This one is set is space, but you can use swords and other kinds of weapons. The
story is long, but if you are intrested how all this happened, read it.
Story:
Federation
History
At the start of the game, the Federation is the latest in a line of Earth based
governments. The first explorers from Earth to go faster than the speed of light
used devices known as hypergates, developed by Omata Kane. Humans settled other
habitable planets and quickly formed an organization known as the Colonial
Council. The Council made first contact with the Vell-os, a group of telepathic
humans who had left Earth centuries before and benefited from their advanced
technology. Eventually a breakaway group of humans left the Colonial Council and
settled planets beyond the star Polaris, taking that name for their people. When
the Council recontacted the Polaris, it became clear that they would not
tolerate any interference from the Council. When the Council sent a diplomatic
delegation, it was never heard from again, prompting the Council to declare war
on the Polaris. The Vell-os opposed this war, and destroyed the Council's
invasion fleet before it reached Polaris space. A fifty year long war then broke
out between the Council and the Vell-os. The Vell-os, being peaceful in nature,
eventually surrendered to avoid further bloodshed and were enslaved by
mainstream humanity. It should be noted that until they decided to sue for peace
the Vell-os were undefeated.
After the war ended, many of the colonies to the south seceded from the Council
and formed a loose confederation known as the Auroran Empire. Once again the
Council was thrust into war, this time to regain the lost colonies. Although
they did not defeat all of the groups which made up the Aurorans, one group
known as Armetis eventually turned to terrorism. One former council member, who
was disenchanted with the Colonial Council gave Armetis the codes to the
hypergate system. Armetis destroyed Earth's hypergate, which sent shock waves
throughout the entire hypergate system, crippling it and isolating many of the
former Council worlds.
It took two hundred years before Earth based ships were capable of exceeding the
speed of light. They recontacted many of the former worlds, which formed an
alliance with Earth. Earth forces attempted to invade the Aurorans, with little
success. As a result they decided to pool their resources and form the
Federation.
The Federation created an investigative body known as the Bureau of Internal
Investigation. The Bureau, as it is known, was created to investigate and remove
subversive influence in the Federation, but also pursues the goal of reunifying
humanity under the Federation. The Bureau uses illegal and unconstitutional
means to accomplish its goals. They also use the help of Vell-os slaves. Based
in the Wolf 359 system, the Bureau is so pervasive that some Federation citizens
charge that it runs the government. Many of the Federation's leading citizens
have started a rebellion against the Bureau.
Population
Population-wise, the Federation lies somewhere between the Polaris and the
Aurorans. Few references to the populations of Federation worlds are ever given.
Yet Snowmelt in the Fomalhaut system, with 10 billion people, is described as
being the most populous planet in Federation space after Earth, if Earth's
artificial ring of spaceports and shipyards, the Kane Band, is included in that
figure. It can therefore be assumed that the Federation population is somewhere
in the high billions.
Rebellion
The Rebellion is in the middle of a war against the Federation, particularly the
Bureau. The Rebellion claims that the Bureau has committed heinous crimes, and
controls the Federation itself and that the Bureau should be removed from power.
The Rebellion hates killing the puppets of the Bureau, but knows that there is
no way of fighting the Bureau without destroying Federation ships. The Rebellion
is vital in all of the major storylines, and the outcomes of all of them affect
the Rebellion, and their war against the Bureau in one way or another.
The Rebellion is more of an ideological faction than a political one; as such it
only has control of two systems, Evlei and Koria, to the Galactic north of the
Federation. Merrol in the Aldebaran system is the only Federal planet that is in
open rebellion, but it is under permanent blockade by the Bureau.
By and large, the Rebellion is made up of older pilots and a great deal of their
funding comes from the Association of Free Traders. Although they have managed
to acquire some Polaron technology and steal a few of the less powerful
Federation warships, their sparse numbers prevent them from fighting anything
other than minor battles. As a result, the majority of the war between the Rebel
and the Bureau is fought as a "spy-war".
Auroran
The Auroran Empire is one of the main political blocs in this roleplay. They are
the most populous of the blocs, but, since they remain largely uninterested in
technology, one of the least technologically advanced.
The Auroran population is approximately 100 trillion. Most planets have at least
one arcology that can house tens of millions of people, and the
"homeworlds" of the six different Auroran factions each average a
population of around 175 billion. As a result, many Auroran worlds suffer from
severe pollution and overcrowding problems, and the colonization of new systems
to relieve the burden of overpopulation is a major factor in their political
agenda.
The Auroran Empire consists of five "Families" or "Houses"
(Moash, Heraan, Tekel, Dani and Vella). Each of the five families fight with
each other constantly. Additionally, there are systems governed by the
"Auroran Empire". These systems do not belong to any family, but are
instead governed by the central Auroran government. Also, one system is formally
governed by the "Dechtakars", warriors who are loyal to the Auroran
Empire as a whole rather than to a specific house, although their presence is
spread throughout the Empire. Their warriors love to tattoo themselves and
engage in "honorable" combat, and their ships have very heavy armor.
The Auroran weapons are very heavy but they deal a lot of damage. The player can
help the Aurorans by either passing through the Bounty Hunter storyline, or
having a high combat rating and going into any bar within Federation or non
Heraan-family Auroran space.
Polaris
History
The Polaris are a race of technologically, and in some cases telepathically,
advanced humans who broke away from the Colonial Council in 480 NC. The first
expedition that ventured in the direction of the North Star was arranged by
Kerrell Polaris, who unfortunately died 3 days before it was started. Over the
next century, the Polaris encountered the Wraith, a space dwelling race of
creatures that can utilize hyperspace. Nearly all encounters the Polaris had
with the Wraith ended in bloodshed, which is what initially fostered the
Polaris' isolationist ideology.
The isolationism of the Polaris, in turn, caused problems when the Colonial
Council attempted to re-establish contact with them by sending in a diplomatic
fleet. The Polaris misinterpreted this as an act of war, and destroyed the
fleet. Outraged, the Colonial Council sent out an invasion fleet, which was
stopped by the Vell-os â? a cousin race of humanity with advanced
telepathic abilities, who have always supported the Polaris. This sparked the
Vell-os/Colonial Council war, which did not affect the Polaris.
After the destruction of the Council hypergate system, the Polaris hypergates
were still operational, allowing the Polaris to advance technologically though.
Just over 500 years later, the Federation (successor to the Colonial Council)
sent a military task force into Polaris space, which the Polaris destroyed
quickly.
Technology
In the 500 years after the hypergate system's destruction, the Polaris advanced
towards more organic technology. Much of their biotechnological knowledge was
gained by reverse engineering the Wraith. Polaris scientists discovered how to
utilize polarons (a type of high-energy particle) to create practically massless
torpedoes which cause great damage. They have also harnessed nuclear fusion and
antimatter annihilation as reliable, high-yield power sources. Polaris ships are
much more difficult to defeat compared to Auroran or Federation ships, as their
shields and armor are much more powerful than anything else. Their weapons are
also extremely powerful.
Society
The Polaris have six separate castes, set up so that the skills of an individual
can be best utilized by the caste he or she becomes a member of. The six castes
are as follows:
Nil'kemorya â? The warrior caste. Members of the Nil'kemorya
consider their lives to be already forfeit, and await the day they will fall in
combat protecting their society.
Mu'hari â? The multi-purpose caste. They must assist any member of
any other caste when asked. All Polaris judges and espionage personnel are
members of the Mu'hari. Although they are the most versatile of all the castes,
they consider themselves to be the lowest, since a person becomes a Mu'hari when
it becomes clear that he/she cannot become a member of another caste.
Kel'ariy â? The leadership caste. All members must be at least 100
years old, and may come from any other caste.
Tre'pira â? The worker caste. Members of this caste are considered
the purest of all the castes.
P'aedt â? The scientist caste. Members of this caste research to
improve current and develop new technology.
Ver'ash â? The healer/engineer caste. At one time the healers and
engineers belonged to separate castes, but the distinction between the two
shrank as the Polaris became increasingly bio-technologically oriented, until
there was no need to separate them.
Population
Despite being spread over 30 systems (including two giant ringworlds), the
Polaris are few in number. In the Polaris Preamble, the former Nil'kemorya
leader Iusia expresses his regret for having to fight a civil war to end a
conflict between the castes. That war resulted in the deaths of three million
Polarans, or slightly less than one percent of the Polaran population. Going by
those numbers, it can be assumed that the Polaris population is a little more
than 300 million (whereas the populations of other governments number in the
billions), although some debate that their poulation is higher as the civil war
occurred many years before the game occurs. The low Polaris population compared
to the Aurorans or the Federation is more than made up for by their highly
advanced technology.
Vell-os
The Vell-os are a telepathic race. They were led out to space, united by their
telepathic powers by the Indian prince Vell-os in around A.D. 980. The Vell-os
don't exactly have "ships". What they fly are simply psychic
projections made by the Vell-os inside. They classify humans and Vell-os who
have telepathic abilities into six ranks, or "T"s. The lowest rank
possible is T6 (all normal humans are at this level with no actual telepathic
ability), and starting with actual telepathic powers at T5, continues downward
until T0, the highest rank a telepath can ever achieve. No Vell-os in recorded
history has reached the rank of T0. The Vell-os were originally part of the
Colonial Council (which preceded the Federation) but seceded when they protested
the Colonial fleet trying to invade the Polaris for crimes they hadn't
committed. Following a devastating war with the Colonial Council, they were
enslaved by the Bureau of Internal Investigation, a shadowy group which
effectively runs the Federation.
The Federation later evacuated the enslaved Vell-os to Federation space and
proceeded to raze every inhabited Vell-os world via intense orbital bombardment,
leaving dead planets with dangerously high radiation that will endure for
millennia. The leaders of the Vell-os ruling council, the Krypt-tokh, escaped
enslavement by fusing their bodies with their nanite-producing organs, becoming
immense, immortal, telepathic space-roaming beings which ply the ruins of
Vell-os space. The Krypt await the liberation of the Vell-os race as foretold in
the so-called "Korell Prophecy."
Outfits
The Vell-os cannot use any 'normal' armaments (apart from Marine Platoons). They
do, however, have natural senses that make up for this. They have a hostility
sense (analogous to an IFF decoder), a physical size sense (gravimetric
sensors), an ability to distract sensors (missile jamming), an ability to divide
minds (able to create Darts as fighters), the Vell-os Area Map (gives
information about the surrounding systems) and four psionic "weaves"
that are powerful weapons, as described below.
Ships
Vell-os 'ships' are not ships in the common sense. The psionic power of the
Vell-os pilot forms the shell of the vessel. The ship is also powered by the
pilot's mind, and all defenses come from the pilot. In essence, the ship is
literally an extension of the pilot within. While the actual ship does not have
very powerful armor,thier shields and weapons are some of the most powerful in
the universe. A single Vell-os Javelin can destroy two Federation destroyers and
a carrier with ease.
Pirates
Pirates represent the criminal side of the universe. There are many different
branches of the common Pirates that mercilessly plunder and kill ships.
There are the common and normal Pirates, who are strong and dangerous raiders
who either wish to kill traders, or to disable them and steal their money and
goods. They are most prominent in the north of Federation space, as this space
is policed little.
Marauders
The Marauders are small raiders and pirates who plunder in a small scale, and
are usually nothing to worry about to well armed merchants. Their ships are
usually normal civilian ships, slightly upgraded, although sometimes a
Starbridge or Valkyrie joins in the fleet. The Marauders are independent raiders
who have no real leader or government, and therefore make very easy foes, though
they should not be underestimated. The Marauders are weaker than the 'normal'
Pirates, though they attack within Federation space. They are also universally
despised, even by other Pirate factions, so they will be attacked by any warship
or interceptor of any faction in a system.
Association of Free Traders
The Association of Free Traders is a proud but dwindling organisation, and they
are not usually classified as Pirates. They are actually guardians of Federation
space, and their main enemy is the Guild of Free Traders. They have created
their own class of ships, which are civilian ships that have been thoroughly
upgraded and tweaked, and fitted with a vast array of weaponry and Pirate
technology. The once-proud Association met its decline in power after a very
strong Bureau fleet helped by the Guild of Free Traders attacked the
Association. The Bureau invited the Association leader, Morgan, to a
peace-treaty, which turned out to be an ambush, helped by the Guild of Free
Traders. The main ship of the Association, the Unrelenting (a very powerful
Pirate Carrier) was destroyed along with other capital ships. Morgan, his crew
and his wife met their death there, and the leadership of the Association has
been replaced by Olaf Greyshoulders. The Association has ever since been an
enemy of the Bureau of Internal Investigation, though they are not in open war
with the Federation.
Guild of Free Traders
The Guild of Free Traders are the most worrisome and dangerous group of Pirates.
They have their own government, and their current leader is McGowan. They are
far more organized, and frequently smuggle illegal drugs and other goods. They
have many secret bases scattered in Federation space, and commonly do strikes
and raids among traders and merchants. They do not use civilian ships, and
instead they use Association ships that are heavily upgraded. The Guild of Free
Traders, though enemies of the Federation, have ties with the Bureau of Internal
Investigation.
Houseless Warriors
The other Pirate branch consists of the Auroran Houseless warriors. They are
equivalent to the common Pirates in the Federation, and have the somewhat the
same strength and methods. Their fleet consists of Auroran civilian ships, gun
ships and fighters. They normally attack in the center of Auroran space, and
have their own base hidden inside an asteroid field.
Alliances:
Vell-os-Everyone, but they still attack if requested.
Pirates-No-one
Rebellion-Auroran
Federation/Bureau-Vell-os ((The Vell-os are more like slaves to the
Federation/Bureau))
Polaris-Federation
Name:
Age:
Callsign: ((What is his/her name during battles))
Race: ((Human, Auroran, Vell-os, Polaris))
Rank: ((Fighter pilot, fleet commander, etc.))
Affiliation: Federation/Bureau, Auroran, Polaris, Rebellion, Vell-os,
Pirates))
Team: ((Pirates only: Association of Free Traders, Guild of Free Traders or
Houseless Warriors))
Weapons: ((Anything. Max. 3))
Command ship: ((What you chose as command ship. You cannot change it, unless you
do missions to help out someone, and you can choose only from your own
affiliation at first. If you don't have one, delete this. Meaning that you are
some ship's crew. Exception for fighter pilots.))
Command ship name:
Command ship wapons: ((Max. 4))
Specialities: ((Any special things?))
Other:
Rules:
-No god-modding
-No super special powers and super weapons at the start
-Any kinds of weapons and attacks allowed.
-The Vell-os use "magic" abilities, meaning they use magic as
weapons.
My character:
Name: Cadel Lancer
Age: 22
Callsign: Thunderstar
Race: Human with Vell-os T2 ((third best)) abilities
Rank: Starship Captain
Affiliation: Auroran
Weapons: Plasma Sword, Tr'Hean Laser Rifle. ((Named after Cadel's ship because
he has won so many battles with it against the Federaton fleets. He has even
defeated 6 Fed Destroyers and 4 Fed Carriers at the same time with heavily
damaged carrier of the same name. Has changed ships to the cruisers.))
Command ship: Aurora Cruiser
Command ship name: Tr'Hean
Command ship wapons: 200mm railgun battery, Storm Chaingun battery, Hellhound
missile launcher, Fusion Pulse Cannon turret
Specialities: Is a very good tactician and is a veteran of Battle of Tichel.
((Tichel is the galaxy at the Federation-Auroran border. Many battles are fought
there))
Other: Is the most honored Captain in the whole Auroran Empire.
((This sound abit like warhammer 40k. The Auroran sounded like space marines and
imperial guard, the Polaris sound like Tau and the Vell-os sound like eldar. But
im gunna join but not yet))
((I can't believe I read that all...Now I only have 7 hours before I have to
wake up for class o.O....I don't think I'll participate in this, it's too
intense for me =P))
((Well, I didn't require to read everything of that.... That's just the story.
Anyway, this is almost free-for-all battles, as you can see, there are not much
alliances.... Quick summary, eh? Okay, here goes:
Federation/Bureau: The evil men of this universe... The Bureau enslaves anyone
with telepathic powers of T5. ((Mostly all of the Vell-os and Polaris))
Auroran: The enemies of the Federation. Controls the 2nd most of the galaxy.
Only fights because they need to.
Rebels: Enemies of the Bureau. Tries to free the galaxy of the enslavement.
Controls a planet inside the Federation.
Vell-os: A telepathic race with unusual powers. The Bureau has enslaved almost
all of them. Mostly only Vell-os and Polaris can be over T6. ((The lowest level
of telepathy)) But, some humans and aurorans can be over T6 too.
Pirates: Do I need to explain? The ones who oppose everyone and steal anything.
Only Association of Free Traders help people.
Polaris: Aliens who have very advanced techology, over Federation and Auroran
combined. Most of them are over T5. Owes the Vell-os a favour because they
helped the against the Federation.))
If that isn't clear enough, just forget the story.
((The T-thing is the physic ability of someone. T6 is the lowest. You can create
Vell-os Darts at T4 and Arrows at T2. T0 is the highest. Ships.... Great.
Here goes:
Federation/Bureau:
Fed Destroyer: The Destroyer.... Has normal armaments of 2 Medium blaster
turrets and Hellhound missiles. Has Carrier version carrying 2 Fed
Vipers.
Fed Carrier: Name says it all. The Carrier. Carries 4 Fed Vipers and has
standard armaments of 2 Heavy blaster turrets and Raven rocket turret. The are
many of them. Some Carriers have Auroran weapons....
IDA Frigate: The most bulkiest of them all. The IDA Frigate, has energy for 2
jumps. Armaments: 2 Medium blaster turrets, 1 Raven rocket turret.
Fed Viper: The normal fighter of Carriers and Carrier versions of the Destroyer.
Armaments: 3 Light blasters
Fed Patrol Boat: The name says it: Patrolling ship. Can be remodelled to a very
good battleship. Armaments: 1 Ion Particle Cannon, 2 Medium blasters.
Auroran:
Aurora Cruiser: The most fearsome ship in the Auroran military. Has 2 150mm
railguns and 1 Storm Chaigun battery.
Aurora Carrier: The biggest carrier of all. The most famous version is the
Ytrack class. Armaments: 6 Firebirds, 2 Phoenix's, 2 200mm railguns, 3 Hail
Changuns.
Firebird: Pitiful fighter. Beats the Fed Viper. 2 Hail Chainguns
Phoenix: A better version of the Firebird. 2 Hail Chainguns and 2 IR missile
launchers
Enterprise: A big trade ship. Can be remodelled to a battleship. The only
weapon, but devastating is the Fusion Pulse Cannon Turret.
Argosy: A big, slow ship. 2 Hails and 1 100mm railgun is very good for a slow
ship.
Polaris:
Manta: The smallest. Fighter. Has 2 Polaris Beam cannons.
Striker: The big brother of the Manta. 4 Polaris Beam cannons and 1 Auroran
Fusion Pulse Cannon make a hard time to fight with it.
Dragon: The cruiser. 3 PBC's and 2 Gravimetric missile tubes
Arachnid: The corvette. 6 PBC's and 1 Gravimetric missile tube.
Scarab: Battleship. If you see this one with weapons locked to you, surreder of
leave as fast as you can. 8 PBC's and 4 Gravimetric missile tubes.
Raven: Carrier. 6 Mantas, 2 PBC's and 1 GMT.
((PBC is Polaris Beam Cannon and GMT is Gravimetric missile tube))
Vell-os:
Dart: A sleek fighter. Pitiful armor and shields. Has no weapons as the
telepathic powers of the pilot is the only weapon.
Arrow: Good shields, poor armor. You see this one headed towards you, run....
Armaments: Same as Dart.
Rebellion:
Starbridge: A Light Capital class ship. Probably Corvette. 2 Light Blasters and
2 IR Missile Lauchers make a hard time to engage it.
Thunderhead: A fast ship. Named after it's primary weapon, the Thunderhead
Lance. 2 Thunderhead Lances and 1 IR Missile Launcer make it an easy target,
because it has to come near.
Pirates:
Manticore: The most fearsome ship in the whole galaxy. 8 Ion Particle Cannons, 2
Heavy Blaster Turrets and 1 EMP torpedo tube. Don't even think about attacking
this one without help.
Viper: Same as the Fed's only faster.
Valkyrie: Same as Rebels, faster but less armor.
Thunderhead: Rebels, faster, less armor.
Pirate Carrier: Don't even think about it. 4 Pirate Vipers, 1 Ion Particle
Cannon, 2 EMP torpedo tubes, 4 Light Blaster turrets.
I hope this helps. It's a bit long, but the ships are in detail.))
Name: Ruzoira Mackron
Age: 24
Callsign: Moonstar
Race: Human with VR-5FA ((third best)) abilities
Rank: Captain
Affiliation: Rebellion
Weapons: Reverse Blade, Rukina Laser Rifle. ((Named after Rukina's ship because
she has won so many battles with it against the Federaton fleets. She has even
defeated 300 Fed Destroyers and 600 Fed Carriers at the same time with heavily
damaged carrier of the same name. Has changed ships to the cruisers.))
Command ship: Rebellion Cruiser
Command ship name: Rukina
Command ship wapons: 300mm electricgun battery, Rain Chaingun battery, Freaky
missile launcher, Fusion Pulse Cannon turret
Specialities: Is a very great tactician and is a veteran of Federation war. She
is telepathic so she is part-Vellos she works as a captain for the Marauders as
well.
Other: Princess of the Federation but works against them because of her mother's
death.
((Sigh.... Only one person has joined. If anyone wants to join, they can join
anytime they want. Oh, and change the Rebellion Cruiser class ship to Rebel
Starbridge, there aren't cruisers at the Rebellion army and it's the closest
ship to Cruiser/Corvette.))
Location: Auroran Homeworld.
?: I see.... That could be a problem...
Cadel: What are we going to do about it Fleet Admiral Raika?
Flt. Adm. Raika: Just leave them alone, we need to concentrate on the Vell-os
and Federation.
Cadel: Yes, Fleet Admiral Raika.
2nd Lt. Olin: Captain! We are ready to leave!
Cadel: Prepare the Tachyon jump drive!
2nd Lt. Olin: Yes, sir!
Cadel: We're going to meet the Vell-os at coordinates M4100.
2nd Lt. Olin: Roger!
Flt. Adm. Raika: I'm not in the mood for jokes, Ruzoira. What is it this
time?
Cadel: Prepare to jump on my mark!
1st Lt. Antares: Yes, sir! Energy level at 100%! Jump drive anomalies
undetected, gravity drive mass is 42%!
Cadel: Good. Intiate the jump drive!
1st Lt. Antares: Yes, sir! *Tr'Hean jumped to coordinates M4100 within seconds
from leaving*
Flt. Adm. Raika: Heh. You can have your freedom if you accept my terms,
Ruzoira.
----Location: Polaris border, 1530 hours----
Cadel: So, here we meet them.
2nd Lt. Olin: 2 heat signatures closing in fast!
Cadel: What! It's a trap! Retreat back to Aurora!
2nd Lt. Olin: We cannot, sir! The jump drives are disabled by those fighters!
Cadel: Okay..... Battlestations! We'll destroy these fighters!
1st Lt. Antares: Launching torpedo salvo!
Cadel: Main Storm Chaingun battery, fire! Aim for the fighters!
Gunner: Yes, sir! *the chainguns shot the enemy fighters damaging their shield
whilt the torpedoes destroyed the enemy command ship*
Flt. Adm. Raika: So you want to hear the conditions? Okay. First, you tell the
other Vell-os, that the Auroran Empire is going to take their lands. Secondly,
you will join the 529th battlegroup headed to Tichel. Finally, you will provide
us with Rebellion information if you get some. Those are my terms.
----Location: Polaris border, 1600 hours----
Cadel: Status report!
2nd Lt. Olin: Aft thrusters suffered heavy damage, weapons are disabled, hull is
penetrated from multiple sections and antimaterial gas is leaking from the jump
drive, sir!
Cadel: Try to repair the antimaterial gas leak. Then let's head back.
2nd Lt. Olin: Yes, sir!
Flt. Adm. Raika: Good. But you must always inform us if you make a move. We need
to know if there is a battle near our borders. Join the 529th battlegroup now
and leave to Tichel. You are in command, and make sure that you capture the
Federation battlestation.
Oh all right. I don't care I guess this is what we have to do. The main
Rebellion battleship is at your hometown right this second I didn't go there but
my crew did they want to take control of all the planets at once.
Flt. Adm. Raika: I tought we were supposed to be allies! How can you do
this!?
----Location: Near the Auroran capital----
Cadel: What the!? Rebellion battleship attacking the city? Open hailing
channel!
2nd Lt. Olin: Roger! Hailing channel open.
Cadel: Unidentified Rebellion craft! This is the Auroran flagship 5th class
Tr'Hean! What are your intentions if you attack our capital? Answer or we will
open fire!
?: It's nothing personal. Just an order from Ruzoira. We need to conquer over
the Aurorans!
Cadel: Open fire with all batteries! *Cadel's ship opened fire against the
unidentified Rebellion craft, disabling it's cloaking field*
Flt. Adm. Raika: Do you really think you can escape from the bloackde above this
planet and the planetary forces? You're stuped if you think that's possible.
Army Commander: Halt! Put your hands up and stay where you are! *200 Auroran
soldiers stormed to the room*
----Location: Auroran Capital----
?: Very good.
Cadel: Who are you!?
Reise: I'm Reise, Fleet Commander of the 503th Rebellion battlefleet.
Cadel: Surrender or we will annihilate you!
Reise: I don't think so.... You can try.
Cadel: Okay. If we win, you and Ruzoira will accept to go to court, and if we
lose we will let you conquer the Auroran planets.
Reise: Sounds like we have accepted the challenge!
Cadel: Fire! *the two ships, Tr'Hean and Lance of the Rebellion opened fire at
each other, causing many pieces of shrapnel, shells, and ship parts fly at the
space*
Yeah. Again with the RP's...
This one is set is space, but you can use swords and other kinds of weapons. The story is long, but if you are intrested how all this happened, read it.
Story:
Federation
History
At the start of the game, the Federation is the latest in a line of Earth based governments. The first explorers from Earth to go faster than the speed of light used devices known as hypergates, developed by Omata Kane. Humans settled other habitable planets and quickly formed an organization known as the Colonial Council. The Council made first contact with the Vell-os, a group of telepathic humans who had left Earth centuries before and benefited from their advanced technology. Eventually a breakaway group of humans left the Colonial Council and settled planets beyond the star Polaris, taking that name for their people. When the Council recontacted the Polaris, it became clear that they would not tolerate any interference from the Council. When the Council sent a diplomatic delegation, it was never heard from again, prompting the Council to declare war on the Polaris. The Vell-os opposed this war, and destroyed the Council's invasion fleet before it reached Polaris space. A fifty year long war then broke out between the Council and the Vell-os. The Vell-os, being peaceful in nature, eventually surrendered to avoid further bloodshed and were enslaved by mainstream humanity. It should be noted that until they decided to sue for peace the Vell-os were undefeated.
After the war ended, many of the colonies to the south seceded from the Council and formed a loose confederation known as the Auroran Empire. Once again the Council was thrust into war, this time to regain the lost colonies. Although they did not defeat all of the groups which made up the Aurorans, one group known as Armetis eventually turned to terrorism. One former council member, who was disenchanted with the Colonial Council gave Armetis the codes to the hypergate system. Armetis destroyed Earth's hypergate, which sent shock waves throughout the entire hypergate system, crippling it and isolating many of the former Council worlds.
It took two hundred years before Earth based ships were capable of exceeding the speed of light. They recontacted many of the former worlds, which formed an alliance with Earth. Earth forces attempted to invade the Aurorans, with little success. As a result they decided to pool their resources and form the Federation.
The Federation created an investigative body known as the Bureau of Internal Investigation. The Bureau, as it is known, was created to investigate and remove subversive influence in the Federation, but also pursues the goal of reunifying humanity under the Federation. The Bureau uses illegal and unconstitutional means to accomplish its goals. They also use the help of Vell-os slaves. Based in the Wolf 359 system, the Bureau is so pervasive that some Federation citizens charge that it runs the government. Many of the Federation's leading citizens have started a rebellion against the Bureau.
Population
Population-wise, the Federation lies somewhere between the Polaris and the Aurorans. Few references to the populations of Federation worlds are ever given. Yet Snowmelt in the Fomalhaut system, with 10 billion people, is described as being the most populous planet in Federation space after Earth, if Earth's artificial ring of spaceports and shipyards, the Kane Band, is included in that figure. It can therefore be assumed that the Federation population is somewhere in the high billions.
Rebellion
The Rebellion is in the middle of a war against the Federation, particularly the Bureau. The Rebellion claims that the Bureau has committed heinous crimes, and controls the Federation itself and that the Bureau should be removed from power. The Rebellion hates killing the puppets of the Bureau, but knows that there is no way of fighting the Bureau without destroying Federation ships. The Rebellion is vital in all of the major storylines, and the outcomes of all of them affect the Rebellion, and their war against the Bureau in one way or another.
The Rebellion is more of an ideological faction than a political one; as such it only has control of two systems, Evlei and Koria, to the Galactic north of the Federation. Merrol in the Aldebaran system is the only Federal planet that is in open rebellion, but it is under permanent blockade by the Bureau.
By and large, the Rebellion is made up of older pilots and a great deal of their funding comes from the Association of Free Traders. Although they have managed to acquire some Polaron technology and steal a few of the less powerful Federation warships, their sparse numbers prevent them from fighting anything other than minor battles. As a result, the majority of the war between the Rebel and the Bureau is fought as a "spy-war".
Auroran
The Auroran Empire is one of the main political blocs in this roleplay. They are the most populous of the blocs, but, since they remain largely uninterested in technology, one of the least technologically advanced.
The Auroran population is approximately 100 trillion. Most planets have at least one arcology that can house tens of millions of people, and the "homeworlds" of the six different Auroran factions each average a population of around 175 billion. As a result, many Auroran worlds suffer from severe pollution and overcrowding problems, and the colonization of new systems to relieve the burden of overpopulation is a major factor in their political agenda.
The Auroran Empire consists of five "Families" or "Houses" (Moash, Heraan, Tekel, Dani and Vella). Each of the five families fight with each other constantly. Additionally, there are systems governed by the "Auroran Empire". These systems do not belong to any family, but are instead governed by the central Auroran government. Also, one system is formally governed by the "Dechtakars", warriors who are loyal to the Auroran Empire as a whole rather than to a specific house, although their presence is spread throughout the Empire. Their warriors love to tattoo themselves and engage in "honorable" combat, and their ships have very heavy armor. The Auroran weapons are very heavy but they deal a lot of damage. The player can help the Aurorans by either passing through the Bounty Hunter storyline, or having a high combat rating and going into any bar within Federation or non Heraan-family Auroran space.
Polaris
History
The Polaris are a race of technologically, and in some cases telepathically, advanced humans who broke away from the Colonial Council in 480 NC. The first expedition that ventured in the direction of the North Star was arranged by Kerrell Polaris, who unfortunately died 3 days before it was started. Over the next century, the Polaris encountered the Wraith, a space dwelling race of creatures that can utilize hyperspace. Nearly all encounters the Polaris had with the Wraith ended in bloodshed, which is what initially fostered the Polaris' isolationist ideology.
The isolationism of the Polaris, in turn, caused problems when the Colonial Council attempted to re-establish contact with them by sending in a diplomatic fleet. The Polaris misinterpreted this as an act of war, and destroyed the fleet. Outraged, the Colonial Council sent out an invasion fleet, which was stopped by the Vell-os â? a cousin race of humanity with advanced telepathic abilities, who have always supported the Polaris. This sparked the Vell-os/Colonial Council war, which did not affect the Polaris.
After the destruction of the Council hypergate system, the Polaris hypergates were still operational, allowing the Polaris to advance technologically though. Just over 500 years later, the Federation (successor to the Colonial Council) sent a military task force into Polaris space, which the Polaris destroyed quickly.
Technology
In the 500 years after the hypergate system's destruction, the Polaris advanced towards more organic technology. Much of their biotechnological knowledge was gained by reverse engineering the Wraith. Polaris scientists discovered how to utilize polarons (a type of high-energy particle) to create practically massless torpedoes which cause great damage. They have also harnessed nuclear fusion and antimatter annihilation as reliable, high-yield power sources. Polaris ships are much more difficult to defeat compared to Auroran or Federation ships, as their shields and armor are much more powerful than anything else. Their weapons are also extremely powerful.
Society
The Polaris have six separate castes, set up so that the skills of an individual can be best utilized by the caste he or she becomes a member of. The six castes are as follows:
Nil'kemorya â? The warrior caste. Members of the Nil'kemorya consider their lives to be already forfeit, and await the day they will fall in combat protecting their society.
Mu'hari â? The multi-purpose caste. They must assist any member of any other caste when asked. All Polaris judges and espionage personnel are members of the Mu'hari. Although they are the most versatile of all the castes, they consider themselves to be the lowest, since a person becomes a Mu'hari when it becomes clear that he/she cannot become a member of another caste.
Kel'ariy â? The leadership caste. All members must be at least 100 years old, and may come from any other caste.
Tre'pira â? The worker caste. Members of this caste are considered the purest of all the castes.
P'aedt â? The scientist caste. Members of this caste research to improve current and develop new technology.
Ver'ash â? The healer/engineer caste. At one time the healers and engineers belonged to separate castes, but the distinction between the two shrank as the Polaris became increasingly bio-technologically oriented, until there was no need to separate them.
Population
Despite being spread over 30 systems (including two giant ringworlds), the Polaris are few in number. In the Polaris Preamble, the former Nil'kemorya leader Iusia expresses his regret for having to fight a civil war to end a conflict between the castes. That war resulted in the deaths of three million Polarans, or slightly less than one percent of the Polaran population. Going by those numbers, it can be assumed that the Polaris population is a little more than 300 million (whereas the populations of other governments number in the billions), although some debate that their poulation is higher as the civil war occurred many years before the game occurs. The low Polaris population compared to the Aurorans or the Federation is more than made up for by their highly advanced technology.
Vell-os
The Vell-os are a telepathic race. They were led out to space, united by their telepathic powers by the Indian prince Vell-os in around A.D. 980. The Vell-os don't exactly have "ships". What they fly are simply psychic projections made by the Vell-os inside. They classify humans and Vell-os who have telepathic abilities into six ranks, or "T"s. The lowest rank possible is T6 (all normal humans are at this level with no actual telepathic ability), and starting with actual telepathic powers at T5, continues downward until T0, the highest rank a telepath can ever achieve. No Vell-os in recorded history has reached the rank of T0. The Vell-os were originally part of the Colonial Council (which preceded the Federation) but seceded when they protested the Colonial fleet trying to invade the Polaris for crimes they hadn't committed. Following a devastating war with the Colonial Council, they were enslaved by the Bureau of Internal Investigation, a shadowy group which effectively runs the Federation.
The Federation later evacuated the enslaved Vell-os to Federation space and proceeded to raze every inhabited Vell-os world via intense orbital bombardment, leaving dead planets with dangerously high radiation that will endure for millennia. The leaders of the Vell-os ruling council, the Krypt-tokh, escaped enslavement by fusing their bodies with their nanite-producing organs, becoming immense, immortal, telepathic space-roaming beings which ply the ruins of Vell-os space. The Krypt await the liberation of the Vell-os race as foretold in the so-called "Korell Prophecy."
Outfits
The Vell-os cannot use any 'normal' armaments (apart from Marine Platoons). They do, however, have natural senses that make up for this. They have a hostility sense (analogous to an IFF decoder), a physical size sense (gravimetric sensors), an ability to distract sensors (missile jamming), an ability to divide minds (able to create Darts as fighters), the Vell-os Area Map (gives information about the surrounding systems) and four psionic "weaves" that are powerful weapons, as described below.
Ships
Vell-os 'ships' are not ships in the common sense. The psionic power of the Vell-os pilot forms the shell of the vessel. The ship is also powered by the pilot's mind, and all defenses come from the pilot. In essence, the ship is literally an extension of the pilot within. While the actual ship does not have very powerful armor,thier shields and weapons are some of the most powerful in the universe. A single Vell-os Javelin can destroy two Federation destroyers and a carrier with ease.
Pirates
Pirates represent the criminal side of the universe. There are many different branches of the common Pirates that mercilessly plunder and kill ships.
There are the common and normal Pirates, who are strong and dangerous raiders who either wish to kill traders, or to disable them and steal their money and goods. They are most prominent in the north of Federation space, as this space is policed little.
Marauders
The Marauders are small raiders and pirates who plunder in a small scale, and are usually nothing to worry about to well armed merchants. Their ships are usually normal civilian ships, slightly upgraded, although sometimes a Starbridge or Valkyrie joins in the fleet. The Marauders are independent raiders who have no real leader or government, and therefore make very easy foes, though they should not be underestimated. The Marauders are weaker than the 'normal' Pirates, though they attack within Federation space. They are also universally despised, even by other Pirate factions, so they will be attacked by any warship or interceptor of any faction in a system.
Association of Free Traders
The Association of Free Traders is a proud but dwindling organisation, and they are not usually classified as Pirates. They are actually guardians of Federation space, and their main enemy is the Guild of Free Traders. They have created their own class of ships, which are civilian ships that have been thoroughly upgraded and tweaked, and fitted with a vast array of weaponry and Pirate technology. The once-proud Association met its decline in power after a very strong Bureau fleet helped by the Guild of Free Traders attacked the Association. The Bureau invited the Association leader, Morgan, to a peace-treaty, which turned out to be an ambush, helped by the Guild of Free Traders. The main ship of the Association, the Unrelenting (a very powerful Pirate Carrier) was destroyed along with other capital ships. Morgan, his crew and his wife met their death there, and the leadership of the Association has been replaced by Olaf Greyshoulders. The Association has ever since been an enemy of the Bureau of Internal Investigation, though they are not in open war with the Federation.
Guild of Free Traders
The Guild of Free Traders are the most worrisome and dangerous group of Pirates. They have their own government, and their current leader is McGowan. They are far more organized, and frequently smuggle illegal drugs and other goods. They have many secret bases scattered in Federation space, and commonly do strikes and raids among traders and merchants. They do not use civilian ships, and instead they use Association ships that are heavily upgraded. The Guild of Free Traders, though enemies of the Federation, have ties with the Bureau of Internal Investigation.
Houseless Warriors
The other Pirate branch consists of the Auroran Houseless warriors. They are equivalent to the common Pirates in the Federation, and have the somewhat the same strength and methods. Their fleet consists of Auroran civilian ships, gun ships and fighters. They normally attack in the center of Auroran space, and have their own base hidden inside an asteroid field.
Alliances and Wars:
Wars:
Federation/Bureau-Auroran
Federation/Bureau-Rebellion
Vell-os-No-one
Pirates-Everyone
Alliances:
Vell-os-Everyone, but they still attack if requested.
Pirates-No-one
Rebellion-Auroran
Federation/Bureau-Vell-os ((The Vell-os are more like slaves to the Federation/Bureau))
Polaris-Federation
Default starting ships:
Federation/Bureau: Fed Destroyer, Fed Carrier, IDA Frigate, Fed Viper, Fed Patrol Boat.
Auroran: Aurora Cruiser, Aurora Carrier, Firebird, Phoenix, Enterprise, Argosy.
Polaris: Manta, Striker, Dragon, Arachnid, Scarab, Raven.
Vell-os: Dart, Arrow.
Rebellion: Starbridge, Thunderhead, Valkyrie. ((Rebel versions))
Pirates: Manticore, Viper, Valkyrie, Thunderhead, Pirate Carrier. ((Pirate versions))
Character creating:
Name:
Age:
Callsign: ((What is his/her name during battles))
Race: ((Human, Auroran, Vell-os, Polaris))
Rank: ((Fighter pilot, fleet commander, etc.))
Affiliation: Federation/Bureau, Auroran, Polaris, Rebellion, Vell-os, Pirates))
Team: ((Pirates only: Association of Free Traders, Guild of Free Traders or Houseless Warriors))
Weapons: ((Anything. Max. 3))
Command ship: ((What you chose as command ship. You cannot change it, unless you do missions to help out someone, and you can choose only from your own affiliation at first. If you don't have one, delete this. Meaning that you are some ship's crew. Exception for fighter pilots.))
Command ship name:
Command ship wapons: ((Max. 4))
Specialities: ((Any special things?))
Other:
Rules:
-No god-modding
-No super special powers and super weapons at the start
-Any kinds of weapons and attacks allowed.
-The Vell-os use "magic" abilities, meaning they use magic as weapons.
My character:
Name: Cadel Lancer
Age: 22
Callsign: Thunderstar
Race: Human with Vell-os T2 ((third best)) abilities
Rank: Starship Captain
Affiliation: Auroran
Weapons: Plasma Sword, Tr'Hean Laser Rifle. ((Named after Cadel's ship because he has won so many battles with it against the Federaton fleets. He has even defeated 6 Fed Destroyers and 4 Fed Carriers at the same time with heavily damaged carrier of the same name. Has changed ships to the cruisers.))
Command ship: Aurora Cruiser
Command ship name: Tr'Hean
Command ship wapons: 200mm railgun battery, Storm Chaingun battery, Hellhound missile launcher, Fusion Pulse Cannon turret
Specialities: Is a very good tactician and is a veteran of Battle of Tichel. ((Tichel is the galaxy at the Federation-Auroran border. Many battles are fought there))
Other: Is the most honored Captain in the whole Auroran Empire.
((I just got a nosebleed man... need a summary before I decide to join...))
((This sound abit like warhammer 40k. The Auroran sounded like space marines and imperial guard, the Polaris sound like Tau and the Vell-os sound like eldar. But im gunna join but not yet))
((I can't believe I read that all...Now I only have 7 hours before I have to wake up for class o.O....I don't think I'll participate in this, it's too intense for me =P))
((Ugh.... Reading all that is giving me brain damage...
))
((*still unable to recover from nosebleeding* ugh!))
((Well, I didn't require to read everything of that.... That's just the story. Anyway, this is almost free-for-all battles, as you can see, there are not much alliances.... Quick summary, eh? Okay, here goes:
Federation/Bureau: The evil men of this universe... The Bureau enslaves anyone with telepathic powers of T5. ((Mostly all of the Vell-os and Polaris))
Auroran: The enemies of the Federation. Controls the 2nd most of the galaxy.
Only fights because they need to.
Rebels: Enemies of the Bureau. Tries to free the galaxy of the enslavement. Controls a planet inside the Federation.
Vell-os: A telepathic race with unusual powers. The Bureau has enslaved almost all of them. Mostly only Vell-os and Polaris can be over T6. ((The lowest level of telepathy)) But, some humans and aurorans can be over T6 too.
Pirates: Do I need to explain? The ones who oppose everyone and steal anything. Only Association of Free Traders help people.
Polaris: Aliens who have very advanced techology, over Federation and Auroran combined. Most of them are over T5. Owes the Vell-os a favour because they helped the against the Federation.))
If that isn't clear enough, just forget the story.
((I'm going to join, just give me some time to work on my profile))
((ahhh... much better... maybe we could use the first post as a historical referrence.. okay, give me time to work on my profile too...))
merged: 02-22-2008 ~ 11:34am
((looks like I'm the Marauder-type. doesn't care about anything at all as long as I have something to salvage...^^))
merged: 02-22-2008 ~ 11:37am
((oh yeah, question again, what's with the T-thing? and can you give a brief descriptions of the ships?))
((The T-thing is the physic ability of someone. T6 is the lowest. You can create Vell-os Darts at T4 and Arrows at T2. T0 is the highest. Ships.... Great.
Here goes:
Federation/Bureau:
Fed Destroyer: The Destroyer.... Has normal armaments of 2 Medium blaster turrets and Hellhound missiles. Has Carrier version carrying 2 Fed Vipers.
Fed Carrier: Name says it all. The Carrier. Carries 4 Fed Vipers and has standard armaments of 2 Heavy blaster turrets and Raven rocket turret. The are many of them. Some Carriers have Auroran weapons....
IDA Frigate: The most bulkiest of them all. The IDA Frigate, has energy for 2 jumps. Armaments: 2 Medium blaster turrets, 1 Raven rocket turret.
Fed Viper: The normal fighter of Carriers and Carrier versions of the Destroyer. Armaments: 3 Light blasters
Fed Patrol Boat: The name says it: Patrolling ship. Can be remodelled to a very good battleship. Armaments: 1 Ion Particle Cannon, 2 Medium blasters.
Auroran:
Aurora Cruiser: The most fearsome ship in the Auroran military. Has 2 150mm railguns and 1 Storm Chaigun battery.
Aurora Carrier: The biggest carrier of all. The most famous version is the Ytrack class. Armaments: 6 Firebirds, 2 Phoenix's, 2 200mm railguns, 3 Hail Changuns.
Firebird: Pitiful fighter. Beats the Fed Viper. 2 Hail Chainguns
Phoenix: A better version of the Firebird. 2 Hail Chainguns and 2 IR missile launchers
Enterprise: A big trade ship. Can be remodelled to a battleship. The only weapon, but devastating is the Fusion Pulse Cannon Turret.
Argosy: A big, slow ship. 2 Hails and 1 100mm railgun is very good for a slow ship.
Polaris:
Manta: The smallest. Fighter. Has 2 Polaris Beam cannons.
Striker: The big brother of the Manta. 4 Polaris Beam cannons and 1 Auroran Fusion Pulse Cannon make a hard time to fight with it.
Dragon: The cruiser. 3 PBC's and 2 Gravimetric missile tubes
Arachnid: The corvette. 6 PBC's and 1 Gravimetric missile tube.
Scarab: Battleship. If you see this one with weapons locked to you, surreder of leave as fast as you can. 8 PBC's and 4 Gravimetric missile tubes.
Raven: Carrier. 6 Mantas, 2 PBC's and 1 GMT.
((PBC is Polaris Beam Cannon and GMT is Gravimetric missile tube))
Vell-os:
Dart: A sleek fighter. Pitiful armor and shields. Has no weapons as the telepathic powers of the pilot is the only weapon.
Arrow: Good shields, poor armor. You see this one headed towards you, run.... Armaments: Same as Dart.
Rebellion:
Starbridge: A Light Capital class ship. Probably Corvette. 2 Light Blasters and 2 IR Missile Lauchers make a hard time to engage it.
Thunderhead: A fast ship. Named after it's primary weapon, the Thunderhead Lance. 2 Thunderhead Lances and 1 IR Missile Launcer make it an easy target, because it has to come near.
Valkyrie: Slow, ugly, poor ship. 4 Light blasters. You'd better remodel this one's weaponry.
Pirates:
Manticore: The most fearsome ship in the whole galaxy. 8 Ion Particle Cannons, 2 Heavy Blaster Turrets and 1 EMP torpedo tube. Don't even think about attacking this one without help.
Viper: Same as the Fed's only faster.
Valkyrie: Same as Rebels, faster but less armor.
Thunderhead: Rebels, faster, less armor.
Pirate Carrier: Don't even think about it. 4 Pirate Vipers, 1 Ion Particle Cannon, 2 EMP torpedo tubes, 4 Light Blaster turrets.
I hope this helps. It's a bit long, but the ships are in detail.))
Name: Ruzoira Mackron
Age: 24
Callsign: Moonstar
Race: Human with VR-5FA ((third best)) abilities
Rank: Captain
Affiliation: Rebellion
Weapons: Reverse Blade, Rukina Laser Rifle. ((Named after Rukina's ship because she has won so many battles with it against the Federaton fleets. She has even defeated 300 Fed Destroyers and 600 Fed Carriers at the same time with heavily damaged carrier of the same name. Has changed ships to the cruisers.))
Command ship: Rebellion Cruiser
Command ship name: Rukina
Command ship wapons: 300mm electricgun battery, Rain Chaingun battery, Freaky missile launcher, Fusion Pulse Cannon turret
Specialities: Is a very great tactician and is a veteran of Federation war. She is telepathic so she is part-Vellos she works as a captain for the Marauders as well.
Other: Princess of the Federation but works against them because of her mother's death.
((Sigh.... Only one person has joined. If anyone wants to join, they can join anytime they want. Oh, and change the Rebellion Cruiser class ship to Rebel Starbridge, there aren't cruisers at the Rebellion army and it's the closest ship to Cruiser/Corvette.))
Location: Auroran Homeworld.
?: I see.... That could be a problem...
Cadel: What are we going to do about it Fleet Admiral Raika?
Flt. Adm. Raika: Just leave them alone, we need to concentrate on the Vell-os and Federation.
Cadel: Yes, Fleet Admiral Raika.
2nd Lt. Olin: Captain! We are ready to leave!
Cadel: Prepare the Tachyon jump drive!
2nd Lt. Olin: Yes, sir!
Cadel: We're going to meet the Vell-os at coordinates M4100.
2nd Lt. Olin: Roger!
(Ruzoira)
Well, well, if it's isn't Admiral Raika what do I have the pleasure of meeting you.
Flt. Adm. Raika: I'm not in the mood for jokes, Ruzoira. What is it this time?
Cadel: Prepare to jump on my mark!
1st Lt. Antares: Yes, sir! Energy level at 100%! Jump drive anomalies undetected, gravity drive mass is 42%!
Cadel: Good. Intiate the jump drive!
1st Lt. Antares: Yes, sir! *Tr'Hean jumped to coordinates M4100 within seconds from leaving*
(Ruzoira)
What you mean you know so well that I am a vellos. You have my family. You know what I want freedom.
Flt. Adm. Raika: Heh. You can have your freedom if you accept my terms, Ruzoira.
----Location: Polaris border, 1530 hours----
Cadel: So, here we meet them.
2nd Lt. Olin: 2 heat signatures closing in fast!
Cadel: What! It's a trap! Retreat back to Aurora!
2nd Lt. Olin: We cannot, sir! The jump drives are disabled by those fighters!
Cadel: Okay..... Battlestations! We'll destroy these fighters!
1st Lt. Antares: Launching torpedo salvo!
Cadel: Main Storm Chaingun battery, fire! Aim for the fighters!
Gunner: Yes, sir! *the chainguns shot the enemy fighters damaging their shield whilt the torpedoes destroyed the enemy command ship*
(Ruzoira)
Agree to your terms and what are they if I want my freedom Admiral Raika?
Flt. Adm. Raika: So you want to hear the conditions? Okay. First, you tell the other Vell-os, that the Auroran Empire is going to take their lands. Secondly, you will join the 529th battlegroup headed to Tichel. Finally, you will provide us with Rebellion information if you get some. Those are my terms.
----Location: Polaris border, 1600 hours----
Cadel: Status report!
2nd Lt. Olin: Aft thrusters suffered heavy damage, weapons are disabled, hull is penetrated from multiple sections and antimaterial gas is leaking from the jump drive, sir!
Cadel: Try to repair the antimaterial gas leak. Then let's head back.
2nd Lt. Olin: Yes, sir!
(Ruzoira)
Fine then, but that third term I already got it. They are planning on attacking Tidel at 1600 hours.
Flt. Adm. Raika: Good. But you must always inform us if you make a move. We need to know if there is a battle near our borders. Join the 529th battlegroup now and leave to Tichel. You are in command, and make sure that you capture the Federation battlestation.
(Roziura)
Oh all right. I don't care I guess this is what we have to do. The main Rebellion battleship is at your hometown right this second I didn't go there but my crew did they want to take control of all the planets at once.
Flt. Adm. Raika: I tought we were supposed to be allies! How can you do this!?
----Location: Near the Auroran capital----
Cadel: What the!? Rebellion battleship attacking the city? Open hailing channel!
2nd Lt. Olin: Roger! Hailing channel open.
Cadel: Unidentified Rebellion craft! This is the Auroran flagship 5th class Tr'Hean! What are your intentions if you attack our capital? Answer or we will open fire!
?: It's nothing personal. Just an order from Ruzoira. We need to conquer over the Aurorans!
Cadel: Open fire with all batteries! *Cadel's ship opened fire against the unidentified Rebellion craft, disabling it's cloaking field*
(Ruzoira)
Exactly like I plan you see Raika the Auroran capital will fall I am a Seer. You forgot that, and I am free. Keep your lousy guarantees.
Flt. Adm. Raika: Do you really think you can escape from the bloackde above this planet and the planetary forces? You're stuped if you think that's possible.
Army Commander: Halt! Put your hands up and stay where you are! *200 Auroran soldiers stormed to the room*
----Location: Auroran Capital----
?: Very good.
Cadel: Who are you!?
Reise: I'm Reise, Fleet Commander of the 503th Rebellion battlefleet.
Cadel: Surrender or we will annihilate you!
Reise: I don't think so.... You can try.
Cadel: Okay. If we win, you and Ruzoira will accept to go to court, and if we lose we will let you conquer the Auroran planets.
Reise: Sounds like we have accepted the challenge!
Cadel: Fire! *the two ships, Tr'Hean and Lance of the Rebellion opened fire at each other, causing many pieces of shrapnel, shells, and ship parts fly at the space*