A Private Forum for Roleplayers
 
HomePortalCalendarFAQSearchMemberlistUsergroupsRegisterLog in

Share | 
 

 The Downworlders

View previous topic View next topic Go down 
AuthorMessage
FreelanceZero
Admin
avatar

Posts : 1367
Random Points Counter : 9912
Random Reputation System : 19
Join date : 2009-08-24
Age : 22
Location : Slinking around.

PostSubject: The Downworlders   Tue Oct 05, 2010 9:57 pm



The Downworlders are the counterpart faction to the Enlightened; the former are the warrior-caste while the latter is the scholar-caste. The two have been locked in war for millennias over a silly issue that quickly escalated out of control. Now, thousands of years with uncountable casualties later, the Downworlders have cornered the Enlightened with their military power. They wish to achieve a decisive victory-but as they already know, it is a victory that will not come easily.

[EDIT]

Downworlders have the very same humanoid bodies as the Enlightened now, with the same strengths, downfalls, and variables.


Last edited by FreelanceZero on Thu Nov 01, 2012 1:25 am; edited 3 times in total
Back to top Go down
View user profile
FreelanceZero
Admin
avatar

Posts : 1367
Random Points Counter : 9912
Random Reputation System : 19
Join date : 2009-08-24
Age : 22
Location : Slinking around.

PostSubject: Re: The Downworlders   Mon Jan 10, 2011 8:42 pm

The Downworlders will launch three separate campaigns as their initial attack. One on the 'present' Past universe, one on the Pioneer universe, and the last on the Advanced Future (Abandoned) universe. You can kinda tell how the third will turn out, but their combination of dark-matter generators and technology will prove to be a formidable foe. This will be the Downwolders futuristic forces, composed of mainly automated mechanic armies.


Automated Android Trooper
If you're a good shot or you have enough ammo, you just might have a chance to destroy these with conventional weapons and rounds. Armor-piercing rounds would probably do a fair amount of damage, obviously.


Automated Multi-Role Drone
This drone combines anti-infantry with light anti-armor capabilities, though with coordinated firepower these shouldn't be much of a threat. However, they are certainly more agile and portable than any tank, and in numbers can be more than just an annoyance.


Automated Heavy Tank
Though short-ranged, anything within range can be easily decimated if left unchecked. If scanned, it will show there is a severe flaw on both of the sides, and this flaw can be exposed by high-explosive rounds.


Automated Flying Chassis
Who would've thought of sticking three antigravity cores and a jet rocket on a tank chassis? Apparently the Downworlders have. And now, being three times faster than a heavy tank, it is a whole new problem altogether. The Flying Chassis has overwhelmingly superior speed and mobility but decreased armor.


Automated Heavy Artillery
Despite having very little in terms of armor, the sheer range of these artillery pieces can often eliminate that weakness altogether. Any fortifications backed by these artillery are not going to be easy to get past.


Automated "Shipwreaker" Anti-Armor Mech
This defines "BFG" with five BFGs of its own, one of which can tear a cruiser in two with a precise shot, shields and all. If not presented with a large target, however, this is easy prey to fighters and bombers because of its size and immobility.


Walker-Type Mobile Command Center
A central command center on the front, its main cannon can add additional support fire on the enemy while directing troops in battle. engaging this behemoth is no easy task-it alone has several missile and machine gun emplacements, as well as heavy shielding and chassis systems. These weapons, though, should be the least of your worries compared to their escorts.


Automated Fighter
Armed with two pulse cannons and four heavy railguns, the Automated fighters don't have any lock-on weaponry, but can deal just as much damage with their no-ammo ice/plasma weapons. Trust me, ice might not sound dangerous in fighter combat but I beg to differ when they're sent at 3000 mps.


Automated Gunship
Essentially an overpowered gunship, these are nightmares to face unless you've got heavy AA on hand. They can work through any kind of ground armor and decimate infantry if allowed to run amok.


Transforming Frigate (Mech form)
A seriously oversized mech the height of the Empire State Building, it will spell your ultimate demise if you lack air support or orbital support. In the end, it will take a lot of high explosives to take it down if you don't target its weakness, which I will leave to you to find.


Transforming Frigate (Ship form)
The Downworlder's Frigates can subsitute for both destroyers and cruisers. Very fast and agile for their size, they suffer from a lack of turrets but makes it up with its ramming capabilities, which can deal more damage to shields than you might imagine at first.


Heavy Battlecruiser
Able to deal impressive damage in a short period of time, Battlecruisers are heavily armored and shielded, and can improvise as carriers. The single downside is that these Battlecruisers are very slow, and again I'll leave it to you to find its weakness(es). If lacking the firepower, it will take a large part on the opposite half to bring down a number of these powerful crafts.


Last edited by FreelanceZero on Fri Mar 02, 2012 2:34 am; edited 6 times in total
Back to top Go down
View user profile
FreelanceZero
Admin
avatar

Posts : 1367
Random Points Counter : 9912
Random Reputation System : 19
Join date : 2009-08-24
Age : 22
Location : Slinking around.

PostSubject: Re: The Downworlders   Thu May 12, 2011 3:33 pm


Type-54 Heavy Attack-and--Destroy (HAD) Fighter
Piloted by a bio-augmented biological creature, these fighters can make their own split-second decisions and therefore be even more effective than puppeteer-controlled automated fighters.


Anti-Armor Thunderbird Battlestation
Missiles, rockets, gatling guns, cannons-it's ground-based overkill all in one gigantic gunship package.


Last edited by FreelanceZero on Mon Oct 29, 2012 9:58 pm; edited 2 times in total
Back to top Go down
View user profile
FreelanceZero
Admin
avatar

Posts : 1367
Random Points Counter : 9912
Random Reputation System : 19
Join date : 2009-08-24
Age : 22
Location : Slinking around.

PostSubject: Re: The Downworlders   Sat Dec 10, 2011 1:26 am


Quick Response Craft Assault Cruiser
A cruiser able to carry several fighters, it can carry 400 small craft as well as arm itself with sufficient ammunition for slightly extended periods of time. Under normal circumstances they do not operate for more than a few months at a time, or for only one offensive.


Leviathan-Class Carrier
An absolutely enormous and powerful ship, it can easily carry thousands of small craft or be refitted to carry several ships up to a small carrier-sized ship. It has massive starbase-level weapons as well as Light Planetary Shielding (The type where it is highly resistant to starship weapons but not to small inbound craft of any allegiance). It may be easier to destroy it internally instead of externally.


Quick-Strike Stealth Destroyer
A high-damaging destroyer specializing in stealth and works the best with the element of surprise. They have extremely high-class cloak and scanner-deflecting systems as well as some of the most powerful weapons for its size but can be easily destroyed due to low shielding and armor.


Standard Fleet Cruiser
The main body of the Downworlder fleets, alongside the Heavy Battlecruisers. These ships can carry 100 small craft each and store enough ammunition for a few battles or one prolonged battle, provided the main turrets aren't destroyed.
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: The Downworlders   

Back to top Go down
 
The Downworlders
View previous topic View next topic Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Allurmage :: General Roleplaying Purposes :: Factions & Races-
Jump to: