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The Vederiction of Resource Alliance

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The Undying Nephalim
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« on: February 16, 2009, 02:08:53 am »

The Vederiction of Resource Alliance

General Information:         
   The V.R.A. is the unity of mankind under one common banner. With the discovery of hostile extraterrestrial life and the realization that the defense of mankind was now a priority objective, the nations of humanity banded and formed one of the most effective military forces the Sintar Cluster has ever seen.
   Operating under a creed that devotes effort to the securing of resources and defensive matters, the V.R.A. forces all civilians to participate in some way to aid mankind’s fight against their quarrelsome neighbors.  Through the will of humanity and the sheer numbers of people involved, the V.R.A. has managed to hold back all and any invader.  Such times have lead to the V.R.A. performing great feats, such as the extinction of the Jevoron people during the Human-Jevoron War.
   The V.R.A.’s fleet is designed to be flexible and versatile and there is no lack of ideas when it comes to potential weapon designs to use against the plethora of hostile foes.  Utilizing a huge payload of weapons and decent armor, the V.R.A. sacrifice speed in favour of decent protection and counter potential.
More Detailed information on the V.R.A. can be found here: http://sigma.wikia.com/wiki/Vederiction_of_Resource_Alliance   

Faction Leaders

General Geon E. Mokbel


Tactics: Heavy Firepower
Leader Bonus:
-   Fire Ant Bombers replace Mosquito fighter craft
-   Fighter Bay available for Defense Grid Pylon
-   Rex Design Permit is pre-purchased
-   Ships are directly built

Background: The military leader of the V.R.A, General Mokbel directs all actions undertaken by the fleets more or less. While his power is somewhat unsaturated by the collection of Colonels, ultimately most actions come to him for approval. He’s bold, calculating, and has a sense of justice no one can match.

Strategy: Not having to fork up extra resources and time to build a chassis for each ship is by far the General’s biggest advantage. He can mobilize his fleets quicker then the other V.R.A. leaders and as such players who don’t want to focus as much on micromanagement will likely attach to him. Occasionally his carriers will also spawn Fire Ant Bombers: these powerful craft are wicked against cruisers. When the General himself graces the field, you’ll be given control over his Rex Battleship, the Flamestar. While initially it’s essentially just another Rex Battleship, it comes equipped with a slew of powerful special weapons. The Xenon Ignition Shockwave pushes enemy ships in rapid succession across the map and can wreck massive havoc on an enemy fleet in formation. Focus Fire also helps to boost the combat effectiveness of all ships attacking the same ship as the General and is useful for taking out an enemy hero or powerful starbase.


Colonel Lyon Stein

Tactics: Long Range Artillery
Leader Bonus:
-   Artillery add-on available for Defense Grid Pylon
-   Artillery Range increased by 1000m
-   Raptor Design Permit is pre-purchased

Background: One of the most trusted Colonels in the V.R.A. fleet, Stein is effectively second in command next to the General himself. He’s calm, confident, and almost nonchalant when approaching a problem. He’s not particularly fond of war with the extraterrestrials, however.

Strategy: Colonel Stein takes full advantage of the one edge the V.R.A. have over all the other races: Long range. Artillery is the name of the game here, and the Colonel exceeds at bombarding the enemy from afar. More often then not, focusing on Raptor, Peregrine, and Orca production will serve greatly when they are put into action. When it’s time to summon the Colonel himself to battle, you’ll be rewarded with the Ankylosaur, the game’s most long-range weapon. When in Awe-Strike mode it can fire from any distance and cause havoc to a player who’s dawdling on the defensive. As you can imagine Stein is brutally effective against overly defensive players who like to hang out and build their fleets up cautiously.

Commander Edward William Hawksin

Tactics: Tech
Leader Bonus:
-   Bottlenose Destroyer armed with Mylock weaponry
-   Ships can be upgraded with BRIAD Defense System
-   Bottlenose Design Permit is pre-purchased

Background: Hawksin is one of the younger commanders in the V.R.A. fleet, and was one of the few who participated in the destruction of the Jevoron species. It’s argued that he has more affinity and empathy for alien races then most humans and as such he’d rather find a more peaceful solution to the conflicts. He is also fascinated with extra terrestrial technology and as such has implemented it in ships under his command.

