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Introduction

Hello and welcome to the recreated Battle Tech RP. Due to unforseen problems, the original owner of this RP is unable to be on Gaia often enough to run an RP and we have decided that the best solution would simply be to have the RP remade. So that's what I've done.

Here is a link to the original RP: Battle Tech There is really no reason to read it, it's just there.

BattleTech Wiki

OOC thread


Oh, I'm making another RP, it will be called Armoured Core: Accension. I will be putting out a link for that when I reduce the intro a bit and come up with everything else I need for it sweatdrop

A completely unrelated RP, but looks cool: Blood Dawn

Gundam Enders


Table of Contents
1. Introduction
2. Rules and blacklist
3. Profile Skeleton and Caste descriptions
4. Map
5. Ships
6. Mechs
7. Banners
8. Announcements
9. NPCs
10. Main RP groups and organizations
10 to 14. Reserved
(What I'm going to need that many reserved posts for? I don't know, but I have a feeling I'll need them)
15. RP Status
Rules

Ok you backwater freebirths listen up, here are the rules you break 'em and i will fry both you and your character so pay attention as I will say them only once and not repeat myself.

1. Read the rules...Makes things so much easier for everyone. It's really not that bad. And if there is a problem, PM me and I'll try to work it out with you.
2. NO GODMODING everyone hates it.
2.25. While I would preffer no auto-hitting either, jsut put a little OOC nub at the end of the post saying that it's okay to auto-hit in that little instance, and there won't be any issues with it from me.
2.5. Auto-hitting rules differ for NPCs as no-one really cares about them, put a little OOC comment stating to no auto-hits for whichever NPC.
3. No spam, zero tolerance for this.
4. PG-13...Why did I have to put that here?
5. Please try to avoid one liners. I understand writer's block, believe me, I'm cursed by it. But just try to avoid them. So, more then one sentace per post, not that bad right?
6. YouSmustEuseYaLspecialAsubject-whenRPMingEmeTyourUcharacterRotherwiseNISwill not let you participate.
7. Highlight below rule seven
Congrats you read the rules. One more down, below rule eight
8. No quoting unless the post you are quoting is more then two pages back.
Even more congrats you actually looked for this. Alright alright I will give you the subject you need to join. Read the spaces of rule six (Hint: Hightling helps)
Clan/Cast rules:
for the clan casts this is most important, you can only do the job given to you. What that means you freebirth scum is that if you are a tech you do a techs job you do not get the honour of piloting a mech nor do you get to work in science labs etc. you stick to engineering and do nothing else, but i guess that should not be so hard for washouts. Casts have in-a-sense a ranking ei. Mechpilots are the top of the chain and just below that you have techs etc. Importance of a cast depends on its relevance to combat and clan advancement.
Also clan trueborn warriors do not use contractions or slang ever. but Trueborns of other casts do use such language. Clanners of all births, casts, and clans do not swear, instead they use epitephs. (ie. Freebirth, scum, etc.)

Note: rules subject to change in very near future

Blacklist


Mad cat 2k3
Profile Skeleton

Now time to construct your characters use this outline i will not accept anything else. also pm them to me, I shouldn't have to have repeated that.

[b]Username:[/b]
[b]Character Name:[/b] (The last names of majore figures in battletech are not allowed for Player characters)
[b]Origin:[/b] Clan/Innersphere (Must choose)
[b]Loyalty:[/b] (Check "Main RP Groups" post for Loyalty options)
[b]Gender:[/b] M/F (if any)
[b]Age:[/b]
[b]State of Existance:[/b] Human (100-91% organic) Cyborg (90-11% organic) Andriod (10-0% organic)
[b]Artificial components if cyborg:[/b]
[b]Profession/Cast:[/b] (What you do, there are special rules for Casts)
[b]Weapons:[/b] (weapon your character has on them as a defualt choice)
[b]Other weapons:[/b] (other weapons your character owns but does not carry with on a regular basis)
[b]Vehicle:[/b] (Mech or other machinary that you use if any, be specific)
[b]Personality:[/b]
[b]History:[/b] ( No longer optional)
[b]Desription:[/b] (pictures accepted)
[b]Other:[/b] (anything not already covered if you have a picture then put other before the description)
[b]Credits:[/b] (Leave this blank or you will regret it)


The accepted characters list has been moved to the OOC thread.

Castes

This information is really only needed for people RPing in the clans



Warrior Caste
The warrior caste is the most powerful of the castes, however the pros of this power is countered by the harsh environment the warriors have compared to the other castes, one reason for the other castes not rebelling is because they see how tough the warriors life is. The vast majority of warriors proudly trace their lineage directly to the 800 Bloodnamed. Each looks like the product of the genetic breeding program. Clan MechWarriors are robust, with lightning-quick reflexes and quicker intelligence. Fighter pilots are thin, their heads disproportionately large and with far-seeing eyes. Elementals, the Clan infantry, are huge, unusually strong soldiers possessed of grace and speed far exceeding what is expected of people of such intimidating size.

The warrior caste's eugenics program is a completely alien means of reproduction. It seems cold and analytical, making no allowance for the passion and love typical humans consider necessary to a full life. Warriors, however, gain great comfort and strength from their sense of belonging to the sibko, and from their unbroken lineage to Kerensky's 800. Each warrior's lineage is recorded in his codex, a copy of which is electronically stored in a band worn on his right forearm. A warrior's career, from his first sibko test to his dying oath, is recorded by the codex and analyzed by his Clan. If a warrior's deeds are judged worthy, his genetic material helps create the next generation. Failure means the termination of his or her line. It is little wonder that the drive to excel overshadows all other considerations.

Seldom do freebirths, those not born from the eugenics program, win a chance to join the warrior caste. Those who do are usually consigned to garrison and paramilitary police units, with little hope of advancing to a level where their genes would be incorporated into the warrior pool. This attitude does change from clan to clan, some being very oppressive and exclusive and some embracing freeborns more. The few freeborns that excel enough to be included into the eugenics program are necessary for introducing new material into the gene-pool.

The attrition rate for warrior training is extremely high throughout the entire training program, with slightly under a tenth graduating as a warrior. All drop-outs however are delegated to lesser castes. If they are clever enough they will become scientists, otherwise each sub-caste will have a lesser caste they are usually placed into. For instance, mechwarriors, pilots, and cavalry are often assigned to the Technician caste, because of their familiarity with the equipment; infantry are more often assigned to the Laborer caste.

The active life of a warrior is rather short so they have to gain all possible ranks in a short time. Even the first official trial just after the training may shot somebody to higher positions in the clan military. According to clan customs, a warrior older than 35 years is considered to be vaining.


Scientist Caste
The scientist caste has two responsibilities: continued technological development and genetic control of the population. The warriors' eugenics program naturally occupies a place of prime importance in their work. Assignment to the scientist caste is considered a high honor for civilians because it literally holds the future of the Clans in its hands. This caste is also responsible for educating and testing all freebirths.

The scientists caste is under control of the warrior caste, but it is usually allowed to operate without much interference or meddling, giving members of the scientist caste a freedom not seen in any other caste, including the warrior caste.


Merchant Caste
The merchant caste is powerful because it controls all commerce within the Clans. The merchants' economic power is held in check by the warrior caste's monopoly over JumpShip travel.

Though merchants own their own vessels, explicit laws require that all vessels carry warriors for protection and long journeys are allowed only with a naval escort. This arrangement effectively prevents merchants from gaining too much power.

The merchants still feel free, however, to indirectly criticize the warrior caste for the way the merchant caste's affairs are handled. Indeed, many suggest that the impetus for the invasion of the Inner Sphere originated in the merchant caste, which was eager to pursue new monetary endeavors. The merchants are the most rebellious of the lower castes, though some have suffered severe punishment for their protests. The Clan Widowmaker merchants, for example, precipitated an internal dispute with the warrior caste that ultimately led to the whole Clan's annihilation.


