail of fire for a considerable amount of time, and is capable of spreading quickly to vegetation or nearby structures and equipment, immune to non-specialty extinguishing features due to the natural abilities of the Tar.
Thermal Detonator
http://i36.photobucket.com/albums/e40/WR82/Class_a_deton.jpg
Manufacturer: Various
Damage Type: Extreme Heat
Optimum Blast Radius: 10-100 meters
Maximum Blast Radius: N/A
Relative Weight: Medium
The Thermal Detonator is one of the most sought-after weapons of pirates and the Underground, and similarily is one of the most controlled devices of the Dominion. The sheer lethality of the Detonator is perfectly clear-it can easily be modified on blast radius, and the explosion caused by the Detonator intiates a plasma field that can literally disintegrate anything within the blast radius. Everything outside is unharmed-there is no optimum radius. Detonators have had their radius maxed all the way to 100 meters for light bombing operations, though infantry generally use small radiuses for obvious reasons. It is an often-used terrorist weapon.
Cryoban Grenade
http://i36.photobucket.com/albums/e40/WR82/Cryoban.jpg
Manufacturer: Capital Arms Design
Damage Type: Cold
Optimum Blast Radius: 15 meters
Maximum Blast Radius: 20 meters
Relative Weight: Relatively Heavy
The cryoban grenade is an innovative take on a civilian use. Cryoban is a chemical often used to fight fires-it produces an intense cold field. Capital Arms took the design into a stick-grenade (like the Spike Grenade) and filled the head with Cryoban. What developed was a grenade that could achieve good distances with a hefty throw and created an intense cold field upon detonation, inflicting death, paralysis, and other nasty effects on those within range of the blast.
Bond Grenade
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Manufacturer: Gearworks Defender Formation
Damage Type: Adhesive
Optimum Blast Radius: 17 meters
Maximum Blast Radius: 24 meters
Relative Weight: Medium
Bond grenades are non-lethal devices frequently used in police or special forces operations. They are incredibly popular with the Sovereign Guard and Commandos, for their ability to incapacitate and not kill. The Bond grenade is filled with an incredibly sticky adhesive that, when shot out upon explosion, sticks to everything it touches. The Bond grenade can easily trap large animals and has no problems in restraining struggling sentients.
Shield Grenade
http://i36.photobucket.com/albums/e40/WR82/Halo_Sheild.jpg
Manufacturer: Gearworks Defender Formation
Damage Type: Shield
Optimum Blast Radius: 5 meters
Maximum Blast Radius: N/A
Relative Weight: Light
The Shield grenade is not an offensive weapon at all: rather, it is a last-ditch device should a soldier be faced without a personal shield or with one still recharging and facing overwhelming attack. The shield grenade is a light, cylindrical grenade that when thrown, projects a bubble energy shield 4 meters tall on the ground and 5 meters in radius. The shield protects against temperature, energy, and physical weapons and is quite strong-it can survive artillery hits (though drops after the first, usually). For obvious reasons, it is a better option agaisnt indirect fire. However, if the soldier protected is equipped with an Individual Field Disruptor, said soldier can pass through the shield and escape the fire released due to the shield's drop.
BioNade
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Manufacturer: Dominion Government
Damage Type: Heat, Fragmentation, Physical (Slicing and Trauma)
Optimum Blast Radius: 10 meters (explosive varients)
Maximum Blast Radius: 20 meters (explosive varients)
Relative Weight: Light to Heavy
The BioNade (in Basic slang) is another Shanii-derived weapon commonly grown on Dominion development worlds. BioNades are small insects equipped with a pair of wings and powerful sensory organs. They have been grown in a variety of ways, from some that can blast off their incredibly hard carapaces to others that assault victims with razor-sharp edges and claws. BioNades can actually fly very fast, and can close contact in the blink of an eye with close-range combatants. They are non-sentient beings.
Amazonian Beasts
17-03-2007, 03:28
Dominion Light Armor
Hornet Recon Speeder
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Manufacturer: Terminal Military Construction
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 Hornet 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 Hornet serves better when simply using its speed to outrun enemies. Hornet 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
Manufacturer: Terminal Military Construction
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. It is fairly weak against armor, though can easily hold its own against enemy scout vehicles or small gun positions. It can also run down infantry-physically.
Prowler
http://i36.photobucket.com/albums/e40/WR82/UNSC_Battle_Cruiser_2.jpg
Manufacturer: Jiral Weapons Systems
Type: Light Attack Bike
Length: 3.2m
Width: .8m
Height: 1.1m
Max Speed: 150 Kph
Crew: 1 pilot
Armor: Quantanium-reinforced Durasteel
Armament: Two Plasma Drivers, Spiked Chassis
The only domestic Jiralhanae vehicle, the Prowler is a fast, deadly vehicle that, like the Warthog, excels in small battles primarily comprised of infantry. The Prowler's double cannons can quickly mow down enemy infantry and light armor, while the armored front gives good protection from fore fire. With a mobile-rotational front wheel, the Prowler's pilot always sits straight up, thanks to a repulsor system on the independent "cockpit." The chassis of the Prowler also mounts two heavy spiked blades on the fore of the vehicle to run down any infantry...and civilians...left unscathed or alive after other attacks.
Anooba Assault Walker
http://i36.photobucket.com/albums/e40/WR82/AT-RT.jpg
Manufacturer: Renlin ArmorWorks
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)
Named after ferocious pack predators, Anooba 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.
Warthog Rapid Assault Vehicle
http://i36.photobucket.com/albums/e40/WR82/WarthogB110707.jpg
Manufacturer: FunctionFire Development Fields
Type: Light Support Vehicle
Length: 5.8m
Width: 1.7m
Height: 1.3m
Max Speed: 175 Kph
Crew: 1 pilot
Armor: Quantanium-reinforced Durasteel
Armament: Rear Plasma Driver Automatic Turret
The Warthog is a versatile vehicle that, while fairly weak against directed opposition, is tough against small groups of forces and capable of a wide number of roles. Truly, the warthog excels in small, primarily-infantry battles against small groups with platoon-sized or less allied forces. Here, the warthog can utilize bolstered firepower in a mobile platform while rushing troops around from location to location to support various phases of small, tactical battles, rather than simply being thrown up for massive engagements that heavier walkers and tanks would be better for.
Ghost Combat Platform
http://i36.photobucket.com/albums/e40/WR82/Ghost_of_Halo1.jpg
Manufacturer: Il'ltani Manufacturing
Type: Light Attack Speeder
Length: 4.4m
Width: 3.7m
Height: 1.2m
Max Speed: 208 Kph
Crew: 1 pilot
Armor: Quantanium-reinforced Durasteel
Shielding: Light Boson-Emission Ray/Particle Shields
Armament: Two Double Heavy Laser Pulse Cannons
Countermeasures: Active Jammer
Ghosts are fast, agile, and quick speeders with the weaponry capable of taking on light armor and emerging victorious. They are excellent advance scouts if travelling into known hostile and dangerous territory, and are excellent platforms for engaging and staving infantry. Because of the Heavy Lasers, Ghosts are capable of engaging and punching through similar light armor, while using their speed and quickness to avoid excessive fire.
Hydra Speeder
http://i36.photobucket.com/albums/e40/WR82/FighterTank.jpg
Manufacturer: Renlin ArmorWorks
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 Hydra 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 Hydra 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
18-03-2007, 03:17
Dominion Heavy Armor
Zakkeg Battle Scout
http://i36.photobucket.com/albums/e40/WR82/AT-XT.jpg
Manufacturer: Renlin ArmorWorks
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)
Zakkegs are really not scouts at all, unless a planned scouting party into heavily congested territory. Zakkegs 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. The heavy laser cannons can easily make hash out of light scouts, and Zakkegs are quite good at dealing with light armor.
Katarn Strike Walker
http://i36.photobucket.com/albums/e40/WR82/AT-AP.jpg
Manufacturer: Terminal Military Construction
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
Katarns are the primary medium assault craft in the Dominion. With a startling diverse weapon load, the Katarn 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. The Katarn's shield bank is strong enough to divert armor shots for a short time, which helps to counter the Katarn's somewhat fragile design and light armor.
Reek Armored Repulsor Tank
http://i36.photobucket.com/albums/e40/WR82/AAT.jpg
Manufacturer: Renlin ArmorWorks
Type: Heavy Assault 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)
Reeks are frontline, heavily armed and armored tanks built to deal with enemy armor. The frontal armored shell of the Reek, 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. The two light lasers fire quick enough to devestate infantry, while the ion rockets are capable at clearing light armor, punching punitive assaults against armor positions, or loosening up fixed sites.
