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Agares Tretiak

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Posts posted by Agares Tretiak

  1. Kristian Kit was found dead this morning, in his kitchen. He was discovered with a half-finished cake, the other half apparently obstructing his trachea, dying from cake-induced asphyxiation. Several bottles of milk were just outside of his reach. Written, in frosting, were the words, "Love us now?". The Dutch Korps landelijke politiendiensten (KLPD) and the local regiokorps (Regional Force) suspect foul play, especially since the words were in English. Authorities ask that if you have any information, to please step forward.

    Kristian Kit is survived by a personal harem of Gorean slaves and a windmill affectionately known as "Lola".

  2. Notes on Ordo Medical Technologies:

    The Ordo has a wide range of advanced medical technologies at its disposal, particularly in genetic engineering and modification, and other, biological forms of treatment or improvement.

    General care: Certain forms of advanced treatment for rare disorders and diseases are handled through private institutions, and all citizens, if they can afford it, can opt to find individual care with a private medical practice, but there are also state run medical hospitals, specifically for the poor, that offer a baseline of care for all citizens. The care received is not free, but scaled based on income and citizenship status. Veterans receive free healthcare, however.

    Viral and Bacterial pathogens.: The Imperium's ability to handle most diseases is quite advanced, able to create targeted, custom auto-immune responses to both viral and bacterial pathogens, and the ability to produce these is available to all citizens through state run health clinics, under the auspices of preventing reductions in the populaces ability to function. The treatments are generally very effective, and moderately cheap. This is related to Republic era worries about plagues and widespread infectious disease quarantines that crippled trade at various times.

    Genetic disorders: I'd like some help outlining how the Ordo would handle these, based on certain restrictions regarding some types of treatment (which will be detailed further on in this post).

    Prosthetic replacements: The Imperium has the ability to replace most lost limbs and organs, with mechanical, biological, and special synthetic replacements. There are some that are nearly impossible to replace, however. Specifically, the brain and functioning reproductive organs are notoriously difficult or beyond the reach of most to afford replacements for. In the case of loss of reproductive functions, only the most expensive and risky biological and synthetics have a chance of restoring all functions, and even then, those chances slim. repairing nerve damage, even in the brain is possible, but outright replacement is virtually impossible, though dark rumors exist of extremely wealthy individuals having achieved this. In most cases, severe brain damage, from disease or physical trauma are irreversible. Brain prosthesis is severely restricted, in terms of cybernetic replacements.

    On the upside, most citizens who might lose, say, a finger, can have biological or mechanical replacement made for a relatively small sum. Synthetic replacements cover organs or limbs that are made from a combination of artificial and 'blank' biological materials that will operate superior in function when compared to the original organ or limb. Except for the most advanced and invasive medical scans and examinations, a synthetic prosthetic will not be distinguishable from a biological one, in the case of organs. Limbs are more obvious, as a quick scan will reveal that they use artificial bones and muscles. Synthetic prosthesis are generally prohibitively expensive. Full body replacement is exceedingly rare and the Imperium's culture frowns on it, especially in terms of a cybernetic/mechanical full body prosthesis, which are illegal.

    Prosthetic replacements for funcitonal augmentation is permitted in all three forms, with specific restrictions. Any cybernetic augmentation to the brain must permit the brain to have control over the augmentation, and disallow the ability of any sort of external infiltration of mental ability. This means that you may be able to have an implant done that will allow you to scan radio frequencies and access the Imperium's data networks to a limited extent, but not have some sort of remote access control system. The most common mental cybernetic augmentation is one that permits increased information retention, specifically in terms of imagery. Most cybernetic augmentations on the brain are very expensive, and thus difficult to afford for all but the affluent members of society. Other modifications tend to cost less, but are still difficult to attain.

    Nanotechnology: Nanotechnology is severely restricted in the Imperium. Laws, some of the oldest that remain, forbid any citizen or person within the Imperium from having mechanical nano-machines in their body for more than 24 hours. Thus, nano-augmentation is virtually non-existent. However, nanomachines are used for various types of surgery and medical treatment, albeit in specially designed quarantine chambers.