Technician Caste
The technician caste is less defined than the others. In general, a member of the technician caste is responsible for the upkeep, repair, and operation of complicated equipment, including everything from a cyclotron to an agribot to a BattleMech. In fact, a technician's status in Clan society is directly related to the caste he is supporting. Thus, technicians assigned as support for a BattleMech Star are much higher in status than technicians assigned to maintain agribots, even though the two groups possess the same skills.


Laborer Caste
The laborer caste is both the largest and lowest-level caste in the official Clan hierarchy. This caste farms the fields, operates the factories, and provides all basic services. In short, it is composed of the common citizens, except for bondsmen.


Dark/Bandit Caste
This caste is not recognized by Clan society, yet it exists. Referred to as either the dark caste or bandit caste, it supports the failures of Clan society, the unwanted, and the rejects. The dark caste has no voice in Clan affairs because their group is not sanctioned.

Clan literature is filled with stories of malcontents who fled to the bandit caste and came to unsavory ends. Bandit caste atrocities are the stuff of legends, but it is difficult to believe that the caste is strong enough to be more than a minor nuisance to the Clans.

Warriors who fail to test up or who grow too old to be of service sometimes slip away to this caste, as do scientists whose discoveries are deemed counterproductive to the Clans.

It is unknown whether the Clans allow the Bandit Caste to exist or not, but the caste serves two purposes. First, it is incentive to children to excel in their caste's profession to avoid needing to join the Bandit Caste if they are not deemed useful to the clan. Lastly, it provides an enemy, although a somewhat weak enemy, for the Warrior Caste to sharpen its skills against when a Bandit Caste settlement becomes strong enough to become enough of a nuisance.
Map


User Image

Click map for detailed view


Okay, since there's been some confusion about this:
The battle of Tukayyid will occur at the middle of the RP. That makes the year 3052, making the borders of the large scale map, not accurate entirely.

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Ships


Silverfox
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This jumpship-sized, cruiser-style battleship, designed and built by the mercenary group "Vector", combines the benefits of unique technology, maneuverability and speed, and powerful defensive and offensive technology. All of the Silverfox's critical systems, including the weapons, are shielded from external EMP. It is capable of carrying two Oceanous dropships, although only one is used on a regular basis. This ship also has a mech bay, and a large mech storage hanger. There is also an impressive armory and munitions storage room. The computer is controlled by a highly advanced AI (Created by Vector's chief tech) protected by multiple firewalls and other hacking defense systems. The corridors have multiple turreted defensive machine guns and lasers in case something gets into the ship. Corridors can also be sealed off via forcefields and magnetically-sealing blast doors. Once you get past the military look and feel of the ship, it is actually rather luxurious. There is an amazing hydroponic garden and a storage room with preserved meat, with a galley to provide the crew with fresh meals. The crew quarters and recreational areas are comfortably furnished. The ship also has several scientific labs for the development of new technology and upgrades for current technology. Vector's chief tech has a specialized lab where she can work on her more elaborate projects. The ship's main power comes from a Zohar Emulator. Interstellar travel is achieved via folding space and hyperspace drive for added distance.

Oceanous
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This new version of dropship, designed and built by Vector, was designed for not only for the transport of mechs, but battle as well. Equiped with six large laser turrets on each side, six large pulse lasers on the front, a dual missile turret on the top, four micro fusion cannons on the front, and two ion cannons. This ship is also backed up with the manuverability and speed to make it an effective support ship as well as a dropship. It also has a crane to allow it to pick a mech up without landing

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Pegasus
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This prototype dropship was attacked by Jade Falcon and it's original crew abandoned it, leaving Gryff and Liser, who had stowed away on the ship at launch to claim it. It has four mech bays (The pods on the sides of the ship) and currently holds two prototype mechs, the Exia and the Forbidden. The ship is highly manuverable due to the mulitude of manuvering thrusters on the ship. The ship is also equiped with a jump drive, so it seems the ship was meant for solo opperation, however, with all the added manuvering capability, the ship has no space for standard weapons and must rely on its mechs for offencive capability. The ship does at least have a small armoury for the crew to defend thew ship when it's landed.

