Rules XSDF Races, Lore, Classes, and Rules

DarkGemini24601

Well-Known Member
Compendium of the Galaxy’s Starships, Part 1

Military Starship Classification

Scout - Small vessels designed for exploration and reconnaissance.
Fighter - Small ships designed for aerial and stellar combat.
Attacker - Small vessels designed for bombing runs or attacking ground troops.
Dropship - Small ships designed for moving small quantities of personal for quick deployment.

Raider - Medium size vessels meant for raids and bombing runs, or moderate troop transport.
Destroyer - Medium size ships meant for aerial and stellar combat superiority.

Supply Barge - Large vessel whose purpose is transporting supplies.
Troop Transport -Large vessel whose purpose is transporting troops.
Battleship - Large ship which can transport troops, supplies, and serve as a capital ship in combat. Comes in regular size, large size (larger than the other 'large' vessels), and a supermassive 'Supra' form.

Civilian Designations

Explorer - Scout equivalent. Sometimes used like cars in space.
Supply Carrier - Supply ship equivalent. Less militarized cargo.
Voyager - Troop transport equivalent. Like a commercial airplane, except in space.
Colony Ship - Large ships the size of regular or large battleships, equipped with plenty supplies, cryosleep chambers, living quarters, and other necessities for starting a colony.

Ship File Template

Name
Class
Manufacturer
Length
Width
Crew Size
Power Source
Average Speed
Maximum Speed
FTL Capable
Cloaking Tech
Weaponry
Armor
Shielding
Addons
Description

XSDF Ship Items

XSDF Ships can make use of addons and items in the same way XSDF soldiers can, though equipment slots are more akin to MEC Trooper suits. Scouts and dropships can have 1 item, light-armored fighters and attackers can have 2 items, medium-armored fighters 3, and heavy fighters /destroyers 4 total items.

Defensive Matrix – A projected distortion field using a vat-grown Silicid to operate a module attached to the starship. Lasts for two minutes and makes the fighter harder to hit, but has a nine minute cooldown for the Silicid to recover.

Tracking Cortex – A psionic device that can be used three times per battle. It fires off a harmless projectile that leaves a psychic signature on the enemy ship, so it can be tracked even when something is jamming radar or obstructing visual confirmation.

Uplink Targeting – A module attachable to the starship, based off Ethereal-designed implants that uses an uplink to the Einherjar’s computers to assist with targeting enemy ships. Will overheat if uses for longer than 3 minutes, and requires a cooldown time of 12 minutes.

(MORE TO BE RESEARCHED ALONG WITH PERMANENT UPGRADES)
 

DarkGemini24601

Well-Known Member
Compendium of the Galaxy’s Starships, Part 2

XSDF Starships 1

XSDF Starships (Note: Fighters will not usually list the tech level of their weapons due to the fact that it depends on what the XSDF has available. To start out, most fighters will only have gauss and pulse available to them, with plasma for squadron leaders) Pictures are chosen after writing the descriptions, not before, so don't expect them to be entirely accurate.

V-4 Observer
Class: Scout
Manufacturer: NASA
Length: 31 feet
Width: 13.5 feet
Crew Size: 4-5
Power Source: T-1 Miniaturized Fusion Core
Average Speed: 570 mph
Maximum Speed: 832 mph
FTL Capable: No
Cloaking Tech: None
Weaponry: None
Armor: 5 inch steel frame, 1 inch aluminum exterior
Shielding: None
Addons: long and short range sensor banks, analysis equipment

The Observer has gone through four incarnations, but the V-1 Observer was one of the first craft to be produced after the Ethereal Subjugation War. Naturally, NASA was excited to have finally met alien life, and wanted to use the new technology acquired by XCOM to explore further into space. Thus, the Observer was created using released fusion power technology (though fusion weaponry remained well out of reach of anyone but the XSDF). NASA uses their own, but often lends V-4 Observers to the XSDF in a cooperative effort to learn more about the galaxy.

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Wayfarer
Class: Scout
Manufacturer: New Era Berlin Electronics Corporation (N.E.B.E.C.)
Length: 37 feet
Width: 37 feet
Crew Size: 8
Power Source: A-1 Elerium Tower
Average Speed: 2,620 mph
Maximum Speed: 2,976 mph
FTL Capable: No
Cloaking Tech: None
Weaponry: Beam Laser Cannon (x1)
Armor: 14 inch metal plating
Shielding: Environmental Protection Field
Addons: long and short range sensor banks, analysis equipment, 2 retrievable probes and 1 deep space probe

The German company abbreviated as NEBEC works primarily with civilian starships and terrestrial vehicles. They did a careful study of an Ethereal scout ship donated to them by the XSDF, and ultimately created a simpler model made mostly from terrestrial materials. Thus, the Wayfarer has engines on all sides, enabling it to move in any direction the pilots choose. This utilitarian feature would harm a military craft's combat efficacy, but it is perfect for a study vessel.

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SL Collector
Class: Scout
Manufacturer: Exalt Enterprises
Length: 77 feet
Width: 21.5 feet -> 34.5 feet
Crew Size: 20-22
Power Source: T-1 Shipboard Fusion Core (x1), A-1 Elerium Obelisk (x2)
Average Speed: 7,500 mph
Maximum Speed: 9,853 mph
FTL Capable: Yes
Cloaking Tech: None
Weaponry: Beam Laser Cannon (x2), Twin Laser Cannon (x1)
Armor: 4 inch metal frame, 5 inch zero alloy plating
Shielding: Environmental Protection Shield, L1 Shield Generator
Addons: long and short range sensor banks, 3 retrievable probes, 3 deep space probes

Designed for independent space exploration, rather than relying absolutely on a space station or larger ship to return to, the Statia Luccia Collector is the poster girl of the XSDF's research vessels. It has a shape vaguely reticent of old space shuttles, having a more narrow nose and wider middle with wings, though this model curves back down into a somewhat narrow back with engines on it and the wings. The weapons are mounted on the top of the wings and the middle back of the craft.

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Stingray
Class: Fighter
Manufacturer: Shen Industries
Length: 31.5 feet
Wingspan: 29 feet
Crew Size: 1
Power Source: T-2 Miniaturized Fusion Core
Average Speed: 8,200 mph
Maximum Speed: 9988 mph
FTL Capable: No
Cloaking Tech: None
Weaponry: Cannon (x1), Gauss Missiles (x6)
Armor: 1.5 inch metal frame, 3 inch zero alloy plating
Shielding: L1 Shield Generator, Environmental Shield Generator
Addons: dependent on loadout

After the Ethereal Subjugation War, Dr. Shen went on to found Shen Industries, partnered with the XSDF. True to his word, his greatest passion lay in producing fighter craft. Although he doubted he could ever match the Firestorm, Shen set out to modernize the interceptor used by XCOM over the years, making it space capable and shielded. The craft became a bit wider, and the primary weapon moved back near the tail end, hence the name. He lovingly kept the missile banks that were so typical of terrestrial fighter jets, though updated them to be rail-accelerated for destructive power. They make up the backbone of the XSDF fleet, though are often its automated cannon fodder as well. Shen's main frustration, though, is not being able to quite reach a top speed at 10,000 mph or more, even if his European subordinates point out it is well over 10,000 kph.