Scorpian Assaut Tank
http://i36.photobucket.com/albums/e40/WR82/Tank.jpg
Manufacturer: FunctionFire Development Fields
Type: Heavy Attack Tank
Length: 10.5m
Width: 5.6m
Height: 5.0m
Max Speed: 70 Kph
Crew: 1 pilot, 1 gunner
Armor: Quantanium-laced Durasteel
Armament: 1 Heavy Plasma Driver, 2 Light Repeater Lasers
The Scorpian tank is primarily designed to attack enemy armor. Utilizing a heavy plasma driver, the Scorpian is built for close-range or long-range, as the main gun has a maximum range of 10 km. It uses magnetic accelerators to propel the burning uranium slug at incredible speeds, and it is quite capable of punching straight through most armor and destroying armor shields in one shot. The main gun can also do tremendous damage to fortifications. The two light lasers are designed to clear out infantry and the lightest scouts. The Scorpian only requires a crew of two; however, it has no shields.
Modular Battle Tank (MBT)
http://i36.photobucket.com/albums/e40/WR82/UT-AT.jpg
Manufacturer: Terminal Military Construction
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 and widely-used craft.
Armored Tactical Defender (ATD)
http://i36.photobucket.com/albums/e40/WR82/AT-TE.jpg
Manufacturer: Terminal Military Construction
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. ATDs are well-balanced overall, allowing a good deal of versatility on the field of combat.
Krayt Assault Tank
http://i36.photobucket.com/albums/e40/WR82/Juggernaut.jpg
Manufacturer: Terminal Military Construction
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 Krayt 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 Krayt by itself is enough of a presence to be feared. Utilized in massive numbers as in many battles, the Krayts are battle-changing presences. Their only drawback is that they cannot be carried into battle by cargo gunships. Despite this, Krayts are incredibly behemoths on the field, and can single-handedly swing momentum.
Amazonian Beasts
18-03-2007, 03:35
Dominion Artillery and Troop Crawlers
Wraith Artillery Supporter
http://i36.photobucket.com/albums/e40/WR82/800px-Wraith.jpg
Manufacturer: Il'ltani Manufacturing
Type: Light Energy Artillery/Heavy Assault Tank
Length: 34.3m
Width: 23.8m
Height: 17.4m
Max Speed: 41 Kph
Crew: 1 commander, 1 pilot, 2 gunners
Armor: Quantanium-bonded Durasteel
Shielding: Boson-Emission Ray/Particle Shields
Armament: 1 Heavy Energy Mortar Launcher, 2 Heavy Laser Cannons
The Wraith is a hybrid design of both artillery and heavy armor. It has exceptionally dense armor similar to the AHT-9 tank, and is virtually indestructable to small fire. The Wraith's heavy mortar cannon is its artillery piece: it is quite capable of taking down fortifications, and can quite easily knock out armor and large groups of infantry. Both heavy lasers, on either side of the main central command center, can quickly wipe out small attackers. Though the Wraith carriers no troops, it only requires a crew of four.
Heavy Artillery Cannon Platform (HACP)
http://i36.photobucket.com/albums/e40/WR82/SPHAT.jpg
Manufacturer: Terminal Military Construction
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 Combine 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
Manufacturer: Banded Consortium
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.
Shadow Mobile Artillery Platform
http://i36.photobucket.com/albums/e40/WR82/SPMA-T.jpg
Manufacturer: Banded Consortium
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
Shadows are the light, yet still strong, artillery of the Dominion. The Shadows 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.
Scarab Mobile Battle Gun
http://i36.photobucket.com/albums/e40/WR82/Halo_Scarab_Large.jpg
Manufacturer: Il'ltani Manufacturing
Type: Heavy Energy Artillery
Length: 37.2m
Width: 19.5m
Height: 16.4m
Max Speed: 25 Kph
Crew: 1 commander, 1 pilot, 1 navigator, 1 main gunner, 4 secondary gunners
Armor: Quantanium-bonded Durasteel
Shielding: Boson-Emission Ray/Particle Shields
Armament: 1 Direct-Fire Turbolaser Multiple-Beam Cannon, 4 Double Light Repeating Laser Cannons
The Scarab is a unique type of artillery that is very effective. It is insanely tough-some heavy armor pieces can barely even scratch it-though the Scarab is notoriously slow. However, its main cannon is an innovative design that does its job quite well: the only ground piece with more firepower is probaly the HACP. The Scarab's main focusing dish utilizes five seperate cannons within the dish, each projecting a turbolaser beam cannon. When fired, all five fire at once for what appears to be a very thick beam, but is actually five seperate beams. The resulting shot can carve straight through buildings, incinerate armor, and lay waste to any infantry in the way.
Condor Fast Repulsor Transport
http://i36.photobucket.com/albums/e40/WR82/Skiff.jpg
Manufacturer: FunctionFire Development Fields
Type: Light Troop Skiff
Length: 15.9m
Width: 5m
Height: 2.1m
Max Speed: 120 Kph
Crew: 1 pilot, 1 loadmaster
Troop Compliment: 20 soldiers or 30 war droids
Armor: Quantanium-laced Durasteel
Armament: 1 Light Laser cannon
Condors 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 Condor uses its speed alone to avoid enemy fire and to get troops to their positions quickly and efficiently.
Warthog Attack Vehicle-Troop Transport Varient
http://i36.photobucket.com/albums/e40/WR82/TransportHogH3.jpg
Manufacturer: Terminal Military Construction
Type: Fast-Contact Wheeled Troop Carrier
Length: 6.1m
Width: 2.4m
Height: 1.3m
Max Speed: 160 Kph
Crew: 1 pilot
Troop Compliment: 5 soldiers
Armor: Quantanium-laced Durasteel
Unarmored but incredibally fast and agile, the Warthog TT variant is a cost-efficient, small-profile, battlefield-friendly troop carrier that is great for handling terrain and moving troops in and around the battlefield. Exceptionally quick and fairly manueverable, the Warthog TT is only capable of a small load and is unarmed and lightly armored-if hit with heavier fire, the TT stands little chance of surviving. However, the TT is also usually able to avoid fire, drop off troops in as little as three seconds, and continue on its route, without having to disembark or land. It is a valuable asset to small-scale and large-scale battles alike and its versatility makes it a choice for many battlefield commanders.
Spectre Troop Walker
http://i36.photobucket.com/albums/e40/WR82/AT-OT.jpg
Manufacturer: Terminal Military Construction
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 Spectre 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 Spectre 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
Manufacturer: Renlin ArmorWorks
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 Spectre 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
21-03-2007, 00:08
Dominion Air Attack and Support
Zephyr-Class Gunship
http://i36.photobucket.com/albums/e40/WR82/Gunship.jpg
Manufacturer: Foundation StarWorks
Type: Attack Gunship
Length: 28.4m
Width: 23.1m
Height: 14.2m
Max Speed: 1020 Kph (air), 85 MGLT (space)
Crew: 1 pilot, 1 gunner, 2 turret gunners
Troop Compliment: 12 soldiers or 18 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 12 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
Manufacturer: Foundation StarWorks
Type: Medium Attack Gunship
Length: 24.6m
Width: 9.1m
Height: 8.9m
Max Speed: 960 Kph (air), 82 MGLT (space)
Crew: 1 pilot, 1 copilot, 1 gunner
Armor: Quantanium-laced Durasteel
Shields: Boson-Emission Ray/Particle Shields
Armament: 1 Heavy Plasma Driver, 4 Heavy Lasers, 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.
Squall-Class Droid Gunship
http://i36.photobucket.com/albums/e40/WR82/HMP.jpg
Manufacturer: SVT Droids
Type: Direct-Assault Droid Gunship
Length: 21.2m
Width: 19.3m
Height: 7.2m
Max Speed: 985 Kph (air), 94 MGLT (space)
Intelligence: Medium-High
Armor: Quantanium-laced Durasteel
Shields: Boson-Emission Ray/Particle Shields
Armament: 1 Dual Rotary Laser Beam Cannon, 2 Dual Heavy Laser Cannons, 1 Quad Plasma Bolt Turret, 2 Ion Rocket Boxes (30 rockets)
Countermeasures: Jamming Screens, 2 Ion Flare launchers (80 flares), Scatter-chaff launcher (24 chaff screens)
Squalls are tough gunships directed by droid brains to executve high-speed, frontal assaults on fortified armor and infantry positions. They are faster than either manned gunship in atmosphere and have considerable armament to deal with most types of ground opponents. Somewhat like the Zephyr, the Squall has a pulse-beam turret mounted on the flattened sphere that serves as the base of the craft, capable of 360 degree rotation and targeting enemies above and below the gunship. A quad plasma bolt turret, two dual heavy lasers, and two rocket boxes allow for the Squall to hit even the toughest armor with heavy ordinance and absolutely sweep over infantry.
Drexel-Class Assault Airspeeder
http://i36.photobucket.com/albums/e40/WR82/V-Wing.jpg
Manufacturer: Shroud Industrial Corporation
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
Manufacturer: Terminal Military Construction
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.
