Welcome to Gaia! ::

Tri-Alliance

Barton OOC Recruitment Thread


Banner is an image created by Wu Shuangl specifically for the Tri-Alliance Roleplay of Gaiaonline.com. It is not usable outside the Tri-Alliance unless otherwards authorized by Captain Butch Flowers - Gaiaonline.com or Purefire-Ru - DeviantArt.com
User Image

The Tri-Alliance is a futuristic Sci-Fi Roleplay. We incorporate multiple aspects of an organizational Roleplay. We range from Ship to Ship combat in space theaters, Naval combat at seas, large ground assault, one on one fighting with different classes and factions of the Organization. Different ways of combat are capable in this organization as well as a storyline that progresses through the Tri-Alliance's stages as a Star Nation. We allow special characters to be used with in the criteria. Detailed Imaging for characters are being created by different artist. Please feel free to ask questions.

User Image




Still finishing Adding Information to the Thread.

Homeworlds:
Hyperion, Tri-Alliance High Council
Xirious- Broken Arrow, Marluun- Metalloid, Toufrest- Tainted Saints

Who to talk to about Factions:
Captain Butch Flowers - In General Tri-Alliance, Supreme Admiral of the Tri-Alliance
Alucard von Dracali - Broken Arrows, High Admiral of the Broken Arrows
Svetikova- Tainted Saints, High Admiral of the Tainted Saints


Recruiting: We are Currently Recruiting Invisionary Marines, and Ship Commanders for new fleets.
to Replace those lost to War



Always open to attack, even if the fleet is away on other missions:Supreme Admiral of the Thread has ability to Decline your attack

Current Fleets Status:
Broken Arrows Fleet - Defensor Fortis
Tainted Saints Fleet - Defensor Fortis


AoT, Chapter 5 Participation List:





Other O/M Disallowed to Proceed in this thread:



Navigation

Quote:



~1st post
*Alliance Name
*What We Are
*Definition of the Alliance
*Motto's
*Chant
*Leaders List
*Groups removed/defeated
*Updates-

~2nd post
*Weapons discussion
*Ships Lost in Wars
*Active Capital Ships
*Weapons, and Vehicles
*Bases


~3rd post
*History, and Facts(moved to OOC Thread)
*Quadrants
*Planets
*Stories
*Technology in the Making

~4th post
*Rules & Guidelines
*Using Cruisers
*Blacklist

~5th post
*Broken Arrows members, and characters.
*Tainted Saints Members, and characters.

~6th post
*Defenses Description
*Fleets

~7th post
*Application for joining either Alliance.

~8th post
^Tournament Info^

~9th Post
*How Somethings Work
*The Personnel

~10th Post
*Colors Usable on Gaia

~11th Post
*Marine Ground Forces Structures

~MIS...
*List of Colors Usable on Gaia

Broken Arrows



User Image

Recruitment General
All new applicants must submit an RP Sample not of Possible Tri-Alliance Origin. In your sample it must be coherent and it is suggested you run it through spell check. PM Captain Butch Flowers for applications.

What We Are Exactly?
A Literate with moderate mistake allowing Science Fiction Fantasy based off of a Militaristic organization. Soon to be a webcomic and imaging created by Wu Shang, Sara Biddle, and Joshua Spinell


We Fight on Rules of Swift Engagement


Motto, and Sayings

arrow "Fight the Wars Break the Men, and Bring em to an end"-Purefire, God of the Game of War.

arrow "We fight to Cleanse, We fight to Make pure, We Fight for fire and the Kill"-First saying in the Book of the Arrow

arrow "We line up to fight, we line up to die, and We line up to see your fall"-PureCatalyst, Successor to Purefire.

arrow "Battles are drawn with blood, as wars are drawn with destruction"-Purefire, God of the Game of War

arrow "Theres nothing worse than a Broken Arrow which kills"-Purecatalyst

arrow "We are the Hunter Killers, those who Seek, and Destroy"-Pur3fir3, in the battle of the Clans

Chant

May our Wars be fought Swiftly and Decisively, The Arrow stand straight.
May our Blood be Spilled by worth of those who would spill it, Broken are our enemies.
May We praise those who honor us as we do them.
Let Battle Burn, and Pain Stiffen the souls.
Let the Hym of the Clan Pure be our Verse.
Let the Broken Arrows, be those who are the saviors.
Upon our swords rest the The Valor, and Strength of the Pure Clan.
Upon us Rest the lives of the Defeated, and let us fight for the cause that
Purefire may rejoin us in battle.



Creators of the Broken arrows(Update)
Purefire - No Longer Resides on Gaia.
Captain Butch Flowers - Gaia.

Groups, Clans, and Targeted People removed.

Dark Paladins, Clan
White Redeemers, Group
Red Redeemers, Group
Lord Redemption156, In the War of the throne, after the Departure of Purefire.
SGA(Stargate Armies), Clan
Halo Covenat Coalition
The Evil Armies, Clan and Sub-Branchs
The Second Wave of Hell.
Dark Palladins.(Stargate Tech)
The 7 Thrones, Bridgeborn, Waverborn, Galahandis Thrones.
Crystal Force
Elite Star Photon Federation
Coalition of the Halo Warmasters
SGC.Net coalition
Omega Force, Crystal Force


Conflicts(Updated)
Quote:

The Age of Retribution Chapter IV, Startex, Continex
The Age of Retribution Chapter III, Startex, Continex, Endex
The Age of Retribution Chapter II Startex, Continex, Endex
The Age of Retribution Chapter I Startex, Continex, Endex
The Age of Retribution, and Rebirth Begins
The Aurora Aeternum Quadrant Conflict Settles
The Age of the Tyrant has Begun Startex, Continex, Endex
The Age of the Tyrant Chapter V, The Last Stand
The Age of Unity

Startex - Exercise Starts
Continex - Exercise Persists
Endex - Exercise Ends






Tainted Saints
User Image

Our Initiatives, and goals
We are the Tainted Saints those who ruin our enemies, and throw off the world. We come from other RP sites, and online games. Our main territory Exist on SGW, Starcraft, and battlefield 1945. We are a second installment, the better third, the best third. Currently we are the second highest ranked Branch of the Pure clan.

Members
-Svetikova
-Silver Flag
-S7-X
-Dashaenya


Weapons, and Vehicles: Broken Arrows



Being Reworked and moved to another Forum
http://www.gaiaonline.com/guilds/viewforum.php?f=514899



Drone Weaponry: <See Technologies Section for Information>

Tyrant Class Armour
[Broken Arrow Class] [Tainted Saints Class][Admiral, Commander Version]

See also Marine Ground forces Structures

Other Human Weapons/Technology

The Cyclops: The Cyclops Auto Cannon was originally designed as a vehicle mounted weapon system but Tri have taken the original design and modified it for usage as a cyborg military support weapon, adding extra recoil compensation and cooling modifications. Many detractors say that the Cyclops is neither a heavy enough anti-vehicle weapon nor a SAW with sufficient ROF.

Hydra Saw: The Hydra squad assault weapon is a massive 18 barrelled advanced model that put out an unbelievable volume of fire with one pull of the trigger

Hurricane Assault Shotgun: The Hurricane is an automatic shotgun based on the Jackhammer, it utilizes a dual reciprocating barrel action to minimize heat problems and give a greater max rate of fire. The weapon is equipped with a 40 round drum magazine with hydro-shock recoil compensation built into the stock that enables accurate autofire




All Images are those of the Respected Owner MDumalo

Tri-Alliance Images:
Fighters: [x] ,[x][x]

Cruisers:
Twilight, Creascent, Pillar [x]

Dagger, Chaos & Throne Class Chaos [x]

Assault Class Twilight, Armada Class Chaos, None-Used Dagger [x]

Light Class Twilight, Capital Class Strike, None-Used Chaos [x]

The Purefire

Weapon:
Mark III, Chasity Gun, Tyrant Class Battle Blade, Magnum

Metalloids, Normal Metalloid, Scout Unit, Heavy Unit
User Image

Aspects of the Metalloid: Copyright Copy Matthew T Dumlao, of Modesto, Ca
http://i26.photobucket.com/albums/c126/purefireknight209/Metalloids/Metalloid007.jpg
http://i26.photobucket.com/albums/c126/purefireknight209/Metalloids/Metalloid006.jpg
http://i26.photobucket.com/albums/c126/purefireknight209/Metalloids/Metalloid005.jpg
http://i26.photobucket.com/albums/c126/purefireknight209/Metalloids/Metalloid004.jpg
http://i26.photobucket.com/albums/c126/purefireknight209/Metalloids/Metalloid003.jpg
http://i26.photobucket.com/albums/c126/purefireknight209/Metalloids/Metalloid002.jpg
http://i26.photobucket.com/albums/c126/purefireknight209/Metalloids/Metalloid001.jpg
http://i26.photobucket.com/albums/c126/purefireknight209/Metalloids/Metalloid.jpg







Ground Weapons:

Gauss rifle,Type 2 Assault Version- A gun that carries a two 15 magazine clips, With needles at the end of each bullet. Completely effective against ground dead against Air craft.
Towe 8- Only effective against metal ground units, and explodes.
Stinger 6- Only effective against Air units Follows up to 56 miles.
Magnum- Armor piercing, but only hits on a short distance, can carry explosive rounds.
Flamethrower-Can only be used in a ground fight hits up to 50 feet away. Burns and kills if under for sometime.
Lightning Hunting Knife- This is an electrically charged knife made to match the psi staffs, and claws.
G4- A Plastic remote or timer explosive. It cannot be detonated without a detonator set on it.
Gauss Rifle Mark II- A new Design of Gauss Rifle designed, and tested on the Whirlwind. It has a two dual 25 rounds clips, located under each barrel. Its a dual barrel assault rifle with the same needle tipped bullets. There more fire power behind each shot, but its about 0.078 seconds slower in rate of fire.
Gauss Rilfe Mark III- The need for more Rapid, and smaller Weapon proved its need in Ground Battles with the Bridgeborn Marines. Having heavy Reflective, and Fibrous Armour the Mark II's were generally just pushing at the enemies with needles. As well as an upgrade to the Shotgun attachment, by adding an explosive grenade round launcher or heavier slug. The Needle tipped Bullets did wonders, but the need to pierce heavier Armour would be greater
Shoulder cannons- Are energy based weapons, unable to pierce the reflecting glass of the human helmets but can break through their Body armor after constant hits. Fire fast and consistent allowing to pin down enemies while allies flank the enemy.
Laser Cannon- Not as fast as the shoulder cannon but more accurate and able to pierce armor of any ground unit, and Glass landscapes making escape impossible from a metalloid army.
Speed Cannon- an energy weapon made to fight air units, Fires faster than a shoulder cannon but can over heat. Because its faster it can hit and damage light aircraft, but unable to hit orbitaly dropped marines due to heat and bodyarmor.
Net launcher- Made to stop scouts and human resistance, Has a spread of 12x12 feet.
Razor talons- Every mechanized has claws that can extend from their hands and cut down terrain, and sometimes people.
Shredder Rifle- This a High powered Fast firing rifle that hold a 60 round clip, and can switch from burst, semi-automatic, to automatic
Reaper- An explosive Weapons launcher, it fires two high speed rockets from its dual barrels. Mostly effective when locked on to metallic components.
Air Reaper- This is almost like the Reaper, but made to fire single rockets to fire at enemy fighter.
Service Pistol- A Semi automatic Pistol that holds a 9 round clip, and has great stopping power.
Incinerator-Equivalent to a flamethrower, but uses Bolts of lighting, is only effective at 20 yards
Tri Shotgun- A three barreled shotgun, effective for breaking through Body armor, and Metal enemies. Its a slow rate of Reloading, but most enemies have holes blown through them afterwords.
Tonfa- Standard bludgeoning weapon sleek black metal, and solid.
Spray Grenade- A grenade with small explosive balls inside. When thrown the explosion from the grenade itself is big, with a 4 foot radius. The smaller explosives inside work to intensify the explosion, so the explosion radius can be from 4-12 feet.
History & Facts: General, Story, System

User Image



User Image

Note the Quadrants are not box shaped. The diagram represents an easy rough for people to acknowledge how the areas of Tri-Space covered and within the limits of each quadrant.