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Seraph
Class: Fighter
Manufacturer: Tanaka Sciences
Length: 41 feet
Width: 28 feet
Crew Size: 1
Power Source: A-2 Elerium Tower (x1, laid flat), A-3 Elerium Obelisk (x1, laid flat), T-1 Miniaturized Fusion Core (x2)
Average Speed: 22,500 mph
Maximum Speed: 31,945 mph
FTL Capable: No
Cloaking Tech: None
Weaponry: Cannon (x2), Missiles (x24)
Armor: 1 inch metal frame, 2.5 inch zero alloy plating
Shielding: L2 Shield Generator
Addons: dependent on loadout

The Seraph was designed by the company Rei Tanaka owns, and is still a revolutionary model even a few years later. The spacecraft is shaped like an elongated fighter jet. It has very weak armor, but is defended by a level two shield and utilizes a fearsome payload of 24 missiles in two separate banks to the outward side of each cannon. The banks contain twelve each, but there are only 4 ports; the missiles fire in 3 volleys of 4. The Seraph is designed for fighter vs fighter combat, but also excels at strafing and raining hell down upon battleships.

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Shifter

Class: Fighter
Manufacturer: Exalt Enterprises
Length: 49.5 feet
Width: 36 feet
Crew Size: 1
Power Source: A-3 Elerium Obelisk (x1, laid flat), A-2 Elerium Obelisk (x2, laid flat), T-2 Miniaturized Fusion Core (x2)
Average Speed: 16,100 mph
Maximum Speed: 17,364 mph
FTL Capable: No
Cloaking Tech: Shadow Field Generator Mark III (Masks the ship from radar and normal visual spectrums for 5 minutes with a 15 minute cooldown. Total of 15 minutes an hour in 3 parts.)
Weaponry: Cannon (x3), Missiles (x2)
Armor: 2 inch m.f., 4 inch z.a.p
Shielding: L1 Shield Generator
Addons: dependent on loadout

The shifter is said to remind many of a mechanical spider with a battery of two large and four small engines on its back. This comparison fits this assassin craft well, for the fighter is designed to lie in wait and then attack, dealing heavy damage before falling back. It has a cannon in the center as well as one on each wing, and on either side of the central cannon is a large missile. The Shifter is designed to use these weapons to blow Attacker and Fighter craft out of the sky or stars. It is a recent model, the first prototype being approved in early 2043 after Emma Exalt had been working on it for several years. The XSDF has only a few models at the moment, some being given to the Einherjar to try out on its voyage.

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Firestorm
Class: Fighter
Manufacturer: Shen Industries
Length: 38.5 feet
Width: 34 feet
Crew Size: 1
Power Source: A-2 Elerium Obelisk (x2), T-1 Miniaturized Fusion Core (x3)
Average Speed: 16,400 mph
Maximum Speed: 21,617 mph
FTL Capable: No
Cloaking Tech: Radar Jamming (Scrambles radar that is not suitably advanced, very effective in asymmetrical warfare)
Weaponry: Twin Cannon, Small Wingtip Cannon (x2) Missiles (x16)
Armor: 2.5 in. m.f., 5.5 in. z.a.p
Shielding: L2 Shield Generator
Addons: dependent on loadout

Patterned after the UFO fighters XCOM fought and constantly updated for maximum effectiveness, the Firestorm is the pride and joy of not only Dr. Shen, Sonya Randolph, and other engineers involved, but the XSDF fleet as well. It has a double cannon in a centralized area, as well as two smaller ones on the wingtips, making it able to perform several attacks at once or in rapid succession. This is bolstered by four missiles banks of four hidden on the craft's surface. It sees use against other fighters and capable ships, as well as weak destroyers, but cannot fight a destroyer of comparable quality one on one.

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Novahawk
Class: Destroyer
Manufacturer: E.E. with Cross Tech.
Length: 58 feet
Width: 73.5 feet
Crew Size: 6
Power Source: A-3 Elerium Obelisk (x2) A-2 Elerium Obelisk (x2), T-3 Shipboard Fusion Core
Average Speed: 15,300 mph
Maximum Speed: 17,891 mph
FTL Capable: No
Cloaking Tech: Radar Jamming (Same as Firestorm)
Weaponry: Cannon (x4), Missiles (x64)
Armor: 3 in. m.f., 7.5 in. z.a.p.
Shielding: L3 Shield Generator
Addons: EMP Cannon (Can fire twice before a full minute cooldown), rest dependent on loadout

The Novahawk was created in 2037 as the debut of the first human-produced destroyer. It would only be several years later that the XSDF would ramp up production to significant numbers, however. Armed with two cannons and a missile bank with an 8x4 (base x height) ports on each wing, they are certain a force to be reckoned with. This is only accented by their central weapon, an improved version of the disabling weapons used by XCOM about two decades prior to the Novahawk's debut. It is said that while Emma is most proud of the Shifter, the Exalts as a whole are most proud of the Novahawk.

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DarkGemini24601

Well-Known Member
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We interrupt your regularly scheduled Starship Compendium for this bulletin on XSDF Soldier Gear. Note that it is subject to change as time goes on and more technology is researched. This will be linked for each mission, as it is too long to put in the overviews without going over the character limit. Thank you for your understanding.
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Gear: Players' characters' will be equipped with the following supplies:

---Weapons are Fusion or Particle---

- Primary Weapon: Some primary weapons are class-specific.
  1. SMG (All Classes)
  2. Carbine (All Classes)
  3. Rifle (All Classes)
  4. Heavy Rifle (Not for Snipers, Gunners, or Shadow Operatives)
  5. Marksman Rifle (Scout, Sniper, Shadow Operative, Paratrooper)
  6. Sniper Rifle (Sniper Shadow Operative, and Domineer)
  7. Shotgun (Scouts, Assaults, Infantries, Engineers, Medics, Destroyers, and Paratroopers)
  8. SAW (Gunners, Heavies, Destroyers, Paratroopers)
  9. LMG (Gunners, Heavies, Destroyers, and Domineers)
  10. MEC Weapons (MEC Troopers)
  11. - SHIV Weapon
  12. - Rocket Launcher
- Secondary Weapon:
  1. Pistol
  2. Heavy Pistol
  3. Truncated Shotgun
- Armor: Because of limited supplies, some armors are only available to specific classes.
  1. Banshee Armor (All Classes)
  2. Corsair Armor (All Classes)
  3. Servo Armor (Infantry, Engineer, Gunner, Heavy, Rocketeer, or Domineer)
  4. Aegis Armor (All Classes)
  5. Vanquisher Armor (Scout, Assault, or Destroyer)
  6. Titan Armor (All Classes)
  7. Cleric Armor (All Classes)
  8. Seraph Armor (All Classes)
  9. Archangel Armor (Scout, Infantry, Support, Rocketeer, Heavy, Paratrooper, or Domineer)
  10. Shadow Armor (Scout, Sniper, Assault, or Shadow Operative)
  11. Silhouette Armor (Scout, Sniper, Assault, or Shadow Operative)
  12. Ghoul Armor (Scout or Shadow Operative)
  13. Ghost Armor - 1 per mission
  14. Nova Armor - 1 per mission
  15. Aurora Armor - 1 per mission
  16. Vortex Armor - 1 per mission
  17. MEC Trooper Armor (MEC-1, MEC-2, MEC-3, MEC-4, MEC-5, MEC-6, and MEC-7 armors available for use; one of each)
---Unlimited P1 Shield Generator Attachments, 8 P2 Shield Attachments, 4 P3 Shield Attachments, 2 Bulwark Shield Attachments---

- Equipment: (Some items are class specific.)

