Advertisement
Anniria

The Xintar Autocracy

Jul 20th, 2015
528
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.73 KB | None | 0 0
  1. Name The Xintar Autocracy
  2. Species/Subrace The Xintar and Telgron warriors
  3. DCS Member Species N
  4. Fluff Upon the Xintar home world two species arose, the brutish warring Telgron and the Lithe intelligent Xintar. After years of warring between the two different species their home began to fall apart. Quickly finishing their already begun space flight research the Xintars gave the Telgron an Ultimatum, submit to their rule and follow them to the stars. Or perish along with their home world. After securing a few promises the two races fled to the stars and watched as the world they had fought and died for collapsed into a simple field of debris.
  5.  
  6. Three centuries later the Migratory Xintar Autocracy has come across distress signals and other hints of some species intent on wiping out all sapient life. Dismissing these rumors as scare tactics by some new fledgling empire the Autocracy, Currently led by the Xintar dictator Fal'mra, simply prepare themselves for battle when this so called Enemy attempts to do what even the destruction of their home did not do, as so many before have tried and failed.
  7.  
  8. It is simply happenstance that they are along the same Migratory path as the DCS fleet, willing to follow their path for a while for trading purposes.
  9.  
  10. Racial Bonus: Taken to the Stars - your ship is designed to sustain your population in space with no support, perfect for the Fleet. As such you only pay upkeep once every 2 turns. You also gain +10 to all mining/scavenge rolls
  11.  
  12. Racial Detractor: There's no Enemy but Ourselves - The war may have ended but the tensions are still there. The racial divide betwen the two subspecies has ended with an uneasy truce, due to the loss of your homeworld. There are a minority on both sides who would see it start again, if only to declare a true victor. [Event Based, GM Discretion]
  13.  
  14.  
  15. [+2 PRP to all new BS or BC class ship designs]
  16. [Gain: Research - EWS-3 Array - Once per round, you may designate a target to be jammed. Roll 1d100, with success of 40. On a successful roll, target ship recieves -30 to all combat rolls, as long as it's selected. You do not need to reroll each turn to maintain it, only when you switch targets., 3 Turns, 3 Exotic Metal]
  17.  
  18. 11900 Population
  19. Sword of the Fallen (T'kin'tekra)
  20. Colony Barge
  21. 4 ATK, 9 DEF, 3 PRP
  22. 8% Shields
  23. 10 Fuel 10 Food 1 Water 4 Raw Metal 6 Exotic Metal
  24. Ship Bonus: Generation Ship - Your ship is designed to stand the test of time until a suitable colony is found. As such it is heavily armored and has systems designed to take a beating.
  25. Once per combat you may spend 3 Raw Metal. You take 20% damage from all sources for the next 5 turns.
  26.  
  27.  
  28. Del'kinra (Fire of the Heavens)
  29. EWAR Frigate
  30. 5/5/9/5% 5 SP
  31. Sacrifices Missiles for an EWAR array (currently damaged)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement