《The Nomads of Sol》The Factions II
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The Nomads of Sol (Sol Refuge):
Formed from the remnants of the UE fleet, they have been hardened by decades in the depths of space and the storm. A highly resourceful and adaptable people, they excel at developing powerful technologies with their limited resources. They have few ships, but can easily field new ships if they can hold a system long enough. Especially due to their use of synthetic crewmen. The Nomadic Peoples of Sol have improved on the technologies of Earth and excel at Heavy Armor, Starship Engineering, Propulsion, Stealth, Particle and torpedo weaponry. Shields are of little value to them and have suffered. Experts at salvage and reverse engineering they can easily gain new resources and techs from alien wrecks. They have lost the ability to easily field heavy capital ships, as a result the largest capital ship they will field is the Heavy Cruiser and the occasional carrier. While Battlecruisers are within their reach, the Battlecruiser meshes poorly with refuge fleet philosophy and as such they do not employ them. The Refuge has developed a new ship type that is unique to them, the Bird of Prey. A powerful frigate optimized for raid missions. Refuge ships are incredibly sturdy and can take poundings that would outright destroy their counterparts in other factions and still be combat capable. Decades in space has also taught them a great deal about living in space, allowing them to build city ships and mobile shipyards. Improvements to the modularity of their ship design allow them to more easily refit their ships allowing them to remain in service longer.
Weapons: Above Average
Armor: Vastly Superior
Hull Integrity: Vastly Superior
Shields: Vastly inferior
Stealth: Good
Missile Protection: Excellent (Energy Webs)
Ship Speed: Excellent
Ship Maneuverability: Vastly Superior
Ship Construction techniques: Superior (nano construction)
Ship cost: 400% more than average
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Ship Build speed: 25% longer than Average
(20)
Unique Techs: Shield Piercing Torpedoes, Electro Cannons, Overlord Armor, Pulse Wave Engines, City Ships, Deep Space Construction, Mobile Shipyards, Adaptive Hull Construction, Synthetic crew, and Overgunned frigate design.
Note: Can not build battlecruisers, Cannot field heavy capital ships (Battleships, and dreadnoughts), losing ships hurts them more than other factions.
The Cylovan Collective:
The mysterious Cylovans are machine race, that dominate galactic quadrant three. Highly advanced with motives that are known only to them, they constantly war with their neighbors. Very little is actually known about this race, only that they tend to ignore those they do not consider a threat. Cylovan ships are spherical in nature and all of their ship classes are carriers. Cylovans have powerful shields, sturdy hulls, superior propulsion technologies. Their ships employ highly advanced disruptor beam weapons, and cutting beams. They are not known to use any other weapons technology. Their superiors hull construction techniques and materials have made their ships incredibly resilient. Few weapons can even hope to penetrate their hulls. Which allows them to take poundings even Refuge ships would struggle to take. Much of their military strength is currently occupied by their war with the Sylnari remnant.
Weapons: Vastly Superior
Armor: Vastly Superior
Hull Integrity: Vastly Superior
Shields: Vastly Superior
Stealth: None
Missile Protection: Vastly Superior (Secondary Shields)
Ship Speed: Vastly Superior
Ship Maneuverability: Vastly Superior
Unique Techs: Adaptive Ion Shields, Neutronium Laced Hulls, Plasma Impulse Drive, and Cybernetic Integration
Note: their powerful industry allows them to easily field large fleets, of powerful ships.
Mydori Union:
The Mydori Union is a long standing republic, that believes in the free rule of her people. The union thrives on trade, and their riches have long since attracted pirates from all over to raid their lucrative shipping lanes. The Mydori are not known for capital ships, but instead field large numbers of frigates and light cruisers. As a species the Mydori are physically weak and short lived, relying heavily on robotic labor. The Mydori are an extremely fertile race, and always need more space for their broods which has led them to be highly expansionistic. The Mydori are famous for their deflectors and armor, but their energy weapons aren’t any better than basic laser cannons. Being among the most inventive of the races in this part of the galaxy they have access to a wide array of unique technologies. The Union is currently at war with the Cylovan Collective, and barely holding the line against them.
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Weapons: Poor
Armor: Excellent
Hull Integrity: Good
Shields: Superior (Deflectors only)
Stealth: Poor
Missile Protection: Above Average (Secondary Deflectors)
Ship Speed: Superior
Ship Maneuverability: Good
Unique Techs: Advanced Deflectors, Maser Cannons
Note: their race reproduces and matures rapidly, and they have strong industry allowing them to rapidly replenish their military losses.
The Rykoni Raiders:
While not the most unified of factions, they are one of the largest. The Rykoni are a collection of loosely aligned pirate clans. The Rykoni themselves are not the most intelligent race, and some believe them to be the fallen remnant of a more sophisticated civilization. Physically the Rykoni are far superior to most other races, and it is believed they were the result of a failed experiment to create the perfect soldier. The Rykoni are terrible at the sciences, and as such all of their technology is stolen from other races. Their ships are often built and outfitted with whatever they can scavenge. Their better built ships are built by slaves taken during raids.
Weapons: Poor
Armor: Poor
Hull Integrity: Inferior
Shields: Poor
Stealth: Below Average
Missile Protection: None
Ship Speed: Poor
Ship Maneuverability: Inferior
Unique techs: Salvaged Construction
Sylnari Remnant:
The Sylnari were a powerful race that dominated this part of the galaxy, long ago. Today the Sylnari Remnant is all that remains of a once powerful empire. While they may have lost much of their former strength they still retain many powerful technologies. The Sylnari are an aquatic race and as such their ships have unusually high mass. While powerful they are few in number, and don’t field small ships. Most common ship type is the battleship. They are currently at war with the Cylovans.
Weapons: Overwhelming
Armor: Overwhelming
Hull Integrity: Overwhelming
Shields: Overwhelming
Stealth: Overwhelming
Missile Protection: Overwhelming
Ship Speed: Overwhelming
Ship Maneuverability: Overwhelming
Unique Techs: Xeos Plating, Multi-adaptive shielding, Hyper-regenerative hulls, Antiproton cannons, Prophet Defense Array, Hypervelocity cannon, Hyperspatial torpedoes, Drone fighter, and Burst Drive.
Note: Only fields capital ships, employs drones instead of fighters. Cannot field large fleets. Cannot easily replace ships that have been lost in battle.
Minor Factions:
Unaligned Pirate Clans:
A pest on shipping lanes, the pirate clans are little more than a nuisance. Their ships are typically in poor repair and outfitted with whatever they can get. Their ships rarely represent a threat to a military ships. Some of the lucker clans however can claim ownership of an outdated warship or two.
The Alliance:
The full name of this faction is a little long, and most refer to them solely as the Alliance including themselves. Initially formed by only five races it has grown to contain over fifty races that have combined their power to face the Cylovan menace. They have access to a wide array of technologies, and strong industry. Allowing them to hold the line against the menace, if barely.
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