That's right, I'm Back.
First off, let me apologies to previous Fleet Command Players for both my absence and letting my other threads die, i at least hope you had fun during their time of life.
With that in mind, and with a determination to make another "Fleet Command" on par with the first 30+ page epic, i offer this game, a fleet command focused on a role mostly ignored in previous editions editions: Squadron Leader.
vvvvvvvvvvvvvvvvvvvvvvv
-Player limit: 6 (Ideally five Squadron Leaders and a Carrier Captain)
-Post Limit
Combat Actions) One per day, (Comms and manovering) Unlimited.
-Players will also be given Credits at the successful completion of a mission, as well as abount for every kill made, Players can do with it what they wish. They can upgrade their craft with equipment, (i will make the shop available later.) they can horde it away for their own reasons, or they can donate it to their mother ship so it can provide better support.
- Players first create a squadron leader, this will represent them in the game world, then a squadron chosen from the type below, the exact number of craft is determined by squadron type as shown below.
- The Carrier Captain commands the mother ship and has full authority in regards to actions aboard his/her ship, although his starting ship is pre-determined, he/she chooses which upgrades he wishes to purchase and the ship's name. he/she is assisted by the ships Smart AI (controlled by me),known to all aboard as Lucy.
-Attack successes are decided by me.
-We're writing a story together here, please try to make your posts reflect that.
VVVVVVVVVVVV
Anyone interested may reserve a slot below as well as ask any questions, but nothing is final until you PM me your character sheet.
The captain's slot has been taken.
First off, let me apologies to previous Fleet Command Players for both my absence and letting my other threads die, i at least hope you had fun during their time of life.
With that in mind, and with a determination to make another "Fleet Command" on par with the first 30+ page epic, i offer this game, a fleet command focused on a role mostly ignored in previous editions editions: Squadron Leader.
vvvvvvvvvvvvvvvvvvvvvvv
-Player limit: 6 (Ideally five Squadron Leaders and a Carrier Captain)
-Post Limit
-Players will also be given Credits at the successful completion of a mission, as well as abount for every kill made, Players can do with it what they wish. They can upgrade their craft with equipment, (i will make the shop available later.) they can horde it away for their own reasons, or they can donate it to their mother ship so it can provide better support.
- Players first create a squadron leader, this will represent them in the game world, then a squadron chosen from the type below, the exact number of craft is determined by squadron type as shown below.
- The Carrier Captain commands the mother ship and has full authority in regards to actions aboard his/her ship, although his starting ship is pre-determined, he/she chooses which upgrades he wishes to purchase and the ship's name. he/she is assisted by the ships Smart AI (controlled by me),known to all aboard as Lucy.
-Attack successes are decided by me.
-We're writing a story together here, please try to make your posts reflect that.
Squadrons can be any Space fighter type craft that players think up or find on-line or whatever, but they must all be the same type. (No Bombers in Corvette squadrons for example.) and the number of craft is limited by type.
Whenever a squadron has make an attack with it's special weapon, it must return to it's mothership before they can use it again. Re arming takes one combat post.
Interceptors:
Crew 1
Squadron size: 7
Starting equipment: Basic Gatling Laser (fully automatic), 2 Basic Guided missiles.
The hunters, the fastest, most agile, and lightest armored craft in space. Excellent at destroying other stike craft, but can't touch Capital ships and loses out to the Fast-tracking Turrets of Corvettes.
Stike-Fighters
Crew: 2 (Pilot, Weapons Officer)
Squadron size: 6
Starting equipment: Basic Laser Cannon (Three round burst). 2 light plasma bombs
The jack of all trades, can handle themselves in a fight against other strike-craft and carry the ordnance to worry Capital ships. no real weakness, but no real strength either. Moderately armored.
Bombers
Crew 2 (Pilot, Weapons Officer)
Squadron size: 5
Starting equipment: Basic Laser cannon (single shot), 4 Medium Plasma bombs.
Even Mighty Dreadnoughts fear the humble Bomber, it's plasma bombs can tear holes in the thickest hull-plate and their heavy Armour allows they to wade through all but the heaviest Point defenses with impunity. Other strike craft will tear them to shreds however.