One (1) of the following weapon attachments:

Weapon Upgrades - Extended Clip, Alloy Sharpener (4), Pulse Optics (4), Plasma Stellarator (6), Breaching Nozzle (6), Illuminator Gunsight (3)

One (1) of the following armor attachments:

Protective Devices - Alignment Servos, Walker Servos, Alloy Plating, Reinforced Plating, Chitin Plating, Chameleon Suit (Scouts, Assaults, Shadow Operatives, and Paratroopers), Impact Vest (Assaults, Destroyers), Newton Substructure (1)

One (1) of the following helmet attachments:

Protective Devices 2 - Mind Shield (4 Available), Psi Screen (3, psions only), Neural Gunlink (3, psions only), ESP Scanner (2, psions only)

Two (2) of the following explosives:

Grenades - Plasma Grenade, Pulse Las-Grenade, Alloy Grenade, Chemical Grenade, Flashbang, Psi Grenade (Psions only), Smoke Grenade, Shadow Grenade (Shadow Operatives only), EMP Grenade (2 people per mission), Telebeacon (2), Soul Grenade (2)

Special Ammo - Rocket (Heavies, Rocketeers, and Destroyers), Anti-Armor Rocket (Heavies, Rocketeers, and Destroyers), Shredder Rocket (Heavies, Rocketeers, and Destroyers)

Two (2) of the following miscellaneous items:

Handheld Items and Misc - Medkit, Combat Stims (Assaults and Destroyers), Arc Thrower, Alloy Bipod, Battle Scanner, Mimic Beacon, Combat Knife, High-Frequency Alloy Sword (Scouts, Assaults, Destroyers, and Shadow Operatives), Biofield Dispenser (1)

The following are dependent on the mechanical units design in regard to item slot number:

MEC TROOPERS

Item Slot 1: One (1) of the following armor attachments:
  • Alloy Carbide Plating, Core Armoring, or Damage Control Pod,
Item Slot 2: One (1) of the following weapon attachments:
  • Holo-Targeter, HEAT Ammo, or Weapon Supercooler
Item Slot 3: One (1) of the following helmet attachments:
  • Battle Computer or Tactical Sensors
Item Slot 4: One (1) of the following "tandem uplink" enhancers:
  • Smartshell Pod or Adaptive Tracking Pod
Item Slot 5 and On: One (1) of the following additional use items:
  • Ignition Tank (extra flamethrower charge), Grenade Launcher Ammo (extra grenade launcher shot), Proximity Mine (extra proximity mine shot), Nanite Container (extra restorative mist charge)
One (1) of the following Subsystems (If Tank Armor):
Two (2) of the following Subsystems (If Combat Armor):
Three (3) of the following Subsystems (If Support Armor):

MEC Subsystems (MEC Trooper Only) - Kinetic Strike Module, Flamethrower, Grenade Launcher, Proximity Mine Launcher, Restorative Mist, Electropulse

Each subsystem can receive one of the following modifications (the one that corresponds):
{The Thumper – Horizontal Servomotors that increase the velocity of the Kinetic Strike Module,a nd thus its damage.}
{Incinerator Module – Similar in concept to a laser pumper, this attachment allows the Flamethrower and any successors to be more damaging due to higher temperatures.}
{Impulse Shell – A modification to the internal workings of the Grenade Launcher that allows it to shoot grenades further and faster. Applies to the Proximity Mine Launcher as well.}
{Vigor Dispenser – An attachment to the Restorative Mist module that heightens adrenaline in affected soldiers, preventing them from passing out easily.}
{EMP Expander – Quite simply, the EMP Expander increases the range of the EMP Pulse unit.}

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And now back to the Starship Compendium.
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DarkGemini24601

Well-Known Member
Compendium of the Galaxy’s Starships, Part 3

XSDF Starships 2

Peddler
Class: Dropship
Manufacturer: NASA
Length: 24.5 feet
Width: 9 feet
Crew Size: 1
Carrying Capacity: 6 humanoids, 1 medium mechanical, 1 small mechanical
Power Source: A-1 Elerium Obelisk (x1, laid flat), T-1 Miniaturized Fusion Core (x1)
Average Speed: 1,800 mph
Maximum Speed: 2,015 mph
FTL Capable: No
Cloaking Tech: None
Weaponry: Dual half-strength gauss LMGs
Shielding: Environmental Shield Generator
Addons: None

A rather barebones dropship, the Peddlers are usually deployed in groups or to secure small objectives. In the heat of battle or upon an unsuspecting enemy, the small craft tend to avoid notice, and if they are noticed they can at least cover their landing over holding position with their half-strength LMGs mounted on the sides of the cockpit. The interior of the tail can store a small robot like a seeker, and there’s enough room between the three seats on either side to squeeze in a medium-sized machine like a SHIV. NASA is rather proud of this military craft they have made, even if some have to question its effectiveness. The XSDF picking the ship up has done much to silence those doubts.

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Vanguard
Class: Dropship
Manufacturer: Exalt Enterprises
Length: 33 feet
Wingspan: 11 feet at back (22.5 feet at front)
Crew Size: 1
Carrying Capacity: 8 humanoids, 1 medium mechanical, 2 small mechanicals
Power Source: A-2 Elerium Obelisk (x2, laid flat), T-1 Miniaturized Fusion Core
Average Speed: 5100 mph
Maximum Speed: 6597 mph
FTL Capable: No
Cloaking Tech: None
Weaponry: None
Shielding: L1 Shield Generator (Half Strength), Environmental Shield Generator
Addons: Elerium Afterburner Fuel

Although it lacks weapons, radar jamming, or any other countermeasures to attack, the Vanguard is even faster than the Skyranger Mk. II. With a maximum speed that can exceed a stingray’s using powerful elerium afterburners, it can escape deadly pursuit of enemy fighter craft. This also means it can blast into a combat zone, drop off its passengers, and be gone without much time for the enemy to react. If they do, however, they face a shield generator to get past.

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Skyranger Mark 2
Class: Dropship
Manufacturer: Extra-Stellar Defense Force (XSDF)
Length: 40 feet
Wingspan: 38.5 feet
Crew Size: 4
Carrying Capacity: 12 humanoids, 1 large mechanical or 2 medium mechanicals, 3 small mechanicals
Power Source: A-3 Elerium Obelisk (x3, laid flat), T-3 Miniaturized Fusion Core (x2)
Average Speed: 3600 mph
Maximum Speed: 4812 mph
FTL Capable: Yes
Cloaking Tech: Radar Jammer (Same as Firestorm), Shadow Field Generator Mark II (Masks the ship from radar and normal visual spectrums for 4 minutes with a 20 minute cooldown.)
Weaponry: Dual Plasma Turrets (x2 Plasma Rifle Damage), Dual Missile Pockets (x4 gauss rockets each), Pulse Turret (x2 Pulse Rifle Damage) and Gauss Turret (x2 Gauss Rifle Damage)
Shielding: L2 Shield Generator, Environmental Shield Generator
Addons: None

The Skyranger Mk. II is the XSDF’s pride and joy. Only a few are in existence, being incredibly expensive to manufacture, even more so than a firestorm by a great deal. The price tag would be more comparable to a Novahawk, a ship twice its size. The reason for this lies in its incredible loadout. It can carry twelve troopers into battle, with room for 3 small mechanicals in a compartment on the underbelly, as well as a choice of two SHIV-size robots or a large robot like a cyberdisc between the two rows of 6 chairs in the center of the craft.

