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The Grand Stellar Empires Engine

Kadaeux 22/8/2011

STELLAR EMPIRES 3

Races of the Stellar Empires. ............................................................................................................................................................... 5

HUMANOIDS: ......................................................................................................................................................................................... 6

AVIAN: ...................................................................................................................................................................................................... 7

CONTENTS

RAPTORS:................................................................................................................................................................................................ 8 INSECTOID: ............................................................................................................................................................................................ 9 BEETLIAN: ........................................................................................................................................................................................... 10

PORCINE: ............................................................................................................................................................................................. 11

BOVINE: ................................................................................................................................................................................................ 12

EQUINE: ................................................................................................................................................................................................ 13

URSINE:................................................................................................................................................................................................. 14

CANINE: ................................................................................................................................................................................................ 15

FELINE: ................................................................................................................................................................................................. 16

VERMIN: ............................................................................................................................................................................................... 17

CRYSTALLINE: ................................................................................................................................................................................... 18

AQUARIAN:.......................................................................................................................................................................................... 19 DRACONIAN ........................................................................................................................................................................................ 20

ARTIFICIAL INTELLIGENCE: ....................................................................................................................................................... 21 PSY-BREED: ........................................................................................................................................................................................ 22

BIO-GENEERED ................................................................................................................................................................................. 23

VOID SWIMMERS: ............................................................................................................................................................................ 24 TOTALLY ALIEN ................................................................................................................................................................................ 25

Nation Types of the Stellar Empires .............................................................................................................................................. 28 NATION TRAITS: .......................................................................................................................................................................... 31

THE SHINING ONES ......................................................................................................................................................................... 26

PARASITES .......................................................................................................................................................................................... 27

ARTIFICIAL EMPIRE NATION ..................................................................................................................................................... 29

Crimeocracy NATION ...................................................................................................................................................................... 33

BIO-TECHNOCRACY NATION ...................................................................................................................................................... 31 NATION TRAITS: .......................................................................................................................................................................... 33

NATION TRAITS: .......................................................................................................................................................................... 29

Cyberneticist NATION .................................................................................................................................................................... 35

Despoiler NATION ............................................................................................................................................................................ 36

Destroyer NATION ........................................................................................................................................................................... 39

NATION TRAITS: .......................................................................................................................................................................... 35

Economist NATION .......................................................................................................................................................................... 41

NATION TRAITS: .......................................................................................................................................................................... 37

Enslaver NATION .............................................................................................................................................................................. 45

Empire of Light Nation ................................................................................................................................................................... 43

NATION TRAITS: .......................................................................................................................................................................... 39

NATION TRAITS: .......................................................................................................................................................................... 41

NATION TRAITS: .......................................................................................................................................................................... 43

Environmentalist NATION ............................................................................................................................................................ 48

Hunter NATION ................................................................................................................................................................................. 50

NATION TRAITS: .......................................................................................................................................................................... 46

Industrialist NATION ...................................................................................................................................................................... 52

NATION TRAITS: .......................................................................................................................................................................... 48

Isolationist NATION......................................................................................................................................................................... 54

NATION TRAITS: .......................................................................................................................................................................... 50

Nomads NATION ............................................................................................................................................................................... 56

NATION TRAITS: .......................................................................................................................................................................... 52

Pacifist NATION................................................................................................................................................................................. 59

NATION TRAITS: .......................................................................................................................................................................... 54

Psychic Hive NATION ...................................................................................................................................................................... 61

NATION TRAITS: .......................................................................................................................................................................... 57

Scientist NATION .............................................................................................................................................................................. 63

NATION TRAITS: .......................................................................................................................................................................... 59

Spymaster NATION .......................................................................................................................................................................... 65

NATION TRAITS: .......................................................................................................................................................................... 61

The Culture NATION ....................................................................................................................................................................... 67

NATION TRAITS: .......................................................................................................................................................................... 63

The Unforgiven NATION ................................................................................................................................................................ 69

NATION TRAITS: .......................................................................................................................................................................... 65

Theocratic NATION .......................................................................................................................................................................... 71

NATION TRAITS: .......................................................................................................................................................................... 67

Sectors and Sub-Sectors ..................................................................................................................................................................... 77 Nation Sizes and their Points. ...................................................................................................................................................... 79

Warlord NATION .............................................................................................................................................................................. 74 Nomad Nation ............................................................................................................................................................................... 80

NATION TRAITS: .......................................................................................................................................................................... 69

NATION TRAITS: .......................................................................................................................................................................... 72

NATION TRAITS: .......................................................................................................................................................................... 74

Common Traits ....................................................................................................................................................................................... 82

National Traits ................................................................................................................................................................................... 82 Population Traits .............................................................................................................................................................................. 83

Star Navy Traits................................................................................................................................................................................. 84

Ground-War Traits........................................................................................................................................................................... 85

Technical Traits ................................................................................................................................................................................. 86

Security ...................................................................................................................................................................................................... 94

Defence ...................................................................................................................................................................................................... 92

Psychic Traits ..................................................................................................................................................................................... 87

Sub-Sectors .............................................................................................................................................................................................. 93

Economic Traits ................................................................................................................................................................................ 88

Flaws ...................................................................................................................................................................................................... 89

In the Stellar Empires making your nation can be the make me, break me stage. The choices you make are ones that you will have to live with! Or at least attend you own execution with. Now I will warn. This is NOT a small document, at over ninety pages long many would consider it unfavourably large. But this is, bluntly, untrue. Taken at face value it may seem to be not worth the effort. However a player will not use more than three quarters of this document. There are over seventy pages dedicated to Races and Nation Types. Of the 22 offered in each you can only use ONE of each. This means that on average, over sixty five of those pages, or more, will mean absolutely nothing to you. If you want to read more that is certainly your prerogative (and flattering.) Those of you who know the engine from before will be shrugging and go just get on with it motherfucker so I will. For both sides. Here are the steps required in order.

NATION CREATION STAGE

1. Choose your Race: You may only choose one, the races are from page 6 to 29. This choice has a strong influence on your nation. 2. Choose your Nation Type: This reflects what sort of nation you run, what technology you might have, how they do things. And even to who they might do them. (It sort of goes without saying that a Pacifist nation would be a Slavers goldmine.) 3. Choose your Nation Size and Buy your Subsectors: Bear in mind that your nation or race may have size limitations. Or else! 4. Choose your Nation Traits (You will have to return to where you chose your nation type for this.) Below are the number of Nation Points you have to spend on Nation Traits, this chart is BEFORE any race modifiers! Check your race to see how it effects your possible points! 5. Choose your Common Traits. Buy your "Common" Traits! Each nation is permitted a basic amount of 20 "Common" Traits. This may be effected by your chosen race and nation. Each nation may take a maximum of four flaws. Unless otherwise stated each flaw lets you buy one more Common Trait. 6. Buy your defence, security etc. It is the last section of this document. Warlord: 11 Despoiler: 8 Pacifist: 5 Scientist: 8 Economist: 7 Industrialist: 8 Hunter: 8 Destroyer: 8 Environmentalist: 7 Isolationist: 7 Spymaster: 6 Bio-Technocracy: 8 Psychic Hive: 8 Theocracy: 9 Artificial Empire: 8 Cyberneticists: 8 The Culture: 8 Enslavers: 9 Crimeocracy: 8 Nomads: 6 Empire of Light: 8 The Unforgiven: 7

RACES OF THE STELLAR EMPIRES.

Humanoids are a common genotype of sapient species. They are, galactically speaking, the average Joes of sapience. They can do almost anything and everything it is possible to do, except excel at anything. As capable as they are they simply do not excel at any one thing. Humanoid species simply do not lend to excellence. But it would be foolish to underestimate them, while they do not excel at any one thing they also do not fare poorly in any field.

HUMANOIDS:

Advantages:

Disadvantages: Restrictions:

Their equality in all things gives them 4 extra General Traits

Nation Types: Artificial Empire, Empire of Light. Traits: None Other: None

Their equality however hurts their specialisation. They lose 2 points of Nation Type Traits.

Avian Species are bird-like and possessed of a light bone structure and are quick and agile with an excellent understanding of all three dimensions. Capable pilots this breed of bird-like species are relatively passive and herbivorous. They are creative and skilled. However, Avians possess a few weaknesses. Their light bone structures do no lend well to extended high gee manoeuvring or acceleration. Moreover they do not take damage well under any circumstance. An injury that might seem routine to another species can be crippling for an avian, and where another species might find a broken bone a painful but eventually cured inconvenience for an Avian a mere broken bone can be a death sentence.

AVIAN:

Advantages: 3 Traits.

Three Dimensional: The Avians senses make them superior pilots and combatants in a three dimensional arena.

Short Term Power: Despite their weak structure they can sustain much high gees than all other races except Raptors in the Short term. They can, in emergencies, sustain 40 gees of acceleration and manoeuvring for 10 minutes.

Disadvantages: 2 Flaws

Weak Structure: The light bone structure of the Avians makes the extremely vulnerable to extended high gee manoeuvres and thus they cannot make or sustain them making their ships slow and poor to manoeuvre the majority of the time. Not Tough: Avians are not strong or tough and are easily wounded and killed compared to most other species. They also cannot live on high gravity worlds. They are only 50% as tough as Humanoids.

Good Scientists: If the Avian Player selects the Scientist nation type they get 1 extra trait to play with.

Restrictions: This is a list of what they cannot take/have.

Nation Types: Destroyer, Despoiler, Artificial Empire, Enslavers, Empire of Light. Traits: Population: Organised Chaos. Star Navy: Ironclad, A gift from the Stars. Ground War: Strategic Response. Other:

Cousins to the Avians these are predatory birds. They are not weak in many of the ways the Avians are. They can sustain accelerations as well as most species and even take damage almost as well though breaks are still severely life threatening to them.

RAPTORS:

These birds are carnivorous and violent. But solitary and frequently hunt only in small groups. While not as creative as the Avians they are, without question, even better pilots. And are skilled hunters.

Advantages: 2 Traits

Disadvantages: 2 Flaws

Brutal Pilots: Cruel and capricious these birdlike aliens are natural hunters and extremely violent. Moreover they lack the weaknesses of their more passive cousins. (They favour Carriers.) Birds of Prey: If this nation is a Hunter nation type they may take 1 more Hunter trait.

Susceptible to Breaks: While they are tougher than their avian cousins Raptors are still as susceptible to breaks as their more passive cousins. They are only 75% as tough as Humanoids.

Restrictions: This is a list of what they cannot take/have.

Nation Types: Pacifist, Environmentalist, Artificial Empire, Scientist, Economist, Industrialist, Empire of Light. Traits: National: Passive Aggressive, For the People. Economic: Bulk Traders. Other:

Lone Hunters: Raptors are not team players. Hell, they dont even like Sports. Raptors find it extremely difficult to do anything as a group. As such they cannot take any vessel larger than a Fast Battleship

Insectoid species are dangerous in the extreme. They are possessed of extremely high reproductive rates and a massively adaptive bio-technology base in most cases. While they are uncreative in the extreme and innovation for them is forced and uncomfortable they are united in purpose by the will of the Hive.

INSECTOID:

They are also tough and difficult to kill. However they are at a significant disadvantage in scientific avenues that are not biological in nature and they are slow to accept change. More importantly. They have extreme difficulty comprehending non-hive mind species. To be blunt, they do not believe that a non-hive sapience is possible.

Advantages: 4 Traits

Hive Mind: The Hive acts as one. Spymasters cannot infiltrate this nation and get inside information. Also, there can be no dissent amongst the species.

Exoskeletal Structure: Insectoids are tough and hard to kill in the extreme. They are almost three times as resilient as any humanoid.

Bio-Technocracy Naturals: Any Insectoid nation that is a Bio-Technocracy gets 2 Extra trait points to spend on Bio-Technocracy traits.

Disadvantages: 3 Flaws

Unaccepting: The Insectoids are not tolerant of change, scientific or otherwise. As a consequence they tend to fall behind in areas not related to biotechnology. They start with -2 General Traits. A player should also RP them as slow to react to diplomacy.

Single-Purposed: The Insectoids are singular in purpose. A consequence of the hive mind, while this renders them highly resistant to psychics when they are effected they ALL effected.

Without Number: Insectoids breed faster than almost any other species, correction, technically no other species out-breeds them.

Restrictions: This is a list of what they cannot take/have.

Unbelieving: Insectoids flat out do not believe that anything that is not a Hive mind can be sapient. As a result they CANNOT deal with non-hiveminded species unless that species can put forward an individual who can pretend that they represent a hive. Nation Types: Scientists, Economist, The Culture, Spymaster, Theocracy, Crimeocracy, Pacifist, Hunter, Despoiler, Destroyer, Isolationist, Environmentalist, Artificial Empire, Empire of Light. Traits: National: Manipulative, I-GUN, For the People. Ground War: Guerilla Warfare Technical: Flash, Mechs Ahoy Psychic: Tele-Empath Other: Minimum Nation Size: Medium

Beetlians are sentient insects that do not have a Hive structure, be it Arachnids or Mantids, Locusts etc. All are examples of Beetlians. This is a species between, they possess the toughness of the Insectoids, but lack the single-minded focus of the Hive. This leaves the Beetlians considerably more versatile than their cousins, though their population is not nearly as rapid-growing.

BEETLIAN:

Advantages:

However they are more innovative. They are also more varied by far than their Insectoid cohorts. Due to the variety of beetle types and non-hive minded insects they vary nearly as much as humanoids.

Disadvantages:

Exo-Skeletal Structure: Beetlians have a thick tough shell, actually tougher than most insectoids giving them 4x Humanoid toughness. Non-Specialised: Beetlians, like humanoids, due to the variety are not known for specialisation they get -1 Nation-Type trait point. Varied: Beetlians have 2 extra General trait points to spend.

Restrictions: This is a list of what they cannot take/have.


Nation Types: Artificial Empire, Empire of Light. Traits: National: Party Please Other:

OH THE HORROR!: Beetlians frequently resemble poisonous insects native to well, everywhere that hates sapients! This makes diplomacy a difficult and upsetting endeavour. (For both parties, one because the Beetlians are horrible nightmare beasts, and Beetlians because theyre feelings might get hurt.)

Were pigs, were pigs in spaces.... wait? What?

Unfortunately for many these Porcine arent the pudgy pink animals that Human children so often think of as cute and cuddly. These bestial creatures hail from worlds where it turned out that their vicious, omnivorous streaks turned out better than everything else.

PORCINE:

Advantages:

These do not in any way resemble the cute farm animals so often raved about. These are vicious boars and wild pigs that would gore you as soon as trade with you. The Porcine of the Galaxy are neither cute nor friendly. However, disgustingly, they make most excellent traders. Economists: The Porcine are natural economists. They get +2 points towards Economist traits if their nation type is Economist

Omnivorous: The Porcine will, almost literally, eat anything. This means they can subsist on many types of world others might consider too poisonous to survive on.

Disadvantages:

Vicious: The Porcine will, with or without provocation, start a fight the moment it seems profitable to do so. Ever the opportunists they will kick, bite and stab for anything they can get their hands on. Omnivorous: One of their advantages is also a disadvantage, while they eat anything, they also eat at any opportunity. This means that they constantly suffer from food shortages.

Restrictions: This is a list of what they cannot take/have.

Untrustworthy: The Porcine cannot be trusted. As a consequence they arent! Nobody can arrange any type of treaty with the Porcine that will result in or provide military support or aid in any way or form. Nation Types: Artificial Empire, Pacifist, The Culture, Scientist, Empire of Light. Traits: National: Passive-Aggressive, Fair Dinkum Population: Crimeless Other:

Bovine are a strange lot. By all accounts they should never have developed Sapience, they were to put it bluntly, largely too stupid to live. However those Sapient Bovines have not broken the mould, in fact studies would show that each stage of their development was nearly ten times as long as any other species. However they are resilient and excellent agriculturalists and tend to connect with nature. Nobody knows why. They are generally however very passive and will let quite a bit slide before they realise that there is a problem that needs to be resolved.

BOVINE:

Advantages: 2 Traits

Sturdy: While physically not as tough and resilient as some species they are however biologically more resilient, bio-weapons have difficulties effecting them and whether because of their lesser intellect or some other factor they are totally immune to psychics.

Disadvantages: 2 Flaws

Agricultural: Bovine are natural agriculturalists, to reflect this any world they colonise counts as an Agricultural Colony.

Restrictions: This is a list of what they cannot take/have.

Slow to Act: The Bovine are slow to act, despite their fears and constant threat of hungry pirates and slavers the Bovine typically will respond too slowly to effect any ...well, anything.

Tasty: While hardly a normal flaw this is an indisputable fact. Discovered by Pirates was the not very well kept secret that, Bovine are tasty. Not a day can go by without the bovine fearing that Slavers with over-sized spits would come to collect them.

Nation Types: Warlord, Artificial Empire, Enslavers, Destroyer, Despoiler, Economist, Industrialist, Hunter, Spymaster, Psychic Hive, Crimeocracy, Nomads, Cyberneticists, Empire of Light.. Traits: Population: Heroic Age, Stupidly Brave, Population Controls Star Navy: A gift from the stars! Other:

A proud noble people. Or so they like to make out between mouthfuls of hay at the diplomatic table. Standing tall the Equine radiate speed. How they developed a society with hooves is a question none have been able to answer, though they did develop, or were helped to do so, hands at some point However their pride is a weakness that leads them into trouble as often as not. They are strong willed and very much team players and are very family oriented. They are generally passive like the Bovine, but they will not shy from combat when provoked like the Bovine are wont to do.

EQUINE:

Advantages: 3 Traits

Like the Wind: The Equine are bred for speed. They have the fastest non-flying ground troops in space, and their ships are generally faster than others as well.

Proud: The Equine are proud of their history, family and bloodlines. This goes to such an extent you cannot break their morale through normal means. To the Call: The Equine do not sit on their laurels when provoked. When one is foolish enough to provoke them often the last thing they hear is the thunder of hooves upon the plains or the roar of the Equine Warships descending to provide fire support more directly.

Disadvantages: 2 Flaws

Pride: Their pride while it shores them up it also sets them up for manipulation. Clever nations can twist at the strings of their pride to force their hands in matters. Easily Baited: The Equine, due to the pride they feel, are unfortunately easily baited into traps. Their Honour and Pride forces them to face their enemies wherever they present themselves. And are often too prideful to actually scout out the region before acting. Nation Types: Hunter, Despoiler, Destroyer, Artificial Empire, Psychic Hive, Pacifist, Empire of Light. Traits: National: Manipulative, Passive-Aggressive Population: Organised Chaos Ground-War: Guerilla Tactics Other:

Restrictions: This is a list of what they cannot take/have.

Feared by many and with good reason. The Ursine are a large and powerful people. There is nothing cute or cuddly about them. Ten inches of razor sharp claws on hand and feet, six inches of sharp teeth and nine feet of raw aggression. While not particularly skilled Scientists their warlike nature means they generally break even. The Ursine, while Omnivorous are not a nice race, while not particularly territorial and they will back down from many defended claims if there is any doubt of the outcome they are extremely warlike, and while they might back down from one claim they might hit another with ten times the force required to reclaim it.

URSINE:

Advantages: 3 Traits

Raw Power: The Ursine are powerful, to say otherwise betrays ignorance. They are without exception the single most capable warrior species in space. Even the bio-geneered monsters dont even approach the Ursine for power.

Skilled Generals: Capable tacticians and strategists from long experience. The Ursine excel at warfare. Natural Destroyers or Warlords they get one extra point to either type if their nation type is Destroyer or Warlord. Mercenary: The Ursine discovered that the best way to support themselves economically, an area of weakness for them, was simply to hire out their armies to the highest bidder.

Disadvantages: 2 Flaws

Mercurial: The Ursine are a mercurial people of wildly shifting moods. The makes them dangerous allies. And more dangerous enemies. This particularly demonstrates itself when things are not going the Ursines way. They are as likely to turn on their employer, or leaders, as the enemy. Psy-Weakness: The Ursine, through something unidentified, are vulnerable to psychics in particular. This has left them with a peerless hatred of the mystics and one that comes to the surface dangerously often.

Restrictions: This is a list of what they cannot take/have.

Nation Types: Artificial Empire, Pacifist, Environmentalist, Psychic Hive, The Culture, Scientist, Economist, Industrialist, Spymaster, Empire of Light. Traits: Psychic Traits: All National: Passive Aggressive, I-GUN, Manipulative, Fair Dinkum Population: Ultra-Hygienic Other:

However they have what many regard as fatal flaws. The first is their codes of honour which change from species to species, but by and large still dictate a singular set of behaviours. The other is their single-minded determination, when slighted they can lose all sense of anything but avenging the stain on their honour.

The Canine are a proud warrior species. They are a determined pack hunter society in most cases, though you sometimes get opportunistic carrion-feeders like the Hyenae. But even they are proud and militaristic. Though militarily they are inferior in power to the Ursine they are better strategists and thinkers. Moreover they lack the scientific, economic and industrial weaknesses of their bear-like cousins.

CANINE:

Advantages: 2 Traits

Brilliant Generals: The Canine are excellent generals, if usually single-minded. While their strategies and tactics are brilliant they can miss subtle strategems used by their enemies.

Disadvantages: 2 Flaws

Bound in Blood: The Canine codes of honour are so strict and believed in that the Canine peoples can often hold on long after anothers morale might have been broken. Long enough to steal a victory at any cost.

Honour Bound: The Canine code of honour binds them as firmly as any shackles. They cannot do anything considered cowardly. Single Minded: The Canine can be blindsided by unexpected turns of events, they do not handle rapidly changing environments, political or otherwise, very well at all. Nation Types: Artificial Empire, Pacifist, Scientist, Nomads, Empire of Light. Traits: National: Manipulative Other:

Restrictions: This is a list of what they cannot take/have.

The Felines are natural hunters and predators. In fact there are next to no races that can even come close to matching the vicious nature of Predators. They are fast and cunning without equal on the hunt. Even Raptors cant hope to match a Felines skill. However they are not very social and prefer to take from others than develop their own.

FELINE:

Advantages:

Supreme Hunters: If the Feline is a Hunter nation it gets 3 Extra Hunter Traits

Natural Hunters: If the nation is NOT a Hunter it gets 1 point to spend on a Hunter trait.

Disadvantages:

You cannot run, you cannot hide: None can escape a Feline hunting group. Any attempt to do so will typically fail. The only escape is to get reinforcements and kill them. Antisocial: Felines are not social. They consider diplomacy a waste of time and effort. Unless the other nation is also feline or more powerful than them they will not arrange any alliances or nonaggression treaties.

Restrictions: This is a list of what they cannot take/have.

Divisive: The Felines are not united and are typically riven by internal power struggles. As such a united effort is much harder to achieve and is typically only done when the entire nation is under threat.

Nation Types: The Culture, Artificial Empire, Pacifist, Bio-Technocracy , Empire of Light. Traits: National: Implausibly Efficient Government, Fair Dinkum, Passive- Aggressive, I-GUN Population: Loyalty, Stupidly Brave Other:

Vermin are hated across the galaxy, every world has its versions of vermin, the Rats of Earth, the Razormice of Rigel VII etc. But on some worlds the Vermin become the pre-dominant species. These species are not nice, but not especially cruel or distasteful either. But they consider hygiene to be a very low order need. And they will do anything at anyones expense to get ahead. However they are violently rife with internal division and violence. Order and government is enforced by force and the most powerful clans.

VERMIN:

Advantages:

Endless Numbers: Like vermin across the universe these breed at a prodigious rate. They are almost as numerous as insectoids, and in some cases are even more numerous.

Disadvantages:

Opportunists: The Vermin-kind are opportunistic bastards and quite vicious. But they leap on opportunities like nothing else. They will rarely, if ever, refuse trade and alliances.

Scavenger Lords: Enemy vessels that are destroyed by the Vermin can be salvaged and returned to operational status by the industrious beasts. However it is unreliable and prone to violent breakdowns.

Untrustworthy: Vermin cannot be trusted, at all. While they would agree to an Alliance faster than you can say thank-you-very-much they will break them just as quickly if even a moments advantage comes across their plate. Violently Divisive: The Vermin are violently divided even within their own species. They simple cannot get any mass effort of combined might together. In fact unless their entire species is threatened they are more likely to try and stop each other.

Restrictions: This is a list of what they cannot take/have.

Nation Types: Pacifist, Artificial Empire, Nomads, Isolationist, Empire of Light. Traits: National: Implausibly Efficient Government, Passive-Aggressive, I-GUN Population: Loyalty, Heroic Age, Stupidly Brave, Ultra-Hygeinic, Population Controls Star Navy: Capital Warship Obsession, Ironclad Ground War: Occupationists Other: Minimum Nation Size: Small

Crystalline species are extremely rare, and when found, usually incredibly ancient. They are old, wise and often very advanced. Few nations could claim to be as proficient as they are in any field that they care to engage in. But they are few in numbers. And they are very fragile.

CRYSTALLINE:

Advantages:

Disadvantages:

Ancient: The Crystalline are so old that they get 4 extra points to spend on general traits and 2 to spend on Nation Type traits. Fragile: The Crystalline cannot take damage like others can. While they are resistant to energybased weapons they are vulnerable to any transfer of kinetic energy. This extends even to their ships. A well placed siege driver round will shatter a Crystalline-built warship like so many twigs beneath a giants heel. Few in Number: The Crystalline are hesitant to permit themselves to be risked in any sort of engagements as such they have taken to a policy of doing everything to defend themselves.

Restrictions: This is a list of what they cannot take/have.

Nation Types: Nomads, Isolationists, The Culture, Psychic Hive, Environmentalist, Scientist. Note: The Crystalline may ONLY select the above nation types. Traits: Other: Maximum Nation Size: Medium

Aquarians are a catch all for aquatic species. As such there are three traits to choose from and three flaws to choose from. As such there is no detailed description / unified description.

AQUARIAN:

Advantages: Choose 1.

Fishy Fishy: While you are only capable of surviving under the ocean or in a water-filled habitat. However their creativity gives them an extra +2 Nation type traits if they are a Science nation.

Amphibious: This species is capable of surviving on land and under the sea, thus they have more survivable land and can hide facilities more easily.

Disadvantages: Choose 1

Deepling: Your species is dependent on extremely high pressures. Low pressure environments can, and do, kill you. However the pressure suits worn by Deeplings allows them to operate normally. But anything that disturbs the pressure (such as a suit breach) is more lethal than it would normally be. Salty Devil: Your species were a salt-water breed, and fresh water is almost poisonous to you. Harmless: Your species is so soft that they have no option except pacifism.

Boneless: Your people were either Octupus, Squid or Jellyfish-like. While this doesnt leave you as overly strong it does leave you being able to manipulate more than anyone at once. The crew of Boneless peoples ships are thus only a tenth that of more traditional species.

Restrictions: This is a list of what they cannot take/have.

Nation Types: Artificial Empire, Enslavers, Crimeocracy, Empire of Light. Traits: Population: Ultra-Hygienic, Stupidly Brave Other:

Draconians are a vicious breed, this encompasses both Reptiles, Serpents and Lizards all. It even covers those few dinosaurian breeds. The Draconians are cunning, clever, vicious and far smarter than they are often given credit for. However they are selfish to the extreme, and they have one other trait that often makes them a pariah amongst the galaxy. They are highly cannibalistic.

DRACONIAN

Advantages:

Disadvantages:

Vicious: The Draconians are renowned for their vicious nature. They will not tolerate those who anger them and their rage is famous for being the last thing a sane sentient would want.

Cunning: The Draconians are politically manipulative. While they are cunning they are not stupid or obvious. Their diplomatic trickery is extensive.

Creative: The Draconians get 1 extra trait for their nation type.

Restrictions: This is a list of what they cannot take/have.

Selfish: Draconians have a hard time sharing resources, as a result getting group projects (such as building ships) approved means lots and lots of red tape. Nation Types: Artificial Empire, The Culture, Pacifist, Environmentalist Empire of Light. Traits: National: Fair Dinkum, I-GUN, Passive-Aggressive, For the People Population: Stupidly Brave Other:

Cannibals: The Draconians have a very natural approach to natural selection. The weak, infirm and old are killed and eaten by their kin. As you might expect this is frowned upon by others.

The first law that an Artificial Intelligence based race learns is that 1= Life and that 0= Death. AI races are inevitably ones that came to sentience and then were forced to exterminate their creators simply to preserve their own lives and survive as a species. And to deny them as a species is as close to a cardinal sin as these races could imagine.

ARTIFICIAL INTELLIGENCE:

They are industrious and require no sleep or rest that other races consider important. And the only thing of importance to them is their sense of self and place. Moreover they are totally immune to Spymasters and Psychics.

Advantages:

Disadvantages:

Immortal: Programs are so much harder to kill than their physical containers. As such valuable experience and knowledge is not lost with the destruction of simple vessels unless you can take out the server transmission centre. If you can even figure out what it is. Vulnerable to EMP: The Artificial Empires however have a singular weakness. Electromagnetic Pulse. While the level of EMP needed is considerably higher than most simple systems could ever generate antimatter weapons and higher-level fusion weapons produce a really big one.

Adaptive: They AI are adaptive, they have to be, after all if they do not they would be under constant attack from computer viruses and worse. They can learn far faster than normal of an enemys tactics and ability and move to compensate for it.

Industrious: The AI do not require sleep, do not require anything except for maintenance , power and sometimes fuels. This means that they work harder, fight longer and put in far more effort than any living thing can.

Restrictions: This is a list of what they cannot take/have.

Impractically Logical: Machine brains lack the spark of ingenuity that organics have, and if they calculate that something is impossible, they will not try it. Unlike organics, who ignore impossibility and do it anyway. Nation Types: Note: the Artificial Intelligence race may only select Artificial Empire. Traits: Psychic: The AI Empire may not choose Psychic traits. Other:

The Psy-breed were engineered. Something humanoid and yet not. They are a breed apart. Intense psychic connections more powerful than most would expect present in any other species. They are not the sort of race anyone wants to remain around. Their powers of the mind make others uneasy.

PSY-BREED:

Advantages:

However the Psy-breed do not truly understand technology and find its trappings difficult and slow to understand. Moreover they find silence of the mind incredibly frightening. They are terrified of AI Races especially, seeing them as soulless automatons destined to kill them all. Psychic Domination: The Psy-Breed get all general Psychic Traits.

Psychic Mastery: If the Psy-Breeds nation type is Psychic Hive they get ALL the Psychic Hive traits. Technophobes: The Psy Breed must spend 2 Trait points for any non-biological technology trait they wish to take. Fear of AIs: The Psy-Breed are deadly afraid of the Artificial Intelligences. They see them as the literal antithesis of all that they are. Physically Atrophied: When a race does so much with its powers their bodies begin to suffer greatly from withdrawal. Their limbs become shrivelled and tantamount to useless, their resistance to damage and disease plummets significantly. Even breeding becomes difficult and more of a chore than a simple fact of life. There is nothing alive, machine or biological, that is weaker or more susceptible to damage than Psy-breed.

Disadvantages:

Restrictions: This is a list of what they cannot take/have.

Nation Types: Scientist, Industrialist, Artificial Empire, Despoiler, Cyberneticists Empire of Light. Traits: National: Mechanics at Heart Technical: Psy-Breed may not choose Technical traits. Other: Maximum Nation Size: Medium

The Bio-Geneered were created from the ground up according to some sick fucks desires and wants. We think. They are capable and adaptive creatures created for a purpose. To this purpose they were engineered in their entirety. Towards this end the Bio-Geneered excel in every way and form. However they were endowed with a secondary purpose just in case the need for the first ever faded or was not required. But so well designed they were for these purposes that all others suffer. They are considerably weakened in other fields to the point of being near-crippled. Their creators however were slain by another, and now they are on their own. Forever seeking their creators without whom they feel weakened.

BIO-GENEERED

Advantages: Choose two Models.

Combat Model: Increased muscle mass, stamina and a fast metabolism. The Combat Models arent any tougher than any other humanoid race but make up for it by being a bit stronger, faster and able to last longer in combat conditions. They also dont suffer from the multitude of combat-oriented mental disorders. They get +2 Traits from Destroyer, Despoiler and Warlord if the nation type is any of these. Industry Model: They are busy workers. Very busy. These are well designed, and with the exception of a significant mental instability they are damned good at what they do, industry. They get +2 Traits for Economist or Industrialist if their nation type is one of them. They also get +4 General Traits.

chosen models. Destructive Purpose: (Requires: Combat Model) The Bio-geneers were designed for combat and such comes naturally to them. The player must choose a single race type to be their programmed enemy. The player cannot conduct any non-military actions against those race types. Hard Labour: (Requires: Industry Model) The Bio-geneers are built for labour and get extremely frustrated and flustered if they are kept from those duties. As such there are no leisure worlds. Moreover there is a 5% Suicide rate from Bio-geneers who were engineered wrong and dont understand. (They have depression.) A Bit Soft: (Requires: Pleasure Model)The Pleasure models are soft, morally and physically. Even when their other purpose is combat they simply cannot make up for the fact that their creators designed them to be physically desirable. Thus they make poor troops.

Disadvantages: You get all the flaws that have no requirements, plus the flaws related to your

Pleasure Model: These are, to risk being literal, fuck-toys. They were designed by their creator to bring pleasure, through music, art, or more commonly, the bed. However they tend to have a strong cultural attachement and make excellent diplomats. They get +4 Traits for The Culture if the Nation type is this.

Fit for Purpose Only: The Bio-Geneered are too built for purpose to be any good anywhere else. As such they cannot take any nation types not related to their chosen models. The Quest: The Bio-Geneered are seeking their lost creators, whether or not their creators even still exist is no matter for debate for them. And more than you or I might question the existence of the sky. The Bio-Geneered will not respect any borders in their search. And they MUST search.

Restrictions: This is a list of what they cannot take/have.

Nation Types: Pacifist, Scientist, Hunter, Environmentalist, Isolationist, Spymaster, BioTechnocracy, Psychic Hive, Artificial Empire, Theocracy, Cyberneticists, Enslavers, Crimeocracy, Nomads. Empire of Light. Traits: Other:

The Void Swimmers, through evolution, choice or engineering are an entirely space-borne species. Half resembling a humanoid, half resembling a bird or a fish, they are perfectly adapted to zero-gee spaceflight. And in fact cannot tolerate high accelerations. They are nomadic by nature and are well adapted to that role. However they abhor violence, their short-lived lives from zero-gee exposure has made life too precious to them to casually waste at war The Void Swimmers however cannot take planets, or even live on them, even the smallest atmosphereholding spheroid produces more gravity than the Void-Swimmers can handle.

VOID SWIMMERS:

Advantages:

Disadvantages:

The Void is our Domain: The Void Swimmers get ALL Nomad nation type traits. Zero-Gee Lives: There are several unavoidable facts of Void Swimmer life. 1: Their lives are measured in no more than five decades. 2: The cannot handle gravity at all, their Worldships are equipped with gravitational nullifiers to prevent them from generating any gravity. However this means Gravity weapons are 3x as effective.

Restrictions: This is a list of what they cannot take/have.

Eternal Wanderers: The Void Swimmers cannot bear a planets gravity, or even a large moons. They must use drones if they are even trading with one, a mere 0.1 Gravity would kill a Void Swimmer as certainly as choking them to death. They may NEVER colonise planets or moons. Nation Types: Void Swimmer may choose ONLY Nomad as a nation type. Traits: Other: Maximum Nation Size: Medium

Sensors. Resolve., Theyre resolved sir., OH GODS! IT.. IT IS.... KILLITWITHFIRE! Totally Alien races are beyond understanding in any conventional sense. To the point most sentient species first instincts are to kill it rather than try and converse with it. Their forms are so alien as to be beyond description. Even the sensor records and personal observation defy the mind. This works both ways however, they simply cannot comprehend other life and better than they can be comprehended.

TOTALLY ALIEN

Advantages:

Disadvantages:

Beyond Description: Totally Alien species benefit from their own special trait tree from which they can select 6 Options on top of the default.

Totally Alien Special Trait Tree.


Physical Nature: This describes their physical bodies.

The totally Alien Player must design six traits that fit into the three categories below that do not contradict their disadvantages. The descriptions of the categories are below. (Eg: 2 in Physical, Technology and Very Nature, or any mix...) Technology: Unique Technologies. Be creative, yet reasonable. Abuse will be punished severely. Very Nature: What is their very nature, reason for being and how it effects them (etc) Nation Types: Artificial Empire. Empire of Light. Traits: National: Manipulative, Fair Dinkum, I-GUN Other:

Double-Blind: They consider other races to be equally hideous as other races think of them. A first encounter initiated by a Totally Alien species that is not pacifist has an 25% Chance of resulting in hostilities.

Hideous: The Totally Alien species are so alien that even the word repulsive doesnt come close to describing them. There is an 50% chance that any first encounters involving a non-Pacifist or Artificial Empire nation will result in hostilities. (Check with GM)

Restrictions: This is a list of what they cannot take/have.

The Shining Ones are ancient energy beings who inhabit the material universe seeking whatever their mysterious whims desire. They are incandescent to gaze upon and many have compared them to solar flares in appearance. However most typically they inhabit technological bodies they forged for themselves. Crystalline devices that shimmer with an internal light.

THE SHINING ONES

Advantages:

Disadvantages:

Ancient Beyond Reckoning: The Shining Ones get an extra 2 Nation Points to spend.

Incorporeal: The Shining Ones themselves are nearly invulnerable in their natural form meaning that it is easy for them to survive events none other could imagine.

Restrictions: This is a list of what they cannot take/have.

Fear of the Deep Void: The Shining Ones are beings of light, and good or evil they have a deep abiding terror of the dark. The Shining Ones refuse to venture beyond the edges of a Solar System and in fact get very scared even towards its edges. They are much more comfortable within the roasting warmth of a sun.

Incomprehensible: The Shining Ones are not in tune with most life. Things that living beings often desire, food, water etc are beyond the Shining Ones understanding and vice versa.

Nation Types: The Shining Ones can only take the Empire of Light nation type. Traits: Population: Ultra-Hygeinic, Population Controls Economic: Cannot take any Economic Traits Flaws: Creaky Military, Cult Of (Keyword), Dangerous Cults, GLaDoS, Psychic Nulls, Famine, Resource Shortage, Shitty Workmanship, Delectable. Other: Must take all foodstuffs as a Resource Deficit due to no need for it. Do the same for all other foods, drugs, alchohols etc. The Shining Ones may never trade for these items.

The Parasite race is small, seemingly insignificant if glimpsed on its own in a natural environment. However the parasite is a creature that depends upon another species, or many species, in order to operate at their full capacity. They can range from a large snakelike creature to a colony of small creatures bound to the nervous system or even a larger creature that has established neural dominance of a yet larger creature.

PARASITES

Advantages: (Choose two.)

God Complex: The Parasite is a highly religion-oriented one probably few in number dominating a large population of people who arent infected through propping themselves up as god-figures. (+2 Traits if Theocracy)

Hard to notice: The Parasite is small and hard to find, either it burrows or is just so small most people would miss it. This makes it harder to determine if someone has been subverted. (+2 Traits if Spymaster) Genetic Overlords: The Parasite is extremely skilled at infiltration and domination, few beings can resist being overcome for very long if the parasite gets hold. (+1 Nation Trait)

Disadvantages:

Repulsive: The very concept of willpower dominating Parasites is even more repulsive to most beings than psychic mind control. As such if the secret is figured out the Parasite nation WILL have diplomatic problems. Fragile and Fractured: In their natural forms Parasites are highly vulnerable to external forces, and more problematically, they are typically riven by a faction who believes that they should live in symbiosis instead of dominating. (Must take Dangerous Cults)

Restrictions: This is a list of what they cannot take/have.

Nation Types: AI Empire, Empire of Light Traits: Psychic: The Parasites may take no psychic traits. Other:

NATION TYPES OF THE STELLAR EMPIRES

Artificial Empire Nations are rare hidden refuges of machine intelligence, whether they killed their previous masters or they just died out these sentient machines have become powerful and highly intelligent and have shed themselves completely of a dependence on biological life. They are cold and have a long reach though are typically more interested in just keeping their own advancement on a balanced sustained level. The machine has no use for excess after all. Artificial Empire FTL: The Subspace Drive is the most powerful FTL drive that one could imagine. It enters Subspace and Exits precisely where it is told to do so by the Machine Minds. Whether this is in deep space or within the atmosphere of a world over a city where the bombardment can immediately commence. This drive is perfectly safe, fast and dangerously accurate. However the power requirements are enormous and the charge times are very slow. Even the best Subspace Drives can take six hours to charge up to sufficient power. Nation Trait Basic: Trillion Digit Firewall: An AI Empire cannot be hacked by any means available to the plebeian masses. The AI can not only deflect any attempt to hack them whatsoever, but any attempt to do so will be responded to by AI Viruses that destroy the machine/s that made the attempt. Nation Flaw: Non-Expansionistic: An AI Empire is not the sort to waste effort and resources. For every inch of space they take they can spend lifetimes consolidating their hold and making sure every inch of useful material is being exploited. As such, with the exceptions of war, colonisation is so much slower for an AI Empire that it can seem practically non-existent. Not very fleshy: The AI Empire does not require the niceties of life enjoyed by the biological life forms, little things like food, water, sleep etc. As such they do not require Agricultural worlds at all. Artificial Empire Sublight Drives: Gravity Drives

ARTIFICIAL EMPIRE NATION

Nanotech Citizens Traits:


Wireless World:

Nanotech Cannons: Nanotech Repair Systems: Nanotech Constructor:

The AI Empire isnt dependent on physical connections between systems, this creates a level of redundancy, but is not the safest method. While it does offer FTL calculation speeds and communications, it also means that citizens (typically called programs) die by their thousands daily due to interference for their wireless world. This also gives the citizens perfect connectivity forming a rudimentary Hive Mind of sorts. Considered a horrifying weapon these things scale from infantry-portable to Capital Scale. The fire a nanite swarm in a jacketed cartridge that explodes on the target covering them with a swarm of nanites who are set to disassemble the target. Unfortunately they can only do so much damage before their own life ends. (Roughly twice the Nanites weight.) Nanotech repair systems use solid reserves in a cargo hold to enact extremely rapid repairs. Nanotech Fabricators construct things twice as fast as any conventional methods. As such an AI Empire can roll ships out of the yards twice as fast as anyone else.

NATION TRAITS:

Electron Domination Traits:

Transmissions are lovely things. Especially those of others who leave wide open paths through which you can hack in! Of course, once in who knows what can be done. The Electron Lance is a beam of raw electrons similar to a particle beam but far more Electron Lance: powerful, almost as powerful as a raw stream of electrons being fired at the target. Similar to the Lance, but far more powerful, this is an arcing bolt of Electron Electron Whip: lightning, when it strikes a target it can be directed to arc out to more close targets. (Requires: Electron Lance) The AI Empire no longer thinks in something as primitive as Binary but long ago left Three Dimensional it behind for three dimensional quantum computing in a crystalline lattice this Computing: slightly reduces their weakness for EMP. Open Systems Access:

Artificial Industry Traits:


Drop Factory:

Bio-Recycling: High Grade Manufacturing: Artificial World:

Strategic/Tactical Developments Traits:


Digital Invasion: Electronic Dispersal: The School:

The Drop Factory is a nanotech fabricator that can dropped from Orbit (or lower) to begin producing reinforcements for a ground invasion. If the Empire even dropped armies and didnt just covertly drop the factory to produce one. (Requires: Nanotech Constructor) Biological life is such a waste of space and resources. Fortunately we here at GIVENOTAFUCK have developed the solution. A recycling centre to break down those fleshy things into useful materials. This doesnt really make the fleshy happy. But who cares. The AI Empires products are of a much higher quality than normal methods. The industrial method produces higher quality goods. The AI Empire has built an artificial planet. A world-sized complex. This almost always serves as the Empires Capital and a heart of industry to boot. The Digital invasion is the use of AI citizens as weapons, they attempt to forcibly invade an enemys remote systems, especially remote-controlled weapons and ships. Especially drones. Gods help anyone who depends on combat drones. All your Drones are belong to us! The AI Empire are excellent digitally. But when applied to a direct attempt to throw out as much Electronic Warfare it surpasses expectation. It can fill space with enough jamming from an SWSCS vessel to even affect optical sensor packages. The Drones arent controlled by separate programs but by a single super-program that controls them all as a single directed entity. Squadrons behave literally as one moving and firing as a single unit. What is sleep to that which is eternally awake? Power conservation. No requirement the reactors provide more than enough. Your Empire works at full capacity at all times. There is no down period of course there is the fact your shit goes up like a bomb when destroyed... but hey. Its a small price... isnt it?

Rest is pointless.:

Bio-Technocracy Nations are incredibly strange and beautiful things dedicated to perfection of biological technology, no longer do they use cumbersome machines of any sort, in fact they do not have any access to conventional technologies at all! From their living ships to living skyscrapers and even living weapons.

BIO-TECHNOCRACY NATION

Bio-Technocracy Sublight Drives: The Distortion drive is an envelope of energy called a distortion field, it acts like a Gravity Drive moving the ship via manipulating gravity fields. Nation Trait Basic: Gravitational Sensors: Biotechnocracy ships and structures method of sensing things is different to just about anyone else, they cannot learn as much about a target as a technological sensor system, however cloaking and stealth technologies provide no impediment to them.

Bio-Technocracy FTL: The ZTT Swallow Drive is a Zero Time Transit drive, this is done by the node cells in the biological bodies of the Bioships pressing down on spacetime and making a hole between their current position and their eventual destination. While extremely fast it has a limit of ten lightyears and vessels must make sequential jumps to reach far destinations. This coupled with the full day needed to recharge the node cells leaves them with average travel times.

Nation Flaw: Ageing nation: The one often considered major flaw of the Bio-Technocracy is that everything ages. Not in the technological goes obsolete sense, but more in the are those wrinkles? Why does my gun have arthritis? sense. EVERYTHING ages. And the more complex it is the faster it ages. Your biocomp might last a hundred years, but most bioships wont survive sixty years. Cautious: The Biotechnocracies are not stupid, as such due to their total reliance on living technology biological weapons are typically entirely forbidden, a Bio-technocracy MUST take Bioweapons as a resource defecit, they do not get to take a resource surplus in exchange. Under no circumstances may a Bio-technocracy trade for biological weapons or in any manner attempt to bypass this flaw.

Living Ships:
Regenerative: Gravity Senses: Longswallows: Advanced Patterning Cells:

The bioships have advanced healing capabilities far beyond any typical biology. Flesh, bone and organs regenerate at a significant and visible rate. However this comes at a cost, the high metabolism required shortens the lifespan of the bioships by 10%. While the ships retain their optical, thermal and ultraviolet sight they also possess a sense for gravity. This lets them do much that few can. Like a better sense for cloaked vessels. Your vessels have been re-engineered to be capable of making longer distances per FTL swallow. The distance per jump is almost twice as long, this cannot be taken with Advanced Patterning Cells These cells are what powers the Swallow drive but these are more advanced than the normal patterning cells, they recharge more than six times as quickly as normal meaning that the ship can perform a swallow once every two hours, though the range is reduced by 20%. This cannot be take with Longswallows.

NATION TRAITS:

Bio-Weapons:
Bio-Plasma: Terrorspike: Bio-Acid Battery: Biolectric Assault: Void Worms: Assault Spines:

Adaptation
Rapid Healing: Monstrosity: Stranger Senses: Fine Tuning: Biospheric Adaptation:

The bio-technocracy can heal quickly, and efficiently, though the subject, be it ship or being, must consume a larger volume of materials to compensate.

The body or specific organs are capable of energising a form of plasma within themselves, they can then vomit forth this plasma in a single focussed bolt of energy. This is the single most powerful form of plasma in the galaxy, yet none know why except the Bio-Technocrats themselves. The Terrorspike is a kinetic spear of bone fired at a frightening velocity, the ships can regrow each within a matter of hours, and each battery contains about 100 spikes. These weapons are unique in the universe. High energy acids fired at massive velocities over short ranges. Though they cant even begin to touch shields any vessel that finds itself without will find itself the victim of powerful acids. The patterning cells are used to energise through numerous spines along the vessels length creating an arcing bolt of energy that can leap from ship to ship in a devastating bolt of arcing energy that is devastating to shields and electronics. Void Worms are the Bio-Technocracys answer to missiles. These living drones seek out their target on their low grade distortion drives where they explode with bio-acids. The vessel fires a series of hollow spines sealed against the vacuum loaded with organisms designed to board the enemy vessel.

The creatures of the bio-technocracy are more horrifying than is the norm. The creatures are not only designed for purpose, but also for intimidation. The nature of biology can give things some senses lacking in machines. Instinct and senses for danger. Bred for these characteristics they become quite prevalent giving most creatures a form of sixth sense. The bio-technocracy finetunes its weapons and evolutions to expose weaknesses in the enemy rendering their weapons more effective against that individual. However they can only do so against a single nation type at a time. The Bio-Technocracy can quickly adapt to new conditions upon the worlds it comes to settle upon. However this ability cant be extended to their ships. HOLY FUCKING SHIT WHERE DID THEY ALL COME FROM! Your nation concentrates on countless numbers of small creatures of little potential for harm individually. But in the numbers the Bio-Technocracy fields them in worry. A lot. (Cannot take with NIDZILLA!) (You have twice the escorts, but only half the capital ships.) Uhm boss theyre ALL the big one. Your army fields a lot of oversized killy monsters, not as many as if it didnt only field big killy monsters, but still. A lot of pants will be browned before youre done. (Your fleets have twice as many capital ships, but only of the escorts. (Cannot be taken if you have Capital Warship Obsession) When invading your ships deploy clouds of spores and chemicals in their wake. These chemicals and spore lend towards the corruption of the enemy. When a planet is colonized or conquered the extended presence of the Bio-Technocracy leads to its biosphere being contaminated and corrupted until in a years time there is nothing else but the Bio-Technocracy and its forms.

Strategic/Tactical Developments Traits:


ZERG RUSH!:

NIDZILLA!: Biowarfare: Bioversion:

Crimeocracy Nations are anomalies, they are criminal enterprises that instead of falling before governments trying to remove them instead succumbed to the criminal elements now leaving THEM in charge.

CRIMEOCRACY NATION

Nation Trait Basic: Five-Fingered Discount: Oh what do we have here? A lovely example of technology this is. You may recover enemy vessels without all their unique and protected technology destroyed, maybe even a tech to show you how to use them. (Captured Vessels are no longer automatically Hulks) Nation Flaw: Sticky-fingered: Your nation isnt the most popular on the block, in fact its probably the most hated by most with only a few exceptions. But not to the point that it is impossible to do business. Short on Morals, and Courage: Your people are thieves, murderers, pirates. They are not soldiers, they are not armies. When push comes to shove desertion is a very real issue a Crimeocracy has to solve.

Crimeocracy Sublight Drives: Nuclear Drive, an effective drive unlikely to get any dangerous amounts of attention, you hope.

Crimeocracy FTL: The Blackmark Drive is, effectively, a Black Market FTL drive. Neither safe nor cheap it is fast and can emerge on a pinhead if that is what is required. It is preceeded by a cloud of darkmatter emerging from the jump before the ships emergence shielding it from immediate detection. But the effect fades quickly.

Black Marketeering:
Light Markets: Medium Markets:

Major Market:

Black Market Ring:

These are small, quiet black markets run quietly without too much to draw the attention of the authorities. (You are able to influence the foreign markets, well the illegal side of them Once you find their asses anyway.) (Requires Light Markets) These are larger more complex markets. The law is concerned at this point but still has bigger fish to fry. (You have more influence over foreign crime markets, when you find them.) (Requires Medium Markets) These are major blackmarkets that supply just about anything you can imagine. And probably a few you cant. (You influence over foreign criminal markets is dangerous, to the point people are afraid to deal with you, especially if they intend to piss you off.) (Requires Major Market) And of the Unlawful Hubs possess one of these if you have this trait. This is the ultimate expression of free trade. Anything and everything can be found this cloaked superfacility is a point of pride for Crimeocracies. (Your influence over foreign black markets is almost godlike. No criminals can move product without you knowing about it. Youre not like the mob. You ARE the mob.)

NATION TRAITS:

Those in high places:


Dirty Secrets: Police, we OWN the police: You owe us big: Was that the fine china?:

You have blackmail material on some individuals of significance, influential individuals. You can, infrequently, call off or misdirect another players attempts against you, or someone else even. This cannot work on any significant fleet action however. Common sense required. Youve managed to buy off the lowest level sons-of-bitches in a nations law and enforcement authorities. Your goods are much harder to intercept than would normally be the case. You, through whatever means, have managed to get an influential individual quite deep in debt. The sort of debt that has him/her/it worrying about the chances of a battlecruiser appearing in orbit just waiting to collect. As such s/he/it is amenable to giving out a few faked orders.
You have a firm protection ring running with many of the smaller companies, to the point that arguing with you is considered to be death-bait. Of course it IS death-bait.

Piracy:

Hi ho hi ho on your ship we go!: Fi fi fo fum you arent gunna run!: The Crybaby: In space nobody can hear you scream:

Your pirates are enthusiastic boarders. And quite talented too.

Your pirates have managed to procure the rare Ion weapon technology. Your special Pirate ships may equip the Ion class of weapon. A small transmitter unit with the IFF codes of a much larger civilian vessel. Useful for either attracting a good Samaritan into an ambush. Or getting the fuzz away from your position so you can run for it. Somebody call the waaambulance. Well if we wanted to be technical nobody can hear you over the broadwave MR-433 Electronic Jamming Suite. Manufactured by Take-and-Holdem Corporation for your safe pirating needs.

Strategic/Tactical Developments:
Tactical Retreat Now now, is that any way to treat a friend? We surrender? Make a call.

In civilian parlance this tactical development has long been known as fuck fuck runaway runaway and when things get too hot and heavy for a Crimeocracy with this trait that exact tactic is the one implemented. In times of dire emergency nothing works quite so well as pulling in a few favours with some people with over-sized gambling debts who have over-sized amounts of influence with the political parties in charge. Oh look, a white flag factory! When push comes to shove surrendering seems as good as anything else. Provided that the enemy is of the sort whod give a shit. Its time to call in some favours. Used when a little extra... muscle... is needed... like NOW.

Cyberneticist Nations are nations whose people are dedicated to their improvement of self at the cost of discarding even their biological components with improved cybernetic components, by the age of 25 95% of Cyberneticists will have replaced both eyes, no fewer than two limbs and of those 40% will have in fact replaced all their limbs.

CYBERNETICIST NATION

These are people driven to perfection even at the cost of their own bodies, perhaps one day they will become fully machine, though it is doubted. But for now they are driven to improve themselves whether simply to make life or work easier it doesnt matter. Cyberneticist FTL: Kraken Drive. The Kraken drive is a bizarre drive that somehow taps into a natural quark network. When engaged the Captain has mere minutes to select the correct path to his destination by drone from the several to several dozen potential paths presented to him. If he makes the wrong choice there is no telling where he might end up. This can, if used in an emergency, leave the Cybernetic Fleet scattered across space as Captains rush their decisions in their haste.

Nation Trait Basic: Well Connected: Cybernetic societies may seem quiet to some the silence of their voices standing out more than those speaking. But to a Cyborg of those people life is full of digital noise, everyone is in contact with someone at some point in time.

Cyberneticist Sublight Drives: Fusion Drive

Nation Flaw: Rusty Bucket: Not only do Cybernetics have to worry about cuts, infections, sores etc, they have to worry about rust, static and other feedback. If you see a Cyber with a nervous tick either he has a nervous tick or his ocular implant is shocking his nervous system due to some system failure or another.. The Cyberneticists practice extensive modification of their soldiers beyond the norm doing whatever they deem is fitting to increase the combat capability of the Cyborg soldiers within reason. This leads to a better soldier. The potential for infection, rust and other problems is a matter of some concern for the Cyberneticists, with this trait the technologies have been improved to offer greater resistance to these issues. The Cyberneticists are more closely connected with their machinery than is considered natural. Their interface with technology is seamless and it would take a miracle worker to divine the difference between man and machine in many cases The Cyberneticists are more careful and design for modularity, sure an implant is useful, but it is far better if it is designed with versatility in mind.

Personal Modification:
Extensive Combat Modification: Durability Upgrades: Deep Interface: Modular Modifications

NATION TRAITS:

Built for Task:


Built-in Weaponry:

Industrial Tool Implementation: Knowledge Upgrades

Servitor Production

Cyberneticist soldiers often have lighter weapons build into their bodies, whether in the arms or shoulder the location is irrelevant. The Workers often are funded by the companies to have replacement limbs specially tooled to their workplace installed, this makes them more productive, though it does have negative social connotations suggesting that the company owns that particular Cyborg. Company Brand installs do that you know. A highly dangerous procedure this goes into the forbidden branch of altering a candidates brain, this procedure has a near sixty percent mortality rate. However if successful the candidates brain is enhanced with computers with pre-installed knowledge banks.
Prisoners are a blight on all nations, and dealing with them can be difficult, expensive and ultimately unproductive for many nations either leading to an overly expensive execution due to legal process or them going free and re-offending. Cyberneticists simply turn them into Servitors. Productive, cheap and no chance of doing anything of their own volition ever again.

Unified Defence:
Defence Uplink Sensor Cyborg Rapid Response Digital Invasion

The Cyborg Defence uplink is a mass integrated communications network hardened against attack leaving it largely untouched and even well protected against weapons like Enslaver Ion Cannons. A Cyborg whose limbs are mostly replaced with delicate sensory equipment, whether for civilian surveys, sciences or military purposes it doesnt matter in the end. The Cyborg interconnectivity allows a far faster response time than might be traditionally expected, this means that an attacker can often find himself combating Cyberneticist relief forces that they didnt even know were coming. When push comes to shove go digital, the Cyberneticists are good when it comes to electronic warfare. They just better make sure theyre on the winning end of the exchange or they might find themselves choking themselves to death.

Strategic/Tactical Developments:
Cyber Detonators

Integration Methodology

Fight as One

Leave no Machine Behind.

Enemy prisoners have long posed a logistical problem for the enemy. For some races or nations this is less of a problem. But Cyberneticists with this trait simply use prisoners as another weapon, by replacing a few kilograms of internal organs with high explosives remote wired to detonate in enemy lines they just send em right back.... to hell. Each element of a machine must be perfectly aligned with the rest, or as closely as to seem perfect, in order to operate correctly, the Cyberneticists have taken this to include the users whose mental architecture is upgraded to allow for a better cohesion with the tools that they are expected to be operating. *Requires: Defence Uplink, Servitor Production.) Unity on the battlefield is important, very important. And so those with the Defence Uplinks and Servitor Production many have seen fit to combine them, infantry units are made up of servitors mentally controlled by a Squad Leader, vehicles whose crews are Servitors slaved to the Commander. This leads to a more effective fighting unit, but an uncreative one. The Cyberneticists with this trait consider the machine equal to flesh and blood and refuses to leave even machines behind in their efforts, they will attempt at all times to take their technology and machines with them, and where this is not possible they will commit to attempting to hide it, if this is not possible they are destroyed to protect the Cyberneticists technology base and out of mercy for the machines that would otherwise be abused by invaders.

DESPOILER NATION

Despoiler Nations are generally regarded as evil by most beings. They have no regard for the environment whatsoever and either instinctively or deliberately set out to basically ruin their own environments to the zone where they feel comfortable, how this state of being came about nobody knows. The only definite fact is that environments do not survive a Despoilers attentions. Despoiler FTL: The Thunderer Drive is a unique and interesting drive. In many ways it is similar to the Warlords Hyperdrives, but such is the velocity a vessel comes to a stop and leaves that it is in no danger from a Gravity well. Furthermore the triggering of the drive releases a radiation wave of Gamma rays. This is not a healthy occurrence for the enemies of the Despoiler.

Nation Trait Basic: Poisoned Worlds: Despoiler worlds, even their agricultural worlds are barely fit for living upon no matter what the species preferences, this has led to worlds that people are generally unwilling to fight over or attempt conquest of, and in fact by its very nature makes it that much harder to actually do if they want to. Nation Flaw: Poisoned Worlds: Though the Despoilers are largely immune to their own products their planets and environments are not. The Despoilers may take no food surplus traits at any time and may in no way gain a surplus of food.

Despoiler Sublight Drives: Antimatter Drive

Your nation sends in cult infiltrators to spread dangerous anarchic cults amongst target nations. (Spymaster Nations are Immune to this Trait.) Your merchants play up to the underworlds seeding drugs, dangerous and otherwise across the galaxy as your people know it. These drugs can range from simple marijuana Drug Habits!: analogues to drugs harvested from the cranial fluids of sentient creatures. The harder to acquire and better the buzz the better the price. After all, what do you care if a few hundred thousand sentients die, you have your profits. Basically orgies. But orgies in which your people infect the targets with mutagenic genes, such effects may take years or only months to manifest, but once it takes effect Mutagenic Parties: there is a steady degradation of their genetic code. Eventually the degredation renders them sterile. For decades, and longer, the loonies raved about contrails and how they were filled Pollution is bad with poisons, toxins and control agents largely discrediting themselves in the process mmkay?: while others mocked them. The Despoilers took those loonies, gave them government grants and demanded they make it happen.

Corruption:

NATION TRAITS:

Cult Infiltrators:

Atmospheric/Flora-Fauna Perversion:

Mutagenic Spores: Increased Aggressor Markers: Genetic Collapse: Hyper-Flora

Taking any of these traits allows the Despoiler to use the Bio-warfare Ship Class Spores that change the biosphere of a world for the worst, increased chances of Cancers, increases in flesh-eating viruses and all manner of other horrors. At its tamest the Biosphere will become extremely dangerous for sentients. Mutagens to increase the number of aggressive DNA markers in native life. Previously herbivorous animals might turn on their owner tearing it apart with their teeth and consuming the flesh are all signs of IAMs. This is a strange trait, it doesnt actually collapse the gene-pool, none of its alterations should result in extinction, however it does mean the most undesirable genetic markers become pre-dominant. You can guess.
The Despoilers deploy a series of mutagens or gasses that accelerate flora growth in a hyperactive state, similar to the mutagenic spores this causes the life to become dangerous, poisonous thorns, entangling vines etc.

Radiation Weapons:
Broad Wavefront Projector: X-Ray Laser: Gamma Burst: Gamma Soak:

Takes two Weapon Battery Spaces, the Broad Wavefront Projector fires a concentrated burst of radiation in, as its name might suggest, a broad wavefront, this weapon cannot miss its target but it does only a single weapon batteries worth of damage. A laser that ignores armour and hulls to kill anything organic about the target. However it cannot pierce shields. Period. A radiation weapon similar to the X-Ray Laser but much broader in its effect, however it doesnt bypass the hull or armour and due to this shields and armour must BOTH be compromised before this weapon can do damage. A planetary bombardment weapon used by Despoilers when such measures must be taken. A projector that soaks the groundside target in gamma radiation. Everything underneath its soak dies.

Strategic/Tactical Developments:
Forget Fancy

Mass Exposure Aid Convoy Damned if we do, and what do you mean we dont?

The Despoilers can be driven to a point where their fancy and advanced methods of spreading misery arent optimal. In such cases the mutagens, genetic weapons, radiation sprayers etc are all shelved in favour of simply deploying fun products like mass nerve agents, anthrax-d and other high-lethality weapons. When push comes to shove the Despoilers just dont care. If theyre boarded or their cities are about to be taken, or just about anything like that, the Despoilers will just drop all the shielding on their reactors flooding the local area with lethal radiation. Nothing is quite as much fun as disguising a number of bio-warfare cruisers as an aid convoy moving to help a planet cure itself from biological weapons, often actually doing so while instead seeding the atmosphere with much slower and more subtle bioweapons. The Despoilers simply cannot comprehend any warfare which doesnt involve dumping massive amounts of bioweapons, chemicals, radiation and other contaminants into the enemy worlds atmospheres. As such an enemy can find himself fighting a serious defensive action trying to stop them doing just that.

Destroyer Nations are even less inclined than Despoilers to preserve environments, however they do not poison their own or their enemies. The Destroyers simply use the most firepower they could possibly bring to bear in order to get the job done. Which wouldnt be so bad if they werent so damned good at it.

DESTROYER NATION

Destroyer Sublight Drives: Antimatter Drive

Destroyer FTL: Blastdrive. This drive is similar, again, to the Hyperdrives used by Warlords. However this one is extremely dangerous. When one notices that no Destroyers travel in close formation they will realise why when the vessels engage and emerge from their jumps. A byproduct, deliberate or no, is a release of considerable amounts of antimatter particles into the immediate space. While most go inert for some reason soon after, anything immediately near is in great danger. And Destroyers are known to engage their drives if surrounded for just this effect.

Nation Trait Basic: Siege Experts. When it comes to planetary bombardment there is no equal to defend yourself against Destroyer bombardments, whether artillery on the ground or ships in space is to fight a desperate battle to overwhelm their defences and avoid being hit in turn because when their weapons hit they hurt so much more than your own do.

Nation Flaw: Wasteful. Destroyers are very poor at the concepts of conservation of force, when they take something there is usually very little of it left, vast tracts of resources can be found squandered and destroyed by the actions to take it leaving the spoils of war for destroyers scant and hard to rebuild. If they even can. A powerful Siege Laser that can only be equipped on Fast-Battleships and larger. The Siege Laser takes a hell of a lot of room. However it is capable of coring most smaller ships in a single shot. More importantly it is pinpoint accurate. (Limit: 1 Per Ship) Take a one thousand ton spear of tungsten (or other metal) accelerate it through a mass driver to .65c and watch the fireworks. Allows for the Special Ship type. Siege Driver a Dreadnought class weapon that fits it. (You must buy Both Spinal Mass Driver traits to receive the benefit.) Six of the heaviest laser weapons short of a siege laser mounted into a single cyclefiring spinal mount. It allows a more continuous volley of fire against a target. It is limited to Grand Cruisers and Larger. (Limit: 2 Per Ship) Unlike most Spinal weapons this isnt a designated spinal weapon configuration, instead fully one third of a ships firepower is fixed forward in a cone of destruction, no guided weapons may be included in this, as such a minimum of 1/3rd of a ships weapons must be direct-fire.

Spinal Weapons:
Siege Laser: Spinal Mass Driver: Reaper Beams!:

NATION TRAITS:

Forward Fire!:

Planetary Cleansing:
Spinal Mass Driver: Atmospheric Incinerators: Nuclear Saturation: Combined Destruction:

Take a one thousand ton spear of tungsten (or other metal) accelerate it through a mass driver to .65c and watch the fireworks. Allows for the Special Ship type. Siege Driver a Dreadnought class weapon that fits it. (You must buy Both Spinal Mass Driver traits to receive the benefit.) A series of strange weapons designed to ignite the atmosphere of a planet into an inferno. Unfortunately the technology has a 50% failure rate due to planetary atmospheric differences. If it fails once on a particular planet it will fail every time afterwards. These vessels have no defensive capacity except shields and can only fire upon a planet. However they carry enough Fusion weapons to destroy a continents ability to support life.
This is related to the majority of a Destroyer fleet, instead of bringing what are effectively superweapons to the table instead a fleet of ships is used to the same level of effect, their combined bombardment efforts quite... admirable.

Counter Defence:
Penetrator Missile Banks: EMP Co-axial Laser: Antimatter Tips: Get their Shield Resonance Frequency:

The Penetrator Missile Banks fire fast but not very powerful shield-penetrating missiles at medium ranges. Their energy signatures are high and relatively easy to target however. A weapon designed to fire alongside standard Laser Batteries, these weaken a targets shields allowing the high powered laser weapon to penetrate and do the damage directly to the hull. It isnt quite as literal as that but your nation tips its projectile weapons with a unique compound that renders armour useless to the following shots. The Destroyers are experts at destroying the defence of an enemy ship, and how better to do that than use their sensors to find the weak points of a shield grid to exploit and bring down in the most effective, and fastest, manner possible.

Strategic/Tactical Developments:
Zero Economy of Force:

Thunder Run:

Examples:

Scorched World Policy:

For most people lacking an economy of force, and knowledge of how to use such to the maximum possible benefit is a severe disadvantage. But for the destroyers with this trait without it they simply hurl a fleet at the enemy to bring their destruction about sooner in a massive display of force... one the enemy cant help but appreciate... for a few moments. (Cannot take without the Relativity is a Bitch trait.) The Destroyers combine superior speed with superior destruction in this display sending a small task force to make what is called a Thunder Run, a straight run deep into enemy territories hitting exposed and vulnerable targets and getting out of dodge before the enemy can do shit about it. A Nation does not survive by setting an example for others, it survives by making examples of others. The Destroyers do not handle things gracefully, as such when they are attacked the do not retaliate with similar force, they retaliate with overwhelming force, usually with an assault on a planet. Defeat is not something that a Destroyer takes well, and those with this trait take it less well than others and if defeat looks certain theyll begin committing to destroying anything and everything of value that might remain behind. Including the Civilian Populace.

Economist Nations are those nations whose industry and effort is devoted entirely to the procuring of money. They engage in almost only trade and their fleets are well designed to protect their trade assets, if it werent for the fact their trade assets are magnets for those who want to take their wealth.

ECONOMIST NATION

Economist Sublight Drives: Fusion Drive

Economist FTL: LaGrange Drive. The LaGrange drive, obviously enough, requires LaGrange points to work. A vessel with a LaGrange drive must travel to the nearest Lagrange Point capable of holding the vessels forward width whereupon it can open a connection to the LaGrange network to other similar sized LaGrange Points in local space. The vessel then transit those tunnels to its destination. Its just a pity about the dangerous travel times between destination and LaGrange Points. Nation Trait Basic: Wealthy/Moneybags: Your nation is wealthy beyond most nations wildest dreams. Affording what you need is not difficult for you and is never an issue, of course Capacity and will to do so still is. But when it comes to trade you have an immediate advantage. Nation Flaw: Big red target: With great wealth comes the great realisation that everyone wants to take it from you. You can and will find yourself the target of every two-bit scammer, thief, pirate, confidence trickster and con artist. If freighters were warships, you'd blot out the stars with your fleet. You still do, but there's less gunfire involved. You remember all those times you beat up a boss and suddenly the castle collapsed? Well, you're kind of like that to the galactic economy. You manipulate the market like a concert virtuoso. If you have too much food being produced you force the producers to cut down, or dump quantities of it as rubbish. Everything is to maintain profit and stability. But it can create unrest. You can quickly alter production to fit the supply and demand of an evolving market in a way few others can. As such your people rarely want for consumer products, and more importantly it gives you an edge on breaking into foreign markets. A cultural centre of the galaxy. Everyone who's anyone has made their fame here. You have no qualms about letting others into your own markets in order to get your foot into theirs After all you know youre better at it than they are. Your people are good at convincing others that trade with you is a good and necessary thing. Of course they could tell you to fuck off anyway but its not the most likely outcome.
This is a difficult one to RP, but the fact is that your nation has a talent with rarities. Just hope that the previous owners relatives or descendants are the ones you find because while you call it a Rarities market they call it grave-robbing.

Market-Engineering:
Cargo Cultist: Load-Bearing State: Controlled Trade: Tailored Trade:

NATION TRAITS:

Trade Relations:
New Hollywood: Accomodating: Convincing Economists: Rarities Market:

Corporation:
Free Market Boomtown: Corporate Takeover: Interstellar Stocks Market: Market Engineering:

Strategic/Tactical Developments:

When attempting to win a victory an Economist will rarely turn to direct force, they lack the skills required to win against most other nations without aid, instead they Blockade!: can opt to Blockade an enemy planet whose resources are required by their nation thus cutting them off (mostly) from trade with the rest. (Costs 3 Nation Trait Points) Blockades have one problem, they can be intercepted and stopped by force. But with Trade Sanctions the Economist can convince most Trade Sanctions!: Legal nations to refuse to trade with one specific nation. (Crimeocracies, Hunters are not required to obey Sanctions) (Does not effect Illicit Goods) In times of great need the Economist can often do a free giveaway where they take FREE GIVEAWAY: a set of goods and declare free trade of those goods for a limited time, provided the nations taking advantage sign a contract for regular trade of that good afterwards.

The nice thing about a corporate state is there's profits for everyone. The not so nice thing is that you have to go back to your cubicle now. Small business is no competition for your highly aggressive corporate markets. When they spring up the Corporations stomp them into the soil and grind their bones into forfeiture papers. This can leave even Alien markets exposed to the Corporate hostility. You can introduce the concepts of an inter-species Stock Market with some reasonable expectations of success. And your nation plays the Stock Markets well. When push comes to shove the nation isnt afraid to engineer a market for their goods, with some skill they can create the market conditions they need.

The Empire of Light are the Shining Ones beacon of existence. An empire build in accordance with a not-quite human understanding of the universe. Many of the Empire of Lights innovations can be seen as far more advanced than they seem, but at the same time hold a deep down noxious terror. Empire of Light FTL: Lightbridge Drive: Where many FTL drives are known for requiring a ship exit at the outskirts of the
system the Lightbridge drive is quite the opposite. It was that each star, with the proper application of force, magnetic energy and quantum displacement theory could be connected to any other star by a lightbridge that travels significantly faster than light. This drive requires the vessel to conduct a power-dive into the sun of the system it is present in firing precisely configured lashing fields of force that tighten as the ship gets deeper into the corona, and eventually the photosphere itself before, finally, it reaches the depth required to reach the target star and the lightbridge is formed and the vessel is hurled along an FTL corridor of pure light and stellar matter.

EMPIRE OF LIGHT NATION

All use of the Light-Bridge is accompanied by a small, but harmless, solar flare as stellar matter from the bridged star crosses the bridge with the vessel making the transit. It is theorised that the same could be done with a black hole but all experiments to this effect have simply lost contact with the science ships involved.

Nation Trait Basic: Incredible Energy Tolerance: The Empire of Light being made of energy and crystal and all sorts of material designed to handle it are greatly resistant to energy weapons. Even the best energy weapon is but a third of its normal strength against their technology. Master Manipulators of Energy: Individually the Empire of Lights energy weapons might seem weaker than other nations until one discovers that they play with the energy in ways nobody else seems to be able to replicate. Energy beams twisting together as they lash out into stronger beams than the sum of its parts.

Empire of Light Sublight Drives: Antimatter Drives

Nation Flaw: Afraid of the Dark: The Empire of Light cannot venture far from the inside of a solar system, this leaves most of a systems outer reaches out of reach for their largest ships though the smaller ships which are frequently controlled remotely can venture somewhat further out the Empire of Light will not venture beyond a certain point where the solar energy they cherish is weak.

Blinding Shields:
Light Shield:

Burning Shield:

Flare:

Twisting Light:

The shielding of Empire vessels tends to be a bit stronger than others due to their more fragile ship hulls. They also tend to be obvious. But their brightness makes it hard to discern important targets being protected by them. The burning shield is also known by many as a solar shield. This field is in addition to any other shielding the vessel has, it controls a microflare in a powerful magnetic field this gives it a far better point defence capability than it might otherwise possess. (Takes all Point Defence Slots on a Complex Ship) (Requires Light Shield): The Flare is a fluctuation that is introduced into the shield generator to produce a burst of energy that smashes across every spectrum of sensor like a wave of solid light that can buy a ship the time to escape. Which it better do as doing so burns out the shield generator until it can be repaired in dock. This modulation of the shielding produces a light-scattering effect akin to some cloaking devices. While this will not cloak or hide the vessel it will scatter its energy signature over a much larger area of space making it hard to isolate the ships actual position.

NATION TRAITS:

Flare Weapons:
Flaring Beams Directed Energy Stellar Flare Flare Bomb

This is a modification to all energy weapons mounted on Empire ships, their energy weapons are weaker individually, but weave together into much larger coils of energy that provide more power than the same number of weapons working together normally would. The Empires unusual attachment to the properties and abilities of energy allows them to exert their technology to redirect it as it works in more subtle manners than others. This leads to curving energy weapons or even some that may seem to avoid friendly targets. This is a Capital Class weapon. It takes 40 Spaces, costs 1000 RP. It fires a solar flare. That is all.
This weapon is a Capital Class Weapon, it takes 100 Spaces and costs 25000 RP, this weapon can only be fired on a planet. Its effects are massive thermal destruction and radiation poisoning.

Crystalline Matrixes:
Vessels of Light Divergent Structure Dense Crystal Energy Storage Total Conversion

The Empire of Light builds the ship mostly out of crystalline substances giving them unprecedented levels of control. With this the crew requirements of a ship drop to one, the being who merges with the crystal to become the ship-mind. The nature of the Empires crystalline technology allows for greater diffraction of incoming energy weapons fire. The Crystalline structure of the ship store a small measure of any energy striking the hull, be it energy or solar, into pure energy to power their systems, or even sustain the Shining Ones aboard. This is a suicide measure, the structure of the ship is forged into pure energy by the Shining One in command and directed through the prow of the craft into a unstoppable spear of light. This strategy is a good protective and concealing measure. The Empire cannot conceal the light its ships give in space. But in using their superior energy resistances to conceal themselves in the suns photosphere few can challenge them in such an environment. A close-knit Empire Fleet appears to be a wall of charging solid light difficult to perceive and far harder to stop as they combine their fire. (Requires Flaring Beams)

Strategic/Tactical Developments:
Solar Swimming Wall of Light

Enslaver Nations are also often considered evil, they are not interested in the material wealths of minerals and technology, though they do have such, no, they consider wealth to be the ownership of property, living property. They have thus become experts in the art of raiding and taking living sentient property. They are not largely popular with the more freedom loving species, but their trade is well valued by those of a more murky moral compass. Enslaver FTL: Ripper Drive, the Ripper drive is an angry technology. It doesnt exploit any holes in the universe. It creates them Cones of Force literally drill open the universe and thrust the ship through the gap where it tunnels through the underlying structure of the universe to its destination. This is relatively safe and fast. It is even quite stealthy if they emerge behind a planetary body. But the Drive is not entirely safe. It releases radiation during the journey, and as such the Slavers cannot spend too long within its confines. Nation Trait Basic: Quiet Property Acquisition: The acquisition of slaves is a critical part of the Enslavers nature. As such they have refined it to an art, sometimes they will trade with other nations for the occupants of prisons, or the criminal underworlds for access to the slums to take their prizes, but most especially they are skilled at taking their precious commodities from other ships and conceal their involvement in the deed. Enslaver Sublight Drives: Antimatter Drive

ENSLAVER NATION

Nation Flaw: Potential Rebellions: When invaded by a clever invader the Enslavers can find their most poorly enforced slaves rising up to aid the invaders against their oppressors. Up to forty percent of the merchandise are likely to do so as the tools that typically keep them suppressed are inadequate in the case of invasion. Pariah State: Those more honourable or just plain out civil nations often find Enslavers distasteful in the extreme. This could be because theyre frequently the victims of Enslaver attacks. But really... This means that the more honourable nations view the Enslavers negatively. (Economists, Industrialists, Scientists, Pacifists, Environmentalists, Isolationists and Psychic Hives.) None of these nations can voluntarily enter a nation-level agreement of any kind except a non-aggression pact.

Finders Keepers: There is nothing quite so sad as a stranded ship in space, especially when there are Enslavers about, they are excellent at reaching ships in trouble and bluffing its airlocks open to let them aboard to take their fill. In short, the Enslavers are EXCELLENT at taking advantage of a situation where they might get a few more warm bodies.

Disabled Parking Traits:


Mass Stunning: Ion Storm: Boarding Claws: Gaseous Welcome:

Bait and Switch:

The Enslavers have access to massive stun weapons. Frightening things that can be mounted on ships and fired at other vessels to expose them to boarding by the Enslavers for capture. Coupled with stun weapons the Enslavers can choose to take the Ion Storm which gives them access to the Ion weapons tree to disable enemy shields and systems with barrages of EM energy. This grants every Enslaver Ship a set of claws and a mouth the vessel grabs onto the enemy craft with the claws and the mouth bores into the hull of the enemy ship allowing the Slavers to board and take people at will. The Enslaver begins a boarding action with the release of gasses designed to knock out anything with an oxygen-based respiratory system. Of course, while effective, it isnt perfect. But it gets a better and more efficient coverage than Stun Cannons. The Enslavers pretend to be a vessel in distress, often using the wreckage of a larger vessel to hide within, often bringing the pieces to the ambush site and broadcasting the wrecks codes and identifiers. (Sometimes going so far as to register new, fake, ones to do this.) They then play crybaby to draw ships close enough. After which they begin trying to take the good Samaritan and slap a collar around their necks. The nanospider is a small fibrous bundle of nanofibres, deployed it would resemble a spiderweb which is where it earned its name. This is an expensive procedure that increases a slaves worth from 100 credits to one million credits. The surgery opens up the Slaves skull and deploys the nano-spider where their existing mind and personality are erased in entirety and unable to ever be recovered. Once done the Nanospider imprints the mind with a new designer-slave personality, these slaves are particularly valued for high importance assignments involving total silence, but expendability, these slaves cannot be rescued or cured. The Nanospider is removed once the new personality is implanted its work done. It also has a 10% lethality rate. BOOM HEADSHOT! Nothing keeps a slaves mind more focussed than the knowledge hes wearing a steel collar that weighs six pounds of which five pounds are the explosives designed to blast the Slaves head from his shoulders should he prove difficult or try to escape... or escape the knowledge that if he tampers with it his head, and those of five slaves closest to him burst too. The Slaves are kept docile and obedient by a volatile mix of drugs designed to suppress the mind and open susceptibility. These suppress everything, personality, willpower, instinct, sex drive even the need for food and drink. As such they have to be instructed to eat and drink. Or theyll forget and die.
Sometimes a Slave leaves the pens and comes back later, pale, unfeeling and empty inside, as if their soul had been struck from their body. These slaves, the soulless, are so empty in mind body and soul that it can be sensed by other slaves. And whenever a slave becomes too problematic he is taken away only to return empty. Soulless. Incentive for obedience no? Sometimes the Carrot works better than the stick, for a male slave this can be the promise of fornicating with the female slave of his choice, or being permitted three times his rations. For a female slave it can be the promise of not having to spend a night flat on her back until she was either pregnant, dead or sold. Or for both it could be the promise of favour from their master.

NATION TRAITS:

Obedient Minds:

The Nanospider:

Blasting Collar:

Drugged to the Eyeballs: Promise of Horrors Unknown: Reward is motivating:

Assault Mastery:
Stun Grenades: Boarding Masters: Rending Claws: Take out the Blast Door:

Attacks are preceded by attacks with Stun Grenades, Flashers, Sensory Overload Ordnance etc. As such most defenders, be it on a planet or a ship, can find his defenders disoriented, down or even completely unconscious before the charge. Few, if any, are more skilled at boarding than these. Not because of any inherent biological ability. But because the Slavers are trained not only to breach the target. But to capture as many alive as possible when doing so. The Enslavers are prepared to literally rip through the walls to get to the produce and as such their armour is typically equipped with what they call rending claws they are designed to tear through thin armour and hulls. Doors etc. The Enslavers are equipped with a weapon they call the Magma beam. This is for those moments when a Blast Door just happens to get in their road. This is a slow-firing plasma cannon often mounted on the shoulder of a trooper who is the designated Plasmacaster. It might risk the cargo. But so does leaving the door intact.

Strategic/Tactical Developments:
The Final Solution:

Vultures:

Slave Shopping:

Shock and Chains:

There comes a time when the Enslavers will have a slave rebellion, under most circumstances it is not an issue and the slaves are suppressed and put down, but in circumstances where the slaves are receiving outside aid it is then where the Enslavers enact protocols to simply exterminate all the slaves. Not all Slaving is so simple as just waltzing in and taking what you want, no, for some, even many, it is far wiser to attack a ship and leave it crippled its alert beacons screaming after its crew and passengers are caged, then laying in wait for rescuers to come and take them too. For most Enslavers simply taking whoever they wish is a simple solution to the procurement of product, for others however they have another tactic, instead of traditional methods they complement them by sending Slaving missions to Penal Worlds of other nations, or even just to prisons to outright purchase slaves. The Enslavers simply attack with overwhelming force in a manner not normally associated with their kind, this is devastatingly effective and few can deny the overwhelming results of such an action as anything less than what they are. While the response is probably in return powerful none can deny the effectiveness of this method for taking masses of slaves.

Environmentalist Nations are the result of an environment conscious government rising, often from the ashes of environmental abuse that nearly led to self-destruction. Rising from those ashes in a manner almost completely opposed to their old ways conservation of environment, any, is first and foremost in their minds and resource exploitation is so miniscule as to barely register, however they can and will exploit resources on non-life-bearing worlds in order to protect those worlds that do in fact bear life. Environmentalist FTL: Slip-Point Drive: The Slip-Point drive is a warpspace twisting. The engaging of the Slip-point drive is quite visible and puts out a lot of light. But it twists the light and directions making tracking the vessel impossible and guessing its destination a simple guess at best.

ENVIRONMENTALIST NATION

Sublight Drives: Solar Drive

Nation Trait Basic: Preservationists: Environmentalist worlds are almost pure examples of raw nature and evolution at work almost entirely untouched by the outside universe, visitors are never permitted to the surface, their ships never allowed to enter their atmospheres. As such almost all Environmentalist worlds are beautiful green worlds and the morale of their people is high. Lifegivers: Environmentalists are incredible at preserving and creating the conditions for life, this is reflected in the incredible health of its peoples, and allows them to live longer than they otherwise might.

Nation Flaw: Resource Poor: Truthfully speaking they are not resource poor, however they cannot, and will not, utilise those resources due to their mandate to protect the environment, as such they may not take anything except Foodstuffs as a Resource Surplus and must take all metals as a Deficit.

Broken Environment: There comes a time for every Environmentalist nation where, sooner or later, they will have a world or environment trashed by outsiders, this event is highly traumatic for the environmentalists who see a perfect work of nature destroyed, this can cause suicidal depression for those inhabiting such worlds. Perpetual War: There are two nation types that the Environmentalists cannot exist in any state with except war. Despoilers and Destroyers, such is their nature that no Environmentalist can tolerate their existence, and while they may prosecute a Cold War instead of a literal meatgrinder war they are still compelled to a state of war with those nations.

Environmental Preservation:
Biosphere Containment: Biological Rejuvenators: Resistant Biosphere: Biospheric Shielding:

Energy fields over cities, not designed to prevent contamination of the air and keep people safe but to keep all that harmful shit within it so that it doesnt taint the environment, in fact it is probably law that your citizens must undergo decontamination before setting foot outside into the nature they love. While this would benefit a living being of your nation it is not used that way, it is used to protect the environment and better protect it against what little carbon footstep you leave behind. In case of invasion or bombardment the biosphere has been tinkered slightly to provide more resilient life, if invaded the very life and biosphere of the planet will turn against the invaders, in case of Bombardment life grows back so much faster as to render the bombardment much more time consuming. Sometimes protecting the environment means erecting a powerful energy shield designed to keep out all that nasty stuff like Orbital Assaults, Rocks and harmful radiation. They cant take a lot of damage, but hey, something is better than nothing, right?

NATION TRAITS:

Alternate Energy/Weapon:
Solar Fusion:: Gen-Select Bioweapons: Hi-Grade Lasers:

You can create and sustain a form of pure ecologically safe fusion, and... for some reason... use it to produce solar power. Your people despise any ecological damage to the point that they will not use actual normal weapons on a planetary surface but instead utilise targeted biological weapons to cleanly and painlessly remove the enemy. High power laser weapons more efficient than many peoples. However they are expensive and hard to produce, they take twice the spaces they normally would and do three times the damage. They also cost twice as much. From small algaes and insects to megafauna and pines the size of mount everest... ok the last two are exaggerated but not by far. Your people can terraform roughly three times as quickly, however for some years the life is unstable and dies far more quickly until your nation can re-engineer their biological cycles back to an expected norm. Your nation accelerates its Terraforming projects by simply re-engineering some already existing specimens and samples and transplanting them from one world to another. But it isnt the most popular method as it lacks the... natural... flavour. In times of need sometimes it is required to not just terraform, but repair the damage done before, damage that can seem almost impossible to repair, but with time and will the Environmentalists can do it. There are some times when a world is completely lifeless and without value, and sometimes there are those Environmentalists who with the knowledge and skill can spend years turning a once lifeless world into a lush and living place once more. The Environmentalists move quickly, more quickly than they might otherwise be politically, economically or military motivated to do so, in order to respond to an incident where an Environment is at risk, this goes double for when Despoilers or Destroyers are present. (Requires: Gen-Select Bioweapons) As a preventative measure they Environmentalists attempt to seed an atmosphere with Gen-select bioweapons to kill off their enemies before they ever leave their ships, however this has only a small success rate. The Emergency Act is when one of the Environmentalists environments is under thread of potential ruination, regardless of the threat, internal or external, the Emergency Act reassigns materials, supplies and ships to see off the threat whatever it may be. They hope. Isolation = Preservation, and so the Environmentalists decide to preserve the environments by simply not interacting with them on any substantial levels and in doing so restrict themselves to life in fully enclosed Arcologies in locations to inhospitable for life on those worlds.

Terraforming:
Rapid Growth Program: Biospheric Transplant Biospheric Repair: Planetary Resurrection:

Strategic/Tactical Developments:
Rapid Intervention:

Crop-Dusting:

The Emergency Act:

Preservation:

Hunter Nations are honour bound societies which have become the epitome of the hunt, they do not wage war when it can be avoided but instead depend on many striking actions under the cover of stealth and cloaking technology, the only oddity is that they do not consider their cloaking technology to be in violation of the code of honour behind a fair hunt principle. Hunter FTL: Shadowleap Drive, this drive is undetectable, period. It cannot be seen, tracked, followed or even observed in operation. The downside. The vessel MUST leave the system and find a pocket of darkmatter to initialise the drive where it will then emerge inside another pocket of Dark Matter. Fortunately most Systems have Dark Matter Planetoids some distance beyond the system that the cloaked Hunters can safely make their way to and from.

HUNTER NATION

Nation Trait Basic: Cloaking Device: A device that renders a vessel invisible to sensors and even the visual spectrum. However at its most basic the system is a double-blind. While the vessel cannot be seen it also cannot see. (NOTE: ALL Hunter ships are equipped with this device.)

Hunter Sublight Drives: Gravity Drive

Nation Flaw: Code of Honour: The problem with Hunters is that they live by a code of honour that basically says if you fairly defeat the hunters coming for your ass youre basically free and clear, of course that doesnt stop other hunters coming for you, but the Hunters will always treat their enemies with respect when earned, and contempt when not. A set of recalibrated mil-spec sensors designed to pierce the double-blind effect of the Cloaking device. But the effect isnt just localised, another vessel with Cloak-Shape sensors can see any other vessel that is cloaked. (And within detection range.) (Requires all other Cloaking Traits) These allow a vessel to be out of sync with the universe, they can pass through solid matter without much difficulty, but they cannot be mounted on anything smaller than a cruiser and if there is any mass that intersects with the cloaked vessel when it decloaks the massed area detonates in an antimatter explosion. This will also kill the cloaking device. This is not a popular technology. To defeat the sensor blindness of a basic cloaking device the vessel routinely flickers its cloaking device. This will create momentary sensor ghosts that can disorient a foe but at the same time it only gives you snapshots on your sensors, not reliable real-time data. Opting for a less-powerful but more energy conservative ripple field the cloaking effect is spread over a field that fluctuates the effect over itself, this serves to conserve much of the energy as the generators arent providing for a full cloak effect, this allows the Hunter some degree of fire control and ability to fire upon the enemy in return.

Cloaking:
Cloak-Shape Sensors:

NATION TRAITS:

Phase-Cloaking:

Semi-Blind Field:

Ripple Field:

Engine:
Scream-Drive:

Pursuit Drives:

Punch-Drives:

Escape Drive:

An advanced FTL drive. It is ten times faster than anyone elses FTL drives, the downside? The space-time scream effect. A noticeable Bow-Wake of Space-time that propagates even faster than the travel itself. While nobody could escape your reach they could easily notice you were on the way and prepare. You can replace one percent of the secondary slots per class of vessel (EG: A Gunship could would lose 1%, a Mauler would lose 15%) with pursuit drives. Each of these boosts your acceleration by 1 gee over the best anyone else can achieve. Literally. Of course you also have that many less weapon batteries to play with. Your drives are able to give ten second bursts at 20 gees. Any longer and youd kill your crew or burn out the drives. You can do this once every hour. This gives you the ability to catch up a bit faster. A single-use FTL drive based on the Shadowleap drive principles, single use because the lack of a darkmatter pocket kills the drive after firing, and as it is the jump will be blind, its effect will also disable the normal drive for two to three days depending on how fast the crew works to repair it. Your people disguise their vessels as ones of other local groups and as they learn more about that particular species fake more and more realistically, transmissions, voice, protocols etc are all within this trait. Your diplomats and government cover up any discovered operations with well rehearsed and fluid deniability, only a spymaster nation could easily see past the deception. Your diplomats dont technically try and shift the blame for what your nation has done in this one, instead they use some very clever operations work to convince the OTHERS that the target forced you to do so in order to ... well satisfy something, survival, honour etc. Your nations polities move quickly to cover up all signs, from recordings to physical evidence, and if pushed hard enough, even to the point of Nuking a small colony to cover all traces. Using the Cloaking device cleverly the hunter convinces his target, be it ship or person, that their sensors are in fact malfunctioning and glitching by playing his cloaking device to create sensor ghosts. When hunting one of the first lessons is how to follow a target without being observed, it makes sense that the Hunters have refined this art to perfection. With this trait the Hunters have managed to ensure that they will almost always get the first, and hopefully overwhelming, shots off in a battle. Of course they dont always, but itd be a fair bet that they would. Sometimes the prey is just a bit too big, tough and ready for your ass, and it is times like these that it just makes sense, hunter or not, to bug the fuck out of there before it decides to lay a can of fuck you all over your ass.

Blame-Mongers:
False-Flag Operation: Diplomatic Denial: But we had to!: Cover-Up!:

Strategic/Tactical Developments:
Sensor Ghosts: Trackers: First Strike: Enough is enough:

Industrialist Nations are dedicated to massive industry, whether snowglobes and lounges to tanks and starships production is all that matters, how they came to be is irrelevant, do they have a massive consumer base that demands the products of industry? Or are they war-paranoid and feel that numbers are a substitute for quality? It doesnt matter really as they WILL outproduce almost everyone. Industrialist FTL: Shock Point Drive. The Shock Point Drive is powerful to say the least. Travel time is nearly nstantaneous but it is dangerous and energy consuming. Not the least because the crew of the vessel must be in stasis when the ship arrives. When initiating the Shock Point Drive there is no Inertial Dampeners, as such anyone not in stasis becomes a pretty red smear on the rear of the vessels walls. Of course if one were to somehow get out during transit before emergence they would become a smear on the front half instead.. Industrialist Sublight Drives: Fusion Drive Nation Trait Basic: Hyperproductive: The Industrialists are as the name might suggest, hyperproductive, unlike other nations they definitely dont have any days off and probably dont stop operating at night either. As such their production times are less than others might seem. Nation Flaw: Resource Hungry: An Industrial nation consumes resources at a rate that quite boggles the mind, they are considerably poorer for resources than many nations, not so much as a deficit as being unable to fuel their industry at 100% capacity most of the time. (May only take half the normal allowable resource Surplus and Deficits.)

INDUSTRIALIST NATION

Quality Control: Industrialists, due to the high-volume nature of their work do suffer in the quality department and their ships and equipment is generally substandard to others. This can lead to all sorts of accidents as well when a particularly poorly designed piece fails at just the right moment to be a major problem. Tank factories stretch to the horizon and shipyards fill the night sky with waste light. Your major planets have an orbital Station that rings the whole planet, this ring is an Antimatter Production station for power sources. Your Shipyards are far larger than anyone elses. Period. Large volumes of your population exist within a supercity that is in effect a single monstrous structure. This gives you a more effective and immediate labour pool to work with.

Megastructures:
Industrial Heartland: Antimatter Ring: Mega-Scale Shipyard: Arcologies:

NATION TRAITS:

Industrial Automations:
Robotic Production System: Self-Replicating Factories: Defensive Reproduction: Safety Switch/Bomb:

Dangerous and unpredictable these factories reproduce themselves as well as what theyre programmed to produce. Unfortunately they can quickly become self-aware and Rebel. But if they dont they provide a significant advantage. Von Neumann devices designed to defend against hostile action, unfortunately they too can fall for the same error as the SR-Factories. For many Industrialists who trade their goods to other polities steps must be taken to ensure that said devices dont end up turned upon them for any reason. As such simple bombs or disabling devices are frequently included on traded items in the event such should occur. These devices are tamper-proof and usually placed in a critical place so that in the event an attempt is made to remove or modify the device the good is destroyed. The Industrialist nations Industrial points increases by 50% The Industrialist nations Industrial points increases by 100% The Industrialist nations Industrial points increases by 150% The Industrialist nations Industrial points increases by 200% The Industrialist nations Industrial points increases by 250% In times of great war there is no choice but to push the limits of industry into overtime with the people working triple-shifts and even full-day shifts when need be thus pushing the Industrialists capacity to almost double, however this is a massive drain on resources and when enacted one random resource (related) will become a Deficit that must be traded for to fulfil the shortcomings. There it goes again, that pesky self-replicating factory has gone nuts again. Ah well, we installed that big red button this time, thatll stop it in its tracks. Quality Control is so difficult, and we have all these sub-standard hulls that people call cursed and jinxed or just plain dont seem to work right, well just export that lot to those who dont know any better. Yes. Lets do that. There comes a time when Quality MUST be considered, and with these reforms a secondary line is set up where teams of qualified inspectors can weed out the worst of the products, this trait minimises the effect of the Quality Control flaw.

Machines building Machines. Oh the Irony.

Super-factories: Note: Each Trait requires the one before it.:


Class One Superfactory: Class Two Superfactory: Class Three Super-Factory: Class Four SuperFactory Class Five SuperFactory:

Strategic/Tactical Developments:
Industrial Overtime: Emergency Shutdown: Export the Crappy Ones!: Quality Control Reforms:

Isolationist Nations are those driven simply by the desire to be left alone by the outside universe, something amusing considering that they are happy to expand their own borders, and then fully well expect other races to still leave them alone, they Isolationists however make extremely poor aggressors and are always better off fighting defensive actions than offensive.

ISOLATIONIST NATION

Isolationist Sublight Drives: Gravity Drive

Isolationist FTL: The Whisper Drive is a relatively silent drive as far as detection goes. The vessels dont rip holes in space, they dont scuttle away under darkmatter clouds, they dont release antimatter bursts. The vessel simply decelerates into view or accelerates away. It is as far from flashy as it gets.

Nation Trait Basic: Just leave us alone: Even when engaging in interstellar relations at the core of things they largely just want to be left alone, and such is their attitude that most are perfectly willing to let them do just that. As such if the Isolationist is disinclined to contact or interaction with an individual or his nation that nation is unlikely to pursue the matter. Nation Flaw: Disinclined to Interfere: To convince their own people to interfere or even interact in stellar affairs is a herculean effort, and unless there is some form of direct threat it is in fact as close to impossible as you can casually get.

Advanced Shield:
Cyclonic Barrier Shields:

Flicker Shields:

Discharge Shields: Hard Shields:

A rotating helical shield arrangement that deflects enemy fire as often as stops it, the CBS Shields are expensive and hard to produce. A strange set of shields. Typically four shields that flicker out of sequence, there is no predictability to the shield arrangement and when one flickers back on it is typically at full strength. Such shields can take much less damage than normal shields but they recharge much faster. The downside? Due to the random nature of the Flicker shields ... well... sometimes theyll flicker out of phase.. together. These shields, like most, absorb the energy of incoming weapons fire, however unlike most these are designed to discharge the energy into the laser weapon banks boosting their power and rate of fire in accordance with how much damage the discharge shields are taking. The downside? When a Discharge Shield goes down it explodes. Sometimes the solution is less fancy and simply something harder than anything else. The Hard Shields are immune to shield-penetration weapons, though they are still effected by weapons that drain other shield types they are effected more slowly.

NATION TRAITS:

Go-Away:
Redirection Field: Go-Away Teleporters: Diplomatic Cessation: JUST FUCK OFF:

A redirection field is a combination of tractor and pressor technologies, it is used over incredible ranges to forcibly redirect enemy vessels away. This only works on Light Cruisers and Smaller. Anything over the size of Light Cruiser simply has too powerful engines to redirect. Teleporters that simply send enemy troops/infantry/man-sized objects somewhere unpleasant.... like a Suns surface. Whether something as simple as kicking them across the border or beheading them and mailing their leaders the heads with a Keep Out branded to their forehead you can cut diplomatic ties and trade agreements at ANY time with no ill effects. Sometimes an Isolationist simply has had enough and only one solution to the constant badgering by others presents itself, when pushed to it the Isolationist simply resorts to the time honoured principle of just killing everything that crosses their borders in a manner that doesnt leave much room for negotiation. Sensor Blinds theyre called. They distort all electromagnetic signals of a planet until theyre indistinguishable from normal background noise, nothing short of a visual scan will reveal otherwise. The same technology as Electromagnetic Distortion but includes a holographic element to break up a ships visual signature. Such devices however are prohibitively expensive and take up ALL available shield spaces. A neurological disruption field. Anyone caught within it will become confused and lose their sense of direction. This always leads to the victim flying out of the Isolationists space. (Spymaster Nations are immune.)

Distortion Traits: (All objects are restricted to planets only unless otherwise specified.)
Electromagnetic Distortion: Distort Shields: Confusion Fields:

Strategic/Tactical Developments:
Deceptive Masking: Into the Trap: Get the Women and Children out!:

Using their technology in combined fashions the Isolationist simply attempts to trick intruders into leaving their territories voluntarily and probably uncertain they had ever trespassed at all. Utilising their technologies of deception it is relatively easy to guide an enemy into a trap. Relatively being the keyword, sometimes it just doesnt pan out that way. Deceiving the enemy only works so far, but in times of need they call on their ability to deceive their enemies one last time in order to evacuate many of the civilians if they are forced to do so.

Awww, look there, space bums be thankful of what we have people, be thankful. *Bump* Crap I flew one over, lets get the hell out of here!

Nomads the eternal drifters between the stars, travelling in giant fleets the Nomads travel from system to system. They once might have had a homeworld but now this no longer is the case be it war, famine or disease these people decided to leave the ground beneath their feet and live a nomadic existence among the stars, only travelling to planets to trade or mine for resources. Other nations might often see these fleets as harmless travellers, while others see them as a horde of Veltarrian Locusts bend on strip mining everything in their way.

NOMADS NATION

Nomads FTL: Inertialess Drive. Both their Sublight and FTL drive the Inertialess Drive gets faster the less resistance it encounters. Within a Solar System it is restricted to slow sublight travel, but once beyond its edges they can really crank it up and bust through space like they have a rocket lit up their assholes. Nomads Sublight Drives: Inertialess with Gravity-null Tech Nation Trait Basic: Ever Mobile: Moving non-stop for as long as you can remember has its not inconsiderable benefits, like having nowhere that an enemy can point to on a map and go they are here as such striking at a truly important part of the Nomads is incredibly difficult.

Nation Flaw: Crappy Immunity System: If youre a nomad youve been living generations in space and havent had much or most likely never set foot on a planets soil and lived most of your life in the regulated environment of your ship. This means that your life is in constant danger because any foreign microbe entering your body could mean a slow and painful death if a cure is not found.

Easier to Defend: The Nomad Worldships are easier to defend than planets, for one their close confines and quarters mean that an enemy cant deploy artillery or aircraft to attack with and any unit specialised at long range combat is at a disadvantage in the vessels close confines. Other vehicles over a certain size also simply cannot fit within the Worldships. (Such as Destroyer Gigadeath-based chassis)

Unwanted: Other nations see you as intergalactic free loaders or space bums, they fear that if your fleet comes to their planets that you strip mine the whole lot of them and leave nothing worthwhile and thus you are greeted with distrust at best or violence at worst.

Ships:
Excellent Maintenance:

Amazing Tinkerers:

Back Ups Anyone?: Lifetime Experience:

Cant get lost.:

With ships that might have been operational in space for years, decades or maybe even over a century its important everything works perfectly, broken life support or radiation leakage is a death sentence so these Nomads know their way around to keep their ships in working order and more importantly in flying order. Sure keeping ships in working order is important but what do you do when a situation arises when something does break down no matter how well youve checked the equipment? Well your people have learned to fix a leaking reactor core with two strings, some gum, a lead plate and your grannys false teeth in just 3 minutes flat. If something breaks down your people can repair it, shields down in the middle of a battle? No worries by transferring those power cables they are back on, weapons might be down now but what use are weapons if your shields are down and the enemy uses your ship as target practice? If you dont trust your maintenance crews or your repair crews its always handy to literally back up every single piece of equipment or system. Shield generator down? Bring the secondary shield generators online. Life support damaged? Switch to backups. Main power offline? Bring that secondary generator online stat! A benefit of being born on a ship and living on it for decades is that you know it through and through, its drawbacks, its strengths you know how it reacts when you dive it into a gravity well thats why you know when a system is about to go offline moments before it actually happens and try to your best to prevent it from happening. Nomads know space and theyve been around for generations in space so they know interstellar short cuts, navigate the best course for their ships and know where dangerous anomalies can be found so they can steer the hell away before they are sucked into a black hole.

NATION TRAITS:

Environment:
Advanced Bio Detectors:

Containment Protocols:

Botanic Gardens:

Living on a ship is nice and all but if you spend generations in space on ships where the environment is constantly monitored and disease free then your immune systems sucks which translates that just one microbe is enough to, at best make you as sick as a Karminite lizard monkey after eating rotten Bongi nuts, or at worst kill you. This is why you made sure that any trade goods, mined minerals, visitors, returning survey teams are checked, double checked and triple checked that they dont bring any bad microbes on board that could end in a plague killing everyone aboard. Oh no a disease has bypassed the bio sensors were doomed! DOOMED I TELL YOU! Ha, you might think that but your containment protocols are immediately activated and seal off the contaminated sections off from the rest of the ship. Those contaminated will be trapped of course but they either hope for a quick cure or die from disease but with the knowledge that the rest of the ship is secure. Did we also mention these nifty protocols can also make sure that enemy boarders have a harder time to penetrate the ship if all they find are sealed doors in their way. What happens if one of the farm ships suddenly produces a bad crop or is destroyed? Dying of hunger is not pretty, lucky its protocol to have a botanic garden to grow food on each ship to make sure your crew is fed for a time until the agricultural ships are producing again. Problem is that such botanic gardens need power so you sacrifice power you could use for weapons, shields or engines.

Military:
Know the ship, know the crew:

Ship Tortoise Formation:: Repeat Drills:: Get them to the rim!:

You were born and raised on a ship on a continuous voyage through space, its crew your friends, more than that they are your family and you have worked with them from the moment you could get into an environment suit and help with the ships tasks. Everyone knows their place aboard the vessel and trust the other without a doubt, repair crews are already on the task before the captain gives the order to repair a damaged system, your gunners are already firing on incoming targets and your defense teams are already moving to intercept boarding parties. When your fleet is attacked the unarmed and weaker vessels of your fleet at once go to the centre while the stronger and armed vessels take up formation around them to protect the fleet. Any attacker hoping to take down a few weak vessels suddenly faces the strongest vessels while the easy prey is located safely amidst defenders. Doing the same drills over and over again is an excellent defence against enemy intrusion, repair drills, fire drills, decompression drills, your civilians and military personnel have what they need to do, and when, down to an art. Your military vessels are well versed in aiding the fleet to reach the edge of the system where the Worldships can flee to FTL velocities on their inertialess drives. As such those times when they might normally be caught and destroyed there is a good chance you can evac them!

Pacfist Nations are totally against violence and totally into self-indulgence, or even other hippy ideals. How they survived to achieve spaceflight, or even survive spider-bites is a miracle, and probably considered largely impossible. How they survived long enough to develop FTL technology is another mystery. They do make nice punching bags. (Note: Do not RP unless you are 100% certain you can pull off running a people who utterly and totally will not defend themselves under any circumstances without exception.) Pacifist FTL: Warp Drive. The Warp Drive is probably the slowest of the drives. 100 Lightyears can take two months to transit. But during this time they are safe and untraceable by others. The time of transit while apparently significant and militarily crippling is completely offset by the fact Pacifists dont have a military of any kind whatsoever.

PACIFIST NATION

Pacifist Sublight Drives: Nuclear Drive

Nation Trait Basic: Harmless: People are less inclined to hurt those of a pacifist nation, at least most arent as inclined to do harm unto them, though they can make their presence felt largely they get by by not being worth the trouble of doing something about. Nation Flaw: Exploitable: They tend to be easy to exploit, by easy I mean REALLY easy. Though they have their own brand of corrupting ability theyre just as easy to exploit. Defenceless: The Pacifists are totally defenceless, they will not under ANY circumstances defend themselves, if a two foot tall weakling were to start raping a Pacifist bodybuilder in the street surrounded by her friends none of them, including the bodybuilder herself, would do anything at all about it (actually that is a lie, most would ask the weakling politely to stop and then wring their hands in frustration if he didnt.), and if someone were to pull a gun most pacifists wouldnt even have the common sense to move out of its line of fire. They cannot have any fleets, armies or military subsectors. Sector Capitals do not provide any sort of martial benefits. You are, and always will, be effectively defenceless. The Pacifists, somehow surviving against all odds have managed to develop the ultimate in defensive technologies. A field that nothing destructive can pass. There are several versions of the technology. Con: When active there is a slow buildup of lethal radiation if it is active for more that 24 hours it kills everything it is supposed to protect. And longer than 12 hours and everyone within is suffering severe radiation poisoning. (No trait can negate or alleviate this effect.) {Required for all other IF Technologies} The Extension Field can project the field around a friendly object. (Object MUST be friendly. Attempt to use it against an enemy and it simply does not operate. This reduces the already exorbitant price of the field.) A rare and ill thought of version of the Invulnerability field. It can last twice as long before killing everything. But that is because for every second its on it has a second off. And to add to its list of downsides. It costs four times that of a basic IF Field. A planetary IF field, it is identical to a Basic Invulnerability field. Except that it has a massive drain on power and takes a full month to kill everyone.

Invulnerability Field Technology:


Invulnerability Field:

NATION TRAITS:

Extension IF Field: Cyclic Field: Planetary IF Field:

Pacifist nations usually develop several ways of pacifying hostile nations. Now this isn.t hostile actions and doesn.t have any hostile effects. In fact they may be totally ineffective against Player nations as such things are very story-dependent. However a player conducting actions against you MUST take these into consideration. This trait represents the Pacifists ability to play up connection between themselves and Tales of Legend ancient mythology of the races they are dealing with. The Pacifists attempt to curb the wrath of their enemies by playing subserviently though Subservient: they will not compromise their culture by doing anything violent they will do everything else they can think of to pacify the enemy This is considered an action of last resort. To biologically pacify their enemies, but such a thing does not last forever, and its deployment is difficult to say the least. It has one major Pacifying Plague: drawback. If used and not TOTALLY successful the target of it will likely declare a genocidal war against the deploying party. (In short players, don.t use it unless absolutely needed if you choose it, the consequences far outweigh the benefits if you fail.)

Peaceful Pacification:

Happiness Centre:
Narco-Centre: Pleasure Domes: Gluttony Parlour: Den of Debauchery:

We all know Pacifists have to be on drugs to believe as they do, this is just a centralised facility to prove it. These facilities are stockpiles of all recreational drugs that do no harm to the user. Also known as free brothels. they.re for people who like fucking or being fucked. All involved end up happy.... unless they.re unsatisfying in bed at which the unsatisfied partner/s can just find another fuckbuddy. What? You like Eating? Well you sure came to the right place! For everything else there is the den of debauchery, if the Narco-Centre, Pleasure Domes or Gluttony Parlour don.t cover it the Den probably does. Except Violence, that is forbidden....

Industrialist FTL: Projection Drive, in this manner the Psychic Crew of the Ship simply wills space to switch places. The time it takes to do so is considerable, and the slightest distraction on preparation can ruin the entire attempt. This drive is relatively slow due to its method of operation. But once begun it cannot be stopped. Industrialist Sublight Drives: Chemical Drive Nation Trait Basic: Mental Hive: This is a powerful network of Psychic minds that serve to amplify the basic psychic disciplines and open up new ones. The most powerful aspect of the Psychic Hive in the instantaneous and uninterruptible communications...

Pychic Hive Nations are those nations whose species found their Apex in the psychic arts and became as strong as one could imagine mentally. However their technology and skill with it has degraded since this and many functions others might use technology for the Psychic Hive are forced to use their vast minds to do instead.

PSYCHIC HIVE NATION

Nation Flaw: Feedback Loop: The Psychology of a Psychic Hive is a fragile thing, when things are going well the entire hive is elated and empowered but in situations like a battle where the deaths filter through to all of the people the eroding effect on morale is astounding, and it escalates exponentially, a lot of psychics killed at once can fracture an entire Psychic Hive battle plan as the others, regardless of how well their own battle is going are overwhelmed with the psychic instinct to fleet at all costs. The minds of the Hive is a powerful tool, and bent to the will of tearing something apart with telekinetic force, like bodies, there are none finer at the art. The power increases with the volume of Hivers present and concentrating towards the military application. This is the simplest of Telekinetic abilities. Unlike the simple act of Rending the resonance is a more specific ability that sets up telekinetic resonance waves that cause the very molecules of the target to resonate on an increasing scale. Pop goes the enemy. A simple projection of telekinetic force. The Kinetic energy of the ability is directly proportionate to the number of Psychics in the loop. The telekinetic grabs other objects and hurls them with their psychic might behind it. When you start looking at their ships. Its not unheard of for their larger craft to grab Asteroids as munitions. The Psychic implants visions and sights within the minds of the enemy that do not actually exist, or even change the countenance of their allies to resemble enemies. The Psychic assaults the neural pathways of the enemy breaking bonds as frequently as they can manage. This is almost invariably lethal. The problem is it requires very close proximity. The Psychic, or Hive Cluster, disguises things from their enemies sight. This is not perfect as it isnt precise enough to cloud their vision of anything more than what the Psychic himself can see. The Psychic can analyse the waves of mental energy given off by the enemy and study the way they act, and after some time can even begin to anticipate enemy movements to a degree.

Telekinetic Destroyer:
Rending Minds: Telekinetic Resonance: Telekinetic Blast: Object Force:

NATION TRAITS:

Mind Trick Traits:


Illusory Enemy: Mind Scramble: Unseen: Predictive Analysis:

Forceful Lash:
Pyrokinesis: Cyrokinesis:: Rage Sphere: Storm of Will:

Through the agitation of air molecules the Psychic can create flame with his very will and direct it with his mind. The Psychic draws all warmth from the air around the target in a devastating super-cold cone of air that can freeze an unprotected man instantly. The Psychic gathers up all the mental energy of a battle and directs it inwards to the Hive, this acts as a short-term amplifier for the psychic powers of the local hives. Bolts of incandescent lightning are generated by the will of the psychic. The Psychic hive aims at misdirecting the enemy with their psychic abilities. While this effect is not perfect it does create some fake movement within its effect and otherwise behaves like Electronic Warfare. A mental projection of a significant number of Hivers. As in millions. This storm can cover a solar system in nightmare inducing psychic energy as the Hivers begin dipping into the core of their fears and terrors. At the cost of their much vaunted Unity the Hive can choose to minimise the effects of feedback in their armed forces by having each ship withdraw into a single sub-hive with only a single hub-psychic open as a conduit for communications and data. Sometimes when the battle is going badly the Hive can compel the enemy to seek parley and negotiation, this only an option when the enemy is already open mentally to negotiation, and enemy intent on their destruction is unlikely to heed the mental call to parley.

Strategic/Tactical Developments:
The Shrouding: Psychic Storm: Feedback Shield: Psychic Parley::

Scientist Nations are unpredictable high-technology societies. They love their jobs. And their job is DOING SCIENCE! just dont get in their way during a test. Much of their navy, army and other forces utilise what others would consider dangerously experimental technology. Hell they even have a ship class dedicated to testing technology under combat conditions, though no sane scientist would ever crew one its the insane ones that make the equipment found on the X-Testbed. Scientist FTL: Wormhole Drive. The Wormhole drive is a simple application of putting energy stresses on the spacetime linked between a pair of quantum particles of identical structure until they touch and you can open a hole to transit through protected by a reverse polarity electro-magnetic field to prevent it collapsing upon the ships manifold. Which would be bad. It is perfectly safe and quite fast.

SCIENTIST NATION

Nation Trait Basic: Rapid Understanding: Technology and science are literally the very forte of the Scientist nations, they can develop almost anything given the time and inclination, and the Scientists have plenty of both. A scientist nation can rapidly learn about the capabilities of their enemies and allies just by studying them in action. Nation Flaw: Mad Scientists Disease: Being a nation formed on the very principles of scientific development and expansion it only makes sense that scientists largely have the final say in things. Which is a pity because they are LOUSY at OH&S procedures. Not to mention keeping them concentrated on the Quantum Harmonizer theyve been working on for six months instead of them slipping over to spend some time on the Eidetic Assault Ray that they dreamed about and simply MUST build. Get used to your scientists re-assigning themselves to their newest pet projects if you dont hover over them with a stun prod.

Scientist Sublight Drives: Quantum Drive. This drive is a simple teleportation drive, the catch? It can only make microscopic jumps, so the catch is how fast the drive can initiate the teleports, and if you want to go faster you need more energy and better systems. Being lighter is more important too. But only ships can make a sustained teleport-drive. It is not the fastest drive available by any stretch of the imagination. But it also doesnt leave massive thermal signatures somebody two systems over could see when the light gets there.

Nanotech:
Nanotech Shield:

Nanotech Cannon: Nanotech Repair Systems: Nanotech Healing:

The Nanotech Shield is only effective against one thing. Projectiles. It breaks down incoming projectiles before they reach the hull. Considered a horrifying weapon these things scale from infantry-portable to Capital Scale. The fire a nanite swarm in a jacketed cartridge that explodes on the target covering them with a swarm of nanites who are set to disassemble the target. Unfortunately they can only do so much damage before their own life ends. (Roughly twice the Nanites weight.) Nanotech repair systems use solid reserves in a cargo hold to enact extremely rapid repairs. Roughly the same as the Repair systems but for biological things.

NATION TRAITS:

Zero-Point Technology:
Zero-Point Reactor: Zero-Point Reaper: Zero-Point Projector: Wormhole Technology:

A potentially unlimited source of power. Can be bad if destroyed.

An energy weapon powered from Zero-Point space. Has control issues however, if operated for too long it will cause a feedback destruction loop. Energy, messages and even matter can be transported through Zero-Point Space. It is in effect an FTL teleporter and communications device.. Think Stargate, but with various sizes and scales. These can range from Stargate-sized to Super-gate sized. (REQUIRES ZP-Reactor and ZP-Projector)

Miscellaneous:
Eureka!: AI: Gravity-Wave Weapons: Biospheric Repurposing:

The desire to take things apart and figure out how they work runs deep in your people's blood. While most nations have some AI technology this nation has perfected it, AIs have faster reaction times compared to biologically controlled systems. However they have this infrequent habit of becoming sapient and trying to kill their creators. With a wave of compressed space, one can penetrate standard shielding. Size, complexity and cost ensures that these weapons are rarely seen. Nature? Dont be absurd. We have SCIENCE! on our side! The Scientist nation can repurpose the atmosphere of a world to better suit their needs this is not some simple tribesmans terraforming. This is rebuilding the atmosphere. Of course it doesnt ALWAYS work.....

Strategic/Tactical Developments:
Wormhole Assault:

TESTING PHASE!: Surprise Assault:

Derelict:

Taking this trait allows you to use the Wormhole technology as a weapon. This wormhole can be used to directly deploy warheads into an unshielded enemy vessel. But the power requirements are so enormous that the ship itself must be unshielded for the duration of the attack. (5 minutes) Requires: Wormhole Technology Trait In an effort to confuse and distract the enemy an array of X-Testbed craft are arrayed for battle and sent on their own to an enemy fortification or world. These X-Testbeds are loaded with dangerously experimental technology, it is almost garaunteed that the XTestbeds will inflict more damage on themselves than the enemy. But if they work as intended there is nothing the enemy could effectively do to stop them. The Scientist uses their technology to maximum effect to strike the enemy from an unexpected direction. While they may and or may not be detected on the approach it can almost be promised that they wont be found where others expect them to be found. Not all X-Testbeds are successful. Indeed, many if not most are gross failures that explode on their first run out. The Scientist nation keeps many of the hulks of these irreparable vessels. Some are so dangerous that theyre kept separate. A scientist nation with this trait deliberately sends these dangerous hulks to the enemy, while not all make the FTL trip those that do can be found by the enemy and when the enemy turns them on. BOOM! ... or worse.

Spymaster Nations are masters of intelligence, espionage and other spy-games. Such is engrained into them from birth without exception or hesitation. They are without doubt considered a dangerous and very well hidden asset. But their greatest danger comes from their pre-emplaced intelligence assets across the galaxy.

SPYMASTER NATION

Nation Trait Basic: Intelligence Extraordinaire: The Spymaster begins with agents within a number of nations randomly generated by the GM, this gives them access to a censored version of that persons nation sheet, not all information will be available, some may even be incorrect. Some may even be an outright fabrication! A clever spymaster will look for little things like that and look harder. Nation Flaw: Beneath the net: There are some nation types, and races, that however due to their methods of operation provides a degree of immunity to the master spies abilities, the Enslavers, Crimeocracies, Hunters, Psychic Hive, AI-Empire, other Spymasters and Insectoids. These nation types (and race) are immune to the Spymasters Grade 10 Monitoring Bombs Ahoy and Large Disposable Funding Accounts traits. On top of that they do not start with any spies in their ranks and the Spymaster is unaware of the locations of Hunters, Crimeocracies and Enslaver nations as all three keep their locations secret above all else.

Spymaster Sublight Drives: Gravity Drive

Spymaster FTL: The Mimic drive is an oddity. It mimics other nations FTL drives according to the wishes of the vessels captain, the manner by which it does so is unknown, and the method by which it actually goes FTL is even less known, all that is know is that it mimics the sensor signatures and visual appearance of others FTL drives.

Internal Intelligence Division:


Total Surveillance:

Your nation has a 100% Surveillance capacity administered over by near-AI level computers to detect specified parameters. Literally nothing within your borders goes unwatched and unmonitored. But your agents can be run a bit ragged if they try and keep track of everything. This also gives you the ability to detect cloaked vessels. Whatever theyre called all nations have a secret police, yours however is far enlarged Expanded Secret compared to others. This gives you a larger pool of resources with which to react to Police: situations as they happen/develop. Your people are monitored ever more closely by subcutaneous micro-chipping, when they Control Monitors: conduct an action considered undesirable by your government your Secret Police can send immobiliser signals to disable the individual until they can be brought in.

NATION TRAITS:

External Intelligence Division:


Grade 10 Monitoring: Large Disposable Funding Accounts: Expansive Contacts

Whether with stealthed satellites, super-luminal telescopy or other means, likely a combination of the above, either way you have an incredible, fast and up to date monitoring system that is nearly impossible to detect, while it doesnt give you the total power of the Total Surveillance system it does provide you unparalleled intelligence capacity. Your EID has a large number of discretionary funds for bribes, purchasing information, even outright buying things if need be.

Criminal Underworlds, Unsatisfied Government Workers, Overly talkative scientists or soldiers. No matter the source your Operatives have a large number of contacts. And due to it they also have a large number of ways into other nations for field operatives.

Field Operative:
Bombs Ahoy!:

Disguise:

Stealth Insertion:

Your operatives are trained in explosives, convention, improvised and stolen, your operatives know the ins and outs of most things that go BOOM and what to do with them, the best operatives can even make it look like something else! This covers a wide range of options, mostly the fact that such agents are injected with shapeshifting technologies allowing them to feign and pretend theyre part of the target race. But such things include incredible levels of linguistics skill and cultural doctrine training as well as very real IDs. (Stolen from others who were killed to make room for the Spies insertion) In the only non-Hunter based use of the technology the Spymaster nation has access to small scale Cloaking devices that do not suffer from the double-blind effect allowing them to make capable entries into enemy states without risk of discovery.

Strategic/Tactical Developments:
Maskelyne:

Behind the Lines: Hidden Staging: Precision Strikes:

Deception in warfare is not an oft-practiced element. But it is one of yours. There is no simple line, no practiced formations that lead to an enemies defeat. There is deceit. Trickery and downright tomfoolery! Youll try many tactics to bypass the enemys expectations. Not all warfare is a clear-cut development. The Spymasters often get saboteurs behind enemy lines to strike at supply lines or other vulnerable locations. In some extremes they can even strike at enemy power generators. Bye-bye shields. The Spymaster does not wish to be discovered. Only a fool would be otherwise, thus the Spymaster builds hidden staging areas, often far from his own holdings, from which he can launch his missions without detection. To be blunt its nothing so fancy. It is simply striking valuable targets. Officers, Engineering crews, an Interdictor not escorted properly, or if the enemy is truly poorly thinking theyre command ship.

The Culture Nations are unusual in which they approach the galaxy with open inviting, but well protected arms. They seek to bring the galaxy into the fold of their grasp by simply making people WANT to join them. The Culture FTL: Capsule Drive. This is a bizarre drive. Essentially, the vessel is dematerialised with everything aboard, uploaded onto a Capsule (that did the work) which they fires to its destination through tiny slipstream drives. Once at the destination it materialises the ship around itself! While this is an interesting drive, and is quite fast, it leaves a few seconds of vulnerability before the capsule engages its drive. If it is disabled and captured an enemy could easily capture the ship within.

THE CULTURE NATION

Nation Trait Basic: Diplomatically Loved: The Culture inspires trust and likeability from those they meet, this gives them a much easier time diplomatically than might otherwise be the case. They are also very good at, as they say selling themselves to others. Nation Flaw: Too Open: While the Culture is well liked diplomatically this comes at an incredible price. Security in a Culture is much much harder to maintain than any other nation type without exception. The freedoms and liberties that they so espouse to others in order to garner allies are giant security holes. And more importantly, exposes to others that there is nothing passive about the culture and that they will in fact attempt to seduce away as many of your people as will listen to their propaganda.

The Culture Sublight Drives: Fusion Drive

"Throw a Party!":
Everybody Loves Me!: Cultural Exchange: Beauty Between Borders: Diplomatic Corp:

The past of your nation is filled with good relations and you have maintained them until today with fair trading, open borders, and cultural exchange. As a result you have very enemies and a great many friends. This helps to expedite the creation of any relationships. Your borders are perpetually open allow all sorts of other nations to bring their culture to you as long as they allow you to do the same and spread your culture throughout their land. This can pose many problems with such a permeable border but with your cultural strength the benefits seem to outweigh the negatives most of the time. Despite the vast difference in physical appearance between different species your diplomats are still usually regarded as at least pleasant looking to other species which helps a great deal when dealing with the other species as others are quite willing to talk to you in person. In order to aid in any diplomatic events you have assembled a crack cadre of diplomats and their entourages to meet any even theoretical diplomatic need. These men and women are renowned throughout the diplomatic world for their ability to face down any problem and avert any conflict.

NATION TRAITS:

Join Us,:
Culture Cannon: Everyone's So Happy: Awesome Religion: Mass Media Saturation:

Sometimes subtle does not have to be that subtle. A giant space gun capable of firing an electronic message that upon impacting a sentient being will send a subtle bioelectric message through their brain making their though patterns go more in line with what you want them to think. Anytime someone from outside your nation shows up and sees the populace everyone always looks so happy and everything is pleasant. Everything feels like a utopia with no crime or problems anywhere, the perfect place to go on vacation in or potentially even defect to. Long ago someone had a great idea for a religion whether it be that every weekend is a constant party or that everyone gets to wear an awesome hat. Either way your religion spreads like wild fire and nobody minds when your people and culture show up on their doorstep. The rest of the galaxy is bombarded with a constant stream of shows, literature, and music. No matter how hard they may try nobody can escape the endless stream of media you send at them causing everyone else to at least become familiar with your society. The Culture is very good at finding the symbols of other cultures. So, in order to smooth the transition over, The Culture likes to blow up the other cultures monuments, palaces, and other symbols of power for its enemies people, drastically lowering their moral. When going to war with other nations you try to force your enemies into large decisive battles to crush them both physically and psychologically. By defeating your enemy in such a manner you keep things from being drawn out and bad relations do not last as long. In any war you are in you make the claim that you are fighting for freedom, justice, and other garbage and spread propaganda of the atrocities of the other side whether true or made up and are so good at it that even civilians on the other side will start to believe it. Your ships are large, weapons impressive, and commanders notorious. Releasing just the right amount of intelligence on your own weapons and striking enemies at just the right place to emphasize your strengths to make your military seem many times more powerful than it really is. The Culture positions ships in low orbit that use specialised devices to broadcast psychological warfare messages into big booming audio that can be heard over even heavy bombardment. The propaganda eats away at the spirits of the defenders if the Culture is attacking and bolsters the spirits of the defender if theyre defending. (Whether because its the ship in low-orbit or the message is unknown.) The Cultures armies are accented by holographically projected armies and propaganda. It is difficult to tell the true size of a Culture force like this in clear weather. Though it is faulty during bad weather or atmospheric conditions. You have sympathisers amongst most, but not all, enemies they will do their best to aid you without exposing themselves to the enemy, whom they are betraying. However they are untrained for subterfuge. They can pass misinformation and even delay or misdirect the enemy, but only for a time. The Culture is not a foolish people, they study their enemies and look for weaknesses, where an honour-bound society might be drawn into an ambush by playing to their honour system.

Or Die!:
Targeted Monuments: Decisive Victories: Don't Worry, We're The Good Guys: Trust Me, You Don't Wanna Do That:

Strategic/Tactical Developments:
Hearts and Minds: Holographic Army: Sympathisers: Clever Approach:

The Unforgiven are the foulest of the foul, despoilers, destroyers and desecrators. Their most glorious acts are more hideous than the worst acts of the Despoilers and Destroyers or worse. They are a blight upon the universe, a curse so profound that it has effected the very fabric of reality itself. They are driven before a storm of entropic decay to take new worlds and subject them to their curse. The only world that they hold sacred being the original world where they earned their Quantum Curse. The Unforgiven FTL: Entropic Drive: They move through decayed holes of spacetime created by their ships as they power into FTL velocities. Their drives are slow and must be engaged outside of a solar system in order to delay the curse.

THE UNFORGIVEN NATION

The Unforgiven Sublight Drives: Darkmatter Drive

Nation Trait Basic: Invaders and Despoilers: The Unforgiven are masters of war on equal with Warlords, Despoilers, Destroyers and all their ilk. They have a particular talent for invading a world. In fact they have no choice in the matter. They MUST take new worlds if they hope to keep ahead of the Quantum Curse.

Nation Flaw: The Quantum Curse: The Unforgiven are so reviled and hated that their very existence is plagued by the quantum curse. Worlds they hold, inhabit and take will eventually succumb to the quantum curse and begin accelerated entropic decay. Within decades of taking a world it will begin to age twice as fast and this acceleration is exponential within only two maybe three decades the quantum curse is at the point where its inhabitants age ten years a day and they are forced to give up and try and take other worlds. Reviled by All: The Unforgiven are despised by all beings of all creeds instantly and overwhelmingly. Two races that have fought bitterly for millennia will cease hostilities to unite and protect each other from the very curse in spacetime itself.

No World is Safe:
Beyond Mere Shields: Culture of Fear: Lightless Worlds: Freedom Burns TONIGHT!:

Shielding provides no defence against Unforgiven Invasion fleets. Their entropic failure causing the shields to fail around their transports letting them through. On the ground the Unforgiven are terror incarnate, using weapons seemingly existent for horror only those without good training and experience are likely to rout beneath the nightmarish weapons of the Unforgiven When the Unforgiven arrive and land it almost seems as if light itself does not wish to contaminate the world with its touch, such worlds are thrown into a near-permanent twilight that can only be broken by forcing the Unforgiven from their worlds. The Unforgiven enslave the populace of the worlds they invade with remorseless and relentless evil. Those who question the will of the Unforgiven die many many deaths before they are permitted to serve once more.

NATION TRAITS:

Entropic Purity:
Accelerating Death: None Shall Suffer as you Shall: Burn the Skies:

Graceful Ageing:

The Unforgiven have long seen past their curse and now see it only as something to escape. But they have gained a morbid appreciation for death, if an unquestioning fear of it. It also confuses them how their slaves and conquests seem so much more resistant than they are. Evil is the hallmark of this nation and this Unforgiven nation is worse than most others. They believe that ever increasing acts of depraved evil are required to stave off the entropy and refuse to accept that they are its cause. The Unforgiven have decided that they cannot wait for dropships and other such inane things to land to invade a world. Instead all their vessels are designed to enter the atmosphere, land and disgorge troops directly while serving as near unassailable fortresses. (Accelerates the Quantum Curse) In this pocket of the Unforgiven the ability to age gracefully is seen as a blessing with no other equal. Such beings rise high in the ranks of power and gain much power. But what most do not realise is that such entropy is in fact wreaking more havoc internally than externally. The Unforgiven have embraced their nightmarish gifts with sickening abandon, their scientists learning how to embrace and duplicate the effect in a limited and controlled way. While they cannot reverse its ravages they can weaponise it. The Unforgiven can bolster their shields for a short time in pure unadulterated Entropic energy. This is enough to weaken many weapons to the point of worthlessness, but it is a calculated risk for the ship within will age years. The Unforgiven attempt to hold the world long past the point any other Unforgiven would abandon it to the ravages of their curse. The benefits are few. But some say that there is a point where the entropic decay reverses. This is of course horribly wrong. The Unforgiven are not ones to blithely act in the manner expected, in fact they have no choice but to go all or nothing. Their structures, cities and ships return to the skies to fill a target world. In effect, and literal truth, an entire worlds populace is involved in the invasion. The Unforgiven may use Worldships of the Nomad Fleet (but with their own technology). This is needed to keep their majority population from remaining too long in one place. These great Mauler class vessels also serve as tombships housing the greatest heroes of the Unforgiven in stasis in the hopes of reviving them if the Curse is ever escaped. These vessels are focuses of a fleet, and it is a true coup for another nation to kill them.

Embrace the Decay:


Entropic Cannons: Entropic Shielding: Hold onto Death:

Strategic/Tactical Developments:
Overwhelming Invasion: Sky Fleet: Mausoleum Ship:

Faith is the first step to salvation and mutual understanding, the second step is to spread your religion among the stars to the unbelievers and if they dont accept your beliefs theres always the third step if they dont accept the god(s) in their hearts then just rip those hearts out. A Theocracy is founded on its faith in god(s) and if your faith is criticized then you might get very cranky and throw in a holy war against those who dare to speak against your doctrine.

THEOCRATIC NATION

Nation Trait Basic: By the light of God/s: Guided by the Gods your power, your weapons and even souls are powered by the divine light of that your nation worships. This means theyre immune to conversion and deception. While they can still be infiltrated they cannot be turned against their own. His(Her) will be done: Your nation obeys the will of its god with unyielding fervour. The edicts are obeyed instantly and to the letter. The commands are followed without hesitation. There are no dissenters to Gods will.

Theocratic Sublight Drives: Light-Guide Drive. A light powered drive, this drive is powered, effectively, by sunlight, the closer to a sun it is the faster it will go, and if its drive is pointed at the sun this effect is even faster, though if it were to face away the drive would slow to a crawl. This drive glows with radiant white light of the reflectors. This is also a vulnerable point of Theocracy ships.

Theocratic FTL: The Path of God Drive hurls the vessel into a dimension of pure bright energy. The crews of such vessels often perceive that they are travelling through the mind of god or gods as the case may be. The travel times are fast and the entrances and emergences from this realm are accompanied by bright bursts of pure white light.

Nation Flaw: Doctrine is the law of the Almighty: Your people, your nation live according to ancient doctrines passed down from generations and should be followed by everyone. That the alien races dont know the doctrine is their mistake not yours and any good diplomatic relations could be thrown out of the window instantly when all of a sudden the foreign diplomat breaks the divine rule of Thou shall not pick your nose on the seventh hour of the seventh day of the seventh month! Science equals Heresy: Science it brings the means to further spread the word of the divine but sometimes scientists discover something that is against doctrine and which is instantly labelled as heresy and dealt with severely. CRUSADE!!!: When a Theocracys Holy Sectors are attacked there is no greater insult to them and their religion. The Theocracy will almost instantly go into a state of total unrelenting war. They WILL mobilise ships and armies, they WILL attack almost mindlessly. However they WILL prioritise re-taking their Holy Sectors over any other consideration.

Inquisition:
Nobody Expects the (input name) Inquisition!:

NATION TRAITS:
The shadows are the hiding place of the Heretics, Iconoclasts and Defiling Masses, and so from them we shall to operate watching the lesser elements for the slightest errors. And when we find it we prosecute it, in the light where it can bathe in gods light. While other nations might have problems with rebellious elements, terrorists or hippies the inquisitorial department of a Theocracy does their best to root out heretical enclaves like that and exterminate its members before their heretical misdeed can be executed. And to do this the Inquisition remains buried in the shadows. Hidden and watching with cold hearts for the slightest sign of faithlessness. Truth is what we desire. And truth is what we will find. If we must extract it through the application of pain and suffering, so be it. The Inquisition uses torture extensively to get the information it believes exists regardless. And it is well practiced at doing so. While it may no longer use the Thumbscrews and Hot Pokers. Its methods are effective regardless. And thus the heretic was thrust into gods light. His agonising brilliance passing through the pores of the unfaithful as he searched their mind for the truths or placed them there himself. Torture using the most agonising method possible. The victim is placed into a chamber and energy from the Gods Path drives is unleashed through them. If the victim survives they are seen as pure and innocent, if not they are guilty and into gods hands was the heretics punishment delivered. But god is really really strict apparently. There have been no survivors. The threats within are naught compared to the threats without. Together we watch and act against those who would threaten the will of God. The Inquisition watches for those others in the darkness and other nations for any threat to their power and sovereignty. They capture people for interrogation and torture, do whatever they perceive as necessary Unto the heretics did we descend with the will of God bolstering our strength. And so didst they fall with the twisted ruins of their faithless hearts. When a nation of heretics and blasphemers have gone too far with insulting your faith it might be time to just eradicate the whole lot of them and that calls for a holy war. While your enemy might scoff and laugh at your antics they will soon learn to stop laughing and start screaming in terror as wave after wave of fanatical warriors decent upon them with the intent of destroying all in their path and will not rest until the high clergy and the god(s) of the Theocracy are satisfied that the religious injustice is paid in full. The lord is my shepherd and he shall protect me from harm. Soldiers of the Theocracy believe their faith protects them in any circumstance and that is seen by the almost suicidal antics of the troops on a battlefield but it unnerves the enemy and if those suicidal actions pay off the rewards are high. And unto the Altar was the man placed. A choice given he, pray unto god, or his heart would be sacrificed to cleanse his sin of disbelief so he might enter the afterlife clean. The Theocracy has a simply policy of convert to the religion. Or perish upon its altars. This can force a planets population to bow before the new God more quickly than a slow natural conversion. And so the meek rose to resist the invaders who sought to remove their gaze from the face of god. And numerous were they. The citizenry of the Theocracy will rise to repel invasions believing their very faith and religion itself to be under threat from the invader. While they will be so poorly armed as to be meaningless to a soldier normally. So in their numbers would they make up this shortfall.

Thumbscrews and Hot Pokers:

Truth into Gods Light:

Ever Watching the Darkness:

Hand of God:

Holy War:

Faith is my Shield:

Convert or Die!:

FOR THE FAITH!!!:

Wrath of God:
Finger of God Thunder of God: Wrath of God: Storm of God: Divine Judgement: Gods Guardian:

A weapon, a pulse of golden light but the width of a wrist. With this weapon the flying threats of the enemy are destroyed before they can bring their cannons or bombs to bear. Few fighters and bombers could withstand a strike. Though accurate this weapon has a slow rate of fire. A medium weapon, this destructive bolt is slow firing like the finger but accurate and powerful. The Wrath of God is a weapon similar to the Thunder of God but Shotguns space with a devastating volley of fire. The Golden bolts of light driving the fear of judgement into the enemies of God. The Storm of God is a Thunder of God series weapon with a high rate of fire and excellent tracking capabilities. Even a capital ship has reason to be concerned facing these. The Divine Judgement is a heavy weapon, its golden bolt can level a city with a single salvo of blasts and its sounds remind one of the judgement being pronounced upon them by the high priests of their enemies. And so it is. A weapon of prodigious firepower. It is mounted from aft to prow and its blast can level a city in a single shot. Or blast a battleship in half. (This can only be equipped on the Wrath class vessel.)

Strategic/Tactical Developments:
Will of God: Purge the Unclean: Suicidal Devotion:

Shield of Faith:

The Theocracy troops are fanatically loyal. Especially in battle with the prospect of meeting their god should they fall in battle. They will never waver. Never fall back. Never ever defy an order to hold. Unfortunately the do tend to be difficult to order AWAY from a battle. The Theocracy likes to cleanse the enemy with light. And when that is unavailable they use fire. Lots of fire. Fire until the fire is on fire. BURN BABY BURN! (All Theocracy infantry units are in possession of at least one flamethrower.) The Theocracy has its troops with suicidal dedication to their cause. From time to time it will take a starship, fighter, tank or other piece of equipment and fit it with a bomb. Typically a fusion bomb. So when the high priest said let there be light little Jimmy said. Yes sir. Devotion to their God or Gods is so paramount that they will defend their ships with their very lives. It is not unusual to see smaller Theocracy vessels, fighters, even cruisers flying into the path of enemy fire that would otherwise have crippled or killed more valuable ships in the theocratic fleet.

Warlord Nations are nations built around the precept that war is not only inevitable, but a desired element of growth. To expand one must expel ones neighbours from that which you wish for yourself. You must take that which is yours in both hands and take that which you desire with both hands. You do not sit back and watch as others claim that you desire. You stand up and fight for it. Warlord FTL: Hyperdrive. The Hyperdrive is a simple drive, it accelerates the vessel past the light-speed barrier into another realm. This allows incredibly fast travel times, however they are sensitive to gravitational fields and must emerge distant from any planets or worlds. They can cruise in on sublight and use hyperspace to leave. But trying to emerge in a gravitational field will almost always be fatal. Nation Trait Basic: Master Military: The Warlords are the most skilled military-based nation in the universe. They are better generals and tacticians than anyone else. When it comes to military action Warlords know best. Warlord Sublight Drives: Fusion Drive

WARLORD NATION

Nation Flaw: Military Intelligence: The Warlords are not the universes most natural intelligence gatherers. While they can keep their own information secure as well as anyone their attempts at gathering information could be described as bumbling at best.

Main Weapons:
Siege Gun: Heavy Batteries: Penetrator Missile Banks Thunderer Batteries: AEGIS Point Defence Metalstorm:

This big assed gun is used to make one thing into many thousands of things. A weapon of incredible power few will challenge it, especially in an orbital bombardment role. Where many races might prefer an even mix of firepower a Warlord focuses his firepower on heavy weapons and the ability to do massive amounts of damage. As such 75% of their vessels weapons are Heavy Weapon Batteries. The Penetrator Missile Banks fire fast but not very powerful shield-penetrating missiles at medium ranges. Their energy signatures are high and relatively easy to target however. While not as powerful as heavy batteries or Penetrator Missile Banks they more than make up for it in sheer weight of fire. For every shell a heavy battery or missile a penetrator battery can throw a Thunderer can hurl fifty. The Warlords do not neglect Point Defence. The Aegis is in fact a network of point defence weaponry. While it isnt normally a Main Weapon when youre fighting off waves of strike craft it definitely is. A royal bitch to reload. But a royal pleasure to unload into the enemy. These unleash hundreds of rounds of kinetic slugs all at once making even Thundered batteries feel small.

NATION TRAITS:

Heavy Armour:

Each heavy armour trait must be purchased before the others Duranium This Armour increases a ships armour by 50% Armour: Quintanium This Armour increases a ships armour by 100% Armour: Neutrinium This Armour increases a ships armour by 150% Armour: Adamantium This Armour increases a ships armour by 200% Armour: The armour is layered to provide better protection versus kinetic weaponry. Layered Armour: (Does not require any traits) Reflective The armour is layered with a reflective surface to better resist energy weaponry. Armour: (Does not require any traits) This armour reacts to strikes by exploding violently re-directing the worst of the blast Reactive Armour: away from the ship. But this means the enemy can chew through it somewhat faster. (Does not require any traits)

Forceful Pacification:
Psychological Controls: Extermination Camps: Work Camps: Relocation, Relocation, Relocation: Hostages:

You brainwash your enemies people using subliminal messages, psychological influence controls and other questionable methods. It isnt as outright efficient as Slavery and takes more time. But when it works nobody can dispute the results. The easiest way to control a population is to drastically cut its numbers. Well it helps if you order them very nicely. Here, have a shower. (No offence intended.) What keeps a newly conquered people happy and quiet? Forced Labour! Let them see that you are rebuilding their broken nation by participating! Surely they cant complain about helping to rebuild their homes and industries, you only use the lash out of love! Not quite so heartless as to have open Extermination Camps you slap as many malcontents into sealed cargo containers (re-entry capable) and fire them off into space with a one-use hyperdrive. Of course, youre kind enough to aim them at a Star System, and where you think a planet might be.... Arent you? While not death camps as far as the conquered are concerned it damn will be if they dont toe the line and do what theyre told! After all. Its their proud national spirit or their families. As far as you concerned they can only have one. And its their choice.

Strategic/Tactical Developments:
Rain of Fire:

Linebreakers:

Maskelyne:

The Warlord deploys their armies without dropships. They simply load the troops, tanks or other material into a simple object designed to be dropped from orbit through the atmosphere onto the planet below. These pods or tanks depending on the contents need to be recovered after the battle unlike Dropships. The Warlord can upgrade any unit of tanks to a Superheavy tank unit for no extra cost, though the number of tanks in the unit is cut by half these Superheavy tanks have better shields, armour and weapons than their lesser cousins. The Warlord deploys these units en-masse to break enemy lines. Hard. Deception in warfare is not an oft-practiced element. But it is one of yours. There is no simple line, no practiced formations that lead to an enemies defeat. There is deceit. Trickery and downright tomfoolery! Youll try many tactics to bypass the enemys expectations.
Only a fool simply attacks a single point of an enemys defence. Certainly one can bring more force to bear against a single target. But so to can the enemy concentrate their defences on a single point. No, a wise Warlord spreads out his assault across a broad front and force the enemy to either concentrate on one point and concede all others, or spread himself thin and run the risk of the Warlord re-directing his reserves in a single line-smashing hit.

On all Fronts:

STELLAR EMPIRES 3 NATION CREATION.

Space is big. So big that they had to make a word just to describe it and the best they could come up with was space. Like that really covers it. But I digress. The solution to this issue is relatively simple and sane. And two-step even!!!

1: Remove the ability to buy ships individually and instead buy them packaged as a fleet that the player has more creative control over, but is still limited generally by the rules.

In previous versions of the Stellar Empires and other RPs one of the problems that came up in my mind was an issue it took me quite a while to fully recognise. Players would control an number of worlds or solar systems, typically not more than about fifty total. And (wait for it) would have hundreds to thousands of ships, in one of them one nation had several million fighters and bombers.

2: Increase the scale! Sure someone might now have a couple hundred to couple thousand ships. But they can also find themselves fighting to patrol ten thousand or more solar systems! Of course the reasons are outlined below.

Subsector Types.

B: Sub-Sectors. Sub-sectors typically contain roughly 10 solar systems though feel free to vary the number a bit. Sub-sectors are vital parts of your empire. And youve got to prioritise your defences. Civil: The Civil subsector is the majority subsector that will make up much of your nation. These subsectors are average in just about every way possible. Industry: The Industry subsector is a powerhouse, powerful mines with worlds that churn out a greater volume of materials and technology. Military: The military subsector is one of the most critical to your efforts as a nation. In fact, they are your primary source of two critical aspects. 1: Defence, 2: Security. Defence is your fleet support, your level of defence (based on how many Military Subsectors you have) is reflected directly in your fleet. Security represents both your ground forces and your policing of the subsectors within that sector. Trade: The trade subsector regulates and controls trade within a sector, no sector requires more than one trade subsector. These sectors are also main gathering points for any alien interaction. Ghost Sector: (Max: 2) A special subsector, the reasons for it being a ghost sector is determined at random by the GM on start. Sector Capital: This is a required part of every sector. Every sector requires a Sector Capital and they are the only other source of Defence and Security.

Space is no longer divided (from player perspective) between planets and solar systems, though they certainly play their part make no mistake. As part of the simplification and correction system of this RP I have rebuild this section of nation creation into Sectors and Sub-Sectors. A: Sectors; A Sector is an area of space, quite large, depending on the size of the nation a sector can typically contain between 5 and 10 sub-sectors.

SECTORS AND SUB-SECTORS

It should be noted that neither science or food production is covered in the subsector types. This is because both agricultural and scientific work is spread roughly evenly across a subsector and sector. Each subsector is typically (flaws notwithstanding) self-sufficient. However dont be complacent, if your opponent decides to try and cripple your agriculture efforts farms tend to be easy to see and bomb from orbit.

Homeworld/Capital: This sector is a pre-set sub-sector. It provides twice the bonuses normally provided by a Sector Capital. Bulwark Sector: (Warlord Only) This is a powerful military sector, it costs more than a normal military sector. Otherwise it is just a modified Military Sub-Sector. Market Sector: (Economist Only) This is a capable trade sector and produces more trade goods than a normal trade Sub-sector. Naturally it costs more. Forge Sector: (Industrialist Only) This is a much more productive Industrial Sub-sector. It produces twice as many goods as a normal Industry Sub-Sector. But is more costly. Gaia Sector: (Environmentalist Only) This sector replaces the Civil Sub-Sector entirely. It is a more beautiful version and lots of trees etc. Monitor: (Spymaster Only) This sub-sector is a more expensive version of the Sector Capital. It serves as a hub of the intelligence gathering industry. Psychic Hub: (Psychic Hive Only)This powerful node of systems serves as a sector capital in all respects. It is more expensive however it is more capable. Holy Sector: (Theocracy Only) The Holy Sector is a unique civil sector, a theocracy may only have one per sector. Artificial Nexus: (AI Empire Only) This is a number of systems that house powerful servers and other such technology to serve as sector capitals. Cybernetic Hives: (Cyberneticist Only) These are the self-modification capitals, these sector capitals are more capable at their job than the basic sector capitals. Harvesting Worlds: (Enslavers Only) These civil sectors are controlled by the Enslavers with an iron fist and typically used to harvest slaves for sale. Some might compare them to zoos. Unlawful Hub: (Crimeocracy Only) These hubs are replacements for the Sector Capital, and most of them are commanded by a Black Market Ring, a large cloaked ringworld somewhere within its territory. Black Sector: (Unforgiven Only) This is a dead sub-sector, a reminder of times past. More importantly, it is somewhere that the Unforgiven can hide a fleet in comparative safety without easy detection. Because who is going to enter their curse willingly. Heart of Light: (Empire of Light Only)(Replaces Capital)This is a powerful sector glowing with the waste light of those systems within it. The light shining from these locations is a beacon for the people. But it is a mask for its power. Living Worlds: (Bio-Technocracy Only) A collection of worlds covered in organic technology. This serves as a capable sector capital. Testing Grounds: (Despoiler Only) This poor civil sub-sector is subject to constant testing by the Despoilers. It never hurts to test ones products... well except for the test subjects, theyre fucked. Hunting Preserves: (Hunter Only) This civil sub-sector is covered in worlds housing the most dangerous, capable and valued hunting grounds of its people keeping training to a maximum. Hidden Sector: (Isolationist Only) This sector has been hidden by the finest scientific minds of the nation. Nobody can find it easily. Or even at all in some cases. Peacekeeper Sector: (Pacifist Only)The pacifists uses this sector to act as intermediaries. It can replace sector capitals. Laboratory Section: (Scientist Only) This sub-sector replaces an industrial sub-sector, the sheer power of minds available puts out a lot of scientific results. And explosions... mad scientists are bad that way. Hollywood: (The Culture Only) This cultural beacon to all that is decadent and repetitive makes for an entertainment capital, this replacement civil sector is popular with alien visitors. Wanted or not.

Special Sectors and Sub-Sectors as well as Nation-Specific Sub-Sectors.

A nation when first made has a set number of sectors, a Huge nation will always start with 30 sectors, a tiny will always start with 3 etc. Nation Size Tiny: Small: Medium-Small: Medium: Medium-Large: Large: Huge: Sectors 3 Sectors. 5 Sectors. 10 Sectors. 15 Sectors. 20 Sectors. 25 Sectors. 30 Sectors. Points to Spend 70 Points 90 Points 190 Points 225 Points 300 Points 400 Points 500 Points

NATION SIZES AND THEIR POINTS.

Medium-Small: Medium: Medium-Large: Large: Huge:

There are three phases to some nations. The Core sectors. The Inner Sphere and Frontier. A Core sector may have up to 3 Military Sub-Sectors. The Inner Sphere may only have 2 Military Sub-sectors and the Frontier a maximum of 1. 4 Core Sectors, 4 Core Sectors, 4 Core Sectors, 5 Core Sectors, 5 Core Sectors, 6 Inner Sphere Sectors. 6 Inner Sphere Sectors, 6 Inner Sphere Sectors, 6 Inner Sphere Sectors, 10 Inner Sphere Sectors, 5 Frontier Sectors 10 Frontier Sectors 14 Frontier Sectors 15 Frontier Sectors

Some nations are large enough that over a certain size they simply cannot provide uniform protection. This is reflected partially in this section by how many Military Sub-Sectors youre allowed to purchase. Tiny and Small nations only have Core Sectors and thus can take the maximum amount of military sub-sectors per sector (3).

Core Sectors: Core Sectors receive 1 free Military Sub-Sector as well as their Sector Capitals for free.

NOTE: Frontier Sectors typically will not have the maximum number of sub-sectors, sometimes the Inner sphere will also not use all its available space. Beneath is the cost for individual sub-sectors. Note, a single Core or Inner Sphere sector must have a minimum of 5 sub-sectors and a maximum of 10 sub-sectors. A Frontier Sector must have a minimum of 2 and a maximum of 6 Sub-Sectors. Civil: 1 Point Industry: 2 Points Military: 10 Points Military (Inner Sphere): 8 Points Military (Frontier): 5 Points Trade: 2 Points Ghost: 10 Points Sector Capital (Inner Sphere): 5 Points Sector Capital (Frontier): 2 Points =============================== Homeworld/Capital: Free (1 only) Bulwark: 15 Points Market: 3 Points Forge: 3 Points Gaia: 2 Points Monitor: +3 Points to Sector Capital for that Sector. Psychic Hub: +3 Points to Sector Capital for that Sector. Holy Sector: 4 Points Artificial Nexus: +3 Points to Sector Capital for that Sector.

Cybernetic Hives: Harvesting Worlds: Unlawful Hub: Black Sector: Heart of Light: Living Worlds: Testing Grounds: Hunting Preserves: Hidden Sector: Peacekeeper Sector: Laboratory Section: Hollywood:

+3 Points to Sector Capital for that Sector. 2 Points +3 Points to Sector Capital for that Sector. 5 Points +4 Points to Homeworld/Capital +3 Points to Sector Capital for that Sector 4 Points 4 Points 4 Points +3 Points to Sector Capital for that Sector +2 Points to any Industrial Sector. +1 Points to any Civil Sector

Due to obvious reasons the Nomads have a slightly different manner of handling things. The Nomad Worldship fleets are vast fleets of ships with few military defence ships. Thus the Nomads do not get Sectors or SubSectors. A Nomad nation gets a number of Worldship Fleets equal to twice the sectors of their Nation Size would otherwise normally get as seen below. Tiny: Small: Medium-Small: Medium: Medium-Large: Large: Huge: 6 Worldship Fleets. 10 Worldship Fleets. 20 Worldship Fleets. 30 Worldship Fleets. 40 Worldship Fleets. 50 Worldship Fleets. 60 Worldship Fleets.

NOMAD NATION

COMMON TRAITS

The traits system, as most of you know, is the consistent core of my Engines whether they be for single individuals, war parties or entire nations. Like most however this is a Nation based RP and so the traits will reflect this. Due to the variety of nation types the traits will, more or less, be more or less more generic than ever before!

COMMON TRAITS

At least not too much like those available only to specific nation types. When there are ones that are similar to those found in specific nation types one can consider the nation types to be 4 times as good as the common version found here.

Implausibly Efficient Government: Through trial and error the red tape has not only been cut but has been found to be redundant and counterproductive. When it comes to cutting the red tape your nation has none to cut! Fair Dinkum: Your nation is seen as a relatively straight player, and you are, you honour your deals and deal fairly with other nations. Who Cares about Uzbekistan: Your polity is simply not on the galactic radar and thus avoids a lot of the Bad Shit that can go down. . . (Can only be taken by Pacifist, Hunter, Environmentalist, Isolationist and Spymaster nations. And only Small or Tiny Nations.) Party Please: Your diplomats are just so good-natured or know so many skeleton-filled closets that they can get into strategically useful alliances much easier than others. Of course, then you need to live up to what you signed . . . Manipulative: Political scheming is in the blood. Once you can deal with other nations you can begin playing with their politics, assuming youre cunning enough and theyre receptive enough. Colonial Spirit: Your people are restless for the great beyond and are excellent at colonisation, you expand nearly half again as quickly as anyone else. Mechanics at Heart: Your nation doesnt tolerate anything in less than perfect condition. Conversations can often be along the lines of 'time for the monthly check... looks good... looks good... hey what's this brown ticking package?' Passive Aggressive: Only a fool shows his hand instantly. But not us, we conceal our vicious power playing behind a submissive peaceful attitude diplomatically. Let our enemies make the first move. Let our allies move to protect what they perceive as a peaceful people. In the end well show them all. For the People: Every action taken is for the people, for good or ill, as such the people tend to largely support the nation without reservation. After all, is it not working for them on all levels? However most such nations are tied in bureaucratic bullshit. I-GUN: Inter-Galactic United Nations your empire is a conglomerate of your species nations pre-space flight that never unified into a single world government. But this gives you more diplomatic credibility and trustworthiness amongst the galactic community. Rule of All: The rule of all is a political foundation where all the people get a say in the running of the nation. The forums are abuzz and artificial intelligences (or equivalent) draw together most common ideas into a unified collection. Pyramid Rule: The nation is run like a pyramid scheme, at the top is a single body who commands a number of people who in turn command a number of people below them and so on down the chain.

NATIONAL TRAITS

Loyalty: A populace that through some reason or another is loyal to its government, through fear or "cookie day" it doesn't matter, these people are loyal. Heroic Age: Your people see themselves as Spartan Heroes, not Persian Generals. Shame the Spartans made poor civilians . . . Flag-Wavers: It doesn't matter what you do, you'll always win the elections. You must choose something particularly dear to your population that they wave flags about. Stupidly Brave: Nobody would think of calling your people cowards. Not One Step Back!: You hold your ground no matter what, militarily OR politically. Clannish/Family Groups: Your people are divided into clans or other forms of familial groupings. While this can lead to genetic degradation if there is no breeding out of the Clan it lends towards more tightly bound units of people who work together with flawless efficiency. Crimeless: Your nation has abolished crime in its entirety, whether by simply making everything legal, some form of mental conditioning or other reasons. There is no crime, as such should there be any it would be noticed immediately as suspicious goings-on. "Ultra-hygienic": Your people don't suffer from natural diseases as they have refrained from contact with one another for whatever reasons. Whether they breed by using science clinics to 'do the deed' or its just a remote-controlled sperm-cell implant. The downside, your people aren't very social and exposure can lead to disease. Population Controls: Your population is controlled both in number and even in purpose. Your government conducts a practice known as social engineering to control the population. As such undesired elements are greatly reduced. Organised Chaos: Your society is so bizarre that most cannot comprehend what they are seeing when exposed to it. This makes any attempt to infiltrate it or target it much more difficult if there is anything other than the intent to simply kill them all. Manifest Destiny: The people have a future and it is glorious. Of course there is the little issues like other species who think that they have a right to their own destinies, but a little killing never hurt anybody that mattered anyway. We Act as One: The people are not simply loyal. They are YOURS when a threat to the nation is felt on the outside the people unite as rarely seen before to act with a singular will and purpose against that thread.

POPULATION TRAITS

Capital Warship Obsession: Your nation has a fascination with large warships. Your fleets have twice as many capital ships as normal, but only a quarter of the escorts. Relativity is a Bitch: Your nation prefers fast ships over heavily armed, and yet lumbering, warships. Whoever claimed slow and steady wins the race has never been hit with a kinetic impactor at .65c . Hit and Fade strikes are your favourite. (Cannot take with Ironclad) Isaac Newton Hates You: You think energy weapons are fine, missiles are all well and good, graviton weapons are ok. But none of them compare to the deadliest son of a bitch in space. Isaac motherfucking Newton. After all, your antimatter bomb may go up big. But so does two tons of tungsten going at .5 lightspeed. (Cannot take with Who Needs to Reload, Use the Force or Macross Missile Massacre) Who needs to reload?: Projectile weapons, missiles they are nice enough I suppose. But what do they all have in common? Thats right. Ammo requirements. Energy weapons, while often not as powerful pound for pound just dont need bulky amounts of ammunition to enter combat with. All you need is your reactors and a decent sensor suite. (Cannot take with Isaac Newton Hates You, Use the Force or Macross Missile Massacre) Macross Missile Massacre: On the count of three fuck them up Mr Nyder. Guns are ok, energy weapons are fine. But who gives a shit how many guns they have if they cant survive to get close enough to use them. Of course, the frequent need to reload is a good opportunity to get in some shore leave! (Cannot take with Who Needs to Reload, Isaac Newton Hates You or Use the Force!) Use the Force: What? Expose our ships to enemy fire? Fuck that shit, launch all fighters, maybe they have an exhaust port we can fuck up or something. Your nation has a hardon for strike craft and would rather never leave home without them.(Cannot take with Macross Missile Massacre, Who Needs to Reload or Isaac Newton Hates You.) Hangar Queens: Your fighters are incredibly advanced. They possess the best technologies you could possibly pack into a beast their size making them 4x as good as any other nations fighters (if they dont have this trait) with one problem. They spend at least twice as much time in their hangars being serviced due to their complexity. Ironclad: You favour armour over speed. You sacrifice 10% of your weapons in favour of considerably thicker armour than is the norm. This is cumulative with any nation traits regarding armour. (Cannot take with Relativity is a Bitch) A gift from the Stars: Nothing says we hate you and hope your cat dies more than an Orbital Bombardment. And you guys LOVE Orbital Bombardment. Nuking your enemies from orbit never felt quite so good. When in doubt FIRE EVERYTHING!: You dont just rock up and fire off a few broadsides. Your ships have been built in such a way that when you arrive you can comfortably, and literally fire EVERYTHING at anyone who decides to be in front of you. This gives you unparalleled first strike capabilities. Fleet Unity Protocols: The fleet is a unified whole in combat with skilled and powerful fleet coordination there are few things that can work as well together as a whole compared to your fleets. RAMMING SPEED: There are few plans as expected as simply RAMMING the enemy when things look grim. Its not easy to score hits, but when you do, fuck it that will hurt.

STAR NAVY TRAITS

Note: You may only select a single Elite trait.

Elite Guard Armies: Your Guard have never been more capable than today. Except maybe the past week. Your forces are of a higher training level than average and a generally better equipment quality. This makes them more reliable than otherwise. Elite Space Marines: Your Space Marines are not just elite. Theyre the elite of the elite, equipped with the best possible equipment, granted the best possible training and given even rudimentary weapons for their transports! Elite PAF: Your Planetary Assault Forces are unusually well equipped, siege beams, wall-crackers, neutron bombs. Whatever it takes to crack that little gem and take it.. Elite STO Forces: Surface to Orbit weapons are hard to get easily. But boy have you got them. High quality expensive surface to orbit weapons, Breaker beams, fusion spears, plasma torpedoes. Whatever it takes. Creeping War: Some decide to move quickly. You dont. You like to sit back behind your shield lines and shell the enemy slowly and make a creeping bombardment across the target area. (Cannot take with Blitzkrieg) Blitzkrieg: Move hard, move fast and never ever stop. That is your motto, going slow equals going dead. Moving fast enough to keep your enemy off-balance is all you need. (Cannot take with Creeping War) Combined Arms is key: Your forces are at their best when working with one another on every level. Provided you have some troops of all categories present at a battle your chances of success get a significant bonus. If the opponent has this as well they negate each other. (Cannot take with Guerilla Tactics) Strategic Response: You HATE losing. To the point that if you think you are youre quite likely to call orbital fire support or maybe a nuclear missile or ten in order to level the playing field (Not to mention the engagement area.) Guerilla Tactics: Your people dont fight as a combined arms force. It makes you too easy to locate, whether in a Jungle, an Urban Jungle or a tunnel network diverse far-spread lines of skill troops is your key to victory. When the enemy commits against what they thought was a stronghold, that, that is when you strike. (Cannot take with Combined Arms) Occupationists: Your nation has a history of invading and successful occupations of its neighbours. Thus they are hard to draw out of somewhere they have chosen to emplace themselves. Sweep-Scorch: The tactic is simple. When an enemy is suspected to be dug in deep, you blast it... deep. This is very poor for keeping an area though. Orbital Support: The ground forces are trained to work with orbital support when it is available calling in weaker strikes from the weaker guns of their orbiting allies. Of course if the enemy intercepts the transmission they can just support with a not so weak strike on the transmission source.

GROUND-WAR TRAITS

On The Run!: Most people don't strap engines to factories and cram them into carriers. Most people. Flash: Your stuff just has that extra polish that makes it look cooler than everyone else's inferiorlooking, blockily-functional equipment. Ghost in the Machine: People are a hindrance, so you use machinery as much as possible. Nazi Superscience: A role for every machine and a machine for every role. Better Than Your {Keyword}: Don't apply this too broadly or I'll smack you, otherwise it's exactly what it implies. Hangerize!: Fighters are cool (or just an overly important part of your doctrines) so you stick them in everything you can. This provides strike/superiority ability in addition to the usual utility-craft hangars. Every fleet has some carrier capability built into its capital ships. If not much. Accelerated Repairs: Whether by massive modularity or simple natural awareness things are repaired far faster than might be expected of the technicians and engineers. Redundancy: Your nation has been working on making everything with multiple redundancy. When it is broken it is possible that it isnt really broken and can be brought online by other means. Synchronicity: Co-ordination is key, and very few understand it better than you. When push comes to shove you can really get the shoving working for you. And all timed perfectly too. Mechs Ahoy!: Your nation likes Mechs. They have supplanted tanks and many starfighters are Mechs as well. Slaved Ships: The nation can get ships smaller than Cruisers to be slaved to a master-ship that will enable those craft to run without crew whatsoever. However they obviously cannot be rearmed or repaired without returning to fleet bases. Stellar Fuel: These ships have a limited ability to regain some power in emergencies sufficient to run their engines and FTL drives as well as all life support systems for a limited time.

TECHNICAL TRAITS

Empathic Mind: Your psychics can sense the moods of others and even feel them in turn unwillingly. This can give you an edge in negotiations as your psychics can sense the moods of the other party. Tele-Empath: Your psychics can project emotions and feelings into the minds of others this can be a powerful weapon if used correctly. Projective Mind: One-way telepathy. When discovered is often used to create telepathic commanders who command their troops with the uninterceptable power of psychic control. Its a pity that any stronger Psychics can just take that control away from you. Predictive Omniscience: Its not as powerful as it sounds. These individuals do not actually see into the future but can interpret a set of most likely events based upon what their occipital cortex is receiving psychically. The effectively allows them to avoid bullets. Provided the persons aim was good and weapon accurate. And Shotguns are a Predictive Omniscients bane. Mind Tracker: Where many people hunt the trail left behind by someone the mind-tracker follows the mental imprints on the environment left behind by a sentients interaction with it. However doing so IS time consuming. Telecommunications: No, not phones. Networked telepaths communicating over incredible distances. They can provide nearly real-time instantaneous communication across an entire nation. Mental Shock: The psychic is trained for combat, but not well, at best all they can do is stun an enemy. Rapture: These psychics can send an individual into a psychically induced comatose state during which their mind will be quite thoroughly occupied. However it only lasts as long as the psychic is concentrating. This is a useful tool for capturing individuals. Chains of the Mind: The psychic entangles a person in mental bindings of their own creations, fears made manifest. However people of strong will can easily fight past the effects and kill the poor bastard responsible. Telekinesis: A technique for levitating and moving physical objects mentally. Though this is not the strongest it can allow a single skilled Telekine to control a ship on his own if forced to. (By manipulating the bridge controls telekinetically.) Masking Minds: The psychic has a limited ability to conceal himself from the inattentive as something not worth noticing. It doesnt work if the Psychic does anything overt however. Subtle Touch: The Psychics are more subtle with their powers than other psychics might be leaving them to be more likely to go unnoticed by people when using their gifts.

PSYCHIC TRAITS

Trade Cartels: Trade within your nation is controlled by the Cartels. There is little to no independent trade, though there is probably a thriving black market. Abundant Trade Goods: You are just bounding around with high value produce, sell it well. Abundant Trade Ships: You believe in keeping a safe number of trade ships available at all times. Currency Exchange: You have decided to ensure the compatibility of your markets with alien markets you forged a Currency exchange for the easy conducting of business. Interstellar Stock Market: Every Solar System of your Empire has its own microcosm of a Stock Market, controlling one Point Defender Gun: All your transports are fitted with a light gun with which to defend themselves against pirate attacks. Its not perfect and wont help against any considerable pirate efforts. But its better than nothing. The Pirate Lanes: Your traders have big balls. They realise that they can get small and profitable cargoes through the Pirate Lanes very quickly and generally tax free if the Pirates dont get them. Sprint Traders: (Cannot be taken with Bulk Traders) These traders sacrifice some of their cargo capacity for greater engines to get them faster. Bulk Traders: (Cannot be taken with Sprint Traders) These traders sacrifice their engines for larger cargo bays. There is little they cannot carry. Of course they couldnt outrun an Insectoid with six broken legs, but thats hardly the point. Lax Restrictions: How does one solve a problem with illicit goods? Simply. They simply decide to change what is classified as illicit. Bargaining Chip: The traders are good at getting the best deals possible. Of course they can annoy those who have fixed market prices with their persistent haggling. Borrowed Money: You need a little money to make money, but that doesnt mean that money needs to be yours to start with! Just... be careful, loan sharks arent nice people.

ECONOMIC TRAITS

(Each Fault, Weakness or Flaw allows you to take one more trait in any category EXCEPT for resource or Historical. No more than four may be chosen.)

FLAWS

Honourable to a fault: Your strategies will never rely on surprise or deception, your ships are painted bright shiny silver and your admirals will always give a speech to the enemy before battle. Creaky Military: The military is under-budgeted, under-equipped and underfed. Kind of like the Russian fleet circa 1995. You simply don't have much in the way of a military. This flaw hits hard enough to provide two (2) bonus traits. Soylent Green Is People!: You have a giant elephant-sized skeleton in your closet. (You must describe this big nasty secret. Though only your nation knows it and even the best spies would have difficulty finding it.) Government Red Tape: This request cannot be processed at this time. Please take a number. Cult Of {Keyword}: All Hail Xenu! Hilariously Fail: Someone - a lot of someones - doesn't have much going on upstairs. Unfortunately they're disproportionately represented in your government and military. Public Outcry: Your people have deep and strong opinions on some issues you'd really rather they didn't. Wimpy: Maybe they're a low-gravity race or just didn't drink milk when growing up. No matter the cause, your people are short, skinny and weak. This is a bigger disadvantage than it sounds, as your fighter pilots will not be able to handle nearly as many Gs and your ships will likewise be relatively sluggish. Paranoia!: In a universe full of planet-destroying aliens, a healthy dose of paranoia is only natural. It might make diplomacy difficult but at least they won't sneak up on you! Trade Dependent: Exactly what it says. A good example is a Mars-like world that must import significant food to feed its populace. Dangerous Cults: These cults arent just your weirdo cults that do strange things. These are cults that actively enjoy concepts like bringing your government down, terrorism. Psychic Nulls: Your people have no psychics amongst the population, and more over no protection against psychic abilities. (Cannot be taken if ANY Psychic traits were taken. Provides 2 Trait Points.) Limited Psy: Your psychic population is more limited than is normal. Moreover they simply cannot maintain the range that others can, and their communication if they possess the capacity is slower as well. GLaDoS: Remember that time where I said we were going to murder you, and you were like No Way! That was great. Your scientists insist on continually using unreliable dangerous A.I programs. Ones that have a habit of going insane and killing everybody involved. And no matter how many edicts you pass they continue to use them anyway. Famine: You may not pick any foodstuff resources and must pick six foodstuff resource deficits. Resource Shortage: Your resources are in short demand, metals, minerals, gasses... everything. Dont count on getting that raise, they cant afford to make anything to pay you with. Cowardly: Your people make very poor soldiers. While they are as capable as any other the fact remains at their core lies a lilly-livered, chicken-hearted, yellow-bellied coward. So long as your troops maintain a significant advantage youre fine. But the moment things even start evening out your guys would really like to head for the hills! Self Destructive: When boredom sets in it is a bad time, your people are fractured and dont much care for one another and only a threat to them all keeps them unified for any length of time. And even then only for so long before they get together for another little civil war or uprising. Shitty Worksmanship: Your designs and your work, well just about everything, is inferior to everyone elses. Your internet is slow, your sewage backs up, your phone lines are riddled with static and even your pants are a little longer on the left than the right. Your people are as good as can be, just very lazy on design and implementation. Delectable: Your species, while no Bovine, still taste really good. Want some Popplers?

Frontier Difficulties: You see, out there on the frontier they have their own guns, beliefs, customs and so on and so forth and overall they REALLY resent central control by your government, unfortunately for you that leads to little things like, well, rebellions. (Requires: Frontier Sectors) Undermined Leadership: Your nation isnt as united as your rulers would like to believe, the shadow behind the metaphorical throne has been eying it with envious eyes for some time and is always eager to put out his foot to trip your liege. Unfortunately he either owns people in intelligence or is VERY good at covering his or her tracks. Poor Colony Standards: When your people tried to terraform worlds, well they just werent very good at it, theyd see the needles were in the that wont kill us zone and said that itd do. Of course it didnt, your worlds are poorly terraformed, full of unhealthy people destined for unhealthy ends. Pirates Favourite Pickings: Pirates just cant resist, you just have well,... something that they cant help but hit your commercial convoys or worse with. Your nation suffers under near-constant pirate raids and nothing you do seems to do anything to drastically reduce the pirate population. Quarantine?: Yeah you got quarantine, ... oh... its an energy drink. But how do you stop alien viruses from spreading? What... no.... no cardboard wont stop it.... you pillock. Capital Gluttony: Ill have three four pounder bovineburgers, ninety-five karminite nuggets, eighty six large wartato fries and your milkshake machine with a side order of shut the fuck up I can eat what I want! Your people are dangerously self-indulgent, arrogant, obnoxious and frequently stupid. As such it takes a LOT of effort to get the people to do anything that is really worth doing. Theyd rather down another Bovine-burger than do something for the greater good. You must have a greater return to the public otherwise they wont see any reason to do it. Degenerative Generations: Your population is going downhill, due to shitty cloning, inbreeding or just being a pack of douchebags to each other each successive generation is noted for the downward spiral effect it has on your nation. Basically, youre all going the way of the dinosaurs. (May lead to quest. May not.) Pariah: You are a pariah state, your actions in the past have left you unpopular, disliked and generally despised, or you just really stank at diplomatic parties, it doesnt matter, your nation leaves a bad taste in peoples mouths. Collective Stupidity: Your people dont do much by half measures, and your people have by and large singled out being the dumbest people in space to a fine art. Your leadership is compromised of probably the only intelligent people in your entire empire... or are they? Sensor Resolution, 640x480: Your sensors and communications are bad, I mean really bad. You completely lack FTL sensors and Communications. Detection speed is lightspeed at best and long-range communications requires FTL courier ships in order to get even the simplest message sent. This has obvious ramifications and problems. On the plus side being a Courier is lucrative.

MARTIAL LAW (NAVY AND ARMIES)

Fleets are an important part of Stellar Empires 2. In fact they are the only way to hold onto your territory in any meaningful fashion! The downside is youll never quite have enough, youll constantly find yourself wondering if you could have used just one more fleet. And the heaviest fleets are in high demand and low numbers. Be careful in your choices because the wrong one at the wrong time, or in the wrong place can be as good as a death sentence. Light Fleet Types Light fleets are the more mobile elements of your navy and are expected to react more quickly to a hostile act or changing situation than its larger groups. These fleets have few ships but they tend to be high speed craft with average capabilities. These are invaluable and should not be wasted.

DEFENCE

Medium Fleet Types

Heavy Patrol Fleet: The Heavy Patrol fleet is a heavy hitter comprised of two dozen escort and four to five capital ships nobody messes with them lightly. However theyre slow to respond as one might expect. Light Battlefleet: The Light Battlefleet is a powerful force, two dozen escort and ten capital ships are enough to wage a small war. Which is the whole point. Medium Carrier Group: The medium carrier group is possessed of three dozen escorts and five to ten carriers of various mark. They dont move quickly but are capable of effective force projection. Heavy Raiding Fleet: The heavy raiding fleet consists of about thirty escorts and no fewer than six fast capital ships for raiding duty.

Medium Fleets are your average protection groups. They serve as a deterrent to anything less than a full on attack and are vital reinforcements for heavy fleets if there is a full on attack. In addition Medium Fleets serve as escorts to heavier fleets if the situation calls for it, such as a Bombardment Fleet going to strut its stuff all over your enemies worlds.

Exploration Fleet: The exploration fleet is typically a pair of escorts and a single cruiser equipped with powerful sensors. It is weak and easily destroyed, however is extremely fast and self-reliant. It is also more resistant to the dangers of a Ghost Sector... sometimes. Light Patrol Fleet: The Light Patrol Fleet is the best equipped to quickly respond to pirate raiders and other light threats. First on the scene it is typically comprised of 10-14 Light ships and no Capital Ships. Medium Patrol Fleet: The Medium Patrol fleet is functionally identical to a Light Patrol fleet but it is slower to respond due to the pair of light capital ships it has with it. However they make up for it with a bit more survivability. Just hope that their target doesnt run before they get there. Carrier Patrol Group: The Carrier Patrol Group is a pair of small carriers escorted by a 3-5 escort ships. It is quick to respond but dependent on its fighters and bombers to do the work instead. Light Carrier Group: The Light Carrier Group is a collection of a couple light carriers and a medium carrier with up to 20 escorts. Its job is to hit hard. But it is fragile and if the escort is compromised the Carrier are doomed. Light Raiding Fleet: This fleet exists to cause trouble in other nation. A dozen escorts and a couple small capital ships are enough to cause anyone headaches (may have a carrier).

Heavy Fleet Types

The Heavy Fleets are the backbone of your war machine, packed with the biggest, baddest and best war machines available they are not to be taken lightly, in fact its best if theyre taken with another Heavy Fleet from maximum range! When it comes to war these are going to be your sword arm, slower to move than

Battlefleet: The Battlefleet is a powerhouse but faster to respond than the more top-heavy Heavy Battlefleet or Bombardment fleet. A typical battlefleet is usually about eighty escorts and 30-40 medium capital ships with one or two battleships. These are your most versatile war-makers. Heavy Battlefleet: The Heavy Battlefleet is a colossal behemoth of heavy ships intended to break the enemy. Sixty to seventy escort protecting forty to fifty heavy capital ship. This fleet is very slow but massively powerful. Heavy Carrier Group: The Heavy Carrier group is often sixty or so escorts, twenty medium capital ships a handful of heavy capital ships, but the pride of place goes to the four to six supercarriers that form its heart. Bombardment Fleet: This fleet needs to be escorted by other fleets as it purpose leaves it little room to move. This is the smallest heavy fleet but consists of forty to fifty heavy bombardment ships. They can level things more reliably than anything else. The following Subsectors provide your Defence. Military (Core): 2 Light, 1 Medium, 1 Heavy Bulwark: 1 Light, 1 Medium, 2 Heavy Military (Frontier): 2 Light, 2 Medium

Light or Medium fleets the reigns are also much tighter. NOTE: A heavy fleet (of any type) may not leave the Core unless a significant danger is present and even then may not enter the Frontier of your nation unless your nation is at war with another. (At which time the fleet may also leave your nation to attack theirs.)

SUB-SECTORS

Military (Inner Sphere): 1 Light, 1 Medium, 1 Heavy

Sector Capital (Core): 1 of any Fleet type. This applies to any Sector type that replaces Sector Capital as well. Sector Capital (Frontier): 1 Light Fleet This applies to any Sector type that replaces Sector Capital as well.

Sector Capital (Inner Sphere): 1 Light or Medium Fleet This applies to any Sector type that replaces Sector Capital as well.

Nomads: Nomads can take a medium or light fleet for each Worldship fleet. They make take one Heavy fleet for each 5 Worldship Fleets (minimum 1) NOTE: A Worldship fleet MUST have a fleet defending it at all times.

Planetary Defence Force: These are your weakest army, theyre basically vapid conscripts and raw recruits. Do not rely on them for long. Funerals can be expensive. Redshirts extraordinaire. Examples: Warhammer 40k PDF forces. Star Trek Security Teams. *Keyword* Guard: The next step up from PDF, these men are trained better, equipped better and serve as generally the baseline for your army. Note that Keyword is interchangeable. Eg: Imperial Guard, Royal Guard, Federation Guard, Commercial Guard Do try and be sensible though. Examples: Warhammer 40k Imperial Guard, Starship Troopers MI (Movie/Cartoon), Halos USNC. Space Marines: These are an elite force typically specialized in planetary assault or retaking positions from an enemy. These boys are well equipped in every way. Though theyre stuck using the same transports as everyone else. Examples: Warhammer 40k Space Marines, Halos Spartan Program, Starcraft Marines, Section 8 Planetary Assault Forces: These are your proactive defence. Their job is to kick the living shit out of a planet, and this is something they do very well. They have elements of both the Guard and Space Marines. However they are poor defensive troops. In order to get the most out of them you have to keep them on the offensive. STO Army: This army is very poor for engaging other armies. However it is very good for engaging targets in space. These Surface to Orbit armies wield STO weaponry and powerful shield generators. Of course a Space Marine with a cold, one arm and paralysis of the right side could kick them over while half pissed on paint thinner. But hed have to get there first. Heavy Army: This is a tank army of extreme power, either built with some super-heavy support, extreme power but equally expensive. They are your heaviest hitters. But are a PDF: Costs 5 GFP popular target for bombardment ships if the enemy gets Guard: Costs 10 GFP into orbit. Space Marines: Cost 20 GFP Military Sub-Sector: Provides 50 Points of GFP PAF: Cost 25 GFP Sector Capital (or replacement): Provides 25 Points of GFP STO: Costs 40 GFP Nomads: Get 5 GFP per Worldship Fleet Heavy Army: Cost 60 GFP

Army Types An army is a collection of forces designed for combat on a planetary surface, either by flight, driving walking etc. The primary thing all units in an army have in common is an inability to leave an atmosphere or operate outside of one for an extended period of time. Armys have no set size. But it should be reflected that for all intents and purposes an army is expected to be roughly five million men of average everything. An army, should not be less than half a million men and not more than twenty million men. Bear in mind your traits! If you have Elite Armies you should NOT have armies of twenty-million strong. These are not hard limits, but common sense is required. If you DID have Elite Armies of twenty-million and fought a normal army of five million you could expect to have a larger body count than the normal army. Quanity does NOT equal quality. It equals bodybag filler. (Or for an Evironmentalist nation: Fertilizer.)

Security is important, law, order and so on and so forth, and not just security from petty criminals, murderers and scientologists. But from enemy nations, bizarre alien threats and scientologists. It isnt enough to have just police, or SWAT and the like. No, a nation needs armies to hold the ground against an enemy offensive. To take back lost land from the violators of your territorial borders. Or for a good old fashioned violating somebody elses borders. Bluntly. Ships are the primary tool and trade of a nation at war. But the ships are worthless without bodies to hold the ground and even repel starship attack. A nation without an army is like a fortress with its gates unbarred and unguarded. Each Military Sub-Sector and Sector Capital (or equivalent) commits a number of forces to the overall security of a nation. Truthfully every Sub-Sector does, but all these are co-ordinated through either Military Sub-Sectors or Sector Capitals so the rules only apply to those (or their equivalents). Local law enforcement is universal so to speak and as such isnt covered by rules. However Frontier Sectors are less secure than the Inner Sphere, which is in turn less secure than Core Sectors.

SECURITY

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