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Durandal
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This massive Dreadnought sized battleship (Roughly two dreadnoughts in length) serves as a secondary HQ for Centre Corporation. The rails along the length of the ship are part of a prototype hypervelocity cannon, which is still under construction and awaiting more then a few technological upgrades. Large laser turrets numbering in the hundreds litter the hull of this ship, also sporting four dual meduim ion cannon turrets as well. The Durandal also has two giant hangers for the docking of two Argamma cruisers. This ship also has many scientific labs, seperated into sections: Military technology, robotics, genetics/cloning. The ship uses a Zohar Emulator as a main power source. For interstellar travel, the Durandal uses space folding technology, but do to the ship's sheer size, two generators are required. This ship also has hyperspace technology, if only for no other purpose but a cool entrance.

Argamma
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This cruiser-sized battleship is little more then a flying weapons platform. The entire centre of the ship from bow it sturn is one massive gun. Also equiped with multiple large laser turrets, four small turreted railguns, and two dual plasma cannons. Having no room for shield generators, the Argamma uses multiple layers of high-density reactive armour. This ship is sure to put a damper on your weekend plans. Due to it's small size, it has no interstellar travel capabilities, so it must return to one of the Argamma hangers located on the Durandal.

Arkai
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This fast and agile fighter appears to have been designed specifically for T-ELOS to pilot. However, unlike most fighters, this ship is technically cybernetic. the mechanical parts contructed first, nanomachines were used to add the organic component, the ship's armour is composed of the same nanomachine alloy as T-ELOS' armour. These ships have some sort of psionic networking system, so one ship can control many others with great efficiancy, making it extremly dangerous. Able to be controled from a VR control system, all of the ships can be automated. Technically speaking, KOS-MOS could also pilot these ships, however, she would require direct access to one of the ships, or the VR control system.

Skaal Tel
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This prototype ship was created and given to Domino with the the only goal to make new technology for the Corporation to bring down enemies who opposed against it. It has 15 labs working consistently to research new tech and a advance data core. This science ship is one few ships made with unique ability to change modes. While this ship's weapons only limit to high power pulse lasers in the front and 40 anti-fighter/mech ballistic turrets on the sides of the ship and two on the back engine, this ship's supportive powers make it more then a challenge.
The ship as four modes which only one can be active and takes 5 minutes to switch which will cancel the other mode:
Normal system mode:
All systems are run at normal levels. Labs are running to capacity and all weapons and defense systems alert levels are controlled by the bridge. This is the only mode can the ship do hyperspace jump, or after a 10minute system charge up, folding space.
Bunker mode:
All shields power increase and all internal and external defenses are activated at full alert and airlocks are sealed, making the ship extremely difficult to capture. However because of power transfer the engines will be turn off for 5mintues before starting up again.
Assassin mode:
The ship scrambles all com, and sensors by letting out a untraceable pulse pods. During this time the ship will let lose robotic leaches that will latch to the hull of enemy ships and begin to make chaos on all external systems by using splicing lasers before moving on inside the hull and attacking crew. However the ship loses senors as well and power is lowered to making the ship impossible to find without the naked eye.
Leach
Assimilation mode:
The most unique ability, for it becomes immune to lasers fire even when the shield is down and hacks the warheads of missiles and having them self destruct. The ship will "adapt" to enemy external attacks and repair at a fast rate. However the major drawback is all weapons systems are offline and the labs computer power are use to the max, lowering power to all engine systems and deactivating internal defense systems.

