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The Terran Confederacy would not enjoy peace for long, however. Two prominent threats would arise: the Zerg Swarm, an alien threat that first arrived on a friend world and continued to plague the Terrans on other far-flung Colonies, and the Protoss, an advanced race of warriors that first demonstrated their resolve by blasting Mar Sara, a Terran colony being invaded by the Zerg.
 
The Terran Confederacy would not enjoy peace for long, however. Two prominent threats would arise: the Zerg Swarm, an alien threat that first arrived on a friend world and continued to plague the Terrans on other far-flung Colonies, and the Protoss, an advanced race of warriors that first demonstrated their resolve by blasting Mar Sara, a Terran colony being invaded by the Zerg.
   
==<nowiki/>==
+
== Known Members ==
  +
  +
=== Karey Shade ===
  +
A Ghost serving in the Special Ops Division, Shade was recently lost in an overwhelming defeat against the Zerg on one disastrous attempt to save a Colony from the Swarm.
  +
  +
==War Capabilities<nowiki/>==
  +
A semi-advanced race in the art of war, the Terrans have access to hundreds of thousands of military personnel filling a variety of roles, and technology that is comparatively advanced by human standards. However, in spite of this the enemies of the Confederacy keep a generally balanced position in the Great War: the Zerg, while lacking any sophisticated technology, make up for it in biological weapons and evolutionary advancements while also breeding incredibly fast to keep their numbers high, while the Protoss are far more advanced in technology while also being immensely powerful psychics.
  +
  +
=== Infantry ===
  +
The basic Terran Infantry is the Marine. Wearing heavy Armor protecting them from all environmental hazards and equipped with C-14 Assault Rifles, the Terran Marines can engage any threat but require groups to prove effective in extensive battles. Deployed from Barrack buildings, Marines are a recognizable asset to the Confederacy.
  +
  +
Firebats are support Infantry wearing Heavy Armor and equipped with arm-mounted flamethrowers. Effective against Infantry and some armored vehicles and structures, Firebats are useless against aircraft and are usually only deployed when absolutely required due to their nature of being erratic and unstable in combat.
  +
  +
Medics are essential to the survival of Infantry, as without them the life expectancy of Marines can usually be predicted between minutes to even seconds depending on the severity of the threat in combat. While unable to attack enemies, they are equipped with protective armor and large shields, and can rapidly assess injuries on the field and restore Infantry to full health. Some Medics are also equipped with optical flares and special gear that allows instant healing of multiple units.
  +
  +
Ghosts are an elite Special Ops unit whose existence and training is shrouded in secrecy. Mysterious even to most high-level Terrans, Ghosts undergo extraneous combat and infiltration training while very young, and are selected for their physical capabilities as well as psychic potential. The nature of their advanced training and specialized deployment required that Ghosts have some psychic potential, though they are only able to use their powers for advanced reaction and limited precognitive functions. Sent into battle in light armor that allows limited protection and cloaking stealth, Ghosts engage their targets from afar with high powered Sniper Rifles, though are trained in close quarters encounters as a last resort. They have advanced optics to see through obstructions, and can designated targets for heavy weapons such as nuclear missiles or orbital bombardment.
  +
  +
=== Vehicles ===
  +
The SCV is the Terran engineer unit that builds structures, repairs mechanized units, and gathers resources. Though capable of using its mining arms to damage enemies, they are not recommended to be sent into battle as they lack tough armor and do not do much damage.
  +
  +
The scout unit for the Confederacy is the Vulture, a light armored bike equipped with cannons for ranged attack. Fast and able to traverse most terrain, Vultures usually require numbers to take down large targets and are unfavorable for heavy combat purposes. Some Vultures can travel faster with engine upgrades and are also able to deploy Spider Mines, which engage a target approaching nearby and explode after running up to them.
  +
  +
Siege Tanks are heavy vehicles known for their tough armor and strong weapons. Armed with a double-barrel high velocity cannon, the Siege Tank is effective against light units but generally required numbers to put down a large army. The Tanks can be easily upgraded to allow Siege mode, in which they lock down and alter their weapons into a more powerful artillery cannon.
  +
  +
The Terran Goliath is an armored walker mech unit that can engage all targets, though is primarily intended for an anti-air role. Armed with chain guns on its arms and missile launchers on its shoulders, the Goliath can engage any unit and proves to be an effective tactical strike unit when grouped in squads.
  +
  +
=== Aircraft ===
  +
The mainline Terran air unit is the Wraith, a fast and light jet most effective in groups. Armed with a laser cannon that can engage ground and air targets, Wraiths can also be upgraded with a cloaking device that renders them invisible to enemies for a limited time.
  +
  +
The Valkyrie is effective against aircraft for its arsenal of missiles, but is vulnerable to ground attack and cannot engage land targets.
  +
  +
Science Vessels are support units that, while unable to directly attack targets, offer ways to turn the tide in battle. They can dispense clouds of irradiating gas to disorient and damage exposed enemies over time, fire EMP missiles to disable mechanized units, and deploy a defensive shield matrix around friendly units to protect them from damage.
  +
  +
The largest and most powerful unit that can be deployed in combat, Battlecruisers can descend from orbit to change the outcome of a bad fight to a more favorable ending for the Terrans. Heavily armored and armed with a high-powered laser, some Battlecruisers can also engage enemies with a Yamato Cannon, whose single high-yield output is capable of severely crippling anything it doesn't destroy in one hit.

Revision as of 06:01, 27 January 2019

The Terran Confederacy is the ruling faction in the Koprulu Sector, a fringe of space across the Milky Way Galaxy far from Earth. A dominating Empire that sees frequent conflict from rebelling groups due to internal conflict and various colonial problems, the Terrans are encompassed in war between the Zerg and the Protoss.

History

Origin

The Terran Confederacy arose from the descendants of human colonists from Earth. The colonists, birthed from embryos selected from criminals on Earth, endured decades of relativistic travel across space once exiled from the Solar System. Abandoned by humanity, the colonists resolved to defy their fate and rise up, becoming a force to be reckoned with and survive their region of harsh space.

Establishing Colonies

The Terran ships landed on three isolated worlds they would later name: Tarsonis, Umoja, and Moria. These Colonies remained unaware of each other for 6 generations before making contact and uniting under a common banner, spreading out and colonizing nearby systems as well.

Guild Wars

The Terrans soon found themselves wrapped in civil war, as several Colonies rose against each other for dominion. The conclusion of the Guild Wars saw Tarsonis reestablish itself as the center of the Confederacy and in full control over the other Colonies.

Following the Wars, the Terrans enjoyed a brief age of prosperity. With access to rich resources from various worlds, the Confederacy developed many programs to enhance it's infrastructure, industry, military, and political capabilities. In addition, extensive research was carried out to develop weapons, vehicles, starships and technologies far better than those which the Colonies previously had.

The Great War

The Terran Confederacy would not enjoy peace for long, however. Two prominent threats would arise: the Zerg Swarm, an alien threat that first arrived on a friend world and continued to plague the Terrans on other far-flung Colonies, and the Protoss, an advanced race of warriors that first demonstrated their resolve by blasting Mar Sara, a Terran colony being invaded by the Zerg.

Known Members

Karey Shade

A Ghost serving in the Special Ops Division, Shade was recently lost in an overwhelming defeat against the Zerg on one disastrous attempt to save a Colony from the Swarm.

War Capabilities

A semi-advanced race in the art of war, the Terrans have access to hundreds of thousands of military personnel filling a variety of roles, and technology that is comparatively advanced by human standards. However, in spite of this the enemies of the Confederacy keep a generally balanced position in the Great War: the Zerg, while lacking any sophisticated technology, make up for it in biological weapons and evolutionary advancements while also breeding incredibly fast to keep their numbers high, while the Protoss are far more advanced in technology while also being immensely powerful psychics.

Infantry

The basic Terran Infantry is the Marine. Wearing heavy Armor protecting them from all environmental hazards and equipped with C-14 Assault Rifles, the Terran Marines can engage any threat but require groups to prove effective in extensive battles. Deployed from Barrack buildings, Marines are a recognizable asset to the Confederacy.

Firebats are support Infantry wearing Heavy Armor and equipped with arm-mounted flamethrowers. Effective against Infantry and some armored vehicles and structures, Firebats are useless against aircraft and are usually only deployed when absolutely required due to their nature of being erratic and unstable in combat.

Medics are essential to the survival of Infantry, as without them the life expectancy of Marines can usually be predicted between minutes to even seconds depending on the severity of the threat in combat. While unable to attack enemies, they are equipped with protective armor and large shields, and can rapidly assess injuries on the field and restore Infantry to full health. Some Medics are also equipped with optical flares and special gear that allows instant healing of multiple units.

Ghosts are an elite Special Ops unit whose existence and training is shrouded in secrecy. Mysterious even to most high-level Terrans, Ghosts undergo extraneous combat and infiltration training while very young, and are selected for their physical capabilities as well as psychic potential. The nature of their advanced training and specialized deployment required that Ghosts have some psychic potential, though they are only able to use their powers for advanced reaction and limited precognitive functions. Sent into battle in light armor that allows limited protection and cloaking stealth, Ghosts engage their targets from afar with high powered Sniper Rifles, though are trained in close quarters encounters as a last resort. They have advanced optics to see through obstructions, and can designated targets for heavy weapons such as nuclear missiles or orbital bombardment.

Vehicles

The SCV is the Terran engineer unit that builds structures, repairs mechanized units, and gathers resources. Though capable of using its mining arms to damage enemies, they are not recommended to be sent into battle as they lack tough armor and do not do much damage.

The scout unit for the Confederacy is the Vulture, a light armored bike equipped with cannons for ranged attack. Fast and able to traverse most terrain, Vultures usually require numbers to take down large targets and are unfavorable for heavy combat purposes. Some Vultures can travel faster with engine upgrades and are also able to deploy Spider Mines, which engage a target approaching nearby and explode after running up to them.

Siege Tanks are heavy vehicles known for their tough armor and strong weapons. Armed with a double-barrel high velocity cannon, the Siege Tank is effective against light units but generally required numbers to put down a large army. The Tanks can be easily upgraded to allow Siege mode, in which they lock down and alter their weapons into a more powerful artillery cannon.

The Terran Goliath is an armored walker mech unit that can engage all targets, though is primarily intended for an anti-air role. Armed with chain guns on its arms and missile launchers on its shoulders, the Goliath can engage any unit and proves to be an effective tactical strike unit when grouped in squads.

Aircraft

The mainline Terran air unit is the Wraith, a fast and light jet most effective in groups. Armed with a laser cannon that can engage ground and air targets, Wraiths can also be upgraded with a cloaking device that renders them invisible to enemies for a limited time.

The Valkyrie is effective against aircraft for its arsenal of missiles, but is vulnerable to ground attack and cannot engage land targets.

Science Vessels are support units that, while unable to directly attack targets, offer ways to turn the tide in battle. They can dispense clouds of irradiating gas to disorient and damage exposed enemies over time, fire EMP missiles to disable mechanized units, and deploy a defensive shield matrix around friendly units to protect them from damage.

The largest and most powerful unit that can be deployed in combat, Battlecruisers can descend from orbit to change the outcome of a bad fight to a more favorable ending for the Terrans. Heavily armored and armed with a high-powered laser, some Battlecruisers can also engage enemies with a Yamato Cannon, whose single high-yield output is capable of severely crippling anything it doesn't destroy in one hit.