Quadrants
Note** There are stars in all the Quadrants that supply sufficient energy and livable conditions for all inhabitable planets.*

Alpha Quadrant: 3 Stars 49 Planets 17 Inhabitable Planets 3 Repair stations
Repair Stations:
Alpha-Beta 2
Alpha-Bravo 2
Alpha-Kilo 4
Beta Quadrant: 4 Stars 73 Planets 24 Inhabitable Planets 2 Asteroid Belt 2
Repair Stations:
Beta-Helio 4
Beta-Delta 7
Bravo Quadrant 2 Stars 29 Planets 9 Inhabitable Planets 1 Repair Station
Repair Stations:
Bravo-Echo 5
Delta Quadrant 1 Star 18 Planets 5 Inhabitable Planets 2 Repair Stations
Repair Stations:
Delta-Alpha 9
Delta-Zeta 1
Echo Quadrant 3 Neutron Stars 1 black Hole 86 Planets 35 Inhabitable Planets 1 Asteroid Belt 5 Repair Stations
Repair Stations:
Echo-Alpha 2
Echo-Bravo 3
Echo-Kilo 12
Echo-Fox 6
Echo-nova 3
Fox Quadrant 2 White Dwarfs 3 Stars 115 Planets 24 Inhabitable Planets 5 Repair Stations
Repair Stations:
Fox-Bravo 1
Fox-Echo 3
Fox-Gamma 8
Fox-Gamma 9
Fox-Lamda 1
Gamma Quadrant 1 Star 2 Black holes 41 Planets 12 Inhabitable Planets 2 Repair Stations
Repair Stations:
Gamma-Helio 5
Gamma-Nova 2
Helio Quadrant 5 Stars 1 Neutron Star 67 Planets 13 Inhabitable Planets 3 Repair stations
Repair Stations:
Helio-Kilo 3
Helio-Lamda 13
Helio-Alpha 5
Kilo Quadrant 3 Stars 4 Neutron Stars 1 Black hole No Planets Left Desi matted in the Halo-Tri War, Halo energy Weapon, 1 Repair Station completed
Repair Stations:
Kilo-Quantum 15
Lamda Quadrant1 Star 20 Planets 4 Inhabitable Planets 2 Asteroid Belts 1 Repair Station
Repair stations:
Lamda-Alpha 1
Nova Quadrant 10 Stars 1 White Dwarf 450 Planets 56 Inhabitable Planets 11 Repair Stations
Repair Stations:
Nova-Alpha 2
Nova-Alpha 4
Nova-Beta 3
Nova-Bravo 4
Nova-Echo 4
Nova-Echo 6
Nova-Fox 2
Nova-Gamma 3
Nova-Kilo 7
Nova-Lamda 5
Nova-Quantum 4
Quantum Quadrant 3 Neutron Stars 4 Beetle juice Class Stars 235 Planets 100 Inhabitable Planets 15 Repair Stations(Maximum Per Quadrant)
Repair Stations:
Quantum-Alpha 3
Quantum-Alpha 6
Quantum-Beta 5
Quantum-Beta7
Quantum-Bravo2
Quantum-Echo 3
Quantum-Echo 2
Quantum-Fox 4
Quantum-Fox 5
Quantum-Gamma 2
Quantum-Helio 2
Quantum-Kilo 5
Quantum-Lamda 7
Quantum-Nova 2
Quantum-Zeta 1
** Ragnar Quadrant 2 stars 27 Planets 7 Inhabitable Planets 1 Neutron Star 1 Repair Station <Quadrant Admiral Nitemare>
Repair Stations:
Ragnar-Zeta 15
Zeta quadrant 1 Star 3 Planets 3 Inhabitable Planets 1 Repair Station
Repair Stations:
Zeta Alpha 4

Aeternum Quadrant
Currently under Control of the Rogue Tainted Saints


*These are just Key Repair Stations not all of them*


Key Planets
*Non-homeworld Planets*


Kadesh'Ka: A Planet luscious with Industrial supplies, and Key to supplying all the outer rim Repair, and Defense stations.
Flourescence: This Planet is more like a Haven. With Planetary Defenses Retracted in the Ground its a luscious Vegetatious Planet.
Trygirion: Originally Developed for a fuel Waste planet, after the discovery of large Uranium, and Trinium deposits it was developed a Mining Planet it supports all ships coming and out of Gamma quadrant, as well as Zeta, and Alpha quadrant.
Hyperion: A another large vegitatious planet, it is sealed off from outside contact except for Councilors who use this planet for the Tri-Alliance Debates.
Trafalgar: Other wards the Shipyard planet. Surrounded, by Massive Cruiser Construction yards this planet is used to produce ships for military use, and other uses.
Hipalapalus: The name was given from a Dead Admiral back in the beginning of the Human-Metalloid War. It still has large craters, but now cities have been built inside the craters, as vegetation spread about
Ianderious: This planet is the furthest most planet on the edge of the Beta Quadrant. This was earlier during the Halo-Tri War converted to an offensive positioning station in that quadrant. Now it is being decommissioned, as its Three moons are being militarized.
Rale: The Planet meant to train, it once used to be a planet decimated with Nuclear testing, but after a few years the Tri-alliance developed ways of harvesting off the Radiation thanks to Supreme Admiral Gallias Roden.
New Earth: Not meant for Tri-Alliance Occupation, but for the POWs from the Halo-Tri War aswell as the SGC-Tri War POWs. They have their own planet, and are slowly expanding. Minimal Tri-Alliance Occupation can be seen on the Planet as the POWs have learned to live there peacefully. they only depend on Tri-Alliance Supplying, and Defense. With that the POWs are Tri-Alliance Citizens in all matter now.








~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
All History Moved to Tri-Alliance History



Side Stories-


Battle Torn: side Stories to the Tri-Alliance
Rules and Guidelines

User Image




Main Rules:
1) The Tri-Alliance is always open to incoming organizations unannounced, unless otherwards stated. this would give the feel of actual discovery of the Tri-Alliance and our Reactions.
2) Try not to interrupt during a Chapter Startex, wait for the announced Endex so you may jump your fleet in, or you will be dragged into our storyline. (This means active posting of your members and recognition of the Tri-Alliance aspect of War.)
3) When in the Tri-Alliance Thread, you will act professional as if you were representing your Star Nation. (If you can not and you have gripes, please visit our OOC thread in the first post)
4) Chat/Text Speak will not be allowed, at any time in any form of communication in this thread.
5) This is a literate RP, if you see mistake do not be "That Guy" that everyone hates and point them out. I give room for error, but in general literacy is a must for participation in this Organization.
6) Guest in the Tri-Alliance thread will not kill storyline characters under any condition, nor put them in a position to be killed.
<More will be added later, and via necessity.>


Info Notes:
1) The Tri-Alliance as you may have noticed, uses large amounts of Technological power: ie Series of Shielding, Resources, and Weapon Support. Beware that our Technological advantage over most Organizations comes from years of creation and adaption to enemies while aquiring technical upgrades through War.
2) Solid Munition is Highly Favored Amongst the Tri-Alliance for the simple reason that impact and Aftermath from Solid Weapons is a lot more destructive than laser or focused energy and heat sources.
3) Multiple Layers of shielding protect our ships, Energy Shielding, Saturation Shielding, Neural Stabilization Fields, Graviton Focusing Fields, Neutron/Sub-Atomic Radiation Shielding. As I said Multiple Layers to protect the ships, means it will be a tough fight for those invading the Tri-Alliance.
4) We do not announce all of our tech through open forum, we allow those attacking and making contact with the Tri-Alliance to learn about our tech, with in reason of unknown Tri-Alliance military to new Star Nations.
5) Galactic/War outside our system will not be brought to our doorstep, if this does happen we do not harbor anyone who discharges weapons in and closely around the Tri-System.
<More to be Added>






arrow Please follow all Rules described in the Announcements ,and the ToS.
arrow Please no-Godmodding, or you will be blacklisted. (Considered, defensive and indestructible are two different ideas)
arrow Rules of engagement occur when a cruiser fights or a Ground assault occurs
arrow When you die, you only die for the battle, or if a Cruiser has deployed more fighters that are non-rp you may re-enter there. You must send in a different character if you plan to re-enter. You may re-enter once every two days. If you die on the ground, not in a fighter, or shot from a cruiser. Coremen will heal you, but you'll need lots of rest. For Metalloids you simply change bodies if your AI isn't destroyed.
arrow You must obey your Cruiser or Commanding officer, Rebellion and Rebels will happen/occur later in the Rp.
arrow Terrain is destructible under any reason.
arrow You must post an intro before reacting with other members of this thread.
arrow Because bullets are highly undodgeable, unless at a distance (very vast), you are more likely to hit. Anything point blank is a hit.
arrow "No Auto hitting" is a Crap idea with Weaponry like this. Auto Hitting is Limited.
arrow One shot wonder weapons will not be replied to
arrow Please be prepared to fight a different form of tech, and situations.
arrow All Enemies surrendering or ending War while in this thread will have all ships and technology be spoils of war. So be prepared to fight your way to safety.
arrow Priority is thread over outside influences, attacks and encounters will be "nixxed" to account for Organization Priorities; ie Time is taken off, More Important Issues at hand.


Using Cruisers

Quote:
arrow You do not have to have a cruiser or a space fleet to fight this thread.
arrow You may bring your own form of vehicles if they are not omnipotent. also a Description, and weaponry must be announced.
idea Name of Vehicle:
Weaponry:
Terrain Capable:
Description:
Crew:
Type:
Armor:


evil BLACK LIST evil

User Image


Characters: Broken Arrows


Roleplayers:


Captain Butch Flowers
Svetikova
Master_arms
Silver Flag
S7-X
Alucard von Dracali
V.H. Griffin Chan

Character Profiles have been moved to archive, please inquire with Captain Butch Flowers about character history and facts.


User Image


Defenses Description:


Please PM for Further Details, The Defense Description has been moved to

http://www.gaiaonline.com/guilds/viewtopic.php?t=14520157

Application for joining Net. Alliance.

User Image



To join the Gaia Alliance, for this group you need to fill out the application below. This applies only for the joining in this military organization for fighting, in away threads, and defending this thread.


Application: Organized Gaia military Alliance

Please send all applications in PMs with the name Tri-Alliance Thread

User Name:

Rp Name:

Rank:

Expertise:

Weapon normally carried:

Cruiser if spots available/Spacecraft name, and Type(ex assault, Support, transport):

*If Human is chosen Tainted saints or Broken Arrows*
Race(Human, Metalloid):

Bio:

History:

Appearance:(general appearance, example face portraits.)

RP Sample, and or Link to an active or old RP:

(General, and Admiral Rankings, will be evaluated if your good enough)



The Gaian L.A.S.S(Land, Air, Sea, Space) Tournament.



~This is an Invitational Tournament.
~Occurs once a year
~Rules, and Fleet restriction will be announced.



~
~
~
~
~
~
~
~
~
~
~
~


Rules:
Quote:
-You will be allowed five partners to your efforts.
-the Partners may only come from your Guild/Clan/Organization
-You may not temporary enlist to promote your effort in the Tournament
-Battlefield Analysis will be judged by me, just as a way to summarize the battlefield.



Fleets Rules: Basic Rules Up
Quote:

>Your fleets will be judged on Size, Weapon Capability, Weapon fire rate, Armor, Fighter Hangar Size, Speed, and a few others.
>Your fleet will be matched Fleet to fleet
>Your will be allowed ships at the same number that matches your enemy ships.
>The Number of your ships will vary.
>Orbital Bases, Can be used when you are on defense.
*EX* A Throne Class Chaos Cruiser is Equivalent to 1 1/2 Twilight Cruiser. So for every 3 Twilight Cruisers Produced, in the fight you will be allowed 2 Throne Class chaos Cruiser.

(Please suggest any other rules)


Ground Forces Rules: Basic Rules Up
Quote:

>Weapons will be recognized, as ground competitive. Unless stated to fight against Air support.
>Will be allowed 12 different types of Weapons, for ground infantry.
>Ground Vehicles will be limited at size, and strength.
>Defensive ground bases, and outpost will be your main defenses.
>Attacks will begin for ground after a space fight, or an invasion attacks your base.
*EX* Your waiting to see who gets preemptive strike to attack first. You engage in a space fight, and during the fight transports are released, and Ground Invasion Forces of the person who won the preemptive launches. That sparks a ground battle.

(Please suggest any other rules)


Sea Rules: Basic Rules Up
Quote:


(Please suggest any other rules)


Planetary Air Rules/Intergalactic Fighter Rules
Quote:
>Your Fighter Limit will be reduced due to fighters ability to over complement Cruisers, Battleships, and Capital Ships.
>You will gain a number of your fighters or space deployed units by their strength, and power.
>Your Fleet will be considered Defensive or Offensive


(Please suggest anyother rules)




Banners

User Image

[img]http://i26.photobucket.com/albums/c126/purefireknight209/Templar.jpg[/img]


User Image

[img]http://i26.photobucket.com/albums/c126/purefireknight209/amr.jpg[/img]
How somethings Work

User Image
<Undergoing work>

Directory
Quote:


~Docking: Repair Stations
*Docking

~Hyperlite Drive: Jumping
*Non-battle Related Jumps
*Battle Related Jumps

~Orbital Drops
*Broken Arrow: Orbital Jumping
*Tainted Saints: Orbital Dropping

~Another Explanation to Orbital Jumping
*Phase 1
*Phase2
*Phase 3
*Image

~Highly Questioned Weapon: Chasity Gun
*Explanation
*Specifications

~Chasity Gun: Ammunition
*Normal Round
*Tainted Round

~Tri-Alliance Currency: Tetra

~Tri-Alliance Armour

~Blazer Tanks

~Tri-Alliance Flagship: Purefire

~Tri-system



Docking: Repair Stations
Docking at Repair stations across Tri-alliance space is common and necessary for all ships in order to resupply and get hall breaches, and other damages checked. As well as Provisional, and Fuel Response.

Docking:
There fifteen Arms at Each Repair station around its Center for Ships to Latch Onto. Most Present Day Tri-Alliance Vessels Have Under Bellt Latch openings. Sometimes Ricochet Transports are lead out instead of having a Ship Latch, this could be for multiple reasons, or none at all.


Hyperlite Drive: Jumping
Jumping is another Term used for the Hyperlite Drive command of Bringing two Points together, and moving to the brought point.

Non-Battle Related Jmps:
All non-Battle related Humps take about 30 seconds to perform. This si because there is no chance of ship loss so the Fussion Reactors Can be given time to fully power up. A single Sub-fussion Reactor can perform a few jumps before depleted completely.

Battle Related Jumps:
Faster Jumps performed in a time-span of 10 seconds. The Ship constantly jump every Ten seconds as well as opening fire from the main guns in those Ten seconds. The fussion Reactors are Ideal for this kind of power needed to perform these types of jumps. enough Power is supplied by the fussion Reactors to do this, but not forever.


Orbital Jumping
Orbital Jumping is done in two different ways from the Broken Arrows to the Tainted Saints

Broken Arrow Orbital Jumping:
Orbital Jumpers of the Broken Arrows are trained to take heat temperatures that are relatively high, and are fast combat acting troops. They literally jump out of Ricochet Transports back ends. They have Fully Heat resistant Armour, and Physical Heat Shields they drop off with. The Shields provide the right protection for obrital drop measures. If the Orbital Dropping Troop loses his shield his/she is very likely to Burnout in the Atmosphere.

When the Orbital Jumpers break the Atmosphere of the planet they are able to reveal rifles or other weapons they may have to shoot down incoming or already present enemy units;ex fighters moving below or around, other Orbital Dropping units. When closer to the ground they can open fire on ground units around an area to help secure it.

When the troops make 1000 Meters Back attached Chutes open up, and stay attached fro 500 meters. When reaching 500 meter above the ground Back attached High Powered stable Thrusters kick in, and permanetly slow down the Troop, or speed him down.

Tainted Saints Orbital Dropping:
Human sized armored pods are deployed from either satellite grids, or transports to help with ground invasions or ground reinforcements. Fully Tainted Saints Jumpers are in full capacity to jump in all situation. Their Pods hold alle the weapons they need.

First phase dropping starts when Atmospheric Windmill chutes slow the pod down as it descends. smaller Thrusters Kick in to make ground hit anyfrom painful


Another Explanation to Orbital Jumping
~Orbital Dropping consist of a few Phases for the Broken Arrows.
1) Mounting up, all Broken Arrows Orbital Droppers, have been trained for working in higher heat temperatures, for short periods of time. Mainly to help with the breaking of the Atmosphere of an inhabitable Planet. Orbital Drops are key to invasionary forces, as well, as defensive measures.

