The Factions:

There will inevitably be some confusion regarding the 2 new factions, the Argosians and the Polaris Confederacy. I'll explain it all.

Faction: The Argosian Empire
Known as: The Argosians
Technology Advantage: 7
Military Advantage: 1.25
Homeworld: Argos VII
Size of faction: 1 homeworld + military headquarters somewhere near neptune.
Agenda: Stop the Talos

The Argosian Homeworld is too far away for any fleet to possibly make it there in under three generations. It's a remote, tiny planet about half the size of Earth. The Argosians have evolved societally to the point where they have no word for violence or war. They are 100% human of Asian origin, but how they got there was a mystery.

Ships

(url="http://"http://www.slugsoft.f2s.com/img/arg_fighters.jpeg")Nightmare-class interceptor(/url)
Crew: 1
Fairly rare and easy to destroy, but the advancement in miniturization has given them weapons of light capital ships. The cockpit is held in orbit to the wing via strong gravitational generators. These ships, while hard to destroy with blunt force, can be easily split in two with a strong magnetic pulse.

(url="http://"http://www.slugsoft.f2s.com/img/arg_destroyer.jpeg")Equilizer-class destroyer(/url)
Crew: 36-50
The staple of the Argosian fleet. Their shields are capable of withstanding the force of an exploding sun, but that's about their only advantage. Armed with extremely primitive kinetic weapons, destroyers are capable of holding their own against nothing. Although a few Destroyers have been refitted with light EMP emitters, they still pose little threat to enemies. Despite their massive shielding, Destroyer hull is as thinas tin foil and just as strong. Once a destroyer's shields are down, anything can utterly destroy it.

(url="http://"http://www.slugsoft.f2s.com/img/argos_1.jpeg")Battlecruiser(/url)
Crew: 13-15
Despite it's fierceome name and appearance, the Battlecruiser is little more than a mobile base. It's the only ship in the Navy, however, that is capable of dealing out much more damage than it can take. The entire frontal section is little more than a giant emitter, capable of being adapted into a sensor array, an extra shield generator, or a massive EMP cannon, the Battlecruiser is highly adaptable and usually used on science missions. Each battlecruiser contains a single scout that can be launched.

Scout
Crew: robotic
Because it contains no pilots or crew members to worry about, the Scout can travel at phenominal speed without consequence. Armed with nothing more than a sensor aarray and an EMP emitter, the Scout has no shields whatsoever, and only enough armor for it to make it back to it's Battlecruiser on it's galaxy-far hour-long missions.

(url="http://"http://www.slugsoft.f2s.com/img/arg_hvd.jpeg")The Chimaera(/url)
Crew: 1
Argosian Legend tells of the Founders giving a gift to the children of Argos as they left the galaxy. It contains easily-duplicable Jjaro technology, but it is not fully functional. The Jjaro did not wish to give Argos the full extent of their technology, as it could be analogous to giving an infant a chainsaw. Instead, they gave them the jjaro equivalent of safety-scissors, but even still it is capable of massive destruction.
So far it has collapsed an already-collapsing Red Giant into a black hole, but as the Argosians discover more about their past and the founders, more and more of the Chimaera is is unravelled and the stronger it can be used.

Faction: (url="http://"http://www.slugsoft.f2s.com/img/eclipse.jpeg")The North Star Federation(/url)
Known as: The Polaris Confederacy
Technology Advantage: 3
Military Advantage: 5
Homeworld: North Star
Size of faction: 1 homeworld, four core worlds, 12 outlying colonies

A strong and authoritarian Confederation of worlds, The polaris are as stalawart in unity as they are in military strength. Guided by the mighty Polaris Navy, the Confederacy rules it's space with an iron fist. Not particularily war-like, the Polaris are also far from indolent. By the age of twenty, a typical Confederate is expected to have served a year in the Navy.
100% human of caucasian origin, the Polaris grew up with war as a fact of life. Their homeworld, contrary to it's name, is a steaming earth-sized tropical planet.

Ships

(url="http://"http://www.slugsoft.f2s.com/planetarion/ships/gunboat.jpeg")X-19 Gunboat(/url)
Crew: 2
Armed with twin swivel missile pods, each containing 9 missiles, the gunboat is capable of wreaking total havoc on slow-tracking enemies. They are capable of individually crippling capitol ships and shooting wings of fighters out of the skies. They are dodgy and extremely fast-moving, but all this sheer firepower come at a cost: one hit, and it's destroyed. Also, when a gunboat has used up it's ammunition, it becomes essentially useless and must return to it's carrier for refeuling and restocking.

(url="http://"http://www.slugsoft.f2s.com/img/polarisfrigate.jpeg")D-14 Battle Frigate(/url)
Crew: 50
Heavily armored to endure the sears of battle, the aptly-named frigate is little more than a thick shell with guns in it. Unfortunately, the heavy 'Grand-Mére' launchers located in the foreward section had the nastiest habit of snapping clean off during the heat of battle. The frigate was never widely-used, though it was quite effective against heavy targets.

(url="http://"http://www.slugsoft.f2s.com/img/Pursuit.jpeg")Achilles-class destroyer(/url)
Crew: 20
Once the backbone of Polaris Navy, the Destroyer has slowly turned from a widely-used warship to a reserve and backup plan. It's beam-weapons are now old, outdated Polaris technology and widely available on black markets across the galaxy. Though it is old, slow and obsolete, the Destroyer still has a lot of fight left in it, and is still widely used behind the front lines. It has reasonable firepower, but weak armor and slow speed and maneuverability.

(url="http://"http://www.slugsoft.f2s.com/planetarion/ships/battleship.jpeg")Viking-class battleships(/url)
Crew: 190
In the early days of the Confederacy, these dreadnoughts were feared across the galaxy as the most vicious and powerfull ships of the Confederacy. However, after the Alduran wars a decade later, it became clear that the Viking was no longer the menace it used to be. This ship design is almost forty years old, and a Viking hasn't been built for nearly a decade, yet their sheer (but fading) power and reminder of the old days of the Confederacy still give is a vital position in the Navy, even as only a mere support Battleship, it is still far from the scrap-heap. (also the first ship I ever made in 3D) Energy weapons are rendered ineffective by it's grid-hull, but ballistic and explosive projectiles deal great damage to the Viking, tearing into like a chainsaw in a loaf of bread.

(url="http://"http://www.slugsoft.f2s.com/img/cruiser.jpeg")The Dirae-class Cruiser(/url)
Crew: 375
The zenith of Confederate military advancement, the Cruiser is a natural outgrowth of the older Battle Frigates, with many improvements. The Dirae cruiser is one of the only ships in the Polaris Navy equipped with a functioning shield-emitter, and is fixed not only with standard torpedo-tubes, but the new Norse-class turrets, designed specifically for attacking capital ships.
Unfortunately, the Cruiser has one fatal flaw: it must be guarded against ravenous swarms of fighters at all times, as it can only fire upon large ships.

(url="http://"http://www.slugsoft.f2s.com/img/Colossus.jpeg")The Colossus(/url)
Crew: 200
Only the Elite of the confederacy ever get the priveledge of serving aboard these grand ships. Almost two whole kilometers long, the Colossus-class carrier-dreadnoughts are the Confederacy's final say in Capital Ship field. Of the three Fleet Admirals of the Confedrate Navy, there are three carriers, each assigned his own. Equipped with stolen Argosian shielding technology and armed with a variation of the powerfull B-16 Torpedos, the Carrier wouldn't be a carrier without two full squadrons of the lethal X-19 Gunboats. Each Carrier serves as fleet command for the Navy, and so while they may direct massive wars and campaigns, they usually never see combat.
Despite the measures taken to secure the Fleet Admiral, incidents do happen and whn the Carrier is cornered, it can put up an extremely nasty (url="http://"http://www.slugsoft.f2s.com/img/Duel.jpeg")fight(/url).

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Time is the best teacher, yet it kills all of it's students.

phew that took a long time

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Time is the best teacher, yet it kills all of it's students.

(Editing for advantages...)

Faction: Earth-Sol Federation
Known as: The 'ESF'
Technology Advantage: .75
Military Advantage: 2.5
Homeworld: Earth
Size of faction: About 240 colony worlds
Agenda: Survive the tumultuous introduction to alien species, and defeat the Union of Worlds and Naarad.
Armour: Titanium / Armokur.
Shields: None

The ESF evolved out of the Dark Times about 400 years before the RPG storyline, when Earth united under a single government, and when all other factions in the solar system had been eliminated. Soon after it made it's monumental discovery of ether travel, and colonised the nearby galaxy. A depression struck the ESF in it's expansionist era, and this caused the colonial regions to fragment, one of which was the area now controlled by the Union of Worlds. It has suffered a civil war with the Union of Worlds since, and is suffering one now. They are a corporate democratic government. The current leader is Molex Reeves, and the corporate leader is Isoldar Rek'nesse.

Ships: Play SETR multiplayer edition lite (modify it to single player) and that will give you a better idea than anything I can put down here.

Faction: The Union of Worlds
Known as: The Union
Technology Advantage: 1
Military Advantage: 2
Homeworld: Beurasaj
Size of faction: About 40 colony worlds.
Agenda: Topple the ESF and take control of Earth.
Armour: Gravsteel.
Shields: None!

The break-off faction that was somehow never conquered by the ESF. They got help from the Naarad to beat the ESF later on. They're government is a benevolent dictatorship.

Ships: (Play SETR)

Faction: The Naarad
Known as: The Naarad
Technology Advantage: 2
Military Advantage: 3
Homeworld: Obiaxa
Size of faction: 2450 colony worlds, near the core.
Agenda: Survive. Advance. Dominate.
Armour: Mechisteel
Shields: Magnetic

These guys are aliens! They've been around for a short time, and they are controlled by a computer called Naarad. They don't really have a government, but total thought control would describe it nicely.

Ships:

Fighter Unit:
Crew: Drone
The fighter unit has... well... in chapter 1 it had some stuff, but since then I've modified the whole shebang, even the Naarad weapons/tech and stuff. Oh well, my sketch pad isn't exatly close to this desk, and I'm not going to remove my headphones to search for it! No way! Let's see from memory... oh heck, I'll go with the original weapons. Ion cannon, and plasma.

Assault Unit:
Crew: Drone
Anti-matter cannon and plasma.

Support Unit:
Crew: Drone
Graviton homing energy pulses, and turreted ion cannon.

Defense Unit:
Crew: 2
Rapid-fire anti-matter, and gravitonics, and energy drain trazer.

Carrier Unit:
Crew: 2-5
Err.. kind of like a huge blossoming flower, only blue! Doesn't do much damage, but slows ships down alot. Energy trazer, and fighters... 6.

Faction: The Meson
Known as: The Meson
Technology Advantage: 7
Military Advantage: 7
Homeworld: Kitehain
Size of faction: 256 worlds.
Agenda: Perpetuate their own little universes and break up the Armadian power bloc.
Armour: Neutronium-based alloy
Shields: Phased shields

The Meson are 8 species that decided to join a long time ago for more or less unification purposes. They are the Ktatatk, the Idgeron, the Mneomonai, the Aerion, the (telepathic race which formed the pact, name is telepathic, but they could be said to be the actual 'meson' within the meson as it were), the.... Ok, I can't remember all their names.

Ships:

(Their names are actually in Russian, I doubt anyone here wants to remember them, so I'll do Ares.)

Fighter:
Crew: Drone.
Unmanned drone which fires turreted tachyon pulses and acts as a mine.

Cruiser:
Crew: 3-9
Fires primal pulses (long range homing energy ribbons) and tachyon pulses. Also deploys second layer of shield for those very difficult spots.

Gunship:
Crew: 12-24
Deploys cloaked mines, is cloaked itself. Thus, does not break cloak when mines are deployed. Also, engine emission have been rendered undetectable. Has second layer of shielding, and can fire tachyon pulses.

HVD:
Crew: 1
This is the Levkindl type ship. Has advanced cloaking shield, enough power to fire the deacon (hyped up primal) while cloaked. Has extremely fast sublight to ether.

Carrier:
Crew: 240-360
This ship is huge. Really really huge. The entire thing has no weapons, but deploys like a hundred thousand drones. Strong shielding, almost all power is to shields.

Faction: Armadian
Known as: Armadian
Technology Advantage: Inifinity without special Founder weapon.
Military Advantage: Founder-type.
Homeworld: Ahryain, (now destroyed)
Size of faction: No planets now, but hundreds of stations in subspace around the galaxy.
Agenda: Freeing the Jjarro.
Armour: None, but they do have the tech for black-hole type armour.
Shields: None, they use Alter.

Old, around the time of the Jjarro. They're known weakness is Jjarro ships.

Ships:

Cruiser:
Crew: 1
Has bomb which can be configured to any destruction type, and a laser which can cut through anything except shields, which it is repelled by. Main weapon is using alter at close range and slicing through a ship. They can slide into subspace as well, but cannot fire laser from subspace.

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There are only 3 kinds of people: those who can count, and those who can't.

(This message has been edited by Joveia (edited 10-14-2001).)

Faction: The Phylydion Imperium
Known as: The Phylydions
Tech advantage: 3
Military Advantage: 3.5
Capital: Dominus
Size of Faction: Roughly 1000 worlds
Agenda: Defeat the Grecchan Empire and expand the Imperium

For those of you who have been here long enough to go through other RPG's, you already know plenty about the Phylydions, my race for every RPG from The Ring to now. They entered our galaxy through a wormhole thousands of years ago, and since then have created a massive empire. The Phylydions are militaristic, but not terribly warlike. They have a strict sense of honor and dedication. The Imperium has a massive military but also has a good diplomatic force. The economy is not self-dependent and the yearly budget hinges largely upon foreign trade. The Greccha have been their sworn enemies since the Phylydions were first conquered by them three thousand years ago.

Some major ships:

Microfighters
Crew: 1 or AI-controlled

Standard light attack craft. Grey, oval-shaped, armed with burst cannons and light missiles.

Standard Phylydion destroyer
Crew: 20

A medium sized, fast and maneuverable ship armed with several flarebolt turrets, medium forward flare pulse, and various missle ports.

Sovereign(Kiojea)-class heavy battlecruiser
Crew: 80

Large yet quite maneuverable ship, the backbone of the navy. Armed with forward-firing heavy compressed matter guns, flare pulse batteries, flare bolt turrets, and sometimes missiles.

Thunderflash-class pocket battleship
Crew: 100

Large, medium-speed and maneuverability battleship. Armed with flare bolt turrets, heavy flare pulse batteries, compression guns, and plasma beams.

Domination II class heavy battleship
Crew: 120

The most powerful mass-produced ship in the navy. Reserved for flagship duty. Armed with all of the above, and negative proton beam projectors.

Faction: The Grecchan Empire
Known as: The Greccha
Tech advantage: 3
Military advantage: 2.5
Capital: Greccha Prime
Size of Faction: 562 worlds
Agenda: Defeat the Phylydion Imperium first, then conquer any race they find

The Greccha swiftly became a spacefaring race roughly 5000 years ago. About 3000 years ago the Greccha controlled a small interstellar empire of about 100 planets. At this time the Phylydions entered through the wormhole and set up a twelve-planed area. The Greccha immediately moved in and conquered it. Eventually the Phylydions rebelled, grew, and destroyed the Grecchan Empire. Now, the Greccha have returned with a much larger empire under them to settle the score. Greccha philosophy is roughly thus: "Anything holding secrets or importance is rightfully ours." So far, they haven't found a single sentient species that escapes those parameters.

Ships:

Grecchan ships are all of similar make, whale-shaped and sleek. Warships are armed mainly with beam weapons.

(This message has been edited by Taeskor Cicion (edited 10-13-2001).)

(Deleted, I'm using the greater values...)

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There are only 3 kinds of people: those who can count, and those who can't.

(This message has been edited by Joveia (edited 10-14-2001).)

sigh let the egos fly...

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Time is the best teacher, yet it kills all of it's students.

Faction: The Vylae Consortium
Known as: The Vylae
Technology Advantage: 2.15 (2.75 counting Leela)
Military Advantage: 3 (4 counting Leela)
Homeworld: Vyla
Size of faction: 1 homeworld, 14 colony worlds, 325 trading stations.
Agenda: A nice, peaceful galaxy (and beyond) where they can get nice and rich
Leela's Agenda: Sol (home) nice and safe, killing bad people, gaining enough power to ensure no harm ever comes to her home (aka grab Arcanis)

Ships: I'm pretty sure they're in "While I'm on the subject." If not, I should post them there anyway.

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Formerly-Rampant Human-Coded AI

Quote

Originally posted by Slug:
**sigh let the egos fly...

**

I don't understand...

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There are only 3 kinds of people: those who can count, and those who can't.