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Tanar'ri
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The ship itself was built by a pirate crew that after many years of succesful piracy had been caught tried and senteanced to death the ship on the other hand had found its way into the black market through an aution of their property, it eventually fell into the hands of Galamonaro. Although enormis in size (comparable to that of a dreadnaught) it lacks the firepower that peoople would expect from that class of ship. it instead is made up primarely of cargo space and engines makeing it far quicker then any other ship of its class and even faster then some of the lighter class ships. Its main firepower is focused in the multiple turrets it posses, each being a combination of weaponry usually pulse lasers and missiles it does however posses 20 ship to ship turrets, armed with a large laser and PPC each, must of the other turretss are anti fighter, armed with small and medium pulse lasers or Ultra AC 10's. thier unique design allows each weapon on the turret to aim in different places within specific perimiters. With the total turret count being 120. The ship is intimidating but is not much more then that.

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Fenrir

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Manufacturer: Wolf-in-Exile
Use: Flagship
Tech Base: Clan Tech
Cost: 100,000,000 Credits
Introduced: Unknown
Technical specifications
Mass: 1,230,000
Length: 2.5 kilometers
Top Thrust: 100,00 Kilometers an hour
LF Battery : Yes
Armament
200+ Large Laser turrets for Point-Defense
6 batteries of four Heavy PPC Turrets for ship to ship combat.
10 ER LRM Bays
Armor: 2,259 tons Standard
DropShip Capacity: 40 to 50 Broadsword Dropships.
Crew:1000+
Grav Decks 2, 185 and 145 meter diameters
Escape Pods/Life Boats: 200
Heat Sinks :3,399
BV (1.0) :143,179

The Fenrir is the peak of war technology that the wolf-in-exile clan posses. It is a massive Dreadnought capable of launching a large planetary invasion force, hundreds of fighters or go toe to toe with other warships. It is the flagship of the Wolf-in-Exile fleet and is most certainly the most powerful ship that they posses. It has hundreds of large laser turrets for defense against fighters and bombers, Multiple batteries of Heavy PPCs for ship to ship combat and ER LRM Bays for backup fire. It's purpose is to aid in the reuniting of Clan Wolf and Wolf-in-Exile, with force if necessary.

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Arkuris
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(Click for full size image)

The Arkuris is a ship composed entirely of nano-machines currently of jumpship size. Despite the inherent weakeness to electromagnetic fields and other energy fields, the nanomachines have absorbed enough knowledge to not only shield themselves, but create a ship capable of interstellar travel with energy shield and weapon capability. Due to ship's nanomachine contruction, it is capable of firing weapons from any point along the ship and can fire solid shells consisting of nanomachines to "infect" and then consume other ships to add to itself and grow in intelligence and size.
Mecha


A BattleMech (aka 'Mech), is an armoured combat vehicle about 30 to 40 feet tall of roughly humanoid shape, and typically massing from 20 to 100 tons. Powered by fusion reactors, 'Mechs are best suited for ground combat, although they are also capable of underwater operation as well as operation in vacuum and/or zero-g environments (space). OmniMechs, a concept introduced by the Clans and later adopted by the Successor States of the Inner Sphere, feature hardpoints with interchangeable weaponry whereas classic BattleMechs have a fixed configuration.

A single 'Mech can easily destroy a city block. A BattleMech's only true equal is another 'Mech - artillery, aircraft, and tanks are disadvantaged against them without BattleMech support or a strong advantage in numbers.

Classifications of BattleMechs

Light
All 'Mechs weighting up to 35 tons are classified as "light". Their skeleton can only carry limited armor, but the higher efficiency of smaller fusion reactors means that light 'Mechs benefit from superior mobility. They are typically fast but lightly armed and armored. These 'Mechs are generally used as scout 'Mechs and anti-personnel units instead of frontline combat duty, but some are designated combat 'Mechs with relatively heavy armament. Their low production cost, high proliferation, and relatively good supply of spare parts meant that they saw widespread use throughout history in virtually any role.