-Orbital Drop suit are White reflective Carbon fiber Exteriors, for Space areas. They can with stand heats up to 3000 degrees Celsius, this is done, by limited small Personnel Shields, exhibited around the suit itself. The Helmets have a blast visor, and a view visor. when in blast visor form, a small monitor is able to show somewhat of whats outside. Large physical Held Shields are used when Dropping from space. These intern help the user from burning out in the atmosphere. Small Leg Thrusters are added, to a Droppers Calves, and Side thighs.

-Release, when you are dropped for orbital Dropping you are released via Ricochet Transport. They drop you 100 meters from the Atmosphere itself. In reality your literally a Space Jumper. You jump from space with your Personnel saturation Shield turned on to max, and your Physical White shone shield. The physical Shield is about 7ft long, and 3ft wide, for taller uses, extensions are added.

2) Breaking through the Atmosphere is simple, don't lose your physical shield. Because you fall with the shield into the planet it is attached from a bar able to twist 360 degrees. Thus allowing you to turn on the shield without moving the shield from your point down. Because of enemy fighter, and other obstacles, the Mark II Gauss rifles were made to withstand the same temperatures.

-The Orbital Drop Troop, can turn around on the shield when in the Atmosphere Heat break through Phase, to open fire on enemy Drop Pods, Transports, and fighter, ect.. with the Gauss rifle, or other weapons. If a fracture in the shield occurs at the front of the Shield when still dropping through the atmosphere, the shield can crack, and split, either driving into the Jumper killing him, or having burnout, as the saturation Shield Over Capacities. In All statics for Jumpers making it through is a 9/10 chance. So your more likely to make through than burnout.

3) Drop Phase

-As you drop the pressure becomes intense, but with the Physical Shield in front of you, it should of turned black from the heat as well as the flaking of the Carbon fiber White Amour revealing the Heavy black Drop suit Armour. The Physical Shield can withstand the high pressures of the drop to the planet, but normally a normal Drop Trooper would lose consciousness. As so as the Trooper makes 50,000ft the shield must be discarded. Now the black Armored Dropper is able to see clearly with the enhanced visor vision, that closes up on the estimated drop area. The Weaponry is normally tied down to the back with more than just D-rings, but High class Magnetic Holder.

-Once the Dropper has made 25.000ft he or she may beging to open fire on the ground below. This is not preferable at this point mainly because of the still coming necessities. but, if fighter are engaged, then it would be likely the Dropper would be firing from this height.

-Once at 1000ft the Thruster kick in to slow the Dropper down quickly. Using more than 5000lb of pressure applied the Thrusters, can either speed the Dropper to his death at an accelerating rate if used incorrectly, or Safely allow him to make his way to the bottom, at less that 5 miles per hour.


~this basically the Whole Idea~

User Image


Highly Questioned Weapon: Chasity Gun
Chasity Gun-

A Fast high powered explosive round firing AA, and AT Gun. It fires a round every 1 second. Its meant to fight both ground and Air vehicles. This is a Tainted Saints specialty Weapon. It has been fabricated into a Turret, Mobile, and Vehicle Form.

Using high Firing Velocity almost equivalent to a Rail-Gun, but not needing as much energy, and Cooling. A weapon meant to compete in all conditions it stands as challenge to be reckoned with when fighting, or being fought. The Chasity gun uses small driver to launch the round as rapidly as it does. The Mass Driver locks in with the Two 10 round clip attachments.

With a Vertical dual barrel firing capacity. Ammunition Clips are placed on the side of the weapons sticking out on the right side. When Ammunition had gone to Zero, the empty Ammo clips Fallout at a non-killing speed. Because of weapon design the average person feels next to no Recoil. Ammunition Cases are expelled upon firing, away from the user by falling out the same direction as the Ammunition Clip. This happens as the Mass Driver trigger firing.

When the weapon is in Use, Attachments like auto-targeting, when the weapon is on a Weapons stand for sentry use. When firing the Barrels rotat fire, so the top fire first then the bottom, then top again. This helps prevent Jamming. The Barrels are re attachable, and have a High Heat resistance, as well as the Chasity Gun itself. No heat can be felt by the user him/herself.

Specifications
-Length Mobile, 4.4ft
-Width Mobile, 9in
-Height Mobile, 2.11ft
-Weight With Full Clips 16.6lb

-Firing Rate
1 Bullet per .027 seconds

-Distance
3.4miles of Bullet Flight on Modern Earth Conditions Gravity

Reload Time Average
-1.3 seconds


Chasity Gun: Ammunition
The ammunition comes in two forms Expensive, and Mass produced.

Mass Produced: Chasity Bullet

Is a a common 4in in length, 2 in Diameter Metallic round. A cone at the top has a fussing tip, that allots the weapons main function.. Exploding, when hitting surfaces, after penetration. The Explosion is a relatively small, and stable explosion, that can literally punch holes, and destroy Armour, including Star vessel class amour, because of the high velocity capable of the round. In actuality, these round are fairly large for a mobile, which is why the weapon uses a Dual-Two clip system, that offers 20; instead of 10 rounds.

Expensive: Tainted Round

Rarely Seen, unless being used, by Shock Troops, or Orbital containment Troops. The Rounds are hard to come by even if the Tri-Alliance Produces them, being that there is only a handful of places to acquire the rounds material. Using a Micro Singularity to enhance the compactness, and capability of the round is hard to come by, in terms of creating the round. Being that, the Tri-Alliance itself runs low on supplies of these rounds. The Tainted Round.

The idea that the Tainted round works upon, is a small fussion exposure in the round. They just as large as a normal chasity Round, but pack... more oomph. The fussion inside the round allows a large explosion focused in the direction that the round is fired. Almost like a shotgun slug effect, but on impact of the round. Because of the inner fussion the velocity when fired off balances, the round, so the fussion high tails to reactions. This intern release Gamma particles, when the capsule is destroyed, per say after firing it hits something. An explosion in the direction of the Velocity stables itself, and fires off, into a superheated 5meter long beam of Fussion material. Being that it can literally blow holes in shields, as it counter balances, the shield itself, and causes a loss in full focus. These rounds have proven great in forward Rail-Guns use, but because of expenses, are only seen on the newly created Purecatalyst Class flagship, in terms of use in the Rail-Guns munitions..


Tetra: Tri-Alliance Currency

In the Tri-Alliance we have adopted a form or currency in which in modern times its worth extensively a little more than two times the modern euro as of 2006. Currency is almost like American dollars in its look. But its dimensions are 2in x 3.5in. It has a Silver look with the amount a Tetra is worth ex 5, 15, 25, 75, 500, 1000. it uses Polyester, and cotton fibers.

Tri-Alliance Ship Armour

Using a light weight Metal Trinium That is 100x stronger than Steel, and of lighter weight. This metal was ideal for use in vessels being of the size, the metal can be used in successive layers. It is extremely high heat resistant, and can withstand the temperatures, as which plasma occurs, but for limited amounts of time like all material.

Being as tough as the material is a Lead shell 2 meters is introduced inside the 20 meter thick exterior halls. This prevents any form of radiation to enter the ship, as it also neutron inhibitors are placed in all vessels to counter act the use of neutron weaponry, as seen by the Asgard Neutron Bomb. Electronic Shielding is also used to keep systems from failing when EMC, or EMPs are used. Which it what ECMs are for to counter act them.

If an opposition can break through the Shielding, then the Hall is likely a harder match, unless drone controlled weapon attack areas of the ship to disable it.

Layers of Trinium, are layered over multiple layers of high class ceramics. Lead is double layered over, and element equivalent to depleted uranium. A second Trinum layer is placed under. The last layer under the layers of Trinium, and lead is a Kevlar equivalent material to stop spawling.


Blazer Tanks

Blazer Tanks use the same Trinium, and Uranium equivalent elements, with the same set-up for stopping spawling. Blazer Tanks use a multiple function system. The back-end of the tank uses blastdoors to store extra ammunition, as well the initial 20 round. Air-cooling systems, and automatic extinguisher protect from high heat, and fires. with a stabilized platform the tank is able to move it's turret without instability it's center of gravity, as well as shoot with it's 175 millimeter Cannon.



Tri-system
The Tri-Alliance System(Actually in it's own Galactic
Measure spanning just under an estimated value
of 850,000 Light Years) Slowly our Galactic Span is drifting
to collapse into itself, but not for another few Existence
Eras far in time's distance. The Tri-Alliance reside about
4 million light years of un-estimated drift Value, from
The Pegasus Galaxy, and 12 Million Light years from the
Andromeda Galaxy.



The Types of Personnel


High Councilor
Councilor


Command Ranks: Space Deployable/Fleet
Supreme Admiral SuprmAdmrl
High Admiral: Faction Leader FctLead
High Admiral HiAdmrl
Commander Cmdr
Major Maj
Command Captain ComCap

Command Ranks: Planet side Deployable/Expeditionary Ground Forces
Supreme Commander/General SuprmCom-Gen
General Gen
Field General FldGen
Commander Cmdr
Command Captain ComCap

Officer Tier: Tri-Alliance Wide
Colonel
Lieutenant Colonel
Major
Captain
Lieutenant
Lieutenant Basic

Enlisted Tier: Tri-Alliance Wide
Chief
Chief Master Sergeant
Senior Master Sergeant
Master Sergeant
Gauss Sergeant (BA)/Chasity Sergeant (TA)
Senior Staff Sergeant
Staff Sergeant
Sergeant First Class
Squad Corporal
Corporal
Senior Private
Private First Class
Private
Basic

Levels of Marines: Highest Capable
Defiler Class Marine
Honorary Tyrant Marine
Tyrant Marine
Nova Class/Templar Class/Reaper Class Invisionary
Chosen Elite
Invisionary Marine
Ranger Marine
Orbital Drop Marine
Assault Marine


~Admiral/Captain/Commander-Ship Command (Not in ranking order)
~ExO Executive Officer, second in command
~Status Report Officer
~Damage Report Officer
~Energy Report Officer
~Energy Support Officer
~Weapons Control Officer
~Navigation Officer
~Hyperlite Status Officer
~ECO electronic countermeasures officer
~Flight Command
~Commanding Air Officer
~Brigadier General/Genal of all classes
~Orbital Jump Commander
~Fire Control Team
~Weapons Analysis Officer
~Systems Analysis Officer
~Helmsman
~Transmission Officer
~Deck Level Security
~Master Guns, amoury chief
~Hangar Chief Officer
~PO, Petty Officers
~Marines, Jumpers, and Military Units of all Classes.
~Senior Watch Officer/ Watch Officer
~Gun Captains
~Turret PO, Turret Control Petty Officer
~All Conditions Engineer
~Combat Engineer
~Food Distribution Chief
~Food Distributor
~Sentry Guard
~Sentinel Guard
~Scientist
~Chief Scientist/Head Scientist
~FCO, Flight Countermeasures Officer
<More to be added>
List of Colors Usable on Gaia
User Image


