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Oh, and could I make a few changes to it? I don't think they'll be too much. The main one is changing it so that not all worlds sign it. It's just one pact. There are others, but Fortinbras is by far the largest. And I think requests to join the pact could potentially be rejected, and a few planets might wish to remain completely neutral, etc..
That's fine, RPG is of course perfectly alterable by you. However, small pacts will be snapped up quickly by larger governments (likely thought.)
Mercinim Empire:
Government: Feudal
Military: Very Large
Population: Alot
Size: 349 star systems
The Mercinim 'Empire' is not really one unified force at all - just a bunch of governors who are intimidated by the Chakroy/Umahohy/Bandiyardnay alliance. The so-called 'Imperial Council' directs their operations. It is not uncommon to see about 5 civil wars in progression at once; as soon as they withdraw their ships to fight another major power, the home front almost always collapses and they are forced to retreat. This is the main reason why have they not tried to expand in the last century. In the past, the Mercinim warlords/Empire have fought all major powers except the Greys and Ruby Rays. The population is used to bloody revolutions, and even bloodier retributions.
A high level of autonomy has given each sector a great deal of potential in regards to trade. So a government may have multiple trade agreements with many different sectors of the empire, unbenknownst to the Imperial Council. Mercinim colonies often trade with each other.
Ships: Mercinim ships make use almost exclusively of laser technology. Their science has steered themselves in this direction; their ships use anti-matter drives and greenies/burners. Mercinim ships are very small, since they are so used to fighting each other, they focus mainly on inception fields. This is not necessary against conventional missiles. They have strong jammers against conventional missiles, but are always at a disadvantage should they be used. Eventually, Umohoy hopes to develop an impenetrable physical shield which will render their ships impervious to this weakpoint.
Lasers: 2 weapons. Greenies and Burners. Greenies create a 'parting' beam which focused on matter, seperates the particles it is force on, unlike conventional lasers. Any physical matter is susceptible, but with a blackhole, the process would take eons. Burners power requirements come from a super-intense artificial nullification field that houses a fusion explosion inside the Burner. When released a certain way, the entire spectrum in front of it releases a fusion explosion. If the energy containment should fail, then the explosion will occur inside the weapon.
Ships: Mercinim ships are small, the largest 21 metres long. A decription is probably unnecessary, however it is enjoyable.
Inception Fighter: Crew 1
Inception Rating: 78% Weapons: 2 greenies
This is a small unpowered fighter that refuels at an NLC-Cruiser. It is composed almost entirely of an armoured shell (1 half-saucer) and situated under a vulnerable cockpilot position. It can pick up thrust easily and is manouevrable, it is not a threat unless in groups.
Inception Cruiser: Crew 1
Inception Rating: 89% Weapons: 2 greenies
This ship is built, specially to get an extremely high inception rating - easiest on smaller ships. So, this is no bigger than a large fighter. It comes with no warp, and is used mainly for defending Mercinim. Rumours of, if the craft is successful, that construction of a carrier may take place. Mediocre in everything else.
NLC Light Frigate: Crew 1
Inception Rating: 70% Weapons: 6 greenies
The most numerous ship in a fleet, it is fast and manouevrable. Able to hit tach at high speeds as well, thus making a hit-run more possible. Not the strongest ship, and the Non-Star (who specialise in missiles) war between the Mercinim used it to great advantage, decimating the former NLC Frigate fleet.
X Destroyer-Frigate NLC: Crew 2
Inception Rating: 39% Weapons: 14 greenies, 1 Burner
A huge reactor and wingspan, this ship makes a focused inception field almost impossible. It's reactor has enough power to fire all it's weapons consistently. Used far away from the action, quite vulnerable to enemy fire.
NLC Cruiser: Crew 5
Inception Rating: 60% Weapons: 6 greenies, 3 burners
The classic Mercinim ship. This is the ship that kids take home when they want to join the Mercinim navy. Not the best inception-punching ship, it possesses the greatest firepower. While 3 burners would seem an inconsiderate number considering the power requirements, alot of the time, burners are often ruined after a successful discharge. This ship is designed to keep fighting in the face of disaster. Carries an Inception fighter atop the engine fuselage.
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