Corvettes
Crew: 3 (Pilot, Gunner, Engineer.)
Squadron size: 3
Starting equipment: 3 light turrets (each singe shot). Basic Turbo-boost generator.
The last word in any Strike-craft engagement, Corvettes tear other craft apart, their lighter Armour and desperate evasive maneuvers useless against the fast-tracking and high-powered cannons that adorn the Corvettes hull. Capital ships are it's only fear, as it's sluggish movement leaves them easy prey for their enemy's main guns and point defenses.
Whenever a squadron has make an attack with it's special weapon, it must return to it's mothership before they can use it again. Re arming takes one combat post.
Interceptors:
Crew 1
Squadron size: 7
Starting equipment: Basic Gatling Laser (fully automatic), 2 Basic Guided missiles.
The hunters, the fastest, most agile, and lightest armored craft in space. Excellent at destroying other stike craft, but can't touch Capital ships and loses out to the Fast-tracking Turrets of Corvettes.
Stike-Fighters
Crew: 2 (Pilot, Weapons Officer)
Squadron size: 6
Starting equipment: Basic Laser Cannon (Three round burst). 2 light plasma bombs
The jack of all trades, can handle themselves in a fight against other strike-craft and carry the ordnance to worry Capital ships. no real weakness, but no real strength either. Moderately armored.
Bombers
Crew 2 (Pilot, Weapons Officer)
Squadron size: 5
Starting equipment: Basic Laser cannon (single shot), 4 Medium Plasma bombs.
Even Mighty Dreadnoughts fear the humble Bomber, it's plasma bombs can tear holes in the thickest hull-plate and their heavy Armour allows they to wade through all but the heaviest Point defenses with impunity. Other strike craft will tear them to shreds however.
Corvettes
Crew: 3 (Pilot, Gunner, Engineer.)
Squadron size: 3
Starting equipment: 3 light turrets (each singe shot). Basic Turbo-boost generator.
The last word in any Strike-craft engagement, Corvettes tear other craft apart, their lighter Armour and desperate evasive maneuvers useless against the fast-tracking and high-powered cannons that adorn the Corvettes hull. Capital ships are it's only fear, as it's sluggish movement leaves them easy prey for their enemy's main guns and point defenses.
A decommissioned Outer-Rim Republic Carrier-Cruiser that has been modified to include an extra hard-point. it's modular design means more could be added at a later stage.
Hardpoints
5x launch bays
1x point defense.
1x Heavy cannon.
(Point defenses are controlled by the Support AI and will engage any craft or torpedoes that get close. The heavy cannon is the captains sole offense weapon he has direct control over. But he may mark targets for the squadron leaders to attack, targets destroyed while under orders offer a larger bounty than ones destroyed on a Squadron's own initiative.)
a Captain can issue one of the following orders per combat post, orders last until another is issued, with exception to the "Battle Stations!" order:
Battle Stations!
The ship prepares for combat, squadrons may be launched and the ships shields and point defenses activate. This order can also be used to return to normal operations and equalize power.
All ahead Full
The ship pours power into it's ion engines, sacrificing defensive and offensive power in exchange for a burst of speed.
The ship may avoid a single volley of torpedoes or ram another ship. but will take more damage from other attacks and cannot launch or receive any squadrons while this is in effect
Keep him on radar
Power is diverted to the ship's scanning equipment, focusing exclusively on a single ship or squadron, ensuring that all shots reach the target, (this also counts for any squadron attacking the target). This is at the expense of agility and shields however, a ship under this order cannot change course and will suffer more damage if attacked.
Brace for Impact!
Power is diverted into the shields and internal safety systems. the ship cannot change course or launch or receive squadrons, but it's defensive bonus is increased.
All squadrons Scramble!
All squadrons currently aboard the ship are re-armed and launched intermediately. can only be issued when not under other orders, (Ship must be at Stand down or Battle Stations status)
Repel Borders
the ship enters lock-down and the security teams rally to repel the invaders. the longer this order is in effect, the higher the chance of removing any hostile marines from the ship, but the ship cannot launch or receive squadrons. if not issued the borders could badly damage or even take over the ship.
Stand down.
the ship removes itself from combat status. Power is restored to all systems and point defenses shut down. Damaged systems or squadrons can be repaired. Escape pods can be recovered.
Hardpoints
5x launch bays
1x point defense.
1x Heavy cannon.
(Point defenses are controlled by the Support AI and will engage any craft or torpedoes that get close. The heavy cannon is the captains sole offense weapon he has direct control over. But he may mark targets for the squadron leaders to attack, targets destroyed while under orders offer a larger bounty than ones destroyed on a Squadron's own initiative.)
a Captain can issue one of the following orders per combat post, orders last until another is issued, with exception to the "Battle Stations!" order:
Battle Stations!
The ship prepares for combat, squadrons may be launched and the ships shields and point defenses activate. This order can also be used to return to normal operations and equalize power.
All ahead Full
The ship pours power into it's ion engines, sacrificing defensive and offensive power in exchange for a burst of speed.
The ship may avoid a single volley of torpedoes or ram another ship. but will take more damage from other attacks and cannot launch or receive any squadrons while this is in effect
Keep him on radar
Power is diverted to the ship's scanning equipment, focusing exclusively on a single ship or squadron, ensuring that all shots reach the target, (this also counts for any squadron attacking the target). This is at the expense of agility and shields however, a ship under this order cannot change course and will suffer more damage if attacked.
Brace for Impact!
Power is diverted into the shields and internal safety systems. the ship cannot change course or launch or receive squadrons, but it's defensive bonus is increased.
All squadrons Scramble!
All squadrons currently aboard the ship are re-armed and launched intermediately. can only be issued when not under other orders, (Ship must be at Stand down or Battle Stations status)
Repel Borders
the ship enters lock-down and the security teams rally to repel the invaders. the longer this order is in effect, the higher the chance of removing any hostile marines from the ship, but the ship cannot launch or receive squadrons. if not issued the borders could badly damage or even take over the ship.
Stand down.
the ship removes itself from combat status. Power is restored to all systems and point defenses shut down. Damaged systems or squadrons can be repaired. Escape pods can be recovered.
VVVVVVVVVVVV
You're broke. In a galaxy exhausted by a war against an invasion by a godlike being, hardly anyone outside the militarily has any money, so getting together with other like-minded individuals and forming your own mercenary company with pooled resources seemed like a good idea and now you have a ship to live on, some buddies to watch your back and a guaranteed source of income. Win-win, right? Lets hope that outlook holds up when under fire.
Nations and factions of the Fleet Command Universe.
Human Systems Alliance:
Formed shortly after mankind took it's first steps beyond their home system, the Alliance has spread to hold the largest portion of the galaxy, ruled from their home world of Earth. they were the initial target for the Void-Mother's revenge and managed to disrupt her plans again and again, thanks to the actions and sacrifices of the Legendary 23rd Fleet.
Human Systems Alliance humans - Refered to simply as Alliance - are a diverse lot coming form a wide selection of worlds, but loyalty and discipline are paramount. Alliance types tend to be dependable, trustworthy types.
Outer-Rim Republic:
Originally know and hated throughout human space as simple Rebels, men and women who had split from the guidance of the council for personal gain, their actions proved to be beneficial when the Void-Mother first awoke, as she then found it impossible to control their loosely bound systems though her agents. When war came to their tiny slice of galactic territory, their Fleets stood united against it.
Nothing is more important to a Republican than family, most fights in ports are started by an outsider saying the wrong thing at the wrong time. Republicans are hot headed, but utterly loyal to those they respect.
Covenant of the Light.
Originally only know to scholars as part of an extinct race of beings known as "The First Race." The Covenant awoke during the initial stages of the War of the Void, honor-bound to defend all creatures from the Void-Brothers despite their massive casualties incurred during the civil war that decimated their shared race, They acted a mediators between the Republic and Alliance, bringing an end to their decade-long hostility in the light of this new threat.
Although not actually members of the "First Race" many humans chose to live under their protection and guidance, in return they formed auxiliary units whenever the Sisters go to war, helping off set their relatively small numbers.
Covenamt Humans are level headed and intelligent, and choose to live their lives in accordance to the scriptures of their benefactors. Honor and trust means much to these humans.
The Void Brothers(Not a Playable Faction)
A hostile cult from eons past, has resurfaced under the leadership of their goddess to bring darkness and death to the Galaxy, any action is justified in the pursuit of the Void-Mother's goals, from stealth to assassination to genocide.
Void Brothers are surgically augmented zealots, fearless, fast, deadly in close combat and short range fleet engagements. They are a blight that humanity and the sisterhood have been trying to remove for ten years now.
Nations and factions of the Fleet Command Universe.
Human Systems Alliance:
Formed shortly after mankind took it's first steps beyond their home system, the Alliance has spread to hold the largest portion of the galaxy, ruled from their home world of Earth. they were the initial target for the Void-Mother's revenge and managed to disrupt her plans again and again, thanks to the actions and sacrifices of the Legendary 23rd Fleet.
Human Systems Alliance humans - Refered to simply as Alliance - are a diverse lot coming form a wide selection of worlds, but loyalty and discipline are paramount. Alliance types tend to be dependable, trustworthy types.
Outer-Rim Republic:
Originally know and hated throughout human space as simple Rebels, men and women who had split from the guidance of the council for personal gain, their actions proved to be beneficial when the Void-Mother first awoke, as she then found it impossible to control their loosely bound systems though her agents. When war came to their tiny slice of galactic territory, their Fleets stood united against it.
Nothing is more important to a Republican than family, most fights in ports are started by an outsider saying the wrong thing at the wrong time. Republicans are hot headed, but utterly loyal to those they respect.
Covenant of the Light.
Originally only know to scholars as part of an extinct race of beings known as "The First Race." The Covenant awoke during the initial stages of the War of the Void, honor-bound to defend all creatures from the Void-Brothers despite their massive casualties incurred during the civil war that decimated their shared race, They acted a mediators between the Republic and Alliance, bringing an end to their decade-long hostility in the light of this new threat.
Although not actually members of the "First Race" many humans chose to live under their protection and guidance, in return they formed auxiliary units whenever the Sisters go to war, helping off set their relatively small numbers.
Covenamt Humans are level headed and intelligent, and choose to live their lives in accordance to the scriptures of their benefactors. Honor and trust means much to these humans.
The sisterhood is ancient, originally only known to scholars as a part of a race of beings called "The First Race." they were believed to have died out with the rest of their race eons ago, after a brutal war that devistated their empire, leaving only a handful of relics and automatons as signs of their passing, but now it seems the Sisterhood was not dead, only sleeping, and now they have returned to defend the galaxy from their eternal enemy: The Void-Mother.
Disciplines
Scribes
Scribes are the techs, researchers and scientists, building and maintaining the ships, weapons and equipment of their kin, they focus less on combat and more on problems of the mind.
Knights
The Knights are the warriors, Marines, Ship gunners and fighter pilots, defending their kin through force of arms and with their very bodies if needed. they are experts of close-quarters combat and the quality of their weaponry and Armour is unmatched. They focus solely on Combat training.
Clerics
If the Knights are the muscles, and the Scribes the Mind, then the Clerics are the soul, guiding their sisters down the path of wisdom and the teachings of their Goddess, the Star-mother. Clerics are the diplomats, archivists and priestesses, they focus on matters of the soul.
Equipment.
To a sister, her Armour, weapons, and robes are her most treasured possessions, made solely for her use and her use alone, it is considered a great insult for another to touch them without the owner's permission, even if she had fallen in battle. this cultural difference almost destroyed their fragile alliance with humanity during the first days, but with the Arch-Cannoness's guidance, tragedy was avoided, and now the Sisters are slightly more tolerant of the actions of the "Faithless" (as they call humanity).
As a sister rises up the ranks, she keeps the weapons forged for her own hand at her initiation, but replaces her Armour with that more fitting of one of her new rank, the old set melted down to make the new suit, ensuring that it's spirit continues to grow with her until their death, and they can take the final journey together.
Ranks
Once-Sworn
these are the hopefuls trying to gain membership, if accepted, they choose a discipline and are taken under the wing of a full sister who becomes their master and teacher, having a Once-Sworn survive the difficult trails to become a full sister is an honor for her teacher.
Sister.