Strategy: Commander Hawksin is more of a thinking player’s leader choice. Unlike the other leaders he has a larger focus on smaller ships such as the Bottlenose. This gives him massive anti-Battleship potential and the ability to spread around the map and control firefights better then the other leaders. In addition, he also gains a bonus for any alien race allied with him in multiplayer. When in the mission, you’re given control of Hawksin’s unique ship, the Torresque. Armed with a BRIAD defense system, this small ship is particularly effective at avoiding damage. In addition it is also armed with a Mylock Dimensional Phase Device, so Hawksin is able to become completely invisible to enemy sight and radar. This ability makes him handy for slipping into enemy territory and absorbing intel on fleet movements.

Commander Soril Valash

Tactics: Missiles
Leader Bonus:
-   All Missile units gain Cluster Missiles ability
-   Cluster Missile add-on available for Defense Grid Pylon
-   Owl Design Permit is pre-purchased

Background: A young and bold commander in the V.R.A. forces, Valash is infamous for completing her orders through means that defy protocol. She has little tolerance for rules, suppression, and most of all: alien life.

Strategy: V.R.A. players that prefer a more “In-your-face” approach will likely latch unto Valash as their main leader. While Colonel Stein certainly has power on his side, Soril brings the power up front instead of from behind the lines. Aggressive use of missile units is her main focus, and a well balanced fleet of Rexs, Owls, and Urchins is more potent then any other combination. When bringing her out onto the field Valash is in command of the Feldspar, a powerful Owl Missile Crusier. This makes her an excellent anti-destroyer unit, though she tends to fall quickly to larger battleships. It’s best to keep her mid fleet and surrounded by plenty of Urchins to take on any battleships that might focus fire on her ship.



V.R.A. Units
The V.R.A.’s war machine focuses on being flexible and modular.  All ships are constructed as a basic design but can be refitted with certain weapons to match the commander’s preferred strategy or current situation.

Utility Chassis
Refits to: Bee Mining Freighter, Ant Tug, Termite Construction Rig, Badger Scout
Info: The basis to all of the V.R.A.’s efforts, the Utility Chassis can be refitted for any role that is currently needed.

Termite Construction Rig

   - Type:
       • Constructor   
   - Builds:
       • HQ
       • Mining Base
       • Shipyard Mainframe
       • Colonel Center
       • Defense Grid Pylon
       • Folded Space Gate
Info: Termite Constructors have been in service as long as any utility vessel, and are essential to any V.R.A. base. Constructing virtually everything, the Termites are worth the cost and protection needed to maintain them.

Bee Mining Freighter

   - Type:
       • Mining Ship
   - Abilities:
       • Mines Ore
       • Mines Currency
Info: Huge trails of Bee Miners lead off into resource rich zones under V.R.A. control. The mining freighter is a necessity to the collection of war fuel.

Ant Repair Tug

   - Type:
       • Utility
   - Abilities:
       • Chains
       • Repair Craft
   Grapple Chains: The Tug can tow derelict ships back to a safer location before sending over Repair Crews.
Info: It is a guaranteed fact that ships entering battle will suffer casualties, and the Ant Tug is one of the V.R.A.’s most invaluable support tools. Ships suffering heavy casualties welcome much needed assistance from the Tug’s huge roster of repair teams. When the battle is over and there are dead ships in space, the Tug’s can bring back and repair the derelicts to avoid a critical waste of resources.



Badger Science Vessel

   - Type:
       • Scout
   - Armaments:
       • Flak Canons
   - Weapon range:
       • Medium      
   - Abilities:
       • Deploy Communications Relay
   Deploy Communications Relay: The Badger is able to set up a remote satellite to monitor enemy movements.
Info: Knowledge is half the battle, and a division of Badger Science Vessels are often sent out ahead of fleets to scan and analyze enemy threats.  The Badger’s reliability has been credited to the success of many battles, as their absence would have led to the slaughter of unprepared V.R.A. fleets. They are also often used to locate new resources to fuel the V.R.A. war machine.


Destroyer Chassis

Refits to: Bottlenose, Orca Bombardier, Urchin Missile Frigate
Info: The core from which the V.R.A.’s fast attack ships are brought forth, Destroyer skeletons are numerous in many major shipyard sectors.

Bottlenose Experimental Destroyer

   - Type:
       • Destroyer
   - Armaments:
       • Gattling Canons
       • Flak Arrays
   - Weapon range:
       • Medium   
   - Abilities:
       • Xenon Mass Ignition Thruster (Hawksin only)
   Xenon Mass Ignition Thruster: The Bottlenose gains a huge boost in speed.
Info: A more recent design introduced to the V.R.A’s fleet, the Bottlenose has demonstrated awesome success in its short service time. They are highly effective against larger ships as their speed makes them very hard for most conventional weapons to hit.

Orca Bombardier

   - Type:
       • Destroyer
   - Armaments:
       • Compression Launcher
       • Flak Canons
   - Weapon range:
       • Artillery
Info: When a direct offensive is out of the question the Orca Bombardier offers the basis for a solution. A fleet of Orca Bombardiers can attack incoming fleets long before their target comes within normal firing range.

Urchin Missile Frigate

   - Type:
       • Destroyer
   - Armaments:
       • Missile Launchers
       • Flak Canons
   - Weapon range:
       • Long
Info: Though it is not effective against most cruisers, the Urchin is a very effective anti-battleship craft and has seen much service in the V.R.A. military. Its stock of rapid fire missiles assure that pesky fast-attack enemies are kept at bay while larger V.R.A. ships attend to equally large enemies.


Cruiser Chassis

Refits to: Owl Missile Cruiser, Albatross Cruiser Carrier, Peregrine Heavy Cruiser
Info: The core from which the V.R.A. create their primary warships.

Owl Missile Cruiser

   - Type:
       • Cruiser
   - Armaments:
       • Missile Launchers
       • Flak Arrays
   - Weapon range:
       • Long
   Cluster Missile Mode (Valash only): Activates the ship's store of cluster missiles, disabling all other weapon systems. Each missile drains energy from the ship until it can fire no more.
Info: By far the most widely used ship in the V.R.A, the Owl is mass produced and has proven to be one of the best ships to combat alien threats. Sporting powerful broadside arrays and a stock of missiles to deal with smaller targets, the Owl is a necessity to any commanding officer.

Albatross Cruiser Carrier

   - Type:
       • Cruiser
   - Armaments:
       • Hangars
       • Flak Arrays
   - Weapon range:
       • Medium
Info: A common support ship, the Albatross greatly boosts the defensive value of any fleet with its stock of fighters. A pair of these can quickly and effectively launch a decent swarm of fighter craft to aid a V.R.A. fleet. Incoming fighters have any damage analyzed, and this information is later sent to V.R.A. ship designers in order to better protect future ships from hostile fire and other threats.

Peregrine Heavy Cruiser

   - Type:
       • Cruiser
   - Armaments:
       • Compression Launchers
       • Flak Arrays
   - Weapon range:
       • Artillery
Info: Another common ship in the V.R.A’s arsenal, the Peregrine is famous for its ability to soften up incoming enemies to make them easier for Owls to deal with. Paired with several Owl Cruisers for support, the Peregrine is another essential part of any V.R.A. fleet.


Battleship Chassis

Refits to: Raptor, Rex, Pterodactyl
Info: Every fleet needs a powerful assortment of command ships, and these already capable beasts are able to be upgraded to even more effective battle machines.

Raptor Artillery Battleship

   - Type:
       • Battleship
   - Armaments:
       • I.A.L.
       • Compression Launchers
       • Flak Canons
   - Weapon range:
       • Artillery
Info: Though they are rare in most V.R.A. fleets, a Raptor Battleship can easily turn the tide of a battle. With its long range IAL, the Raptor can siege enemy fortifications from a safe distance while the enemy scrambles and wastes precious time sending out their fleet to counter attack.

Rex Command Battleship

   - Type:
       • Battleship
   - Armaments:
       • Missile Launchers
       • Flak Arrays
   - Weapon range:
       • Long
Info: The pride of the V.R.A. fleet, the Rex is a traditional choice for high ranking Captains and Admirals. A vicious hunter of smaller cruisers, the Rex can tear through large swarms with ease.

Pterodactyl Carrier Battleship

   - Type:
       • Battleship
   - Armaments:
       • Hangars
       • Flak Canons
   - Weapon range:
       • Medium
Info: Though it is not mass-produced like most larger ships, a single Pterodactyl drastically boosts the defensive value of a V.R.A. fleet. With a huge stock of fighters ready to launch, the Pterodactyl quickly unloads its cargo into battle.


Sector HQ

   - Type:
       • Station
   - Armaments:
       • Missile Launchers
   - Weapon range:
       • Long
   - Add Ons:
       • Utility Yard
       • Repair Yard
       • Fighter Bay
Info: The Sector HQ is the hub of all V.R.A. activity in a given sector and the most important structure one needs to concern themselves with in any operation. From forth the HQ all the V.R.A.’s infrastructure and ships stem from. When fully upgraded, the H.Q.. can produce the Termite Construction Rig, Bee Mining Freighter, Ant Repair Tug and Badger Science vessel. In addition it can serve as a repair yard and fighter craft launch base.


Mining Pylon


- Type:
• Station
- Add Ons:
• Ore Docking Bay
• Currency Docking Bay
Info: Centers of V.R.A. stockpiles, Mining Pylons are found in virtually every V.R.A. controlled system. Resources are collected, processed, and shipped to local bases from these iconic ports.


Shipyard Mainframe

- Type:
 • Station      
- Add Ons:
    • Destroyer Yard
    • Cruiser Yard
• Battleship Yard
Info: Imposing symbol of the V.R.A.'s industrial might, the manufacturing pylon is more than a simple shipyard. This station is at the heart of any V.R.A. operation, and its loss is a crippling blow to their interests in the sector.

Colonel Center

- Type:
• Station      
- Add Ons:
• Bottlenose Design Permit
• Orca Design Permit
• Urchin Design Permit
• Owl Design Permit
• Albatross Design Permit
• Peregrine Design Permit
• Raptor Design Permit
• Rex Design Permit
• Pterodactyl Design Permit
Info: Crew and Captains must be specially trained to operate certain types of ships, and this facility provides the necessities as well as blueprints for the ship designs. Huge classrooms, simulators, mock-ups of various ship sections, and workshops can be found here, all in order to better train the V.R.A.'s much needed crew.

Bottlenose Design Permit

Division Ship: Bottlenose
Division Color: Sky Blue
Info: The most recent military section to form in the V.R.A, the Bottlenose Division has established manufacturing bases and development facilities to manufacture the Bottlenose refit for the Destroyer Chassis. Requesting a Bottlenose Division Colonel to the Training facility to start training crew will allow you to refit your destroyers with the Bottlenose model.

Orca Design Permit

Division Ship: Orca Bombardier
Division Color: Orange
Info: While not as well known as many of the other sections, the Orca Division manufactures the Orca Bombardier, a rapid response long range artillery destroyer. Requesting an Orca Division Colonel to the Training facility to start training crew will allow you to refit your destroyers with the Orca Bombardier model.

Urchin Design Permit

Division Ship: Urchin Missile Frigate
Division Color: Purple
Info: One of the largest and most widespread military sections, the Urchin Division has produced the successful Missile Frigate on a massive scale.  Requesting an Urchin Division Colonel to the Training facility to start training crew will allow you to refit your destroyers with the Urchin Missile Frigate model.

Owl Design Permit

Division Ship: Owl Missile Cruiser
Division Color: Black
Info: The oldest section in the V.R.A. military, the Owl Division can be found in virtually every system under V.R.A. control. They hold monopoly over the Owl Missile Cruiser, the most well known and iconic ship in the Human arsenal.  Requesting an Owl Division Colonel to the Training facility to start training crew will allow you to refit your cruisers with the Owl Missile Cruiser model.

Peregrine Design Permit

Division Ship: Peregrine Heavy Cruiser
Division Color: Yellow
Info: Closely affiliated with the Owl Division, the Peregrine Division has taken their design and modified it to a larger and more powerful ship. The Peregrine Heavy Cruiser is a lethal killing machine and has recently seen more use in most V.R.A. fleets. Requesting a Peregrine Division Colonel to the Training facility to start training crew will allow you to refit your cruisers with the Peregrine Heavy Cruiser model.

Albatross Design Permit

Division Ship: Albatross Cruiser Carrier
Division Color: White
Info: Though the Albatross Division is small, they produce a majority of the V.R.A. fighter craft and in addition supply their unique Cruiser Carrier. Requesting an Albatross Division Colonel to the Training facility to start training crew will allow you to refit your cruisers with the Albatross Cruiser Carrier model.

