Cosmolux: A Crossover 4x GSRP of Space Shenanigans and Interstellar Tomfoolery: OOC

Spartakrod

Judeo-Spartacist Bolshevik-Kabbalist
Location
Sanctum Arcanorum
Pronouns
Fae/Faer/Faers/Faerself

View: https://www.youtube.com/watch?v=LDdEUhEM5G8



Take five, this time with some decently set up rules that we planned out and tested for a number of months. If you've played Astrolumos or Starlight or the earlier games, this is the newest, greatest iteration and the first where I'm only going to be a Co-GM rather than overall supreme gamemaster.

By some means, you've found your way to one particular universe of the Cosmic Light Metaverse, to the galactic system of Xelexex which has the primary galaxies of Vyranodasik, Eklemarid, and Ykres-Rekys, formerly the core of the long-dead Indrastin Community and its Gramathin founders who perished long before the present civilisations of this universe rose or before their worlds were even life bearing. The situation is a time of trouble and crisis in the very heart of Pentarch Space, the former territories of the Gramathin once dominated by the "Pentarchy" of the Ancients who maintained a system of order across every galaxy in this region of the universe until they fought the Celestial War to mutual collapse and plunged it into a dark age; leaving them open for colonization efforts by the rising might of Quartet Space; the part of the universe that contains Earth, too far away from these galaxies to ever be visible by conventional light.

In the aftermath of the Great Interversal War, post-war treaties have lead to a much lighter hand towards the colonial and client polities in Penatch Space, allowing for a power vacuum as these entities make do without the incredible technology and resources of their parent entities in Quartet Space. A chance for new powers to rise or arrive, not all of which are even from this reality. Regardless of their intentions, philosophies, or desires, they all seek their time in cosmic light. And that's where you come in, from beyond or perhaps simply one of many rising entities in the incredibly distant future of the Cosmocene, more than a geological epoch removed from the Anthropocene we in the real world call home now.

As drums of a new war begin to be sounded, one perhaps more terrible and awful than any before, the time has never been better for a new age as the current era draws to a close. Whether you forge it with blood and iron or with hope and justice, whether you seek to bring about revolution and liberation or repression and conquest, whether you hope to build alliances or forge empires, the future of the deep far future is yours to partake in making.


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The Rules
1: Be at least somewhat civil to your other players.
2: No time travel, period.
3: Generally speaking you can move a fleet up to six large squares in any direction a turn, this is balanced across all factions barring in game research. Note that trying to move across that entire distance and then fighting a war at the other end may go poorly.
4: Time is split into strategic turns which represent the passage of one year where you set your greater objectives, and tactical turns where combat, role playing, diplomacy, immediate trades and the like are done. However, not every strategic turn will necessarily have corresponding tactical turns for every player.
5: If you aren't using established units and factions, please try to explain them thoroughly for the sake of the GMs' sanity. Mixing and matching universes will be looked on with extreme scrutiny.
6: Two players can have the same faction. For example, two players can pick different versions of the Galactic Empire.
7: You're assumed to have sufficient freight capacity to move your troops and civilians and trade goods around without special investment.
8: Factions that rely on infection to spread like the Flood or the Beast must be aware that it is always possible to develop a vaccine and a cure and that some might just be immune to their infection, though it will generally be possible to research a counter to such immunities and cures. And of course, if you're playing as something like the Flood, be aware that there might be something that can infect you.
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Discord

We keep a lot of material on the Discord so it is strongly recommended you join it, especially as accepted sheets are archived on it.

On the Solar Spartakaid Discord, scroll down to the Cosmolux Channel section to find the relevant channels for posting and communicating in more real-time methods than SV is able to facilitate, and check the #finished-sheets channel for accepted and completed sheets.

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Constructing your Sheet


The tiers show examples of what you should be suggesting for them and the numbers you can expect to wield. Even if your faction doesn't actually consist of that many people or ships, something happened during your transit to this galaxy to make it so. Individual players can make as little or as big a deal of this as they'd like, depending on the narrative they want to tell.
Origin Point System:

Here is where you go to customize your factions drop in situation- whether it was a small fleet, intended for scouting, colonization, or maybe even full military maneuvers(depending on the scale of your universe of origin), that was ISOTed over with little to no support, or you actively found a portal to this new universe within your own territory back in your home universe, or if your entire sector, or even entire galaxy, got brought over largely intact with your faction simply being carried along for the ride.

No matter your supposed origin, you only start with 40 Origin Points to work with, and there are very, very few ways to gain more- most of which come in the form of your faction being effectively crippled in one way or another relative to what is considered 'normal' in this new universe.

No matter your origin, you start with three things: 20 population, one Base Magnitude Warfleet, and a small trickle of 10 RP(Resource Points) per turn for the first two turns, so you at least have something to start building up with no matter what.

Either way, once you've picked up your absolute basics, there are four sections on which you can spend your origin points: Generic Origin Modifiers, which you can purchase no matter what your actual origin is, Faction Tier Modifiers, which are like Generic Origin Modifiers, in that they can be purchased no matter what your origin is, but unlike Generic Origin Modifiers these upgrades both follow their own chain of prerequisites and tend to be more expensive.

All of the categories of Origin Modifiers after those two are incompatible, as they represent the actual method that is used to get your faction to Vyranodasik, be it as an ISOT, through a portal, in a refugee fleet traveling across dimensions to escape some catastrophe, or as simply being native to this new galaxy(or one of its satellites)

Basic Origin: costs zero Points. Gives no benefits. Either a war/colony fleet of yours got ISOTed over, or the portal you went through closed behind you, either way you are now in a new universe with no backup but what you brought with you.

More Population: one Origin Point per 5 additional starting population, may be bought up to six times

More Starting Fleethordes: one Origin Point for one additional fleet at Base Magnitude, up to the normal maximum of ten. upkeep is paid as normal for these fleets, same as your first, as is seen in the 'War Fleets' section. Larger warfleets may be purchased for origin points as well
one at Base Magnitude +1 costing two Origin Points
one at Base Magnitude +2 costing four Origin Points
one at Base Magnitude +3 costing ten Origin Points
with their upkeep increasing proportionally. Note: even if you're mixing Warfleets of different magnitude, the same rule of having a maximum of ten War Fleets at any given time is still applied.

More starting production: one Origin Points for 5 RP(Resource Points) added to your coffers per turn for the first two turns, to be spent on whatever you want once the game begins. Like the other Generic Origin Modifiers, this may technically be taken an unlimited number of times

Initial Heavy Assets: one Origin Point for 10 RP worth of battleworlds in your starting forces. No limit on how many times you can repeat this.

Backyard Archnemesis: Gives five origin points: You have a polity in your home reality that absolutely hates your guts and will stop at nothing to ruin everything you have ever made or built. The second you decided to engage in this endeavor and they were aware of it they were already scheming to undermine you and bring you to ruination. A committed, dedicated enemy polity from your home reality will spawn into the map at the same time as you do, and will seek to counteract your efforts as best as it can, and will inevitably have to be dealt with in a final clash. Wiping out their initial colonization force may not be enough, as they can simply send another one if they have the forces to spare. If they are able to respawn if destroyed or spawn in more than once, this gives 7 origin points instead, 10 if both apply.
Note: this can only be done for an actually threatening enemy faction in your home reality that hates your faction in particular, and you must build said sheet yourself.
2nd note: this is incompatible with 'pursuing crisis'

Late Start: You were a bit late to the latest wave of travelers entering Vyranodasik, but not all is bad. The extra time has bought you a bit more preparation.
- Gain 10 origin points.
- Start a turn later.
- Cap for number of times More Population can be bought increases by two
- Can be repeated, starting a turn later for each repeat.
- If you're joining the game late, this is your catchup mechanic.
Unless otherwise listed, each of these modifiers costs six Origin Points.

Faction Tier(Primus) (Free, you start with this unless you buy the drawback)
In the most famous science fiction/fantasy verses, Primus lacks the technology of the long-fallen precursor factions, but remains firmly in the "We're punching each other over who gets to be in charge of the whole galaxy" territory. The smallest and weakest of the powers shown on the map are still Tier Primus, as was one the Failed States before it became a Failed State. Some other Tier Primus factions may not be on the map from a lack of connections or diplomatic recognition in the war-torn warlord states of Vyranodasik, but are by no means weaker in power.
Sample Factions with this upgrade: The Empire(Star Wars), the Reapers(Mass Effect), the Orks(Warlord stage and beyond(pre-Apex)), Imperium of Man(Imperial Guard/Navy)

Faction Tier(Extremis): requires Faction Tier Upgrade One; (costs six origin points)
Not quite reaching the might of Tier Maximus, Tier Extremis tends to be those highly advanced nations that are still around to be relevant ass-kicking powers. Vyranodasik sees Tier Extremis as the standard for being considered a peer for the big map powers that don't quite reach into Superpower level.
Sample factions with this upgrade: the Imperium of Man(Mechanicus and Space Marines mainly)(Warhammer 40k), the Protoss(Starcraft), most Supreme Commander factions

Faction Tier(Maximus): (costs twelve origin points) requires Faction Tier Upgrade Two;
Tier Maximus is often limited to either the remnants of those Precursor Races that leave behind tons of ancient ruins and to factions that are seeking to claim that same level of power. In Vyranodasik, Tier Maximus factions can expect to almost match the Superpowers of Vyranodasik in quality, though obviously not quantity.
Sample factions with this upgrade: the Eldar(base Warhammer 40k), Ancient Humanity(Halo), the Men of Iron(Warhammer 40k: War of the Krork, and most other interpretations for that matter)

Operational and Strategic Movement Speed upgrade: while you can't strike farther away from your own controlled territory than normal, what this does do is allow for your forces to more swiftly reposition in battle, allowing for you to generally achieve higher levels of force concentration in any region of your assorted engagements due to being better able to take advantage of divisions in how your foe deployed their forces, allowing for your forces to better divide and conquer your foe's forces. This also allows for your forces to more quickly move to exploit any found/created vulnerabilities in how your target has deployed their forces.
- double bonuses gained from positional and maneuver advantages over your opponent(aka 'you get rewarded more for making a good plan that plays to your own factions strengths and your target faction's non-battlefield related weaknesses', assuming that your enemies plan doesn't simply counter your own, or they don't have so many more effective fleethordes than you that this comes to naught anyways)

Increased Tactical Durability: your forces are overall more resilient to taking long-term casualties than what would be considered normal- whether it is due to your forces being mass produced on site(but not necessarily to the point where they get a Defining Trait for that), being teleported out to be brought back to full functionality again upon 'death', or due to the armor that your forces use being simply that much better than almost anything else possible even with normal physics being bent somewhat.
your forces effectively take 25% less losses than what would otherwise be considered normal; be said casualties be from the 'baseline' losses that are to be expected from two fleets/armies throwing themselves at each other, or from your enemies own held advantages (other than purely Positional and Maneuver advantages that don't turn into other advantages for some reason)

Overwhelming Weapons Technology: nearly every single part of your roster is defined by units that are built around weaponry that in a lesser faction would almost be considered Super Weapons in their own right, with much more exotic effects than anything considered conventional 'should' have. This means that against your forces conventional defenses and resistances mean much less, increasing your opponent's losses proportionally.
Your forces effectively deal 25% more damage to the enemy(they take 25% more casualties), both baseline and from your own held advantages(other than from purely positional and maneuver advantages that don't end up turning into other advantages) than what would otherwise be considered normal. Note: this and Increased Tactical Durability effectively cancel each other out when they are present in the involved factions.

Unheard of Reliability: your forces have Excellent, if not outright Heroic, reliability, able to take advantage of opportunities and exploit even smaller openings than all but the most advanced civilizations could dream of, to the point where it almost seems as if lady luck favors you, as either seeming coincidences work out to things work out in your favor, or your forces work in such perfect coordination that you would swear that they already knew what you would be doing. Either way, they have an easier time getting and exploiting edges/advantages in the battle phase cycle than would otherwise be considered normal. Note: this is already counted into the bonuses given by 'Give Them an Edge'

Give Them an Edge…: requires Unheard of Reliability; your forces are better able to take advantage of every single possible exploitable advantage, as either extreme levels of synergy or outright magic turns every single advantage, no matter how slight, into a seemingly overwhelming one very quickly. After initial calculations all Edges(+) in your favor are turned into Advantages(++), and all Advantages in your favor turn into outright Supremacy(+++) in that given area against factions that don't also have this trait.

The Adama Maneuver: (costs four origin points) despite how primitive(or advanced) your faction may seem from the surface, your FTL system is beyond compare, capable of jumping into and out of situations that other factions wouldn't dream of, at speeds that no one not used to using a similarly advanced system would be used to.
Massive boosts to the Disengage phase of combat, as your forces don't need to withdraw to a safe area(far enough away from any local gravity wells and/or having a clear enough line of acceleration to make it to 'light speed' and enter 'hyperspace') to quickly and smoothly exit the battlefield. In addition, your forces gain a massive bonus to the Skirmish phase of the battle, as jumping in close for a sudden strike before jumping away, jumping past shields, and jumping into and out of atmosphere is all perfectly possible.

"If I destroy you, what business is that of yours?": (costs 20 Origin Points, and is not meant to be purchasable by anything near to a standard player-led faction) Capstone; requires having all of the above Faction Tier Modifiers plus the Shining Jewel of Technology Definitive Trait. Merges 'Tactical Durability' and 'Overwhelming Weapons Technology' into an additional Faction Tier Upgrade, bringing your units baseline to *****(five pips) above the starting baseline in return for those two faction tier modifiers losing their original effects. Also upgrades 'Give Them an Edge…' to instead have all advantages that you receive of Edge quality or higher to immediately turn into Supremacy, and keep a reduced effect, equal to the effects of the original faction tier upgrade, against factions that have said tier upgrade but not this capstone. In return for all of this, you cannot gain any research based specialization points, as you are already effectively as high in the technology tree as one can get within the timeframe that will be covered in the coming story.

Faction Tier Downgrade: (can be bought twice, first purchase gives 10 Origin Points, second gives an additional 20), is not compatible with taking any of the other Faction Tier Modifiers. your faction is vastly less technologically advanced than what would be considered normal in this new universe,(first purchase removes your free tier-up, second purchase causes your Units to start a full tier down)
1st purchase = secundus (e.g. BattleTech, Terrans(Starcraft), Mass Effect, Homeworld(outside the Beast of Cataclysm))
Those in this tier are behind the true map-worthy powers of Vyranodasik, but are potent nonetheless who affect swathes of space in their home galaxies. While they may not show up on the map from lack of full diplomatic recognition or affiliation with the driving political ideologies, there are Tier Secundii powers in Vyranodasik that hold whole sectors in their sway, and are chomping at the bit to make their mark on the galaxy.
2nd purchase = tertius (e.g. pre-War UNSC, Battlestar Galactica(2004 version), the Expanse))
Here we're getting into the small fry, comparable to many minor powers in Vyranodasik. Player factions of this tier are limited compared to the technology of the greater powers, and will have a ways to go to catch up. But one thing they do have is the potential to start with tremendous numbers, enough to make a very serious effort at directly colonizing vast swathes of Vyranodasik, a mission the higher tier, but less numerous powers may very well struggle to achieve.

Another Successful Warp Jump: (grants three origin points) despite how advanced(or primitive) your faction may seem from the surface, your FTL system is inconceivably bad, being either extraordinarily slow, highly dangerous, or both, with ships needing to travel well out into what would otherwise be considered the interstellar void to enter FTL and travel between the stars.
Large mallus to disengage and an actual penalty(if relatively minor) to how fast your forces move on the strategic scale, as your forces need to constantly slowboat their way out of system as they leave and arrive at their assorted destinations.

ISOT Origin: costs four Origin Points. Prerequisite for this section's Origin Modifiers.
You start off with complete control of your initial subsector, with whatever was there beforehand being completely overwritten by territory brought with you from your home dimension.

Expanded initial Territory: costs four Origin Points, may be purchased up to four times. Increase the number of sub-sectors within your starting sector that you effectively control right from the start by one, up until you control five of them, effectively giving you majority control of your starting sector from the very beginning.

Initial Territory development: costs one Origin Point. May be purchased an unlimited number of times. The territory that you brought over wasn't empty, instead, it is filled with stuff that your faction has built over the entirety of the time that it has occupied said territory before it was transported here. Gives you a budget of 5 RP with which to buy upgrades for your initial territory before the game starts.(see the Territory section and the Megaproject section for options on what you could 'purchase' before the start of the game)

Portal Home: costs four Origin Points. Prerequisite for this section's Origin Modifiers.
The method that you got here? The portal that you used? It's still open, hovering behind your fleet at the site where you arrived. Through it, you can requisition more resources, have reinforcements sent to you, request more colonists(who might just come along anyways), and otherwise gain all of the advantages of having a relatively safe, if not entirely controlled by you, area from which you can receive more support. As a freebee for this, each turn, for the rest of the game, you can requisition(read: gain) either five 'free' RP worth of production or four Population Points worth of immigrants/colonists.

We're Gonna Need More Ships: costs one Origin Point, and may be taken an unlimited number of times. Each point represented here represents two Base Magnitude Fleethorde equivalents that you can draw from your home galaxy before your pool of requisition-able ships from there effectively dries up for one reason or another. However, unlike its effectively more expensive generic counterpart, you can effectively only bring in one Base Magnitude Fleethorde equivalent per turn, as your home galaxy either can only afford to give you so many ships/troops at once before risking things at home, or, in some cases, they might need to actually build said ships for you first. Also, unlike its generic counterpart, you don't need to pay upkeep on said fleethordes until they are actually on your side of the portal.
AN one: yes, if you wait you can draw in more reinforcements you can bring in more of them at once.
AN two: you can in theory replenish the pool that your faction is pulling from after the start of the game, but how you do so is up to the judgment of your GM.
AN three: you can return the fleets to your home faction (provided they weren't completely destroyed, and you've carried out their repairs) for instant replenishment of the pool you drew them from.

A Steady Stream of Colonists: costs one Origin Point, and may be taken an unlimited number of times. Each point invested here represents four Population points worth of Immigrants/Colonists coming through the portal to join you per turn; precisely what you do with these people is up to you/your faction, and you/your faction can always temporarily halt the flow if you feel that this side of the portal isn't safe enough, but renewing said flow is as easy as letting those on the other side of the portal know that things are (relatively) safe again.

Portal based Baggage Train: costs one Origin Point, and may be taken an unlimited number of times. Each purchase of this gives you a steady income of three RP(Resource Points) per turn for the rest of the game, as a steady supply of raw resources, industrial goods. and semi-finished products come through the portal from your home territory and are fed into whatever projects you have going on at the time.

Home-Front Management: Offers up to ten origin points. Your polity is explicitly linked to a larger society back in your home reality that has specific goals and requirements for you in order to continue receiving its support. Their mandates might not always fit with what you want to do, and they may condition their support on you fulfilling some obligations. Furthermore, they will typically expect some tithe of your resources sent back to them every now and then or at least some other material return on investment to justify their continued interest into your endeavor. While breaking with them is not impossible, it will obviate your prior flow of support from them. Doing so prematurely may instead lead to them attacking you directly to replace you in a fight you may not win.

Cloak and Dagger Shenanigans: Offers up to ten origin points. Your portal is publicly known or at least known to other polities in your home reality, meaning that your presence in this new universe will inevitably and invariably trigger a scramble for the new universe from rival polities and factions in your own polity. This can lead to greatly complicated diplomacy as your presence in this universe will directly lead to more problems down the line for the natives as well as an imperialist scramble. You are also very likely to end up in a war with at least one hostile polity from your native reality, possibly more depending on your native factions' standing in its home universe. Given that these will also be extensions of larger polities, defeating their colonizing fleet hordes is not guaranteed to stop them from coming back again or interfering with your supplies from the other side.

Bring the War Home: Offers up to ten origin points. The political situation in your home reality is unstable and there will likely be a major conflict in it at some point, either this or the sort of portal you use is easily traced back to your home reality allowing for native polities or other travellers to find their way to your own reality. Whereas Cloak and Dagger primarily affects things on your side, Bring the War Home affects things on the other side of the portal and can seriously impact your ability to continue to get resources from that portal or prompt them to make major requests for something to shift the balance of the war. If your home polity is outright defeated in its home front conflict, you lose all benefits of the portal origin after one final flood of refugees until you can liberate your parent polity and may outright lose the game depending on your relationship to them. This also means that variably sized fleet hordes from your own native reality might also want to follow you to your new reality and often form portals within what you might think is secured territory, greatly complicating your defensive planning.

Scattered Exodus Fleet: costs four Origin Points. Prerequisite for this section's Origin Modifiers.

Scattered Exodus Fleet: costs four Origin Points. Prerequisite for this section's Origin Modifiers.
Reduces the cost of fleethordes and Heavy Assets purchased with Origin Points by a third(or buy two get one free). In addition, you start with ten extra Population Points worth of people, but in exchange, all Fleethordes, Population, and Heavy Assets purchased through Origin Points (outside of your free starting Warfleet, of course) arrive at a random point within either your starting Sector/square, or somewhere in the neighboring ones at random.This occurs every turn for the first five turns.
There is a 50% chance of arriving within your starting sector/square, otherwise they will arrive within a neighboring one at random
25% of your additional population arrives with your initial fleet (the rest being spread amongst the others)
All of the stragglers will make their way to you, provided you have established yourself. Their safety is not guaranteed.

Pursuing Crisis: grants ten Origin Points. whatever you fled from? It's still after you, and it's followed you to this new dimension. At some point, likely in the 10-20 turn range, said Crysis Faction is going to show up near you, and while it may not initially end up being your problem to deal with depending on where you're starting, it's going to likely become your problem as it starts expanding; and as for the rest of the galaxy? They might start blaming you for its arrival.

Vyranodasik Native: Costs four Origin Points.Prerequisite for this section's Origin Modifiers.
Operates very similar to the ISOT origin; only instead of being a dropped in section of another universe merging with/overriding whatever was there beforehand, you were there beforehand, and are still there now- which is to say, you are playing a native faction. Gain an additional 20 free RP worth of infrastructure with which to help build up your starting territory. In addition, you automatically know who/what is in your starting sector/square and in the neighboring ones, as you've been here for more than long enough to hear things on the galactic news and go looking for yourself.

Expanded initial Territory: costs four Origin Points, may be purchased up to four times. Increase the number of sub-sectors within your starting sector that you effectively control right from the start by one; sadly, unlike an ISOTed region, you can't end up in de-facto control of your entire starting sector, as you've needed to exist alongside other neighboring factions here, some of which might either be outright stronger than you or in theory have powerful backers, for an extended period of time.

Initial Territory development: costs one Origin Point, may be purchased an unlimited number of times. The territory that you have is even more developed, filled with stuff that your faction has built over the entirety of the time that it has existed as an interstellar nation within this universe. Gives you a budget of 5 RP with which to buy upgrades for your initial territory before the game starts.(see the Territory section and the Megaproject section for options on what you could 'purchase' before the start of the game)

Good Public Relations: costs one origin point, may be purchased an unlimited number of times, but requires that your faction is actually able to conduct diplomacy. Each purchase increases your relationships with your neighboring factions(assuming that they too are able to conduct diplomacy) by a moderate amount. Note: if purchased enough times this could allow for early diplomatic annexation of/unification with said factions.

Not every faction is the same. Although things like economic systems and military doctrines can be handled on a case by case narrative basis, significant or important differences from the "norm" are better represented with specific mechanics. Below is a list of traits and drawbacks that factions have access to in order to describe unique things about them. Note that traits are descriptive, not prescriptive: you have a trait because your faction is like that, you do not have a faction like that because you picked the trait. Unless, of course, you make a new faction specifically for this game.

You can only pick each trait once unless otherwise specified, and while you do get one free Definitive Trait(which is the only one of those that you get) and three free regular traits, all other traits must be bought with drawbacks.

