R.E.D| L.E.A.V.E.S| A.N.D| F.A.D.E.D| R.O.S.E.S

Sunday, 21 April 2013

тнᴇ мᴀɢısтʀᴀ [ᴀɴᴅ тнᴇ ᴅıνıɴᴇ ɢᴀυɴтʟᴇт]

CONTENTS
  • 1 History
  • 1.1 The Early Years
  • 1.2 The Downward Spiral
  • 2 Function
  • 2.1 Structure & Belief System
  • 2.2 Ceremonies & Rituals
  • 2.3 The Book of Elucidation
  • 3 Missons
  • 3.1 Current Missions
  • 3.2 Completed Missions
  • 4 Fleet Faction
  • 5 The Magistra
  • 5.1 Offical Members
  • 5.2 Connections
  • 6 References


. |‡| . THE MAGISTRA & THE DIVINE GAUNTLET . |‡|.
t.h.e b.l.o.o.d s.t.a.i.n.e.d s.t.a.r.s

There was a time we were mighty,
the very stars bent to our will.
Our reach was infinite,
our power incontestable.
With outstretched hands we tried,
to caress the face of perfection--
But we came too close,
to that which is not due to the eyes of man.
And hence our punishment of perfection is our curse,
our endless sorrow.


The Rapture-- Conjuration of the Sanguine-Veils

HISTORY

1.1 THE EARLY YEARS
T.H.E| E.Q.U.I.N.I.U.S| E.M.P.I.R.E

The Magistrate (plural: Magistra) has existed since the founding of the Equinius Empire. While Priests and other religious carers have always been a part of the Equinis religion, it was only after the consolidation under one banner that they were formalized and institutionalized into various sects, cults and organizations. 

The early Magistra were males and females selected from upper houses of many intergalactic empires, 'direct' descendants from the great 'dark' oracle lines, and/or occultic bloodlines that had assisted Fulmor Xi in his rise to power and were 'deathly' loyal to the newly formed Magistrate faction.

These Magistra were tasked with organizing and recording holy artifacts, providing sermons and ceremonial rites that would bolster the power of the new Emperor. In these early days, the Magistrate were not restricted (unlike later years) but had free reign to travel much as any other priest. They were, instead, simply the upper echelons of society, and those who had dedicated their lives and proven their piety. Their position as supporters of The Divine Gauntlet gave them great sway. Many gradually became members of The Divine Gauntlet itself [named after a 'secret' artifact], replacing the deceased or disgraced. However, this also put them in a precarious position when opposition began to form of women being in positions of power that could easily usurp religious leaders or patriarchal sovereignty. 





1.2 THE DOWNWARD SPIRAL
T.H.E| D.I.V.I.N.E| G.A.U.N.T.L.E.T

 





The first threat came from Xaeylol-Kouax III, the Equinis Emperor, who ordered many high-ranking Magistra’s imprisoned and executed. Magistrate houses were seized by the Equinius authorities. Those who had been imprisoned; executed while others were driven into exile. The Grand Master of the Magistrate, Cruciata-Riana Navaar, was declared a heretic and imprisoned in the holy city of Caerulae Delta, where she died several years later. Only those who swore their loyalty to the emperor and espoused his divinity were spared punishment. Eventually slain and those who had been imprisoned were freed.

The Magistrate then went on to ensure that the decrees of Xaeylol-Kouax III were omitted-- every symbolic icon, statue and depictions of him were either destroyed or his face and name scraped out, and his empire was laid to waste.

When 'The Divine Gauntlet’ came several centuries later, the Magistra had only partly regained their standing. Not wishing to repeat history or the shameful mistakes of Xaeylol-Kouax III, the Arch-Priest, instead worked to marginalize their influence rather than eliminate it completely. He did so by restricting their ability to use liminal, multi-dimensional or intergalactic travel by claiming ‘sacred and religious discipline’ , forcing any Magistra to remain within the 'Basilica' (temple) to which he himself was duty-bound, and pursued his own sexual exploits and pleasures. This prevented the Magistra’s from organizing opposition and kept them from seriously resisting the changes of the Reforms—which in the end did not work to the advantage he had hoped and not soon after, the Magistra had organized and utilized his assassination. 




FUNCTION
Children of the Sanguine Virtues


2.1 STRUCTURE & BELIEF SYSTEM
T.H.E| S.A.N.G.U.I.N.E| V.E.I.L

Commonly identified with schismatic concepts such as self-worship or self-deification. Although almost all Magistra believe, in one form or another, of the existence of some form of the paranormal, some confine this to the idea of manifest destiny; others see this as the existence of a God-form that subtly manipulates the threads of both life and death. Others believe in 'arcance arts' (magick), the ‘mystical’ ability to affect change on the world via force of will or adherence it to strict ceremonial dedication or ritual. Some merge these beliefs into inventive dogmas such as the assertion that the Magistra’s are advents/avatars of such a God-form on this dimensional plane, and/or have the ability, via birthright, to perform miracles because they specifically deem themselves as ‘chosen’.

All Magistrate titles are hereditary, passing from one designated heir or progeny. In 'some' circumstances, the heir may be offspring or a protégé. Quite often a magistra will die without offspring; in this case, the title may pass to a sibling, cousin, or student. It is believed that all members of the Magistrate are born destined for greatness, while others are born to serve, breed or feed these beautiful enigma's. Therefore all members of the magistrate undergo a very 'careful hereditary' pre-selection screening, then a series of tedious and painful training programes involving discipline, philosophy, education and combat magick MAY be used, but it is not the sole heart of the Magistrate nor is it an acceptable means to combat. Magick in the sense whilst on Magistrate grounds or towards another Magistra is considered 'Grand Treason' and punishable by death. Anti-magick fields to prohibt the use of spells as such-- secured by Cabalistic III grids of high-psionic discharge units of electromagnetic discharges designed to interfere with energies towards such natures.

The Magistra consider that the act of bringing death brings power, and more than just secular power but one also on a very dimensional level. Some aspects of the Magistrate are relatively quiet, focused and insular, while others - generally, of course leans more towards the sadistic and aggressive-- often consider abduction, torture, sacrifice, murder and other forms of terrorism as legitimate goals for achieving both temporal power and spiritual fulfilment (specifically via the transhuman modifications through mechanical/bio-tech implantation/mutation/cybernetics/ bio-engineering and augmentation). Believing in the Sanctity and Divinity of Blood, the rigidity and corruption of hierarchy, but also that all should know their place within the 'Grand Spirals' of status and position-- and accept their lot in life with gratitude for their life.
ALL STRUCTURAL COMMUNICATIONS [BASE] Atemporal Hivemind |AH| [SI-- Swarm Intelligence] [Superorganism] [Decentralized]: Meta-heuristic algorithm, stochastic optimization, echolocation|biosonar, spiral tapestry, inviscid flow, Sentient, Sapient and Quantum cognition.

For decades before and even after the public declarations of the Sanguine-Veils, a thorough compiled personal library on the subject of Ceremonial Rites, Blood Sorcery—Sanguis Maleficium, The Dark Arts, Necromancy, Shadow Magick,-- all works on the ‘Dark Metaphysical’ side of Esoteric theory and practice . Blood being the prime focus—for it was the very essence of life itself. Magistra Satrina Sheitanii, separated her time between this investigation and personal advancements within the Magistrate, on the hypothesis that should she accomplish something in the discovery of the ‘Prima Sanguine’ (blood matter: prime) or as they called 'The Vital Force' or ‘Archaeus’ (the segment of the closest quadrant of the higher worlds/ spheres/ dimensions). A Master of combat, the occult, politics, finances and all the known and unknown schools - however Satrina didn't want to rely on her ability alone in the most perilous of research and indeed used ambition to obtain her goals and gain gnosis, to benefit herself and the Magistrate.