Banshee-class Atmospheric Fighter
http://i36.photobucket.com/albums/e40/WR82/Banshee.jpg
Manufacturer: Z'blthee Industrial Pursuit
Type: Attack Airfighter
Length: 6.9m
Width: 7.3m
Height: 3.1m
Max Speed: 1300 Kph
Crew: 1 pilot
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields
Armament: 2 Dual Heavy Laser Cannons, 1 Energy Mortar (10 mortars)
Countermeasures: Jamming Screens, 1 Ion Flare Launcher (10 flares), Scatter-Chaff launcher (12 chaffs)
The Banshee is the Dominion's most dedicated air-attack fighter, and it is well-suited for its role. Utilizing anti-gravity stabilizers on each wingtip, the Banshee can execute complicated manuevers unable to be attained by aircraft not as well suited to low-altitude flight-the Banshee's natural position. It is quite capable of engaging both armor and infantry, with two dual heavy lasers and an energy mortar launcher than fires deadly energy mortars capable of blasting enemy armor, artillery, and fortifications. An intricate countermeasure system allows for the Banshee to evade some enemies and return fire.
Phantom-class Insertion Dropship
http://i36.photobucket.com/albums/e40/WR82/Phantom_render.png
Manufacturer: Z'blthee Industrial Pursuit
Type: Battlefield Dropship
Length: 17.4m
Width: 20.9m
Height: 7.1m
Max Speed: 990 kph (atm), 80 MGLT (space)
Crew: 1 pilot, 1 co-pilot, 2 loadmasters, 2 gunners
Troop Compliment: 32 soldiers or 42 war droids
Armor: Quantanium-bonded Durasteel
Shielding: Boson-Emission Ray/Particle Shields
Armament: 3 Double Laser Turrets, 2 Ion Rocket Launchers, 1 Repeating Laser Cannon
Countermeasures: Jamming Screens, 2 Ion Flare Launchers (36 flares), Scatter-Chaff launcher (20 chaffs)
The Phantom is a heavy, fast, tough battlefield dropship designed exclusively to move troops straight from orbit or far parts of a world straight to a combat zone. They utilize capital ship armor to defend against enemy attack, and are armed with a blistering array of weaponry to clear away both opponents in the skies and defenses on the ground. Though they can easily fall prey to enemy fighters, Phantoms are quick enough in the atmosphere to deliver their payloads generally without interference.
Spirit-class Light Dropship
http://i36.photobucket.com/albums/e40/WR82/Forkdropship.jpg
Manufacturer: Z'blthee Industrial Pursuit
Type: Heavy Dropship
Length: 31.4m
Width: 18.6m
Height: 8.4m
Max Speed: 772 kph (atm), 70 MGLT (space)
Crew: 1 pilot, 2 co-pilots, 2 loadmasters, 1 gunner
Troop Compliment: 55 soldiers or 70 war droids
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields
Armament: 1 Heavy Double Laser Turret
Countermeasures: Jamming Screens, Scatter-Chaff launcher (24 chaffs)
Spirits are fairly weak vessels in the dropship arena, and are somewhat suceptable to enemy fire downing one with ease. However, what they lack in natural defense, Spirits make up in sheer quantity. Each Spirit can land half a company of troops on its own, making its compliment invaluable to ground forces. Its small size allows the Spirit to still fit into tight spaces or natural openings, while one turret can clear away natural obstructions or light defenders of a potential dropzone. Spirits are also the Dominion light vessel of choice in quickly moving retreating troops off of planetside.
Caravan-class Cargo Gunship
http://i36.photobucket.com/albums/e40/WR82/LAATC.jpg
Manufacturer: Czario Engineering Yards
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.
Redoubt-class Shuttle
http://i36.photobucket.com/albums/e40/WR82/ThetaShuttle.jpg
Manufacturer: Killin Fleet Systems
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.
Amazonian Beasts
02-04-2007, 01:15
Dominion Droid Infantry
Sentry Droid
http://i36.photobucket.com/albums/e40/WR82/B1.jpg
Manufacturer: Insight Automata
Type: Security Droid/Light Infantry Droid
Height: 6'10"
Intelligence: Low
Armament: Heavy 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. In massive numbers, however, sentry droids can be frightening to face and can put up considerable fire-a good tactic, seeing how cheaply Sentry droids can be made.
Warrior Droid
http://i36.photobucket.com/albums/e40/WR82/Super.jpg
Manufacturer: Insight Automata
Type: Infantry Droid
Height: 7'2"
Intelligence: Medium
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
Manufaturer: Galactic Droid Commissions
Type: Anti-Infantry Droid
Height: 6'4"
Intelligence: Low
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
Manufaturer: SVT Droids
Type: Anti-Infantry Droid
Height: 4'9"
Intelligence: Medium-High
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
Manufaturer: Sentient Synthetics
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
Manufaturer: Galactic Droid Commissions
Type: Saber Droid
Height: 6'10"
Intelligence: Medium-High
Armament: Electrical-Repulsion Staff, Electrical Arm Blade, Dual Arm Light Laser Repeating Cannons
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. They contain a dual repeating light laser in each forearm to utilize ranged attacks.
Assassin Droid
http://i36.photobucket.com/albums/e40/WR82/HK47.jpg
Manufacturer: Galactic Droid Commissions
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
02-04-2007, 01:30
Dominion Droid Armor
Recon Droid
http://usera.imagecave.com/WR82/swdwarfspiderdroid3qs.jpg
Manufacturer: Insight Automata
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. They are fairly tough against infantry that isn't well suited to dealing with armor, though well-placed anti-armor can destroy them with ease.
Torrent Droid
http://i36.photobucket.com/albums/e40/WR82/movie_bg-1.jpg
Manufacturer: Ubekren Intelligence Development
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. They can deploy all 32 rockets very quickly, allowing for squads of Torrents to storm battles.
Agressor Droid
http://i36.photobucket.com/albums/e40/WR82/OG-9_CG.jpg
Manufacturer: Sentient Synthetics
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, 2 Rapid-fire Light Plasma Drivers
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. The Static cannon fires rapid shots, while the fore-mounted light plasma drivers are capable of mowing through infantry that closes too close for the laser beam weapon.
Tank Droid
http://i36.photobucket.com/albums/e40/WR82/Tank-droid-charge21.jpg
Manufacturer: Sentient Synthetics
Type: Heavy Assault Droid Tank
Length: 9.2m
Width: 3.5m
Height: 5.2m
Max Speed: 70 Kph
Intelligence: Medium-Low
Armor: Quantanium-laced Durasteel
Armament: Two Heavy Laser Cannons, Two Static Cannons, Two Medium Plasma Drivers
Tank Droids are droids comparable to the ATD walker of the Dominion ground forces: it is designed to engage and overcome enemy armor, and is very capable at that, and in numerous other roles. Tank Droids often lead charges of infantry into hot zones of a fight through their sheer bulk and terrifying unstoppability. Tank Droids regularly simply crush opposing infantry and deal considerable damage to enemy armor through double lasers, static cannons, and plasma drivers. They are frightening armored vessels, perhaps only second to the massive AHT-9 tanks.
HE Droid
http://i36.photobucket.com/albums/e40/WR82/movie_bg-2.jpg
Manufacturer: Galactic Droid Commissions
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. They are somewhat fast despite their bulk, though their size leaves the HE undersides somewhat vulnerable to creative infantry.
Amazonian Beasts
07-04-2007, 01:40
Dominion Starfighters and Bombers
Retribution-Class
http://i36.photobucket.com/albums/e40/WR82/ship_jedi-interceptor.jpg
Class: Interceptor
Manufacturer: Foundation StarWorks
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. Severall shots in quick succession is easily enough to drop a Retribution's shields-but keeping one in one's sights is hard enough.
Nemesis-Class
http://i36.photobucket.com/albums/e40/WR82/Skyhawk_or_is_it.jpg
Class: Heavy Interceptor
Manufacturer: Terenthal Drive Systems
Length: 9.4m
Width: 15.7m
Height: 4.1m
Max Speed: 120 MGLT (Space), 1275 Kph (Atm.)
Crew: 1 pilot, 1 Gunner
Engine: Two Ion-Spread Medium Engines
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields (3 matrices)
Armaments: 2 Laser Cannons, 4 Plasma Drivers, 1 Ion Rocket Launcher (6 rockets)
Countermeasures: Jammer Screens, Scatter-Chaff Launcher (10 Chaffs)
The Nemesis is a new innovation in the scene of fighters. Rather than rely on lasers and missile weaponry, the Nemesis instead leans heavily on four spread-out plasma drivers. They act more like repeating cannons than the standard plasma driver, a heavy projectile. In this machine gun-like fashion, Nemesises can tear through fighters, shuttles, and gunships without shields (shields are dropped by the vehicle's lasers or rocket launcher). It is also devestating in atmosphere: it has the fastest speed in atmosphere of the Dominion craft and can terrorize opposing ground forces. It uses two crew members for optimal performance.
