Subject: [NAK] The Nakar Empire Wed Sep 14, 2016 12:10 am
Formal Name: The Nakar Empire Informal Faction Name : The Nakar Empire Informal Names: The Nakar
Abbreviation: NAK
Population: ~29,000,000,000 Nakar ~6,000,000,000 Zarakian’s ~6,500,000,000 Maghara ~7,000,000,000 Drathori
"Chosen by fate, destined for greatness." - Nekreesh, Yakiran philosopher.
Technology
Expert Engineering Power is subjective, in all things. This race features some brilliant and some deadly creations based on both technology smaller and greater than what the mind can fathom. Damaging AI Swarm Grenades designed to destroy armour, micro-intelligence medical nanites or the civilian nano cables that run through the lower species' hives keep the Empire United and leading as a great power. Imperial Processors can compute giant amounts of data for complex calculations inside the Nakar automated surveillance network. Nakar Smart Armor is a lightweight adhesive fluid inside a pattern of carbon nanotubes from which an aircraft, or spacecraft is constructed and is released when damaged to quickly ‘set’ mid-flight and heal any damage. This advanced use of materials have created a highly survivable line of aircraft, capable of entering even the most dangerous of scenarios to complete vital missions.
Micro-Scale Construction With the mastery of Nanotechnology, packing the vast power requirements of shields is simple enough to even mount dome-projectors to certain units in Nakar squads, allowing for example, large battle engineer robots to operate unhindered for a limited amount of time. Compressed FTL drives are also a skill packed into the Nakar Navy. Smaller vessels can jump into areas allowing a higher level of strategic depth. However for larger ships, larger FTL drives can be produced, with the same amount of nano-technology inside them, whilst making these drives incredibly expensive and complex, requiring large amounts of coolant to run; these ships can jump much farther than their galactic counterparts.
Bionic Science Having come across many species the Nakar Empire prides itself in being at the forefront in the galaxy in terms of medical science nanotechnology. Prosthetics, brain implants and customisable "smart tissue" are a large Nakar export sought the galaxy over. Leading from the front in terms of stabilization technology, enhanced Gyroscopes allow Imperial pilots to of both ground and air vehicles to move with uncanny speed whilst maintaining a high degree of professional utility. Rapid jet building robots can quickly construct facilities for the Empire whilst scout walkers can maintain high speeds and accurate fire. Nakar Legged Vertical Take off and Landing (LVTOL) technology ensure that Imperial ships can set down anywhere, even latch onto the sides of rock faces or buildings, this allows imperial vessels to lie in the most peculiar of places, it also ensures rough landings are never quite so rough!
Programming The Nakar pride themselves on their impeccable surveillance, detection and counter-intelligence devices, which they use as a fulcrum of their methods of warfare. Tachyon communication buoys, also known as breadcrumbs in local dialects, are a stable of imperial communication, cheap probes that each individually complicate an already advanced method of communication. The Nakar connection network allows for a continuous stream of data about the empire to be readily maintained and controlled. DIRAX (DIstance, Range, AXis) is a series of highly sensitive detection, identification, navigation and tracking systems used to determine the range, altitude, direction, or speed of objects. It can be used to detect aircraft, spacecraft, weapons ordinance, celestial bodies, and terrain. Whilst all imperial ships are equipped with an individual DIRAX for detection however in order to assist with manoeuvres and to counter electronic warfare packages, each imperial interception vessel is equipped with the Dimentional Magnetic Interception Device (DIMAGNID) . This device allows pilots to have a three dimensional awareness towards other craft including those of a stealth variety. Cutting their teeth on rough encounters with most of the races of the galaxy has left the Imperial as a whole as a race of creatures difficult to trust. More times than not Imperial ships find themselves facing new obstacles and constantly facing larger and larger powers. This has led the Empire to carve out their own area of warfare dominance, whilst some factions pride themselves on their missile technology and kinetics, the Nakar pride themselves on the denial of such weaponry. Super-computer managed, networked, managed by artificial intelligence; superior close in weapon systems. The Empire has build extreme defence for an extreme attacker, the crystal array housing CIWS allows the Nakar to rapidly beam kinetic weaponry out of the fight by burning to to a cinder without the time-consuming weapon-positioning of age of CIWS weaponry. Such a powerful CIWS allows even large cumbersome ships to destroy fighters using directly destructive beams of light fired at rapid speed.
Species within the Empire
The Nakar
The Nakar are a naturally curious race, soured by the destruction of their home planet. This has made the Nakar hardy in the face of diplomacy with other races, and ultimately makes them a very selfish race. The Nakar have a dense bone structure with exoskeletal dermal scales. This makes the Nakar extremely hardened against local fauna indigenous to the once full planet of Nakar. Generations since then are losing these gifts due to their easier lifestyle. The Nakar are a rapidly evolving race due to their high metabolic rate. This means only a few generations are required before the Nakar can adapt to a planet in terms of dermal alterations or a different bone structure. Examples include shorter, stockier "Miner types" or largely athletic, tall and even lanky "Stalker types". The Nakar hairstyle is grown along the top of the head and usually tied into many different styles. The Nakar have their sweat pores on the sides of their head to keep their face cool, as such this is a light area on the skull, protected by the Nakar's frontal horns. Nakar commonly shave the hair on the side of their head to allow themselves to get cooler faster. Nakar thrive in nearly every climate and their gas exchange can be adjusted through the use of machinery and evolution. Males and Females in the other species usually partner up young, due to the high lethality rate of Sexually Transmitted Infections. Many Nakar believe that these STIs are genetically inherited from Cross-Species breeding with other members of the Empire; a rather unscrutinised occurrence that happens in the lower levels of society. In Modern Nakar society however the controlling clan, Khark, wishes to slim down the possibility of genetic variation and insists on creating its own masses using donations of genetic material, this is a full time job for many Nakar and can be done through voluntary transaction for Imperial Credits.
Honoured Imperial Species
Zarakians
Zarakians are curious by nature, often friendly. They feature a large head, curved back, with 6 large nostrils. These nostrils create smells by puffing at different rates and creating different smells for other Zarakians to sniff and perceive emotions from such smells. Above the 6 nostrels, which are the primary facial feature, are two antennae, which constantly emit small sounds, far too high in pitch to be heard, this is primarily a way for Zarakians to see, however this makes them in entirely quite crude visually. Their thorax is muscular, containing 6 small wings, double jointed and coated in a wax excretion. Their “mouth” as such exists in the centre of their thorax, they feed by capturing prey, or pre-prepared food as such by saturating a meal in their wax before consuming it entirely, their highly acidic stomach does all the work that chewing would be needed for. They have two sharp claw like talons on the bottom of their body, designed to pick up prey for eating in mid air. Very rarely are Zarakians lounging creatures, they enjoy the outdoors, flying high and hunting prey, they share a natural curiosity that led them to the stellar community, but not without their planetary species. On the end of their excretion hole, they have a venomous stinger, that can be used any amount of times as long as the Zarakian eats, it is filled with a deadly, paralyzing neurotoxin. Zarakians have each, a lifespan of about 40 years, thus making them life extremely active and adventurous lifestyles.
Drathori
Drathori are the polar opposites of the Zarakians, the prefer to lounge and eat, they are extremely lazy, and often need to be tricked into giving away their greatest gift, extreme knowledge, by birth, most Drathori are exceedingly intelligent, and understand complex designs with great ease. However they are in decline, as recently their laziness has caused even a decline in reproduction among the species. Drathori are long, repulsive, fat and smelly snakelike creatures. They eat and eat, often causing great pains, and so they remove what seems to be a right of most races, sense to pain, while they can taste the rich food and drink the fine liquids, they can rupture their bladders, livers and stomachs and not even realise. Often what causes Drathori to die; is after banquets, they attempt to bath, but the heat of the bath causes their already stressed internal organs to rupture and explode. Drathori most commonly, apart from research, use their huge mental capacity to willingly fuse themselves with machines that harness their mental power and they become biological, hyper intelligent super-computers. Drathori live approximately over 400 years, however they simply become senile and lazy after 100 years and continue being useless till they die.
Magharans
Magharans are crustacean creatures who live in underground hives. They have exoskeletons and a rough, black skin, they too emit severe amounts of bile if they want to, however Magharan bile hardens, and can be used to make structures. Magharans have 8, sharp, suction cup legs, they respire using high amounts of nitrogen. They are the builders, in flight repairers and commonly the crew of the Kajob. They are extremely poor in the ways of hand to hand combat in the space era, however when close they can easily rip a carbon based life form to pieces using their claws, however such is unlikely. Magharans have each, a lifespan of 51 years roughly, and biologically are at their fittest to have offspring at the age of 25.
Imperial Auxiliary Citizens
Nagarians
The Nagarians are a brutish species of humanoid-like mammals that claim their species to be the highest on their food chain. They stand at an average height of 7 to 8 foot tall for males and six to seven feet for females.Depending on their location and gas intake they have white/grey/blue skin is caused from the lack of vitamin nutrition and oxygen intake. However this is matched by the very slow natural metabolic rate of Nagarians that allow them to survive without sustenance for a long time. Nagarians have 3 lungs, 2 dedicated to oxygen molecules and the third depending on their evolution and geographic location. Usually the 3rd lung used relies on nitrogen intake however this is but a back up the main need for O2. On some Nagarians the third lung never grows and is becoming a more and more common problem as their society progresses. This third lung is affectionately called “The Warrior Lung.” Gas exchange happens with intakes of pressure using internal organs. Their efficient gas exchange process combined with rich planets of breathable gas enable them to build muscle quickly en masse.
They are muscular, broad shouldered, with sharp teeth and typically hold an aggressive and antagonistic nature towards their purpose in life. Even with the Nagarians advancements in technology, they still posses most of the basic instincts, haveattributes and biologicalcapabilities they have had since before any industrial age and cling to their animalistic characteristics.
Nagarians have always put physical stature and bare hand fighting capability is high regard as most clans believe a philosophy of that when one is stripped from all weapons and armours, a true warrior is presented. Using their immensestrength, sharp teeth, sharp fingers, battle cries and rituals they make a very formidable opponent in regards to bare handed combat. The Warrior Lung of Nagarians allow them to roar with increased volume, giving it a very distinct sound.
Dascans
Dascans are a sub species of the Nagarian People. They are a smaller and subservient race of humanoid creatures. Standing at only 3-5 feet, this species is looked at as a pre evolutionary staus of Nagarians thousands of years ago. They were a manual worker race, that until the forming of The Dascan Union of Workers, didn’t have much to live for. With this said they make very useful servants to the Nagarians not only because of their subservient attitude but because of their biology.
The Dascans are outstandingly strong and agile for their size, putting their best into most things they are ordered to do. They communicate with broken Nagarian dialect and their own language. This is rarely used as the Dascans race process a very low wave length strength of pheromone sensory. The pheromones released by the Nagarians allow them to interact with their surroundings and their body language is mirrored, this allows Nagarians to literally give off auras off emotion. Most fauna native to the Nagarii systems can sense these pheromones. The Dascans have the ability to lightly pick up on these pheromones, and after some learning, Dascans can learn what their masters want them to do without their masters even having to open their mouths.
Imperial Civilians
Saphrithids
The Saphrithids are a sturdy and tall pink-skinned humanoid race which can grow to an average height of around five or six feet tall. They have gender specific organs and reproduce through intercourse which results in a gestation period of ten months and then birth. Biologically both males and females of the species are naturally muscular, with their upper bodies primarily the neck region containing a substantial portion of the body’s muscle. The spices is also gifted with large canine like jaws which, apart from making them look rather savage, allows them to indulge in food considered "tough" or "hard" by other races. The Saphrithids are an oxygen breathing species and have large ridged skulls along with several antennas (usually numbering in around five or six) which sprout out of the specie's cranium. The antennas act as an emotional indicator of the individual Saphrithid; slow movements show happiness at a situation, fast movements show anger.
Man
Whilst holding no real stature within the empire or her borders, mankind still has managed to creep into all vestiges of the known galaxy. Human colonies on Nakar worlds and human traders, mercenaries and bankers are all operating within Imperial Space
Nakar Culture Sects, the closest thing Nakar has to race, is based on scale-paint colour of the Nakar formed in their early tribal history. Red, Blue and Yellow were the primary paint-races. Red (Blood) reflected the ideology and race of Xylar; passion and vigour, love and death, danger and glory. Blue (Calm Oceans) reflected the ideology and race of Khark; order, command and control, care and proof, safety and organisation. Yellow (Light) reflected the ideology and race of Yakir; intelligence and reward, curiosity and beliefs, debate and intrigue. Green scales, and orange scales stood for the Merwo and Graktus respectfully, races that mixed the ideologies and were seen as the balancing board, Merwo was a mixture of Kharkan and Yakirian Ideologies, whilst Graktus was a mixture of Yakirian and Xylarian ideologies. Recent Nakar historians have suggested that at some stage a sixth tribe, the Xharki, a mixture of both Kharkan and Xylarian ideologies might have, at some stage been created, but this theory is refuted by many.
The Currency for the Empire is the North Western Credit. The NWC is the currency used by all three member states of the GSP. The Nakar compete strongly with their two neighbouring nations for the dominance of the currency. The Nakar currency is backed up by reserves of rare metals, namely the Galactic Standard: Gold.
Life under the Empire varies depending on what planet you caste/sekt you live under. Workers are paid in Credits which they can then spend anywhere in the galaxy, provided there is are relevant trading links established with the society in question.
Power The Nakar Empire is a great power, exercising the right to openly militarily posture, having come through a large period of being an inactive regional power it recently rapidly escalated its war machine to compete on a galactic stage.
Homeworld Pyhonas Major, Largest star of the Pyhonas Star System Kharkum: Nakari Homeworld, World of the Native Khark Location: V18
A world of beautiful flora and fauna, untouched by the taint of nuclear fire. It is a lush jungle planet, with 4 continents and 8 oceans between them. The Jungles, and oceans are dotted by huge cities of metal and marble, constructed to house the ever-expanding Nakar citizens, and accommodate their new Imperial sub races.
Kharkum is the third planet from its star, the densest planet in the Nakari Nova System, the largest of the Nakari Nova System's seven terrestrial planets, and the only one of two celestial bodies known to accommodate life. Kharkum’s biodiversity has evolved over hundreds of million years, expanding continually except when punctuated by mass extinctions due to radical tectonic plate activity. It is home to over eight million species. There are over 4 billion Nakar who depend upon its biosphere and minerals. Kharkum’s population is divided among the three race sects (Khark, Xylar, Yakir) and the three auxiliary races, that interact through diplomacy, travel, trade, and media. Kharkum has its own military academies, star ports, space elevators, industrial centres, both civil and military and huge stretches of agricultural output. Kharkum relies on foreign imports from other parts of the empire to sustain itself.
The Nakari system is vast, littered with life on both of its habitable lush jungle planets. Kharkum is paved in white stone and patched in lush jungle, the planet is being radically renovated to suit the needs of a nation. Kharkum’s capital, Kraynor is the seat of power within the empire. Kraynor is built like most Nakar cities, from a check list. This ensures the cities include all basic needs, with a vast public entertainment forum, a large plaza adorned with statues, and large concrete trenches for industrial traffic, kept below the gleaming streets for the civilians. All Nakar cities feature a weave of underground and over ground public transport. Kraynor features the largest of the Nakarian Learning Centres, the Spaktrokianiar. Further Capita-Class cities built to house more civilians on the plant Kharkum includes Tangrax, Goldaniut and Ytration. Capita-Class cities all have a vast spire in the middle of their city centres, for communications, corporate seating and for tourism.
The Nakar Empire is located in the Far Reaches of the Galaxy, North West of SOL on the Galactic Compass.
Colonial Information
The Pyhonac Stars are in a constant barycentre pair with both habitable planets around the larger and smaller planets.
The Nakar Empire keeps itself in close ties with its two neighbouring states. To its "East" it has the Tal-Nagari Autocracy, which it maintains a defensive pact, but not a full blown military alliance. And to the North it maintains links to the Solar Trade Confederacy, which it maintains no military treaties with, however is joint in regular trade with. Below is a map of all the colonies in the Nakar's empire. Each dot on the map in Nakar Space represents a colony in a system owned by the Nakar. The lines between the systems represent a network of hyperspace gates. The Hyperspace gates interface with the FTL drives of ships on the Far Reaches, so their technology includes TNA, STC and NAK ships, to allow inter-imperial traffic and extra-imperial traffic to go much faster.
A FTL Hyperspace Gate Map of the Far Reaches, this maps serves as a gate-guide and territorial boundary map, many planets are rapidly changing distance from each other due to their gravitational pull around their stars.
Colonies on Pyhonas Major, larger star of the Pyhonas Star System
Planet Name: Nakar Planet Ownership: Nakar Empire Planet Caste: Khark, Xylar, Yakir Purpose: Religious, Research Governor: Declamatorius
Nakar is a bleak nuclear wasteland of a planet without any real resource on it apart from minor artefacts and historical items to research. The planet has become associated with holy pilgrimages to pay respects to the fallen peoples of the Nakar.
Planet Name: Krayn Planet Ownership: Nakar Empire Planet Caste: Yakir Purpose: Trade World Governor: Governor Auxia
Krayn is a hard desert planet orbited by space stations and ship yards. Krayn’s major cities on the surface serve as cargo exported. The Krayn gate is the crowning achievement of Krayn and is one of the most high powered jump gates. Regular traffic goes through the Krayn gate from Nakar to Nagari space and Krayn is seen as an extremely large, extremely affluent space port. Krayn is home to every race in the Security Pact, and is also a corporate hive. The Krayn Arms expo is a large, yearly arms fair event in which most security companies host their weapons systems in front of the leadership of the Security Pact.
Baol is an industrial magma planet which specializes in military production vehicles, particularly ground based units. Baol however exports their products they have no corporate presence, and their planet is mainly a labour planet, thus the people are less well-to-do than in other systems. Most people that live on Baol complain about the planets darkness. Its unique atmosphere gives it heavy ash storms and thick black clouds from the constant bellowing volcanoes. Baolians live underground away from the refineries and factories of the surface, using the planets intense heat to power their machines. Baol has a Guass technology space elevator used to send its products up to space. Baol is also an area in which the Kajob attempt desperately to artificially control the climate with mass exports and imports of products from other planets. Baol is highly valued by military-orientated Nakar and as such as become a hot topic due to its poor living conditions.
Planet Name: Kaljuba Planet Ownership: Nakar Empire Planet Caste: Khark Purpose: Industrial, Research Governor: Governor Mordeca
A planet of extreme variation, it has a mountain range carving the planet, even the oceans in half, this unknown mountain range, possibly crafted by aliens, separates one side of the planet from the other, both sides of the planet have lush jungles of red, far stretches of flat rock, and stone, and generally a very tropical climate, with lots of rain. The two continents, on each side of the mountain are Keb and Klo, they are separated by the Ytek-tuk peaks. The ocean that goes under, surrounds and accommodates the planet is known as The Sorrow. It is red, as it reflects the sky of the planet. Many natives to Kaljuba believe it to be the blood of those lost at sea. Creatures that roam Kaljuba are highly dangerous, and are kept domesticated by the Zarakian defence force on the planet. The planet itself is kept in check by a constant field of space stations. These space stations manage the asteroid defence of the planet. The Ytek-Tuk peaks are the product of a regular yearly asteroid shower, that if went unchecked would annihilate the people of Kaljuba and force them to live underground again. So each space station is armed with anti-asteroid weaponry. This is not as daunting a task as it seems however; the asteroids are broken apart and used as vital construction tools for the empire. However these stations also act as natural peace keeper stations, as they map the whole planet out on DIRAX, this allows them to interface with ground units for accuracy untold in surveying, monitoring planetary activity and providing data for imperial pioneers.
Kaljuba has 4 moons Kraenar, Kolwaja, Quintallitoopias, and Seruvya, all of which are inhabited, some Drathori scholars argue that these moons are in fact planets themselves, as whilst they orbit Kaljuba, they contain trees, light amounts of habitable gasses, and were extremely easy to begin fully terraforming. The moons are mostly used to keep the asteroid defence of Kaljuba intact, but they are also armed with a contingent of space fighters should the need to defend against a raiding party arise.
Planet Name: Barbadon Planet Ownership: Nakar Empire Planet Caste: Yakir Purpose: Industrial, Leisure, Research Governor: Governor Stratus
Close to Makola is Barbadon. Barbadon is the natural home of the Maghara, it has an extremely pleasant climate in most areas. The planet is pocked with tropical islands. It has clear, blue skies and it has mainly oxygen in the air. The main features are the vast, underwater tunnels that stretch across the planet, large sea worms bore into the bedrock of the ocean. It the biggest supplier of Imperial Civic machinery as well as being the biggest tourist attraction and getaway spot. However, sadly for the holiday makers, the most beautiful islands are unstable ones formed by continuous volcanic fire. Inland from some of the bigger islands, are large volcanoes. Whilst they can be harvested for their geothermal power, and tungsten plated droids can work around them, they continue to be a hassle for the planet. The droids however farm using the rich volcanic soil, making Barbadon an extremely useful crop asset to the empire. Barbadon however has other, Pact wide uses inside its space, with a constant rotating protection, deep below Barbadon in under water laboratories lies the Imperials research into their interstellar nuclear weapons program.
Nirr is a pilgrimage planet deep in the middle west of the Nakar Empire. It is run by stout Xylarian Loyalists who turn out superior cadres of workers for the empire. Nirrians are known to be actively scattered around the empire and Nirr itself has a highly small population. However Nirrian traditions dictate that all Nirrian families birthing a litter should allow them to grow on the Planet Nirr. Nirr as such export Nakar culture around the empire and are seen as the most out-going and progressive Nakar. Nirr prides itself on turning out highly adaptive colonists who see themselves as able to fill any roll. The Planet itself hosts a small ship yard and a military base for the defence of the holy planet of Nakar. On the Surface it is a coniferous planet trapped in a state of ever-summer, originally locked in a draught, planetary imports of sea water are slowly restoring this planet.
Planet Name: Zvarot Planet Ownership: Nakar Empire Planet Caste: Khark Purpose: Industrial, Military Governor: Governor Bok
Zvarot is an industrial production planet, dedicated to building Mangoteks, large mining drills for planetary operations. Zvarot is a large ice planet, Imperial Citizens living on Zvarot do so out of contract demands and the planet has no permanent personnel. The planet is surrounded by large gas clouds that confuse the systems of permanently staying ships, however this makes it the perfect place for an armoury to be placed above the planet’s atmosphere. As such, Zvarot mainly mines away at its planet and is seen as the worst place a soldier can land himself for R&R whilst his ship refuels.
Colonies on Pyhonas Minor, smaller star of the Pyhonas Star System
At the edge of the southern empire, exists a highly advanced colony, this is very much where traffic in and out of the huge system begins and ends. A large gate network goes through the established trade routes through the systems, culminating in a large exterior gate that can be activated for deep space jumps outside the gate network. This is also where most other races are attracted to the Empire, as the gate gives off jump signals almost daily. The Gate is situated between two heavily built upon asteroids, covered in weaponry to intercept anyone who would try and destroy the gate. The gate itself has a far reaching interdictor as well, so escape from the Narakosh illegally is near enough impossible.
Koj is an industrial stockpile planet designed for the mining colonies of the east to dump their products for distribution at Koj, Koj is run by the efficient caste of Khark. Just as Kaljuba is the beating heart of the west, Koj is the beating heart of the East. Koj is also the primary weapons production planet of the Nakar, and as such the planet is protected by a huge amount of planetary defence weapons and the civilian population are trained for attacks on their empire. Koj has its own wing of secret police dedicated to routing out spies. Kojians, as such, are naturally suspicious, but extremely hard working. The nature of their work however makes them a very unsocial class of citizens in the empire.
Planet Name: Zvuren Planet Ownership: Nakar Empire Planet Caste: Yakir Purpose: Industrial, Leisure, Research, Medical Governor: Governor Yutu
Zvuren is a resort planet with tropical climates and a 50% ocean mass on the planet. It features 3 continents each divided by the Oceans and many smaller cities. Zvuren houses a lot of luxury industries and universities. It also contains Yakir scientific laboratories to study the local wild life, and the interspecies nano-medical clinic, the most advanced medical facility on the Imperial Fringe of the galaxy. Due to this, it is where many top Nakar officials spend their retirement, however more recently it has become a more common ground to find Magharan hives and Zarakian explorers.
Jarh is a hub world, full of Far East Commerce and it has a diverse population. It has integrated well with its Saphrithids across the border and many Saphrithid companies have been established on Jarh. Jarh serves therefore as a main trade vein between the empire of the Nakar and the Solar Trade Confederacy. Jarh is an industrial giant in the region, with a vast City that covers a large majority of the planet, simply named Jarh. Jarh’s populace is monitored by Zarakian Secret Police, and they employ data satellite interfacing to keep the population controlled.
There exist other planets within the Nakars large star cluster, these planets are listed as following: These planets are not colonized, but plans exist to colonise them.
Political System Democratic Federation The Imperial Citizens each elect a local representatives in their area to represent them in their planets devolved assembly. From this assembly these representatives then themselves vote on a planetary leader, usually based on the ideological school that prevails, be it Khark, Xylar or Yakir. These elected planetary governers then sit on a ruling council on the planets home world and make Imperial-level decisions.
Nakar History In the origins of Nakar Ideology and recorded history, dating back billions of years, all that existed before the Nakar were mere microbes, the Nakar are a race that has been around for millions, if not, billions of years. What Nakari historians can recover about their empire is vast, tokens of their fallen civilisation are lost on countless amounts of other worlds.
The Nakar trace their origins to their long lost Planet named affectionately after their Race, the Planet Nakar. Nakar was home to beautiful flora and fauna, a planet of peace and lush vegetation. Nakar society was nomadic until it entered its hunter-gatherer stage. Nakar society was evenly divided by sect-societies, seeking comfort in agreement of ways, therefore forming almost crime-free hovels. Recorded pithy tribal and quaesi-national wars took place between the Age of Minority and the Age of Superiority, the Sekts hosted various wars against each-other as they carved their home planet apart, believing that there was only one view to unite everyone under. The wars were ignored by most, and became an almost tradition of fighting between the sects. Great battle lines carved the planet up, neither side maintaining any sense of victory or defeat; until the weapons advanced.
The age of mobilised warfare collapsed under the almighty destruction of nuclear fire and total nuclear war, the planet was scorched in nuclear fire, and although the Nakar themselves were highly immune, the concentrated nuclear cannon fire from their Nakar-held radcannons wiped out all other life on the planet Nakar, scorching its surface, instantly levelling cities and reducing the capability and fertility of the race to ash. However this changed when The Great Nakkrash, the most dominant alpha male Nakar systemically called to combat and killed the tribal leaders of the 5 factions, referred to as “The White one” he bleached his own scales and claimed to be of multi-belief, choosing to believe what he wanted, when he wanted to believe it, and that the Nakar as a race must all consistently change who they are as people to evolve and survive, and that Nakari stubbiness would not go unpunished. He forced the sects to work together for 5000 years until it become normal to work together and the sectism of old was gone.
And such ushered forth a great era of expansion, the Nakar had landed and conquered hundreds of races, enslaving the early Cohaji Hive Fleet, putting them to work, the Vankriegorian Diplomats also fell horrificially to the Nakar and their disgusting use of nuclear energy. The Khark clan was against the use of nuclear fire, as was Yakir, claiming while it was indeed effective, it was wasteful on the environments around it, killing and reducing valuable and studyable (Yakir) flora and fauna to nothing. Xylar had remained quiet on this issue, wholefully disgusted by the destruction of their planet, but also vividly venomous at the fact the Nakar as a race were to kneel to one man. The Xylar put their trust into one being, Rekorious, who was later to be known as the Deciever of Billions. Rekorious was the spawn of Blarkrut, Leader of the Xylar when the Great Nakkrash pulled his head from his shoulders and fertilised his mothers seed.
Rekorious questioned himself, and his race as a whole, and became disillusioned with the idea of a future, and with his peoples hope, funding, and secrecy, he utilised on the great planetary mining drills left on the home planet of Nakar, and drilled to the core of the planet Nakar, activating a nuclear device known as the Kragantum. The Kragantum ripped Nakar apart, killing multiple billions of Nakar. The Nakar as a people were outraged, and The Nakkrash was killed by his own advisors in a bloody power grab, the races of the planets were then launched into a bloody, galactic, second civil war. The war has since ended with Nakar being scattered wide across the universe, but the only real control ending up in the Nova-Nakari system, with Khark as a sect being the dominant ruler in-place. The Nakar found themselves dwindling among the galactic forum for many hundreds of years after, struggling to rapidly industrialise, struggling to achieve a point where they could flex as they had done before.