The lowest rank, equal to crewman or trooper in the alliance, also used a term of respect between members. these are the bulk of the sisterhood.
Sister-Superior
A Leader of a squad or team, similar to a Sargent, must have ensured that two Once-Sworn she has tutored passed their trails, this ensures that she is well versed in her chosen art.
Blessed Sister
Similar to an XO or First-Mate, this rank aids and learns from a Captain, at this rank a sister may chose to learn from another discipline, or specialize within her own.
Knight/Scribe/Cleric-Captain
A ship commander, or leader of a task-force. Similar to Group-Captain. These sisters can learn from all three disciplines or continue to devote herself to her chosen task
Paladin
Equal to an Admiral, (Note: not High Admiral) Paladins lead a fleet, they are highly skilled in their chosen discipline and adept at one other, to face a paladin in combat is a risky venture indeed.
High-Paladin
The second in command of an Order, High-Paladins are hand-picked by their Cannoness to serve as her aide, Nothing about her chosen discipline is hidden from her and she can offer her superior irrefutable advice gained from centuries of experience.
Cannoness
The leader of an Order, Unsurpassed in all three paths of the Sisterhood, Member of the Watchers of the Seal, the ruling body of the Sisterhood. Upon attaining this rank, the Sister is granted a new name, given to them by the Oracle itself.
(Note: As of writing, there are only four known Orders, any questions as to the existence of others is met by silence.)
Arch-Cannoness,
Or Avatar of the Star-mother, is unique in that it is unattainable to any within the Sisterhood, instead one from outside is chosen, but how exactly is done (and why) is unknown. The head of the entire Sisterhood, and the final word in any Watcher meeting. The current Arch-Cannoness is a human female who served in the 23rd fleet: Maya Sharpe
Disciplines
Scribes
Scribes are the techs, researchers and scientists, building and maintaining the ships, weapons and equipment of their kin, they focus less on combat and more on problems of the mind.
Knights
The Knights are the warriors, Marines, Ship gunners and fighter pilots, defending their kin through force of arms and with their very bodies if needed. they are experts of close-quarters combat and the quality of their weaponry and Armour is unmatched. They focus solely on Combat training.
Clerics
If the Knights are the muscles, and the Scribes the Mind, then the Clerics are the soul, guiding their sisters down the path of wisdom and the teachings of their Goddess, the Star-mother. Clerics are the diplomats, archivists and priestesses, they focus on matters of the soul.
Equipment.
To a sister, her Armour, weapons, and robes are her most treasured possessions, made solely for her use and her use alone, it is considered a great insult for another to touch them without the owner's permission, even if she had fallen in battle. this cultural difference almost destroyed their fragile alliance with humanity during the first days, but with the Arch-Cannoness's guidance, tragedy was avoided, and now the Sisters are slightly more tolerant of the actions of the "Faithless" (as they call humanity).
As a sister rises up the ranks, she keeps the weapons forged for her own hand at her initiation, but replaces her Armour with that more fitting of one of her new rank, the old set melted down to make the new suit, ensuring that it's spirit continues to grow with her until their death, and they can take the final journey together.
Ranks
Once-Sworn
these are the hopefuls trying to gain membership, if accepted, they choose a discipline and are taken under the wing of a full sister who becomes their master and teacher, having a Once-Sworn survive the difficult trails to become a full sister is an honor for her teacher.
Sister.
The lowest rank, equal to crewman or trooper in the alliance, also used a term of respect between members. these are the bulk of the sisterhood.
Sister-Superior
A Leader of a squad or team, similar to a Sargent, must have ensured that two Once-Sworn she has tutored passed their trails, this ensures that she is well versed in her chosen art.
Blessed Sister
Similar to an XO or First-Mate, this rank aids and learns from a Captain, at this rank a sister may chose to learn from another discipline, or specialize within her own.
Knight/Scribe/Cleric-Captain
A ship commander, or leader of a task-force. Similar to Group-Captain. These sisters can learn from all three disciplines or continue to devote herself to her chosen task
Paladin
Equal to an Admiral, (Note: not High Admiral) Paladins lead a fleet, they are highly skilled in their chosen discipline and adept at one other, to face a paladin in combat is a risky venture indeed.