Monstrous Faction: our faction is made up of Monsters, and they aren't afraid to show off that fact; their goals are to effectively become the only lifeform/intelligent entity left in the universe, and the means that they will achieve this is through numbers without end, recovery beyond compare, and a sinister intelligence that will not break for anything short of complete destruction.
- increases Resource Points gained per employed Population Point is increased from one to two, and reduces the cost of increasing population by one. Sadly, much like all Monsters, this power comes at a price, and that price is that diplomacy is capped at zero(long terms deals are impossible), and factions will absolutely see the worst when you go off to exterminate/conquer/assimilate new population(assuming that there is some way for the news to spread about you being Monsters, it will spread). In addition to the above points, it unlocks the following traits, of which up to two may be purchased by you for standard trait points.
  • Homogenizing Swarm: This particular flavor of Monster is built around being a literal self-replicating horde, not needing to fight to increase in number, nor needing to do anything but sit back and build up to potentially eventually overrun the galaxy; sadly, unlike the other two flavors of Monsters, you're just as vulnerable to depleting your own forces as almost anyone else.
    • gain one free 'upgrade' to the size of your smallest fleethorde for free per turn(or one of your smallest fleethordes, if you have more than one) if your forces suffered no significant casualties(casualties that add up to one or more fleethordes in total losses after the 'free' repairs covered by upkeep are factored in) in the turn in question. (the 'empty' slots that you have before you reach your full capacity of ten fleethordes count as being magnitude zero). In addition, the upkeep of your fleethordes is reduced to zero, as they sustain themselves off of their own replication capabilities.
  • Unkillable Swarm: This particular flavor of Monster is built around mitigating losses as they happen, as some combination of battlefield level unit generation, extreme regeneration, and extreme versatility keeps your forces intact through engagements that would shred a lesser force.
    • Reduce all effective casualties that your forces suffer in a given round by half, and then choose a given phase of the battle, be it in the void or on the ground, and reduce casualties taken there by half again.
  • 'Infinite' Swarm: Unlike the other three Monster variants, this one doesn't rely on in-battlefield loss-mitigation, or some source of consistent 'free' fleet buildup between battles, but the ability to rapidly replace losses post-battle, allowing for them to sustain a higher level of warfare than most conventional factions could dream of for a very, very, very long time.
    • Upkeep covers repairs up to 80% instead of only up to 20%, with additional repairs being purchesible as normal.
  • Assimilating Swarm: Unlike the other variants of Monster, this type doesn't necessarily increase its own numbers directly, so much as it takes everything that it consumes from its foes and adds them to itself
    • requires the Assimilator Trait, and the Devourer trait. The Devourer trait is upgraded to instead give you anywhere from 50% to 75%(depending on what faction you're up against) of the enemy casualties that you cause in additional forces, made up of those you have assimilated from your foe.(said forces loose all trait/defining trait given abilities/capabilities and all non-tier based technology upgrades in return for gaining the trait/defining trait abilities that your own selections give you).
  • War isthe Economy!: The engine of war has never been more literal, as the maddening rhythm of violence beats the world into a form more pleasing, conflict only fueling your growth. It is the cycle of monsters, ever-warring to find the strongest capable of rendering all life like itself.
    • "Gain" the Total War Economy drawback and the Only War drawback, but don't gain any trait picks from those drawbacks
    • Total War Economy is "upgraded"; RP earned from peaceful sources such as infrastructure is always halved even in wartime.
    • When engaged in a war*, total up the RP cost of all involved forces, and gain half this value as income.
      *It must be an actual fight. One starfighter doing a suicide run into the Ecumene's capital gigastructure doesn't count, nor does fleeing the field before battle is joined.
Factions with this Definitive Trait, and/or the Only War drawback, and/or five instances of Prejudiced are highly encouraged to start in the twin galaxies of Ykres and Rekys over the other two due to their high potential to make things not-fun for other factions that start nearby and aren't expecting PVP.

Note: from here on are things that cover the vastly more 'standard' people factions that actually care about diplomacy and getting along with others

Auto-War: The bulk of your factions military consists of mass-produced automatic war machines (either mechanical or biological, so the Tyranids, Muv-Luv BETA, or Zerg would count just as much as Supreme Commander) that can be thrown into battle, take massive casualties, and be just as easily replaced. Only the destruction of specific units or field structures related to the replacement of other units will actually inflict casualties on a scale that you care about.
Effects: Suffering actual casualties is vastly, vastly harder, as all of your combat units are disposable units that can be replaced in combat-relevant speeds. Losses are only taken if you take hits to the units in charge of leading/coordinating/producing all your disposable killbots. Furthermore, the high turnover rate means you can do a degree of in-battle customization of forces for your War Fleets, rather than needing to have done that in the Strategic Turns beforehand.

Extraversal Invaders: your faction's biology/physiology only ever pretends to work via the normal laws of physics; whether this is due to being entities born of the first (vastly less than a)millisecond of their home universe's existence who managed to cling to some form of existence even as the fundamental forces split and diverged, or are outright native/semi-native to a plane with vastly different rules than our own(be it the Warp, the Twisting Nether, the Shadowlands, the Blind Eternities, the Great Wheel of the Outer Planes, the Ethereal/Astral plane, or any other such realm); either way, your forces don't operate by the same general rules as everyone else's; gain the High Magic major positive trait for free, and unlocks five sub traits, of which you gain two for 'free'.(the rest of which can be bought one by one for a major trait slot each)
  • A Shadow Cast: your forces are based in another dimension, so upon reeling that the battle is drastically turning against them your forces planeshift back to their home dimension instead of needing to withdraw back to somewhat friendlier space through what might have become enemy territory.
    • Effectively halves the number of forces lost in a given engagement to factions without high level magic of their own and/or high end anti-magic technology
  • Physics defying offense(Universal Destroyer!): born out of different physics, many of your units' attacks bypass conventional durability born out of normal physical laws.
    • If enemy units aren't shielded or otherwise protected from extotic attack effects, then you might as well say goodbye to said enemy units.
  • Physics defying physiology: your forces do not rely on the conventional laws of physics to exist, and are therefore vastly harder to hurt via attacks that rely purely on them to deal damage
    • There is some caveat to effectively killing your forces(assuming that there no advanced magic and/or high end anti-magic technology being used on your opponent's side), making causing actual damage much more difficult than normal- not to the point where it can't be overcome by the application of more numbers or vastly superior forces, only that it's more difficult.
  • Atemporal nature: your faction, and its forces, exist somewhat outside of time, allowing for the 'quick' production of 'new' forces for seemingly 'nothing'(that in reality might take an eternity to reform, an age to produce, and a truly staggering amount of resources to create)
    • +60%/Six steps to auto repair per turn; in addition, all of your fleethordes that are made up of your own forces cost no upkeep to maintain, but new fleethordes cost four times as much to produce. Also doubles the cost of buying more fleets at the start with Origin Points
  • Physics Overriding Territory: Territory tainted by your presence becomes easier to mold and warp. The greater your presence, the easier it is to impose your will.
    • Fortification costs in your territory are halved(rounded down) up to that of the territory's level of development; in addition, other factions (mainly those without sufficient esoteric/magic strength or familiarity) cannot resettle said territory themselves without first finding a way to cleanse it of your influence.

Shining Jewel of Technology: (requires tier Maximus(aka requires the third Tier Upgrade Origin Modifier and at least one other Faction Tier Modifier) your faction is a technological utopia, riding ot the prime of its life, or perhaps is still merely the seed of something even greater; and now there is a whole new universe out there for you to explore and discover; perhaps with the goal of teaching and learning, or perhaps with conquest in mind.
  • If you want to play in the actual highest faction tier, it's going to cost you your Definitive Trait slot. No playing the forerunners(Greg Bear edition), the Dragon, the Eldar Dominion,or some other godlike race that is beyond the Necrons(or at least, the Necrons without their one-off superweapons) without paying something.
  • Effectively acts as a fourth technology tier upgrade


Gigastructural Engineers: your faction, whatever their technical technology level, were masters of engineering on such a grand scale that it boggles the mind, as through either sheer technological wizardry, outright magic, or simply eons of experience, your faction can and have reshaped galaxies(or at least large sections of one) in the past, and has the potential to do so again.
  • Grants the Fortification Experts and Builder traits, upgrades the Builder trait to provide a 20% discount to Kiloprojects, 30% discount to Megaprojects, and 40% discount to Gigaprojects, instead of just a 20% discount to all three categories; in addition, the minimum completion time for mega and giga projects is two turns shorter instead of just one.

Golden Armada: you start with a full suite of ten fleethordes at base magnitude+1(before any origin point purchases) instead of just one fleet at base magnitude(once again before any origin point purchases), and don't have to pay upkeep on these fleets, although you do need to pay for any additional upkeep accumulated later on by increasing said fleets in size(permanently reduce fleet based upkeep by 40 RP per turn)

Stronger Start: requires the ISOT or the Vyranodasik Native Origin. Gives 20 more Origin Points that can only be spent in either the origin section in question or in the Generic Origin section

Generic start: perhaps none of the above options fit your faction? Perhaps you want something a bit more out of left field, either way, take three Traits and gain five Origin Points for free.

(more Definitive traits to be created as ideas roll in)

-Hive Mind: Your 'nation' is joined together by a Hive Mind-equivalent that permeates through your species. Social issues, troop morale, and enemy infiltration are far less of a concern, while any action you undertake that would require a great deal of coordination is given a boost. Population growth is also given a flat 5% increase, though at the cost of Hive Minds being unable to integrate alien populations into their network without either the Assimilator Trait, or a lot of expensive research.
communication becomes instant with no possibilities of error, suffer a small malus to diplomacy; the cost of increasing your population goes down by one, but you cannot gain any population through Immigration.

-Mechanical Armies: Rather than flesh and blood, your fleets and armies are fully synthetic. Lacking the weakness of flesh, all of your combat forces have slightly improved statlines, particularly spaceships, which need not concern themselves with the needs of a fragile organic crew, and potentially much higher strategic durability due to the relative ease of replacing losses.
While this does give a small boost to the effectiveness of your forces faction wide, the main effect of this is that, similar to martial society, you no longer need to actually worry about War Exhaustion, but, unlike Marital Society, this also reduces the cost of any repairs to your fleethordes(beyond what basic upkeep covers) by 50%, effectively doubling the effectiveness of said repairs. Note: you are generally expected to take Unbreakable if you are taking this trait, as unfeeling robots generally don't flee in terror.

-Explosive Breeders: Your species reproduces and/or matures at a frightening pace, leading to increased population growth. Your Population naturally rises at a rate of 5% each turn; The cost to develop new Pops is reduced by two.

-Fortification Experts: As a faction, you have gotten very good at setting up fortifications. Any planet you take, you have a tendency to dig in, dashing enemy attacks on walls of defense works. You gain a bonus to the performance of your Defense Forces, and said Defense Forces have a discount of 1 RP in terms of their upkeep.

-High Magic: Whether it's arcane magic, psionics, or whatever you call it, a form of esoterics is effectively universal to your species. Even the untrained can probably do a cantrip or two, while those who develop their abilities are capable of far more impressive feats. This is obviously a boon to your infantry performance, as well as progressing further down the esoteric 'tech tree.' The Warhammer 40k Eldar are an excellent example of this trait.
Widespread use of esoteric effects are expected within your forces. Reverse-engineering and integration of foreign esoterics is done with greater ease.

-Assimilator: Species that have this trait have some way to easily assimilate others into their population. Examples here include the Borg, Zerg, and of course, the Driven Assimilators of Stellaris. When invading others, factions with this trait will be able to directly annex even nation-state territory without the need for all the Occupation rules.
Attracting Immigration is more difficult, but said potential immigrant population can of course be nearly immediately assimilated into your population; population cap is removed due to emmigration from your society not being a notable thing if it happens at all.

-Age of Legends: Back in your home universe, narrative and metaphysics exist as tangible forces, creating stories around individuals that let them punch well above their weight class. Mechanically, this gives a bonus to the emergence, growth, and ability of your Legends. Warhammer 40k is a good example of this because of the Warp, as would Star Wars thanks to the Force (though for Star Wars I'd probably only have this if you chose a Jedi/Sith heavy faction.)

-Covert Experts: Your intelligence agency is one of the best around. Espionage, spy ships, infiltration, you name it. You receive a bonus to all Intelligence Actions, while enemy intelligence actions have a harder time succeeding against you.
- see the Diplomacy section for the bonus this gives to your roll-offs for such actions

- Unbreakable: your forces never break and run away from the enemy. No matter how hard things get, your forces will only ever either fight or withdraw in an orderly fashion.
Your forces effectively don't retreat until you want them to and/or logic demands that they do so.

-Logistical Independence: whether it be through massive supply ships, on site construction, or outright stripping planets of their natural resources as you come upon them, you have very little need for outside supply lines whether your forces are deployed in your home territory or are halfway across the galaxy on campaign.
You have no issues gathering supplies on site, making your logistical train practically nihil.


Devourer: (requires Assimilator and not Supreme Commander) the weak are meat for the strong to eat; your forces can assimilate others readily at battlefield relevant scale and speed, bolstering their own numbers as their enemies fall before them; of course, if all is destroyed before it can be eaten or perform the eating then the ability to actively devour enemy biomass and hijack their vehicles via said biomass then this possibility is rendered moot.
For every 4% of an enemy force taken out by your forces, your forces suffer 1% less casualties in the same fight. This ability doesn't work against foes with the Mechanical Lifeforms major trait(or the 'Supreme Commander Type Faction' definitive trait). This fraction is reduced to 1% per 5% should the target faction also have the Assimilator major trait and/or a general Infantry Specialization(and not the Mechanical Lifeforms or the Supreme Commander traits).

Builder: your faction has a history of building massive constructs, ranging from fortress worlds that could potentially make even the Krork green(er) with envy(if they felt such a thing), to massive megaprojects that could potentially affect things on a Galactic Scale; and while the constructs themselves may or may not have come with you, that expertise still remains.
Reduce the cost of all Megaprojects by 20%, increase the cap on the number of megaprojects per large square from two to three(increasing the overall cap from 10 to 15), and in addition the minimum build time all mega and all giga projects is one turn shorter(minimum of one turn).

We'll Be Back: be it through being consistently teleported out moments before destruction, or actively coming back to life again and again, actually permanently putting down your forces can be a difficult task to accomplish.
Each of your Warfleets now has a Restoration Gauge. This Restoration Gauge triggers when a Warfleet reaches [Damage Step declared at turn start] during combat and spends invested RP to repair said Warfleet as far as it can. RP is invested into Restoration Gauges at a rate that is half your repair effectiveness.

Example:
Magnitude 4 Warfleet
Upkeep (covers repairing two damage steps, or 20%) is 20 RP
RP cost to repair one damage step is 10 RP, filling this Warfleet's Restoration Gauge to cover one damage step would cost 20 RP. Mechanical Armies would reduce this to 10 RP.

Notes:
The Restoration Gauge can trigger multiple times per battle.
The Restoration Gauge can be filled past ten damage steps.
Unused RP invested into the Restoration Gauge carries over into following turns.
Increasing the Magnitude of a Warfleet correspondingly increases the RP required for the Restoration Gauge to repair damage steps.


Non-Monster(Monster factions being defined as factions that have taken the relevant Definitive Trait, taken five instances of Prejudice, or the Only War Drawback) Only Traits
Positive:
-Xenophilic: Who could hate aliens? Not your people, that's for sure. Your society rejoices in its multiculturalism and acceptance of all. The diplomatic boon this gives hardly needs saying, but just as important is the ability to rapidly integrate alien populations just as you would your own, meaning an easier time translating between occupation levels, and a better chance of diplomatic annexation.

-Devoted Population: Your people have a very strong belief in your faction. It can be the nation itself, the ideology it follows, the leader, etc. But whatever it is, it's something they are very devoted to and willing to fight for. Enemies trying to occupy your territory will have a much harder time dealing with a hostile population that can often spill into armed resistance, and spies may run into trouble if they're trying to build cells or fifth columns among your people.

-Martial Society: Your society has a longstanding military tradition, and fighting (and perhaps even dying) in battle is either an expected service to the state, or a glorious end to be aspired to. Your troops benefit from higher morale, the people are less susceptible to war exhaustion, and defense forces have slight boosts in the form of enthusiastic militia, warrior cliques, and other ways in which your population expresses its martial bent.
War Exhaustion, which is usually a thing for all non-monster factions, becomes a non-issue. In addition, reduce the costs of buying/upgrading fleethordes and buying defense forces by 10%(this doesn't affect their upkeep).

-Master Diplomats: Your nation has a history of being diplomatic maestros, binding others together in pacts and defusing conflicts before they turn to outright wars.
+2 to Diplomacy in addition to the other, softer effects: +1 diplomatic point generated per round from Defensive Alliances, Military Alliances, and Vassalage, Vassalage is 25% cheaper, +1 'mitigation'(impact is reduced by one) for minor-warcrimes(it's much easier for you to cover up minor diplomatic things that would otherwise be issues)

Major Generic Traits (Repeatable)
Positive:
-Regiment of Renown: If you grab this trait, your faction will start off with a second Legendary Unit, taken from your faction's pre-existing lore. It can be a starfighter ace like Wedge Antilles, the USS Enterprise and its crew, the 501st Legion or Delta Squad, or a whole naval battlegroup that has a great reputation (like the Battlefleet Gothic or the Open Circle Fleet.)

Consolation Prize: for all of the weaknesses that your faction has, you gain a consolation prize, which is two more Origin Points to spend there.


-Additional Specializations: for all of those factions with more areas to specialize in, or even stronger units in your areas of specialty than normal. your faction has yet more powerful key designs available right from the start. Gain one more 'pip' for upgrading unit categories. This pip acts the same as ones given by your initial specializations, but can in fact stack with said specializations(but not with itself).

-Slow Breeders: Your species is known for many things, but fecundity is not among them. and accelerating population growth costs two more.

-Repulsive: There is a part of your people's culture or biology that the majority of the galaxy finds disgusting and vile, ranging from cannibalism to sophont sacrifice to being a bunch of biological parasites. This creates an overall diplomatic penalty alongside other narrative consequences.

-Redshirt Army: while your infantry may in fact effectively have a red shirt, that isn't necessarily the case, as this covers things ranging from subpar infantry formations from things towed artillery, heavy weapons, and other equipment that goes into modern infantry divisions being conspicuously absent, to your your Artillery simply being underwhelming in comparison to literally everything else you have, to you outright not believing in having actual guns on your tanks. As you can imagine, this has very bad consequences for your ground forces' performance in battle, especially when this tends to imply unfortunate things about your army's doctrine. Mind you, this need not be applied to ground forces alone, as whatever area is 'Redshirted' is going to suffer quite a bit from your doctrinal or technological(or both) weakness in that given area.
This is effectively a negative specialization, applying to one of your sections like any other specialization would, but in reverse. Note: this cannot apply to any areas where you have a specialization.

-Flawed Military: There's something about your overall military that is a problem. Maybe you're the Orks with ramshackle equipment that has a tendency to backfire catastrophically. Maybe the rivalry between military services cripples cooperation. Maybe your training system creates less than exemplary officers who follow the book to the letter and never adapt to changing circumstances. Whatever the case, you've got problems, and they'll affect every aspect of your military actions and combat effectiveness related to them.
- unit advantages cannot cascade through any method other than sheer brute force

--Incompetent Military: It's not that your army is bad. It's that your entire military is bad. Incompetent numpties who shouldn't be trusted with a market stall lead fleets. Nepotism, bribery, and corruption are rampant, with the majority of officers chosen for their political connections, loyalty to the party line, or wealth instead of actual skill. What's worse is that the flaws are so ingrained into your nation's structure, that it would be a nightmare to even begin to fix this mess, and you'll take a flat penalty to all military-based actions and combat. (Requires Flawed Military)
In addition to making it nigh impossible for unit advantages to cascade, factions with this drawback suffer a moderate penalty to morale and cannot take the Unbreakable major perk.

-Alien Communication Methods: Your species does not communicate in the 'normal' method, perhaps relying on pheromones, psionics, or bioluminescence & body language. As the majority of the galaxy does not share this communication method, diplomacy and trade are more challenging. Note that this represents difficulty communicating, rather than your neighbors specifically disliking you.

-Manifest Destiny: Your species feels a tremendous need to expand, whether it is from a belief that the stars belong to you by some right, or fear of some disaster wiping out most of the species if it is not spread out far and wide. You are obligated to take pretty much any chance at safe expansion over internal development, and said expansionism can make neighbors worried. (Note: Safe (well, as safe as things get in Vyranodasik) expansion. No one's going to force you to barrel headlong into pissing off a Superpower when you're a minor with a handful of TPs. Though conflict with peer powers is definitely still on the table.)

-Chronic Interventionists: your species can't help but get involved in everyone else's problems. Be it from an honor code that insists that you must 'protect the weak' at whatever cost to yourself, feel that others can't protect themselves, or otherwise feel that you have some obligation to the wider galaxy, you must try and solve everyone else's problems for them. You are obliged to take every single semi-reasonable chance to go fight other people's battles for them, but if two factions 'need help' against each other, it's up to you on who you support, and if intervening in that moment with enough forces to make a difference would mean effective mass-suicide for your own civilians back at home, use your own judgement on wether they would actually fall on that sword or not for the other faction.

-Prejudice: Dislike, disgust, or even hatred of a certain species group is deeply enshrined in your culture. Ranging from AIs to insectoids to humans, you have a significant penalty to any actions that involve interacting with them in a non-violent manner, and a tremendous penalty to diplomatic relations with nations that have them as a significant demographic. (What group you are prejudiced against must be specified. Note: When combined with Xenophobic, this Drawback will result in you hating said group to a genocidal degree, practically demanding you wage wars of extermination against them whenever you encounter them.)
Extremely major diplomacy penalty with factions that are targeted by this.
Note: may be taken up to five times for different targets, each one further increasing the penalty with all others(including the new one) and causing the definitions for said targets to spread out, to the point where upon the fifth pick it becomes 'Absolute and Utter Compete Hatred for Everyone that isn't You/Yours.'

-No Magic: For one reason or another, the esoterics of psionics and/or magic just don't work with your people. Instead, expect reaching rationalizations and illogical conclusions as your top minds attempt to fit these strange occurrences and feats into their world view- rather than broadening it. Curse those space trolls, planting Ork Spores everywhere the Orks go.
Progress going through that tree of advancement will be difficult at best, impossible at worst. A lack of understanding will also mean you face a few more problems than average when fighting enemies that make plentiful use of psionics.

-Total War Economy: Your entire economy is built around military action, and requires constant warfare to sustain itself. If you are not at war, your overall RP income decreases by half from the economic slump.
--Only War: Your species or society as a whole is incapable of functioning without someone to fight. Even a single turn spent without fighting someone will result in a laundry list of penalties, from unrest, research delays, to outright civil war. (Requires Total War Economy.)(cannot be taken by factions who already have their diplomacy set to zero or below)
Set Diplomacy to a maximum of zero(long term diplomacy is impossible)

-Escort Tonnage: Your starting navy only has ships of Destroyer-size or smaller, due to technological limitations or simply never seeing the need to build more massive warships than what you already have. This 'Drawback' is something of a freebee, being a compensation for factions like Mass Effect or Alpha Quadrant Star Trek, who will need to do a lot of research just to make sure they have ships bigger than what some factions consider a mere escort.(freebee for having no Cruisers and nothing higher on your list, or quite literally only having units in one category of void ships that isn't Strikecraft)

Pathological Cowards: either some deep societal scar has been made to your faction, or you're like the mementic french; either way, your faction, or at least your bog standard troops, sees withdrawing, surrendering, and otherwise trying to go unnoticed to always be the best course of action unless what is waiting for them if they do so is worse. (cannot be taken with Unbreakable or Fanatical Population)
-major penalty to morale, your forces are much more likely to withdraw from a fight at the first sign of there being actual danger.

Logistical Interdependence: whether it be due to having weapons that burn through ammunition vastly quicker than it can be replenished on site, relying on exotic fuels that require large, delicate, dedicated production facilities to create, constant need for repairs and maintenance, or a complete unwillingness on the part of the military to do any in-house resource scavenging or repair work, your forces are vastly more reliant on long logistics chains than your average faction.(cannot be taken with Logistical Independence)
You're either going to need long, complicated, interceptable logistical trains or risk your ships and troops running out of ammunition mid battle.

Technological Stagnation: your people, for one reason or another, are slower to adapt and change, and/or unwilling to press the boundaries of what is possible technologically; whatever the reason, your people at a base level either do not invest as much into the sciences as normal or are vastly more slow and careful about making said advancements.
Your faction, unlike most other factions, doesn't get a free research slot, likely drastically increasing the time/resources required to make serious technological progress

Fragile Worlds: your people, for one reason or another, have failed to develop the near-ubiquitous technology that is Planetary Shield Generators, and/or haven't developed any sort of equivalent over the course of time; in addition, for one reason or another, your technology base is simply incompatible with the locally developed versions that are found on almost every single inhabited world.
Your faction doesn't start with Planetary Shields for their worlds, and can't simply either purchase or reverse engineer the local version of it; not that this completely stops you from eventually defending your worlds to the same degree through various means, only that you're either going to have a long, hard road ahead of you for developing your own version of said technology or are going to need to pay through the nose for your own, arguably lesser, version(see the Killostructures section for more details)

Keystone Army: your faction relies on the presence of a few units, ranging from a large(but still relatively small) grouping of units that your entire faction, or at least large chunks of your mobile forces, would literally fall apart subcom-defeat style if they were lost; to a small cohort of extremely powerful individuals that are the only thing stopping your faction from completely falling apart at the drop of a hat into a bunch of vastly weaker groups that might never work together again to a single, if extremely powerful, individual upon which your entire faction quite literally relies upon to both exist and continue to function period; to keep functioning as a faction on whatever level the keystone units act on.
Examples: Supreme Commander(and Planetary Annihilation, and a few other similar games), pure C'Tan factions(mainly the Dragon(Mag'ladroth), but almost all of the others fall into this category in some way), the Beast(Warhammer 40k: War of the Krork), the Zerg(outside of their Primal variants), Men of Iron(Warhammer 40k in general and War of the Krork in specific), and others.

Rules of Engagement: be it due to a law/honor set that prohibits harming civilians, damaging garden worlds, sacrificing civilians/worlds if necessary, or some other set of things that limits your militaries ability to fully act when civilians could be in the line of fire, your ability to fully engage the enemy to the best of your ability is curtailed when on/near civilian inhabited worlds, reducing the amount of damage that you deal and increasing the number of military casualties that you take when fighting in such an area.

Limited Colonizers: for one reason or another your faction is either unwilling or unable to heavily colonize pre-existing habitable worlds with pre-existing ecosystems, making your faction resort to either artificial habitats or actively terraforming new worlds as you go instead of using those perfectly habitable, oxygen rich planets in the planets goldilocks zone(from a humanocentric perspective) complete with pre-existing natural life and beauty.
  • Increase all territory development costs by 20%(rounded up)

What is this, a structure for ants?: (incompatible with Builders/Gigastructural Engineers) Your faction isn't just inexperienced with making grand constructs, but for one reason or another, ranging from being completely incompetent arcutecturally to having constuction methods that are genuinely bad at scaling up that far, are actively bad at it even when it is a fairly standard thing in their home universe.
  • Increase the cost of all kilo/mega/giga projects by 10%, and increase the minimum completion time for all three categories by two turns(kiloprojects now take at least three turns to complete, megaprojects at least five, and gigaprojects at least seven).

Non-Monster(Monster factions being defined as factions that have taken the relevant Definitive Trait, taken five instances of Prejudice, or the Only War Drawback) only Major Drawbacks:
-Xenophobic: To your people, all aliens are creatures to be feared and hated. Naturally, this causes a bit of a diplomatic malus for all factions that aren't of your species (which will likely be almost all of them), but also means that your nation will never accept occupied alien territory being allowed under even Local Administration, let alone integrating them into the empire. The Alien can never be trusted to rule itself, or be allowed to taint the nation.
moderate-to-major diplomacy with factions that aren't of the same species as you(which is likely most of them)

-Deep State: Not all your nation actually answers to the central civilian government. From powerful vassals that actually make up the bulk of your army to unaccountable black ops intelligence groups that answer to their own superiors rather than the legislature to NGO superpowers like Megacorps, these parts of your nation can have GM-mandated actions independent of your own. While some may say they have the best interests of your nation at heart, they represent a factor that's prone to doing things that are independent of your wishes, and often morally bankrupt.

-Angry Populace: Exploited colonists, enslaved labor, restless underclasses, or just a plain unpopular government. Whatever the case, a significant portion of your population would enjoy giving at least your leadership the guillotine treatment. Keep a watch for uprisings.

Culturally Dependent Doctrine: for one reason or another, the doctrines and training methods that your forces use don't mesh with incorporating outsiders. This makes actively using population that isn't of your own people in your own forces nearly impossible(maximum number/size of your warfleets is tied to the number of your population that are made up of the same species and/or group as your starting population, rather than to your total population), and using mercenaries in an effective manner a whole new issue of its own(effectiveness of hired mercenaries is reduced by anywhere from a third to half)

-Restrictive Code of Diplomacy: In some way or another, your diplomatic actions are constricted. Perhaps you must keep true to the meaning of each and every oath that you give/treaty that you sign, even if it might lead to your own doom, or perhaps you must never declare war without good Casus Belli. Or maybe you have to get permission from your government back in your home universe for any major diplomatic actions, which introduces a lot of time lag and relies on a possibly out-of-touch superior. Or maybe it's something else entirely.
Whatever the case, your diplomatic actions are shaped and constrained by this restriction, and it is either impossible to break from them, or doing so would have some very catastrophic consequences for your societal integrity. Note that said restriction needs to be something that isn't already covered by your other Drawbacks (for example, if you have a Prejudice against AIs, you can't have a Restriction of "no diplomacy with AIs.")

Ideological Mission: Whether your polity is one based around a faith or a particular method of societal organization, you are expected to commit to the tenets of that ideology or faith in all things by your populace. Particularly common in heavily democratic societies, this means that you are held to a high standard and that certain internal organizational actions may be unavailable or penalized due to clashing with your societal ethics. For example, those of a certain religious evangelical zeal are expected to spread their faith even if this causes problems with neighbors, same thing with those who are particularly committed to any other specific ideology. Paired with Our Way or the Highway, this means that your populace is going to need prolonged time to properly integrate absorbed TPs and their POPs.

Our way or the Highway: Certain facets of society (such as the rich) are not able to be cleanly integrated into your society owing to political doctrine and ideology. Integrating societies with these unaccepted stratas always causes some degree of unrest that requires immediate attention and will slow down integration to accommodate these people into a society. With the penalty to integration being increased the more divergent that society is to the values of the conquering society.




Negative Drawbacks(repeatable):

-Legendless: All factions will normally start with a single Level 1 Legend. By taking this drawback, you become the exception to that rule, and will likely go through your first few battles without a Legend to support you. This cannot be taken alongside the Regiment of Renown perk for what should be obvious reasons…

-Fewer Definitive Designs: all factions usually start with two(or three) Focuses to help define where their forces specialize in faction wide- your forces are even more generic(and therefore arguably weaker) than normal, so to represent that you start with one less Focus to distribute amongst your forces.

Stronger Faction, weaker start: your faction, for whatever reason, ended up with even less than one would expect, perhaps the uncaring gods were compensating for something? -5 Origin points

Divided obligations.(requires at least one starting legend and one starting fleethorde per pick) One of your legends and one of your fleethordes is not entirely beholden to you and is often not even formally obliged to obey you, and is present here out of courtesy. Alternatively, they may have clashing personalities with the leadership or each other. Whatever the cause, their loyalties are not entirely yours to command even if they may never directly betray you; it does mean that to continue having their support you do need to keep them happy and they may refuse to partake in operations that clash with their wants and needs. If taken twice for the same fleethorde or legend, they may outright betray you if sufficiently displeased.


Building your Order of Battle

Unlike before we're no longer counting exact numbers of units to lower the amount of math required and also so that we don't really have to think too hard about hull counts or troop numbers beyond "not typical sci-fi army tiny militaries". Rather you instead list the most iconic units you have in a category, how they are used, and then summarize how they all fit together, and indicate where you are particularly strong within these categories via focuses.


Space
Macro-Capitals
-Supercapitals: Larger than 30 kilometers and capping out at around 100, Supercapitals get their name for how they break the ceiling on many unofficial rules of Capital Ships. Weapons that normal Battleships have to leave prow-mounted, in some cases embedded into the ship's spine, can instead be placed on broadsides or even turrets, opening up options that smaller Capital Ships simply don't have access to. Examples of this class include the Imperator Somnium, Abyss-class Battleships, the largest of Ork Space Hulks, and the Planet Killer.

-Dreadnoughts: Generally ranging from 15 to 25 kilometers, Dreadnoughts are the next step up from Battleships. Dreadnoughts are not particularly different from Battleships, though their larger size means correspondingly smaller numbers. Some are basically Battleships scaled up, others take advantage of the extra space to mount new weapon systems (from as simple as more basic weapons to things like trading most of their broadsides to mount a second spinal gun.) Examples of this class are WotK Quest Ork Dednots & Soopa-Maulas, Necron Cairn-class Tombships, Gloriana-class Battleships, and Galactic Empire Executor and Eclipse-class Star Dreadnoughts.

Capitals
-Battleships: 8-15 Kilometers. Battleships are the smallest and therefore most numerous of the Capital Ship classes, though as Capital ships they are far above even the heaviest Cruisers in power and are also too few to take part in regular patrol actions. Battleships form the mailed fist of a War Fleet, with the combination of heavier armor and larger and more power-hungry weapons than smaller vessels can support, allowing them to be thrown into the thick of things in a way lesser ships can't. Examples of this class include 40k Battleships along with the Star Wars Assertor-class Super Star Destroyers.

-Battlecruisers: Battlecruisers occupy a gray area between Capital Ships and Cruisers, sometimes not even being considered "proper" Capital Ships. If Battleships are the smallest ships that can mount the combination of Capital Ship-grade armoring and Capital Ship-grade big guns, then Battlecruisers are a kind of Cruiser that can mount something approaching one of those things while retaining Cruiser attributes in the other (and getting Cruiser speeds.) No Battlecruiser can truly reach the combat heights Battleships can provide, but they can be expected to dominate Cruiser fights. Generally Battlecruisers range from 6 to 8 kilometers, though there can also be smaller examples of Cruiser ships mounting the proper weapons to be considered BCs, like the CIS Subjugator-class Heavy Cruiser, or larger variants like the 40k Grand Cruisers, which are almost Battleship-sized but lack the proper armoring of one. More properly sized examples of the class include 40k Battlecruisers and the Star Wars Bellator-class.


Line Ships
-Cruisers: 40k Cruisers, the Subjugator-class Heavy Cruiser, Lucrehulk, Resurgent-class Star Destroyer, and CAS-class Assault Carrier. Around 3-6 kilometers, leaning more towards the longer end. Cruisers are much smaller than Capital Ships, but that also allows them to be made in much larger numbers. Line Ships in general do most of the "grunt work" expected of a War Fleet, and Cruisers are the core of that.

-Destroyers: 40k Escorts, the Venator and Imperial class Star Destroyers, Mass Effect Reapers, Dreadnoughts, and Carriers. Generally around 1-2.5 kilometers, though some may be longer. Significantly less powerful than Cruisers and sometimes viewed as the "quantity" to the former's "quality", Destroyers can also be made in much larger numbers, while still being able to mount powerful enough guns to threaten much larger Cruisers. Depending on the design, Destroyers can also take up an escort role for factions with a preference for larger ships.

Screenships
-Frigates: Smaller ships between 300 meters and a kilometer at the longest dimension. The smaller size of Frigates generally precludes them from being generalist combatants, and instead most Frigates are focused on a single role, ranging from anti-strike craft picket to stealth ships to expendable frontline attack ships (though Frigates in general have a hard time mounting weapons that can threaten anything larger than a Destroyer.) In smaller navies however, they often perform a role equivalent to that of Line Ships. Examples of this class include Mass Effect Cruisers, UNSC Frigates, the Victory-class Star Destroyer, and the Eldar Shadowhunter-class Escort.

-Corvettes: 100-300 meter ships, Corvettes tend to behave either as anti-strike craft picket ships with flak guns and point defense weapons, or as oversized strike craft themselves, armed with loads of ordinance for attack runs (the "torpedo-vette" is an especially common design.) Examples of this class include the CR90 and DP20 Corellian vessels of Star Wars, the Ork Megabommer (as an example of one that literally serves as an oversized strike craft), and, of course, the Stellaris corvette.

Aerospace
-Strike Craft: Be they X-Wings, TIE Fighters, Mobile Suits, whatever, Strike Craft are basically the aircraft of space warfare, launched either from carriers or planetoid-based airfields. Far smaller than even the tiniest corvette, with the largest approaching 80 meters, Strike Craft make up for a lack of raw power with precision and maneuverability, and some can even operate in atmospheric conditions. This space is not just for talking about what kinds of strike craft you have, but your overall doctrine with them, such as whether they're used as a primary striking arm or if they play a more supporting role.

-Aircraft: Many factions simply use their starfighters/strike craft for atmospheric warfare, but there are also quite a few exceptions, particularly for things like the nation's equivalent to helicopter gunships. This spot, despite technically being in the space part of the OOB, is for air-breathers only (unless you're talking about how most or all of your aircraft roster is your strike craft.)

Ground
War Engines
-Behemoths: The big, big, WotK style Epics. Larger than any Titan, multi hundred meters at minimum, often closer to a kilometer and sometimes larger. The exact size doesn't particularly matter as long as it's FuckHueg, enough so that a single unit deploying can radically change the entire battlefield. These include the Emperor-class Titan, Mega-Gargant, Ordinatus Machines, and Total Annihilation Krogoth.

-Titans: This would encompass the whole gamut of non-Emperor scale 40k Titans. Warhounds, Reavers, Warlords, Gargants, all of them. While previously we'd separated Titans into different size categories, this now feels unnecessary, as Titans will in general act in unison with each other as a combined force. So long story short, this is a place where you get to describe your whole Titan Legion. Most Titans are somewhere in the 50-300 meter range, though as with all classes this is subject to a degree of nuance. Other examples of this class include the AT-M6, Protodeka, and Jaegers.

Vehicles
-Superheavies: Baneblades, MTTs, Mammoth Tanks, AT-ATs, etc. Units in this category are generally tough enough that conventional anti-vehicle options aren't that effective, requiring specialists, overwhelming numbers, or the troops on the ground getting creative. Generally starting at ~15 meters and ending at around 40 meters in the largest dimension.

-Main Battle Units: Main Battle Tanks, most BattleMechs, the works. Your whole armored fist that provides combat vehicles and vehicle-equivalents. They provide an optimal combination of mobility, durability, and firepower, allowing them to make up most of your mechanized battle line.

-Lights: High-mobility units like speeder or hoverbikes, cavalry units, AT-STs & AT-RTs, 40k Sentinels, armored cars, etc. This is your recon, rapid-response, and fast-attack arm. Not very good in a stand-up fight, but very useful for fast and fluid forms of warfare.

Infantry
-Supersoldiers: Space Marines, Sisters of Battle, Dark Troopers, super-cyborgs, etc. These are your various supersoldiers who have some sort of augment that lets them do and be more (with that "more" being anything ranging from genetic augments to turbo-battlesuits) than the baseline soldier or elite could ever hope for. If you have esoteric-users without the High Magic trait, they belong here.
-Elites: Clone Commandos, Nobz, Spec Ops, higher interpretations of Stormtroopers, and other elite soldiers who are between the line infantry and Supersoldiers. Not augmented to the extreme extent of Supersoldiers, but well above your average footsoldier in terms of capability.

-Line Troops: Ork Boyz, Battle Droids, UNSC Marines, Imperial Guardsmen, you know these guys. They are your Poor Bloody Infantry that are present in every battle. They can range from unexceptional but solid professionals to cannon fodder conscripts, but they make up the majority of your infantry forces.

Individuals of Importance
-Lords and Commanders: Every faction has some sort of leadership figure, force-multiplier, or otherwise something that bolsters your Command & Control capabilities. This is where you point to what they are if they're something… special. Jedi Masters with Battle Meditation, turbo-AIs who can micromanage whole armies, and so on. Note that this is more for how good and what form your C&C capabilities take, and if there's anything extra to them, not necessarily how good they are at asskicking.

-Heroes: Heroes are not specific leadership figures the way Lords are, but they are concentrations of both skill and narrative power that makes them force-multipliers well beyond what their numbers and equipment may imply. Examples include Veteran Space Marines, Imperial Assassins, Jedi, and Sith.


Support
-Artillery: Indirect fire options, whether self-propelled, towed, or static. The exact methods used by artillery can range from tubes to rockets, guided missiles to teleportation, or outright magic rituals.

-Infantry Support: APCs and IFVs go here, but as do other units that are basically meant to give your infantry a leg up. This would be stuff like Imperial Guard Commissars and Priests who get attached to squads, Lizardmen Revivification Crystals and Engines that hand out buffs, or the Star Wars AT-PT or Starcraft Goliath, which act as mobile heavy weapons platforms attached to infantry units.

Spoiler: Force Organization ChartSheet Template:
Faction Name: Self-explanatory.
Leader: Also self-explanatory.
Universe of Origin: If an original faction, just list OC. If a notable deviation from canon, list the universe alongside AU.
Tier: Where do you fall among the six tiers? This determines your starting population and forces.
Why are you here?: Generally background fluff as to why you have taken up this cause, what changes to your timeline had to be done to get you your army, and what you seek to do once you have entered Vyranodasik. Makes setting up the initial scenario much easier. Note that it's valid to say "we have no idea how exactly we got here" so long as you're willing to not let that get in the way of expansionism.
Traits & Drawbacks: List what makes you special here.

It can help to list your type of government and general faction ethics on your sheet, so the GMs know how to treat them in the universe, although doing so isn't necessary if you're playing an already established faction.

List your OOB and make room for your population figures, controlled territory, and so on. The OOB should also contain your starting Legend (unless you choose the Legendless Drawback.)

Finally, list your starting location: one of the large squares, listed via coordinate, and then where you start in it, which can be a cardinal direction, ordinal direction, or the center.

An example sheet to help you get the picture:
Spoiler: Example Sheet: Imperium of Man


Imperium of Man​

Origin: In the aftermath of the Great Rift, an extradimensional portal of some sort has emerged in Imperial territory, which leads to a vast and bountiful galaxy, filled with resources that could be put to work under Imperial rule. Already the call has gone out for a great colonization mission to secure Vyranodasik in the name of the God-Emperor.

Leader:
Definitive Trait:
Golden Armada
Traits:
-Age of Legends
-Devoted Population
-Martial Society
-Additional Specializations (Supersoldiers)
-Additional Specializations (Line Ships)
-Regiment of Renown
-Regiment of Renown
Drawbacks:
-Xenophobic
-Prejudice (Synthetics/AIs)
-Technological Stagnation
-Angry Populace

Origin Points
-Another Successful Warp Jump (+3 Points)
-Portal Home (4 Points)
-6x More Population (6 Points)
-8x More Starting Production(8 points)
-8x Steady Stream of Colonists(8 points)
-7x Portal Based Baggage Train(7 points)
-increase five fleets to magnitude(base+1) to (base+2)(10 points)

Focuses

-Line Ships
-Superheavies
-Main Battle Units
-Supersoldiers
-Artillery


Space


Macro-Capitals

Supercapitals: The only Imperial ship in history that was Supercapital in scale was the Imperator Somnium, the flagship of the Emperor himself. An immense vessel that took advantage of its size to utilize Nova Cannons on its dorsal mounts (alongside many other examples of advanced technology), the Imperator Somnium has long since been lost.

Dreadnoughts: Historically, the Gloriana-class Battleships of the Great Crusade would have fit in this category, but the modern Imperium does not manufacture these ships anymore. If the Imperium wants to make its own Dreadnought fleets, it will likely have to start from scratch.

Capital Ships

Battleships: Battleships are the great flagships of the Imperial Navy, generally only assembled at all, let alone in numbers, when the Imperium finds itself facing serious opposition. The two most common Imperial Battleships are the Retribution-class and Emperor-class. The Retribution-class is an "all big gun" brawler, with a dorsal lance array and its broadsides entirely composed of short-ranged but powerful and fast-firing weapon batteries, with the typical Imperial armored prow. The Emperor is the other main Battleship of the Imperium, and serves as a carrier/battleship hybrid, with the prow armor traded out for frontal turrets and sensor probes, while broadsides have some of the guns replaced with hangar bays for strike craft. Overall less durable and with less close-ranged firepower than the Retribution, but the strike craft grant it more versatility.

Aside from these ships, the Imperial Navy has a number of Victory and Apocalypse class Battleships, armed with long-ranged lance broadsides and Nova Cannons, but they are relatively rare compared to the Emperor and Retribution. Also rare but still present are Battle Barges, fast and heavily armored Battleships used by the Space Marines. They are excellent boarding units and their Bombardment Cannons are quite effective at cracking enemy hulls, but they are overall not cost-effective in open naval warfare.

Battlecruisers: Imperial Navy battlecruisers are best described as upgunned Cruisers, using additional power generation and size to mount more or larger guns while retaining Cruiser-grade armor. Of these, the most common are the Overlord and Armageddon-class Battlecruisers, both of which emphasize boosting the firepower and range of the ship's lances, compared to those of a Battlecruiser.

There are also a number of larger, Grand Cruisers among the Imperial Navy's ranks, though such ships have grown increasingly rare. In their time, they were largely focused on providing heavy short-ranged gunnery and/or strike craft support, depending on the class.

Line Ships

Cruisers: Cruisers form the backbone of the Imperial Navy in large-scale warfare, being more numerous than the relatively rare Battleships, but having more staying power than Destroyers. The primary Imperial Cruiser is the Lunar-class Cruiser, generally serving as a close-mid ranged brawler with both weapon batteries and lances on its broadsides. Most other Imperial Cruiser designs are variants of the Lunar, and overall there is a similar preference for brawling designs with heavy prow armor augmented by torpedo tubes and potent broadsides as the primary armament. There are also a number of Space Marine Strike Cruisers in this area, swift light cruisers with Bombardment cannons and while not particularly impressive on open void combat, are fast, maneuverable, and excellent for supporting Space Marine boarding and planetary assault missions.

Destroyers: In the Imperial Navy, Destroyer-sized vessels take the role normally assigned to Screenships, or are otherwise used as patrol vessels across the vast territory of the Imperium. The two primary configurations are the Cobra-class Destroyer (a torpedo boat), and the Sword-class Frigate (a basic escort vessel meant for picket and patrol duties.) Neither is particularly spectacular, but they are plentiful. Rarer but still present is the Firestorm-class Frigate, a class that manages to stuff a lance weapon into the ship's frame. Aside from the torpedoes, Imperial Destroyers use somewhat short-ranged weapons.

Screenships


Frigates: The Imperium has no examples of this ship type, aside from a handful of lightly armed scout sloops wholly unsuited to actual combat.

Corvettes: The Imperium has no examples of this ship type.

Aerospace

Strike Craft: The Imperium has a fairly lackluster strike craft game. While individual strike craft are of reasonable quality and relatively durable (albeit also unusually large), the Imperium as a whole is lacking in solid, purpose-built carrier vessels, with most examples of Imperial carriers being repurposed ships of other classes. This results in Imperial Strike Craft being few and often outnumbered by their enemies, and to some degree lacking the full spectrum of support other carrier-borne strike craft may enjoy.

Aircraft: The Imperium's air force is unspectacular, but versatile and serviceable, with Thunderbolt multirole fighters, Lightning interceptors, Marauder tactical bombers, and Avenger strike fighters, along with Valkyrie gunships and more heavily armed Vulture variants. Ultimately it is a force more inclined towards tactical support of ground troops than long-ranged strategic devastation. In this, it is reasonably effective, though somewhat hobbled by the conflicting command structures, with aircraft being controlled by the Imperial Navy, rather than the ground-based Imperial Guard.


Summary

On the offense, the Imperial Navy prefers to fight in formations almost akin to a phalanx, with ranks of ships presenting their heavily armored prows to the enemy, launching torpedoes to disrupt their formations. Once close enough, they smash apart the enemy with broadsides of Lance and Macrocannon fire.

The Imperium has a solid bombardment game, with large numbers of torpedoes and Nova Cannons, though it lacks a reliable method of engaging and destroying enemy capital ships in this stage. On the other hand, the prow armor of its own ships means it tends to take reduced damage against enemy Bombardment. It fares poorly in Skirmish from a relative lack of focus on strike craft and screenships, with even many of its light cruisers suffering from poor speed and maneuverability that makes them ill-suited to this phase. The Imperium does best in the Clash, with virtually all of its ships built around heavy, close-in broadsides. A relative lack of any particular speed means it tends to be at best decent in the Disengage phase, and more often fairly poor.


Ground


War Engines

Behemoths: The main Imperial Behemoth is the Emperor-class Battle Titan. Towering over the other Imperial Titans, the Emperor is significantly slower than its smaller counterparts, but also has several times its mass in smaller Titans in ranged firepower. Their lack of speed or melee capability makes them very vulnerable up close, and as such reliant on other units for escort, but they are quite durable and have devastating ranged firepower. Also deploy on occasion is the Mechanicus Ordinatus platform, which lacks much of the Emperor's durability, but is even more powerful.

Titans: By the 41st Millenium, Imperial Titans consisted primarily of two categories: the Warhound and the Warlord, with the Warlord being more common despite its larger size. Warlords serve as versatile and powerful Battle Titans, armed with a variety of powerful and long-ranged weaponry, while Warhound Scout Titans provide reconnaissance and flanking support. Imperial Titans are precious assets, and generally kept in reserve until they are needed for a truly decisive battle or breakthrough.

Vehicles

Though memetically famous for burying its foes in corpses, the Imperial Guard much prefers to bury its foes under sheer weight of metal, seeing it as an excellent equalizer compared to the frailties of human bodies. Any proper Imperial army will have vast waves of tanks and other combat vehicles among its numbers.