The Rise of the East
2477. Many Years had passed. War brought with it a new face, in a new part of the Galaxy. The Galactic East, previously known as the uncharted zone, housed a number of exotic species too far for the reach of human colonization. The Nakar were a society-driven old race relatively familiar to the council, the Tal-Nagarians; a combination of several small space-faring clans and the Saphrithids; an economically motivated race of inter-galactic traders. The Nakar had however in recent years proceeded with a huge armaments campaign and had pushed their borders to the edge of their neighbours territories. Whilst the Kal'Bavakorians and the Coalition retreated to lick their wounds, even further minor nations sought power ruthlessly. In the isolated Eastern corner of space, the Nakar and their Allies, the Tal-Nagarian Autocracy, carved out a large empire of systems, frequently becoming at odds with their trade-obsessed neighbours, the Solar Trade Confederacy. These alien races formed a large coalition power bloc, known as the Galactic Security Pact. The GSP covered everything from trade to cross-species colonization, research and warfare. However inter-pact relations would soon sour due to a fundamental difference in outlook.
Eastern Trade Wars
During the tenure of the Confederacy they felt that they had ascended to such heights militarily that they wanted to expand their influence after a period of long isolation after the Second Interstellar War. This led them to jostle politically and financially with their neighbours, the Nakar and the Tal-Nagarians. After the Nakar Empire was deep in a recession, ambitious Saphrithid corporate expansion came dangerously close to leading the Nakar into a double dip. The Nakar, who were also politically posturing boldly, looking for an excuse to test some of their more advanced weaponry, saw the economic attacks as a way to find an enemy within the Saphrithids, and save their own administration from political embarrassment, or worse; collapse.
This led the Nakar to deem the Saphrithid Confederacy as a loose end in terms of safety, and ruled to warn them of how serious they were with their intentions by testing an ISBM launch inside Saphrithid space. The Confederacy responded by placing economic sanctions on the Nakar.
The Sand War
This led the Nakar and the Nagarians to make an emergency response to save their souring economy by launching a surprise invasion of Confederate Space, codenamed Operation Granite Cloak. Having previously worked with the Nagarians on their nuclear programme, the forces of the Nakar and Nagarians wiped out the flanking flotillas of the Saphrithid Confederate forces, causing them to make a harsh retreat from their colonies. In an attempt to preserve their way of life, the Confederate forces left their planet with what remained of their central flotilla, with the Nakar hot on their heels.
Having already owned their galactic jump-gates, now controlling their news networks and having bought most of their public figures, the Nakar and the Nagarians had obtained victory, not just over the Confederacy, but over her citizens, by using their ambition against them with the promise of new life and new riches.
The Dusk of Dust
The Tal Nagarian Autocracy owed their fall to their infighting, which after the Sand Wars; a destructive war that claimed the lives of their Saphrithid neighbours. After the Sand Wars, the Nakar and the Tal ruling sect of the Nagarians were unable to agree on how the Saphrithid empire should be split up, leading to friction between the two space faring nations. Having previously split heavily on the development of advanced FTL weapons systems the Nakar and the Tal-Nagarians saw themselves as unfortunately allied despite having a largely different outlook on the galaxy and how it was to be shaped. Eventually, the Nakar, hard pressed and not wanting to appear weak in dealing with possible threats so close to their home systems; flooded the Nagarian markets with starships. Piracy increased within the sectors, the governments foriegn colonial efforts ground to a halt. The Nakar walked a tight rope, with war as the consequence if they faltered. The Tal-Nagarian clans warred over their own systems, with coups, rebellions and insurrections occuring nearly weekly when it was confirmed that Tal, ruler of the Tal-Nagarians, had been assassinated. After that the Nakar were able to systematically break down the warring kingdoms of Tal Warlords and the establishment of several protectorates.
Ruling Council
The Nakar usually discusses local matters in a forum of debate in the council chambers of the capital building of the planet Kharkum or in the home of Declamatorius himself. The council consists of an array of personalities and positions, ranging from military, to civil, to local racial leaders to local celebrities. This enhances the public image of the ruling council and keeps the public content with the leadership at the higher echelons of the empire. Currently the council consists of 18 members, including 2 members of the Tal-Nagari Autocracy, this is seen as a gesture of good will for peace and trust between the nations. The ruling council is the main foreign and domestic decision making body for the empire. And whilst the Tal-Nagarian representatives may sit on the council they can not vote on matters of policy for the Nakar.
The council is the ultimate decision-making body of the executive within the Imperial system of government in traditional imperial law. The council retains power on all legislative, judicial and executive functions.
Last edited by Rookzilla on Fri Sep 23, 2016 1:14 pm; edited 7 times in total
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Subject: Re: [NAK] The Nakar Empire Wed Sep 14, 2016 3:20 pm
Military Doctrine The Imperial Military serves as a mainly peace keeping force in the Empire and seeks to defend against its enemies. Its fleets use a strong combined arms and fighter based doctrine and its ground forces rely heavily on orbital support to win its battles. The Nakar spearhead the Imperial Military doctrine. However more specialized military warfare methods are championed by the Kajob. The Kajob wing of the military specialises in asymmetrical warfare, black operations and counter intelligence.
Military Composition Two Armed Forces exist in the Empire. The Imperial Army, an entity open for all to join as the fighting backbone of the defence force of the empire, and the Kajobian Corps a second army that relies on more specialised methods of warfare to achieve victory.
Description: Serving as a ground support craft and also a light-ship destroyer the Type-A112 has a variety of combat packages, however it makes its name feared with its 4000 r/pm, armour piercing, 9 korbit cannon. It is accompanied by dual auto-loading missile launchers. These missiles are fired from a revolver like chamber to ensure a live-reload in battle to enable a bomber to make multiple, precision runs and stay in the fight for longer. The Widowmaker is capable of acting as a gunship as well when it is certain of air superiority, this allows it to use its mighty payload to destroy any opposition.
Armament: Hankur Forepi HVAA (High Velocity Anti Armor) 9kPlas “Plague Runner” AND HEAPASC Sureshot Guided Missile x2 OR HEAPASC Penguin Guided Vector Bombs x12 OR (AI-N) Anti Interception Ultra Heated Flachette Burst Warhead X2 OR (AI-C) Anti Interception Chaff Burst Warhead X2
Renvir-Nimbo Type-F10 'Cyclone' Space Superiority Fighter BVTOL
Description: The F-10 is a worthy and proven space fighter. The F-10 is equipped with a medium velocity rapid fire Ultra Heated Flachette ichor-enfused cannon and an array of long and short range missiles. The F-10 is the most widely used interceptor and is capable of high speeds.
Armament: Hanker Forepi HCAP(High Corrosive Anti-Personel) 5kPlas AND Jerst Defence AAM-T9T Missile x8 AND Jesrt Defence AAM-950 Missile x4
Renvir-Nimbo Type-A1 'Tempest' Tactical Bomber
Description: The Type-A1 Anti Ship tactical bomber is designed for one thing, heavy duty damaging of enemy ships. These squadrons are feared the galaxy over, and more so their ships, A1s are protected by crack pilots who aren't afraid to see off a critical missile hit right to their untimely end.
Armament: HEAPSC Harpoon Missile X2
Renvir-Nimbo Type-F5(#) 'Phantasm' Multi Role Lance Fighter BVTOL
Description: With the F-10 sporting an array of anti-small class weapons, and bombers having a short reach in terms of the heavy missiles they launch, the Nakar Defence Ministry decided on the production of a fighter/gunship cross breed. The result is the F-5. The F-5 has a rotating cannon on the underside of its cockpit, allowing it to target vessels from any angle under the craft. The lance is a high powered small Ion Array. The array is capable of punching through stronger armour at the cost of a low rate of fire. In terms of dog fighting with other craft the F-5 comes with a total of 24 hard points, however it has a weight limit before it can begin to function poorly in combat. The F-5's 5D variant fulfils a combat support role within the air wing, fighting missiles with small repair drones to deploy in a swarm and repair damaged ships, such as frigates or destroyers. The 5A variant performs a mine-layer task by deploying a large screen of damaging powered Ultra Heated Flachettes. These solar powered Ultra Heated Flachettes utilise energy off eachother and work well when clustered together, however they dissipate and become non-lethal in roughly 30 earth minutes. The 5C is the combat package designed to compliment the lance fighter. The AAM-T9T Missile is a standard long range lock-on and kill missile for destruction of fighters, bombers, gunships or boarding parties. Armament: Salchjan Solutions HEAAA (High Energy Anti-Armour Array) 9k Lance AND (5D) ARNM Ultra Heated Flachette Repair Missile x24 OR (5A) (AI-N) Anti Interception Ultra Heated Flachette Burst Warhead X2 OR (5C) Jerst Defence AAM-T9T Missile x16
Description: The B5V8 is a regular anti capital ship (ASC) bomber in the Imperial Navy. It is Faster-That-Light Equipped (FTLE). The B5V8 is an older model of craft, retrofitted again and again to be made maintainable. It utilises the same technology found in most Imperial Bombers, revolving missile tubes. This allows several, consecutive precision strikes to be made. Armament: X8 Nuclear Missiles OR X18 100 Tonne Guided Rockets
Description: The B9W1 represents a peak in Imperial Technology in the department of stealth tech. The B9 is coated in temperature regulated armour, combined with weather and temperature prediction patterns to perfectly blend in with its environments before it ultimately reveals itself in a devastating strike. It's capabilities are exactly the same as that of the B5V8, however the B9W1 presents itself with a new path of a hidden strike. Like the B5V8 it is also FTLE, however its FTL drives have been designed to give as little a jump signature as possible, further increasing its stealth capabilities. Armaments: X8 Nuclear Missiles OR X18 100 Tonne Guided Rockets
Description: The E4J7 is a carrier borne corvette which is not FTL equipped. It has an anti-personnel cannon at each end of the ship on a 270 degree (X,Y) ball socket for self defence. The Ship is equipped with various scrambling technology, easily allowing it to interfere with enemy technology on a smaller level. The E4J7 plays a large roll in the fighter-based combat the Empire focuses on. The Corvette is also equipped with a varying number of missiles to contribute to the fight. Its missiles are configured in cruise combat, meaning that they are launched out of the "spine" of the vessel then they automatically seek and destroy their target. The AAM-XKX missile is specifically designed to seek out detection devices such as LIDAR and DIRAX using their specific radiological output as a targeting reference. The other missiles are designed to take out fighter ships, thus changing the ships roll to a fighter-escort fighter killer, or a bomber killer for bigger ships. Armament: 2 Hanker Forepi HCAP(High Corrosive Anti-Personel) 5kPlas AND Electronic Warfare Disruption Package AND Jerse Defence AAM-XKX BVRS Missile x1 (Beyond Visual Range Suppression) OR Jerst Defence AAM-T9T Missile x4 OR Jesrt Defence AAM-950 Missile x2
Praktus Armaments Q1 'Eyeball' Battle Probe
Description: The Q1 is a basic, first surveillance and ground support drone. Equipped with 4 high explosives missiles the drone's basic purpose is combat surveillance. Armament: Jerst Defence AAM-T9T Missile x4
Fleet Deployed Naval Units: Non-Combat Craft
Sauvaunt-Vanaka Indigo Type-O7 ISR BVTOL FTLE Description: The O7 is an Inter-Stellar Recon, Bipedal Vertical Takeoff and Landing, Faster-Than-Light Equipped recon vessel designed for stealth planetary surveilance. The O7s unique high powered thrusters make it able to easily outrun most ships of its size and its unique array of counter measures allow it to fly around rather unhindered.
Hankur-Forepi UD-1Z “Plumpit” BVTOL Dropship Description: The Plumpit, named after a graceful Imperial Game Bird, is a large, powerful dropship designed for both ship-to-ship raiding parties and planetary landings. The Ship is equipped with a 3kPlas cannon on the front of the ship and a personal DIRAX surveillance system. Plumpits are cheap and easy to create, and therefore they are a solid multi-role work horse for the empire.
Praktus Armaments Q-2 FTLE Carrier Pod Description: The Q2 is a pod that is able to fired from a number of ships ranging from Corvettes to Capitals. The Q2 is essentially a smart inventory vessel that is designed to assist shipwrecked crews, vessels running low on ammunitions, food, or even personnel. The Q2 has revolutionised Imperial logistical capability. The fact that it is also an FTL equipped vessel furthers its use, however the vessel is only able to use its FTL once due to its inability to keep the vessel powered for very long.
Renvir-Nimbo B-530 "Manta" Hauler VTOL The B-530 is a large beast, capable of hauling a large amount of items that would be too much for the Plumpit to carry. The Manta is a large combat hauler, and sees action all around the empire. Like the Plumpit, civilian versions exist. Its capacity to carry and its ease of maintenance allow for massive, cheap faring of cargo.
Infantry Composition
The Nakar Infantry are the main fighting force of the empire and rely on auxiliary support from the other races to logistically support their warfare methods.
Imperial ranks
(5S) Survanadaxiat: A Survanadaxiat is a high level veteran commander, or Artificial Intelligence. Survanadaxiats are responsible for numerous amounts of Vanadaxiat's in their operational areas.
(4S) Vanadaxiat: A Vanadaxiat is a an elite tactical level officer. He commands 5 Nadaxiats. He has a Dax bodyguard retinue.
(3S) Nadaxiat: A Nadaxiat is an acting officer of 5 Daxiats. A Nadaxiat fulfils a tactical headquarters role within the Nakar armed forces. Nadaxiats however command their own retinue of Dax bodyguards.
(2S) Daxiat: A Daxiat is an acting leader of a squad of 6 individuals. A Daxiat commands 5 Dax, be they regular or specialised.
(1SN) Dax Nakaan: A Dax Nakaan is a specialised variant of Dax trained for a specific purpose. Dax Nakaans usually represent soldiers who are valued for their skill traits over their leadership qualities.
(1S) Dax: The Dax is the individual soldier. Dax's don't have to fulfil specific roles however this is not always the case. Dax is the first official rank.
The PRAXIUS Battlesuit
The PRAXIUS VIII battlesuit is a multi-functional, multi-atmospheric battle suit designed for surface operations. The battle suit is highly flexible, coming with a number of support packages to augment its capability to suit a plethora of roles. The PRAXIUS features a triple modular system built on-top of an armoured power loader. The user of the PRAXIUS sits inside the torso and interfaces with it using a neural command system, as such, the PRAXIUS would feel like an extention of a soldiers body, in its uses, visuals and outputs. Of course, during this soldiers are completely conscious and can leave the interface at any time. Armour on the PRAXIUS is both dispersion plate and reactive depending on the armour outfit the soldier is given for the mission.
The PRAXIUS has various modes;
Bipedal: The PRAXIUS is able to move on what is classified on its two armoured back legs, this allows it, with the help of its arms and its rocket boosters, to traverse mountainous or uneven terrain. In this stance it holds its primary weapon right its right "Arm" and its secondary weapon with its left "arm." It is capable of firing like this and it can also fire on the move however for extreme distance accuracy suffers in this "stance." Bipedal stance is the most commonly used in underwater operations.
Deployed: The PRAXIUS suit will go to ground in a "prone" fashion. The "limbs" of the PRAXIUS will then compact into the chassis and the armour plating will tighten and overlap. The primary weapon and "right arm" will slide into a pre-selected stabilizer on the spine of the PRAXIUS. This stance is stationary, however it is used for continuous, accurate and precise fire.
Assault: This mode, only enabled for specific PRAXIUS suits disables the ability to deploy. The Assault configuration enables a turbine or jet pack to be added onto the rear of the suit for navigation of a 3D battle environment. Assault mode is commonly used in Space and Deep Sea environments.
All the below utilise the Praktus Armaments and PRAXIUS Systems Battlesuit, the PRAXIUS VIII with the following modules:
AH1D - Napalm Flamethrower and 50kPlas Medium Railgun H1A1 - Hankur-Forepi 180kPlas Artillery Installation Railgun M5US - Hankur-Forepi M5US Bulwark Shield M5TV - Hankur-Forepi M5TV GWACS TD-55 - Hankur-Forepi TD-55 195kPlas Heavy Railgun HE-ML - Ground Based HE Missile Launcher NA-ML - Ground Based Ultra Heated Flachette Missile Launcher AN-ML - Ground Based Acidic Nerve Gas Launcher SD-ML - Ground Based SEAD Launcher MU-SV - Munitions FTL support Vehicle CIWS - 30MM Chaingun D-KM (Defence - Kinetic, Missile) CIWS Mount
Other Support Vehicles: Nakari-Havolus Tracked Maintenance Factory
The factory repairs, builds and dismantles drones depending on the course of a ground campaign, it is fired down via a re-entry pod, and comes with the parts to shoot the essential parts of the factory back up to its ships in space.
The Imperial Armed Forces however are not limited to their large profile, bulky battle suits. They have smaller battle suit variants that allow them
Fleet Vessels
Large ships, such as carriers and battle cruisers are equipped with one anti-missile ion CIWS array. The Ion CIWS burns and destroys missile systems before they are able to reach the Imperial Vessel.
The Ion CIWS array is assisted in its duties by a D-KM Kinetic CIWS. The D-KM is a CIWS system; designed to destroy and neutralise incoming projectiles that are Kinetic and Missile. The third layer of ship protection comes in the form counter-measure flares designed to confuse smart missiles.
Each ship is equipped with two sets of DIRAX to ensure full combat capability. Each ship is equipped with one DIMAGNID.
Each Nakar Vessel have escape pod vessels, which are essentially civilised military transport ships. These ships are weaponless, and also equipped with FTL drives and sub-light boosters to control navigation and re-entry. These escape pods are programmed to jump to the nearest Nakar star system, but can be overwritten in the case of an emergency.
Heavy Vessels: Battleships, Carriers and Flagships
- Makoan-Class Battleship
Manufacturer: Renvir-Niymbo Home Base: Kharkum, Kharaki System Carlin: 8500m Beam: 1800m Description: The Makoan-Class Battleship is equipped with enough heavy firepower to destroy a small empire. Its main armament consists of an extremely large, super-charged ion array. The huge amplified array will easily, once fully charged burn through even the heaviest of ships like their armour was paper. Taking roughly an 8th of the Navy with it in its crew quarters, the Dreadnought is a vast ship designed for deep space warfare and subsistence. The dreadnought has a single carrier bay and a large birthing chamber for working on other medium and light ships. The Dreadnought has factory capabilities inside its vast interior that ensure the permanent survival of the ship and its crew. The dreadnoughts secondary weapon, but by no means taking second place, comes in the shape of 4 pairs of 400kPlas cannons designed to blanket enemy vessels in highly destructive firepower from range. Its third weapons are its 10 twin Ion batteries that lay down lightly charged Ion fire to saturate the enemy with damaging fire. These Ion batteries are adept at taking down smaller vessels such as frigates, whilst also being able to knock out modules from other ships to play a key part in a large, capital standoff.
Oran-Class Battlecruiser
Manufacturer: Renvir-Niymbo Home Base: Kharkum, Kharaki System Carlin: 4400m Beam: 900m Description: The Oran-Class Battlecruiser is a large Nakar vessel and usually a flagship in the Nakar Navy. It is equipped with Dual, Armoured Ball-socketed 400kPlas cannons which take up space on both sides of the front of the ship. These cannons are designed for super-heavy bombardment of enemy vessels of the same size, and are equipped with advanced ichor munitions that do more damage after they have exploded. The Battlecruiser's second tier of armaments consist of 32 precision, individually DIRAX guided precision rail guns. These rail guns forgo the risk of firing a precision missile to blanket an enemy fighter wing with precision gunfire to destroy incoming bombs, missiles and vessels. The third tier of weaponry on the Battlecruiser consists of its large Ion Cannon that, like other Imperial vessels is housed in the middle of the vessel, this allows it to do maximum damage to other ships. The Ion Cannon in the battle cruiser can be turned slightly unlike other vessels, due to the fact that the Battlecruiser takes some time to bring its might to bare.
Ghurrk-Class Carrier
Manufacturer: Renvir-Niymbo Home Base: Kharkum, Kharaki System Carlin: 4000m Beam: 750m Description: The Ghurrk is the workhorse of the Nakar Navy and a lynchpin of their space fighting doctrine. The Ghurrk houses 200 Vessels. This vessel usually consists of, but is not always 100 Interceptor class vessels, 50 bombers and 50 gunships. The Ghurrk is equipped two fighter birthing hangers for deployment of 120 vessels per minute. The rear of the Ghurrk features a reserve hanger with specialized engineering machinery designed specifically for fighter repair to improve combat survivability. The Ghurrk usually finds itself in frigate escort, however when conditions are critical, the Ghurrk is armed with 4 Vanguard Radar Quad-Railguns for defence against swarming fighters.
Medium Vessels: Cruisers and Destroyers
Venedor-Class Cruiser
Manufacturer: Renvir-Niymbo Home Base: Kharkum, Kharaki System Carlin: 3100m Beam: 950m Description: The Venedor is a large missile support vessel in the Nakar Navy. It has a single large Ion Cannon housed in the middle of the ship, like many other Nakar vessels, however the Venedor has 32 cruise missile tubes mounted on its top spine, with all munitions available to it. Under the main Ion gun exists a large seeker anti-air missile battery to deter enemy bombers and fighters. The Seeker has a large damage array and is guided using DIRAX. The Seeker has a sister system at the rear of the Ship called the Vanguard. The Vanguard uses Guided Arrays coded in by the ship to have a non-radar presence that cannot be detected by Suppression Missiles that may be in use by other forces. The Vanguard however is not as accurate as the Seeker, however this allows these two systems to be used in Tandem to keep the Venedor working at full potential.
Corran-Class Destroyer
Manufacturer: Renvir-Niymbo Home Base: Kharkum, Kharaki System Carlin: 2500m Beam: 650m Description: The Corran is the Nakar Navy's workhorse. It is a ballistic vessel equipped with 5 twin main guns on 270 degree (X,Y) ball sockets at the front of the vessel for rapid bombardment of enemy vessels and planets, however its main power comes from a large Ion Laser cannon mounted in the armoured body of the destroyer. This allows the destroyer to punch large holes in enemy vessels of similar size using the Ion Cannon and its kinetic guns, these guns are larger than mere defensive weapons and whilst the Ion Cannon is the Corran’s main weapon the large bombardment cannons allow the Corran to engage multiple targets at once with heavy ordinance; this gives the Corran its reputation as a highly effective frigate killer.
Navatum-Class Hunter Destroyer
Manufacturer: Renvir-Niymbo Home Base: Kharkum, Kharaki System Carlin: 2500m Beam: 650m Description: The Navatum is a hybrid destroyer. It is equipped with an exterior armoured lock on package to augment its already highly capable navigation systems. Its main weapon is its large Hankur-Forepi JAH-33 heavy kinetic cannon capable of destroying ships of equal class and punching above its weight. Like all Imperial ships its thin profile causes it to face enemy ships head on and fire its main weapon at a steady pace.
The Navatum’s second weapon comes in the form of an armoured, stabilised, hypersonic Mach 18 torpedo launcher. With Six tubes the Navatum uses this to saturate the enemy in precise fire. As its tertiary armament; The Destroyer’s third weapons station has two medium guns on its top and two medium guns on its bottom, allowing it to bombard enemy ships. Whilst the Navatum prefers to fire all of its weapons in timed pacing between its shots, hasty captains have been known to let loose what they call a “Broadside”, where they expend all loaded munitions simultaneously, this allows the ship to nearly destroy any ship it comes up against.
The Navatum’s defence package comes in compliment to its CIWS with a symmetric dual mounted side battery of Anti-Air missile systems. ASDM or Anti-Swarm Deterrent Missiles are missiles that explode in the vicinity of formations around enemy air wings to ensure the destruction of enemy formations and to assist the close in weapons systems of the ship.
Kana-Class Gun Frigate
Manufacturer: Renvir-Niymbo Home Base: Kharkum, Kharaki System Carlin: 300m Beam: 70m Description: The Kana is a multi gun frigate equipped with a laser targeting package and 3 independent reloading high calibre cannons located on the frontal spine of the ship. The Kana fires all three of its cannons in a sharp volley for fire support, then it reloads. This can limit the Kana to a fire support role. However, the Kana also sports smaller anti-fighter missiles, making it highly capable of escort roles. The Kana is equipped with a Seeker DIRAX for its Missile Batteries. The Kana’s tertiary armament features a Vanguard-Operated quad rail gun above the bridge; this is to deter enemy fighters, bombers and corvettes.
Kadir-Class Flak Frigate
Manufacturer: Renvir-Niymbo Home Base: Kharkum, Kharaki System Carlin: 300m Beam: 70m Description: The Kadir is a flak frigate designed for ship escort and fleet protection. The Kadir is equipped with a flak battery, anti-fighter missiles, and a repair dock for fighters. For this purpose Nakar pilots have been known to nick name the Kadir the “Storm Port” due to its nature of a safe haven from enemy fighters in battle. The Kadir’s primary use however is its manned flak batteries. The Kadir frigate is capable of defending larger ships from missile attacks and fighter attacks using its flak cannons and is primarily used in an escort role.
Deployed Munitions
A large part of the Nakar shell technology focuses around the use of "Ichor" Ichor is a green fluid containing military issue chemical compounds designed to combine with nitrogen and oxygen and create vast interior damage to enemy ships. This would force enemy captains to either live-vent their own crew, or morally conflicted commanders to face horrific losses or stand down.
KSR-IV: The forth iteration of the Kinetic Standard Round is one deployed by many of the Nakar standard ships and used by larger vessels to deal with smaller ships. The KSR is a large railgun-fired projectile utilising a triple stage tandem charge. The shell itself is programmed via a range finder; once the shell has penetrated the armour of the ship using its tandem charges its core charge explodes, spraying the ship with heated ichor, causing large interior heat damage.
NKFD-X: The tenth and arguably perfected nuclear heavy fortification armour piercing round is a large calibre railgun shell designed to destroy heavily armoured targets from long range. It works by utilising a tandem charge to destroy the original armour, then detonating a high yield nuclear explosion on the hull of an enemy vessel. The NKFD-X is a rocket assisted shell. The shell is usually fired in success with two rounds in rapid succession for maximum damage. The NKFD-X is the Nakars solution to ground fortifications and heavily armoured ships.
ARKDA: The Advanced Flak Shell, codenamed ARKDA is a smart, range-found shell designed for 3-axis space fighter protection. The ARKDA comes in a variety of sizes and is used on nearly every ship in the Imperial Navy. Its ability to provide long range fighter flak cover is invaluable to the experienced CAWs (Commander, Air Wing)
TORK: The TORK shell is a super-heavy killer. Fired by an array of Imperial Naval vessels the TORK is a cluster munition that can use its payload of concentrated shells to stow nuclear shells or Ultra Heated Flachettes. With laser guidance or dumb-fire the TORK can fracture enemy ships using its broad coverage and due to its high damage and wide-dispersion yield it can damage many exterior arrays on an enemy ship. The TORK is a saturation shell, meaning that it is usually used in concentration to blanket an enemy ship and make it infeasible for combat operations. The TORK in taking out large and small vessels equipment by destroying their exterior detection equipment and it furthermore is the cutting edge against carriers due to its ability to vaporise its compliment or escorts.
Last edited by Rookzilla on Fri Sep 23, 2016 2:25 pm; edited 2 times in total
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Posts : 67 Join date : 2016-09-05
Subject: Re: [NAK] The Nakar Empire Wed Sep 14, 2016 3:21 pm
Fleet Composition
The Imperial Navy is subject to a rapid amount of inter-changing personnel to different ships and different jobs. Each naval member is tasked to a regular level of scrutiny by both their captains and their civilian liaisons. Due to this level of observation complacency is extremely difficult in the Imperial Fleets, making them a highly organised and intelligent fighting force.
The Nature of the Nakar hyperspace gates allow them to maintain very low Helium-3 Consumption inside their own territory, allowing for large naval presence to keep order inside their own space. Nakar ships very rarely rely on their own FTL drives to move, and instead allow the hyperspace gates to move them.
1st Imperial Central Flotilla The ICF of the Imperial Navy is tasked with defending the inner worlds from pirates and closely monitoring the hyper space gate network between the Nakar Systems. The ICF is composed of a number of warships with personnel from prestigious war academies and recruits from the higher echelons of society. As such, these recruits are well versed in the handling and competence of their ship. These recruits are then mixed with a mix of commanders ranging from experience-based to tactics-based. This allows the Central Flotilla to maintain an large array of skill and it enables it to respond to a variety of threats.
1st Imperial Deep Space Fleet The deep space fleet is the Nakar navy's foreign fleet designed for offensive capabilities. This fleet is completely subsistent and regularly cuts it's teeth doing anti-piracy activity when out of war-time. The fleet is headed by Admiral Yathrok and its ground forces attache is led by General Banion, this fleet represents the investment of the elite in the Nakar Army. The fleet is based in Garrensor, ready to react at any moment and within minutes of the external hyperspace gate.
4th Naval Patrol Squadron The 4th Naval Patrol Squadron actively patrols the outer sections of the empire with its low fuel consumption task force. These regularly jump out of Nakar space, take a look around and then jump back. Their admirals usually are trained to fight against a superior force, and as such the survivability of the 4th Naval Patrol Squadron is something to behold.