Medium
Medium 'Mechs weigh between 40 and 55 tons and naturally fall somewhere in between the agile light 'Mechs and the powerfully armed heavy 'Mechs. In the BattleTech universe, the medium 'Mech is the workhorse 'Mech of most armies. They tend to have the best combination between speed, armour, and payload which gives them unmatched versatility. The fastest medium 'Mechs often serve as command units among light 'Mechs with similar speed. Better armed than light 'Mechs, medium 'Mechs can often outmaneuver heavier opponents in combat and bring their weapons to bear with better effect to the point of being superior combatants in single combat, given time and suitable terrain.

Heavy
Heavy 'Mechs are those designed for frontline combat duty, and weigh in between 60 and 75 tons. They are slightly less versatile and generally slower than medium 'Mechs, but tend to have have much heavier armour and weapon payloads. Capable of delivering sustained heavy fire over long ranges while retaining adequate mobility, they are formidable and powerful foes. Some designs are adapted to special roles in combat which greatly improves the combat performance of their unit but makes them a poor choice in single combat situations.

Assault
Assault 'Mechs are the heaviest regular class of BattleMechs, weighting in between 80 and 100 tons. Some of these huge 'Mechs can mount up to 50 tons of weapons as well as very thick armor protection. The trade-off is in speed and maneuverability, as assault 'Mechs are generally very slow. As such, they perform best as the spearhead of frontal assaults or in defending entrenched positions. They can project tremendous firepower, but require friendly units to protect them from being outmaneuvered. Assault 'Mechs are often used as command units, heavy assault platforms, and in fire-support roles, but due to their prohibitive costs and limited production, actually make up only a tiny fraction of all BattleMechs.

There's way to many mecha to list efficiantly, so here are the links to Battle Tech mecha
Innersphere Mecha
BattleTech 'Mechs
And
some more mecha
Banners


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[url=http://www.gaiaonline.com/forum/series-related-miscellaneous-role-play/battle-tech-re-made-open/t.35459345/][img]http://i22.photobucket.com/albums/b308/Big_Boss321/BattleTechRPlogo01.jpg[/img][/url]
Announcements


~Tue Dec 04, 2007 6:32 pm~

RP Open
NPCs


There are going to be NPCs in many locations, while some of them can be played by anyone, others must be played only by people who are allowed to be in that location. For example: The Silverfox's cook, Jeff, is an NPC that can be played only by people on the Silverfox. I will list the current specific NPCs, their location, their alliance, and who can play them.

Playable by: Silverfox crew
Jeff - The Silverfox's cook. He's a fun loving guy with a bit of a goofy side, and a decent chef, some of the crew would rather a better cook, but they don't want Jeff gone. Jeff would rather be working in one of the labs himself, but does his job with great enthusiasm none-the-less.

Playable by: Silverfox crew

Name: Alice Integra
Origin: Vector
Loyalty: Vector
Gender: F
Age: N/A
State of Existance: Sentient Artificial Intelegance (0% organic)
Artificial components if cyborg: N/A
Profession/Cast: Ship AI
Weapons: Silverfox weapons
Other weapons: N/A
Vehicle: Silverfox
Personality: Rather easy-going for a battleship, occationally rebelious, known to have a sense of humour that often goes along with being a battleship.
History: Created by Vector's chief tech, Alice was created to be a new type of computer core that would allow a much greater interaction with a ship then normal computer systems are capable of, also to personify the Silverfox.
Desription:
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Other: She has an understated fascination with human relationships and a theoretical interest in chocolate.
Credits: N/A