High-Paladin
The second in command of an Order, High-Paladins are hand-picked by their Cannoness to serve as her aide, Nothing about her chosen discipline is hidden from her and she can offer her superior irrefutable advice gained from centuries of experience.
Cannoness
The leader of an Order, Unsurpassed in all three paths of the Sisterhood, Member of the Watchers of the Seal, the ruling body of the Sisterhood. Upon attaining this rank, the Sister is granted a new name, given to them by the Oracle itself.
(Note: As of writing, there are only four known Orders, any questions as to the existence of others is met by silence.)
Arch-Cannoness,
Or Avatar of the Star-mother, is unique in that it is unattainable to any within the Sisterhood, instead one from outside is chosen, but how exactly is done (and why) is unknown. The head of the entire Sisterhood, and the final word in any Watcher meeting. The current Arch-Cannoness is a human female who served in the 23rd fleet: Maya Sharpe
The Void Brothers(Not a Playable Faction)
A hostile cult from eons past, has resurfaced under the leadership of their goddess to bring darkness and death to the Galaxy, any action is justified in the pursuit of the Void-Mother's goals, from stealth to assassination to genocide.
Void Brothers are surgically augmented zealots, fearless, fast, deadly in close combat and short range fleet engagements. They are a blight that humanity and the sisterhood have been trying to remove for ten years now.
Anyone interested may reserve a slot below as well as ask any questions, but nothing is final until you PM me your character sheet.
The captain's slot has been taken.
MasterSqueak:
Captain of the Errant Venture. (Mothership)
Name: Eric Davidson.
Appearance: White skin, short black hair, average height, slightly underweight, green eyes.
Bio: Son of two Alliance-born smugglers, his parents taught him everything they knew about starships. When he was twenty, his parents retired to an out-of-the-way planet, leaving him with a decent sum of cash. He later ran into several people looking to create a mercenary company. In an attempt to make a living for himself, he pooled his money with them in order to purchase a modified Republic carrier-cruiser and several squadrons of smaller craft.
he is assisted and guided by A tenth-generation smart AI
ZapperX
Position: Commander of Strike-Fighter wing, Terra Squadron.
Name: Devon Kingston
Appearance: Tall, Tanned skin, blue eyes, longish brown hair, goatee, average weight.
Bio: Raised by a lower-middle class Alliance family, Devon was very intellectual his whole life, and had a very promising chance of becoming a doctor. However, his parents couldn't afford to send him to medical school, so he went to a military college instead. After piloting a Yipper-class fighter for the Alliance military for four years, he left the military with a few of his wingmates and seeked mercenary work, enjoying the feel of piloting a fighter much more than medical practice. He joined up with the Errant Vulture before long.
Terra Squadron is made of seven Slick-class fighters, which look like this: http://media.photobucket.com/image/space%20fighter/darkbloodstone/star%20ships/fighter_atmosphere.jpg each a different color. Devon's is white, the other six are red, blue, yellow, green, orange, and purple. All have black trim.
jad4400
Name: Mila Hartford
Appearance: A shot dark brown haired woman with grey eyes. She is in shape and lightly tanned skin.
Bio: Mila?s father was Charles Hartford, a fighter pilot Alliance military and commanded a medium sized fighter wing. While on a covert operation into Republic territory he met Mila?s mother Mara, fleet commander for sector 8. Faking his death, Charles secretly joined up with the Republic fleet and married Mara in a private ceremony. Mila grew up moving in between locations in the Sector. At age 18 she joined the Republic merchant navies defense branch. This group was in charge of protection the massive bulk freighter from pirate attacks. However due to lack of funding, the Merchant Navy mostly rely on modified freighters that act as gunboats for protection. Mila commanded a squadron of these modified Corvettes had a great success against pirate forces. Eventually Mila and her squadron left the Navy and signed up with the Errant Venture, hoping to earn a better paycheck and meet new friends.
Mila and her squadron fly in Orion class- modified freighters, each is painted a black to allow them to blend in somewhat in the background of space. Mila?s ship is called the Mercury and the two other ships are called The Redstone and The Hyperion
lostclause
Name: Tom Alderson
Position: Pilot of A-1, leader of Alpha squadron.