Aliceblue
Antiquewhite
Aqua
Aquamarine
Azure
Beige
Bisque
Black
Blanchedalmond
Blue
Blueviolet
Brown
Burlywood
Cadetblue
Chartreuse
Chocolate
Coral
Cornflowerblue
Cornsilk
Crimson
Cyan
Darkblue
Darkcyan
Darkgoldenrod
Darkgray
Darkgreen
Darkkhaki
Darkmagenta
Darkolivegreen
Darkorange
Darkorchid
Darkred
Darksalmon
Darkseagreen
Darkslateblue
Darkslategray
Darkturquoise
Darkviolet
Deeppink
Deepskyblue
Dimgray
Dodgerblue
Firebrick
Floralwhite
Forestgreen
Fuchsia
Gainsboro
Ghostwhite
Gold
Goldenrod
Gray
Green
Greenyellow
Honeydew
Hotpink
Indianred
Indigo
Ivory
Khaki
Lavender
Lavenderblush
Lawngreen
Lemonchiffon
Lightblue
Lightgoldenrodyellow
Lightgreen
Lightgrey
Lightpink
Lightsalmon
Lightseagreen
Lightskyblue
Lightslategray
Lightsteelblue
Lightyellow
Lime
Limegreen
Linen
Magenta
Maroon
Mediumaquamarine
Mediumblue
Mediumorchid
Mediumpurple
Mediumseagreen
Mediumslateblue
Mediumspringgreen
Mediumturquoise
Mediumvioletred
Midnightblue
Mintcream
Mistyrose
Moccasin
Navajowhite
Navy
Oldlace
Olive
Olivedrab
Orange
Orangered
Orchid
Palegoldenrod
Palegreen
Paleturquoise
Palevioletred
Papayawhip
Peachpuff
Peru
Pink
Plum
Powderblue
Purple
Red
Rosybrown
Royalblue
Saddlebrown
Salmon
Sandybrown
Seagreen
Seashell
Sienna
Silver
Skyblue
Slateblue
Slategray
Snow
Springgreen
Steelblue
Tan
Teal
Thistle
Tomato
Turquoise
Violet
Wheat
White
Whitesmoke
Yellow
YellowGreen
Ground Forces Structures


Ground Force Numbers

Legion - 200,000
Division - 10,000
Battalion - 500 - 1,000
Company - 150-200
Platoon - 15-60

**Not every Cruiser Class Warship maintains the maximum amount of ground forces. Ships assigned to planetary invasion will carry the maximum amount, but lose some fighter support and weapons storage.

Twilight Cruiser - 3 Legions (Able to sustain this many with the permissible space available on the ship, this is the highest amount of military personnel that will be committed to a ship)
Strike Cruiser - 1.5 Legions (Majority space on the ship is used as interior reinforced structures, and
Chaos Cruiser - 3.5 Legions (Highest amount of military presence, covering larger areas and the ship having a majority more space with many more decks, and levels)
Dagger Cruiser - 1.5 Legions (Highest military presence on a ship, not much space due to the near shape of the shape of the ships reinforced interior)





Marine Classes


<Weapons: Means Able to Use>
<Equipment: Means Standard Equipped>

~Defiler Class Marine 100 Exact [x]


~Tyrant Class Battle Armour Marines [Broken Arrow Class] [Tainted Saints Class]
200 Trained and Equipped out of all the Tri-Alliance
Only Present on Hyperion, and on the Purefire
Personal Saturation Shields
Material Trinium Blade, 50 round Magnum attachment
Material Trinium Physical hand held Shield
Personal Saturation Shielding, Power of 24.56e8 Joules of Energy
Fireproof back drop down cape
Thigh Jets for enhanced movement, and jump heights
Powered ECM

~Scout Marines
600,000,000+ Trained and Equipped

Weapons:
Ronin Light Assault rifle
Shredder Rifle
Moritia Battle Rifle
Federated Arms
HK all forms
Gauss Rifle
Gauss Mark II
Stinger 6
Towe 8
Lighting Hunting Knife/Blade
Magnum
Flame Thrower
Incinerator


Equipment:
High Powered Gauss Barrel attachments
Silenced Barrel Attachments
G4 remote/timed
Grey Scale vision Motion receiver
Light Weight Armour Shard Armour
Neural stabilizers
Enhanced Vision Augmentation
Sound Nullification

~Invisionary Class Marines

Tainted Saints Invisionaries
[Templar Class Invisonary Marine]
[Reaper Class Invisionary Marine]

100,000+

Weapons:
Hydra Saw
Canister Rifle
Gauss Mark III
Mobile Chasity Gun
Magnum
Krak Grenades
G4 Explosives
Lightning Blade
Recoiless Mobile Warhead
Flame Throwers
Tri-Shotgun
Incinerator
Spray Grenade
Hurricane shotgun
Cyclops

Equipment:
High Density Trinium Armour Kevlar Enforced
Temperature Stabilizer
Motion Detectors
Pin Point Radar systems
Augmented Vision
Viral Rewiring
Augmented Muscle Capacity
Augmented Neural Capability
Laser Guidance system
Grey Scale Vision
Thermal Aknowledger
Computer Splicing Kit
High Powered Scopes
High Powered Gauss Barrel Attachments


~Ranger Class Marines/Tainted Saints Shock Troops
15,000,000+ Trained and Equipped

Weapons:
Moritia Battle Rifle
HK All Classes
Gauss All Classes
Shredder Rifle
Frag Grenade
G4
Spray Grenade
Lightning Hunting Knife/Blade
Tonfa
Tri-Shotgun
Reaper
Air Reaper
Towe 8
Stinger 6
Magnum

Equipment:
Stabilizer
Amour shard Armour
Trinum Plating for; Shins, Knees, Elbows, Wrist, Neck, Thighs, Groin, Back, Shoulders, Stomach
Motion Tracker


~Security Marines [Heat Suit]
Undefined Trained and Equipped

~Orbital Drop Marines
100,000,000+ Trained and Equipped

Weapons:
All forms of rifles
Tri-Shotgun
G4
Lightning Hunting Knife
Magnum
Incinerator
Flame Thrower
Reaper
Towe 8

Equipment:
Upon Marines choices

~Marines
50,000,000,000+ Trained and Equipped

Weapons:
Undefined, able to use all forms for Weapons to an extent

<to be finished>
(The Mobile Suit special Force's accept the invatation.)http://www.gaiaonline.com/forum/viewtopic.php?t=10353668&page=9
((Me too. Though you didn't mention what guild in the PM.))

Quick Reply

Submit
Manage Your Items
Other Stuff
Get Items
Get Gaia Cash
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff