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Empire Entering

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Canis_dirus
Zaroas
Alimnation
Sean1M
Zandoo
Whos
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Empire Entering - Page 2 Empty Re: Empire Entering

Post by Zaroas Fri May 16, 2014 10:11 pm

Yes, of course. As always, we will help you improve the sheet.

I'll write something up on it soon.
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Empire Entering - Page 2 Empty Re: Empire Entering

Post by Vara Lord Fri May 16, 2014 10:16 pm

Thank you. These guys will be important for some future ideas of mine (if we ever get that far in the RG timeline, that is).
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Empire Entering - Page 2 Empty HRMatthew's "Lucaus" Race sheet

Post by HRmatthew Fri May 30, 2014 8:20 am

This is a reposted, revisted version.

NOTE: THIS WILL BE UPDATED UNTIL IT IS COMPLETE. JUST SO YOU CAN EVALUATE THE FINISHED STUFF

(lol this must be the most mundane of all the races here)

Empire Entering - Page 2 500788242512_lrgEmpire Entering - Page 2 500625668553_lrgEmpire Entering - Page 2 500616237314_lrg
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(This is the older race, provided only for comparison

Empire Name: Lucaus Empire (Demonym: Lucausian)

Creator: MobsterMania/HRMatthew

Species Name: Lucaus (Lucaus 2, to be more exact)

Homeworld: New Lucausian (the original Lucausian was abandoned in the original home galaxy)

Size: A medium sized cluster of stars that is also in a mid-section of a Ravena arm. They once occupied a larger space in another Galaxy but migrated to this one after massive disappearances of empires there caused great concern in political leaders. (My adventure Those Who Were Left covers this)

Biology: The current Lucaus is not their natural, evolved form but a modified upgrade that Lucausian geneticists engineered as a response to supposed "devolution" of the race. They are a mammalian, canine bipedal race that generally have a dark faded blue color. At the ends of their limbs are thick tufts of hair which in some individuals may harden (they're made of keratin). On their heads are four bony appendages which are stronger versions of the loose fleshy bands of the previous race. They contain sensitive nerve bundles which enhance their senses and also allows limited extrasensory perception, if trained enough. However, its hearing and sight senses are sufficient for most situations.

The skeletal system of the Lucaus have some organometallic reinforcement that was augmented under the genetic upgrade which allowed for stronger durability against both weapons and aging. This also allowed very heavier load carrying capabilities and denser muscles. A stronger circular and respiratory system was also engineered to complement these enhancements.

Religion: Most Lucaus are agnostic, rejecting the teachings of the orthodox religion from their home galaxy yet acknowledging divine forces beyond their comprehension. At one point, a small percentage followed a modified form of that religion.

History: The Lucaus race originated in a far away galaxy, on the planet Lucausian. They evolved as a fairly aggressive militaristic civilization, emphasizing conquests and technological development for further military expansion. However, this is a characteristic of early Lucausian development only because the dominant tribe which eventually unified the planet was particularly militaristic. Most Lucausians are descendants from this warlike tribe.

Upon reaching space faring status, the Lucaus set out to actively colonize and exploit extraterrestrial lands. When they prodded into other spacefaring races, those races were either exterminated or subdued initially by powerful Lucausian weaponry (and a highly developed military-industrial complex). These strings of victories created a false sense of invincibility that would prove disastrous later. In conjunction with this, there was a widespread eugenics movement that emphasized genetic manipulation for a stronger race. Sterilizations and experiments was federally subsidized as the government desired for a stronger, "purer" Lucausian race. This eventually led to the infamous Galactic Perfectionism program. Soon after, they built a gigantic flagship for the program: the LSS Perfectionism. It contained experimental weapons that were destructive beyond even the comprehension of its designers. The Lucausian military leadership believed other races that did not embrace their eugenics and ideology "unfit" for existence and systematically exterminated, looted, and took over their civilizations utilizing this destructive weapon. Understanding the need for allies for such a genocidal venture, the Lucaus temporarily joined forces with a similarly aggressive military alliance (whose name was lost to time). Yet before they could ever embark on a joint attack they were expelled after a rogue officer deleted scores of Warlord data for no apparent reason.

The Galactic Perfectionism campaign was brutal to both its targets and the Lucaus themselves. The LSS Perfectionism's powerful weapons could, with the right conditions, destroy entire fleets or even a planet or two instantaneously. The Lucaus also set up slaughterhouses where prisoners were harvested for organs, biomass, or just converted into hydrocarbon fuel. The astronomical spending of the program drained money away from social programs and services, leading to civil unrest. Eventually, the campaign came to a close when a confederation of neighboring empires defeated the Galactic Perfectionism main fleet in a bloody battle, in which the flagship was destroyed in a gas giant. The Lucaus suffered heavy reparations and gave up most of its territorial exploits but was allowed to continue its vastly developed eugenics program under proper supervision.

In the following century, the Lucaus developed their most advanced marvel yet: the genetic upgrade. Geneticists believed that the race was slowly degenerating into an inept, weak form that would leave them vulnerable. After many decades of experimentation, government subsidies, and high foreign debts they were able to safely (for the most part!) and reliably convert many Lucaus inhabitants. Eventually, the conversion became mandatory, and caused a small group  to defect from the empire. The more able and versatile Lucaus citizens became more productive, leading to a time of general prosperity. The confederation eventually forgave the Lucaus and allowed military development to resume. The Lucaus themselves then embarked on a New Galactic Perfectionism campaign: waged not with guns but with aid, diplomatic arrangements, free trade agreements, and exchange programs. This signaled a shift in Lucausian philosophy: they prioritized intellectualism and scholarly pursuits over conquests and military weaponry. This shift also caused a significant downgrade in military power. No longer were the Lucaus able to develop weapons such as those used on the older LSS Perfectionism. The records and blueprints were disposed of as part of the peace agreement.

Around fifty years later, the Lucaus leadership was notified by strange disappearances of major empires in its original galaxy. Although they were aware of the disappearance of such empires, they were not concerned because these empires were located very far from them. It was until neighboring empires started disappearing that it seemed imperative to evacuate. Luckily, other galaxies were located a long time ago, one of which being the Ravena. They embarked on converted warships and whatever vessel was capable of making the long journey, and abandoned their home. Sadly, some ships suffered internal dissent or hardware failure and did not make it.

After arriving to the new galaxy, presumed to be safe from the strange disappearances, the Lucaus colonized New Lucausian, a planet with similar characteristics of the original, and expanded to the thankfully uninhabited planets nearby.

Culture: Lucausian culture is, compared to most races, rather mundane and non-exotic but still a worthy point of discussion.

Some main cultural values include merit, ability, academia, and prudence. Communities esteem those who work hard and utilize their talents or skills productively in society. After the Galactic Perfectionism program, the leadership decided that education is the best way to "perfect" the race. Thus, education for Lucausians is highly subsidized and well-developed. Teachers are rigorously tested for their knowledge and skills, at all levels of schooling. Students are taught with the best methods the department is aware of. All citizens are encouraged to pursue scholarly pursuits, mostly in the sciences. Additionally, Lucausians value wise spending; they are unwilling to borrow large amounts of money and carefully evaluate budgets at any governmental level. These values have maintained the intelligence and ability of most Lucaus citizens.

They dress is a generally conservative manner, with long overcoats and suits in contrast to most races' tunics and other skimpier clothing (with exceptions of course). Lucausians like to read contemporary books or engage in recreational activities such as hover/sky biking. Educational games revolving around city planning, biological evolution, history, or science are favorites among the citizenry. For vacations, they would either flock to the nicer resort colonies or for more scholarly folk, to historical and science-related conventions in various empires.

Lucausian gastronomy consists of a mainly carnivorous diet, with GM-meats the main course. The side dishes vary from planet to planet but usually consist of a regional vegetable(s). Of course, the galactic abomination that is fast food still is popular among the Lucaus.

Technological Advancements: The Lucaus may not have the shiniest high-tech stuff that the more ultramodern empires have but still have some impressive technologies.

The race has a very developed genetic program, seen by the historic genetic conversion. Although not as prioritized as it was in the antebellum era it is still a well-funded branch of science. Advanced genetic therapy keeps mortality rates quite low, and medical treatment straightforward.

Although much of Lucausian military technology are updated variants of older Galactic Perfectionism weapons, they can still hold their own in combat. Vehicles are armed with powerful railguns, cannons, and missiles, making for a competitive and tough force. Some miscellaneous military technology include an advanced shield generator (picture that Halo Reach blue dome shield but expanded over a large scale), sophisticated infantry weapons with a variety of ammunition and firing mechanisms, and basic cyber-warfare tools. Reluctant defense spending has kept military advancement in check but not in decline.

Domestically, the Lucaus have advanced much especially after the G.P. campaign. Architectural advances allowed ordinary skyscrapers to pierce the sky with mile-high towers. Additionally, fusion and desalination technologies have made power and clean water problems a thing of the past. To carry the burden of a population that has very low mortality and long lifespans, entire worlds dedicated to agriculture consist of towering vertical farms that maximize land space (they're also found distributed throughout the empire at a smaller scale too). These are just some of the advances that enhance the daily life of Lucaus people.

Military: As aforementioned, military technology is not the Lucaus' strongest point anymore but still a strong component of the empire. Most of the military units can be found here: http://www.spore.com/sporepedia#qry=ssc-500696477108

At the interstellar level, the Lucausian Navy exhibits a traditional structure. A main fleet would consist of a large capital ship(s) like the LSS Perfectionism, flanked by the smaller Destroyers or Frigates. Sometimes the capital ships are replaced by carrier ships. Occasionally, an engineer repair ship will trail behind to quickly repair ships that get damaged mid-battle. The main modes of attack vary from battle to battle, but either consist of a distanced barrage of railgun fire followed by a outright blitz of pure cannon and missile fire with the frigates converging from the flank, or with some capital ships an encircling of the target with similar weapons (much like an AC-130). To avoid confusion, the new LSS Perfectionism is NOT the same one that was used during Galactic Perfectionism: it is a smaller, weaker variant without the superpowers but still a capable capital ship.

On the ground, the Lucaus employ a large variety of tanks. The most ubiquitous is a standard dual-cannon MBT with two mounted MGs, with all-purpose capability. One specialized variant uses dual railguns, desired for long-range fighting. In addition, the Lucaus have an LAV, Humvee-type light vehicle, a SPAAG, and an easily-produced, cheap light tank. They have two types of artillery: a multi-rocket launcher and an upscaled self-propelled giant railgun capable of engaging medium-sized vessels or heavy fortifications. An experimental design not seen much is a hovertank that uses two large railguns and is equipped with advanced thermal sights and Active Protection System that destroys most projectiles before they make contact. The Lucaus also have an advanced shield generator and communications truck that maintains military organization not under direct fire. Obviously, the more specialized variants are not as common because of their costs and specific roles. Additionally, these vehicles have a high fuel cost.

At the infantry level, the Lucaus have a variety of units. The standard infantryman is equipped with a dual-barreled belt fed assault rifle and regular attack gloves. The heavy infantryman has an automatic, drum-fed RPG. Lighter infantryman are equipped with a small pistol and used for the quickest deployment, low-risk missions. The rarer but powerful Elite troops have a large-capacity railgun and enhanced armor, and often guard important military officers in the field. In terms of exoskeletons, the Lucaus employ a small Mechsuit with a gatling gun and missiles but exposes the pilot. The fully armored Heavy Mech has a larger gatling gun and Gauss launcher along with eight missiles. The gigantic Ultimate Mechsuit, used only occasionally, has a dual Gauss rifle, flame gun, EMP-launching guns, four 20mm autocannons, and a small backup weapon.

In the atmospheric air, the Lucaus use high-tech fighters to maintain superiority or combat other aircraft. To support troops, they use a hardy dropship that also can be an effective gunship. The fighters are armed with missile pods, a laser vulcan, and two autocannons. The gunship is armed with only missile pods, an autocannon, and two back-mounted laser vulcans. In addition to these smaller craft, the Lucaus can use the interstellar craft to assist or spearhead planetary engagements.

Tactics: The Lucaus emply a variety of military tactics should force be required.

Most of the offense tactics are aforementioned above. To recap, the Lucaus navy prefers to bombard enemies from a distance with railgun barrages then blitz in. They may also encircle the enemy and fire on the position much like an AC-130 would. The distance at which this artillery will occur is usually near the limit of the railgun's effective range. During the secondary stage (blitz) the central flagships push towards the enemy with smaller frigates and destroyers flanking them. More often than not, two segments of the fleet would split away and attack the enemy's right and left flank if possible, creating a deadly pincer movement. The formation of these fleets usually is a wedge shape. These same tactics hold true for air forces as well. Starships are encouraged to use cover when possible, such as debris or asteroids.

On the ground, tactics are somewhat different. The Lucaus ground forces predominantly employ pincer movements followed up by a head-on blitz from the front flank. Usually light and medium vehicles and infantry are deployed for the initial pincer, followed by heavy vehicles coming in for the final blitz. If mass driver artillery is available, it provides long-range railgun cover for both stages of the operation. If the number of enemy flanks are limited, such as a mountain bunker, the Lucaus employ tactics similar to those at the interstellar level: long-range artillery bombardment followed by a strong push. Instead of railgun fire, the Lucaus may use specially designated bunker buster missiles or biological warfare to weaken the defenders. In the latter case, only special Chemical Warfare troops are able to enter the facility.

(more will be added later)


Last edited by HRmatthew on Fri May 30, 2014 1:19 pm; edited 1 time in total
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Empire Entering - Page 2 Empty Re: Empire Entering

Post by Darkel Fri May 30, 2014 11:06 am

Very good, this is a nice addition to the RG universe, Very Happy

I don't think we've ever had a race of canines before, XD.
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Empire Entering - Page 2 Empty The Xenoqqi Industrial Syndicate

Post by Randomnater Mon Aug 11, 2014 6:19 pm

Hi Ruthless Galaxy, Zaroas told me to post here (I hope its here) and so I have.

Empire Name:

Xenoqqi Industrial Syndicate

Sporecast:

I have a couple of creations, but its still Progressing

Creator:

Randomnater

Species Name:

Xenoqqi

Homeworld:

T'Saala
T'Saala is not the nicest place to live. Centuries of overcrowding and development have resulted in the planet becoming a hollow shell full of foundries, workstations and mass-production factories. Thanks to this industrialisation, T'Saala's atmosphere is wreathed in smog and filth that circles amongst the smoke stacks and spires that jut out of the machinery. T'Saala's upper atmosphere also contains a large amount of military satellites and space stations that take up the majority of the planets defence force. Further down into the planets crust, great furnaces burn night and day, providng both heating and smelting down new materials for construction. Further within houses ancient machinery of unknown origin, scraps and junk from bygone empires salvaged and stored until they can be used. There is even a rumour that there are great engines within that can make the planet move...

Size:

The Industrial Syndicate has spread its influence across a lot of the galaxy thanks to a prominance of wormholes near T'Saala. This means unlike most races which govern a single area of space, the Xenoqqi instead hold several smaller pockets dotted across the galaxy (all the better to meet new races and give them guns). Most held worlds are similar to T'Saala, having been transformed into great husks filled with machinery, grinding onward to fuel the wars dotted across the galaxy. Overall, the Xenoqqi have taken 14 systems as of the present, driving out or enslaving any natives that may have already been there.

Biology:

The Xenoqqi outwardly are 6-7 feet tall, bipedal and digitigrade with three clawed fingers and five radial toes. Their skin is dirty grey-black in colour and tightly stretched over their fleshless bodies, giving them an emaciated appearance. Their head is insectoid in appearance, although they have complex eyes similar to humans but with black sclera and bright iris's. The Xenoqqi possess a vertical mouth-slit with teeth attached to separate jaw bones and muscles, giving them a greater ability to chew food than an animal with fused vertical jaws could. Xenoqqi also possess a crop of quill-like organs on their head that seem to possess a sensory role similar to smell. Xenoqqi are quite frail for species of their size, although they are surprisingly agile.
Xenoqqi reproduce sexually and so have two genders of male and female. Males are slightly taller while females possess mammaries (possibly a clue that they are mammals), although this is not apparent with the Slave class due to malnutrition. Females of both the Ruler and Worker classes also tend to "style" their head quills. Xenoqqi give birth to live young and nurse them for approximately 9 earth years until physical maturity, where the child is now classified as an adult. Xenoqqi usually live for about 80 years before expiring from age.
Xenoqqi appear to have all the regular organs that can be compared with Humans, although they do have a much larger second liver that is directly part of their respiratory system, assisting with extracting impurities from the air the Xenoqqi breathe (it is unknown if this is a natural occurrence or in fact an implant, the Xenoqqi aren't telling).
Xenoqqi also possess rudimentary luminescence organs along their thighs and upper arms which flare in intensity when the individual is angry or scared.