Appearance: Tom is medium height and build with black hair and blue eyes. He is rarely seen out of one of his pilots uniforms.
Squad: Alpha wing, a bomber squadron.
Bio: Tom was the son of a man who was dishonourably dismissed from the Alliance's forces for disobeying orders. As a result, Tom grew up around a wishful desire for space flight and the violence of a man who had lost all direction. From this Tom grew to learn discipline, determined not to end up like his father. He will obey orders almost suicidally, making him extremely loyal for a mercenary. He eventually obtained his own squadron and has been serving with Eric ever since.
Anarchemitis
Captain of the Calliope Flight
Name: Klauenfrustisrich Clohmur (or Klau Clough)
Appearance: Slightly tanned, grayish eyes, auburn hair, approximately 4'10" tall. (151cm) Quite fit, wears steel-toed shoes instead of regular service boots.
Vessels: Calliope, Fayden, P Eugen
Yeredetto m559 Heavy Corvette (3x)
[Captain, Gunner, Loadmaster]
[Pilot, Gunner]
[Pilot, Gunner]
Bio: Born on Earth and raised on Venus, joined the Navy as soon as possible to fight the Void Brothers, as hearing of the Legends of the 23rd Fleet. He served the Alliance for 4 years with a fair service record, until expelled from service due to the neglect of several safety regulations (due to his friend getting him drunk on the day before departure of a regular patrol). Ever since, trying to maintain steady pay with the only skill set he prepared himself to have for his life, his skills as a Corvette Captain.
He is reputable for being the galaxy's smallest serviceman, fitting into minimum regulation size and weight by only half an inch and a quarter of a kilogram.
Captainguy42
Commander of interceptor squadron The Wild Geese
Name: Scotch "Scot" Leary
Appearance: Average height, athletically muscled, reddish brown hair, blue eyes, three piercings in his left ear, two in his right, one in his eyebrow. Almost never wears anything formal, even his flight suit is adorned with patches and symbols.
Bio: Scotch was the second oldest a working class factory family in the republic. With his mother and father away constantly working to support the family, it fell to him and his older sister to raise their siblings. When his father died in an accident their lives took a turn to the worst, it seemed obvious to Scot that his life was headed towards crime to keep his family afloat, luckily he was given a different option. A band of interceptors were retiring and offered Scot their ships for dirt cheap. With out any training or prior knowledge of ships Scot took the plunge, convincing his friends and family to sell almost all of their worldly possessions in order to acquire them.
Squadron: The Wild Geese are made up entirely of Scot's siblings and good friends. They fly 7 Zephyr-Class "Quick Response Attack Ships" (Image: http://images1.wikia.nocookie.net/homeworld/images/thumb/f/f4/AKHiigaran_Interceptor.JPG/800px-AKHiigaran_Interceptor.JPG).
Captain of the Errant Venture. (Mothership)
Name: Eric Davidson.
Appearance: White skin, short black hair, average height, slightly underweight, green eyes.
Bio: Son of two Alliance-born smugglers, his parents taught him everything they knew about starships. When he was twenty, his parents retired to an out-of-the-way planet, leaving him with a decent sum of cash. He later ran into several people looking to create a mercenary company. In an attempt to make a living for himself, he pooled his money with them in order to purchase a modified Republic carrier-cruiser and several squadrons of smaller craft.
he is assisted and guided by A tenth-generation smart AI
ZapperX
Position: Commander of Strike-Fighter wing, Terra Squadron.
Name: Devon Kingston
Appearance: Tall, Tanned skin, blue eyes, longish brown hair, goatee, average weight.
Bio: Raised by a lower-middle class Alliance family, Devon was very intellectual his whole life, and had a very promising chance of becoming a doctor. However, his parents couldn't afford to send him to medical school, so he went to a military college instead. After piloting a Yipper-class fighter for the Alliance military for four years, he left the military with a few of his wingmates and seeked mercenary work, enjoying the feel of piloting a fighter much more than medical practice. He joined up with the Errant Vulture before long.
Terra Squadron is made of seven Slick-class fighters, which look like this: http://media.photobucket.com/image/space%20fighter/darkbloodstone/star%20ships/fighter_atmosphere.jpg each a different color. Devon's is white, the other six are red, blue, yellow, green, orange, and purple. All have black trim.
jad4400
Name: Mila Hartford
Appearance: A shot dark brown haired woman with grey eyes. She is in shape and lightly tanned skin.
Bio: Mila?s father was Charles Hartford, a fighter pilot Alliance military and commanded a medium sized fighter wing. While on a covert operation into Republic territory he met Mila?s mother Mara, fleet commander for sector 8. Faking his death, Charles secretly joined up with the Republic fleet and married Mara in a private ceremony. Mila grew up moving in between locations in the Sector. At age 18 she joined the Republic merchant navies defense branch. This group was in charge of protection the massive bulk freighter from pirate attacks. However due to lack of funding, the Merchant Navy mostly rely on modified freighters that act as gunboats for protection. Mila commanded a squadron of these modified Corvettes had a great success against pirate forces. Eventually Mila and her squadron left the Navy and signed up with the Errant Venture, hoping to earn a better paycheck and meet new friends.
Mila and her squadron fly in Orion class- modified freighters, each is painted a black to allow them to blend in somewhat in the background of space. Mila?s ship is called the Mercury and the two other ships are called The Redstone and The Hyperion
lostclause
Name: Tom Alderson
Position: Pilot of A-1, leader of Alpha squadron.
Appearance: Tom is medium height and build with black hair and blue eyes. He is rarely seen out of one of his pilots uniforms.
Squad: Alpha wing, a bomber squadron.
Bio: Tom was the son of a man who was dishonourably dismissed from the Alliance's forces for disobeying orders. As a result, Tom grew up around a wishful desire for space flight and the violence of a man who had lost all direction. From this Tom grew to learn discipline, determined not to end up like his father. He will obey orders almost suicidally, making him extremely loyal for a mercenary. He eventually obtained his own squadron and has been serving with Eric ever since.
Anarchemitis
Captain of the Calliope Flight
Name: Klauenfrustisrich Clohmur (or Klau Clough)
Appearance: Slightly tanned, grayish eyes, auburn hair, approximately 4'10" tall. (151cm) Quite fit, wears steel-toed shoes instead of regular service boots.
Vessels: Calliope, Fayden, P Eugen
Yeredetto m559 Heavy Corvette (3x)
[Captain, Gunner, Loadmaster]
[Pilot, Gunner]
[Pilot, Gunner]
Bio: Born on Earth and raised on Venus, joined the Navy as soon as possible to fight the Void Brothers, as hearing of the Legends of the 23rd Fleet. He served the Alliance for 4 years with a fair service record, until expelled from service due to the neglect of several safety regulations (due to his friend getting him drunk on the day before departure of a regular patrol). Ever since, trying to maintain steady pay with the only skill set he prepared himself to have for his life, his skills as a Corvette Captain.
He is reputable for being the galaxy's smallest serviceman, fitting into minimum regulation size and weight by only half an inch and a quarter of a kilogram.
Captainguy42
Commander of interceptor squadron The Wild Geese
Name: Scotch "Scot" Leary
Appearance: Average height, athletically muscled, reddish brown hair, blue eyes, three piercings in his left ear, two in his right, one in his eyebrow. Almost never wears anything formal, even his flight suit is adorned with patches and symbols.
Bio: Scotch was the second oldest a working class factory family in the republic. With his mother and father away constantly working to support the family, it fell to him and his older sister to raise their siblings. When his father died in an accident their lives took a turn to the worst, it seemed obvious to Scot that his life was headed towards crime to keep his family afloat, luckily he was given a different option. A band of interceptors were retiring and offered Scot their ships for dirt cheap. With out any training or prior knowledge of ships Scot took the plunge, convincing his friends and family to sell almost all of their worldly possessions in order to acquire them.
Squadron: The Wild Geese are made up entirely of Scot's siblings and good friends. They fly 7 Zephyr-Class "Quick Response Attack Ships" (Image: http://images1.wikia.nocookie.net/homeworld/images/thumb/f/f4/AKHiigaran_Interceptor.JPG/800px-AKHiigaran_Interceptor.JPG).