Magistra Scahrossar has devoted her most of her existence to the Magistrates, as the goals of the Magistrate have alligned themselves fairly well with her own personal goals. She has deviated however from the norm in her mastery of the occult, as a master of demonology and one of the few to look at other faiths outside the Magistrate to further understand the cultures of other worlds and planes of existence. Her political influence remains paramound, and she'll gladly endorse anyone in combat as all they need to do is ask for she adores pain, both giving, and recieving.

Typical of all Magistra, Favrielle was quite dedicated to her training but after she trapped her own blood sister and fiancee in their cage, Favrielle left the ways of humanity, wishing to only dedicate herself to the service of the Magistra. Her gift is one of torture and interpretation. Her studies are not for power, although that does come with her academia. Her studies are to further herself so that she may serve and always the curiosity inherent in her race remained on the forefront of her personality. She is far more likely to give way to her sister-priestesses in the limelight than she is to take it for her own. She is the quiet supporter, the perfect submissive and servant within the dynamic of the three, but a terrifying dominant whenever torture and pain is required. Forever in her possession is a small notebook for her to write her intrepid observations and errant thoughts pertinent to her own guiding path toward perfection.

Today, the Magistra perform quite a number of very important functions 1.Criminal Syndicate (or so some consider them) 2. Religious Services 3. Cosmic Enforcement 4. Assassinations [Political| Religious| Imperial] 5. Keepers of Knowledge. They are NOT autonomous, however they work on a democratic system within the Magistrate (meaning they have equal say in the decision of missions or situations which may affect the running or stability of the faction

They provide the ceremonies attributed to their particular ‘gift’ or ‘profession’, act as keepers of sacred and arcane artifacts, interpreters of scripture/myth, inquisitors, spiritual advisors, military leaders. They maintain the veils and tend to the void gates and dimensional barriers, assassins (usually on those of important military, political or religious status), conduct various blood rites (including the 'purification', 'the draining', 'the rites of passage' etc). Prepare those for the undertaking of the ebony veils (ritual sacrifice), provide other dark reverent dedicational duties. Inquisition and punishment administration, preserving original scriptures, eradicating 'false' apocrypha and deuterocanonical chapters (i.e. removing those chapters of the scriptures which disagreed with the 'canon' of the Magistrate. 




 2.2 CEREMONIES & RITUALS
T.H.E| D.A.R.K| M.I.R.R.O.R.S| O.F| H.E.A.V.E.N

Within this doctrine rituals and ceremonies vary, some are inoffensive and almost inactive while a few have taken ‘bloodletting’ - as they call the draining of blood from a body - to new heights. There are rumours of ‘blood vats’, where people are kept against their will and blooded regularly; others speak of practises that engange in vorarephilia, necrophilic and other necrotic and cannibalistic activities. In truth however, little is known of the inner works of the Magistrate, and it is difficult to say whether these stories are true or just heresey to feed the hype. At the very heart, the Magistra's drive is toward obtaining 'perfection'. This manifests through various trials, tests, endurances, personal sacrifice, discipline, self-discovery, and the rejoining of fragmented patterns which does/or may causes faults and flaws in the genetical make of that particular magistra. By exploring the boundaries of 'perfection' and crossing those boundaries, the individual rises to her 'true' inner nature, then beyond (reinventing themselves). Each step in the process is a challenge that requires a leap of faith, courage and perception but also opens the way to the next path to 'cosmic' divinity.


"The way to holiness is through the flesh"

The Magistrate believe there is innate power that flows through everything in Creation-- be it essence, quintessence or the epitome of 'spirit'. That there is real power in the phases of the moon and positions of the stars, the channels and conduits of the flesh, but especially in the blood and seed of living creatures aka 'Ecstasic'. Ecstasy is derived from the latin ex stasis which actually means 'out of stasis'. Sometimes referred to as coquettish hedonists, but indepth the Magistra's are far more refined and sophisticated. While it is fact that many of them employ sex, narcotics/poisons, music and dance in their rituals and ceremonies, their true goal is indicated in the name. Other practises believed to elevate onself from the mundane and that the flesh is temporary-- through pain and pleasure one may transcend... these rituals may include (and not restricted to): self-mutilation, sadomasochism, flagellation, immobilization, suspension, algolagnia, autoerotic asphyxiation, piquerism, vampirism... etc. It is really up to the design of that particular magistra of what their practices entail.   




2.3 THE BOOK OF ELUCIDATION
O.F| E.M.O.T.I.O.N.S| A.N.D| A.G.E.N.D.A.S

¬Law I-- Contagions and Infection: Avoid the Woeful, the Unhappy and the Unlucky.

"You can suffer at the hands of someone else's misery - emotional states are infections like diseases. You may feel you are helping a drowning man by allowing him to climb onto your back, but you are only precipitating your own disaster until he pushes you beneath the water. The unfortunate sometimes draw misfortune on themselves; they will also draw it on you. Associate with the happy and fortunate and share your social circle with them. Let the miserable, the weak, the jealous and the empty minded toys , priests and plebe talk and walk alone in their path of self-immolation or pain. To be cleansed? You can only be truly cleansed when you no longer surround yourself in the filth that has become society."

... Beware the man who speaks little of his joys but plenty of his woes.

¬Law II-- Churn Up Still Waters to Frighten the Dumb Fish.

"Anger, envy, jealousy, hate, judgement are strategically counterproductive. Constantly play with the emotions of your emotions, use the jests to your cause making them come to you off balance: find the trigger in their vanity through which you can rattle them and hold the strings. If they are hot tempered, irritate him/her; if he/she is arrogant, encourage his/her egotism. Create a situation according to which your enemy will act, perhaps blindly full of rage and all the vehemence that truthfully is stupidity. Entice them with your bait-- for a smart man never goes hungry."

...Use Enemies to entertain your own amusement.

¬Law III-- Conceal True Agenda. Revel in Chaos.

"Keep people off balance and in the dark by never revealing the purpose behind the truism of your actions. Guide them far enough down the wrong path, led them through the tainted valleys of false security or doubt, envelop them in enough shadows, darkness and smoke, and by the time they will realize your intentions, it will be too late."




...Walk forever bold, never hide amongst the thorns of shadows.




MISSIONS
 Love them or loathe them-- either way you're just going to have to lump it, if you are one of the Magistra's. Missions play a large part in the structure of the Magistrate and the purpose of the Magistra, but is the main ingredient to obtaining further skills, gain, opulance and influence. The Magistrate only deals with one or two specific types of missions which both involve security-- either spy networking or to take care of a specific target.

Security agents offer 'direct' encounter, or kill/ assassination type missions. These missions usually require ship Captains to fly to a location and destroy some or all of the ships or structures discovered there, luckily for you some of the Magistra are very capable Admirals and Captains. There are currently three types of encounter missions: those located in unclaimed space or 'dead' space (usually areas scattered around space that are unsuitable for warping into due to natural phenomena (nebulas, asteroids etc) and often referred to as 'the dungeons' or 'the pits') where you warp to an acceleration gate prior to engagement, those where you warp directly to a particular engagement or based on planet for surveillance, spying, acquiring or 'hitting' a target (which is usually where most missions are focused).
.
All missions are storyline 'plot' based and seek dramatic content as opposed to posting without applying common sense towards the mission... some will be easy, others will be quite difficult and will require a level of skill and constant participation. Once in a mission-- you cannot give up the game and decide to go home , not happening sweetheart, so suck it up cupcake. After the mission you are more than welcome to take your Barbie and run home to sulk.