Religion:

The Xenoqqi officially have no religion, although small numbers of the Slave class believe that the foundry worlds they live in are in fact gods and so must be sacrificed to and worshipped. Xenoqqi of both the Working and Ruling classes generally ignore this behaviour as only lowly slaves are lost and worship is not in detriment to production rates.

History:

The earliest recorded contact with the Xenoqqi race was roughly 5000 years prior, the Xenoqqi having just arrived out of their Stone Age and had begun smelting the metal that was abundant on their then rocky and barren world. An older, dying race, who's name was lost to time had then stumbled across T'Saala and seized the chance to take it for their own. With the initial attempt to scour the Xenoqqi from T'Saala, the old race was certain that they could claim this world easily. Unfortunately the Xenoqqi were proven to have a resourcefulness unforseen with technology, able to operate the firearms of the Old race and eventually their war machines too. What was initially meant to be extermination became a war of attrition over T'Saala's surface, with the Xenoqqi hoarding metal after every skirmish and creating ghastly ramshackle parodies of the Older race's machines for future battles.
As the Older race grew to realise, the war for T'Saala was a waste of resources and valuable lives. With disgust they left and eventually were lost amongst the stars, presumably extinct and leaving few traces. The Xenoqqi however put their new-found skills to work. Still possessing a tribal-style ruling Family society, the Xenoqqi created cities using both Older race tech and devices of their own making. As their technological mastery grew, both trade and war broke out between rival Families. While causing the extinction or subjugation of lesser Families, these interactions allowed the Xenoqqi to develop socially as well, especially in the art of bartering.
The second contact with the now civilized Xenoqqi race was from the Conglomerate of Hithe, a nomadic species that stripped worlds of their population as food sources and slaves. The Hithe, seeing T'Saala as an easy meal blindly rushed towards their prize on their great stone warships, eager for food. It came to them as a surprise when the Xenoqqi retaliation consisted of a city-sized craft detaching from the planet to combat the Hithe fleet. The battle waged for months, the Hithe fleet's attempts to attack T'Saala being halted by the city-ship and its seemingly inexhaustible swarms of fighter craft. This war finally ended when the Hithe Capital ship was destroyed by a Xenoqqi boarding attack, crippling several close by Escort cruisers and sending the Hithe command structure in disarray. With no orders and battle maneuvers incoming, the Hithe fleet was easily picked apart, scoured of life and the crippled craft themselves rammed into the City-ship's great furnace maw to be used as repairs.
It was a little while afterwards that the Xenoqqi truly ventured into space, discovering the large amount of wormholes that dotted the cluster of stars they were part of. Through another technological breakthrough, the Xenoqqi used Hithe tech to assist in creating stabilizers around these wormholes, allowing safe travel and colonization of the larger galaxy.

Culture:

The Xenoqqi are an industrial manufacturing and trade race, specializing in various weaponry and warmachines. Stereotypically Xenoqqi are seen as nihilistic, cruel and even evil, although this is not true in every case.
Life for the Xenoqqi is divided into three classes: the privileged Families (lead by the most successful member, known as a "Xarl") that own the many factories and make trade agreements and pacts, the civilian Working class that over see said factories and design new weaponry as well as the impoverished slave class toiling amongst the gears.
For the Ruling class, life is cut-throat and unforgiving with Xenoqqi either seizing their own personal agendas quickly or confined to mediocrity. Most Families do not get along and view each other as competition over agreements with alien empires. A particularly large spat between two rival Families can result in assassination or even all-out war that only ends with one or both Xarla being killed (and quickly replaced by the next in line). However these can also end with the joining of the Families, although it is difficult for the respective Xenoqqi forced to marry for the good of their betters.
The Working class are the civilians of the Xenoqqi. Technically they have it better off than the ruling class, taking the role of engineers, soldiers and overseers in the factories with little to worry about aside from the occasional slave uprising and falling machinery.
Xenoqqi society ends with the Slave class, consisting of Xenoqqi criminals and aliens (some trade partners consider slaves as a currency) that toil in the production lines making the warmachines that will soon march across numerous worlds for conquest.
Xenoqqi names are made from a Given name at birth and a Changing name. The Changing Name is only truly "changing" in the case of the Ruling Class, as it is derived from the given name of the current Xarl (e.g. Ohtanng Ohtanng is the Current Xarl of the Ohtanng Family).

Technological Advancement:

The Xenoqqi specialize in weaponry of great variety, with entire worlds dedicated to the construction of these horrors. It can be said that any weapon seen across the galaxy is very likely to have some component that traces back to Xenoqqi tech, showing how far their reach has become. Some examples of ranged guns include a heat ray that leaves tanks untouched but vaporizes the crew, a beam weapon that effectively causes the target's cells to attack each other and a RPG style launcher that releases a gas that boils insides into soup.
Another of the Xenoqqi's areas of expertise is drones and mechanised battlesuits that can be mounted with these weapons. These machines can mostly be traced back to Older race tech, with some components having not changed at all.
Despite this fearsome advancement in the tech of war, the Xenoqqi sell and trade the majority of it to the highest bidder and so do not have a truly massive military.

Military:

Space - The Xenoqqi fleets only have one kind of cruiser-class ship: The Forge Hulk. Averaging at about 14 kilometers in length, These ugly vessels are completely asymmetric and are dotted with turrets, hangars and engines so that two ships never look alike. The only similarity is the maw-like structure at the front of the ship used to devour destroyed ships for melting down and reconstruction into repairs or more Xenoqqi Fighters (yes, essentially these ships are flying factories). For defence these craft rely on their structural integrity and armor to protect them and possess only regular shielding (ie. nothing fancy). A Xenoqqi fleet is usually comprised of three of these behemoths.
Xenoqqi Fighters are simple drone vessels that can easily be built in a short amount of time, and are usually only armed with a single weapon (this can vary). A Forge Hulk generally contains a couple hundred of these and can easily create more.
Xenoqqi Bombers are a heavier variant of the fighter with more armour and shielding. They typically carry missile banks in addition to any regular weaponry.
Xenoqqi Dropships are a secondary method of reaching planetfall to the Dropclaw. Bulky with good shielding, they are also used as small cargo and ambassadorial craft.
Ground -
Xenoqqi Troopers are the back bone of the Xenoqqi ground forces. Armed with either plasma rifles or incendiary RPGs and lightly armoured, these soldiers are primarily used as close support for tanks and large mechs in addition to scouting roles.
Draconis Drones are the largest non-piloted war machines in the Xenoqqi military. Generally pre-programmed, these reptile like drones are armed with a heat cannon and anti-tank missile array. Very expensive to build and so there are relatively few.
Breaker Drones are small machines that can be easily built and set with a wide array of weapon loadouts. Typically these drones can also be built as suicide bombers, detonating their energy core for a nice explosion.
Warmonger Battlesuits are what are typically feared in the Xenoqqi Military. A single-pilot suit, these metal behemoths are armed with an Ionic rail cannon, a repeating incendiary missile array and a electro grappling claw. Unfortunately they are also slow and not very agile.
Xenoqqi Dropclaws are the Xenoqqi's primary way of reaching the ground from space. These clawed drop pods are designed so that they can also be fired at opposing ships and latch on for boarding parties. Typically carry 8 Xenoqqi troopers or one Warmonger.
Xenoqqi APCs are typical armoured vehicles with minimal weaponry designed to supply troops to the battlefield. Comes in multiple sizes.
Xenoqqi don't generally have any tanks as most roles are supported by the various drones and mechs.

Government:

The Xenoqqi Syndicate is ruled by several Families of the Ruling class, each governing a section of Xenoqqi controlled space with its own wormhole. These Families rule their areas through dictatorship, Xarldom passing to the most worthy child once the original Xarl has passed. Families directly control all military and trade actions, effectively being CEOs and Generals at the same time.
Currently the largest Family is the Ohtanng Family, who also currently control T'Saala itself.

Strategies/Tactics:

While the Xenoqqi generally only supply weapons, they will fight if threatened or have sufficient interest in removing an opponent/aiding a trade partner
Space-
In space Xenoqqi excel in meat grinder battles, sending wave after wave of fighters supported by bombers until the Hulks themselves come into range. At this point any destroyed ships - both Xenoqqi and opponent - are anchored and dragged into the foundry maws to both limit cover and provide materials to resupply the Fighters and repair any minor damage to decks.
Special Maneuvers - Jaws of the Forge: The Forge Hulk latches onto a still functioning ship and reverses the mechanics of its processing machines, effectively dowsing the captured ship in super-heated gas and molten metal. It then crushes the now weakened structure
Dead Rain: The Hulk fires all available weapons at a single target in order to override its shields. It then launches a flotilla of Dropclaws in addition to a fresh swarm of fighters in order to overwhelm the enemy and secure a high number of boarding parties reaching the opposing vessel.
Ground-
Xenoqqi again favor open ground battles of attrition due to their ability to reinforce easily. Large battlesuits and drones are generally supplied with specific imstructions whilst regular troopers are ordered to support and defend these important units.
Special Maneuvers - Swarm Strike: A preemptive wave of Breaker drones is unleashed upon the enemy forces, either armed with short ranged plasma pistols or rigged to explode. Not knowing whether a particular drone will self destruct or not creates utter panic amongst the inexperienced enemy ranks, all the better for the chittering tide to mow them down.
Iron Skies: Xenoqqi drop-ships hard drop Warmonger battlesuits behind enemy lines, wreaking havoc with the command structure and any supply dumps nearby. Highly risky if the enemy is trained to watch the skies.

Weaknesses:

The Xenoqqi's over-reliance on technology means the are very weak to nanotechnology and EMP blasts. Physically they are frail and can't put up well in protracted melee outside their larger drones and battlesuits. In addition their spaceships, especially the Foundry Hulks are very slow and sluggish, making them easy targets for more agile craft. Xenoqqi also for some reason have limited access to FTL (is this a thing? If not I'll remove it) technology, and so have to rely on their wormhole junctions to amass fleets.

Hell this is long
Did some edits compared to the post I had on the Sporum. I made the fighters drone controlled (no-one has that many pilots) and changed the name of the capital ships to roll off the tongue more. I eagerly await critique.

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Empire Entering - Page 2 Empty Re: Empire Entering

Post by Darkel Mon Aug 11, 2014 9:24 pm

Very interesting sheet! Although you used the outdated template. Whoster must not have changed it yet. There's a new version in the sticky thread here.

I haven't been able to read the whole thing, but from what I saw, it's very interesting. I won't approve it though until I have the to read the whole thing. But if Whoster and Zar can agree to accept it while I'm gone then it can work that way.
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Post by Whos Tue Aug 12, 2014 10:58 am

I changed it.. or I'm unaware of a new version. But, I can't access the Sporum thread at this time. I read about half of the sheet and everything looks fine. I'll read through the history and the rest of it soon.
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Post by Whos Tue Aug 12, 2014 8:52 pm

@Randomnator: I've finished reading your sheet, and since you welcome criticism, constructive criticism I assume.. (I hate that phrase, I don't know why, I just do) I will be concise and tell you the issues.

Overall, the sheet is well done and there are few discrepencies with the established lore, or problems with the race specifically. Firstly, I'd like to point out that the Xenoqqi seem very apt in the way of imitation, and yet you don't mention any significant brainpower amongst the species. I might just be nitpicking, but I think there should be some aforementioned ability or atleast note for said imitation. (Or maybe this is too large a nitpick. Zar? Darkel?)

Secondly, and this is very minor, you mentioned marriage within families. Now, I know this may seem errant in that I'm not criticizing them having families, but I would like it if you mention that marriage is a thing slightly earlier in the culture section. We want to make this feel relatable in a way, but retain that sense of alienness.

Thirdly, you mention that most weapons found throughout the galaxy have traces of Xenoqqi technology within them. This is promoting your empire as more important than it is right now. Something like that would need wide consent from most of the members.

The rest of it looks pretty good, so I'll be happy to grant you membership after the above criticisms are sorted out.
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Empire Entering - Page 2 Empty The Xenoqqi Industrial Syndicate

Post by Randomnater Tue Aug 12, 2014 9:37 pm

Thanks for that Whoster,
I understand that I din't have many details ironed out in my initial post (I also have no idea how to edit my post) so I'll try and fix a few things in this one.
Families are not in, in essence actual families. They are large groups of high ranking Xenoqqi that have banded together under the current Xarl and usually have no family-based relation with each other (I really should have included this).
Another thing is that yes, Xenoqqi are skilled imitators when it comes to technology, innovating from there. It can be changed that there would be a lot of similarities between the tech of the Xenoqqi and other races simply because the prior have managed to obtain some and replicate it into a more favored form for them. I should probably mentioned that they are remarkably intelligent and shrewd.
I put marriage in there because it is the closest human term to what I had in mind for the ceremony and I was too lazy to come up with an alien name for it. The Xenoqqi involved dislike it as their education and bringing up has brainwashed them into mistrusting other Families. (damn I missed out a lot of what I wanted to put in, note to self never write up one of these things when you should be asleep).
Thanks for the help out!

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Post by Darkel Tue Aug 12, 2014 9:54 pm

You can't edit posts as a guest so just repos the seet with your edits.
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Empire Entering - Page 2 Empty The Xenoqqi Industrial Syndicate

Post by Randomnater Tue Aug 12, 2014 11:44 pm

'Ere we go,
Empire Name:

Xenoqqi Industrial Syndicate

Creator:

Randomnater

Species Name:

Xenoqqi

Homeworld:

T'Saala

T'Saala is not the nicest place to live. Centuries of overcrowding and development have resulted in the planet becoming a hollow shell full of foundries, workstations and mass-production factories. Thanks to this industrialisation, T'Saala's atmosphere is wreathed in smog and filth that circles amongst the smoke stacks and spires that jut out of the machinery. T'Saala's upper atmosphere also contains a large amount of military satellites and space stations that take up the majority of the planets defence force. Further down into the planets crust, great furnaces burn night and day, providng both heating and smelting down new materials for construction. Further within houses ancient machinery of unknown origin, scraps and junk from bygone empires salvaged and stored until they can be used. There is even a rumour that there are great engines within that can make the planet move...

Size:

The Industrial Syndicate has spread its influence across a lot of the galaxy thanks to a prominance of wormholes near T'Saala. This means unlike most races which govern a single area of space, the Xenoqqi instead hold several smaller pockets dotted across the galaxy (all the better to meet new races and give them guns). Most held worlds are similar to T'Saala, having been transformed into great husks filled with machinery, grinding onward to fuel the wars dotted across the galaxy. Overall, the Xenoqqi have taken 14 systems as of the present, driving out or enslaving any natives that may have already been there.

Biology:

The Xenoqqi outwardly are 6-7 feet tall, bipedal and digitigrade with three clawed fingers and five radial toes. Their skin is dirty grey-black in colour and tightly stretched over their fleshless bodies, giving them an emaciated appearance. Their head is insectoid in appearance, although they have complex eyes similar to humans but with black sclera and bright iris's. The Xenoqqi are omnivorous and possess a vertical mouth-slit with teeth attached to separate jaw bones and muscles, giving them a greater ability to chew food than an animal with fused vertical jaws could. Xenoqqi also possess a crop of quill-like organs on their head that seem to possess a sensory role, able to both pick up both particles for smell and vibrations for hearing (essentially a bald Xenoqqi is deaf and unable to smell). Xenoqqi are quite frail for species of their size, although they are surprisingly agile.
Xenoqqi possess a proportionately large brain like most other sapient species which is located in their reinforced cranium. Compared to a human, the Xenoqqi brain is more oval shaped with a thinner, longer hind brain.
Xenoqqi reproduce sexually and so have two genders of male and female. Males are slightly taller while females possess mammaries (possibly a clue that they are mammals), although this is not apparent with the Slave class due to malnutrition. Females of both the Ruler and Worker classes also tend to "style" their head quills. Xenoqqi give birth to live young and nurse them for approximately 9 earth years until physical maturity, where the child is now classified as an adult. Xenoqqi usually live for about 80 years before expiring from age.
Xenoqqi appear to have all the regular organs that can be compared with Humans, although they do have a much larger second liver that is directly part of their respiratory system, assisting with extracting impurities from the air the Xenoqqi breathe (it is unknown if this is a natural occurrence or in fact an implant, the Xenoqqi aren't telling). Xenoqqi also have a dark blue ichor instead of blood thanks to a prominance of copper in it.
Xenoqqi also possess rudimentary luminescence organs along their thighs and upper arms which flare in intensity when the individual is angry or scared.