Raptor Design Permit

Division Ship: Raptor Artillery
Division Color: Green
Info: The Raptor Division maintains factories on many border words, and thus they have created the Raptor Artillery Battleship as a long range defensive ship capable of leading a siege on enemy fortifications that are set up too close to V.R.A territory. Requesting a Raptor Division Colonel to the Training facility to start training crew will allow you to refit your battleships with the Raptor Artillery model.

Rex Design Permit

Division Ship: Rex Command Ship
Division Color: Crimson
Info: Operated by the General himself, the Rex Division focuses on providing Colonels with the finest and most powerful command ships to lead fleets with. The Rex Command Ship is ofter marked as the flagship of V.R.A. fleets for offering captains maximum offensive and defensive capability in battle. Requesting a Rex Division Colonel to the Training facility to start training crew will allow you to refit your battleships with the Rex Command Ship model.

Pterodactyl Design Permit

Division Ship: Pterodactyl Carrier
Division Color: Pink
Info: Founded by Admiral Luroy Willow several months before her demise, the Pterodactyl Division focused on training the best fighter pilots and providing their fighter craft with the best carrier protection into battle. The Pterodactyl Carrier is a massive pair of hangars armed with just enough weaponry to unleash huge clusters of fightercraft. Requesting a Pterodactyl Division Colonel to the Training facility to start training crew will allow you to refit your battleships with the Pterodactyl Carrier model.

Defense Grid Pylon

   - Type:
       • Station      
   - Add Ons:
       • Flak Array
       • Missile Launchers
    • Fighter Bay (Mokbel only)
    • Artillery Launchers (Stein only)
       • BRAID Defense System (Hawksin only)
    • Cluster Missile Launchers (Valash only)
Info: V.R.A. bases on border or in alien territory are guaranteed to be attacked. Defensive platforms around the perimeter of any base can greatly relieve fleets from needing to defend stations. These stations are highly modular and incredibly versatile defensive platforms.

Flak Array

       - Type:
               • Station
       - Armaments:
       • Flak Arrays
       - Weapon range:
       • Medium
Info: The basic weaponry system found on most turret platforms, the Flak Array provide descent medium range cover from enemy attacks.

Missile Launchers

       - Type:
       • Station
       - Armaments:
       • Missile Launchers
       - Weapon range:
       • Long
Info: paired with the Flak Array, Missile Launchers provide defensive platforms with long range defensive cover.

Fighter Bay

       - Type:
               • Station
      - Armaments:
       • Hangar
       - Weapon range:
       • Medium
Info: Adding a fighter bay to any defensive turret provides a squadron of maneuverable fighter craft for defensive duty.

Artillery Launcher

       - Type:
             • Station
     - Armaments:
       • Artillery Canons
       - Weapon range:
       • Artillery
Info: Adding an Artillery defense system to a turret provides a massive umbrella of cover for your base.

BRAID Installation

       - Type:
             • Station
    - Armaments:
       • BRAID Defense System
       - Weapon range:
       • Medium
Info: Using highly experimental Mylock technology, the BRAID defense system can pinpoint and destroy incoming projectiles and energy volleys.

Cluster Missile Launchers

         - Type:
       • Station
       - Armaments:
       • Cluster Missile Launchers
       - Weapon range:
       • Long
Info: Jam packed and ready to explode, the Cluster Missile Launchers provide a quick barrage of firepower in short succession, making them ideal for destroying a single target rapidly.


Folded Space Generator

   - Type:
       • Station
   - Summons:
       • Leader's Ship
       • Bottlenose
       • Orca
       • Urchin
       • Owl
       • Albatross
       • Peregrine
       • Raptor
       • Rex
       • Pterodactyl   

Info: By far the most advanced structure built by humans, Folded Space Generators are constructed in key systems and effectively maintain key routes between systems. At the cost of enormous energy, the Folded Space Generator is capable of taking and merging them, effectively creating a wormhole. Important ships and personnel, including key heroes of the V.R.A., are summoned into the battle from this structure.
« Last Edit: February 19, 2010, 09:42:46 pm by The Undying Nephalim » Report Spam   Logged

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