Author Topic: Sigma - Space RP, Info Added to Database, Need Characters  (Read 2919 times)

SIGMA


Backstory

The year is 8947. The galaxy is alive with life. Humanity if firmly in its place amongst the stars.

The zealous and aggressive ultranationalist Northern Empire is putting increasing pressure on the Union of Federalist Socialist Republics. After millennia of off and on conflict, it seems as if one, final confrontation is inevitable. The Northern Empire had been running its malevolent and barbaric crusades against the nations of the northwest, west, and southwest regions for hundreds of years. They now own over a third of the galactic space. They now seek to finally smite their long and stubborn enemy, the UFSR.

We have adapted ourselves for decades preparing for the defense of our nation. Our combat doctrines, modeled for systematic defense, offense, and destruction. The loss of our Union is unacceptable. A war with the Northern Empire could last decades, if not centuries. They have impossible numbers, but we have and will capitalize on their mistakes.

It is no longer if, but when.




SIGOCOM
Sigma Operations Command

Subject: Introduction
SIGOCOM

Welcome to the Sigma Black Operations Force.

We are the "Tier Zero" black operations force of the Union of Federalist Socialist Republics. Our mission, is to protect the Union of Federalist Socialist Republics, and more importantly, it's billions of inhabitants. You have been commissioned, and assigned to the supreme command of the UFS BBCVAS-156 Arbitor. Please refer to the "resources" section for information. From now on, nothing you hear, say or do, will have ever been heard, said, or done.

Our gratitude,
Sigma Operations Command




Introduction

In this roleplay, you command the actions of the crew of the Sigma Black Operations Force's BBCVAS-156 Arbitor and it's crew, across the section of the galaxy that is owned by the UFSR. We are in space.

Some basic information, Sigma is the en masse black operations force of the UFSR, or the Union of Federalist Socialist Republics. They are a "Tier Zero" black operations force. While rumored to exist, they generally work behind the scenes. Most units act alone, unless consolidated by higher powers.

The BBCVAS-156 Arbitor, is your ship. She is a massive battleship/carrier/assault ship. The ship has the combat power of a small squadron of lighter ships, and a formidable space and planetary contingent. The ship, also abides by the UFSR's design philosophy, of armor and firepower over speed and numbers. This only gives it greater advantage. The ship itself is well over one hundred years old, and has just come out of her last overhaul.

There are three standing crew as of right now; Captain Willian Edwin MacMillan, Captain Vassily Baronov, and Commissar Cassius Findlay Grom. Profiles are provided in the personnel section of the resources page. We are currently accepting crew. More information will be provided in the "Characters" section.




Characters

We are currently accepting characters.

Positions - Primary
(Characters required for role play to start)

Captain: William Edwin MacMillan
First Mate: Vassily Baronov
Commissar: Cassius Findlay Grom
Ground Forces Commander (Colonel): OPEN
Air Wing Commander (Captain): OPEN
Head Engineer: OPEN
(Characters required for role play to start)


Positions - Secondary
(Characters not required for role play to start, extras)

Bridge Weapons Officer: OPEN
Bridge Communications Officer: Vincent Harry "Vince" Darren
CIC Officer: OPEN
Bridge Helmsmen: OPEN

Positions - Tertiary
(Characters to advance prospective, such as company commanders, major Sigma figures, ace pilots, tank crews, infantry, etc, not required)

OPEN
OPEN
OPEN
OPEN


RULES
Characters should be realistic, and have some sort of flaws. There are no god like characters. Social types and thought process such as optimistic are appreciated. Don't go overboard. All characters are at the least bipedal Xenos.


Character Applications
Code: [Select]
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Race: (If you can come up with an interesting abhuman/xeno I'll canonize it.) [/b]
[b]Physical Traits/Appearance:[/b]
[b]Personality:[/b] (Social type/thought processes, such as pragmatic/pessimist/optimist highly appreciated)
[b]Other Notes:[/b] (Not required)
[b]CHARACTER TYPE:[/b] (Primary/Secondary/Tertiary, Important)
[b]Position:[/b]
« Last Edit: March 14, 2014, 09:37:47 PM by Mr. Hurricane »

Resources and References


Crew Profiles

MacMillan, William Edwin
Rank: Captain
Gender: Male
Age: 35
Physical Appearence: Roughy 6'3, medium build. Brown hair, hazel eyes, scruffy face.
Personality Description: Introverted, quiet, pragmatic, not a natural leader. More life smart than book smart. Gives off an air that seems to assure people that he knows what he's doing. Can become frustrated by what he determines as "trivial" questions, and is impatient with bureaucracy. Doesn't always leave the ship when other crew take leave. Will take part in ground combat on occasion. Often pestered for being "too serious".
Can remove himself emotionally from situations, alleviating moral qualms for a short time. Often wears a great coat. Satirical and cruel sense of humor. Makes historical references from time to time.
Other Notes: MacMillan is the youngest Sigma captain at 35.