Unless of course there is an ooc situation and participation isn't possible, we will happily write your character to ship duty or on enroute back to the main vessel to await another assignment or on leave.

 

3.1 CURRENT MISSIONS
O.P.E.R.A.T.I.O.N.S| A.N.D| M.E.C.H.A.N.I.C.S



THE DIVERSION OF MERCY--

"We can’t go after Livideris directly. Even though he doesn’t have a clue about what he’s doing, but he’s too well-connected to displace without good reason or to go missing without further inquisition from the Mercatur System. I'd expect this sort of thing from the Mercaturian, but not one in the State of substantial standing. A man should achieve rank because of his hard work and dedication to his people and purpose, not because his father has friends in the bureaucracy or he's a fashionable brown noser with his head up every empire's trousers and bloomers. There is another commander I can reassign, though the first problem is freeing up his schedule. He’s currently on deployment in a nearby system, busy dealing with a mercenary force we believe to be funded by Ultam Corporation. If you can take out all of the Mercaturian ships, then I can arrange to have him reassigned to the other annoying issue in System XI-- Obscuris to control the situation until you are able to access the situation on Moon 6-- Mephitus Station."

Objective:
Kill the mercenaries protecting the Ultam facility, then report back to Sola Piscemur - Location: 0.9 Sanorum Omega VI and await contact.
Mission Type:
Interception x Assassination.
Location:
0.7/0.4 (6 jumps from the Elysium System) Mercatur System-- Immoda Prime (last location spotted).



BURNING DOWN THE HIVE--

"We cannot make contact with the private triple-max security 'orbital' prison and psychological restraint center on sector E9 Z9 XI Ursa Damnor Serpensi which is a high level security risk to the system due to the natures and convictions of the prisoners from some of the worst universal conspirators, murders, the criminally insane to the most wanted in the known universe. The Sanguorum Facility, also known as 'The Freak Show' is a 20 level triple-max prison; one single level above ground that works as the main docking ports (no vessels are even permitted to land for any length of time other than drop-offs, cargo and leave shuttles) plus administration. First five levels are attributed to mining and industry while 'The Carnage Pits' (5,6,7 levels) and 'The Slaughter House' levels (8,9,10,11,12,13) and 'The Pit' (14,15,16,17,18) and 'Purgatory' are left to the darkness beneath, kept in a cyrostate and maintained in tubes where they are sentenced to spend the remainder of their lives in stasis. I am sure you can understand the importance of this mission and to make sure that the security of the facility is re-established. During transmission it has been reported there was a mention of an 'attack' or 'outbreak', but we cannot establish communications with the facility to confirm this."

Objective: Investigate the nature of the distress call, stabalize security and prisoners [high profile criminals] then report back to Sermi Minor Location: 0.6 UltarEta M-921/C, Saturnorum System and await contact.
Mission type: Encounter, Survivor Retrieval, Infestation Eradication, Re-Stabalize Private Max-Security Prison.
Location: 0.5/0.9 (12 jumps from the Majorix XI- Sabus Alpha System|Aeterna Hysterax. 6 jumps from the Unyian Galaxy), XI Ursa Damnor Serpensi, Sanguorum Facility [Triple-Max Security Prison]. 




4 MAGISTRATE STAR BATTLESHIPS
D.E.A.T.H| W.R.I.T.T.E.N| W.I.T.H.I.N| T.H.E| S.T.A.R.S


MAGISTRATE CLASS I [BATTLECRUISER]-- Command BattleShip.

The Magistrate armament is typically defined by its several launcher hard points, which fit a combination of siege (torpedo) or cruise missile launchers, though rarely are the two ever combined. The cruiser missile's longer range and smaller explosion radius is usually preferred in most circumstances where a mix of ship sizes and classes can be expected. Torpedoes usually reserved for when the majority of targets are expected to be battleship-size or larger, and the dangers of a close-range fight are deemed to be minimal. The Harbinger also possesses 6 turret hard points, though these are rarely used. With 8 high slots, the Grand Magistra or Combat Technician|Commander has the option of mounting two guns to augment the main missile battery, but in most mission running ships these slots are used for a salvager and/or tractor beams.



D.E.A.T.H F.R.O.M T.H.E H.E.A.V.E.N.S
 


Energy turrets utilize focusing crystals to fire a beam towards the target. Since the Magistrate highly endorse 'hybrid' customized weapons that use highly advanced magnetism techniques to launch solid projectiles at rapid speeds (railguns) or plasma balls (blasters) towards their targets. Projectile weapons are classically chemically-propelled weapons that utilize solid projectiles to do the damage. Energy based weapons do EM, FTL and Thermal damage, making these weapons great for cutting through shields, and not as good at penetrating armor. They do not use ammunition, instead relying on the vessels capacitor more heavily than other weapon types, so the capacitor can be rather rapidly drained if not monitored carefully.

Missiles are very different from the turret weapons. When launched, a missile tracks its target and maneuvers itself to hit (max damage). Every missile has a velocity, flight time, and agility rating. Velocity is how fast it moves, flight time is how long it can fly, and agility is how well it can adjust its heading to follow a target. Velocity multiplied flight time together make the effective range of the missile.
  • Adv Long-Range missiles ("Spear"): Unguided missiles have powerful thrusters and larger fuel tanks than conventional charges. This means that they carry smaller warheads than normal missiles, and also require a more stable launch platform - which means the ship must travel at a lower velocity.
  • Adv Anti-Ship missiles ("Wrath"): Unguided missiles that deal with massive amounts of damage to targets larger than the launching ship, due to large explosion radii and low explosion velocities, as well as shorter range. These charges also increase a ships' signature range as they share warhead containment systems with their guided cousins.
Light Missiles have a medium range (30-50km), have a moderate speed, and small explosion radius. Their speed and size makes them ideal for use against frigates, drone, destroyers, and light cruisers. Missile Launchers use a different ammo type than the standard heavy launchers: Heavy Assault Missiles. In comparison to heavy launchers, heavy assault launchers have a shorter range, lower damage per missile but higher rate of fire. Cruise Missile Launchers are slower than Heavy Launchers due to their ammo, and also have large fitting requirements. These launchers can only be mounted on battleships. Cruise Missiles are extremely long-range missiles, with effective ranges from 100km on standard battleships, however the Magistrates 'Battleships' can fire over 400km. Travelling at very high speeds, the missiles still require many seconds to reach their target when firing at the furthest targets. Effective against Battleships and Battlecruisers. Defender Missiles are the anti-missile missile. This type of missiles can be loaded in multiple launchers and used to shoot down enemy missiles as they approach. Entropic Missiles are used when your targeting system is malfunctioning; for example, when being jammed or system malfunction, they may be activated manually.

Magistrate Arachnidian-shaped Drones are unmanned, small crafts launched from a special bay on a ship known as 'The Egg Sack'. Drones come in three different sizes for combat: 'The Black Widow' (the smallest), Sentries (medium), Tarantula (combat drone). There are also drones available that utilize repair systems and electronic warfare. Both the Black Widow and Sentry may also be used for Tracking Disruption, Sensor Dampening, Scout Drones.

Interceptiors [Sphecius and the Apophis XI-VI] While fairly weak in structure, the key strength of the Interceptors rest within their minute signature radius of 30 metres, so when when combined with relatively high speeds, they are extremely difficult to hit with all but the smallest ineffective weaponry. This makes the Interceptor an ideal tackler craft, able to close in swiftly and begin jamming and scrambling before any larger opponent ship has even finished or had a chance to establish a target lock. Interceptors are small, extremely fast vessels that swarm large ships like wasps and can tear apart most medium and small sized ships and can immobilize larger ships very effectively in only a matter of moments. [combat focused] missile turrets x 4, launchers x 3. Max of locked targets x 4. Max Velocity: 425 m/sec. 



Shield Selection:

3x Large Shield Booster II-- Expends energy to provide a quick boost in shield strength.
3x Particle Field Acceleration--Focuses and amplifies the efficiency of shield boosting.
3x Photon Scattering Field-- Boosts shield resistance against EM damage.
2x Braced Deflection Shield-- Boosts shield resistance against explosive damage.
4x Ballistic Deflection II-- Boosts shield resistance against kinetic damage.
2x Thermal Barrier Crystallization II-- Boosts shield resistance against thermal damage.
2x Shield Power Relay II-- Diverts power from the capacitors to the shields, thereby increasing the shield recharge rate.
3x EM Ward Salubrity II-- Boosts the EM resistance of the shield.

Armour Hardeners:

All listed below are advanced magnetic field generators to strengthen the vessel's plating integrity.
1x EM Hardener II
1x Kinetic Hardener II
1x Thermic Hardener I
2x Automated Vestment Restoration I-- Bio/necro-assemblers to repair damage done to the armor of the ship.
2x N-Type EM Reflective Membrane-- An enhanced version of the standard Reflective armor plating.
3x 1600mm Reinforced Ecto-Crystalline Bio-Carbonide Plates II-- Increases the maximum strength of the armor.
2x Large Hull Repairer Unit-- Makes use of assembler technology in order to repair damage done to the structure.
2x Reinforced Bulkheads II

Afterburners, Warpdrive & Overdrive:

1x 300 MN Afterburner II-- Gives a boost to the maximum velocity of the vessel.
1x 600 MN [MWD] Warpdrive I-- Massive boost to speed for a very short time, using part of the capacitor output to maintain the integrity of its warp containment field.
1x Local Hull Conversation Bio-Structure I-- Replaces some of the heavier structure components with lighter, but more fragile material.
2x Necro-Injector System II
2x Engine Therma Shielding II

Defenses:

2x Heavy Diminishing System Necrotic Drain II-- Drains energy from the target ship and adds it to the Harbinger.
8x Cruise Missile Launchers II-- Intended for use on cruiser-class spacecraft-- Torrent|Fulmination|Phasic Necrosis.
8x Pulse Plasma Guns-- For medium range engagements-- Conflagaration|Entropic Rays|Multifrequency.
2x Energy Neutralizers-- Neutralizes a portion of the energy in the target vessel's capacitor.
4x 220mm AutoCannons II-- Skirmish Warfare-- Phased Plasma|EMP|Fusion.

Electronic Counter Measures:

Basically ECM breaks an enemy ship's target lock, the Harbinger vessels use Multispectral, Ladar and Gravimetric Jammers which are equally effective against all types of ship sensors.

Legion ECM Spatial Destabilizer-- [Gravimetric] 6 32 km 35 km 3.7 1.2 57 Energy 43 tf

Estamel's Modified ECM Multispectral Jammer-- 14 34 km 38 km 3.2 115 Energy 80 tf

Legion ECM Phase Inverter-- 6 32 km 35 km 3.7 1.2 57 Energy 43 tf  



├ 1x Harbinger BattleShip
├ 4x Black Widow Covet Ops
├ 6x Blattodea Sniping Frigate
├ 2x Infester Frigate
├ 4x Electro EWAR|ECM|EM Electronic Attack Ship
├ 8x Mantodea Interceptors
├ 8x Odonata Logistics
└ 5x Magistrate Dreadnought  


├ 1x Harpy IV Battleship
├ 2x Insectum Hive IV Transport
├ 5x Diptera Combat Shuttles
├ 3x Black Widow Covet Ops
├ 4 x Mecoptera Destroyer
├ 5x Electro EWAR|ECM|EM Electronic Attack Ship
├ 3x Infestation Medic Containment Vessel 