The incredible dropship also has access to three of the strongest Starfighter-portable elerium towers, and two of the same quality fusion generators. This powers an assortment of special technology, from its powerful four engines that can give it high speed, and even warp speed. FTL can only be achieved at lightspeed for sustained times, but it can go over 80 times the speed of light for short escape bursts or rapid deployments. This is aided by a radar jammer to mask it from some sensors, and an alternative to a warp entry is use of its Mk. II shadow field generator (as a high speed warp jump wouldn’t leave enough power for cloaking, but a lightspeed one would).

As if that weren’t enough, its armed with an L2 shield generator and an assortment of weapons. The latter defense ranges from two anti-ground plasma turrets on the bottom, a total of 8 small gauss missiles to be used against air or ground, and two anti-air guns. The second set of turrets consists of one gauss gun on the top right of the craft, and a similar pulse one on the top left. All of this makes it a fearsome candidate for deploying the finest troops of the XSDF in safety.

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ZombieSplitter53

Game Master
Staff member
Anati - Baʒir term referring to the leader of their particular pack. Can be roughly translated as "Pack Mother" or "Alpha Female". The Anati acts as a leader and mother for her pack, though she does not necessarily have to be the mother of the group. The position of Anati usually falls to the strongest of the pack, and can be identified, with few exceptions, as the largest of the group. A pack without an Anati can not survive, and, should an Anati be lost, will either have one of the other Baʒir take over the position (even if a male Baʒir must become a female to do so), or, on rare occasions, will disperse, with the Baʒir moving to other packs.

Ex. {Nana, speaking to Teefa} "Gek tu agana kao, et Tini fi non geeg saca sas Anati no cassa, ayo?!" (I really miss mother, but Tini is a really good Anati, right?!)

Pon-Taer Syndrome - A rare condition amongst the Tamearin that results in an inability to suppress their emotions like most Tamearins. There is plenty of research on the condition, but little in the way of treatment, as the syndrome is believed to be closely tied to genetics, and any alteration of one's genetic structure is taboo amongst Tamearins. Most 'Pon-Taers' are treated as outcasts and doomed to poor treatment on their world. Many turn to crime, though in recent years, many others have found a place amongst the XSDF.

Ex. {Foranda Devolina, referring to her daughter} "There is nothing left that we can do for her and her sickness. All we can do now is follow mother's advice. Perhaps she will find her place in life there, even if it must be amongst aliens."

Sahc-diy-deuh - Experienced by all female Tamearins starting at sixteen and continuing until their mid-fifties, the Sahc-diy-deuh has no literal translation, but can be roughly translated as 'Time of Fertility'. It is experienced once every Tamaer lunar cycle, or every two months, starting half a cycle, or one month, after their sixteenth birthday, and lasts three days. The likelihood of conception being achieved between two healthy Tamearins one month before the Sahc-diy-deuh is roughly 5%. It then increases as the Sahc-diy-deuh draws near, at 65% the day before it starts, 75% on the first and third day, and 85% on the second day. It then decreases until it is down to 5% again.

During the Sahc-diy-deuh, the imbalance of hormones causes 90% of Tamearins to lose their emotional control. As a natural defense for this, their bodies seal away their psionics, turning their hair black (or, on rare occasions, white) and causing them to lose their psionics for the three day period.

Ex. {Korra Devolina, referring to her own Sahc-diy-deuh} "I don't have it as bad since I already don't suppress my emotions, but I feel I get a little too... nice during it, and I lose my will to flirt. It really sucks."

Pickio - A race of short red creatures resembling goblins, pickio is additionally used as a universal insult. It can be used to refer to any obnoxious individual, but is most commonly used to describe one who loses their temper quickly and reacts to the smallest of provocations with immediate violence.

Ex. {Customer at a Space-Starbucks} "Man, all I said was it was rude to cut in line, and he punched me! Jeez, what a pickio..."

Hambi - The Pickio race themselves have a racial slur for every non-Pickio, and this is the one for humans. Like all of the other slurs, it refers to an undesirable being.

Ex. {Pickio captain flying through Human Space} "Debor feralanti tu do fent hambi seft lo sue tenten defla bor!" (How dare that dirty hambi come anywhere near us!)

The Triple D Guarantee - The Dondondari promise that anything purchased from them will meet the highest of quality standards, or twice your money back. The main reason why Dondondari's are so trusted as traders, as well as the reason why their merchandise is usually more expensive (though the Dondondari are no strangers to the occasional deal or sale).

Ex. {Dondondari Salesman} "You'll love your new spectrum converters. And remember: they come with our Triple D Guarantee!"

Meat Breath - A Quin insult for the Shinso. Most effective when said to a Shinso's face. The Shinso find it very insulting, and the utterance of it by anyone will almost always lead to a fight.

Ex. {Quin Trader, speaking in private} "Stupid meat breath wouldn't know a decent weapon if it shot the fur off its mangy hide..."

Grey Mass - A Shinso insult for the Quin. Most effective when said to a Quin's face. The Quin find it very insulting, and the utterance of it by anyone will almost always lead to a fight.

Ex. {Shinso movie-goer, speaking in private} "Why do we have to give up so much room for those ignorant grey masses? Not like they're smart enough to appreciate this anyway..."

Hudra - Shinso word referring to a slave. Literally translates to 'nothing'. Often used around other alien races to disguise their Cartus' status, not because they believe it is wrong, but because they tire of the negative responses they kept getting from species like the Tamearins, the Ardenian, and more recently, the humans, who just don't understand what the Cartus truly are.

Ex. {Shinso nobleman} "I already have eleven hudra, but my wife insists on a twelfth. Anything to make her happy, I suppose..."

Cheri - Refers to an exceptionally desirable Cartus. How highly a Cartus is rated is a factor of a number of different fields, including appearance, health, physical strength, and how well they follow orders. Male Cheri Cartus are usually well built for physical labor, while females are usually without any unsightly marks or scars. Female Cartus must have their maidenhood to be considered Cheri, though this is not always the same for males.

Ex. {Shinso Noblewoman} "My husband claimed my new hudra was a Cheri, but I think the salesman forged those documents. I mean, he can't follow the simplest of orders!"

Nima - Masquer word referring to their expansive 'rules' or 'laws'. The Masquer live by their Nima, and are insulted should you speak ill of them, though they are respectable enough to understand why others might not like their Nima. You still need to follow their Nima if you want to have dealings with them, however.

Ex. {Ardenian Businesswoman} "Nima number this, Nima number that. Trading with them is so confusing! But I really want that new gearbox..."
 
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DarkGemini24601

Well-Known Member
Reflection Statistics in Detail (As inspired by JoJo’s Bizarre Adventure’s Stand Templates)

For Power, Speed, Durability, and Precision: E means awful, D means below average, C means average/the capabilities of a normal human, B means above average, and A means excellent. A+ means exceptional, and S means ‘perfect’, though that term can be… stretched at times.

In terms of Range, E means about 2 meters, D means about 5 meters, C means about 10 meters, B about 50 meters, A about 100, and A+ beyond that, perhaps in kilometer(s). S would mean nigh-infinite, so I doubt you’ll see that.

As for Potential, that is basically the statistic for how well the Reflection can learn and adapt, gaining new abilities and such. E means practically no potential for improvement, D a little, C average, B some, A good potential, A+ exceptional potential, and S uncanny, so to speak.

Power can be compared to the STR (Strength) attribute, Speed meaning DEX (Dexterity) and Precision loosely PER (Perception), Durability similar to CON (Constitution), and Potential loosely INT (Intelligence) and WIL (Will).

For Power, Speed, Precision, and Durability, here’s a stat-based comparison.

E = 1-2
D = 3-4
C = 5-7
B = 8-10
A = 11-14
A+ = 15-19
S = 20+

Here are some examples, abilities in particular will likely change over time:

Xifeng
User: Atka Wiewora
Composition: Blood Barrier Telekinetic Fields, Teleimagery
Abilities: Telekinetic Helixes, Physical Enhancement, Cryokinesis, Imbuing, Telekinetic Fields
Arcana: Judgement

Power: B
Speed: A
Range: D
Durability: B
Precision: C
Potential: A

Special Notes: The Telekinetic Helixes are the the Arcana of "The Lovers" because they tie Xifeng and Atka together, both being able to use them.

Athos
User: Sapentia
Composition: Telekinetic Fields and Telekinesis
Abilities: Physical attacks only
Arcana: The Emperor

Power: B
Speed: A
Range: D
Durability: C
Precision: A
Potential: E

Special Notes: Carries a pair of swords like a cross between longswords and rapiers, one for each set of hands on the Ethereal-like reflection’s body.

Lagas
User: Carthigi
Composition: Mental Energy
Abilities: Mindfray, Mind Control, Psi Panic
Arcana: The Empress

Power: E
Speed: B
Range: C
Durability: D
Precision: B
Potential: B

Special Notes: Resembles an astral being in meditation.

Kōnglíng-Lóng
User: Sarah Wong
Composition: Mental Energy
Abilities: Mindfray, ESP (Connected to user), Psi Inspiration
Arcana: Temperance

Power: E
Speed: A
Range: A+
Durability: E
Precision: D
Potential: D

Special Notes: Goes up a letter in all stats but Range and Potential when within 10 meters of Sarah.

White Bishop
User: Vindicta Exalt
Composition: Electricity
Abilities: Electrokinesis
Arcana: The Hierophant

Power: E
Speed: A
Range: C
Durability: D
Precision: C
Potential: C

Black Bishop
User: Vindicta Exalt
Composition: Telekinetic Fields
Abilities: Telekinetic Field
Arcana: The Hierophant

Power: B
Speed: A
Range: D
Durability: B
Precision: B
Potential: B

Jayce
User: Jackson Trommers
Composition: Psionic Energy, Feedback Aura
Abilities: Neural Feedback
Arcana: The Hermit

Power: E
Speed: C
Precision: A
Durability: D
Range: B
Learning: C
 

DarkGemini24601

Well-Known Member
Known Pirate Factions: XSDF Database
(March 1st, 2044)


The Packmasters

Primary Races: Humans, Sectoids, Tamearins, and Incubators
Weaponry: Beam and Pulse Lasers
Armor: Alloy Suits and Basic Power Armor
Equipment: Protective Devices and Psionic Gear
Focus(es): Psionics
Power: Fusion
Spacecraft: Scout and Raiders

The Packmasters delight in using their psionic abilities to manipulate others. They focus in particular on the fearsome Incubators, purchasing them off the galactic black market and using them to be their frontline fighters. It often falls to the Sectoids to do the controlling, with some able humans or Tamearins, but the others provide fire support and psionic assistance where needed.

Typical classes include: Snipers, Medics, Supports, Shadow Operatives
Excluded classes include: Scouts, Infantries, Assaults, Engineers, Gunners, Heavies, Rocketeers, Paratroopers, Destroyers, MEC Troopers


The Busters

Primary Races: Humans, Balmadaar, and Ardenians
Weaponry: Gauss Guns
Armor: Basic and Heavy Power Armor
Power: Fossil Fuels and Elerium (when available)
Equipment: Grenades and Special Ammo
Focus(es): None (Minor Gene-Mods and Cybernetics)
Spacecraft: Supply and Troop Transport Barges; Destroyers

The Busters are, naturally, made up of bank robbers, prison escapees, and those who simply love destruction. They are the anti-armor corps of the pirate forces, having a wide appeal to those who can wield the heavier weapons found in the Buster arsenal. They reserve elerium for their spacecraft, using fossil fuels for ground vehicles like jeeps or even tanks. Ardenian members tend to shy away from SAWs or LMGs, but they make up a fearsome cavalry to add to the brutal brawn of the humans and Balmadaar.

Typical classes include: Scouts, Infantries, Assaults, Engineers (Ardenians); Infantries, Gunners, Heavies, Destroyers (Balmadaar); Infantries, Engineers, Rocketeers (Humans)
Excluded classes include: Medics, Paratroopers, Shadow Operatives


The Wreckers

Primary Races: Sectoids, Ardenians, and Draeconians
Weaponry: Gauss and Plasma
Armor: Medium and Heavy Mech Suits (Personal Shields)
Power: Elerium
Equipment: MEC Trooper Gear
Focus(es): Cybernetics
Spacecraft: Destroyers and Barges

With only robots like drones or humanoid machines to back them up, the Wreckers are the toughest of the tough. All their sentient crew are mech troopers capable of utilizing advanced cybernetics or hulking MEC suits, and they do so with a potency unrivaled. They don’t participate in as many schemes as some of the other crews, but when they do, they leave only scrap metal in their wake. Those who have heard their name do not take them lightly.

Typical classes include: MEC Troopers, Troopers (Automated)
Excluded classes include: All Others


The Triads

Primary Races: Humans
Weaponry: Gauss and Pulse Lasers
Armor: Alloy Suits and Flight Armor
Power: Thermal and Elerium
Equipment: Protective Devices and Grenades
Focus(es): Gene-Mods and Psionics
Spacecraft: Scouts, Fighters, and Transports

As the XSDF began to crack down on the Triads on Earth, the chinese organized crime group began to look towards the stars for freedom. Taking what advances in technology they had, they snuck aboard colony ships or fled in stolen spacecraft, eventually working with aliens to garner more advanced technology. They also found ways to genetically modify themselves and learn the art of psionics, taking their business beyond Earth.

