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Would a short section from the perspective of the iconians be interesting?

Yes
10 (83.3%)
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2 (16.7%)

Total Members Voted: 12

Author Topic: SPACE MARAUDERS - Deployment time  (Read 201659 times)




reminds me of lord tony's forum president thing

squishy: heal jenn
ulris: hit him with the overhead
everyone else kill that last bitch god damn

squishy: heal jenn
ulris: hit him with the overhead
everyone else kill that last bitch god damn


CHARACTER SUBMISSIONS
NO LONGER ACCEPTING CREW


Rules for characters:
Your character should fit into the setting, so don't have wacky fantasy backstories or silly sprites. Try to follow the pallets of the examples below.
-etc-
I am no longer accepting crew, but new alien races, antagonists, or others would be nice.




The Ru'grth are a race of aliens known for their toughness and skill in combat. Their population is stratified into two sub-races: a upper, intelligent class known as the Xeng, and a lower, brutish species known as the Gruth'ag. The Ru'grth were one of the races who fought back against Iconian attempts to conquer them, but the majority were defeated by Iconian forces. A few select Xeng, however, began a hidden colony before the last Ru'grth colonies were wiped out in 2513, and to this day none have found it. It is rumored that only one Xeng broke the orders of his superiors to keep silent, and handed down the location to the next generation, but the Xeng suspected of knowing it has yet to be found.

Within combat, they rely mainly on energy-based weapons. For explosives they rely on using concentrated energy to create a temporary electrically-charged field, zapping anyone within it, followed by detonation of standard explosives when the energy cell runs out of power.

Their technology has only recently caught up with modern advancements, with their first functional starfleet created in 2453. Since then they have made some of their own innovations, mainly in individual armor and weaponry, and one of their notable achievements is inventing the first electroarc gun, utilizing hyperpolarized surfaces to create, when stimulated, an electrical charge strong enough to arc towards a target. The gun itself fires capsules that contain an arcing agent, and upon collision, releases its contents for the charged electricity to arc to. The capsule contents naturally vaporizes over time, allowing the user to switch targets. Different capsules can be fired to achieve different lengths of electrocution, but most Ru'grth simply use the shortest lifetime shots (~3 seconds) and rely on constantly hitting their target to deal damage. The projectiles themselves also deal damage, if the gun's battery runs out of charge.

double post because unrelated to previous post. I forgot to outline Ru'grth spacecraft and provide sprites so I'll do so now.



(in order, from left to right)

Since Ru'grth spacecraft development began late relative to other alien species, their ships are consequently smaller and lighter than other races. However, they require much less crew to operate, and are relatively cheap to produce. They are generally armed with a mixture of kinetic and energy weapons, with a preference towards energy-based ones.

Ru'grth frigates make up the backbone of the fleet, using numbers to overwhelm enemies. Generally patrolling in squads of 4 at a time, fleets of 9 and above have been known to engage enemy groups numbering around 2-3 ships. A favorite tactic of theirs is to draw off the enemy once a ship is damaged, and then warping in the rest of the ships from behind to surround and destroy them. Although dangerous in numbers, individually these ships are relatively easy to destroy, with only 8HP, 1 armor slot, and 1 shield slot. They carry up to 4 guns.

Ru'grth carriers, on the other hand, are significantly stronger. Equipped with up to 7 weapons, they carry 2 armor slots, 26HP, and 1 shield max. Accompanied with frigates (2-4), these are dangerous enemies, and each alone can take up to two ships at one time.

Ru'grth destroyers are a rare sight to behold. Although not as strong as their Solar Empire or Iconian counterparts, they are still dangerous vessels to confront with, especially when they're accompanied by 4-6 frigates (which they almost always are). Unlike other Ru'grth ships who have variable loadouts, they are consistently equipped with 3 Fusion Beams, 2 Arc Casters, and 2 Autocannons. They generally have 4 armor slots, but only 1 shield slots, and have around 33HP.



Tingalz if the ships are underpowered please adjust the values so they aren't. I haven't been able to check up on the specs you normally give to destroyers simply because there has been no combat situation involving them getting damaged. responded

Also, feel free to adjust the sprites as you wish.
« Last Edit: March 09, 2013, 06:00:15 PM by Conan »

duuuuuude do they all get wicked mohawks

I wish there was an Ur-Quan race but I can't writing :c

I wish there was an Ur-Quan race but I can't writing :c
pm me info i can do writeup for you c:

edit: ok google's a better friend
« Last Edit: March 08, 2013, 03:47:49 AM by Conan »

Every page should count as one episode of the story.

Which means this fight has been going on for... 2 episodes. Soon to be three!  :cookieMonster:

NEXT TIME ON SPACE MARAUDERS:

EPISODE 163. "NO UPDATE"

squishy: heal jenn
ulris: hit him with the overhead
everyone else kill that last bitch god damn
do this

Main Characters are OP
Let them get shot more