├ 1x Ngahákzha Battleship
├ 2x [W-Space and V-Space] Scan Probe Launchers
├ 9x Arachnid-Lammashtu Interceptors
├ 3x Utukku Scanners inc Ops
├ 4x
Ngahákzha Destroyer
├ 3x
Ngahákzha Carriers
├ 7x Namtar Combat Probes




5 THE SEVEN FACTIONS OF THE MAGISTRATE
T.H.E| S.I.R.E.N.S| O.F| T.H.E| S.T.A.R.S

The Magistrate society is mysterious and difficult to comprehend. This 'political' and 'religious' body is isolated to all but a very select few and not many actually know what the mechanics are within their workings, so speculation and superstition exists whenever they are spoken of or seen. The Magistra themselves are also a mystery to the other races, fueled not only by their elusiveness, arcane and overall 'unnerving' presence, but also their highly advanced technology, seemingly eons ahead of many other races. Having already gone through several golden ages, most of its factions are now long-since shrouded in the past.


Uchuu Ngahákzha-- [Waa'at ur sha Vuug]
The Sin-Eaters-- [Vuug-Easa't]
Order of The Black Lotus-- [Kuroi Hasushō or Tha Eftunx Fftugha't]
The Harvesters
The Harpies
Engineers of the Void-- [Daiaghsa't ur Da'knatt]
The Harbingers-- The Sirens of the Stars
Naga


MAGISTRATE GUIDE:
  • Have access to the mission database.
  • Possess the ability to earn ranks within their chosen sections or militia factions and increase their standings within the Magistrate.
  • Access to vessels unless they do not possess pilot, evasive/defensive or navigation skills.
  • Battleship Commanders [Grand Magistra] must possess Command II to IV, Jump Drive Operations V, Navigation V, Science V, Jump Drive Calibration V, Electronics VI, Ops III, Mechanic V, Advanced Command V, Shield Operation III, Offensive Systems III, Defensive Systems III, Launcher Operations V, Gunnery III, Long-Range Targetting [manual systems & automatic systems] V, Signature Analysis III, Propulsion Systems III, Intergalactic Procedures and Policies VI.
  • The Grand Magistra have ability to fight over star systems to gain system sovereignty for their faction under compliance of whom they serve or whom they accept as their leader.
  • Not permitted to claim space or systems for themselves.
  • Believe that policing other systems safety as a matter of course is akin to that systems mutual (and grateful) regressive servitude; with the belief that since the protector is obligated to defend the indefensible and since ignorance and vulnerability invites oppression-- the protected is maintained in a status of naive victim-hood (slavedom/servitude) that establishes that system under sovereignty of the UAR.
  • All up-- General good times shooting or blowing stuff up.
 
 
 
"It is our supreme belief and objective that only a controlled legion of dedicated, competent and assertive force, fully capable to both survive adversity and fight back against subjugation with effective and equal violence, is able to approach the paradigm of leadership and servitude in a dual and meaningful fashion. As long as some are wolves and some are sheep there will always be tyranny, resistance is futile. If everyone can claim their own freedom by whatever means provided natural to their instincts and customs while harbouring the meaningful promise of violent confrontation in adversity, then justice and future prosperity will be ours. 

Our bodies, minds and essences are as one with our vessels; our psyche possesses a focus and vision that transcends the old sub-light limitations of any star-faring corporation, political or religious body. Our thoughts and deeds are spread across the scope of a thousand suns and stars, our dreams and desires are enabled by obscure technology and acuity-boosting amalgamation with hydronium aptitude and oxon arrays. We are the past, the present and the future. We can be a force of virtuousness or iniquity, we can overshadow the very stars and enslave planets. Or we can break the shackles of traditional limitations and truly kick the conventional customs of sentient imperialism forever in a glorious scattering to paint our dreams in raging colours across the very star-flung heavens!"-- Satrina Sheitanii