Defiance-Class
http://i36.photobucket.com/albums/e40/WR82/jedi_starfighter.jpg
Class: Space Superiority Starfighter
Manufacturer: Czario Engineering Yards
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
Manufacturer: Killin Fleet Systems
Length: 12.3m
Width: 5.6m
Height: 10.1m
Max Speed: 110 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
Manufacturer: Foundation StarWorks
Length: 14.7m
Width: 10.3m
Height: 6.5m
Max Speed: 103 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
Manufacturer: Shroud Industrial Corporation
Length: 5.4m
Width: 7.7m
Height: 16.1m
Max Speed: 95 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
07-04-2007, 02:35
Droid Starfighters
Shadow Droid
http://i36.photobucket.com/albums/e40/WR82/ShadowDroid.jpg
Class: Stealth Interceptor
Manufacturer: Galactic Droid Commissions
Length: 3.8m
Width: 5.1m
Height: 3.2m
Max Speed: 130 MGLT (Space), 1400 Kph (Atm.)
Intelligence: High
Engine: One Ion-Spread Medium Engin
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shilds (1 matrix)
Armament: 2 Laser Cannons, 1 Plasma Driver, 1 Static Cannon
Countermeasures: Jamming Screens, Sensor-Absorbation Wands (12 Wands)
The Shadow Droid is the Dominion's method of developing a stealthy, cheap interceptor to knock out enemy fighter formations while striking from relative secrecy. Shadow droids are painted black to blend in with space's background, while 12 sensor wands across the droid take in enemy sensor pings and relay them back as normal readings, hiding the vessel from sensor sweeps. The shadow droid is fast in space, but far faster in atmosphere, where it can strike from cloud banks and has the size to fit through narrow areas and emerge to strafe ground formations or facilities.
Scavenger Droid
http://i36.photobucket.com/albums/e40/WR82/droids2.jpg
Class: Interceptor
Manufacturer: SVT Droids
Length: 4.2m
Width: 3.7m
Height: 2.9m
Max Speed: 160 MGLT (Space), 1550 Kph (Atm.)
Intelligence: Medium-Low
Engine: Two Ion-Spread Medium Engines
Armor: Quantanium-bonded Durasteel
Shielding: None
Armament: Four Laser Cannons, 1 Ion Micro-Rocket Launcher (4 micro-rockets)
Countermeasures: Jamming Screens
The Scavenger droid is a cheap, mass-produced, swarming droid starfighter capable of wiping out enemy interceptors with relative ease. Though pitifully weak on their own, the Scavengers utilize their incredible speed in both atmosphere and space to fly past interceptors and swarm in giant numbers-capable through their insanely cheap production costs and sale prices-to overwhelm and overcome opposition. Though lightly armed and unshielded, Scavengers still utilize an ion micro-rocket launcher for stronger punch and can pack a good deal with their rapid-fire four lasers.
Predator Droid
http://i36.photobucket.com/albums/e40/WR82/ship_tri-fighter.jpg
Class: Superiority Fighter
Manufacturer: SVT Droids
Length: 5.6m
Width: 4.6m
Height: 4.6m
Max Speed: 115 MGLT (Space), 1300 Kph (Atm.)
Intelligence: Medium
Engine: Two Ion-Spread Medium Engines
Armor: Quantanium-laced Durasteel
Shielding: Boson-Emission Ray/Particle Shields (2 matrices)
Armament: 3 Laser Cannons, 3 Plasma Drivers, 1 Turbo-charged Laser
Countermeasures: Jamming Screens
Predators are the heaviest of all the droid fighters, designed to fight with the best of manned superiority fighters and hold off manned interceptors. They are light and small enough to evade enemy fire, and fast enough to keep up with most fighters. Predators have a good deal of heavy weaponry, however, unlike the cheap Scavengers. Their central nose-mounted turbo-charged laser has the power to wipe out shielding fast, and their three plasma drivers are designed much like those of the Nemesis in quickly wiping out targets lacking charged shields.
Amazonian Beasts
14-04-2007, 21:28
Light Cruisers of the Dominion
Reliant-class Patrol Cruiser
http://i36.photobucket.com/albums/e40/WR82/relativitywellsbm.jpg
Class: Light Corvette
Manufacturer: Shroud Industrial Corporation
Length: 110m
Width: 58m
Height: 16m
Max Speed: 78 MGLT (Space), 715 Kph (Atm.)
Crew: 12 (Officers), 70 (Enlisted)
Engine: Four Ion-Wave Medium Engines
Armor: Quantanium-Branded Durasteel
Shielding: 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 Reliant 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. Reliants are excellent for base defense, able to clear out fighter and bomber waves with the quad lasers. They fall fairly quickly to capital ships of any class above a frigate, but with speed comparable to outdated fighters, Reliants can most of the time outrun bigger ships if they are faced with danger.
Otari-Class Corvette
http://i36.photobucket.com/albums/e40/WR82/cruiser.jpg
Class: Corvette
Manufacturer: Killin Fleet Systems
Length: 182m
Width: 69m
Height: 32m
Max Speed: 72 MGLT (Space), 680 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. Capital ships prove problems for the Otaris, much like the Defiants, though similar to the patrol ships Otaris can frequently outrun stronger opposition and eliminate faster support ships.
Defiant-Class Attack Corvette
http://i36.photobucket.com/albums/e40/WR82/defiant-1.jpg
Class: Heavy Corvette
Manufacturer: Shroud Industrial Corporation
Length: 161m
Width: 104m
Height: 28m
Max Speed: 78 MGLT (Space), 700 Kph (Atm.)
Crew: 24 (Officers), 126 (Enlisted)
Engine: Four Ion-Wave Medium Engines
Armor: Quantanium-Branded Durasteel
Shielding: Boson-Spread Ray/Particle Shields (10 Matrices)
Armament: 4 Quad Turbolaser Pulse Turrets, 10 Quad Laser Turrets, 9 Ion Rocket Launchers (26 Rockets each), 8 Dual Plasma Drivers
Countermeasures: Jammer Screens, 10 Energy-Dispersal Cloud Emitters, 16 Interceptor Rocket Projectors, 10 Chaff-Dispersal Tubes
Hanger Capacity: None
The Defiant-class Attack Corvette is a new take on the standard attack ship design. Rather than carry fighters, the Defiant, smaller than its weaker cousin, the Otari, relies exclusively on its own assets to accomplish jobs, and is expected to replace the Otari sooner or later. Carrying less turbolasers than the Otaris, the Defiants instead rely more on plasma drivers and missile weaponry to accomplish ends and take on capital ships several times their size. An important part of any fleet, Defiants can handle jobs ranging from SAR to picket patrol to full-scale engagements
Scythe-Class Gun Frigate
http://i36.photobucket.com/albums/e40/WR82/Recusant-class_Light_Destroyer.jpg
Class: Light Frigate
Manufacturer: Foundation StarWorks
Length: 210m
Width: 48m
Height: 37m
Max Speed: 60 MGLT (Space), 625 Kph (Atm.)
Crew: 21 (Officers), 195 (Enlisted)
Engines: 3 Ion-Wave Heavy Engines
Armor: Quantanium-Branded Durasteel
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 dedicated to its many gun platforms that allow it to beat down on capital ship shields and force them down quickly. Though it carries no missiles, the Scythe doesn't need launchers to fulfill its duties in the fleet.
Scimitar-Class Missile Frigate
http://i36.photobucket.com/albums/e40/WR82/Bankingclanfrigate.jpg
Class: Light Frigate
Manufacturer: Foundation StarWorks
Length: 237m
Width: 72m
Height: 44m
Max Speed: 60 MGLT (Space), 625 Kph (Atm.)
Crew: 26 (Officers), 228 (Enlisted)
Engines: 6 Ion-Wave Heavy Engines
Armor: Quantanium-Branded Durasteel
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. As the Scythe removes shield banks, the Scimitar is quite capable of quickly wiping out critical unshielded systems, blowing apart hull and exposing decks to vacuum, and even hitting hanger bays to damage vessels inside.
Nova-Class Frigate
http://i36.photobucket.com/albums/e40/WR82/Xindi-Primate_ship.jpg
Class: Frigate
Manufacturer: Czario Fleet Systems
Length: 378m
Width: 220m
Height: 87m
Max Speed: 67 MGLT (Space), 600 Kph (Atm.)
Crew: 35 (Officers), 410 (Enlisted)
Engine: Six 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. Probaly the most versatile ship in the fleet, the Nova is used in every type of formation used by the Dominion. It is capable of engaging ships far greater than its size and class and can hold off battleships and battlecruisers long enough to make escape runs.
Akira-Class Destroyer
http://i36.photobucket.com/albums/e40/WR82/space.jpg
Class: Heavy Frigate
Manufacturer: Shroud Industrial Corporation
Length: 453m
Width: 263m
Height: 72m
Max Speed: 62 MGLT (Space), 610 Kph (Atm.)
Crew: 42 (Officers), 625 (Enlisted)
Engine: Two Ion-Wave Medium Engines
Armor: Quantanium-Branded Durasteel
Shiedling: Boson-Emission Ray/Particle Shields, 22 Matrices
Armament: 14 Quad Turbolaser Cannons, 32 Quad Laser Cannons, 8 Static Cannons, 14 Plasma Drivers, 10 Ion Rocket Launchers (25 Rockets each), 10 Positron Torpedo Tubes (18 Torpedoes each)
Countermeasures: Jammer Screens, 26 Energy-Dispersal Cloud Emitters, 28 Interceptor Rocket Projectors, 25 Chaff-Dispersal Tubes
Hanger Capacity: 1 Fighter Squadron (12 Ships), 2 Gunship Squadrons (8 Ships)
The Akira is designed as a fleet protector vessel, and it fills its role well. It is fairly capable on its own, but lacking significant turbolaser firepower, the Akira can only match up well to ships its own size. However, in its niche, the Akira is a fantastic asset. It usually sticks to the perimeter of fleets, alongside the battlecruisers of a fleet. Akiras can quickly reduce swarms of fighters and light vessels, and take out frigates or corvettes before they can threaten the rest of the fleet. The battlecruisers supplement the Akiras by engaging larger ships that come up, allowing Akiras to fall back to protected positions.
Centaur-Class Attack Cruiser
http://i36.photobucket.com/albums/e40/WR82/dkr-1.jpg
Class: Light Cruiser
Manufacturer: Czario Fleet Systems
Length: 580m
Width: 312m
Height: 89m
Max Speed: 68 MGLT (Space)
Crew: 54 (Officers), 832 (Enlisted)
Engine: Five Ion-Wave Heavy Engines
Armor: Quantanium-Branded Durasteel
Shiedling: Boson-Emission Ray/Particle Shields, 12 Matrices
Armament: 40 Quad Laser Cannons, 8 Static Cannons, 40 Plasma Drivers, 8 Ion Rocket Launchers (18 Rockets each), 8 Positron Torpedo Tubes (15 Torpedoes each)
Countermeasures: Jammer Screens, 18 Energy-Dispersal Cloud Emitters, 20 Interceptor Rocket Projectors, 20 Chaff-Dispersal Tubes
Hanger Capacity: None
The Centaur is a larger relative of the defiant attack corvette; a powerful, unsupported craft meant for frontal attack against capital ships and large cruisers. Though the cruiser carries no support craft, it is exceptionally fast for its size and carries a heavy load of weaponry. Armed with no capital-ship engagement energy weapons besides Static Cannons, the Centaur rather relies on physical weaponry-missiles and plasma drivers-to accomplish its goals. With a heavy anti-starfighter weapon compliment, the Centaur can also serve as a fighter deterrant and a successful countermeasure to blitzes of smaller ships.
Resonance-Class Cruiser
http://i36.photobucket.com/albums/e40/WR82/320x240.jpg
Class: Medium Cruiser
Manufacturer: Terenthal Drive Systems
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. When faced with ship-to-ship combat, however, Resonances are still powerful and lethal offensive craft.
Pinnacle-Class Heavy Cruiser
http://i36.photobucket.com/albums/e40/WR82/Tradecruiser.jpg
Class: Heavy Assault Cruiser
Manufactuer: Foundation StarWorks
Length: 703m
Width: 298m
Height: 161m
Max Speed: 60 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. They usually are used to pace the road for heavy attacks by larger capital ships, using their significant weaponry to soften up defenses before attack runs by the slower, larger, stronger ships. They have the shielding and armor of the Dominion's heavier capital ships, allowing them to survive long amounts of time in direct combat.
Amazonian Beasts
14-04-2007, 23:24
Dominion Heavy Capital Ships
Spartan-Class Battlecruiser
http://i36.photobucket.com/albums/e40/WR82/Achilles_class.jpg
Class: Medium Battlecruiser
Manufacturer: Shroud Industrial Corporation
Length: 889m
Width: 314m
Height: 189m
Max Speed: 56 MGLT (Space)
Crew: 95 (Officers), 1,600 (Enlisted)
Engine: Two Ion-Pulse Heavy 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: 5 Fighter Squadrons (60 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. They carry a small load of support ships; enough to send enough to engage capital ships and supplement the Spartan's own powerful weaponry.
Titan-Class Battlecrusier
http://i36.photobucket.com/albums/e40/WR82/venator.jpg
Class: Heavy Battlecruiser
Manufacturer: Foundation StarWorks
Length: 1,014m
Width: 416m
Height: 281m
Max Speed: 53 MGLT (Space)
Crew: 110 (Officers), 1,880 (Enlisted)
Engine: Eight Ion-Pulse Medium Engines
Armor: Quantanium-Overlapped Durasteel
Shiedling: Boson-Envelopment Ray/Particle Shields, 52 Matrices
Armament: 36 Quad Turbolaser Cannons, 40 Quad Laser Cannons, 30 Static Cannons, 30 Plasma Drivers, 22 Ion Rocket Launchers (25 Rockets each), 18 Positron Torpedo Tubes (22 Torpedoes each), 6 Combine Cannons
Countermeasures: Jammer Screens, 60 Energy-Dispersal Cloud Emitters, 60 Interceptor Rocket Projectors, 60 Chaff-Dispersal Tubes
Hanger Capacity: 10 Fighter Squadrons (120 Ships), 14 Gunship Squadrons (56 Ships)
Titan class ships are great multi-role vessels of the heavy capital ships. They are loaded down with support ships for a vehicle their size, carrying 120 fighters and 56 gunships. Titans use a wide variety of weaponry, each in good amounts, so they can launch multitudes of attacks on differently-designed defenses with pretty much equal damage. They are strong, but usually fall into supporting dreadnoughts or serving as specialized flagships, due to their class almost falling between battlecruisers and battleships.
Voxyn-Class Battleship
http://i36.photobucket.com/albums/e40/WR82/Vorcha_class.jpg
Class: Light Battleship
Manufacturer: Czario Engineering Yards
Length: 1,266m
Width: 741m
Height: 246m
Max Speed: 49 MGLT (Space)
Crew: 135 (Officers), 2,342 (Enlisted)
Engine: Four Ion-Pulse Medium Engines
Armor: Quantanium-Overlapped Durasteel
Shiedling: Boson-Envelopment Ray/Particle Shields, 57 Matrices
Armament: 45 Dual Turbolaser Cannons, 48 Quad Laser Cannons, 41 Static Cannons, 28 Plasma Drivers, 30 Ion Rocket Launchers (20 Rockets each), 32 Positron Torpedo Tubes (24 Torpedoes each), 8 Combine Cannons
Countermeasures: Jammer Screens, 64 Energy-Dispersal Cloud Emitters, 66 Interceptor Rocket Projectors, 64 Chaff-Dispersal Tubes
Hanger Capacity: 6 Fighter Squadrons (72 Ships), 8 Gunship Squadrons (32 Ships)
Voxyns are tough starships, carrying loads of weapons that are typically seen in the battleship category. They still maintain a reasonable amount of officers and crew for a ship their size, before the immense dropoff into the larger capital ships. They have a load of countermeasures and a strong defensive suite, allowing Voxyns to take a great deal of damage before they finally succumb to fire, and allow Voxyns to often make it out of losing situations intact.
Nexu-Class Battleship
http://i36.photobucket.com/albums/e40/WR82/valdore.jpg
Class: Medium Battleship
Manufacturer: Killin Fleet Systems
Length: 1,455m
Width: 1,023m
Height: 261m
Max Speed: 48 MGLT (Space)
Crew: 210 (Officers), 3,200 (Enlisted)
Engine: Four Ion-Pulse Medium Engines
Armor: Quantanium-Overlapped Durasteel
Shiedling: Boson-Envelopment Ray/Particle Shields, 61 Matrices
Armament: 50 Quad Turbolaser Cannons, 58 Quad Laser Cannons, 50 Static Cannons, 38 Plasma Drivers, 32 Ion Rocket Launchers (30 Rockets each), 36 Positron Torpedo Tubes (24 Torpedoes each), 13 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. They are strong defensive ships and are also very capable in the attack, making Nexus quite well-balanced.
Legacy-Class Battleship
http://i36.photobucket.com/albums/e40/WR82/GCtaBattle3.jpg
Class: Heavy Battleship
Manufacturer: Foundation StarWorks
Length: 1,760m
Width: 1,213m
Height: 760m
Max Speed: 45 MGLT (Space)
Crew: 235 (Officers), 3,824 (Enlisted)
Engine: Eight Ion-Pulse Medium Engines
Armor: Quantanium-Overlapped Durasteel
Shiedling: Boson-Envelopment Ray/Particle Shields, 66 Matrices
Armament: 62 Quad Turbolaser Cannons, 70 Quad Laser Cannons, 60 Static Cannons, 48 Plasma Drivers, 40 Ion Rocket Launchers (32 Rockets each), 40 Positron Torpedo Tubes (30 Torpedoes each), 18 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. They are more offensive weapons than defense-their defenses are only slightly better than those of the Nexus, despite the jump of size-but they are beyond potent in their role.
Challenger-Class Dreadnought
http://i36.photobucket.com/albums/e40/WR82/IKS_NeghVar_attack.jpg
Class: Medium Dreadnought
Manufacturer: Czario Engineering Yards
Length: 2,914m
Width: 1,761m
Height: 841m
Max Speed: 40 MGLT (Space)
Crew: 386 (Officers), 5,612 (Enlisted)
Engine: Eight Ion-Pulse Medium Engines
Armor: Quantanium-Overlapped Webbed Flexsteel
Shiedling: Boson-Phasing Ray/Particle Shields, 90 Matrices
Armament: 84 Quad Turbolaser Cannons, 102 Quad Laser Cannons, 76 Static Cannons, 70 Plasma Drivers, 62 Ion Rocket Launchers (52 Rockets each), 60 Positron Torpedo Tubes (40 Torpedoes each), 26 Combine Cannons
Countermeasures: Jammer Screens, 214 Energy-Dispersal Cloud Emitters, 200 Interceptor Rocket Projectors, 200 Chaff-Dispersal Tubes
Hanger Capacity: 32 Fighter Squadrons (384 Ships), 40 Gunship Squadrons (160 ships)
Challengers are brand-new additions to the Dominion fleet, large warships breaking into the dreadnought class with enough firepower to punch out small fleets of capital ships. They have nearly impenetrable countermeasure systems for a ship their size, and great defenses, making each Challenger capable of defending a medium-sized space station on its own. They carry a good amount of vessels and support ships, allowing them to engage all across the board.
Vindicator-Class Dreadnought
http://i36.photobucket.com/albums/e40/WR82/800px-CovenantWarshipFanArt.jpg
Class: Heavy Dreadnought
Manufacturer: Terenthal Drive Systems
Length: 5,240m
Width: 2,790m
Height: 990m
Max Speed: 37 MGLT (Space)
Crew: 490 (Officers), 7,872 (Enlisted)
Engine: Ten Ion-Pulse Heavy Engine Clusters
Armor: Quantanium-Overlapped Webbed Flexsteel
Shiedling: Boson-Phasing Ray/Particle Shields, 140 Matrices
Armament: 140 Quad Turbolaser Cannons, 178 Quad Laser Cannons, 122 Static Cannons, 103 Plasma Drivers, 89 Ion Rocket Launchers (66 Rockets each), 80 Positron Torpedo Tubes (52 Torpedoes each), 34 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), 60 Gunship Squadrons (240 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 and hold it. They are capable of engaging medium-sized fleets on their own and defeating such, and carry a large amount of support ships.
Virulent-Class Alpha Dreadnought
http://i36.photobucket.com/albums/e40/WR82/Sona_command_ship.jpg
Class: Super Dreadnought
Manufacturer: Foundation StarWorks
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 Charged Reinforced Flexsteel
Shiedling: Boson-Phasing Ray/Particle Shields, 1,020 Matrices
Armament: 462 Quad Turbolaser Cannons, 840 Quad Laser Cannons, 320 Static Cannons, 400 Plasma Drivers, 276 Ion Rocket Launchers (80 Rockets each), 250 Positron Torpedo Tubes (72 Torpedoes each), 108 Combine Cannons, 18 Spatial Charge Launchers, 48 Meteor Cannons, 10 Singularity Projectors, 20 Shield Repletors, 1 Hyperlaser Array
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.
Amazonian Beasts
16-04-2007, 02:25
Fleet Carriers and Assault Ships
Sketto-Class Lander
http://i36.photobucket.com/albums/e40/WR82/Rdropship.jpg
Class: Insertion Lander
Manufacturer: Foundation StarWorks
Length: 73.5m
Width: 22.1m
Height: 29.2m
Max Speed: 92 MGLT (Space), 800 Kph (Atm.)
Crew: 4 (Officers), 16 (Enlisted)
Engine: Four Ion-Wave Medium Engines
Armor: Quantanium-laced Durasteel
Shiedling: Boson-Spread Ray/Particle Shields, 2 Matrices
Armament: 4 Quad Laser Cannons, 2 Plasma Drivers, 2 Ion Rocket Launchers (16 rockets)
Countermeasures: Jammer Screens, 4 Ion-Flare Launchers (200 flares), 4 Scatter-Chaff launchers (160 chaffs)
The Sketto is the lightest class of lander, holding about three times the capacity of the Phantom-class dropships. It is a dependable and fast vessel, and can quickly make it from orbit to planetside and back up again without severe difficulty. The ship is lightly armed and armored, and hence vulnerable to hits by enemy forces-though it usually flies with an escort of interceptors. Skettos are usually used in mass-wave attacks, to quickly drop forces in large numbers and take off.
Aiwha-Class Lander
http://i36.photobucket.com/albums/e40/WR82/bajoran_assault_vessel.jpg
Class: Contested-Territory Lander
Manufacturer: Shroud Industrial Corporation
Length: 89.2m
Width: 67.2m
Height: 29.9m
Max Speed: 88 MGLT (Space), 745 Kph (Atm.)
Crew: 6 (Officers), 22 (Enlisted)
Engine: Two Ion-Wave Medium Engines
Armor: Quantanium-laced Durasteel
Shiedling: Boson-Spread Ray/Particle Shields, 4 Matrices
Armament: 6 Triple Laser Cannons, 6 Plasma Drivers
Countermeasures: Jammer Screens, 10 Ion-flare Launchers (400 flares), 8 Scatter-Chaff launchers (300 chaffs)
Aiwhas are far newer landers, compared to the older Skettos. They are nearly as fast and carry more than Skettos, and overall are often the better option. Though they carry no missile weaponry, they are still stronger overall than Skettos and are becoming the more favored option in the Dominion fleet to fill the role of a fast planetary lander.
Threshold-Class Planetary Lander
http://i36.photobucket.com/albums/e40/WR82/Voyager01.jpg
Class: Heavy Lander
Manufacturer: Shroud Industrial Corporation
Length: 313m
Width: 142m
Height: 69m
Max Speed: 68 MGLT (Space), 550 Kph (Atm.)
Crew: 30 (Officers), 312 (Enlisted)
Engine: Two Ion-Wave Heavy Engines
Armor: Quantanium-Branded Durasteel
Shiedling: Boson-Spread Ray/Particle Shields, 20 Matrices
Armament: 10 Dual Turbolaser Cannons, 14 Quad Laser Cannons, 10 Static Cannons, 8 Plasma Drivers, 6 Ion Rocket Launchers (10 Rockets each), 6 Positron Torpedo Tubes (8 Torpedos each)
Countermeasures: Jammer Screens, 20 Energy-Dispersal Cloud Emitters, 24 Interceptor Rocket Projectors, 30 Chaff-Dispersal Tubes
Hanger Capacity: 1 Fighter Squadrons (12 Ships), 2 Gunship Squadrons (8 Ships)
Thresholds are heavy landers-they are quite capable of moving in armies of troops and armor to the battlefield in one load. They are used as opening-battle vehicles, to deploy massive numbers to try and sway a battle's decision in the opening. However, they unload fairly slowly, and therefore are not particularly good options later in a battle, though they carry plenty of firepower to clear landing zones.
Valiant-Class Carrier
http://i36.photobucket.com/albums/e40/WR82/250px-Mccruiser1a.jpg
Class: Medium Carrier
Manufacturer: Shroud Industrial Corporation
Length: 769m
Width: 277m
Height: 122m
Max Speed: 60 MGLT (Space)
Crew: 89 (Officers), 1,520 (Enlisted)
Engine: Eight Ion-Pulse Medium Engines
Armor: Quantanium-Overlapped Durasteel
Shiedling: Boson-Envelopment Ray/Particle Shields, 42 Matrices
Armament: 19 Dual Turbolaser Cannons, 34 Quad Laser Cannons, 10 Static Cannons, 18 Plasma Drivers, 22 Ion Rocket Launchers (18 Rockets each), 14 Positron Torpedo Tubes (16 Torpedoes each)
Countermeasures: Jammer Screens, 50 Energy-Dispersal Cloud Emitters, 43 Interceptor Rocket Projectors, 48 Chaff-Dispersal Tubes
Hanger Capacity: 16 Fighter Squadrons (192 Ships), 14 Gunship Squadrons (56 Ships)
Valiants are standard fleet carriers, carrying plenty of fighters for their size. Due to the larger carriers avaliable, Valiants are most often seen in smaller fleets where larger cruisers aren't the norm, but generally lead the fleet. Valiants can also serve as fast-action carriers to quickly move a full complement of fighters and gunships to where needed.
Marathon-Class Protected Carrier
http://i36.photobucket.com/albums/e40/WR82/Marathon-class_Cruiser.jpg
Class: Armored Carrier
Manufacturer: Terenthal Drive Systems
Length: 1,204m
Width: 315m
Height: 398m
Max Speed: 48 MGLT (Space)
Crew: 186 (Officers), 2,104 (Enlisted)
Engine: Six Ion-Pulse Heavy Engines
Armor: Quantanium-Overlapped Durasteel
Shiedling: Boson-Envelopment Ray/Particle Shields, 54 Matrices
Armament: 36 Quad Turbolaser Cannons, 42 Quad Laser Cannons, 20 Static Cannons, 30 Plasma Drivers, 25 Ion Rocket Launchers (30 Rockets each), 20 Positron Torpedo Tubes (20 Torpedoes each), 3 Combine Cannons
Countermeasures: Jammer Screens, 72 Energy-Dispersal Cloud Emitters, 68 Interceptor Rocket Projectors, 70 Chaff-Dispersal Tubes
Hanger Capacity: 30 Fighter Squadrons (360 Ships), 38 Gunship Squadrons (152 Ships)
Marathons are a cross between warships and carriers-they are capable of going one-on-one with ships their size, but they still carry a giant load of support ships. Because of this, Marathons are a prized but costly addition to the Dominion fleet, and they are valued wherever they are found. Marathons also sometimes serve as fleet leaders, due to their multi-role abilities.
Equinox-Class Assault Carrier
http://i36.photobucket.com/albums/e40/WR82/800px-Covenant_Assault_Carrier_FanA.jpg
Class: Fleet Carrier
Manufacturer: Zb'lthee Industrial Pursuit
Length: 1,945m
Width: 712m
Height: 322m
Max Speed: 40 MGLT (Space)
Crew: 316 (Officers), 4,560 (Enlisted)
Engine: Ten Ion-Pulse Heavy Engines
Armor: Quantanium-Overlapped Durasteel
Shiedling: Boson-Envelopment Ray/Particle Shields, 67 Matrices
Armament: 56 Quad Turbolaser Cannons, 60 Quad Laser Cannons, 38 Static Cannons, 42 Plasma Drivers, 34 Ion Rocket Launchers (32 Rockets each), 28 Positron Torpedo Tubes (26 Torpedoes each), 8 Combine Cannons
Countermeasures: Jammer Screens, 105 Energy-Dispersal Cloud Emitters, 96 Interceptor Rocket Projectors, 91 Chaff-Dispersal Tubes
Hanger Capacity: 42 Fighter Squadrons (504 Ships), 50 Gunship Squadrons (200 Ships)
Equinoxes are powerful carriers, and they carry a giant load of support ships to quickly ofload-over seven hundred total smaller craft. Such enormous numbers on their own can sometimes tip battles, and one Equinox alone can often be enough for a single large armada. Equinoxes are also very capable of engaging capital ships, but they generally stay out of combat to unload fighters and serve as a mobile base.
Subjugator-Class Fleet Carrier
http://i36.photobucket.com/albums/e40/WR82/300px-Tb_lg_C2-2.jpg
Class: Planetary Carrier
Manufacturer: Czario Engineering Yards
Length: 3,675m
Width: 3,190m
Height: 894m
Max Speed: 38 MGLT (Space)
Crew: 490 (Officers), 6,888 (Enlisted)
Engine: Sixteen Ion-Pulse Heavy Engine Clusters
Armor: Quantanium-Overlapped Webbed Flexsteel
Shiedling: Boson-Phasing Ray/Particle Shields, 102 Matrices
Armament: 92 Dual Turbolaser Cannons, 108 Quad Laser Cannons, 90 Static Cannons, 60 Plasma Drivers, 45 Ion Rocket Launchers (30 Rockets each), 42 Positron Torpedo Tubes (30 Torpedoes each), 16 Combine Cannons
Countermeasures: Jammer Screens, 162 Energy-Dispersal Cloud Emitters, 152 Interceptor Rocket Projectors, 150 Chaff-Dispersal Tubes
Hanger Capacity: 86 Fighter Squadrons (1032 Ships), 90 Gunship Squadrons (360 Ships)
Subjugators are crosses between assault ships and carriers. They do carry an absolutely immense load of small craft-about one-third that of the Virulent flagships, ships roughly six times their size-but also carry a domineering load of ground vehicles-several army groups, plus all the supplies and support that such groups would need for up to a year. Subjugators on their own can act as mobile base stations for invasions.
Amazonian Beasts
22-04-2007, 02:53
Biological Warships
A Brief Overview
Bioships of the Dominion are fundamentally different from standard synthetic warships. They are "grown" by the Dominion government rather than constructed by commercial manufacturers, developed on the ground or atmosphere of "Birthing Worlds"-hot, wet, tropical planets. Bioships require vastly smaller crews than standard warships, partially due to Shanii technology, and partially due to the abilities of the semi-sentient warships themselves. They utilize organic weaponry, all part of the organism. All bioships-as they are developed overall from a similar set of DNA-hold a certain energy field that acts as a "shield" against physical and energy weapons. All bioships are extraordinarily quick in space, and quite well-armed. For on-board security, bioships have all sorts of nasty devices that can drop down from sealed positions inside of the "inner skin" of the vessel to attack, paralyze, and/or kill those who actually make it on board a bioship-an electric charge can also be sent through the vessel in case all onboard personnel are killed. In essence, it is technically impossible to capture one of these vessels unless one were to remove the Central Nervous Construct of the ship (located at the vessel's "core") and still keep it alive-a tricky propostion.
Starskipper Fighter
http://i36.photobucket.com/albums/e40/WR82/f5e2651b3172efd7312fd9ec460bc27f.png
Class: Superiority Fighter/Strike Fighter
Length: 9.3m
Width: 9.1m
Height: 9.1m
Max Speed: 140 MGLT (Space), 1500 Kph (Atm.)
Crew: 1 Pilot
Engine: One Organic Nacelle Construct
Armor: Organic Material
Shiedling: Natural Energy Field
Armament: 1 Light Electric Plasma Cannon, 1 Meteor Launcher
Countermeasures: Natural Energy Field
The Starskipper is the Shanii's analogy to the average superiority fighter, a quick, fast, and lightly-armed craft that is very capable of pursuit and interception of enemy fighters and bomber craft. It is equipped with a single Electric Plasma Cannon capable of heavy damage against other fighter craft and also shuttles and gunships. Its energy field acts as a jammer screen of some sorts, destabilizing the locking capabilities of homing missiles. It requires only one pilot.
Transcendent Patrol Ship
http://i36.photobucket.com/albums/e40/WR82/0c09196f5e5ade89ecfebd004aae8081.png
Class: Patrol Ship
Length: 83.7m
Width: 39.1m
Height: 22.8m
Max Speed: 105 MGLT (Space), 890 Kph (Atm.)
Crew: 7
Engine: Two Organic Nacelle Constructs
Armor: Organic Material
Shiedling: Natural Energy Field
Armament: 3 Electric Plasma Cannons, 1 Meteor Launcher
Countermeasures: Natural Energy Field
Capacity: None
Transcendents are armored craft capable of engaging light capital ships and utterly wiping out fighter screens and bomber forces with little trouble. They are not designed like most of the other "light" capital ships, but instead utilize the sleeker-looking body of the Purity organic dreadnoughts. They are quick for their size and can make effective hit-and-run attacks and sweeps across enemy formations before jumping back to cover.
Seeker Frigate
http://i36.photobucket.com/albums/e40/WR82/3e2e2981393257ec1b64ac3e2f91fb37.png
Class: Frigate
Length: 289m
Width: 254m
Height: 254m
Max Speed: 91 MGLT (Space), 790 Kph (Atm.)
Crew: 16
Engine: One Organic Nacelle Construct
Armor: Organic Material
Shiedling: Natural Energy Field
Armament: 1 Heavy Electric Plasma Cannon, 8 Electric Plasma Cannons, 8 Meteor Launchers, 1 Singularity Projector
Countermeasures: Natural Energy Field
Capacity: None
The Seeker is a fast, quick-attack vessel, the first of the truly "capital" ships of the bioships. It utilizes its large, expansive wings-capable of shifting motion in flight, and equipped with small propelling units-to change direction far quicker than anticipated and get around larger, slower vessels to strike at weaker positions. Seekers are integral parts of fleets and come with an added bonus-when paired with Six Contrition battleships, they can harness the battleship shot energy into one extremely powerful beam capable of cracking a planetary surface and causing massive seismic upheaval.
Behemoth Cruiser-Carrier
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Class: Cruiser
Length: 590m
Width: 516m
Height: 516m
Max Speed: 62 MGLT (Space)
Crew: 40
Engine: One Organic Nacelle Construct
Armor: Organic Material
Shiedling: Natural Energy Field
Armament: 10 Electric Plasma Cannons, 13 Meteor Launchers, 3 Singularity Projectors
Countermeasures: Natural Energy Field
Capacity: 7 Starskipper Squadrons (84 ships)
Behemoths are oddities amongst the bioships-they do not have a specific purpose like most do, and also are fairly slow for their size-they travel about as fast as standard synthetic ships of the size do. They carry 7 Starskipper squadrons and are built to launch them en masse at enemy formations to engage fighter squads and strike at gunships or patrol craft. The Behemoth is also quite capable of taking on enemy capital ships and coming out successful.
Contrition Battleship
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Class: Battleship
Length: 956m
Width: 438m
Height: 438m
Max Speed: 84 MGLT (Space)
Crew: 28
Engine: One Organic Nacelle Construct
Armor: Organic Material
Shiedling: Natural Energy Field
Armament: 1 Supercharged Electric Plasma Cannon, 20 Electric Plasma Cannons, 26 Meteor Launchers, 8 Singularity Projectors, 1 Electric Plasma Wave Projector
Countermeasures: Natural Energy Field
Capacity: None
Contritions are, size for strength, the most powerful vessels in the bioship armada, and are indeed the most effective. They are inordinately fast for a vessel their size, capable of keeping up with standard patrol craft. Though they carry no Starskippers for self-defense, Contritions are equipped with a "Wave Projector" short-range defensive weapon capable of knocking out the electronic systems of any small craft within 50 meters of the vessel-useful for heavy assaults by support ships. They also use a supercharged cannon-induced with capacitance through the vehicle's trunk-to strike hard at enemy vessels-the beam is devestating, far stronger than a Combine Cannon.
Purity Dreadnought
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Class: Dreadnought
Length: 1,780m
Width: 1,290m
Height: 424m
Max Speed: 58 MGLT (Space)
Crew: 9,80
Engine: Four Organic Nacelle Constructs
Armor: Organic Material
Shiedling: Natural Energy Field
Armament: 40 Heavy Electric Plasma Cannons, 39 Heavy Meteor Launchers, 60 Meteor Launchers, 18 Singularity Projectors
Countermeasures: Natural Energy Field
Capacity: 55 Starskipper Squadrons (660 Ships)
Puritys are not designed like the smaller bioships of the Dominion; rather, they are built stock and sturdy, developed to deliver a pounding on enemy fleets. They have tons of weaponry and carry 55 squadrons of starfighters, yet utilize no internal space for hangers. Instead, like Worldships, Puritys carry the vessels on outboard racks of tendrils that link to each Starskipper. The pilots sit inside the ships until launched-in which case they can directly enter battle. Puritys also carry a far larger amount of personnel.
Worldship
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Class: Super Dreadnought
Length: 28,672m
Width: 28,672m
Height: 2,910m
Max Speed: 35 MGLT (Space)
Crew: 8,920
Engine: Forty Organic Nacelle Constructs
Armor: Organic Material
Shiedling: Natural Energy Field
Armament: 200 Heavy Electric Plasma Cannons, 488 Electric Plasma Cannons, 142 Heavy Meteor Cannons, 810 Meteor Cannons, 80 Singularity Projectors, 300 Flechette Pod Launchers
Countermeasures: Natural Energy Field
Capacity: 480 Starskipper Squadrons (5,760 Ships), 30 Transcendent Patrol Ships, 10 Seeker Frigates, 4 Contrition Battleships, 90 Boarding Pods
Worldships are absolutely devestating and frightening vessels, titanic in size and overwhelming in firepower. They carry a significant amount of crew but generally carry a large complement of warriors and soldiers as well. As for support capacity, Worldships are unrivaled, carrying over 5500 starskippers as well as 30 Transcendents, 10 Seekers, and 4 Contritions-they are fleets by themselves. Worldships also carry 90 "Boarding Pods"-pod vessels shot from apertures capable of carrying 60 soldiers. They are usually deployed for massive assaults or planetary invasions, as they are capable of carrying millions inside their carapaces.
Amazonian Beasts
10-05-2007, 03:01
Combat Stations
Mobile Conglomerate Stations (MC Station)
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Class: Scalable Support and Supply Armored Mobile Station
Length (Outpost Standard): 6,519m
Width (Outpost Standard): 6,519m
Height (Outpost Standard): 14,398m
Max Speed (Outpost-Standard): 10 MGLT
Crew (Outpost Standard): 560 (Officers), 6,822 (Enlisted)
Engine: Twenty-four Heavy Ion Engine Clusters
Armor: Quantanium-Overlapped Charged Reinforced Flexsteel
Shiedling: Boson-Phasing Ray/Particle Shields, 390 Matrices
Armament (Outpost-Standard): 90 Octuple Heavy Turbolaser Batteries, 260 Octuple Laser Batteries, 50 Positron Torpedo Tubes (70 Torpedoes each), 50 Ion Rocket Launchers (70 Rockets each), 48 Octuple Static Cannon Batteries, 80 Double Plasma Cannons
Support Compliment: 100 fighter squadrons (1200 ships), 80 gunship squadrons (320 ships), 4 Otari Corvettes, 1 Nova Frigate
MC stations are true battlefield assets, able to move position and disgorge legions of fighters, than return to their original defensive sites. They are slow-after all, as stations-but have hyperspace capabilities to move between systems. Armed to the teeth, they are quite capable of eradicating large capital ships and small fleets. MC stations are scalable in their design-while the standard for an "Outpost" is the statistics listed (indeed, an "Outpost" variant is the most common size), it is also the second smallest. The largest MC station is in orbit over Polus, clocking in at over 650km from top to bottom. It houses the docking facilities for the Virulent-class, and can hold entire armadas in its holding facilities. It is the single most armed object in Dominion space, sporting millions of weapon batteries.
Defensive Support Station (DS Station)
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Class: Fixed Defensive Artillery Station
Length: 140m
Width: 140m
Height: 1,127m
Max Speed: N/A
Crew: 32 (Officers), 460 (Enlisted)
Engine: None
Armor: Quantanium-Overlapped Charged Reinforced Flexsteel
Shiedling: Boson-Phasing Ray/Particle Shields, 90 Matrices
Armament: 20 Octuple Heavy Turbolaser Batteries, 20 Octuple Laser Batteries, 5 Positron Torpedo Tubes (20 Torpedoes each), 10 Ion Rocket Launchers (20 Rockets each), 10 Octuple Static Cannon Batteries, 20 Double Plasma Cannons, 1 Super-Heavy Sixteen-stage Plasma Driver
Support Compliment: None
DS stations are stationary fixtures established around planets of importance, along with planetary shields, MC stations, and ground-based orbital wepaonry. DS stations are generally constructed en masse around fortified worlds-Polus has 480 DS stations; Amazonia has 400-to provide a full 360 degree field of fire around a planet. They have small weaponry, but their main weapon is a sixteen-stage super-heavy plasma driver that throws giant slugs across space at high speeds to puncture starship hulls.
Mobile Command Station (Command Station)
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Class: Mobile Support and Defensive Command Station
Length: 1,350m
Width: 1,350m
Height: 1,472m
Max Speed: 30 MGLT
Crew: 50 (Officers), 810 (Enlisted)
Engine: Eighteen Heavy Ion Engine Clusters
Armor: Quantanium-Overlapped Charged Reinforced Flexsteel
Shiedling: Boson-Phasing Ray/Particle Shields, 103 Matrices
Armament: 48 Octuple Heavy Turbolaser Batteries, 80 Octuple Laser Batteries, 12 Positron Torpedo Tubes (35orpedoes each), 18 Ion Rocket Launchers (35 Rockets each), 8 Octuple Static Cannon Batteries, 4 Double Plasma Cannons
Support Compliment: None
Command Stations are mobile stations that can land on the largest of MC stations. They are faster than most stations, and are designed to coordinate planetary and static defensive positions. They usually take position up in the nexus of a defensive grid to triangulate positions of enemies and focus maximum firepower and weak points, as well as analyzing attack strategies and coordinating orbital defenses with ground defenses to maximize planetary defense efficiency.
BioStation
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Class: Stationary Biological Station
Length: 4,923m
Width: 3,290m
Height: 5,719m
Max Speed: N/A
Crew: 1049
Engine: None
Armor: Organic Material
Shiedling: Natural Energy Field
Armament: 85 Heavy Electric Plasma Cannons, 120 Electric Plasma Cannons, 20 Heavy Meteor Cannons, 71 Meteor Cannons, 22 Singularity Projectors, Support Compliment: 150 Starskipper Squadrons (1820 ships), 2 Transcendent Patrol Ships
BioStations are the natural evolutions of bioships, giant, static stations that are grown over a planet in a vacuum and take up stationary positions for their entire life. They have small crews, supplemented by the station's own natural abilities. These stations are well armed, and are equipped with a giant support compliment of over 1800 organic fighters. They are quite capable of having only a few able to completely defend a planet, and they are quite capable of engaging an entire battlefleet.