Religion:

The Xenoqqi officially have no religion, although small numbers of the Slave class believe that the foundry worlds they live in are in fact gods and so must be sacrificed to and worshipped. Xenoqqi of both the Working and Ruling classes generally ignore this behaviour as only lowly slaves are lost and worship is not in detriment to production rates.

History:

The earliest recorded contact with the Xenoqqi race was roughly 5000 years prior, the Xenoqqi having just arrived out of their Stone Age and had begun smelting the metal that was abundant on their then rocky and barren world. An older, dying race, who's name was lost to time had then stumbled across T'Saala and seized the chance to take it for their own. With the initial attempt to scour the Xenoqqi from T'Saala, the old race was certain that they could claim this world easily. Unfortunately the Xenoqqi were proven to have a resourcefulness unforseen with technology, able to operate the firearms of the Old race and eventually their war machines too. What was initially meant to be extermination became a war of attrition over T'Saala's surface, with the Xenoqqi hoarding metal after every skirmish and creating ghastly ramshackle parodies of the Older race's machines for future battles.
As the Older race grew to realise, the war for T'Saala was a waste of resources and valuable lives. With disgust they left and eventually were lost amongst the stars, presumably extinct and leaving few traces. The Xenoqqi however put their new-found skills to work. Still possessing a tribal-style ruling Family society, the Xenoqqi created cities using both Older race tech and devices of their own making. As their technological mastery grew, both trade and war broke out between rival Families. While causing the extinction or subjugation of lesser Families, these interactions allowed the Xenoqqi to develop socially as well, especially in the art of bartering.
The second contact with the now civilized Xenoqqi race was from the Conglomerate of Hithe, a nomadic species that stripped worlds of their population as food sources and slaves. The Hithe, seeing T'Saala as an easy meal blindly rushed towards their prize on their great stone warships, eager for food. It came to them as a surprise when the Xenoqqi retaliation consisted of a city-sized craft detaching from the planet to combat the Hithe fleet. The battle waged for months, the Hithe fleet's attempts to attack T'Saala being halted by the city-ship and its seemingly inexhaustible swarms of fighter craft. This war finally ended when the Hithe Capital ship was destroyed by a Xenoqqi boarding attack, crippling several close by Escort cruisers and sending the Hithe command structure in disarray. With no orders and battle maneuvers incoming, the Hithe fleet was easily picked apart, scoured of life and the crippled craft themselves rammed into the City-ship's great furnace maw to be used as repairs.
It was a little while afterwards that the Xenoqqi truly ventured into space, discovering the large amount of wormholes that dotted the cluster of stars they were part of. Through another technological breakthrough, the Xenoqqi used Hithe tech to assist in creating stabilizers around these wormholes, allowing safe travel and colonization of the larger galaxy.

Culture:

The Xenoqqi are an industrial manufacturing and trade race, specializing in various weaponry and warmachines. Stereotypically Xenoqqi are seen as nihilistic, shrewd and even cruel, although this is not true in every case.
Clothingwise, Xenoqqi prefer close-fitting simple garments that are practical in use, although members of the more richer and flamboyant Families choose more extravagant clothing.
With the exception of the Slave Class, Xenoqqi are deemed well educated and skilled in the arts of speech, trade, engineering and architecture.
Xenoqqi take partners for life and both genders take care of any children the union may bear. Ruling Classes typically celebrate these unions with large ceremonies known as "Akh-Dowann" (lit. two-bonded). The Worker Class generally have private ceremonies that only relatives attend.
Life for the Xenoqqi is divided into three classes: the privileged Families (lead by the most successful member, known as a "Xarl") that own the many factories and make trade agreements and pacts, the civilian Working class that over see said factories and design new weaponry as well as the impoverished slave class toiling amongst the gears.
For the Ruling class, life is cut-throat and unforgiving with Xenoqqi either seizing their own personal agendas quickly or confined to mediocrity. Divided into large supporting groups known as Families (this is applied in a different manner, most Xenoqqi in a Family are not related outside of spouses and children), most Xenoqqi have a deep mistrust for others of the ruling class not in their Family and view rivalling Families as competition over agreements with alien empires. A particularly large spat between two Families can result in assassination or even all-out war that only ends with one or both Xarla being killed (and quickly replaced by the next in line). However these can also end with the joining of the Families, although it is difficult for the respective Xenoqqi forced into union for the good of their betters.
The Working class are the civilians of the Xenoqqi. Technically they have it better off than the ruling class, taking the role of engineers, soldiers and overseers in the factories with little to worry about aside from the occasional slave uprising and falling machinery.
Xenoqqi society ends with the Slave class, consisting of Xenoqqi criminals and aliens (some trade partners consider slaves as a currency) that toil in the production lines making the warmachines that will soon march across numerous worlds for conquest.
Xenoqqi names are made from a Given name at birth and a Changing name. The Changing Name is only truly "changing" in the case of the Ruling Class, as it is derived from the given name of the current Xarl (e.g. Ohtanng Ohtanng is the Current Xarl of the Ohtanng Family).

Technological Advancement:

The Xenoqqi specialize in weaponry of great variety, with entire worlds dedicated to the construction of these horrors. Some examples of ranged guns include a heat ray that leaves tanks untouched but vaporizes the crew, a beam weapon that effectively causes the target's cells to attack each other and a RPG style launcher that releases a gas that boils insides into soup.
Another of the Xenoqqi's areas of expertise is drones and mechanised battlesuits that can be mounted with these weapons. These machines can mostly be traced back to Older race tech, with some components having not changed at all.
It can be seen that the Xenoqqi's prominence in engineering is due to their ability to mimic components from other races and apply/improve them in new ways. Therefore it is typical to see a Xenoqqi Forge Hulk drifting through the debris of a space battle aftermath, picking the choicest scrap for use.
Despite this fearsome advancement in the tech of war, the Xenoqqi sell and trade the majority of it to the highest bidder and so do not have a truly massive military.

Military:

Space - The Xenoqqi fleets only have one kind of cruiser-class ship: The Forge Hulk. Averaging at about 14 kilometers in length, These ugly vessels are completely asymmetric and are dotted with turrets, hangars and engines so that two ships never look alike. The only similarity is the maw-like structure at the front of the ship used to devour destroyed ships for melting down and reconstruction into repairs or more Xenoqqi Fighters (yes, essentially these ships are flying factories). For defence these craft rely on their structural integrity and armor to protect them and possess only regular shielding (ie. nothing fancy). A Xenoqqi fleet is usually comprised of three of these behemoths.
Xenoqqi Sickle Drones are simple drone fighter that can easily be built in a short amount of time, and are usually only armed with a single weapon (this can vary) in addition to their characteristic six sickle-wings. A Forge Hulk generally contains a couple hundred of these and can easily create more.
Xenoqqi Bomber Drones are a heavier variant of the Sickle Drone with more armour and shielding. They typically carry missile banks in addition to any regular weaponry and lack the characteristic sickles of the fighter.
Xenoqqi Dropships are a secondary method of reaching planetfall to the Dropclaw. Bulky with good shielding, they are also used as small cargo and ambassadorial craft.
Ground -
Xenoqqi Troopers are the back bone of the Xenoqqi ground forces. Armed with either plasma rifles or incendiary RPGs and lightly armoured, these soldiers are primarily used as close support for tanks and large mechs in addition to scouting roles.
Draconis Drones are the largest non-piloted war machines in the Xenoqqi military. Generally pre-programmed, these reptile like drones are armed with a heat cannon and anti-tank missile array. Very expensive to build and so there are relatively few.
Breaker Drones are small machines that can be easily built and set with a wide array of weapon loadouts. Typically these drones can also be built as suicide bombers, detonating their energy core for a nice explosion.
Warmonger Battlesuits are what are typically feared in the Xenoqqi Military. A single-pilot suit, these metal behemoths are armed with an Ionic rail cannon, a repeating incendiary missile array and a electro grappling claw. Unfortunately they are also slow and not very agile.
Thresher Battlesuits are terror units designed to reap horrific damage on infantrymen. Less armoured and faster than a Warmonger, the Thresher is armed with flencing claws that can cut through anything bar tank armor. Typically by battle's end they are splattered with the viscera of their victims, adding to their terrifying visage.
Xenoqqi Dropclaws are the Xenoqqi's primary way of reaching the ground from space. These clawed drop pods are designed so that they can also be fired at opposing ships and latch on for boarding parties. Typically carry 8 Xenoqqi troopers or one Warmonger.
Xenoqqi APCs are typical armoured vehicles with minimal weaponry designed to supply troops to the battlefield. Comes in multiple sizes.
Xenoqqi don't generally have any tanks as most roles are supported by the various drones and mechs.

Government:

The Xenoqqi Syndicate is ruled by several Families of the Ruling class, each governing a section of Xenoqqi controlled space with its own wormhole. These Families rule their areas through dictatorship, Xarldom passing to the most worthy child once the original Xarl has passed. Families directly control all military and trade actions, effectively being CEOs and Generals at the same time.
Currently the largest Family is the Ohtanng Family, who also currently control T'Saala itself.

Strategies/Tactics:

While the Xenoqqi generally only supply weapons, they will fight if threatened or have sufficient interest in removing an opponent/aiding a trade partner
Space-
In space Xenoqqi excel in meat grinder battles, sending wave after wave of fighters supported by bombers until the Hulks themselves come into range. At this point any destroyed ships - both Xenoqqi and opponent - are anchored and dragged into the foundry maws to both limit cover and provide materials to resupply the Fighters and repair any minor damage to decks.
Special Maneuvers - Jaws of the Forge: The Forge Hulk latches onto a still functioning ship and reverses the mechanics of its processing machines, effectively dowsing the captured ship in super-heated gas and molten metal. It then crushes the now weakened structure
Dead Rain: The Hulk fires all available weapons at a single target in order to override its shields. It then launches a flotilla of Dropclaws in addition to a fresh swarm of fighters in order to overwhelm the enemy and secure a high number of boarding parties reaching the opposing vessel.
Ground-
Xenoqqi again favor open ground battles of attrition due to their ability to reinforce easily. Large battlesuits and drones are generally supplied with specific imstructions whilst regular troopers are ordered to support and defend these important units.
Special Maneuvers - Swarm Strike: A preemptive wave of Breaker drones is unleashed upon the enemy forces, either armed with short ranged plasma pistols or rigged to explode. Not knowing whether a particular drone will self destruct or not creates utter panic amongst the inexperienced enemy ranks, all the better for the chittering tide to mow them down.
Iron Skies: Xenoqqi drop-ships hard drop Warmonger battlesuits behind enemy lines, wreaking havoc with the command structure and any supply dumps nearby. Highly risky if the enemy is trained to watch the skies.

I implimented Whoster's suggested fixes as well as some of my own including a few renames and an extra battlesuit. Hope this is enough.

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Empire Entering - Page 2 Empty Re: Empire Entering

Post by Whos Wed Aug 13, 2014 11:17 am

Evwerything seems to be in order. I'll check with the other mods, but I think we can enter this one.
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Post by Zaroas Thu Aug 14, 2014 5:50 pm

Alright, Randomnater, you are good to go. Your sheet has been accepted, welcome aboard! Just make an account and we'll start talking about how to introduce the Xenoqqi.
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