Baronov, Vassily
Rank: Captain
Gender: Male
Age: 29
Physical Appearance: Black hair, blue eyes, 6', medium build.
Personality Description: Subordinate to MacMillan, extremely loyal. Lets his morals get in the way of his decisions at times. Dry sense of humor. Points out things the MacMillan forgets.
Other Notes: As stated, Vassily is subordinate to MacMillian.


Grom, Cassius Findlay
Rank: No formal rank, Commissar
Gender: Male
Age: 40
Physical Appearance: 5'9, medium build, brown hair, blue eyes.
Personality Description: Slight Napoleon Complex. Arrogant at times, keeps to himself. Often leads by example rather than fear. Pragmatic thinker.
Socially neutral. Highly nationalistic. Neat and well-kept. Knowledgeable. Affectionately known by MacMillan as "Finny", or "Grommet"
Other Notes: Serves the Commissar role one the Arbitor


Darren, Vincent Harry
Rank: Lieutenant
Gender: Male
Age: 23 Actual, 18 Biological
Physical Appearance: Vince is a very strange person. He is ghastly pale, and his pupils are light grey, making them look almost invisible. His hair is straight, slightly curled upwards at the ends, and he is rather skinny. He has pathetic strength as a result of exposure to an unknown material. This exposure, however, he does have strange psychic abilities
Personality: Very optimistic, and looks to the bright side of things.
Is slightly egotistical, too proud of his power, and cannot accept any personal failures.
Other Notes: Serves as the Bridge Communications Officer.



Ships

BBCVAS-156 Arbitor
Class: Judge-Class Battlecarrier Assault Ship (156), Block III
Date of Commission: June 6th, 8839
Dimensions: 2500ft long

Armament
Primary: 11x 31.4-inch Four-Rail Repeating Turrets
Primary Description: The Arbitor has 11 turrets, with four 31.4 inch rails to a turret. Each rail reloads from a drum with four shells in it. The rails can fire a shell every five seconds. The drum itself takes a minute to reload. The shells weigh 5 tons a piece. The rails can fire with varying muzzle velocities, as called for by the gun director for better affect in different situations. The rails can fire a shell up to 50km a second, giving each shell an impact force of 1.3 kilotons of force, each.

Secondaries: Mk.5 50x 5-inch Two-Rail Repeating Turrets, 30x Light Anti-Air Missile (LAAM) 2x30-cell launchers, 200x "Tunguska" Point Defense Dual 40mm Railguns, 20x "Gamma" Anti-Missile PDW systems

Mk.5 Description: Multipurpose 5-inch two-rail repeating turrets. They primarily fire proximity fuse rounds at incoming fighter craft, or attack light craft with high-velocity rounds. They can have varying velocities for their ammunition. Each gun selects targets independently and tracks in with its own search radar, and will hand off the duty of attacking a target if the target leaves the turret's range of motion. The guns select targets from the ship's database of hostile radar contacts. These guns are also commonly used against incoming meteors of the ship can't out-maneuver the object.

LAAM Description: The LAAM serves no other purpose than to attack light craft beyond the range of the smaller PDW weapons, and even the Mk.5's. Each launcher has two, thirty-cell missile bays. Each missile is independently target-able. LAAMs have the longest range of the secondary weapons. The missiles have a "cruise" ability, which is the main mechanism that provides the missile's range.

"Tunguska" PDW Description: The Tunguska's are 40mm railguns, they have a medium rate of fire for ammo conservation, but are otherwise extremely damaging. They work on the same principle that the Mk.5's use. Each weapon selects a target from a list of hostile contacts, and engages independently. They are a truly devastating weapon.

"Gamma" PDW Description: The "Gamma" PDW is a laser PDW that's only purpose is to intercept missiles. It has an decently long range, but shorter than the LAAM. The high-intensity laser overheats an incoming missile's critical components, melting them, or causing them to cook off.

Tertiary: 150x "Marauder" Ballistic/Anti-Ship Missile VLS Bays, 50x "Vindicator" 10-Warhead MIRV Antimatter Missiles, 50x "Gigaton" 1-Warhead Antimatter Missiles

Marauder Description: The Marauder missiles are mid-range ballistic/anti-ship missile. They sit in VLS bays. The bays themselves are reloaded in a fashion closer to that of a torcreep. The real "Marauder" is really a missile vehicle. It can be equipped with multiple types of warheads, such as high explosive, thermobaric, chemical, biological, radiological salt bombs, cluster munitions, and thermonuclear warheads.

Vindicator Description: Vindicators are missiles that are used primarily for planetary bombardment purposes, or last-ditch anti-fleet measures. The Vindicator carries 10 warheads, each has a yield of 50mt.

"Gigaton" Description: Gigatons are planet-cracking missiles, with the power to crack entire worlds. (All anti-matter missiles are used as if they were nuclear missiles today.




Air/Land Contingents

Planetary Contingent

Battalion-sized force, 1332 personnel.
10 Companies
3 Platoons per Company
3 Squads per Platoon

1st Company - Elite Infantry
4x 5-Man Scout Squads
6x 10-Man Tactical Squads
4x 10-Man Assault Squads
3x 5-Man Platoon Command Teams
1x 5-Man Company Command Team
(2x Tactical Platoons)
(1x Assault Platoon)


2nd Company - Assault Infantry
4x 5-Man Scout Squads
4x 10-Man Tactical Squads
6x 10-Man Assault Squads
3x 5-Man Platoon Command Teams
1x 5-Man Company Command Team
(1x Tactical Platoons)
(2x Assault Platoon)


3rd Company - Assault Infantry
4x 5-Man Scout Squads
4x 10-Man Tactical Squads
6x 10-Man Assault Squads
3x 5-Man Platoon Command Teams
1x 5-Man Company Command Team
(1x Tactical Platoons)
(2x Assault Platoon)


4th Company - Tactical Infantry
4x 5-Man Scout Squads
6x 10-Man Tactical Squads
4x 10-Man Assault Squads
3x 5-Man Platoon Command Teams
1x 5-Man Company Command Team
(2x Tactical Platoons)
(1x Assault Platoon)


5th Company - Tactical Infantry
4x 5-Man Scout Squads
6x 10-Man Tactical Squads
4x 10-Man Assault Squads
3x 5-Man Platoon Command Teams
1x 5-Man Company Command Team
(2x Tactical Platoons)
(1x Assault Platoon)


6th Company - Tactical Infantry
4x 5-Man Scout Squads
6x 10-Man Tactical Squads
4x 10-Man Assault Squads
3x 5-Man Platoon Command Teams
1x 5-Man Company Command Team
(2x Tactical Platoons)
(1x Assault Platoon)


7th Company - Armored
9x 4-Tank Sections (T-100 Bulwark)
1x Command Tank
(3x Platoons of 3 Sections, 4 Tanks a section, 12 tanks a platoon.)


8th Company - Mechanized Transport
4x 10-IFV Platoons (M21 Belligerent)
1x C&C IFV
(2 sections per Platoon, 5 IFV's per section)


9th Company - Engineering
3x 5-Man EOD Teams
3x 10-Man CIST Teams (T100I Combat Infrastructure Support Vehicle)
5x 10-Man Combat Demolitions Teams
5x (3-Crew) T100S Ballista Siege Vehicle
1x 5-Man Command Team


10th Company - Combat Control, Logistics, and Support
1x M11CV
5x 4-SPG M899 Priest Batteries
4x 4-T57 SAM/SPAAG Units
3x2-T717 TELAR Batteries


Extras: 2x Squadrons of 16 UGV's, 4 sections per squadron, 4 UGV's a section.



Space Contingent

Air Wing (284 Pilots/Crew, 610 Maintenance Crew, 6 Commanders, 122 Craft, 900 Personnel total)

Fighters
MF-7S/A "Snubnose"
4x Squadrons of 16


Attack
MA-7S/A "Snubnose II"
2x Squadrons of 12


Electronic Warfare
MEW-9S/A "Mauler"
1x Squadron of 8


C&C
MC-39S/A S/AWACS "Hawkeye"
1x Squadron of 4


Transport
MML-45S/A "Condor"
2x Squadrons of 16

CV(L) 193S/A BUSF (Big Ugly Slow forgeter)
2x Squadrons of 3


Extras: 300 U57 Vogel UCD-S/A Drones for Defense



Equipment
8 RS/S-105 Stealth Multipurpose Recon Satellites

16 Deploy-able Radar/Listening Post/Observer Satellites

32 Disposable Planetary-Based Radar/Listening Post/Observer




Vehicles and Equipment

T-100 Bulwark MBT
Main Battle Tank
1x Driver
1x Gunner/Loader
1x Commander/Pintle Mount OP

1x 152mm Railgun
1x Coaxial 20mm Rotary Cannon
1x Pintle 20mm Rotary Cannon

Heavy Armor
High Damage
Med-Slow Speed
Autoloader Equipped
NERA/NxRA Eqipped
Colosseum Active Defense System


M21 "Belligerent" "Ugly Belle"
Infantry Fighting Vehicle
1x Driver
1x Gunner/Loader
1xCommander
Up to 10 Passengers

1x 40mm Autocannon
1x 3-Cell ATGM "Equalizer"
1x Coaxial 20mm Rotary Cannon
1x Pintle 20mm Rotary Cannon

Med-Heavy Armor
Med-Low Damage (With exception of ATGM)
Medium Speed
NERA/NxRA Equipped
Colosseum Active Defense System


M331 Light Utility Vehicle
Light Vehicle
(Not Manned by a dedicated crew)
1x Driver
1x Gunner
Up to 3 passengers

1x 20mm Rotary Cannon

No Armor
Low Damage
High Speed


T100S 'Ballista"
Siege/Demolition Vehicle
1x Driver
1x Gunner/Loader
1x Commander/Pintle OP

175mm Siege/Demolition Howitzer
1x 4-Cell Rocket Line Charge Breacher/MICLIC
1x 20mm Rotary Cannon

Heavy Armor
High Damage
Slow Speed
NERA/NxRA Equipped
Colosseum Active Defense System
Dozer Plow


T57 SAM/SPAAG "Spag"
Self Propelled Anti-Aircraft Gun/SAM System
1x Driver
1x Gunner/Loader
1x Commander

2x40mm Chainguns
2x 4-Cell "Wasp" SAMs

Medium Armor
Med-High Damage (vs Aircraft)
Med-Slow Speed
Modified Colosseum Active Defense to intercept Anti-Radiation Missiles


T100I CIST Vehicle
Combat Infrastructure Support
1x Drive/Engineer
1x Commander/Engineer
3x Engineers

1x 20mm Rotary Cannon

Heavy Armor
Slow Speed
Equipped with backhoe/crane, bridging equipment


M111 Command Vehicle
Mobile Command Post
1x Driver/Vehicle Commander
1x Gunner/Loader
1x Offensive Systems Operator
1x ECM Specialist
1x ECCM Specialist
1x Recon Specialist/Drone Pilot
1x Ground Forces Commander
1x NCO

1x Twin 40mm Chaingun, AA capable
2x 4-Cell ATGM "Eqaulizer"
2x 4-Cell VLS Radar Guided SAM
1x Pintle Mount 20mm Rotary Cannon
1x Coaxial 20mm Rotary Cannon

Heavy Armor
Medium Damage
Slow Speed
Medium Drone Launcher
NERA/NxRA equipped
Colosseum Active Defense System


M899 "Priest" SPG
Self-Propelled Howitzer
1x Driver
1x Gunner/Loader
1x Commander

1x 205mm High Arc Railgun
1x Pintle 20mm Rotary Cannon

Med-Low Armor
High Damage
Slow Speed
Autoloader Equipped
Cluster Munition Protection
Modified Colosseum ADS to deflect counter-battery fire


T717 TELAR
Transporter Erector Launcher
Air-To-Ground/Air-To-Space
1x Driver
1x Radar Operator
1x "Gunner"
1x Commander

1x Universal Launcher System
(1, 2, or 4 rails)
Can Use: 1x ICBM, 2x Tactical Mid-Range, 4x Cruise Missile, 2x Air-To-Space
Warhead Type: Thermonuclear, Thermobaric, Conventional, Chemical, Biological, Radiological, EMP

Light Armor
Insane Damage
Slow Speed


M130 Unmanned Ground Vehicle
Light Support UGV

1x 20mm Rotary Cannon
1x 40mm Grenade Launcher w/ 25 rounds
(or)
1x 4-Cell AT Rocket
« Last Edit: March 14, 2014, 09:37:06 PM by Mr. Hurricane »

Name: Vincent Harry "Vince" Darren
Age: He looks to be around 18 years old in Earth years, but is actually 23 because his aging has slowed.
Gender: Male
Race: A human under the permanent effects of an unknown material.
Physical Traits/Appearance: At 5' 10'', Vince is a very... strange person. He is ghastly pale, and his pupils are light grey, making them look almost invisible. His hair is straight, slightly curled upwards at the ends, and he is rather skinny. His strange appearance was because he was struck by a curious mineral, this mineral causing drastic changes in his body. The most interesting of these changes, however, is that Vince has the ability to move objects, one at a time, with his mind. This ability helped him pull some strings at times, as it made up for his pathetic strength, his only decent physical attack being his kick. He wields a small plasma pistol, with a razor strapped to it in case he runs out of rounds. Even though he can easily lift things triple his size, he tends to not use his power often, only using it to carry heavy weaponry, ammunition, etc.
Personality: Very optimistic, and looks to the bright side of things.
Is slightly egotistical, too proud of his power, and cannot accept any personal failures.
Other Notes: He has a brother Mitchell "Mitch" Darren, and a sister Teresa "Terry". He used to be a test subject at a lesser known laboratory for ten years, where he (contrary to popular belief) had great fun completing the relatively fun and exciting tests they provided, but shortly retired after the laboratory was bombed and looted. He lived off of his savings for a while, constantly honing his mind and ability to make up for the tests he was missing.
CHARACTER TYPE: Bridge Communications Officer

Here's a tip: If you want to check if your character is a mary sue, use this handy tool

Also, what's the current year?

I don't really like the idea of telekinesis. Perhaps some sort of electroreception with basic mind reading abilities, for instance, he can easily read the emotions of characters?

Otherwise the character is accepted.

Also keep in mind Bridge crew will likely not leave the ship, save for the MacMillan, Baronov, and Grom.

The year is 8947.
« Last Edit: March 10, 2014, 08:12:04 AM by Mr. Hurricane »

I don't really like the idea of telekinesis. Perhaps some sort of electroreception with basic mind reading abilities, for instance, he can easily read the emotions of characters?

Otherwise the character is accepted.

Also keep in mind Bridge crew will likely not leave the ship, save for the MacMillan, Baronov, and Grom.

The year is 8947.
Alrighty. I'll balance it accordingly.

Resource section updated with loads of new information. More to come, specifically on individual equipment like tanks and aircraft.

Subject: MacMillan

A light hums overhead. The bridge is empty. I sit in my chair, waiting for my crew to board this ship. I've managed to best even the most essential crew onto the ship, and the silence and peace is rewarding.

"Captain," Vassily, my first mate, says over the local communications device in my ear.

I press a button on the communicator device.

"Yes?"

"The bridge crews have just boarded the ship. They are dropping off their personal belongings, and will be up shortly. Oh, and Commissar Grom is down here with me, out," Vassily responds.

"Alright, out," I reply.

I am left once again to my own devices.



What to do? We also need our characters filled.


Bump, we need more characters joining.

Bump, we need more characters joining.

This, and I added UFSR ground vehicle info to resources and references section.

Bump, still waiting for characters.

Name:Kyle Verswunk
Age: 29
Gender: Male
Race: Human
Physical Traits/Appearance: Kyle usually wears the head engineer outfit, but will wear a Sigma cap along with casual wear when off duty. He always wears an augmented reality headset while on duty, the headset allowing him to get instant information from different modules of the ship.
Personality: Both physically and mentally alert of his surroundings, allowing him to read people's emotions quite well but allowing him to find the smallest problem in the ship. Kyle is confident in what he does but usually sticks with what he believes is morally right. He loves to pick up hobbies, such as collecting old-Earth items and coins. He is socially acceptable and loves a good chat, but usually does not like to speak with people he does not formally know. He is a natural leader as well, but looks up to others for opinions.
Other Notes: Kyle is has always wanted to become a captain, but distracts his ambitions with hobbies.
CHARACTER TYPE: Primary
Position: Head Engineer
« Last Edit: March 16, 2014, 01:12:42 PM by Swat 3 »

Nice job with bolding everything. Accepted, but I'm gonna age the character some, if that's alright.

holy stuff

LOL I didn't seem to notice

Go ahead with the age, although I don't want him to be an old poop.
« Last Edit: March 16, 2014, 01:12:56 PM by Swat 3 »

this would actually be fun on blockland

just my opinion

Yeah, if I had the resources, time, and initiative to create all the lore, models, vehicles, ships etc.

Still need more characters.