    And interesting fact: Kindred are virtually indistinguishable from humans on a genetic level, indicating that all Kindred and humans share common ancestry. It has been theorized that Kindred's physical similarity to Old Earth animals and creatures might relate to some debauched and long-past era where genetic modification was rampant and resulted in a rash of mutation and changes in the human gene-pool that created the Kindred.

  3. I've already outlined the super-luminal and trans-galactic travel capabilities of Ordo vessels and the transportation system we use.

    They travel through space time folds.

    The running explanation is that they use a system called Holtzman Logic Drive, to do so.

    All ships with a Holtzman Logic Drive, run off of a simulated singularity reactor, though there are a few that do not run off of simulated singularities and use actual gravity wells to generate vast amounts of energy.

    A simulated singularity is, in essence, a manufactured miniature blackhole. When created, a complex conversion process turn it into a sustainable energy source. The problem is, to run the containment fields, fusion reactors are required to power them up and run them under load. The output of a reactor using a simulated singularity is limited by the strength of the containment fields. Since there is limited space in a ship, larger vessels can support larger (and thus more powerful) reactors. The advantage of a simulated singularity is that it will collapse instantly if there is a containment breach, preventing a ship being pulled into the singularity.

    Class three and higher ships actually use a stabilized blackhole, and using the same conversion process, generate massive amounts of energy. This also requires equally massive containment fields, thus the need for a ship to refuel regularly. All interstellar Ordo military vessels can try ot harvest the fuel for thier fusion reactors through a few 'foraging' techniques, but these are sub-par to the manufacture fuel that is available at any decent sized Imperial planet. This more powerful, bigger brother of the SSR is more dangerous if there's a containment breach, but all reactors of this nature are designed so that the fusion reactors will detonate (thus collapsing the blackhole) before it can run amok. There are also emergency shut down systems that can destroy the blackhole, but it means the ship cannot use its Holtzman Logic Drive, without another vessel creating a fold.

    The Ordo do have a sort of warp like FTL travel system, but compared to the speed and uses of folding space, it is only used to maneuver quickly into position near a planet once they've folded.

    Standard, sublight travel is achieved by using high impulse ion drives (as a low impulse ion drive is very slow). These can be powered by either the main reactor or the back up fusion reactors.

    It is against Ordo law to allow a vessel with a gravity reactor to enter the atmosphere, or to build a gravity reactor on a planet. For most of their power needs, the Ordo relies on fusion and solar power on planetary surfaces.

  4. Ordo Imperialis Terra in the Canon

    First, we'll cover basic procedures for enlistment and how a given person might end up in a particular branch of service

    The Ordo Imperialis has two types of enlistment: Volunteer and Conscription.

    Conscripts are picked by lottery from a given planet to meet its legally obligated contribution of manpower to the military and government forces of the Imperium. There are some exclusions, but all citizens must register for conscription at the age of 16. Conscription is not possible, until a citizen reaches the age of 18. Once a conscription lottery (read:draft) is held, the conscript is then transferred to either the Civitas, where they serve the governing bureaucracy of the Imperium for a set period of time, or the Militas, and serve in the military.

    Quotas for conscription in both civilian and military roles is determined every two years, using the Pantheon AIs to apportion where people are needed in what roles.

    Alternatively, a person might volunteer for military service. Volunteers are rarely turned down, unless they have health issues. Volunteers with criminal records or prison sentences must serve 4 years in a penal regiment, before being eligible to be transferred to a standard regiment. Due to the cultural aspects of acclimated Imperial worlds, there is a high level of volunteering. Notices for volunteers will be sent out prior to a conscription phase, so that fewer conscripts are required. It must be highlighted, that Imperial culture stresses service to the Senate and Imperator as high ideals. In addition, both conscripts and volunteers can receive a wide range of benefits and rights from service, generally dependent on length of service, re-enlistment, etc. Former slaves who have not payed their manumission taxes are eligible for citizenship after completing a six year tour of duty, as are other non-Imperial residents of any Imperial world.

    Further notes on citizenship will be posted later.

    After either being conscripted or volunteering, recruits will take the Schola Military Skills Aptitude Battery, a series of tests to ascertain each recruit's basic aptitudes and inclinations, and where they might best be placed. Volunteers have the advantage of requesting service in a particular branch (Astra, Terra, Navis, or the Immunes Munitoria). Conscripts must enroll in the branch of service that their aptitudes indicate they are most suited for, as well as based upon manpower needs. After a recruit takes their SMSABs, they will be processed and shipped out to basic training on a military world. There, they receive the basic training they require.

    Specific to Terra:

    Terra military training centers around infantry combat. They constitute the majority of the Ordo's military forces, as no conquest can be accomplished without the efforts of infantry to occupy and secure a target. All members of Terra go through Schola Armatura, the basic infantry training program. From there, based on their SMSABs, a soldier will receive specific training that will help prepare them for their future career within Terra. Terra most recognizably utilizes regiments, which in turn are comprised of companies. A regiment is overseen by a Centurion (approximately a colonel in modern equivalent). Companies are overseen by Tribunes (captains or majors, depending on what the company's specialty is), and platoons overseen by Optios (lieutenants). It is extremely rare for an entire regiment or company to be comprised of soldiers who are from a single region or planet. This is done to purposely homogenize and distribute the Imperium's culture without localized flavors, and prevents certain types of regional and planetary rivalries from coming into play.

    Team work and cohesion are stressed aspects. Discipline can be and often is dispensed with a degree of brutality, including floggings for severe offenses.

    Alpha Units are regiments that are somewhat unique in the seas and seas of standard Terra units.

    - Alpha Units comprise solely of re-enlisted combat veterans.

    - There are no non-combat Alpha units.

    - Alpha Units are all volunteer (since they all have re-enlisted).

    - Alpha units comprise of only citizens.

    - Each Alpha Unit has a general area of specialization. Mechanized Infantry, Light Infantry, Heavy Infantry, Shock troops, Scouts, TAAS, Artillery or Heavy Combat Support, Armored Cavalry, Air Cavalry are all very common Alpha Unit specializations.

    - Alpha Units are NOT Special Forces. Special Forces responsibilities are handled separately from Alpha Units.

    - Alpha Unit recruits members with clean records from their previous enlistment. This might include former-members of penal legions.

    - Alpha Units are elite front line combat troops. They have a certain degree of discretion and flexibility in their deployment that they enjoy over standard Terra combat units.

    - There are over 100 different Alpha Units in the Northern Front alone.

    - Alpha units are outfitted with higher-than-average quality equipment and weapons that relate to their specialization.

    - Alpha unit commanders are responsible for overseeing recruitment meeting the above general requirements, as well as conducting the testing within established Terra guidelines. The forces are not exactly 'handpicked', however, unlike the Praetorian Guard.

    - Some Alpha Units have in the past, been seconded as Praetorian Guard Auxiliary.

    - The Guard is more likely to work alongside Alpha Units, due to an Alpha Unit generally being placed close to important sections of the front, or critical areas in a defensive or offensive operation. Thus, you are more likely to meet or work with Praetorians in your past, if you have served in an Alpha Unit.

    - Many members of the Praetorian Guard were formerly members of Alpha Units (though not always).

    - Members of an Alpha Unit receive higher pay.

  5. Suggestions for character creation in the Ordo Canon Fluff: Pointers for writers new and old!

    First and foremost, be imaginative! Don't tie yourself down too much to certain overly used stereotype or tropes. Have a cool idea for a unique background? Write it out a little, and refer to the source materials I'm steadily providing, and adjust it a bit.

    Secondly, try to keep in mind a few basic rules for characters in the story:

    - You cannot kill off existing Ordo members in serious canon based work without that person's express permission. If they die in the canon, they die forever!

    - No ancient demons, angels, magical wizards, superpowers, or exotic explanations for occurrences that are not supported by the source materials.

    - If you're writing about yourself, keep in mind that we ask you keep your rank and history as close to what it actually is, as possible within the confines of the story. Please, do not write a story where you are the general of a entire army, unless you're actually a legates, or a Praetorian of legendary status, or something of that nature. That in mind, heroic and noble deeds are something I think we're all capable of.

    - The chances of your character interacting directly, face to face with Aryte, are almost nil. That in mind, if you have a very clever way of how it might happen, let me know. We can set up a canon way to do this!

    - Imperial culture emphasizes civic duty and military service as very high ideals, so despite your character being conscripted, between the training and cultural pressures, most people will view their military service in a somewhat positive way. This may not, however, always bee the case!

    - The Imperium is vast, and at times, extremely brutal. With the numbers and size of its empire, it tries to maintain an eye towards what is best for the whole of the Imperium, the many over the few, in most cases. If the Imperium must destroy a billion souls, to save trillions, it will do so with grim determination and the words "Not without reason.".

  6. First, the Ordo's naval assets work on a scale that sometimes overwhelms what a simple turret count would indicate alone, much less munition stores.

    Lasers don't require ammunition. And smaller caliber railguns don't require expensive munitions, either. In many cases, a fleet with a single mining support ship can find an asteroid belt, and replenish the slugs used in an engagement from minerals taken through procurement in a star system. This is more effective than lugging around vulnerable cargo ships or having vast stores of expensive and less effective munitions (which, I might add, could destroy the ship if hit or sabotaged) A class III turret can use shells up to 3 meters in diameter for a solid projectile weapon like you describe. Alternatively, it's difficult to set a bomb in your railgun slug storage, and expect it'll destroy the ship form the inside... and a critical hit to that magazine won't cook off the slugs, either. The distances the ships fight at require some degree of accuracy, as well, as most fleets will not close distance until they feel they've done enough damage to risk boarding actions and broadsides.

    Secondly, the munitions for a space cannon like you suggest, would be more expensive than your standard Terra artillery shell for a wide range of reasons. Simply saturating larger targets with heavy fire is generally not enough. The steps up in scale for each class of weapon, is exponential compared to the previous step. So a Class I is almost 200 times more powerful than a Class II, and in comparison, it is more economical in most cases to utilize a single Class I turret, over 200 Class II turrets. The most expensive ammo the Ordo uses, aside from some rather exotic test weapons, are mass driver munitions, which are validated by the effects they have on the target vessel, in spite of all their setbacks.

    Finally, larger ships can absorb large amounts of "pecking" or constant fire from lower level weapon systems. The shields do not wear down under mthose conditions, because when you reach the scale of a battleship, the ships are trying to cause instantaneous, minor burnouts in the opposing vessels shield systems.

    For an analogy, think of using rocks of different sizes, trying to splash water out of a pool.

    You can throw lots of pebbles in there, and try to splash the water out.

    You might splash significant amounts, with enough small rocks, but the amounts you splash will more than likely be replaced by the pool's water pumps before causing a noticeable drop in the water level. It'll be a slow process, unless you can find a dump truck and pour in a huge amount of pebbles.

    Now, imagine dropping more, larger rocks. You displace more water, faster. THe water pumps are going to have less time to refill the pool before you cause the next large splash with the next rock. This means you can cause noticeable drops in the water level, more quickly.

    Now imagine, you're dropping boulders in. Now you're overwhelming the water pump's ability to replenish the pool at the same rate that you're removing the water.

    Battleships require boulder sized splashes, so that the shields are incapable of regenerating the lost protective attributes the provide. Granted, you could field a ton of frigates against a single battleship, and after a while, the battleships shields will collapse. But it's a long while. It's a pretty big pool. And all that time, that battleship is firing boulders at your much smaller pools. At longer range. And more accurately.

    To continue to the water analogy, ion weapons, rather than trying to remove water from the pool, are trying to flood the pool over it's container, so that the water will then short out the pumps.

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