Playable by: Centre Corporation personel

Character Name: Dakara
Origin: Centre Corporation
Loyalty: Centre Corporation
Gender: M
Age: N/A
State of Existance: Sentient Artificial Intelegance (0% organic)
Artificial components if cyborg: N/A
Profession/Cast: Yugoloth AI
Weapons: Yugoloth weapon systems
Other weapons: Centre Corporation ships and defencive satalites
Vehicle: Yugoloth, Asheron, Durandal
Personality: While programmed with emotional responses, Dakara prefers to look at the logical course before making an emotional judgement.
History: Created by Centre Corporation's finest scientists as a means of monitoring and controling the highly-advanced technology composing the various Centre Corporation ships and bases as well as defencive satalites, managing all this through a galactic sub-space network based in the Yugoloth.
Desription: (pictures accepted)
Other: (anything not already covered if you have a picture then put other before the description)

Playable by: Skaal Tel crew
"]Username: Heart-of-firebox
Character Name: Eva: Electronic virtual Adviser
Origin: Centre Corporation
Loyalty: Centre Corporation
Gender: Female programing
Age: N/A
State of Existance: Sentient Artificial Intelligence (0% organic)
Artificial components if cyborg: N/A
Profession/Cast: Skaal Tel's A.I.
Weapons: Skaal Tel's weapons.
Other weapons: advance hacking and virus programs
Vehicle: Skaal Tel
Personality: A all business and curious of all techology inside her data-banks. She has emotional programing as her father A.I. Dakara, and the only woman to keep Domino in line
History: Eva was born as a program command line in Dakara's data core, and resist erasing as a virus. Intrigue by this code; Dakara subdued her in less then 13 seconds seconds, (which is a very long time for a computer) and made her a sub system A.I. for research which provide to 'evolve' her. Soon as Skaal Tel was made, Dakara downloaded her into the advance Data core that was a near copy of his core. Now she serves faithfully under the Corp. with Domino at her side.
Desription: User Image
Other:
Main RP Groups and Organizations


Vector
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A mercenary group founded by Captain Sephiroth Radick, while they are not a large group, there are many strong and honourable warriors.

Current bases:
1. An underground base hidden in a crator on an un-nammed moon orbiting a gas giant. The base is heavily fortified and perfectly disguised. No part of the base is above ground except in use. The Moon's atmosphere provived a natural sensor disruption field to help further conceal any Vector activity.
2. Five decoy bases. One destroyed.
Al Hillah
Current ships:

1. Silverfox
2. 2 Oceanous dropships.

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Centre Corporation
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A ruthless interstellar corporation founded by Admiral Shivanous Zarathustra. Little else is known about them

Current bases:
1. Yugoloth - A gargantuan space station located in a large dark nebula. One of the main ways to tell if it is going to be in the area is to find a large debris field and wait for the Yugoloth to harvest it for useful materials, although doing so is not recomended as fleets of dreadnoughts have fallen against the station.

Current ships:
1. Durandal
2. 2 Argamma dropships
3. Asheron (scientific research ship)

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Mercinary
Mercs have varying codes of honour, some band together in small or large groups and fight for credits but no real allegiance.

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Clan Wolf-In_Exile
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Ask Jaken Mindarti for admittance
Members of Clan Wolf Exiled to the vast expanse of space. Clan Wolf-In-Exile has become a giant Mercenary organization. The sell their services to any how can afford them and are not apposed to raiding Innersphere colonies to resupply or just to find new wealth for the new clan. The fleet is ran by Jaken Kaing a clan member set on reuniting clan Wolf-In-Exile and their brothers Clan wolf.

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Team Onyx Wolf
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Ask Jaken Mindarti for admittance
Onyx Wolves is a Merc group ran by Jarrek Kaing. Its members are all Clansmen of Clan Wolf-In-Exile. They follow the orders of the clan and act as a Elite Special Operations Unit for the Clans army. They also take out separate contracts ones that have nothing to do with their Clan.

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The Sphere
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The nanomachone world. Really not much else to say about it at this point.
RP Status


RP Open

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