11 January, 2012

Nation Feature: False Gods

False Gods NATION

False Gods FTL: Hyperwarp Drives: These drives 'dive' the ship into subspace contained within their own material fields, this drive is not terribly fast but neither is it terribly slow. In the end it is a very dull and uninteresting drive.

False Gods Sublight Drives: Fusion Drives: Normal everyday Fusion Drives like those several other nation types already have.

Nation Trait Basic:
Glowy Eyes: Your gods are eternal, and their very eyes give away the fact that they are gods when they choose to, whether due to technology like a Sarcophagus or simply biology your gods are functionally immortal, unless someone kills them, or they fall down a flight of stairs or something equally improbable.

Nation Flaw:
A Little too Fuedal: Your nation is very feudal with each of the gods ruling their own world or for the most powerful, several worlds, however this leaves a very power-hungry and fractitious nation with people very inclined to seek to power-climb the political ladder, even over the cooling bodies of their rivals.
A touch Gaudy no?: Uh... that is a lot of bloody gold... the toilet seat too? As ‘Gods’ your people are not just gaudy, they were the entire reason that most races sought to even create the word. Ships are covered in gold, thrones of marble, baths of precious gemstones. There is one problem there. Pirates LOVE raiding you. It’s always profitable, even if they just collect bits they shoot off to sell. You have to be the only nation in which the decorations are worth more than the intact ships.

NATION TRAITS:

Power of the Gods Traits:

Kara’kesh:

The hand device is a metal, glove-like object with a large red gem set in the palm. It is the personal weapon of the False gods and requires a specific genetic marker to operate. They are thought-controlled. The hand device can generate a shockwave that throws back anyone in its path with great force. The hand device can also generate an energy stream to a person's head that causes severe pain and eventual death. This function creates a mental link between false god and victim, which may allow them to send a message through. Hand devices can also be used to block ion and stun blasts and generate a personal shield.

The Eyes:

These rare devices are limited to one per member of the ruling lords (up to a maximum of 6), each device is typically used by one of the most important lords to boost the power of his or her personal flagship. A sign of their divine power. All combined may allow a vessel the ability to cause massive damage to an unsuspecting planet.

Ha’tak:

(Requires: Hangerise) These vessels can come in any capital ship size, but are massively multipurpose vessels, they house squadrons of fighters and bombers, are heavily shielded, well armed and carry a large troop contingent with the ability to land on a planets surface. (*ability limited to all Ha’tak’s under the size of Battleship) Also capable of making the ‘gods’ voice heard from orbit.

Voice of Command:

The voice of the gods is an intimidating thing and well received by their people who will obey instantly upon hearing it, but such is its power of suggestion and command that others might hesitate when exposed to it, or lend a threat more credence than is actually warranted.

Slave-Soldiers Traits:

Dependency:

Your soldiers are completely and almost invariably loyal to you, though they can be swayed temporarily your soldiers are dependent entirely on a product only you can provide, whether some sort of symbiote whose removal is lethal or simply dependency on a unique drug that not even the vaunted Crimeocracies could make or procure.

Weapons of Terror:

Your soldiers are slightly less useful than would be the norm, equipped with antiquated armour and weapons designed more to instill terror in others, for all their drop in fighting ability the effects on civilian populations is more marked than most other weapons might inflict.

Expendables:

Your soldiers are ridiculously common, they serve as law enforcement, soldier, labourers and crewmen for your ships and just about anything, this means a large drop in combat capacity, but they can be replaced faster than almost anyone could imagine. You simply draw on the populace you have doing other things.

Fanatics:

(Requires: Dependency)Your soldiers loyalties are beyond question, too far beyond question. They are practically immune to any issues of morale that might plague another, they will charge forwards into artillery without regard for casualties and all other manner of behaviour others would consider insane, but this effects their morale as they become afraid of an enemy so dedicated they will walk into death.

Second-Rate Technology Traits:

Cloaking Beta 0.5:

Your people are technology thieves, nobody denies that, and in fact any vessel smaller than 25 fleet points can be fitted with a cloaking device, though it is not as capable of as much protection as others. They do not maintain stealth at speed or in an atmosphere.

Hok’Taur:

Your Gods bodies are powerful whether hosts or their natural forms, they are naturally capable of limited telekinesis and have a greatly accelerated healing. Though i’d not recommend standing still for a tank.

Ring Transporters:

Fixed point teleporters that come in pairs, they allow limited ranged teleportation, typically no more than orbit to ground, though some ships are fitted with pairs for much shorter ranged teleports.

Kull:

Highly elite, extremely difficult to kill enemies with armour that is almost as capable as ship armour. These soldiers replace Space Marines, though they lack the intuition of Space Marines their resilience and high firepower as well as ability to walk through shields makes them feared elites. Thankfully they are quite a bit rarer. (Replaces Space Marines: Cost x2)

Strategic/Tactical Developments Traits:

Don’t let them get too advanced!:

Your tactics when dealing with advanced civilisation is usually along the lines of hoping to pre-emptively prevent them from ever reaching that stage. As such you’re know for bombing new colonies and non-spacefaring civilisations into ashes. And trying to do it against others when the chance rears its ugly head.

Deep Infiltration:

You send your spies or even try and infiltrate one of your false gods into the enemies infrastructure, the problem is you tend to be quite good at it, and as such it is possible that you will know the enemies moves ahead of time. However your natures eventually assert themselves leading to the infiltrator being caught, often red-handed.

Ba’al Conundrum:

We killed your god! Wait... no? How is he in four places at once? He’s a god... Oh shit. He has clones or something!!! Your highest gods are really really hard to put down no matter how hard you try!

Run away in a dignified manner:

Ok, it’s not often dignified, but when things get too hard your Gods know how to beat a retreat in style. Sure it’s usually loaded with enough clichés to kill a Nukem Nation, but hey, at the end of the day they get both the last word and away with their lives.... usually...

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