Typical classes include: Scouts, Snipers, Medics, Supports, Engineers, Rocketeers, Shadow Operatives
Excluded classes include: Infantries, Heavies, Destroyers, MEC Troopers


Slipstream Hijackers

Primary Races: Humans, Sectoids, Replitans, Balmadaar, and BaƷir
Weaponry: Beam, Gauss, Pulse and Plasma
Armor: Alloy Suits, Basic Power Armor, Aegis Armor, and Flight Armor (Sometimes w/ Personal Shields)
Power: Fusion and Elerium
Equipment: Special Ammunition
Focus(es): None in particular
Spacecraft: Scouts, Fighters, Raiders, Destroyers, Barges, Transports, Battleships (Pretty much anything they can get their hands on)

Excellent pilots and soldiers, the members of HS are true ‘space pirates’, aboard a motley assortment of stolen ships or otherwise custom-built craft. The BaƷir, naturally, don’t always build the unique variants or repair hijacked craft of their own free will. Sectoids usually serve as pilots, Replitans the thieves, Balmadaar the brute force. Humans fulfill any of these roles.

Typical classes include: All (Paratroopers in particular)
Excluded classes include: None


Outcasts of Tamear

Primary Races: Tamearins, Balmadaar
Weaponry: Beam and Pulse Lasers
Armor: Alloy Suits and Heavy Power Armor
Equipment: Protective Devices and Grenades
Focus(es): Psionics and Gene-Mods
Power: Fusion
Spacecraft: Raiders and Fighters

The outcasts are primarily made up of the outcasts from the higher ranking positions of Tamear. Scorned by their own kind, these Tamear share their discarded nature with the Elite Balmadaar that were rejected by their own kind. They specialize in the tag-team nature of the Tamearins’ psionics and the Balmadaar’s physical strength. That these Tamearins so willingly work with those with gene-mods, and might even use a few themselves, show how far they have fallen from their people.

Typical classes include: Scouts, Snipers, Medics, Supports, Rocketeers, Shadow Operatives (Tamearins); Infantries, Assaults, Engineers, Gunners, Heavies, Destroyers (Balmadaar)
Excluded classes include: Paratroopers, MEC Troopers


Venom

Primary Races: Replitans
Weaponry: Beam Lasers and Gauss
Armor: Alloy Suits and Basic Power Armor
Power: Fusion and Elerium
Equipment: Protective equipment, Handheld Items, and Seekers
Focus(es): Gene-mods
Spacecraft: Fighters and Destroyers

With the exception of forced BaƷir laborers, this group is made up entirely of Replitans incapable of conforming to civilized life after the Ethereal’s falls but not skilled enough to start a more fruitful criminal career on their own. Specialize in modifications to enhance their already impressive dexterity. This group has some exceptional sharp-shooters, and specializes in working in tandem with their own, custom brand of Seekers.

Typical classes include: Scouts, Snipers, Infantries, Medics, Supports, Engineers, Shadow Operatives
Excluded classes include: Assaults, Gunners, Heavies, Rocketeers, Paratroopers, Destroyers, MEC Troopers


Chrystal Fear

Primary Races: Humans, Sectoids, and Chryssalids
Weaponry: Beam Lasers and Gauss
Armor: Alloy Suits and Basic Power Armor
Power: Fusion
Equipment: Protective equipment and Grenades
Focus(es): Psionics and Cybernetics
Spacecraft: Fighters and Barges

This group is made of the Sectoids that have the hardest time getting along with humans and the most despicable humans that get along with these Sectoids just fine. When they aren’t pushing their psionic capabilities to the limit, usually with poor results, the dark minded Sectoids are using their vast intelligence to enhance themselves, the human members, and even the black market Chryssalids, making the already frightening insects even more deadly.

Typical classes include: Assaults, Supports, Destroyers (Humans); Medics, Supports, Engineers (Sectoids)
Excluded classes include: All (For Chryssalids)


Rulers of Shambhala

Primary Races: Humans
Weaponry: Gauss, Pulse Lasers, and limited Plasma
Armor: Basic Power & Flight Armor, Stealth Armor
Power: Fusion and Elerium
Equipment: Protective equipment, Grenades, and Handheld items
Focus(es): Gene-Mods and Cybernetics
Spacecraft: Fighters, Raiders, and Barges

A new addition to the galactic pirate scene, though quickly accepted because of the gifts they came bearing and apparent contacts in several colonies. Why they would resort to pirating is yet to be understood, and suspicion has been cast on them. Able to do a lot of dirty work quietly, and are called upon by other factions for assistance on a frequent basis. It has yet to accept any non-humans, and the group specializes in incredibly well-trained fighters and enhancements. They seem to have some inside knowledge about the XSDF, making them incredibly valuable, and dangerous.
 

DarkGemini24601

Well-Known Member
Revealed Pirate Factions: XSDF Database
(Will be updated over time...)


Regular Factions

The Shapers

Primary Races: Sectoids, Replitans, and Yorin (Leaders), Any (Floaters)
Weaponry: Beam and Pulse
Armor: Basic Power Armor and Flight Armor
Equipment: Grenades
Focus(es): Cybernetics
Power: Elerium
Spacecraft: Raiders, Destroyers and Abductors

The Shapers took some pages out of the old Ethereal Empire’s book. Formed by a group of particularly amoral Sectoids, greedy Replitans, and crafty Yorin, the illegal organization focuses on making ‘Floaters’ from any abductees, slaves, or so forth that they acquire. They turn their unfortunate captives into cybernetic monstrosities that act as aerial cavalry and have little mind of their own. However, their unethical practices eventually drew the ire of even the Black Market as they started to become a threat to even those that bought from them, and were driven off into the darker reaches of space.

Typical classes include: Medics, Engineers (Leaders); N/A or Paratrooper (Floaters)
Excluded classes include: All others except MEC Troopers

...

Elite Factions

Vanguard of Odin

Primary Races: Replitan, Balmadaar, Ardenian, Yorin
Weaponry: Plasma and Fusion
Armor: Basic and Heavy Powered Armor (Personal Shields)
Power: Elerium and Fusion
Equipment: Grenades, Handheld Items, Special Ammunition
Focus(es): Gene Mods
Spacecraft: Scouts, Fighters, and Carriers

The TFD employs this elite force in order to take care of its enemies. While they lack any real psionic capabilities, the Vanguard of Odin have more than just the precision of their Replitans, the speed of their Ardenians, and the brute force of the Balmadaar and Tabora going for them. Some of their Replitans are Mimics, some of their Balmadaar Sentinels, and many of the Ardenians and Tabora boast genetic enhancements. This, combined with their powerful weapons and basic personal shielding, makes them a dire threat to any of their foes.

Typical classes include: Scouts, Snipers, Rockteers, Shadow Operatives (Replitans); Infantries, Assaults, Heavies, Destroyers (Balmadaar); Scouts, Assaults, Medics, Engineers (Ardenians); Troopers, Gunners, Blade Wardens (Tabora)
Excluded classes include: Supports, Paratroopers and MEC Troopers

...
 

DarkGemini24601

Well-Known Member
Compendium of the Galaxy’s Starships, Part 4

Pirate Starships 1

Ship File Template (Explanations)
Name

Class: (Scout, Fighter, Attack, Bomber, Destroyer, Dropship, Troop Transport, Cargo Transport, Battleship, etc.)
Manufacturer(s): (What compan(y/ies) or organization(s) make the craft)
Size: (Length = Very Small [1-10 meters], Small [11-15 meters], Medium [16-25 meters], Large [26-50 Meters], Very Large [41-305 meters], Extremely Large [306-610 meters], Massive [611-915 meters], Titanic [916-1610 meters/Size 1 Battleship], Colossal [1611-3000 meters/Size 2 Battleship], Gargantuan [3001+ Meters] ; Narrow (Length > Width), Balanced (Length = Width), Wide (Width > Length)
Crew Size: (Typical Number [Range])
Power Type: (Fossil Fuels, Solar, Thermal, Elerium, Fusion, etc.)
Speed: (Very Slow, Slow, Average, Fast, Very Fast, Extremely Fast, Extraordinary)
FTL Capable: (Yes/No)
Cloaking Tech: (Yes/No)
Weaponry: (Typical Armaments. Turrets are half-strength cannons. Slugger Cannons pack more of an initial punch but are slower, while Repeater Cannons are faster but do less damage per strike.)
Armor: (Very Light, Light, Medium, Heavy, Very Heavy, Superheavy, Bulwark; factors into thrust)
Shielding: (Shield Levels 1-10+. Conventional ship shielding ranges from 1-2 for Fighters, 2-4 for Destroyers, 4-6 for large ships, 6-8 for Size 1 Battleships, 8-10 for Size 2 Battleships, and 10+ for Size 3 Battleships, though from there it varies from anywhere to 11 to 15. Numbers just denote levels of shield ‘hitpoints’, having similar overall protections and varied amounts of punishment they can take)
Addons: (Whatever additional tech a ship comes with)

Fringe Disc

Fringe Disc.jpg


Class: Scout
Manufacturer(s): Kellata Corp and other Replitan Corporations
Size: Very Small (4m)
Crew Size: 0 [Automated]
Power Type: Elerium
Speed: Average
FTL Capable: No
Cloaking Tech: Weak Radar Jammer
Weaponry: Dual Welding Beams
Armor: Very Light
Shielding: None
Addons: None

The Fringe Disc is a scouting robotic craft of Replitan design. It is ideal for releasing in groups to gather data, but usually must be deployed from a significantly larger ship. They find their way into the hands of pirates and legitimate organizations alike as large probes. They come with wielding beams, a weak radar jammer for an attempt at stealth, varied manipulation devices, and rudimentary intelligences.

Vigilant One V4 (Version 4)

Small Scout.jpg


Class: Scout
Manufacturer(s): Ethereal Empire (Discontinued), Teshkrak Cobblers
Size: Small (9m), Balanced
Crew Size: 4-9
Power Type: Elerium (Fusion for Pirates)
Speed: Average (Slow for Pirates)
FTL Capable: No
Cloaking Tech: None
Weaponry: Plasma Turret (Laser/Pulse Turret for Pirates)
Armor: Very Light
Shielding: L1 Shield Generator
Addons: None

The Vigilant One V4 was used as a scout by the Ethereal Empire prior to their defeat. After said defeat, some of the Type 3 Sectoids that went on to found the group known as the Packmasters took the V4s as their own upon leaving the empire. They maintained how to build them, though didn’t have the resources, and thus negotiated with a black market manufacturer versed in (mostly old) Humiliata craft to produce more, though they had to settle for weaker weapons and simpler power sources. They are used for surveillance and minor troop deployments.

Vengeful One V3 (Version 3)

Large Small.jpg


Class: Raider
Manufacturer(s): Ethereal Empire, Teshkrak Cobblers
Size: Large (27m), Balanced
Crew Size: 9-15
Power Type: Elerium (Fusion for Pirates)
Speed: Average (Slow for Pirates)
FTL Capable: No
Cloaking Tech: None
Weaponry: Plasma Cannon (Laser/Pulse Turret for Pirates)
Armor: Light
Shielding: L2 Shield Generator
Addons: None

Similar to the Vigilant One V4, the Vengeful One V4 is an Ethereal Empire craft adopted by the Packmasters. The difference is that the Ethereals still use this design, and actively resent the Packmasters for using it. (The Humiliata would have created a version upgrade, but chose not to in order to make their allies less worried about them producing stronger military craft.) The Packmasters use these ships primarily for their major troop deployments, stuffing them with an amount of forces often over the typical crew size range.

Sable Spear

Sable Spear.jpg


Class: Fighter
Manufacturer(s): Clay Kettle (Assisted by the TFD)
Size: Small (11m), Balanced
Crew Size: 1
Power Type: Elerium
Speed: Fast
FTL Capable: No
Cloaking Tech: Radar Jammers
Weaponry: Repeater Pulse Cannon (x2), Slugger Gauss Turret (x1), Plasma Missiles (2 even banks, total of 6)
Armor: Medium
Shielding: L2 Shield Generator
Addons: Neural Uplink, Tracking Cortex

The Sable Spear was created for the type of Clay Kettle soldier that showed proficiency in aerial superiority. It is designed to excel at fighter vs fighter combat, taking the knowledge some of the organization’s aviation scientists had and vastly improving on that meager information with help from the TFD. While they are not the best of the TFD’s ships, they are excellent Starfighters in their own right.

Sable Hammer

Sable Hammer.jpg


Class: Fighter
Manufacturer(s): Clay Kettle (Assisted by the TFD)
Size: Small (13m), Balanced
Crew Size: 1
Power Type: Elerium
Speed: Average
FTL Capable: No
Cloaking Tech: None
Weaponry: Slugger Gauss Cannon (x2), Repeater Pulse Turret, Gauss Missiles (4 even banks, total of 20)
Armor: Heavy
Shielding: L3 Shield Generator
Addons: Neural Uplink, Defensive Matrix

The Sable Hammer serves Clay Kettle as an anti-destroyer fighter, coming packed with a heavy punch, though it needs assistance breaking shields. But when an enemy’s shields are down, gauss guns and rail-accelerated missiles tear through its targets. Heavy armor and shielding make it very difficult to take down as well, enabling it to stand up against larger quarry.

Sable Dart

Sable Dart.jpg


Class: Fighter
Manufacturer(s): Clay Kettle
Size: Very Small (9m), Narrow
Crew Size: 1
Power Type: Elerium
Speed: Very Fast
FTL Capable: No
Cloaking Tech: Strong Radar Jammer, Shadow Field Generator Mark III (Masks the ship from radar and normal visual spectrums for 5 minutes with a 15 minute cooldown. Total of 15 minutes an hour in 3 parts.)
Weaponry: Plasma Cannon (x1), Pulse Turret (x2), Gauss Missiles (1 bank, total of 8)
Armor: Light
Shielding: L1 Shield Generator
Addons: Neural Uplink, Uplink Targeting

The Sable Dart is not as weak as it might sound. Although it is fragile compared to its two larger cousins, its stealth capabilities make it able to go invisible to enemy detection, and it’s hard to detect even without the shadow field active. Packing a burst of missiles, twin pulse turrets, and a plasma cannon means it can go in close for the kill or attempt to deal damage from afar.

Grinder

Grinder.jpg


Class: Fighter
Manufacturer(s): Kellata Corp
Size: Small, Balanced
Crew Size: 1
Power Type: Elerium
Speed: Fast
FTL Capable: No
Cloaking Tech: None
Weaponry: Repeater Gauss Turret (x2), Laser Cannon (x1), Large Gauss Missiles (4 even banks, total of 8)
Armor: Light
Shielding: L1 Shield Generator
Addons: None

Normal Replitan fighters are not the best out there. They are patterned after old atmospheric ships from before the Ethereal Invasion, and thus lack slightly in usage of shields or heavier armor. However, they are cheap to produce, and thus come in significant numbers when a battle is to take place. The Grinder doesn’t have much in the way of shield penetration, relying on accompanying destroyers to do that job for it.

Rapier

Rapier.jpg


Class: Fighter
Manufacturer(s): Lexernat Industries and Humiliata Collation, TFD (Ostensibly)
Size: Medium, Narrow
Crew Size: 1
Power Type: Elerium
Speed: Very Fast
FTL Capable: No
Cloaking Tech: Stealth Field Generator Mark II-C (Masks the ship from radar and normal visual spectrums for 2 minutes with a 3 minute cooldown. Total of 24 minutes an hour in short bursts.)
Weaponry: Repeater Pulse Turret (x4), Repeater Gauss Turret (x2), Gauss Missiles (4 even missile banks, total of 24)
Armor: Light
Shielding: L2 Shield Generator
Addons: Elerium Afterburners

The Rapier is a deadly Starfighter designed by a Replitan company working with the Humiliata government. It packs a swift punch with its six total turrets, hitting with a force that alone wouldn’t be strong but is made destructive by the sheer volume of fire the Rapiers can output. It appears the TFD have stolen the plans for these fighters rather than steal the finished product, and are now giving them to Venom.

Jigsaw

Jigsaw.jpg


Class: Destroyer
Manufacturer(s): Magnificent Merkizo Mercenary Manufacturing (Quadruple M/M4)
Size: Medium (20.5m), Narrow
Crew Size: 10
Power Type: Elerium and Fusion
Speed: Average
FTL Capable: No
Cloaking Tech: Weak Radar Jammer
Weaponry: Slugger Pulse Cannon (x1), Laser Cannon (x2), Slugger Laser Turret (x3)
Armor: Heavy
Shielding: L3 Shield Generator
Addons: None

The Jigsaw is one of the better Replitan Destroyers. It is armed with a pulse cannon (the upgraded laser type that Replitans seem to struggle with) as well as numerous other laser guns. It is best used accompanying fighters to break through shields, allowing its escort to deal the real damage after enemy defenses have been penetrated. It makes M4 feel superior to their competitions, Superior Serpent Ship Sales, and Unmatched Utilitarian Universal Ulterior.
 

DarkGemini24601

Well-Known Member
XSDF Classes (Part 4)

Domineer (The 15th Class)
Specialist - Ability to mentally direct and coordinate with a robotic unit, effectively meshing their neural patterns with the Bionic Link.
Lance Corporal - Proficiency training in the on-site repair of SHIVs and MECs and training to assist other soldiers in coordinating their efforts on the same foe.
Corporal - Training for better suppression techniques and further training in weapon proficiency.
Sergeant - Increased training and inventory slots for support grenades.
Tech Sergeant - Training in the handling of heat ammo and heat warheads that deal additional damage to robots.
Gunnery Sergeant - Extra conditioning for more efficient performance in heavy armor and training in inventory management so the soldier can carry more equipment.
Master Sergeant - Will receive and be trained to use miniaturized versions of MEC subsystems.

Domineer (The Four Partners)
SHIV (Alloy and Hover) - A miniature robotic tank equipped with a heavy machine gun. They can utilize a weapon attachment, an armor attachment, and a tandem uplink enhancer/booster.
SA-34 Fenrir – A quadrupedal unmanned combat drone with extendable claws for climbing and combat. It has a manipulator claw on its back usable for a chainsaw that can be switched out with a long-range weapon to compliment the model’s springloaded high-frequency knives
Infantry Airframe (C-mu and IA-S) – A modified drone that has an expanded carrying capacity, as well as slots for weapon attachments. A secondary version is slated to be produced later, but for now they have 1 large ‘module’ and two small ‘modules’. The large slot can fit an SMG, Carbine, Rifle, Truncated Shotgun, or Alloy Blade Protrusion, while the small slots can fit a single-use battlescanner, medspray, magnesium flare (a flashbang), and a hacking port. C-mu’s can also have a repair beam as a small item, while IA-S’s can utilize a deployable shadow grenade instead.
SIF - A quadrupedal drone with extendable, treaded legs that it uses to either drive like a tank in its rover mode, or clamp into the ground in barrage mode. Boasting a rather large cannon barrel, this mobile artillery unit is capable of hitting targets either close up or far away while over a large amount of space that if need be, can be used as mobile cover much like the SHIVs. Later variations include more protection and more firepower of varying degrees.

Alloy SHIV
Specialist
- Learns how to take accurate shots without moving.
Lance Corporal - Learns how to utilize covering fire.
Corporal - Learns how to take accurate reaction shots.
Sergeant - Acquires a separate layer of armor similar to an impact vest.
Tech Sergeant - Acquires sophisticated repair servos.
Gunnery Sergeant - Learns how to deal slight damage with suppressing fire.
Master Sergeant - Acquires absorption fields to reduce incoming damage.

Hover SHIV
Specialist
- Learns how to significantly increase aim and critical chance against airborne targets.
Lance Corporal - Learns how to utilize covering fire.
Corporal - Learns how to take accurate reaction shots.
Sergeant - Learns how to triangulate enemy positions from the Domineer and ally reconnaissance.
Tech Sergeant - Acquires sophisticated repair servos.
Gunnery Sergeant - Learns how to deal slight damage with suppressing fire.
Master Sergeant - Acquires absorption fields to reduce incoming damage.

SA-34 Fenrir
Specialist
- Learns how to fight while alone like a lone wolf.
Lance Corporal - Acquires shock-absorbent armor to reduce damage at close range.
Corporal - Learns how to take full advantage of height advantages.
Sergeant - Learns how to dodge attacks with enhanced speed and dexterity with lightning-fast reflexes.
Tech Sergeant - Acquires sophisticated repair servos.
Gunnery Sergeant - Learns how to make use of damage control systems.
Master Sergeant - Learns specialized hit-and-run tactics.

C-mu
Specialist
- Learns weapon proficiency.
Lance Corporal - Learns better suppression techniques.
Corporal - Learns how to flush targets from cover.
Sergeant - Acquires an additional large item slot and an additional small item slot.
Tech Sergeant - Acquires sophisticated repair servos.
Gunnery Sergeant - Acquires an additional use out of limited small items.
Master Sergeant - Learns to assess threats and respond offensively.

IA-S
Specialist
- Learns weapon proficiency.
Lance Corporal - Learns how to maximize stealth time.
Corporal - Learns how to take full advantage of height advantages.
Sergeant - Acquires an additional large item slot and an additional small item slot.
Tech Sergeant - Acquires sophisticated repair servos.
Gunnery Sergeant - Acquires longer stealth times.
Master Sergeant - Learns to assess threats and respond offensively.

SIF
Specialist
- Learns how to effeciently shift between rover mode and barrage mode.
Lance Corporal - Acquires a separate layer of armor similar to an impact vest.
Corporal - Acquires and learns how to utilize HEAT elements in its primary cannon.
Sergeant - Acquires and learns how to use a secondary turret barrel that can fire HE, AP, and EMP rounds.
Tech Sergeant - Acquires sophisticated repair servos.
Gunnery Sergeant - Acquires absorption fields to reduce incoming damage.
Master Sergeant - Acquires and learns how to use a tertiary weapon, a minigun of the highest tech level.
 
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