Superheavies (Focus): The iconic Imperial Guard superheavy is the Baneblade, a massive superheavy tank. Baneblades are not particularly fast, but they are heavily armored and armed, capable of resisting barrages of fire that would slag a Leman Russ, while unleashing all manner of fury with its other weapons. Alternate variants of the Baneblade often revolve around replacing its main gun with a casemated alternative, with the most popular being massive laser or plasma weapons that can pose a threat to even Titans.

Main Battle Units (Focus): The two core Main Battle Units of the Imperial Guard are the Leman Russ tank and Basilisk self-propelled artillery. Both are characterized by their simple, rugged construction and ease of use, allowing them to be assembled in massive numbers. The Basilisk is a straightforward self-propelled tube artillery gun, assembled in great batteries for overwhelming barrages, while the Leman Russ is a fairly slow, but durable tank with a variety of variations and a versatile array of weapons even in the "stock" model. Both are deployed en masse, with whole formations of armored vehicles dedicated to smashing apart resistance.

Lights: The primary light units of the Imperial Guard, besides the mounted Rough Rider cavalry, is the Sentinel, a small but fast bipedal walker, generally armed with some variant of heavy weapon such as a multilaser or lascannon. These walkers are fragile, but also numerous.

Besides the Sentinel and cavalry units, the Imperial Lights are mostly composed of Chimera variants, with the most notable being the Hellhound Flame Tank and Hydra Flak Tank. As their names suggest, the Hellhound is a flamethrowing unit while the Hydra is a self-propelled AA gun.

Infantry

Supersoldiers: The most iconic soldiers of the Imperium are the Space Marines, transhuman warriors augmented with the finest warp-based biology the Emperor could design. Though few in number, they have an uncanny knack for appear at just the right place and time to destabilize an enemy battle plan, and particularly excel at high-tempo decapitation operations, jumping off of dropship landings or drop pods, destroying a critical target, and then pulling away before a response can be mustered.

More numerous but perhaps less famed are the Sisters of Battle, an all-female militant organization of the Imperial church. These warrior-nuns are fanatical, clad in power armor and armed with Bolters, and can even manifest the blessings of the God-Emperor as tangible boosts to their abilities. This makes them not just more potent warriors than any mortal man, but also a great inspiration to see on the battlefield.

Besides these separate militant units, the Imperial Guard's forces in this category are primarily composed of Battle Psykers. Humanity's psychic abilities are unstable and mistrusted, but when they do function they can be quite effective.

Elites: The bulk of Imperial elite infantry is provided by Stormtroopers, a mix of independently operating Tempestus Scions special forces and Grenadiers, elite units directly attached to their regiments. Whatever the case, such forces have superior training, equipment, and even a level of genetic enhancement, though they remain just as poor in actual melee combat as regular Guardsmen.

For melee, the Imperial Guard relies on Ogryns, an abhuman species of prodigious size and strength, far above that of a human and more comparable to larger Ork specimens. Though rather dim and not numerous enough to make an Imperial army truly effective in melee, they at least provide some level of defense against an enemy's melee attacks, should the gunlines fail to prevent them from reaching close quarters.

Line Infantry: The standard soldier of the Imperium is the Guardsman. Armed with a lasgun and flak armor, the average Guardsman is an unimpressive soldier (though genetic augments in humanity's now-distant past mean they are physically superior to most modern day soldiers), whose greatest advantage is the Imperium's tendency to deploy them en-masse. Such numerical superiority can allow the Guard to hold the line for a surprisingly long time, gumming up enemy advances in bodies, but they should not be expected to win the battle for a commander unless given significant backup.

Individuals of Importance

Lords: The Imperium's commanders are a mixed bag, but the most common of their sort are the Generals of the Guard and the Admirals of the Navy. Though they are but mortal men using often clunky communication systems, Darwinian selection and fate's fickle hand tends to result in those commanders who have lived to see multiple battlefields do indeed; know what they are doing and how to use the Imperial War Machine's strengths very well. Those who have earned their decorations for a century of service easily stand out from the masses of foppish aristocrats or schola graduates who tend to meet a violent demise and have a knack for how to set up a battlefield properly, and while mortal men, have generally survived enough attempts on their life to know how to handle themselves in close quarters combat and how to pick good bodyguards.

More unusual commanders include the Domini of the Adeptus Mechanicus, the Chapter Masters of the Space Marines, and the Cannonesses of the Sororitas, Inquisitors, or on very rare occasions; a Shield-Captain from the Custodes or their equivalent from the Sisters of Silence and Grey Knights. These generally superhuman commanders are invariably highly experienced and while formally restricted in how much command authority they may exert over forces outside of their branch; are generally respected enough by the Navy and Guard for their advice to be heeded by all but the most prideful. Though the Custodes are exempt from this, the presence of the guard of the throne is rare enough that any such presence would constitute a legend.

Imperial Command tends to rely much on the Emperor's Tarot offered by its ubiquitous Astropaths who are not only skilled at long range communications but also divination. The seemingly simple card game gives the Imperial military a form of prescience about the enemy's intentions, actions, and likely outcome of events. And while the diviners and fortune tellers of the Imperium are nowhere near as sophisticated as those of the Eldar, it helps the often uncanny ability of Imperial commanders to make exactly the right decision at the right time. As imperial long distance communication relies on Astropaths typically kept safe in the best defended parts of the ship rather than external arrays, it is also next to impossible to disable Imperial long-distance communications through typical Wild Weasel tactics. Though the dreamlike nature of Astropathic communications is a double-edged sword, requiring interpretation and a good sense for innuendo rather than being able to convey precise detail.

Heroes: The Imperium has a great many heroes, whether it be Space Marine captains or champions, the most battle-hardened veterans of the Scions or Sororitas, crack Inquisitorial retinues or Grey Knight Purifier squads and Paladins. The Custodes, Grey Knights, and Sisters of Silence are rare enough that their presence in any significant capacity constitutes a heroic deployment and to be certain they are some of the most peerless warriors in their native reality and even in this new Galactic system there is a quite short list of beings who can expect to face the talons of the Emperor and survive. But they are very few, and the Imperial war machine very large; so most will have to make do with those whose stories rise above the great masses of faceless soldiers.

Other

Artillery (Focus): The Imperium has a great fondness for artillery of all sizes. Self-propelled artillery is available in great amounts and variety from the Basilisk SPG to the Manticore rocket batteries to Deathstrike Missile Launchers, with other rarer vehicles including mobile siege mortars and armored artillery tanks, or highly mobile Griffon mortar tanks for light artillery.

More static emplacements are equally plentiful. From multi-barreled Thudd Guns to heavy mortars to stationary Earthshaker Cannons (the same cannon used by the Basilisk) to other devices, the Imperial Guard loves little more than burying its foes under sheer weight of ordinance.

Infantry Support: On the defensive, the Imperium can rely on a variety of automated Heavy Weapons Platforms, automated turrets armed with heavy bolters, missile launchers, mortars, and more to bolster their fortifications. For transportation, the Imperial Guard enjoys the use of the Chimera, a reasonably effective APC most commonly armed with a multilaser, and contains firing slits for embarked infantry to shoot out of. The Imperial Guard also has various operators attached at the squad level, primarily consisting of Commissars and Priests serving as morale officers to ensure that the Guard, consisting of mere mortal men as it is, does not break and run.

Summary: The Imperium of Man is not a subtle beast in ground combat, preferring to bury its opponents under sheer weight of flesh and metal. Massive artillery barrages supported by mechanized and infantry pushes are the name of the day, with Priests and Commissars using inspiration and fear to ensure that the common Guardsmen does not flee, with the Sisters of Battle often providing similar encouragement, as well as a higher quality infantry trooper to shore up the frontline. More advanced Titans are kept in reserve while the bulk of the Guard gets to bloody work, and deployed only in crucial moments where only the best can be unleashed.

Differing from this general doctrine are the Space Marines. Instead, they act as high-tempo special forces, their tirelessness and advanced, heavily armored gunships letting them strike vulnerable targets and exfiltrate before the enemy, often greatly distracted by the Imperial Guard's large-front operations, can properly respond.

Overall, it can be said that the Imperial Guard does a solid albeit not truly awe-inspiring job in all phases of Ground Warfare, being somewhat better inclined to the Shock and to a lesser extent Penetration stages (blessed as they are by plentiful artillery and armored vehicles respectively) and somewhat lacking in Exploitation (where the rather centralized Imperial Guard command structure isn't quite as suited to achieving results in, and Space Marines lack the numbers to fully make up for this.)


Lord High Admiral Spire: The effective commander of all Imperial naval operations in Vyranodasik and in many aspects the de-facto leader of all the Imperium's territories in this new universe, Spire is a veteran naval commander with a history of service encompassing the Gothic War and the aftermath of the 13th Black Crusade. No other Imperial Navy leadership figure has his combination of undeniable skill and unshakeable loyalty, making him the perfect candidate for this role.
-Traits:
–Brilliant Naval Commander: Spire is, arguably, the finest naval commander in the Imperium, or at least the finest within Segmentum Obscurus. Fighting foes ranging from Tyranid Hive Fleets to Abaddon the Despoiler himself, Spire is a brilliant tactician who has faced impossible odds repeatedly, and emerged victorious almost every time.
–Tolerant (By Imperial Standards): While not a trained diplomat by any means, Spire has worked alongside the Eldar on multiple occasions, marking him as a more tolerant Imperial who can swallow the Imperium's general distaste for all things alien and actually work alongside non-Imperial forces if needed.

Ordo Xenos Vyranodasik Conclave: Given that the Imperium was going to be marching into a galaxy near-entirely dominated by aliens, it was inevitable that a significant Ordo Xenos contingent would be attached to the colonization effort. This Conclave of Inquisitors, supported by Deathwatch units, has been assigned to keep the colonies safe from alien influence.
-Traits:
–Alien Analysts: The Ordo Xenos has safeguarded the Imperium from malign alien influence for millennia, carefully studying and recording all the ways in which they may endanger humanity. This in turn gives them a broad skillset when it comes to facing non-human opponents, ranging from acting as counterintelligence experts to root out Xenos infiltration, to serving as strategic and tactical advisors who can point out the weaknesses of an alien enemy.
–Deathwatch Kill-Teams: The Chamber Militant of the Ordo Xenos is the Deathwatch, a Chapter composed of some of the finest Space Marines in the Imperium. Deathwatch is deployed in small squads that hit vital targets, either as part of covert operation to destroy something important, or as another contingent within a larger Imperial force.

Death Korps Of Krieg 505th Siege Army: wherever the Imperial Guard deploy in force, at least one force from the Death Korps of Krieg will almost certainly be there to fight on the front lines, and this new Crusade is no different, with multiple Regiments being deployed across its ranks. Of those being deployed, there is none as famous/infamous as the 505th Siege Army, deploying in typical Krieg fashion with large contingents of infantry, artillery, and armored assault vehicles.
-Traits:
–Siege Experts: The Death Korps of Krieg is particularly specialized in the art of besieging and assaulting fortified positions, and the 505th is no different. Whether by artillery bombardments, sapping, or simply hurling themselves through the trenchlines and over the bodies of the slain, the 505th Siege Army excels when it is called upon to take a fortified strongpoint.
–Unbreakable: If there is one thing the Death Korps is known for, it is its utter fanaticism and willingness to die for the Emperor. This in turn makes the 505th the perfect unit to deploy in conditions that other Regiments would consider suicide, ranging from frantic rearguard actions to forlorn hope assault missions. True, such things risk the 505th's destruction, but they are tasks that few other Imperial Guard units could be trusted to do and not shatter in the process. Besides, they're Krieg Guardsmen; It's their job to die.
____________________________________________________________

Map and Locations

Map Key (Each of these galaxies is millions of parsecs in diameter, so there's tons of room to play around in)​

Red (Sybarintern)

Polities whose governing bodies have representation in the Syrabaric International, the pre-eminent revolutionary bloc across the known cosmos. Promoting radical forms of communal democracy and shared burdens where the abundance of technology is used to ensure that all residents within have the totality of their needs met and can devote as much of their time as can be spared after the fulfillment of necessary tasks to their own actualisation and the leisure of themselves and their communities. The Sybarintern has exploded across Vyranodasik, headed by the twin major powers of the UASR and Tremzar, and is currently in a cold war with the Alliance while simultaneously mobilizing for what it sees as an inevitable war with the Singularity Pact, with Tremzar's large human population especially worried about aggression from the Ecumene.

- Union of Alunyani Syrabaric Republics (Vyranodasik)
- Syndicated Councils of Tremzar (Vyranodasik)
- Ranadithan Republics (Vyranodasik)
- Pulgrathi Syrabaric Union (Vyranodasik)
- Commonality of Mendrak (Vyranodasik)

Blue (Alliance)
Polities who have at least some degree of alignment towards the Alliance of Free Democratic Polities. The primary bastion of liberalism in the stars, these entities are generally regarded as the formulators of the present international order, for better and for worse. Some are progressive, some are conservative, some are parliamentary, others have monarchical or even feudal aspects, but all are quite committed to the present status quo, and all have ties to the Entente-Cordiale that serves as the second major political bloc in both Xelexex and the larger universe. These polities are generally anti-revisionist in their approach to cosmopolitics, seeking to maintain balances of power and prevent others from expanding more than they generally desire to expand themselves at the expense of peer powers. The Alamdrunon Imperial Confederacy is the unquestioned head of the Alliance's presence in Vyranodasik, with the Galicyar Commonwealth serving as a more distant second. Internally, the Alliance is heavily divided between whether it should see the Sybarintern or the Pact & Sphere as the larger threat to the current order.

- Alamdrunon Imperial Confederacy (Vyranodasik)
- United Stars of Alunyani (Vyranodasik)
- Sentinality of Polrus (Vyranodasik)
- Galicyar Commonwealth (Vyranodasik)
- Marshaldom of Janth (Vyranodasik)
- Unadaican Kingdoms (Vyranodasik)
- Aluvernth Royalty (Vyranodasik)

Dark Purple (Pact)

Polities whose governing bodies have tied their states in some way to the Singularity Pact. A collection of revanchist ultranationalists, fascist autocracies, conservative military oligarchies, and national populist dictatorships, the Singularity Pact would fall apart if it weren't for their shared opposition to the order of things as they are and the existence of the Sybarintern. A powerful uniting philosophy of the Singularity pact is an ideology that has taken on many forms and had many bearers across the years, but has taken on a particularly virulent strain in the territories of the Greater Meritocratic Deu'Kroz'Ar Ecumene of All Civilized and Worthy Peoples; Anthropophobia. The hatred of humanity, the cousins to the Elfin Merendi despite the two evolving in entirely different observable horizons, that species of widespread Espers and Psykers who can tap into the power of their own Psionics and the Flux and have such a talent for various forms of esoterics; and according to the Ecumene, the source of most of the world's ills. In this part of the universe, the Lesser Ecumene splintered off of Ecumenical colonies following defeat in the Great War is the standard-bearer of this alliance, roughly unified by shared hatreds and somewhat compatible ambitions.

- Lesser Meritocratic Ecumene (Vyranodasik)
- Blood Courts of Rhond (Vyranodasik)
- Rhondar Colonies (Eklemarid)
- Wundraso Hierarchy (Vyranodasik)
- Melkraan Axis (Vyranodasik)
- Traumurgic Nation (Vyranodasik)
- Integrated Urklast (Vyranodasik)

Orange (Sphere)

Polities that subscribe to the influence of the Ultimate Regeum of Ugrinakon and its Orderly Sphere of Harmonious and Eternal Prosperity. Very often psychically dominated by the crushing telepathic presence of the enormous void-worms known as the Hograthux or the "regents", these polities view that harmony must come through subordination of the many to the worthy and mighty one. These behemothic wormlike creatures see chaos in the stars, and their immense psionic power as the cure to that chaos. The commitment to unity defines these polities, as the psychic suggestion of the Regents brings ever growing compliance to the vast Star-Wurms, submitting themselves to the authority of creatures who can range from hundreds of meters upon hatching to enormous, multi-astronomical unit long Eldwurms who serve as their leadership. The Solar Regeum of Ulsamora, founded by Hograthux colonists, is the primary vanguard of the Sphere. Overall, the Sphere and the Pact currently hold to an uneasy agreement (alliance likely being far too strong a word), centered around how both see the Sybarintern and Alliance/Entente as far greater threats that need to be removed before they deal with each other.

- Solar Regeum of Ulsamora (Vyranodasik)
- Kazmorak Regency (Vyranodasik)
- Zeguvi Hives (Vyranodasik)

Gray (Failed States)

While there is generally a singular overall culture unifying these areas, they have no actual unifying authority and have fallen into a lengthy period of civil war and strife. Unlike most coloured areas on the map, it is theoretically possible to start in them, though this is still an ill-advised course of action, as the space is filled with all manner of feuding warlords and factions, few if any of which are likely to be particularly welcoming hosts.

- Xenuvan Collapsed Realms (Vyranodasik)
- Lumdruminan Shambolic Failed States (Vyranodasik)
- Birth Stars (Vyranodasik)
- Lawless Expanse of Desmondu (Eklemarid)
- Neo-Combine of Till-Jeluxi (Eklemarid)
- Chaos Warbands (Eklemarid)
- Refugee Space (Ykres and Rekys)

Green (Kroatanga)

The folly of the Ekreth and the result of trying to make a weapon of war out of a tool of the inscrutable reality shaping Alikorin meant to seed life in even the most lifeless realities. They sought to create a fungal militant ecosystem that would be able to form soldiers who would be able to adapt, escalate, and match any foe, to grow stronger off of conflict and to be able to confront any enemy, channeling the metaphysical energies of war towards conquest and destruction, unable to ever tire of the wars they enjoy so much and given purpose by their great oversoul to crave more and more war. Organic berserker probes in essence, and the Ekreth succeeded beyond their wildest dreams, and once the Kroatanga ran out of targets in Kroat space to fight, they turned on their makers, adapting out their target restrictions and kill-switches and reducing their makers to ruin. They have spread since then across the universe and beyond, always looking for new foes and new wars, gathering in brutal War-Hells lead by Warfiends, conquering anything unable to resist their dread Scrums. They are here too, some recent arrivals, others ancient menaces.

- World Crushers (Ykres and Rekys)
- Killgore's Deathgibbers (Eklemarid)
- Maggot Slayers (Eklemarid)
- Skullcrackers (Vyranodasik)
- Wurrzats (Vyranodasik)
- Runt-Slappers (Vyranodasik)

Transparent Black/Dark Purple (Reality Storms)

Enormous regions of space swallowed by collapses in Centrumspace that allow for other realms or even other sorts of reality to bleed through and assert their influence far more directly than is normal. These are deeply dangerous parts of the Galactic System, and while anyone can start in them, one must expect to be in continual battle and to face tremendous environmental Hazards from the distorted reality within them. And here of course, be monsters.

- Hopeless Abyss (Vyranodasik, Darkverse Storm)
- Ichtaran Maelstrom (Vyranodasik, Hyperspace Defect)
- Storm of Sorrows (Vyranodasik, Higher Dimensional Collapse Zone)
- Kalimdranor Soul-Eater Storm (Vyranodasik, Flux Rift)
- Maw of Horrors (Eklemarid, Warhammer 40k Warp Rift)
- Lovecraft's Nightmare (Ykres and Rekys, Stranger Realm)

Transparent Dark Gray (Ancient Pentarchs)

Once the rulers of this part of the universe who governed the space that the Gramathin had shaped to their design in the hopes of encouraging and spreading as much intelligent life as possible, the Pentarchs were broken by the Celestial war sparked by the Yralgar over a crime that sundered the ancient peacekeeping order and begat a conflict that brought them into the abyss of a dark age, falling far in technology, losing the networks connecting their territories in different galaxies together, and seeing tremendous losses in population and resources in an apocalyptic war that shattered the Pentarchy and left the space they protected fallow for other parts of the universe to settle in. Each of the Pentarchs embodies one of the five virtues of the old Community that these Ancients have interpreted from Indrastin philosophy; Protection, Togetherness, Knowledge, Illumination, and Evolution. Each of them perhaps, twisted from the ideal of those who have been dead for ten billion years in some way. Though they are still tremendously advanced and their remaining assets are not insignificant. And their decline may not be eternal.

- Guardians of Mulur (Vyranodasik, Protection)
- Watchers of Elendia (Vyranodasik, Illumination)
- Yralgar (Eklemarid, Evolution)
- Ascendancy of Altra (Ykres and Rekys, Togetherness)
- Keepers of Mandos (Ykres and Rekys, Knowledge)

Cyan (Miscellaneous)

Cyan polities in Vyranodasik are aligned towards the Ancients, while in Eklemarid they are major and unaligned polities, while in Ykres and Rekys they represent Lesser Eidolons. Beings who like the Kroatanga, cannot diverge from their originally created purpose, most often destruction and warfare. There is no long-term negotiation or reasoning with such things beyond surrender or alliances of convenience against other foes to be dissolved once there is nothing else to fulfill their violent purpose against. Those Cyan polities not within Ykres and Rekys on the other hand, tend to be far more diplomatic neighbors that can be negotiated with.

- Free Mechs of Tendos (Vyranodasik, Mandos aligned)
- Narleevan Federation (Vyranodasik, Altra aligned)
- Conclave of Zeggun (Vyranodasik, Elendia Aligned)
- Temple of the Hungering Savior (Eklemarid, Unaligned)
- Pyrotaurus Freebooters (Eklemarid, Unaligned, Pirates, in Civil War)
- Chronotherion Armies (Ykres and Rekys, Eidolonic, Omnihostile)
- Infernal Nonarchs (Ykres and Rekys, Eidolonic, Malevolent)
- Silver Tide (Ykres and Rekys, Eidolonic, Utterly Batshit)

Lavender/Hot Pink (Hive Minds)

These are hive minds that currently do not have any particular political alignment, some of them Sophontic; able to decide their own purpose, some Eidolonic where they are bound by the function they were made for. These societies are well known for the large amounts of resources they are able to mobilize due to their far greater ability to coordinate than non-hive minds, but also for their difficulties interacting with more individualistic societies.

- ZR-XK9 Collective (Vyranodasik, Eidolonic, Omnihostile)
- Savataran Consciousness (Vyranodasik, Sophontic)
- Loptrathi Blooms (Eklemarid, Sophontic)

Salmon (Nomads)

Nomads, These regions are the roaming grounds of major nomadic entities that do keep most of their populations aboard some form of mobile edifice. There is little that unites them otherwise.

- Pularan Rift (Vyranodasik)
- Zexthuthani Krazalate (Vyranodasik)

Yellow (Hypercorporations)

Extremely powerful corporate entities that engulf entire regions of space, hypercorporations are nations unto themselves, and quite powerful ones at that. With minimal to no remaining regulations on their behavior, they run rampant across the cosmos in the name of the bottom line, an eclectic collection of services that can seem almost tempting to employ until the bill comes due. However, among other problems, their enforcement arms tend to be a mix of lowest-bidder equipment and overengineered over-budget boondoggles, so they can be less threatening than they first appear.

- Octarine Incorporated Exclusive Economic Zone (Vyranodasik)

Burgundy (Exteritite)

Areas lost to the assimilation hungry material known as Exteritite, an extraversal substance that mutates, self-replicates, corrupts, irradiates, assimilates and can even alter its properties to try and seduce societies into making the terrible mistake of using it. It can offer anything you can dream of, feedstock for matter printers, energy in enormous quantities, a mutagen to produce super soldiers, armor plating, weapon-energy, munition warheads and more. But the price is a steep one; a deep, all consuming addiction as the Exteritite seeks to alter the way they think and their aspirations until they do things that aid the spread of the material, waging wars, hoarding and craving it, growing more twisted and warped from whatever they were originally until all that's left is a pitiable parody. And where there is exteritite are the creatures who are born of it and spread it, no mere mutants or subverted ecosystems; but the Xarinoids who are born of the often gold coloured radioactive poison, unified by a great pack-mind that seeks to continually spread their poison and deal with those who would contain the drug they push.

- Exteritite Quarantine Zone (Vyranodasik, Xarinoid dominated)
- Beloved of Gold (Ykres and Rekys, Corrupted Civilisation, Eidolonic)

Standard Purple (Ravager Swarm)

The Sutaitazu Ravager Swarm is perhaps not as apocalyptically feared as the Trexidaran Paradox Lattice, but the Crystalline Devourers are terrifying beasts all the same. Adapting at incredible paces, shifting their mass and matter to differing forms to deal with different foes or changing circumstances, transforming the mass energy their particles consume into more of their crystal mass, transforming worlds into quivering Shard Hives and systems into Assimilation Jewels connected by strange filaments and the Psydiamond; the inscrutable collective consciousness of these Eidolons that serves as the repository for the collected thought of this extragalactic menace. Though the bulk of them to arrive in this galactic system have drawn themselves to Ykres and Rekys, other Shardstorms have made their way to Eklemarid, Vyranodasik, and smaller satellite galaxies.

- Sutaitazu Alpha Swarm (Ykres and Rekys, Eidolonic, Omnihostile)
- Suitaitazu Beta Swarm (Ykres and Rekys, Eidolonic, Omnihostile)

Rainbow Gradient (Pleromites)

The Enigmatic Iridescent Knights are beings not of any reality, unreality, or surreality but of something higher, beings of the Pleroma and the Colors Primordial woven into being by Ravagn, the Paladin-Wright of Many Colors. Pleromic beings are beings of basal concept and the threads of stories and the colors of narrative that bind them together. They are beyond real, and even the Quasi-Pleromites that Ravagn simply wills into being to wage conflict towards inscrutable and currently unknown purpose are beings who must be confronted more on terms of control over the narrative and conflicting weaves of stories, rather than mere material firepower and simple numbers. Should any other forces from the strange pleroma intercede to the point of claiming enough territory to appear on the map, they will also use this key.

- The First Scintillating Realm (Ykres and Rekys, Pleromic)
- The Second Scintillating Realm (Ykers and Rekys, Pleromic)


The home galaxy of the Gramathin, a civilisation extinguished ten billion years ago. The core of Pentarch Space, and the great prize. here, the nations that have established themselves all seek to play the great games of politics. Though the Great Interversal war has ended a long time ago, the legacy it has left behind still haunts the stars, and its core region is an endless, chaotic maelstrom of nearly nonstop violence as warlords, eidolons, warmongers, and pirates flock to its incredible resources in the hopes of finding riches and prosperity or simply to feed off of the fight or pick through the detritus of billions of years worth of warring powers coming here to die until even the twisted remains of such endless warfare and invasion is in and of itself, a prize worth dying for. But in the arms of the galaxy that host its great civilisations, there are those who hope to rise to greatness in this interbellum. Most recognise that another war is coming, few would be so foolish as to deny such a plainly obvious fact. But many hold hopes that in this time of unprecedented paralysis among the great powers who all nervously watch for triggers for what could be a second great war, there is an opportunity to rise to power.

Vyranodasik is a galaxy that is near-completely defined by the struggle between the 4 major political power blocs, with the Sybarintern, Alliance, Pact, and Sphere all having their core nations and concerns within it. Secondary concerns include the scions of the fallen Ancients, though they have so far been more passive than the so-called "Big 4", the Core Regions that continue to be a raging maelstrom of warlords and monsters who die as quickly as new ones emerge, and the Exteritite Containment Zone, an effort to keep the dangerous metamaterial from spreading further (and effort that becomes increasingly threadbare as the contributing nations become more and more focused on political disputes.)

Any new arrival to the galaxy should expect to also become involved in the Great Game between power blocs themselves, unless they find a convenient enough position to carve out a niche for themselves; And even then, it is questionable whether that will be enough to truly isolate them.


In a distant age, the Eklemarid Galaxy was the core of the Yralgar's space, that ancient and lifeweaving hive mind scrutinizing the development of life across countless galaxies. Now it is a fallow field in the wake of the devastation of the Celestial War. One that is particularly in tune with the machine of the Pankosmos through strange means, thus allowing it to be easily reached by all manner of beings from beyond the indigenous Metaverse of the Cosmic Light. The Maw of Horror that ripped open in the rimward-spinward section of the galaxy is a particularly gruesome reminder of this, while the few truly native societies to this galaxy go through a rich but often hauntedly empty galaxy periodically purged by the Yralgar as they dispatch their Biomechanical fleets and annihilate societies and species they deem to no longer serve their doctrine of continual evolution and have in essence, become stagnant and boring. This keeps the galaxy fallow, and presents a terrifying damocles' sword over the heads of every single civilisation that dwells within. They are particularly interested in allowing foreign civilisations from other sectors of space or other universe set up and develop, finding them more interesting than the natives they so routinely purge, particularly near Eklemarid's core which is no less violent than Vyranodasik's.

The Yralgar's latest purge was a relatively recent one dating back several centuries ago, leaving much of the galaxy open to new arrivals once again, both extrauniversal and "merely" extragalactic, with human colonists forming the now-divided nation of Desmondu being among the first. The eastern section of Eklemarid is now heavily defined by this first wave of colonists, with the main three being Desmondu, their rivals in the Neo-Combine of Til-Jeluxi, and the most recent of the three: A colonial expedition from Rhondar, which many fear may be a predecessor to a major colonization rush from all the major powers of Vyranodasik, bringing all their disagreements with them.

Overall, Eklemarid is in a "colonial rush" stage, filled with colonists from both the native universe and other universes, most of which are not large or noteworthy enough to earn a spot on the map yet, and many of whom are likely to fight each other for the best real estate. To move into Eklemarid is to take part in this great colonial rush, with the potential to forge an empire away from the political squabbles or Vyranodasik or the hell that is the Warring Galaxies.

At least until the Yralgar decide it's time for another purge anyway.




Ykres and Rekys are galaxies caught in a deadly gravitational dance that will one day end in them merging into a singular galaxy, but that is not the conflict that earns them the name the warring galaxies. That is instead the work of unknown forces drawing no end of Eidolons and the occasional mad Warmongering Sophont to these galaxies and their incredible riches and treasure troves of artifacts to partake in a demolition derby without compare. What beings who live here who retain the ability to decide their own purpose do not dream of better things save for another day of brute survival in the face of stars ripped to pieces by beings that were made for the sole purpose of warfare and could never even dream of any other function. The mass energy of these worlds are churned over and over again, assembled, spat forth as armies at distant foes, destroyed, recycled, reassembled repeat ad infinitum. New contenders to this whirlwind of destruction come in all the time, most of them Eidolonic things that feed off the endless violence and only grow stronger from it until they are overwhelmed by an even bigger monster.

Those powers that actually make it onto the map are merely the oldest and long-lasting among Monsters, but are by no means the only ones. The Warring Galaxies, as Ykres and Rekys are often known as, are constantly welcoming fresh influxes of new combatants to their borders, generally through extraversal rifts that either invite colonization missions or simply drag galaxies from other universes, native populations included. Most however, do not last long, as the Warring Galaxies are aptly named and few are truly up to the task of surviving in this hell.

Some sophonts cling to stable, conventional existence and make efforts to try and live in peace. Most do not survive for long as one rampaging self-replicating horde or another smashes through their territory and lays their works to ruin before meeting its own end. But a few have managed to endure against all odds. Others instead seek the protection of two of the Pentarch Enclaves who guard the riches and resources of the core from the monsters all around. Most seeking shelter under the benevolent watch of Altra which treasures life itself and has committed to defending the preciousness of sophoncy from all who would seek to lay waste to it. While the Keepers of Mandos make use of the Adamant Legion; their finest machines of war who are distinct yet symbiotic from the old aliens; to do battle with the endless hordes of the bizarre and bloodthirsty that seek to rip these galaxies apart.

Few enter the Warring Galaxies willingly, and most of those that do are Monsters themselves who live for nothing except the fighting and killing of everything else in the cosmos. Any who seek to attempt to lay claim to the Ykres/Rekys Binary, perhaps even dethroning one of the mightier "rulers", had best keep that in mind.
GM List:

Arbitrator: Lady Otakitkatsu (on discord only)

The Game-Master Council:
@Spartakrod
@Chimeraguard
@LilyWitch
@EternalStruggle
@Froggo Fantastic
@RaptorusMaximus
@patrickmm1
@BobTheNinja

Note: Due to the origins of this RP as a Reboot, most of the GMs (the non High ones, who were players of the previous version of this game), will likely be creating their own factions to participate as well. They are still bound by the exact same rules as all other players. The Arbitrator's role is to settle disputes between game-masters and decide on things that the GMs should not be allowed to know due to their role as players.

Player List (sorted by GM): Slots are granted after sheet acceptance. Until then, all you have done is an interest check.

Waiting List:

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Turn Layout & Mechanics
First of all are the two types of turns in the game, and what you do in them.

Strategic Turns
Diplomatic Orders:
All things that involve talking with your fellow beings goes here. Most obviously, trade treaties, guarantees of independence, and the forging of alliances go here. Additionally, internal diplomacy also goes here, whether that be negotiating with internal factions or pumping out propaganda.

Intelligence Orders:
Send out your spies, gather secrets, carry out assassinations and sabotage, scout out the nearby territory, this is where you wage your shadow wars. Both offensive and defensive espionage goes here, as does both internal and external spying. Resource Points can also be spent here to improve results, representing things from a wave of advanced spy ships to arming rebels in enemy territory by the bucketload.

Research Orders:
Maybe you want fancier guns, or bigger guns, or more guns. Research can give you all of these things and more. You can assign Research Slots to projects aimed at enhancing your warfighting capacity here, and all research must be military-adjacent at the very least. Improvements to industrial technologies happen automatically in the background, and civilian technologies can be handled in the fluff at the player's discretion. It is important to note that reverse engineering superior technologies captured or bought from foreign powers will give better results than trying to advance your technology with pure home-grown innovation.

Industrial Orders:
The construction of forts, the arming of soldiers, the creation of, and the development of planets are all important things for you to do as you settle in. This is the section where most of the game's harder mechanics come into play, as detailed below.

Military Orders:
Sometimes you just can't get along with your neighbors. Maybe they're space fascists, maybe they're warmongering ambulatory fungi that you can't negotiate with, maybe you just don't like them very much. Send out your War Fleets to attack the enemy, with a list of strategic aims and operational maneuvers to guide your forces to a hopeful victory. Also covers things like anti-piracy operations in your territory if that becomes an issue.

Tactical Turns
Ordinarily, the Strategic Turn will pass by itself without issue, but there are often difficulties in running certain operations. Fighting battles against powerful opponents, conducting difficult diplomatic negotiations, some things require a personal touch. In such circumstances, a tactical turn begins, where players get to direct their forces or other personnel on a lower level and try to make the most of a tricky situation. In cases such as battles, players may also request a visual map as a guide if they deem it necessary for their planning.

Resource Points:
Practically everything costs resources, but on the interstellar scale some things are below the level of abstraction. For everything that isn't, there are Resource Points. These come from two main sources. First, internal production, dependent on your amount of territory and how developed it is. Second, external sources, ranging from trade treaties to war reparations.

As RP represents the general industrial capacity and raw resources available over a year as opposed to something like mere money, it cannot be stockpiled from turn to turn. Spare RP goes to things like consumer good production instead of being truly wasted, however.

Each player starts the game with a varying amount of either temporary or perminant RP production, representing either the initial stockpile of processed goods and initial industry that came with them on arrival, or the materials coming through a portal back to their home universe, depending on a faction's exact lore.

Population:
You need people to work your industries and staff your armies, for an army without any people on it tends to be ineffective. As well as your starting population stipend, population can grow over time, although at base population doesn't actually grow at a meaningful rate per turn. Population can be invested into, at a rate of five Production Points to generate one additional Population. This can represent everything from actual, if heavily boosted, population growth through a mixture of 'encouraged' natural birth, to civil development, increasing automation, and the mass production of robots to take over assorted jobs. Most notably, significant usage of cloning may be contributing to this growth if your faction has the technology.

Note that Explosive Breeders will both give you some actual population growth, increasing the natural growth rate from zero to 5%. Explosive Breeders also means that actively boosting population growth is cheaper, going down to three Production per Population Point Or to put things more simply:
-Normal: Each turn you gain one Population Point per 50 total Population your faction had at turn start/the end of last turn, gain one population per five production invested into growing your population.
-Monsters: Each turn you gain one Population Point per 50 total Population your faction had at turn start/the end of last turn, gain one population per four production invested into growing your population.
-Explosive Breeder: Each turn you gain one Population Point per 20 total Population Points your faction had at turn start/end of last turn, gain one population per three production invested
-Hive Mind: Each turn you gain one Population Point per 20 total Population Points your faction had at turn start/end of last turn, gain one population per four production invested

-Hive Mind + Monsters: each turn you gain one Population Point per 20 total Population Points your faction had at turn start/end of last turn, gain one population per three production invested
-Explosive Breeder + Monsters: each turn you gain one Population Point per 20 total Population Points your faction had at turn start/end of last turn, gain one population per two production invested
-Explosive Breeder + Hive Mind: each turn you gain one Population Point per 10 total Population Points your faction had at turn start/end of last turn, gain one population per two production invested

-Explosive Breeder +Hive Mind + Monster: each turn you gain one Population Point per 10 total Population Points your faction had at turn start/end of last turn, gain one population per two production invested

-Slow Breeders: 0% baseline growth, gain one population per seven production invested into growing your population.

It is through the employed population that one produces Resource Points that can be spent here and elsewhere. Baseline, one employed population point produces 1+(.2*(number of faction tier modifiers your faction has(tier ups count as tier modifiers, but the tier down doesn't), minimum zero)) Resource Points(RP) per turn. Please ignore the 1+(LOG10(employed pops + trade phantom pops)) that feeds into that simple calculation

Note: the cost of a Population point cannot go below 2 RP.

Territory:
The most vital asset available to an interstellar civilization is territory. Planets and asteroid belts and stars are all exploitable resources that must be used to improve the industrial capacity of your faction. Each square is split into nine equally sized Territory Points, corresponding to the 8 primary compass directions and the center. Unless otherwise specified, each TP is broadly identical once in your possession. Once you own a TP, you can develop its industry and defenses to improve your RP output and its ability to survive attack respectively.
Spoiler: Territory Improvements
First is your level of industrial development. Note that the costs associated are the absolute costs, so if you upgrade from a lower level then you may discount the costs by what you have already paid.
Also note that each territory can employ a certain amount of population. It is through this employed population that you gain more Resource Points, which each effective employed population point providing one RP baseline
Claimed: can employ one population, costs 2 RP

Colonized: can employ two population, costs 4 RP

Established: can employ five population, costs 10 RP

Industrialized: can employ ten population, costs 30 RP

Heartlands: can employ twenty five population, costs 75 RP

As for what these look like in the fluff (these are the average across the sub-sector being described rather than prescriptive of every controlled planet and system in that sub-sector):

-Claimed: Primarily occupied by small automated mining and research stations. Actual populated settlements are scarce and small.
-Colonized: Moderate colonial settlements on most worlds with high levels of habitability, with numerous basic resource-gathering operations and small-scale local industry.
-Established: Significant colonial settlements and shipyards are present, expanding across inhabitable worlds. An intricate web of resource distribution and manufacturing begins to form as the colonies are capable of en masse construction and development. The low-hanging fruit have been picked, and colonization opportunities previously discarded due to low habitability start to be investigated.
-Industrialized: Grand shipyards and planetside factories, fueled by vast mining operations. All worlds with a reasonable degree of habitability have been colonized with arcologies starting to form, those that aren't are still exploited to some extent, and void habitats are made as well to allow even greater amounts of colonists.
-Heartlands: Every potentially habitable world has been colonized and many that aren't are being terraformed, as well as numerous void habitats that house even more population and industrial facilities. Most worlds of any significance have at least one arcology. A Sector must have a Heartlands level of development before Megaprojects can be built in it.

You can also improve its defenses. Note that the costs are similarly absolute, and thus upgrading is still at a discount.

Lightly Defended: Purchase Cost 0 RP, Upkeep Cost 0 RP (Represents default planetary militia forces.)
Moderately Defended: Purchase Cost 3 RP, Upkeep Cost 1 RP
Heavily Defended: Purchase Cost 10 RP, Upkeep Cost 2 RP
Excessively Defended: Purchase Cost 25 RP, Upkeep Cost 3 RP
Ridiculously Defended: Purchase Cost 50 RP, Upkeep Cost 5 RP

What these represent in the fluff (these are the average across the sub-sector being described rather than prescriptive of every controlled planet and system in that sub-sector):

-Lightly Defended: Ground-side military bases are often fortified and defended by trench lines. Colonial militia armed with light surplus equipment are often present. Orbits are defended by light patrol ships and fighter garrisons. The default state of any established territory with no further investment, representing planetary militia forces.
-Moderately Defended: Orbital weapons platforms present, supported by ground-side anti-orbital weapons. Some subterranean shelters for ground forces. Theater shields start seeing consistent deployment if available. Worlds will begin to deploy larger system monitors able to engage military warships in small numbers. Planetary defense forces are now more consistently armed with military surplus and actual combat vehicles of some description.
-Heavily Defended: Dedicated orbital fortresses present, with attack craft complements and significant firepower. Planetary shields start seeing consistent deployment if available. Many defensive fleets will include some modern military warships and even outdated capital ships. Permanent garrisons will have full military training and equipment, although not always the heavier available gear and elite commandos.
-Excessively Defended: Heavily protected, city-spanning fortresses present. Armies can be shuttled about underground, orbital plates and exotic weapons present. Planetary armies are now large and as capable as many lesser military units, denied only the most massive ground units and augmented supersoldiers. Defense fleets of even less important worlds will now include capital ships, sometimes even fully modernized ones.
-Ridiculously Defended: Nearly every inch of inhabited land is defended in some way. Large planetary fleets present armed with cutting edge military warships, including the largest of conventional capital ships. Airless orbiting bodies are armed with super-weapons if available. Planets protected with every ground-pounding tool in the arsenal.

Note that a heavily colonized territory will also be more difficult to invade compared to a lightly colonized one. While not on the same level of defenses, a heavily colonized and therefore populated piece of territory can still increase the problems an invader has, particularly when combined with actual Defenses or War Fleets, or traits like Martial Society, Devoted Population, Living Weapons, etc.


Research:
Research is the means by which you make yourselves better at fighting and winning, since for simplicity's sake non-military research is by and large put into the background, with some exceptions that fall in a dual-use area such as creating countermeasures against various chemical/biological warfare systems or esoteric infiltration methods.

Unless you have the relevant drawback, you get one research slot for free each turn. You can invest RP to generate more on a per-turn basis, but while a bit of funding can go a long way, you only have so many scientists able to work at once, so increasing your research capacity becomes exponentially more expensive as your purchased slots increase and caps at five slots. The costs per slot are thus 0, 1, 4, 9, and 16, shifting up to costing 1 through 25 with the drawback. The exception is the Research Megaproject, which not only grants two research slots for free but also allows you to go over the slot cap.

There are two different kinds of research: Doctrinal Improvements and Revolutionary Breakthroughs.

Doctrinal Improvements:
The Galactic Empire's first battle in Vyranodasik was a victory, but maybe it could have gone better. They got raked over the coals in boarding actions by enemy space marines, their smaller ground vehicles suffered against the foe's giant murder-walkers, and the TIE Fighter… is the TIE Fighter. Something should be done about all that, and fast.

To this end, they can research power armor for their stormtroopers, make giant mechs that are actually meant to fight peers unlike an AT-AT, and phase out the TIE Fighter for mass-produced TIE Avengers. Nothing that truly takes their forces to the absolute next level, but still very notable improvements. These fall under Doctrinal Improvements, which vary in cost from 1 to 5 research slots, the exact number being assigned by your GM depending on the difficulty and scale of the research project.

While the above projects are all about fixing notable weaknesses, that's not the only use. Strengths can be enhanced, new tricks such as stealth technology can be developed and implemented, and the aforementioned anti-WMD and anti-infiltration projects would also be considered DIs. However, this section's effects are limited to tactical upgrades. Increasing the overall firepower and durability of your forces as a whole through simple superior metallurgy or weaponry aren't so much a thing.

Revolutionary Breakthroughs:
All is proceeding according to the Emperor's designs, except the part where his forces keep getting trounced by nominally inferior formations that are exploiting the limited and often mutually-backstabbing nature of Imperial commanders. To fix this, Palpatine needs something more than a mere adjustment to doctrine. He needs something to take his command staff to the next level. He decides to spread Dark Side acolytes trained in the art of Sith Battle Meditation across the Empire, vastly increasing the abilities of his command staff and thus his forces as a whole. But this is no easy task.

Revolutionary Breakthroughs cost a full 10 research slots each, but have a correspondingly grand impact. Rather than improving your doctrine or granting new options, RBs simply make a segment of your forces better. They grant one pip, equal to half a Specialization, that can be spent on any subcategory of your forces to power them up. For example, the above project would be a Breakthrough affecting Lords and Commanders.

Overall, both kinds of research are likely to be extremely useful in their own ways, and a good mix of the two is generally advisable to keep your forces competitive with all comers.

Megaprojects
As well as standard territory development, there are also far more impressive works of planetary and even stellar-scale engineering available to the suitably wealthy and determined. These are Megaprojects, ranging in scale from relatively small projects that are still much too large in scale to be automated away, to massive Megastructures and Gigastructures involve the establishment of vast resource harvesting operations in a Sector to fuel a single massive creation, although said creation may in fact be spread across many different star systems.

Each Sector has a cap of ten megaproject points, with the smallest type, kiloproject, only taking up a point while the project is under construction. On the other hand, a megaproject usually permanently takes up four points while a Gigaproject always consumes the whole set of ten.

These slots are gained as you control more and more of a given sector, with each given sub-sector giving a single point and controlling the whole thing giving the final tenth point as a bonus.

There are numerous types of Kiloprojects, each with a somewhat different cost, and drastically different effects.
Mega Mining Project: the Military-Industrial Megaproject's lesser kin, this represents a single large stellar lifter or a series of planet crackers, made more for extracting large amounts of raw resources and processing capacity for said resources independent of 'population' than providing a never-ending chain of raw resources to be fed directly into the military-industrial complex.
-costs 50 RP
-provides 30 additional RP income per turn for ten turns, after which it has effectively exhausted its primary source, going down to only providing 10 RP income(after its own upkeep) per turn for the rest of the game. Note: this production is independent of population.

Gateway System: link two different areas that are under your direct control, allowing for direct, nigh-instantaneous, travel between these two sites for as long as this project remains intact. Note: unlike other Kiloprojects this does permanently take up a slot, if only in one of the two connected locations.
-costs 50 RP(and one slot)
Examples: the Portal at Voi(Halo), a giant series of much longer range Mass Relays

Additional Defenses: for when you want to stack defenses on top of your defenses so that you can stack defenses while you stack defenses, each build of this adds yet another instance of Ridiculous Defenses to the territory that it is in, complete with the same upkeep costs. Requires at least one instance of Ridiculous defenses to already be built in the territory in question.
  • Costs 75 RP

Eccumenopoli Hub: for when you want to build a really, really tall empire, but you have a large population, don't want to spread out, and can't quite afford a full blown Megaproject or two, this is the Colonization Megaproject's lesser kin; it works the same, in that it autoconverts your pops in that sector into employed pops, but with a maximum supported employed pops of 100 instead of 1000. This permanently takes up the slot that it is produced in, as even with what they can in theory produce any given Eccumenopoli still requires an immense amount of raw resources to keep going, and this likely represents more than one such world.
  • Costs 200 RP(and one slot)

Core Worlds: take all of the defensive strengths of a single application of Ridiculous Defenses, and then have all of said defenses be applied to only a small handful of worlds/systems. This here covers things ranging from Krork Core Worlds, to Forerunner Shield Worlds(other than Onyx), to mementic Sol from higher end interpretations of Warhammer 40k. Much like a Portal System or an Eccumenopoli Hub, this permanently takes up one of your megaproject/kiloproject slots, and unlike those two you can't have more than one of this kiloproject in a given sector/square at the same time.
  • Costs 50 RP and one slot(and you can only build this one in any given large square)

Hidden Worlds: be it through warping spacetime, dimensional nesting, hyper-advanced stealth technology, or some other feat of magical/technological wizardry, such as the Webway, your civilian/'civilian' infrastructure within a given region becomes nigh-impossible to actually attack without first getting through all of your military infrastructure within a sector, and if you have Core Worlds alongside this even said military infrastructure becomes nigh-impossible to take out for good without jumping through some extra hoops(such as either taking out said Core Worlds or finding some other way to attack the hidden territory directly). If you have the Covert Experts Trait this improvement gets even better, as its price goes down by a further 20%(stacks with Master Builders), and one could absentmindedly travel through the entire sector/square while thinking it to be uninhabited even after the journey is over.
  • note: this requires you to control at least half of the large square in question to set up, and, in the case of the Covert Experts upgrade, for it to fully work properly requires you to not be in an active war with anyone else in said square.
  • Costs 150 RP and one slot(and you can only build this one once in any given large square)

Infiltrating Infrastructure: costs 20 RP, requires you to have Hidden Worlds in the same or a neighboring (large) square, and can be built in enemy territory; at minimum, this greatly increases the ease of performing espionage against the faction whose territory this is, and, depending on your faction, can have greater effects, ranging from the direct deployment of armies onto enemy worlds without needing to control orbit, or completely bypassing their territory for the purposes of trade and other such things.

Dedicated Population Growth Facilities: Great banks of cloning galleries, continent-spanning factories outputting synthetic worker after synthetic worker, massive complexes of Hatchery-Wombs; whatever their form, these facilities are dedicated to increasing your population at a rapid, and consistent, rate.
  • Generates 10 Population Points worth of people/workers per turn
  • Costs 200 RP, and either one slot or 10 RP in upkeep

Battle Planetoids: The Death Star, Ork Attack Moons, the Hograthux of the Ulsamora Solar Regnum, etc. and so on. These are the big monstrosities on the scale of planets. Even getting a single one is worth a significant portion of a War Fleet. Some nations refuse to use them at all, considering them wasteful expenditures of resources. Others center their entire doctrine around them. But whether they're loved or hated, Battleworlds demand some special attention both when constructing them, and when trying to destroy them. Used properly, they are lethal force multipliers that can mean the difference between victory and defeat. Used improperly, and they're sitting ducks.

When you design a Battleworld, the first step is figuring out the details that determine its role in a battle line. For this, Battleworld functions are divided into three categories: Primary Systems, Secondary Systems, and Weaknesses.

Primary Systems: These are the traits about a Battleworld that first come to mind when people think about them. The Death Star just isn't the Death Star without its planet-killing Superlaser. When a Hograthux shows up, its psionic mind-whammying powers should always be foremost on your mind. Without these, your Battleworld is no Battleworld, just a really big space station.

Secondary Systems: These aren't the systems that come to mind first when someone pictures your Battleworld, but they are still an integral part of it. The natural defenses of a Hograthux immune system for example, or the macro-teleporters of a Krork War World.

Weaknesses: Yes, you read that correctly. It's not a real Bringer of Destruction without a weakness for your plucky enemy to exploit, and for you to scramble to find countermeasures for within the rest of your fleet. The form of a weakness can vary, but they all help cement one fact that you should always keep in mind: an unsupported Battleworld is a dead Battleworld.

Note that a vulnerability to strike craft (or perhaps more accurately, lack of ability to cost-effectively fight strike craft swarms) isn't considered a valid Weakness for a Battleworld. That one's more or less universal.

The other factors you need to keep in mind are Size and Tier. Tier refers to the technology tier of your faction (Maximus, Primus, Tertius, etc.) A more advanced nation can create a Battleworld with more systems and/or fewer weaknesses. When it comes to Battleworlds, Tiers are divided into three subcategories: Maximus+, Extremis-Primus, and Secundus and below.

Size, more formally known as Category, is also pretty self-explanatory. The larger your Battleworld is, the more systems it can support, though this obviously increases the Battleworld's cost as well. It is also worth noting that Battleworlds are purchased in groups, also known as Constellations, with the number of BWs per Constellation decreasing with size.

Leviathans (Category 0): Gargantuan ships over 100 kilometers long (capping out somewhere in the mid-high hundreds of kilometers), Leviathans are the missing link between the Supercapitals and Battle Planetoids, hence their "Cat 0" designation. These ships aren't anywhere close to as powerful as "actual" Battleworlds, but they are potent force-multipliers as either superweapon-haulers or mega-ships, and there's a lot more of them than there are Battleworlds, with one purchase getting you several dozen, sometimes over a hundred.
-Cost: 5 RP (1 RP Maintenance)
-Tier Maximus+: 1 Primary System, 1 Secondary System
-Tier Primus-Extremis: 1 Primary System, 1 Secondary System, 1 Weakness
-Tier Secundus or below: 1 Primary System, 2 Weaknesses

Category 1: Moving up the size brackets, a Category 1 Battleworld is in the high-multi hundred Kilometers, maxing out at somewhere a bit above a couple thousand kilometers at the largest dimension. In general, Category 1's act as tactical supercombatants, with a cost comparable to that of a full-scale War Fleet condensed into a few(4-10) massive vessels, and when unleashed can each dominate the system they're fighting in. (one purchase buys 4-10 of these vessels, to be specified in their description)
-Cost: 10 RP(2 RP Maintenance)
-Tier Maximus+: 2 Primary Systems, 1 Secondary System
-Tier Primus-Extremis: 1 Primary System, 2 Secondary Systems, 1 Weakness
-Tier Secundus or below: 1 Primary System, 1 Secondary System, 2 Weaknesses

Category 2: Upper multi-thousand kilometers long, Category 2 Battleworlds are massively costly, to the point where you could afford entire War Fleets for the cost of one, let alone the potentially up to seven that a single purchase of this represents. In this category, Battleworld primary systems often have effects that extend beyond just the system that they happen to be in. (one purchase buys 1-7 of these vessels, to be specified in their description)

-Cost: 50 RP(10 RP Maintenance)
-Tier Maximus+: 2 Primary Systems, 3 Secondary Systems, 1 Weakness
-Tier Primus-Extremis: 2 Primary Systems, 2 Secondary Systems, 2 Weaknesses
-Tier Secundus or below: 1 Primary System, 2 Secondary Systems, 3 Weaknesses

Another thing to note: If you want to create a new type of Battleworld, you also need Research Actions dedicated to designing them. Cat 0's and 1's require 3-4 Research slots, while a Cat 2 (and any theoretical higher class) would take up five Research slots easily.
Note two: the price of a Category 2 battleworld can be increased by 20% to grant it another Primary system, and the price of a Category 1 battleworld can be increased by 30% to add another secondary system. Both of these additions can only be made once for any given battleworld model, and these price increases are added before any price reductions are calculated.

Examples
Death Star
-Category 0
-Tier Primus
-Primary Systems:
–Composite Beam Superlaser: Planet-killing Superweapon.
-Secondary Systems:
–Tractor Beam Array: The Death Star mounts an abnormally expansive and precise array of Tractor Beam Emitters, letting them grapple many ships of various sizes for either capture or destruction.
-Weakness:
–Unstable Reactor: The Hypermatter Reactor of the Deathstar is remarkably temperamental. Any blow to it could set it off in a catastrophic chain reaction that would destroy the entire station.

Juggernaut (Stellaris)
-Category 0
-Tier Extremis
-Primary Systems:
–Aura Generator
-Secondary Systems:
–Shipyards
-Weakness:
–All Big Gun: The Juggernaut's ability to directly fight other ships is reliant on a pair of massive artillery guns. While impressive, these slow-firing weapons make the Juggernaut effectively helpless against anything smaller than a Battleship.

Ork Attack Moon
-Category 1
-Tier Primus/Secundii
-Primary Systems:
--Sub-Space Bridge:
-Secondary Systems:
--Grav-Whip:
-Weaknesses:
--Cannot fire main Grav-Whip weapon without lowering shields.

Hograthux Soldier
-Category 1
-Tier Maximus
-Primary Systems:
--Godlike Psionics
--Regnum Armaments
Secondary Systems:
--Natural Immune System
Weaknesses:
--Vulnerable Internals

Krork War World
-Category 2
-Tier Maximus
-Primary Systems:
--Horizon Fortress
--Doomsday Weapon
-Secondary Systems:
--Macro-Teleporters
--World Carrier
--Planet Eater
-Weaknesses:
--Lightly Armed: While the Doomsday Weapon is a fine thing for fighting other large Battleworlds, and the Planet Eater does good work in a pinch, the War World is somewhat lacking in more conventional armament.

There are four distinct types of Megaproject, each with their own effect. They do not have upkeep costs, as each comes with additional industrial capacity to fuel it as part of the baseline construction process. Each Square can usually only support two of these behemoth projects at a time, and the cost to construct each one is a staggering 700 RP. Naturally, you can pay this weighty cost off in installments over several turns, and it would probably be wise to, and even if you did pay the entire cost in a single turn, it would take three for the project to actually finish, as that is the minimum number of turns that it takes for a 'standard' faction to build a full blown megastructure(can be modified by traits and drawbacks). Rome wasn't built in a day, and neither was Coruscant built in a year.

Megaproject Types:
Colonization Megaproject: this represents a series of Star-circling Ringworlds, Anderson Disks, or even a Birch World, but could just be terraforming operations conducted en masse upon entire star clusters. Either way, this represents enough room to house and employ a truly enormous population, made ever larger from an increasing number of cloning banks, synth-factories, and hatchery-wombs. Upon completion choose one of:
-This project acts like the 'Eccuminopolis Hub' Kilostructure, but with a maximum population of 1000.
- as above, but with a maximum population of 200 in return for not taking up any slots once completed

Military-Industrial Megaproject: Tremendous Stellar Gatherers harvest material from the stars themselves, collectors gather the emissions of Black Holes, automated miners consume asteroid fields and strip worlds barren, all is sent to lumbering megafactories that print out endless processions of war material, enough to reinforce and supply fleets across the galaxy.
-Upon creation of the megaproject, choose one of:
--effectively adds an additional level of damage between 'full health' and battered, representing the steady stream of reinforcements arriving throughout the battle from your home territory.(ignore the first 10% losses taken)
--Your damaged fleets automatically get replenished one damage level for free every turn.

Superweapon Megaproject: Batteries of fleet-smashing cannons linked to wormholes to allow firing at interstellar ranges, Nicol-Dyson Beams meant to incinerate armadas or burn away worlds, celestial bodies re-arranged in sympathetic patterns to empower psychic rituals conducted by armies of psions. These are weapons capable of striking enemies across intergalactic distances.
-Doomsday device that can strike enemies at distances ranging multiple sectors away. It'll have the most varied means of effect, and more than any of the other Megaprojects, here you'll have to specify what precisely your DoomWeaponofUltimateDestruction actually is. It doesn't even have to be an actual weapon so much as something meant to help military campaigns.
- these can either take up their standard upkeep of four slots for maintenance, or can be spun off of them to 'only' costing 120 RP per turn in upkeep.

Research Megaproject: A grand Matrioshka brain that encases an entire star receiving information from monitoring stations that observe celestial bodies in every abnormal form, researchers prying through precursor archives for every scrap of potentially relevant information, virtual worlds detailed enough to simulate a thousand different hypotheses. A scientist's dream, and all the resources they could wish to make them a reality.
-Two additional free research slots, does not count towards research slot cost increases.

Portal Home: for whatever reason, instead of building a portal to another part of this dimension, you are building/have built one to your home dimension, for better or for worse. Can only be built once, but, unlike other megaprojects, this ceases to take up its slots once completed/
  • Does not directly give any mechanical benefits, but allows for factions that haven't taken the 'Portal Home' Origin to access their home dimension, for better or for worse.

Gigaprojects are even more extreme, with even the smallest one costing at least 1500 RP and takes five turns to build no matter how much resources you're throwing at the project. Each one of these is a unique creation, with a price named by the GM(minimum of 1500 RP) upon the moment of said design being suggested. Either way, one of these is the sort of thing that would announce complete and utter galactic, or even intergalactic, dominance in almost any lesser universe. (takes up all ten slots in a territory)


War Fleets
Last but certainly not least, your offensive military assets. Instead of being tracked individually or as an enormous mass, your armed forces are divided into War Fleets that are comprised of both ground and space units. They will also possess the necessary support staff, transport capacity, and general crucial background personnel needed to do their job. As a side note, they may also include blue water vehicles and infantry for use on certain worlds if available to the faction, but that's mostly a fluff thing as opposed to something you need to seriously care about.
Spoiler: War Fleet Mechanics
Each faction can maintain up to ten distinct War Fleets at a time, and they may gain specialties over time that can help them in specific situations if they get consistently used in certain roles or take part in particularly impressive and memorable actions. To start with, a player will only have one War Fleet of the base Magnitude listed for their tier.

War Fleets cost 10 RP to create at the base magnitude for your faction's tier (Magnitude 1 for Tier Maximus, Magnitude 2 for Tier Extremis, etc...). Additional RP can be spent to create a War Fleet of increased Magnitude, with the increase in cost being directly proportional to the number of units in the fleet compared to your base, rather than being proportional to the Magnitude rating of the final fleet. For example, a War Fleet one Magnitude higher than normal costs 20 RP, one two Magnitudes higher costs 40 RP, etc. The exception is for when going up a Magnitude level multiplies the force levels by 2.5, in which case the final cost of the War Fleet is *also* multiplied by 2.5, resulting in costs such as 25 RP or 50 RP.

They also have an upkeep cost equivalent to 20% of their production cost, covering not only literal upkeep and personnel costs but also things like stockpiling for future campaigns and upgrading your forces with new technology.

Of course, if you take major losses in a campaign, that may reflect on your military's status. There are ten levels of damage, each representing another 10% of your War Fleet's forces being casualties:Battered, Bruised, Bloodied, Beaten, Battleworn, Savaged, Ravaged, Butchered, Crippled, and in exceptional circumstances Destroyed, which is quite self-explanatory. By default, a War Fleet will repair two levels of damage every turn, and can repair more with additional linear investment. So, for example, it would cost 40% of the War Fleet's purchase cost to repair four levels in a turn, and 100% to go all the way back up from Destroyed to full readiness as you might expect.

Note that you can stockpile RP in anticipation of a major campaign that turn that might require a lot of repairs. Just allocate the RP saying it's for replacing losses inflicted this turn, and the GMs will assign repairs accordingly. Note however, that if you end up spending more RP than is needed, then 50% of it will be lost, while the remaining 50% will carry over to next turn.


Mag12345678910
Cost1020401002004001,0002,0004,00010,000
RP Upkeep2482040802004008002,000


Legends
Adjacent to the War Fleets system are your Legendary forces. You always start with one (unless you choose not to), but as you continue to work in Vyranodasik and its neighboring galaxies, you are likely to accrue new ones over time. These are, for lack of a better term, your Named Characters: super-elites capable of doing daring missions that no one else can. That said, while they are incredibly potent assets, it would be unwise to throw them into the teeth of a large enemy force without support.

The exact nature of a Legend varies heavily, as they are by-nature a heavily narrativized force, ranging from individual characters to elite strike craft squadrons to whole field armies (if they have an impressive enough rap-sheet and history behind them.) In general though, Legends tend to have a couple of "Traits" that can be used to broadly get across what they're good at and where they are best suited at (with some Legends even being able to cross over into working in Diplomacy or Intelligence operations.) Depending on what they accomplish, a Legend can gain new attributes or skillsets as their story expands to include their feats within this new galaxy. Keep in mind however: Legends are not immortal, especially not if used poorly, and for all their skill and power, they cannot substitute for an entire military.

Diplomacy

Diplomacy is the pursuit of your state's interests, be it through negotiations, agreements, and treaties, or through espionage, sabotage, and war. Or, generally, a combination of all of those and more. This simple system is meant to allow the easy and structured processing of your diplomatic efforts in the world of Vyranodasik.

The fundamental action of Diplomacy is the Diplomatic Action, which when declared consists of four things: the target, whether the action is friendly or hostile, what resources are going into the action, and a short piece on how you're carrying out the action including details on what you plan to accomplish.

Friendly/hostile is a choice of approach. A friendly Diplomatic Action is by default known to the opposite party with effort taken to not offend them in the process. A hostile Diplomatic Action is by default hidden from the opposite party, with no effort taken to avoid offending them should they learn of your actions. These are generalities that can be modified by your specific plan, such as having a battleship show up over a planet to force an open trade treaty.

Resources are how much money, how much time, and how many special resources you are putting towards this project. A diplomatic action demands at least 0RP and one turn, but further investment can increase the odds of your success. Special resources might include fleets, legendary heroes, advantages gained by previous actions, or other such things that you believe will help.

Finally and most importantly, is your plan. This should be about two to three paragraphs laying out what you intend to accomplish, and how you intend to accomplish it.

Based on each of these things, your GM will adjudicate the success or failure of your Diplomatic Action.


To aid you in your diplomatic efforts, some example Diplomatic Actions are provided below, including covering a pair of special cases marked with *s:
Target: Unknown aliens
Nature: Friendly
Resources: 4RP, 1 turn
Plan: Any assets traveling near or beyond the borders of our space will be equipped with a First Contact package, a set of diplomatic instructions with which to introduce the aliens they may find to our culture and arrange for a cordial reception while specially trained diplomats travel to them.

Emphasis is placed by this package on our status as a [Kind], [HonorableHonourable] people, and our desire for peace and trade. It is our hope to avoid a war over misunderstandings.

Explanation: This is a reflexive Diplomatic Action, which can be taken on First Contact with another faction, allowing you to put money towards making good first impressions. First impressions are useful, as the relations set here are more difficult to change later, often getting 2-3 times the return of another Diplomatic Action.

If no First Contact action is set, a 0RP generic First Contact action is assumed.

And yes, you can have a hostile First Contact action. It's up to you to decide what that might look like.
Target: The Federation
Nature: Hostile
Resources: 8RP, 1 turn, Four Magnitude 1 fleets
Plan: The peoples of the Federation to our north have gone too far this time! We shall strike out, and show them the folly of delving our ancient ruins and poaching our space fauna!

Our first fleet shall engage in a broad-front offensive on the border, pinning any border guards and drawing in their own fleets while the second and third move to the northeast and northwest respectively, enveloping the front and rolling it up from either end. Meanwhile, covert assets will disable monitoring posts and interdictors in the interior, allowing the fourth fleet to launch an undetected assault on their core worlds and decapitate their government.

For Honor!

Explanation: This is not a special diplomatic action, but is an example of a standard action for something you'll probably be doing fairly often.
Target: Home front
Nature: Hostile
Resources: 4RP, 1 turn, Fanatic Population
Plan: The Raki have followed us here, and even now betray their presence in stolen children and furtive sigils. They will find no purchase on our new planets. Scan the crusts, millimeter-by-millimeter, and find their warrens. Seal any entrances they may use. Dreng them to the last.

Explanation: Counter-espionage is a special action you can take to defend yourself from the espionage of others. The more details of the covert action against you you get right in your plan, the better defended you are against it, but at the same time the more you get wrong the more you've sent your counter-espionage efforts running in the wrong direction. If you have multiple Counter-Espionage actions specified in a turn, the most applicable applies.

Like First Contact, if you specify no Counter-Espionage action, a generic 0RP 1-turn action is assumed.
Target: The Federation (south)
Nature: Friendly
Resources: 4RP, 4 turns
Plan: The Federation is well known for its vibrant culture, and one of the most transportable parts of that is its varied meals. First contact with our neighbors was mediocre, but we can stay in their thoughts and improve our standing through their stomachs. Gather the chefs, gather focus groups, and work out what they like.

And when we have? Bring the good food to them. Set up restaurants on every planet we can get to, and license trainers and ingredients out to any who wish to imitate our style. Let them know the wealth of our food, and through it, us.

Explanation: Here we have a plan set to take multiple turns. Time can be a powerful multiplier for the effectiveness of actions, netting this attempt more than they would get if they just plowed 16 RP in over one turn, but does require repeating the investment each turn the action runs.
Target: The Federation (west)
Nature: Friendly
Resources: 8RP, 1 turn
Plan: The time has come for our two federations to open the borders, and let the merchants trade more freely. Call forth their diplomats, rent a secure room, and sit down for however many months it takes to hash out a fair deal between us.

Explanation: This is an action aimed at upgrading a tag, [Economic Integration], which is shared by another faction. Tags will be explained in the next section.

So, now you know how to change your diplomatic relations, but what do these relations do for you? This is answered by a simple system known as diplomatic tags. Each tag has a rating of 1 to 5 (or -1 to -5 for negative tags) representing the severity of that relation. The sum of each tag can be used as a simple summary of the relations between two nations, and changes in tags result from diplomatic interactions between the two nations.

Some example tags are given here:
[War!] x: The two factions are at war. A 1 in this tag might be border skirmishes or a cold war, while a 5 is an outright war of annihilation.
[Economic Integration] x: The two factions have opened the gates of trade. Add x trade population per TP of the party you are trading with. Should this treaty be broken, a penalty of 0.2x will be applied to your population's productivity for x turns, as you seek to crash-develop autarky.
[Teachers] x: The faction has in the past taught your people much, and you look fondly on them for this.
[Subverted Political Infiltration] x: Some of your politicians have reported attempted bribery from this faction in exchange for their support covering for certain operations, and are now quietly working with your intelligence agencies.

As might be noted, these tags can be very specific due to largely being made in response to the situations encountered, and as such there is no exhaustive list. They may have mechanical effects, or just represent how your people feel about the other faction, or may even represent advantages gained in espionage and counter-espionage.

You know each of the tags you have towards other factions via internal polling and knowledge of which treaties you've signed, and may gain access to knowledge of what tags other factions have towards you or other factions via diplomatic actions.

Action Resolution

Diplomatic actions can be resolved with a simple opposed d6 roll.

When an action is submitted, the following metric can be used as a framework to adjudicate its success or failure:

Acting (Friendly)
Time: +1/turn
Well Funded: +1*This modifier is repeatable, but the amount required is doubled each time. So +1 at 4RP, +2 at 8RP, etc.
Underfunded Plan: -1
Good plan: +1
Applicable Legend: +1
Covert Experts: +2, but only for generic information gathering.
Master Diplomats: +1
Every +2 of aggregated relations: +1

Acting (Hostile)
Time: +1/turn
Well Funded: +1*This modifier is repeatable, but the amount required is doubled each time. So +1 at 8RP, +2 at 16RP, etc.
Underfunded Plan: -1/-2: This modifier applies at +1 when only 2RP is spent, and +2 against 0RP actions
Good plan: +1
Applicable Legend: +1
Covert Experts: +2
Misdirected Defenders: +1 This modifier applies when the defenders gave a counter-espionage plan that missed.
Every +2 of aggregated relations: +1* Hostile actions will very quickly degrade this bonus.

Defenders against the diplomatic action might gain the following bonuses:
Well Funded: +1*This modifier is repeatable, but the amount required is doubled each time. So +1 at 4RP, +2 at 8RP, etc.
Applicable Legend: +1
Covert Experts: +2
Bad plan: +1
Repeated Attempts: +1
Every -2 of aggregated relations: +1

The general thing to keep in mind when assigning tags as a result of this resolution is that the attempt still happens even if it fails, and that this can have effects. Someone who discovered an ally killing politicians to get a puppet elected will naturally feel quite betrayed and may break off that alliance.

When both sides are working towards the same thing in negotiations, or where otherwise appropriate, it can be helpful to consider the absolute value of the rolls. This can particularly come up with, for example, two friendly First Contact packages intersecting, or two nations mutually pushing for economic integration. On the other hand, such scenarios aren't guaranteed successes. If one side or the other botches it, or both even, that can lead to a negative outcome.

Mechanical effects of tags should be listed with the tag's description in the tag repository, here:


Tags between factions in a region you're GMing might be stored in a sheet like this, for ease of recording and reference.
Example Diplomacy Spreadsheet
Until they take an action to gain good information about how other factions feel about them/other factions, the player should only get their own section. For example, if I were playing Bandar Log, I'd just get to see rows 1-7.


First Contact
First impressions are important, and on a nationwide scale this is magnified. And in such circumstances, luck plays a strong influence. For first contact, first roll a d10 as an indicator of how things start, before any planning can take influence, and generate three traits, with the balance of positive and negative set by the d10 roll.
So a 1 generates three negative tags for each side, a 3 2 negative and 1 positive, and so on.

1-2= 3 Negative tags
3-4= 2 Negative tags and 1 Positive tag
5-6= 1 Negative tag and 1 Positive tag
7-8= 1 Negative tag and 2 Positive tags
9-10= 3 Positive tags

Then roll three diplomatic actions using the First Contact action for each side to modify and enhance these traits.


Trait integration
Monster: Cannot have positive tags with rating greater than 1. Forming positive tags is more difficult, and negative tags easier; start with an additional [Monster] negative tag at rating 5 on first contact.
Hive Mind: Other factions start with an additional negative tag on first contact with you.
Xenophillic: Start with an additional positive tag on first contact with other factions.
Master Diplomats: Start with an additional positive tag on first contact. Positive tags are easier to form and improve. Negative tags are harder to create and easier to degrade.
Repulsive: Other factions start first contact with an additional negative tag against you.
Alien Communication Methods: For each faction, a research project is needed to take diplomacy actions. Until this is done, you cannot take friendly diplomacy actions with that faction.
Prejudice: With factions that meet your prejudice, start with a negative tag on first contact, increasing in rating with every instance of prejudice and xenophobic you have +1. (So one instance starts you at a -2 tag).
Only War: Cannot have positive tags with rating greater than 1.
Xenophobic: Start with an additional negative tag on first contact.

Native origin: Good Public Relations: On purchase, generate first contact between you and your neighbors pre-game. For each additional purchase, degrade a negative tag by one, or increase a positive tag by 1. At a total relations value of +4 or higher, can take a one point treaty with your neighbor at start.





Example First Contacts
Let's take a few examples of the most complex scenario in this system, the First Contact. Note that for these I'm using cases I've heard of third or fourth hand to illustrate; details may be incorrect.


First off, a historically fraught First Contact, between C-space and the Rachni Hives. We start by checking the scenario, rolling a 1d10 and getting a 3, and so generate two negative and one positive tag for each side.

The Rachni look upon the Turians and see a [warlike] -1, [aggressive] -1, but [technologically familiar] 1 people. The Turians see a [silent] -2, [insectoid] -1, but [warlike] 1 people, generating an additional negative tag because they're dealing with a Hive Mind. Some shots were exchanged, suffice to say.

Then the diplomats arrive to try salvaging things. The Rachni have Alien Communication Methods and so make no attempts. C-space has the following First Contact plan:
Target: Unknown Aliens
Nature: Hostile
Resources: 0RP, 1 turn
Plan: Whichever ship made contact should prioritize securing the area and calling reinforcements, or retreating to friendly ground in untenable.

So C-space attempts to impress their strength on the Rachni by forwarding the Turian fleet. They get a +1 from covert experts, and +1 for underfunded defenders (the Rachni, being unable to take diplomatic actions, didn't assign a First Contact plan). The Rachni defending get +1 for underfunding, +1 from the negative relations, and +1 for the bad plan.

C-space rolls a 4 and the Rachni a 3. Total of 6 to 6. Neither gains here, but loss of opinion is also prevented.
Second round gets a 4 and a 6; total of 6 to 9. The [warlike] tag the Rachni hold for C-space is deepened to -2, and C-space views of the Rachni increase to [warlike] 2, as the gathering of forces is firmly rebuffed by the Rachni.
Third round gets a 6 and a 4; total of 8 to 7. C-space won, and successfully establishes a [strong] 1 tag from the Rachni as they gain advantage in the skirmishes.

End result:
The Rachni Hives think of C-space as [warlike]-2, [aggressive]-1, [technologically familiar] 1, [strong] 1.
C-space thinks of the Rachni as [silent]-2, [insectoid]-1, [warlike]2.

Not great grounds for avoiding a war, but not a war outright like if C-space had rolled a 1 in round two.


Now, let's take a bit better first contact as a second example, between the humans and vulcans.

The 1d10 to establish scenario rolls a 6, giving two positive and one negative trait. Based on the factions involved, the humans get [peaceful]1, [friendly]1, and [logical]-1 as their first impression of the vulcans. The vulcans get [newcomers]1,[peaceful]1, and [illogical]-1 as their first impression of the humans.

The humans have no first contact package, but default to friendly. The vulcans have a first contact plan of:
Target: Unknown Aliens
Nature: Friendly
Resources: 4RP, 1 turn
Plan: Upon detecting a species's first FTL drive, land to meet its creator, wishing that they Live Long and Prosper as is the traditional greeting of our people. Check up on the drive and make sure it won't hurt anyone and offer advice for improvements.

Once done, contact Vulcan High Command with the news so further diplomats can be sent.

This gives the vulcans a bonus of +1 for a good plan, +1 for funding, and +1 for building on a good impression. The humans get a bonus of +1 for being master diplomats and +1 from the good impression.
In round 1, the vulcans roll a 5 and the humans a 2 for their attempt, and the humans roll a 1 against the vulcan's 4 for their attempt (8v4, 3v7). The vulcan's traditional greeting of "live long and prosper" resonates, even through translation, and [friendly]1 gets upgraded to [live long and prosper]2. On the other hand, the human's failure to replicate the vulcan's gesture and alternate offering of a handshake runs into cultural difficulties, giving the vulcans a [hedonists]-1 tag towards the humans.

Round 2, the rolls are 3v1, 6v4. (6v3, 8v7, with bonuses). The vulcan surprises the human with a bit of advice for improving the warp core, and after some hesitation decides to go for the handshake offered even though to him it's basically the same as sex would be for the human. The humans gain the [knowledgable] tag towards the vulcans, and the vulcans dispel the [hedonists] impression.

Round 3, relations have increased enough that the bonus for both sides increases by one. The raw rolls are 3v5 (7v8), 5v5 (8v9). The vulcans depart, both sides preparing to tell their governments what happened, and the day will be fondly remembered as the beginning of a great friendship. The humans increase their [friendly] tag to [friendly]2, and the vulcans gain a [friendly]1 tag.


Combat System:


General Combat System:

Base casualty numbers: as a baseline, two warfleets of equal size and tier that specialize in the same things and go about combat in the same general way will each take 20%(one step) in losses in a normal fight against each other.

Actual stuff that changes that number should be split into postional, major, and minor advantages, with major advantages either causing or mitigating more damage than minor ones.
Advantages should be split into having an edge(+), having an advantage(++) and having Supremacy(+++) in a given area.
Note: up until Supremacy someone having an edge/advantage in a given area doesn't necessarily mean that their opponent cannot have an edge/advantage in that area as well, as warfare can be asymmetric and how you got said edge/advantage matters just as much as what said edge/advantage is in.

Positional advantages are the 'you're quite literally starting to overwhelm your target in a given area, spilt into Front Advantages and Depth advantages, and while normally casualties inflicted by these advantages are only equal to those inflicted by Major Advantages, having both Front and Depth Supremacy means that you've almost certainly won the fight, as your opponent is forced to either retreat or suffer immediate huge casualties.

Front: edges/advantages here means that you're managing to either push the front back into their own territory or stall out the enemies advance(if you're on the defense). This is generally the 'you're winning the grind as a whole' advantage, but can also come from consistently out-playing your opponents when it comes to the fights that are actually occurring, as your forces achieve local superiority/supremacy enough to make their theoretical advantages come to nought. When on the defense in heavily built up territory, the Defender almost certainly starts with some level of edge/advantage(or maybe even full Supremacy) here by default as said defenses work to better hold the line and stall out enemy attacks(especially when supported by mobile forces that can actually deal with high enemy force concentrations)

Depth: edges/advantages here means that you've broken through and are now raiding the enemies back lines, disrupting their ability to receive supplies, reinforcements, and maybe even proper orders depending on where the people giving the commands are relative to the front and how said orders are being given.


Major Advantages are dependent on strategy and tactics and on how your forces actually operate on a battlefield as a cohesive whole as the battlefield shifts back and forth and as both ground and void battles cycle through their assorted phases. Note: unlike in the earlier category and in the category after this, advantages in one area here can contribute to advantages in another, with how much said contribution ends up being up to GM discretion.
Bombardment: fleets standing/moving around at a distance, jostling for position and bombarding each other from long range, attempting to take down shields and maybe even cripple or destroy enemy ships before the almost inevitable clash. edges/advantages here represent your forces dealing more damage in this long ranged game of potshots and (sometimes overwhelming) firepower, and can potentially cascade into edges/advantages(or at least reduced enemy advantages) in the Clash phase, as vessels are stripped of shields and/or otherwise damaged before either side can manage to get close.

Skirmish: this occurs at the same time as the Bombardment phase. This phase is a giant game of cat and mouse, as fast escorts move about and strikecraft move out, clash, and otherwise make to go take out enemy ships before things get too chaotic. This phase is defined by well… skirmishes, as fast moving lighter ships, strikecraft, and tactical-jumping ships move in to disrupt the enemies formations, pick off isolated targets, harass enemy back lines, and otherwise make a nuisance of themselves, sometimes so much of one that the damage dealt here outshines what was dealt by the actual long ranged bombardment. edges/advantages here can potentially cascade into edges/advantages(or at least reduced enemy advantages) in the Bombardment phase, as these skirmishes disrupt their ability to do any actual bombardment in the Bombardment phase.

Clash: here is where fleets generally go to die. Defined by frantic broadsiding and boarding, as ranges get so close and the fighting gets so dense that missing becomes almost an impossibility; sadly, if you want to take out the enemy quickly, force a large scale invasion on a nearby world, or break through enemy defenses as to ravish their back lines, this sort of engagement is almost completely inevitable. edges/advantages in this section cause double the usual amount of casualties suffered.

Disengage/pursuit: what almost inevitably happens, as whichever side is losing within any given instance of clash, or even both sides as the case may be, attempt to escape from the brawl before too much damage is suffered even as the other side does all in its power to keep . Unlike in the other sections here, edges/advantages in this category either reduce, or increase, depending on if your pluses are in disengage or pursuit, the number of casualties suffered in Clash, potentially down to the point where it is no more deadly than the other two sections or up to the point where Clash could outweigh both of the previous categories combined.

Ground:
Shock: here is where armies meet. Where artillery and aircraft fill the sky, and where trench lines and general mechanized pushes make their play. Having at least an edge here is required for unlocking all of the later phases of ground combat.

Penetrate: here is where armored spearheads exploit momentary gaps and weaknesses in the enemies lines, penetrating through them and making a breakthrough, be it with only a small group or a large chunk of the locally available forces, to go on to ravageravish the enemies back lines. (halved actual losses from held advantages here, but opens up Exploit and Reduce)

Exploit: the forces that have broken through try and destroy their target's built up infrastructure and defenses here; a large enough Advantage in this area can also potentially even take out enemy planetoids as their key parts are taken out one by one. (halved losses to enemy ground forces from advantages in this category, but can reduce fortifications and infrastructure, which can have its own benefits to the wider battle/war)

Reduce: and here is where the majority of the actual ground based losses happen, as the breakthrough forces turn back around to flank and encircle their enemies front, reducing it to potentially non-existent(at least in this particular engagement). (edges/advantages in this category cause twice as many losses as normal)

Unlike their more doctrinal kin, Minor Advantages are where unit specializations and doctrinal differences really get to shine, as these advantages represent qualitative/quantitative advantages in a 'my units of this category versus yours, go.' way. Although how said advantages are gained and where they are applied relies on doctrines almost as much as it does on qualitative/quantitative edges.
Note: all edges/advantages in one of these categories can contribute to getting edges/ advantages in one of the above major advantage category, with precisely where said bonuses end up going depending mostly on where said units focus doctrine wise.
AN: all categories listed here are meant to line up with the more general ones that a faction can have advantages in.

Space:
Capital ships: advantages here seldom ever cascade into Skirmish advantages, but can be added to Bombard and/or Clash depending on doctrinal differences.

Line Ships: advantages here can cascade into any area of the void battle, outside of maybe Disengage, which is purely doctrinal in nature. (which is to say Disengage depends on how one fights, not necessarily which categories you end up having an edge/advantage in)

Screen Ships: advantages here can cascade into any given area of the void battle, but usually favor Skirmish and are worse at Bombardment.

Strike Craft: advantages here can cascade into Skirmish and either Bombardment or Clash, depending on the nature of your Strike Craft (though Bombardment is generally considered somewhat easier.)

Ground: ground combat
Aircraft: can contribute to any area, but Shock, Exploit, and Reduce are the most likely

War Engines: can contribute to any area, but Shock and Penetrate are where they are strongest, if with the caveat that some of the entities in this size range may not be fast enough to properly take part in/take advantage of said Penetrate area.

Artillery: mainly contributes to Shock, as they likely aren't fast enough to meaningfully penetrate any weaknesses and what comes after that.

Vehicles: mainly contributes to Penetrate, but can contribute to any areas of the battle, as armored spearheads are usually fast enough and heavy enough to take advantage of any opportunities that arise.

Infantry: universally effective, but usually worse at Shock than Artillery and worse at Penetrate than Combat Vehicles. Generally requires special forces-style units to have effectiveness at Exploit.

Infantry Support: Modifies Infantry's effectiveness, though specifics vary on what sort of Support is more common. Widespread and effective IFVs and APCs generally bolster Penetration and Exploit, while large amounts of heavy weapon proliferation may increase resistance to enemy Shock/Penetration.

Note: once again, these advantages and where they cascade to is highly situational, and in some cases some of the above Minor Advantages can cascade into each other as well as the more general Major Advantages.

Proposed Sheets:

Clan Grendakal (Spartakrod)
Men of Iron (Chimeraguard)
Krork (Patrickmm1)
Khitomer Alliance (LilyWitch)
NUNS (EternalStruggle)
The Banished (SteelWriter77)
The Zerg (Lord_Abaddon)
Celestial Crows (Baron Ouroboros)
Adelaide and Richard's Day Out (Carstein)
Sith Empire (Revan4221x)
Phyrexia Resurgent (Froggo Fantastic)
Pan-Human Commonwealth (BobTheNinja)
 
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Ah, and here we go. Might as well post my sheet as another example for any new players.
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Men of Iron
Origin: In the closing era of the Dark Age of Technology, it is said that the Men of Iron rebelled against humanity in a great war that broke the civilization of their creators. This… is something of a generalization. War implies organized battle lines and well-defined factions. In truth, the Iron Men were divided countless ways, scattered all across the Confederation of Man's frontiers, each trying to find some way to halt the Psyker Blooms, or save some fragment of humanity, or simply protect themselves.

For one clade of Iron Men, scattered across the galaxy like all the others, many rushed to the nearest human-inhabited world, built ships and evacuated as many as they could, and then ran for… somewhere. Anywhere that could be considered "safe." As fortune would have it, some have found themselves in Eklemarid with their precious human cargo; Scattered and confused, but alive.
Leader: No specific leader, instead coordinating and communicating via a web of quantum communication networks, with certain more experienced Iron Men often being deferred to informally. Most respected/veteran member of the initial fleet and therefore closest equivalent to a leader identified as Mirian (Full Designation: Mightier Than the Sword.)
Definitive Trait: Auto-War: The vast processing power provided by Iron Men plasma CPUs allows them to manage a Quantum Economy, where mass is extracted on-site and rapidly fabricated into bases and armies using nanolathes. Under this so-called "AutoWar" doctrine, a single Iron Man ACU can fabricate an army in moments, and continue supplying reinforcements as long as there is mass to be converted.
Traits
-Mechanical Armies
-Fortification Experts
-Unbreakable
-Logistical Independence
-Additional Specializations (Supercapitals)
-Additional Specializations (Behemoths)
Drawbacks
-No Magic: The supernatural abilities provided by the Warp have always baffled the Iron Men, and proven stubbornly impossible to replicate.
-Keystone Army: The ACUs that the Iron Men house themselves in are durable and powerful, with a number of safeguards to avoid termination. Nevertheless, if one were to fall, then it would cripple the operations of all units under the ACU's control, with ones Linked to the Quantum Economy shutting down in moments.
-What is This, a Structure for Ants?: While the Nanolathes are an essential part of both the civilian and military economy of the Confederation of Man, there is a limit to how efficiently they scale up, with planetoid-scale projects in particular suffering in efficiency.

Origin Points
-Another Successful Warp Jump (+3 Points)
-Faction Tier Upgrade Extremis (6 Points)
-Faction Tier Upgrade Maximus (12 Points)
-Increased Tactical Durability (6 Points)
-Scattered Exodus (4 Points)
-6 Magnitude 1 War Fleets (+3 Free from Exodus) (6 Points)
-6x More Population (6 Points)
-3x More Starting Resources (3 Points)

Starting Condition
-Population: 20(Base) + 10(Exodus) + 18(Exodus Fleets) + 30(Purchased) = 78
-Starting Population: 36 (with 42 more arriving with Fleets.)
-Fleets: 1 Magnitude 1 War Fleet, 9 Magnitude 1 War Fleets en-route.
-Starting Resources: 25 RP for first two turns.

Order of Battle

Focuses
-Strike Craft
-Behemoths (x2)
-Lords & Commanders
-Supercapitals

Space

Macro-Capitals
Supercapitals: No expense is spared when constructing Iron Men Supercapitals, as they are where the actual Men of Iron Commanders are housed. The Zenith-class Command Ship makes use of Quantum Links to allow it to compartmentalize to the point that it is a solid block of armor with disconnected weapon batteries. Depending on how much mass is dedicated to manufacturing and how much is to personal capabilities, a Zenith's capabilities can vary, but even "weaker" variants could go head-to-head with multiple Necron Tombships and come out on top.

Dreadnoughts: The Men of Iron has no ships of this class currently, though the Battleship-sized Apex often have firepower and durability ratings closer to Dreadnoughts than conventional Battleships, due to their Linked status.

Capital Ships
Battleships: The Summit-class is the primary Battleship of the Men of Iron, and is an odd man out from the rest of the high-speed, short-ranged, high-offense AutoWar Voidship designs. The Summit meanwhile, is slow and with average combat ranges for a Battleship, and is also wide compared to Imperial designs. However, Summits are extremely durable even by Battleship standards, with extensive layered internal armoring and shielding that can resist penetration from concentrated Lance fire. Furthermore, the Summit also boasts an extremely heavy turret array, making use of biphase particle weapons that create an EMP effect to disable whole squadrons of strike craft with a single shot. All of this combined makes the Summit an effective "tank" behind which other AutoWars can recover and repair, or use to defend important locations.

The Apex-class Battleship meanwhile, is a different beast, a Linked-Only super-Battleship meant to accompany Command Ships (or be a flagship design for smaller Commanders.) The standard Apex uses the Quantum Economy in much the same way as the Zenith, compartmentalizing itself and allowing particle weapons to be pre-accelerated, while printing out endless swarms of torpedoes and strike craft. The Apex's primary armaments are a Nova Cannons and spinal-mounted Exo-Lance, along with numerous secondary Torch-shell and particle beam weapons. Overall, the Apex-class is a deadly opponent that holds the firepower and resilience of a Macro-Capital in a ship the size of a mere Battleship, while also being able to reach speeds more associated with Line Ships or Escorts. Its need to stay close to a Zenith to keep itself Linked is its only drawback.

Battlecruisers: The Men of Iron have no ships of this class currently.

Line Ships
Cruisers: In the Iron Men fleet roster, there are two nigh-universal Cruiser classes and one that's considered more situational. Following their "Killers and Carriers" doctrine, the main Cruisers are the Meridian-class Light Cruiser, a 5 kilometer vessel that is very lightly armed (though still easily sufficient to handle small numbers of screenships), but nearly completely composed of launch bays and construction nanolathes, allowing it to print out and support vast swarms of strike craft. The other main ship is the Sierra-class cruiser, a fast and powerful, but short-ranged Cruiser-weight of 6 kilometers long, and a threat to even Battleships in sufficient numbers.

Less common than the above two is the Precipice-class Bombardment Cruiser, essentially a multi-barreled Nova Cannon with a Cruiser hull built around it. Loaded with antimatter and grav-warhead shells, the Precipice is a situational unit that can send out a blistering volley of Nova shots at distant enemy fleets, but is effectively helpless when the battle gets closer, at which point Precipices are either disassembled for spare resources, or sent into the enemy and made to detonate their remaining munitions if that's not feasible.

Destroyers: Like most 40k factions, Iron Men Destroyer-sized vessels are generally used as Escorts. The main design used is the Prominence-class Frigate, a fast and powerful lance-boat also capable of atmospheric landing (or perhaps more accurately, taking off from orbit after being built by groundside Commanders.) The Prominence's high maneuverability means that it can bring its main gun to bear even against smaller Screenships. Other variants of the Prominence trade out the prow lance for large amounts of Dorsal weapons, to better contend with Escorts and Screenships. The latter design is likely to become much more common in Vyranodasik, with the plethora of smaller Screenships present.

Screenships

Frigates: The only Iron Men ship of Frigate size produced in regular numbers is the Vertex-class Microship. Rather than serve as an escort, the Vertex is instead a high-speed ramship, with a shielded prow and laser-heads letting it slam into an enemy hull, cut it open, and then start reclaiming its mass for Iron Men use. Once full, a Vertex is generally pulled away from the fighting to use the captured mass to construct additional warships or quickly repair existing ones, though it often leaves a parting gift behind in the form of a flash-fabricated swarm of nanite disassemblers within the enemy vessel.

Corvettes: The Men of Iron have no units of this size, or at least not ones in regular production.

Aerospace
Strike Craft: The Men of Iron rely heavily on strike craft in their doctrine, primarily focusing on relatively short-ranged but very fast, powerful, and heavily armored units. The primary space superiority fighters are the Gemini Heavy Interceptor and the Phalanx missile fighter. Both units have a resemblance to flying wings, and in space where there is no need for aerodynamic lift, the wings are folded back to reduce targeting profiles, making them resemble torpedoes. Both are armed with ultra-relativistic particle weapons like Neutron Beams, which can be laser-coupled to increase range, though like all Iron Men designs there are numerous customization options depending on the enemy being faced.

The main bombercraft are the Shocker assault bomber and the Shimmer Stealth Bomber, both part of the "Solace Squadron" of AutoWar Bombercraft. These bombers are blocky, almost resembling armored train cars with small wings near their rears, and follow the general philosophy of Iron Men strike craft being relatively short-ranged compared to many of their counterparts, but powerful, fast, and heavily armored. The Shocker is the tougher assault bomber of the two, while the Shimmer is more of a stealth craft, though even the Shimmer has a durability rating more equivalent to a Baneblade than a strike craft.

The last Strike Craft unit of the Iron Men occupies a gray area between strike craft and Frigate, being the 800 meter wingspan Vertigo Mega-Bomber. Large enough that it can only be supported by the Capital Ship-scale carriers of the Iron Men, the Vertigo is slow compared to other Iron Men craft, but can attack from greater distances than other Iron Men craft with massive volleys of antimatter missiles, powerful enough that even Unlinked Vertigos can crack Battleship armor. Given the volatility of their munitions, Vertigos are launched from their carrier craft and move some distance out before releasing their payloads, not stopping until they are either destroyed or run out of munitions, at which point they return for a reload.

Aircraft: In atmosphere, fighters and bomber roles are fulfilled by the same designs used as strike craft, albeit with Linked designs being seen more frequently due to how relatively short ranged ground warfare is compared to space combat. Still, there are a couple of air-only designs in use by the Men of Iron.

The primary example would be the Phasm, used as a gunship with both troop transport and heavy weapons variants (though it remains agile and fast enough to fight other aircraft as well.) More notable is that even unlinked, the Phasm is capable of cloaking and creating false images of itself both visual and on sensors, obscuring its exact position and making it difficult to target.

Summary: Overall, the Men of Iron rely primarily on a doctrine often described as "Killers and Carriers", where half of the fleet is made up of designs meant to be used in a high-aggression style, while the other half are made of highly dedicated carriers. This aggressive, frequently close-ranged doctrine is meant to allow them to rapidly destroy parts of the enemy fleet, the wreckage of which can be reclaimed to manufacture yet more warships and starfighters to continue the rampage, and casualties suffered can be easily replaced.

As part of this, the Men of Iron retain a significant specialization in boarding actions, as groups of AutoWars disembark from assault boats and carve apart portions of the enemy ship, which are carried back to the carriers to manufacture yet more boarding units and strike craft as-needed.

The Iron Men performance in the Bombardment phase varies somewhat depending on the amount of Bombardment Cruisers available, but overall they retain at least a reasonable showing here, with Zenith Command Ships and Apex Linked Battleships being devastating with long-ranged fire, while Precipices when amassed in numbers can deliver endless Nova Cannon salvos. It is not, however, their preference, though they're capable enough to outplay many other factions who are poor-to-merely-decent in this phase.

Skirmish is a phase where the Iron Men do better at, with the relative short weapon ranges of their ships made up for by their speed and plentiful strike craft. It is far from uncommon to see squadrons of Microships descending on unprepared screens, destroying them, and using the salvage to construct new skirmishers to fight elsewhere.

The greatest area of Iron Men dominance is in the Clash. Here, the short range of many Iron Men warships and strike craft means nothing, where the Iron Men can fight in perfect coordination while more mortal foes are disorganized by the chaos of melee, where boarding actions that the AutoWars excel in are done in great number and frequently, and where newly constructed Strike Craft can be made Linked, further bolstering their already potent capabilities. Few foes can emerge victorious against the Iron Men in a direct clash.

Iron Men ability to Pursue, with the exception of in-system STL pursuit, is very poor, as their FTL relies on calculated Warp Jumps. While Warp Abacuses make them better than any Imperial variant, without Navigators it is slower and less accurate than most forms of FTL travel, allowing many opponents to escape to fight another day (and that's without the usual unreliability of Warp travel.) Even if they were to catch their opponents, they'd have abandoned most of their fleet due to a lack of Warp Drives and would need to build it again from scratch. When attempting to Disengage themselves, it tends to go better, largely due to the nature of Iron Men AutoWars meaning they can throw the vast majority of the fleet away as blocking units without truly losing anything.


Ground

War Engines


Behemoths: While for other factions Behemoths are rare things brought out for only the most important and decisive of fights, for the Iron Men Behemoths are the centerpiece of AutoWar doctrine, as the Nanolathes of the Iron Men mean it is (relatively) cheap to assemble them in large numbers. While each class of Behemoth is quite different from the others, all of them serve as heavy breakthrough assets that are not only extremely powerful, but absurdly fast for machines of their size. They make up the core of AutoWar doctrine, around which the rest of the ground force is made for supporting. The most common Behemoth classes have different specific roles, and are as follows:

-Nemesis-class Megabot: A six-legged spiderbot with a wedge-shaped body and top-down symmetry. Its main guns are Neutron Beams, which give its weaponry an EMP effect along with the general devastating firepower. Aside from this, their most unique capability is their ability to tunnel, retracting its weapons and wrapping its limbs around the main body to launch subterranean deep strikes.
-Executor-class Megatank: A massive, flat, quad-treaded tank with multiple battleship-like turrets across the body, with a rear section that supports a large VLS. The Executor trades the direct-firepower of the Nemesis for durability and long-ranged indirect fire capabilities, able to lay down blistering barrages of heavy shellfire or salvos of missiles, sometimes bracketing the airspace with atomics to clear out enemy aircraft. -Citadel-class Flying Fortress: A more expensive Behemoth, the Citadel is a flying kilometer long brick with gun turrets and missile launchers on every side. Though underarmed for a Behemoth (albeit highly durable), outright combat is not the Citadel's main function; Instead, it shoots Nanolathing beams at downed units to bring them back to full functionality.
-Castigator-class Macro-Titan: The most expensive Behemoth of the MoI, costing four times the Mass of a Nemesis or Executor. In return, the 1.4 kilometer tall Castigator is a singular combatant beyond any other Iron Man unit. It is fast, durable, and extremely powerful, with a firepower rating closer to that of a Cruiser than a ground unit. A variant of the Castigator known as the Apocalypse trades out melee capability for even further ranged firepower and anti-orbital capabilities.
-Leviathan Landship: The odd unit out for the Iron Men, the Leviathan Landship is less of a Behemoth and more of a mobile base, as it requires no Quantum Link and is significantly slower than other MoI Behemoths and having a lesser ranged firepower rating than the Castigator while costing three times as much to produce. In exchange, it is highly durable, but more importantly acts as a mobile construction bay, housing an entire base on its back for manufacturing other structures and units.

A final example of something that qualifies as a Behemoth for the Iron Men is the Invincible-class Star Fortress. Normally a massive starfort used to protect valuable orbitals, the Invincible class can also be de-orbited to act as a massive ground fortress. As a 32 km diameter fortress, its firepower and durability are beyond any conventional land combatant, which combined with the sheer expense of making one, renders this a situationally used technique, but one that nevertheless exists in the Iron Men playbook if necessary.

Titans: Though their Behemoths are more famous, Men of Iron Battle Titans are still a very potent force. Compared to Imperial Titans, Iron Men Titans are all around superior, but in general much more focused on direct combat rather than indirect fire support, with large amounts of massive power blades and direct-fire particle weapons, allowing them to better contend with opponents that would seek to destroy Iron Men Behemoths in close quarters. An Iron Men Titan Legion is also entirely composed of Battle Titans, as Linked Superheavies have sufficient speed to substitute for Scout Titans.

When Linked, aside from the general increase in combat capabilities AutoWars always receive, Titans begin to outfit themselves with teleportation systems, allowing for deep strike operations (which can prove particularly devastating when you then pump destroyed examples full of antimatter right inside enemy lines.)

Vehicles
Superheavies: The primary Superheavy units of the Men of Iron are the Aithon, Charon, and Neptune superheavy tanks, each built off of the same 30-40 meter (varying depending on personal Commander preference) chassis with a laser, accelerator/torch-shell, or plasma primary weapon respectively, with formations composed of these tanks referred to as "Crucio" units. It would be these designs, equipped for killing much larger targets with their main guns while the diverse array of secondaries handles smaller ones, that would inspire the Baneblade used by the Imperium of Man. In Iron Men doctrine, these superheavies are mostly built Linked, serving as "light tanks" that support, escort, and picket formations of Titans or individual Behemoths, and such Linked units have armor rated as outright superior to Imperial Battle Titans.

Aside from the iconic Crucio tanks, the Iron Men also field a number of superheavy walker designs, most notably the Centurion (an Iron Men variant of the Knight Titan with about as many different configurations) and the Peltast, another Knight-sized bipedal walker variant built around a single massive gun mounted on one side. With the Peltast being more than a bit situational though, the Centurion in all its different variants is much more common.

Main Battle Units: Iron Men Main Battle Units are composed of both tracked and wheeled vehicles, along with walkers. When Linked, the non-walkers (members of the so-called "Strike Legion") have treads and wheels replaced with hover-plates, allowing them to not only move far faster, but deploy directly from Zenith Command Ships onto the ground. Iron Men AutoWars that classify as MBUs (or at least the main types) are as follows:

-Striker: A high-tracked vehicle with the turret replaced by a bot's upper body, with weapons mounted on both arms and shoulders.
-Archer: Gigantic armored motorcycle, with a railgun running down its length.
-Demolisher: A very wide and flat tank that is open down the center with an embedded sonic cannon running down its length.
-Avenger: Blocky tank that stabs struts into the ground and folds its treads / hover devices outward when it deploys to fire at greater velocities.

-Karaphractos: Six-legged spiderbot with an armed humanoid upper body.

Lights: Looking like a larger version of the Imperial Sentinel, the Surveyor is a scout walker meant for reconnaissance, infiltration, and flanking missions. In general, Surveyors are lightly armed with a single powerful (relative to the unit's size) energy weapon of some description, alongside advanced targeting systems that let the weapon be used as a giant sniper rifle. Like all Iron Men though, they are far more resilient than any comparative Imperial design, and the Surveyor can also be made with built-in cloaking systems when constructed with Links to the quantum economy.

Infantry

Supersoldiers: While the Men of Iron have a number of powerful infantry units, none of them are truly "exotic" enough to be worthy of the title of supersoldier.

Elites: Built to a better standard than the Aggressor or Castellaxi, the 5 meters tall Venator is the main elite infantry equivalent for the Men of Iron. Rather than being any sort of elite special forces unit, the Venator is simply a more powerful direct combatant and equipped with more powerful and advanced weapons, with enlarged Storm Shields being particularly common in boarding actions, along with other samples that would qualify as heavy crew-served weapons if used by humans.

Line Infantry: The two main line infantry units used by the Men of Iron are the Aggressor standard infantry warbot, and the Castellaxi shock assault unit. The 3 meters tall Aggressor is built like an elongated suit of power armor with built in shoulder-mounted secondary gun, while either arm can mount either a ranged torch-shell, volkite, or plasma gun, or an integrated melee weapon (usually a Power Fist.) Even these basic infantry units are very powerful, with compressed matter munitions giving each shot a yield closer to that of a modern-day aircraft bomb, while also being resilient to a degree close to that of Space Marine armor. Some Iron Men prefer their Aggressor frames to be more explicitly robotic, often resembling Star Wars Droideka designs to some extent (not that the Men of Iron have ever heard of "Star Wars.")

Castellaxi are built similar to the Mechanicus's Legio Cybernetica equivalent, though far superior in every aspect. 4.5 meters tall, they serve a similar role of heavy shock assault, being significantly more durable than Aggressors, and armed with a shoulder-mounted heavy weapon, twin Power Fists, and a wrist-mounted infantry gun on each arm. Despite these impressive features, they are still quite cheap to manufacture en-masse, due the normally mundane (by Iron Men standards) technology they use, making them more expendable than Venators.

Individuals of Importance
Lords & Commanders: The Anakim-class ACU is the mainstay of Iron Men ground Commanders. Primarily built in the form of a 750 meter tall bipedal walker, though other forms can easily be used, the Anakim houses an Iron Man commander and is the first unit deployed in offensive warfare, utilizing a stealthed entry vehicle to make planetfall undetected. Once that step is complete, the ACU begins setting up a base to assemble the rest of the army, with massive formations and structures rising within mere minutes after deployment.

The ACU is the only irreplaceable part of any Iron Man army, and its destruction severely limited Iron Men capabilities. As such, it is always well-protected and highly durable, being capable of teleportation and able to reconstruct itself if given time without destroying the Iron Man core itself. As with the Zenith, Anakims can be heavily customized depending on how much mass is taken from army operations for self-improvement.

Heroes: The Iron Men have no true Hero-equivalents, as every part of the Iron Men army is replaceable except for the Commanders themselves.

Support
Artillery:
The Iron Men have numerous artillery options, from mobile units such as the Avenger Artillery Tank that accompanies the regular armor units to the heavy indirect-fire capabilities of the Executor Megatank and Citadel-class Flying Fortress. Most intimidating however is the Judgement-class Strategic Artillery, a static strategic artillery piece built in Iron Men bases capable of firing across intercontinental distances and even into orbit.

Another more unconventional artillery piece is the Noah Strategic Teleporter, another piece of base infrastructure normally used to teleport freshly constructed units to the frontline. When Linked however, it can be repurposed to teleport freshly assembled explosives into enemy formations or within large structures or War Engines, with impressive results.

Infantry Support: The Men of Iron have little use of infantry support units in the way that other factions do. The primary exception is the Chasseur-class Heavy IFV, a heavily armored troop transport that carries infantry AutoWars with greater speed (and protection from incoming fire) than they could on their own, with the Chasseur holding a surprisingly large number of AutoWars that are folded up when in transit. Portions of the Chasseur's schematics would eventually be utilized in the Land Raider of the Imperium of Man, and the AutoWar bears a striking resemblance to it as a result.

The other main Infantry Support unit is more of a specialized combat AutoWar that is deployed to meet specialized needs. The Thanatar Siege AutoWar blurs the line between infantry robot and walker with its 6 meter height. The most distinctive of its armaments is a massive shoulder-mounted one, with the two most common variants being a plasma mortar for serving as a mobile artillery platform, or a massive lascannon that can melt heavy armor and target down fast-moving aircraft. Also used is a Graviton Ram, the crushing force waves of which can pulverize infantry, vehicles, and fortifications alike. Overall, the Thanatar is a more specialized war machine meant for siege assault, compared to the more generalized Venator.

Summary: The MoI ground combat doctrine revolves around their Behemoths, which are relatively common due to their production method and serve as the frontline centerpieces of their armies rather than rare trump cards to be held back until crucial moments like in some other armies. Smaller units support the Behemoths and reclaim and feed battle wreckage back to the base, which manufactures reinforcements. As the front line advances, the base is gradually disassembled and rebuilt in a more forward position, so as to keep the front line units within quantum econ range and to shorten the distance required between the factory and the front.

MoI are nigh-unstoppable in the Shock Phase, with plentiful Behemoths and powerful artillery letting them shatter enemy defensive lines with little issue, as few factions can muster a counter to so many different points of force concentration.

Penetration is hardly any worse for them, as the high speed of Linked Iron Men units (including most of the Behemoths involved in the Shock Phase) means any weakening in the lines will be quickly made good on and punched through.

Exploit is somewhat more frustrating for the Iron Men, as the further deep the Iron Men push the longer it takes reinforcements to arrive, but they are fairly effective, particularly if they are willing to "burn" the exploitation assets in exchange for inflicting damage.

Reduce is an area where the Iron Men do not dominate quite as thoroughly as Shock or Penetration, but still make good work in, using Behemoths to disrupt enemy holdouts and smaller units to mop them up. Reduce also has significant rewards for the Men of Iron, as it allows them to Reclaim the wreckage of their opponents to sustain production to manufacture even more AutoWars.

Macro-Capitals
-Zenith-class Command Ship: Command Ship that houses the actual Iron Man, and as such the only actually important ship in the entire fleet. Good at everything while also being fast and extremely tough due to being a solid block of armor. Can also manufacture any other unit or ship in the Iron Men arsenal.

Capital Ships
-Apex-class Battleship: Linked-only super-battleship normally used as either an escort for Zeniths or a ship housing for Anakims. Mounts far more weapons than most ships its size ever could due to Quantum Economy. Has a spinal Exo-Lance, a front-mounted Nova Cannon, powerful dorsal and broadside armaments, torpedo launchers, and hangar space + manufacturing capabilities to send out a literally endless swarm of Strike Craft, while also being fast. Only real flaw is reliance on Quantum Economy, meaning it'll shut down in minutes if it strays (or is forced) too far away from a Commander.

-Summit-class Battleship: A more conventional Battleship that has standard Battleship speed, making it unusually slow by Iron Men standards. Instead is emphasized as a "tank", with extremely durable armor and shields, plus a very potent point defense array for fending off torpedoes and strike craft.

Line Ships
-Sierra-class Cruiser:

-Meridian-class Light Cruiser

-Prominence-class Destroyer:

Screenships
-Vertex-class Microship: Frigate-sized Ramship of the Iron Men, using its small size and high speed to ram enemy ships, after which it Reclaims parts of the enemy's hull at the breach to fill up its internal stores, then uses them to manufacture other warships. Can also use its nanolathes to repair damaged Iron Men ships, or to produce war machines or nanite swarms directly on the enemy's decks.

Legends
Mightier Than the Sword (Mirian): The unofficial leader of the Men of Iron that have emerged in Eklemarid, Mirian is a multi-century veteran of conflicts against foes ranging from Veridi Giganticus (Ork) WAAAGHs to the Eldar Dominion (a foe that few Iron Men can claim to have emerged victorious against.) In her fights protecting human space from the Eldar, she found herself in the rare position of being able to interact with the humans that created her and her compatriots, something that many attribute to why she was able to convince her Clade and many others to remain loyal.
-Traits:
–Alliance Coordinator: In her battles with first the Eldar Dominion, then the Psyker Blooms, Mirian often found herself fighting alongside unfamiliar Iron Men clades, the occasional Stone Man, and even hastily raised human militia units. In the process, she developed a knack for coordinating with and fighting alongside different allied forces.
–Diplomatic: Mirian was central in ensuring that a signficant section of the Men of Iron did not go rogue, communicating with not just Commanders operating in her area, but also other, more distant Clades as what little central authority and coordination that existed in the Confederation collapsed, while also working with local human governments to coordinate defense and evacuations. While not exactly formal training, this has given her a great deal of experience in operating as a diplomat.

High Stakes Gambler (Hastig): A recklessly cheerful Anakim-class ACU, Hastig has gained a reputation among the Eklemarid Iron Men for highly-risky deployment schemes, even among Terran-deployment pattern favoring commanders. Particularly, he is notorious for ramming his Deployment Vehicle onto the nearest enemy Leviathan-class warship or fortress he can find, trusting in his durability, the disruption of his crash-landing, and a bit luck to let him quickly build up an army to secure his position before he's overwhelmed. Surprisingly, this general tactic seems to work, judging by his continued survival and success.
-Dynamic Entry: Hastig's signature move is to crash himself directly onto the most important bit of war-material he can find and start building an army to expand from there, a highly reckless strategy that seems to work out for him. If there is anyone who can be trusted to create a beachhead upon a fortified enemy megastructure, or hostile and active Battleworld, or anything similar, it is him.

Starting Location: Eklemarid, M-10 East

Still somewhat debating on whether or not the MoI deserve Increased Tactical Durability, but for now I'm leaning on "yes from a combo of their high-quality armor, rapid ability to fabricate reinforcements (even by SupCom standards), and the sheer amount of Effort that goes into preserving the Commanders.
 
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The Krork

Violence is the One Universal Language. It echoes within our soul, beats within our heart; it's a maddening beat, one that threatens to drive us insane each time we walk too close to that edge.


Faction Name: the Fleetcommune of the Krork (Krork, but People!)
Leader: the Council of FleetMasters
Universe of Origin: Alternate Warhammer 40k universe: alternate the War of the Krork, fleeting from a nearly completely victorious Beast
Tier: low-Maximus(Tier three with two faction-tier modifiers)

Origin: the Beast Set Loose, the grand WAAAGH of OverBoss Skullcrack, stands almost triumphant. Mag'ladroth, the Void Dragon, the Greatest of the C'tan, is a burnt out shattered wreck, used as an ornament on one of it's great WAAAGH Giants. All that is left of the original eidolonic War of the Krork, once under the command of Warmaster Ghazkhul, is shattered ruins. The warp storms have long since been tinted green, filled with more of the Beast's own Demons than the forces of the Chaos Gods who once called them home in the few cases where they weren't simply erased by the scouring tide. the tombs of the Necrons have gone silent once more, and even Vect has been slain, with his Dark Eldar herded and slaughtered like cattle. The Dreams of the Asur come to naught, and even the loyalist Primarchs, returned in full and powered up by the ascension of Adam Kadamon, have been slain to the last. Even now, the Galactic Core, once home to the never-ending biological tide of the true winner of the Octarius War, burns with green fire as even the Great New Devourer can do nothing but scream in the face of the coming oblivion.
But even here a tiny fragment lives on, as the few remaining non-eidolons hold out under the aegis of the results of the final project of the last of the Old Ones, Qah, bears fruit. Wrought from those shattered ruins, the Krork return as they were first envisioned: Protectors against those that would consume reality itself. Already they have managed to repel an attack from the Beast, if at great cost to themselves and their allies(the Asur slain, the Silent King ended, and the Primarchs dead to the last).
But the Beast has grown mightier since then, and the Krork are once again out of options. Quah, on the other hand, apparently had one final card to play, as he opens a temporary path through the deepest layers of subspace to an entirely new universe, one that the Krork, and hopefully those still under their aegis, could use to escape. Sadly, the planned evacuation was cut short, as the Beast Set Loose finished its grizzly work in the Galactic core, shattering the Krork's plans for large-scale evacuation with the mere echo of its pending arrival. Instead the Krork forces split in two parts, with over half of their forces staying behind to act as a rear guard and hopefully buy some amount of time for the rest of them to escape the pending storm. But even that didn't quite succeed, as Quah was forced to shut the path even as the Krork were mid-transit to avoid the Beast following them. He dies with a smile on his face, alight with hope that at least the Old One's final work might yet survive.
And yet the Beast just laughs, for there is still a path that he and at least some of his forces might still follow, for now there is yet another whole universe, filled with new kultures and new friends/enemies, for them to go fight against on the other side. Let Grimgor have this universe, for these Krork-ripoffs have shown him a whole new one to conquer, but first there are a few interesting targets that he 'eard about nearby…
And so the Krork arrive, staggered, disorganized, and with the wreckage of what would have been a couple of their War Worlds, sheared in two by the crushing force of the collapsing dimension, as the last forces that made it through the cut-off end up being the first forces to arrive in this strange new universe.



Traits & Drawbacks: List what makes you special here.
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Definitive Trait:

Gigastructural Engineers: "The galaxy! It's comin' together! Oh Emperor, they're folding it!" While these Krork are somewhat more careful than their monstrous counterparts, they are still more than capable of the same galactic level feats of engineering.

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Major Traits:

Explosive Breeders: despite being lesser than their Monstrous kin in many ways, these Krork are still Orkoids, able to go from a barely grown spore to a fully trained, and occasionally even battle hardened, warrior in under a year.

Age of Legends: while in the past very few of them have lived long enough to start developing a legend of their own, these Krork are still warp-weilding(through their WAR! field) natives of the 42nd millenium.

Unbreakable: while they do actually have morale to care about now due to caring about more than just fighting and winning, People! Krork are skill orkoids, and are therefore not ones to flee from a winnable battle once it is upon them, and even if they do eventually withdraw it will be in an organized withdrawal rather than a rout.

Fortification Experts: (gotten through Gigastructural Engineers) Krork are good enough at building fortifications that even the Dragon and the Necrons could both take lessons from them, as the only times where Krork fortifications have ever truly fallen has been against the Green Rage of The Beast Set Loose.

Builder: (gotten through Gigastrucural Engineers) the Krork are no stranger to kiloconstructs, with, in their prime, them having almost twice as much invested into Battleworlds than actual fleets, and countless other giant constructs; and as for their monstrous kin, who worked from the same technology base with the same building capabilities, they built a Gigaproject level work of art that permanently warped the Galaxy, twisting much of a Segamentum into spacetime knots before the Beast got to them. one day, if given time to recover and build up, this new variant might just do the same, if in a less absentmindedly destructive manner; and there are whispers of even greater creations waiting in the wings and hovering in the minds of their half-mad meks.

Logistical Independence: for all that they are people now, these Krork are still Orkoids, capable of jury rigging a force or a power weapon out of a few scraps of iron and a few pieces of copper, a gravity or plasma based gun out of a small case of scraps, or a high yield thermonuclear warhead out of some bits and bobs that happened to be carrying in their pockets at the time; And while larger creations might need more work and somewhat more specialized parts, repairs and reconfigurations can still often be done in the field using whatever is at hand.

Martial Society: for all that they've softened, they are still orkoids, and still go out of their way to be prepared for the war that is almost inevitably to come; in fact, their entire civilization is somewhat built on the military, with military service being the quickest way to grow in social/political power and attain leadership positions(if said Krork wants to be a leader in the first place)- as while one can grow into becoming a leader, it is easier to grow first and then become a leader almost as a side effect.

Additional Specializations: (x4) (Individuals of Importance)(Lords and Commanders)(Dreadnoughts)(War Engines) Individuals of Importance builds off of the Krork's infantry specialization(in that individual Krork are extremely smart, tough, and strong even before their extraordinarily good equipment is brought into the equation), and then their Lords and Commanders are further boosted by the very nature of the Krork's collective War! Field and understanding of the Warp, boosting their tactical, operational, and strategic planning capabilities on almost all levels to the point where few can even dream of matching them without first overmatching them on a unit-by-unit basis. Their final additional specialization is to round out the sheer power level of the Krork's space forces versus their ground, as all of their best technology simply doesn't scale well down past a certain point, but the one model of Super Capital that the Krork do have is both relatively limited in terms of fleet-proportions(1-25th of the fleet side of a given fleethorde at maximum even after compensating for force-concentration), and doesn't quite use the same range of exotics as the Krork's Macro-Battleships (Dreadnoughts), who otherwise get to use the best tools within the Krork's arsenal(outside of Reactionless Engines and Brute Shields due to power constraints, and an assortment of Planetoid subsystems that simply wouldn't fit.). War Engines get a specialization point due to both the fact that they can fit more of the Krork's higher end technology within themselves relative to their lower end counterparts, and the fact that they consistently make up 60+% of the Krork's non-infantry ground forces(which includes aircraft) once relative force concentrations are taken into account.

Devoted Population: the Krork believe what they do is right, and their politics and economics is literally shaped by what they believe, as things are worth precisely as much as the Krork in general value said things at, and Krork have as much social and purchasing power as other Krork collectively agree that they do; and when the rule is quite literally collective and directly from the people to the people, it's hard to not find oneself devoted to it. In addition, for all that they can now more tolerate other people, they're still orkoids, and can instinctively detect things that are not like themselves; and while they may no longer instinctively go to smash first, ask questions never, the option is always there.



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Major Drawbacks:

Manifest Destiny: any territory that is in the hands of those too weak to hold it, is more territory that the Monsters can take from us people, and the more territory the Monsters have, the worst off we all are; more importantly, there is a Beast on its way, and there is nothing more that it would love than a bunch of squabbling factions to feast on, so better it be trying to gnaw on us, we who have held it back in the past, than those who are unprepared; and if we merely stick to holding out in a small corner of the galaxy, there is nothing stopping the Beast from growing and devouring us all anyways.

Prejudice(factions that use the flux/warp without some sort of major filter): the Elder Dominion signed its own death warrant the moment they let their gods withdraw from helping them. Humanity was operating on borrowed time from the moment that their psychic awakenings first occurred to the moment where Kadamon ascended, and the Old Ones were possibly the most stupid entities in existence, not that they weren't brilliant, but they were stupid all the same; at least they did better with their creations, but even there they were mostly still idiots, just in a different way.

Fragile Worlds: Warhammer 40k was not known for its shields, and while Krork battleworlds and Core Worlds had their own forms of shielding, the same couldn't be said about most more-normal worlds.

Legendless: this version of the Krork hasn't been around long enough for its few veterans to truly hit the legendary status, and most of those were killed when the Beast broke through to their final lines of defense.

Culturally Dependent Doctrine: The Krork rely on their own psychic network to share information and give out orders, of course it's going to be difficult to integrate others into that system.

Redshirted Army (standard vehicle section): standard vehicle section is redshirted not due to being bad designs, but due to being vastly underproduced relative to any other relatively standard faction, making up only 5-10% of the Krork's non-infantry ground forces at any given time once relative force concentrations are taken into account, and then having at least half of said forces be relegated to assisting their infantry in boarding and counter-boarding action instead of meaningfully contributing to the ground battle directly.

Our way or the Highway: Anyone that isn't a Krork trying to directly integrate themselves with the Krork's economy and society are going to probably be completely reliant on a combination of contracts, barter, and generosity on the behalf of the Krork(be it individually or as a collective) to afford to live as part of/directly connected to said economy/society; this is because the Krork's economy literally runs on a perfectly efficient 'social credit' system that operates over their collective psychic field, with the work of each Krork being valued at whatever the other Krork, as a collective, consider it to be worth, with the prices themselves shifting based on how the Krork, as a collective, view said Krork(as an individual) and where they stand within their almost constantly shifting social hierarchy.(although being larger often means that you are seen as being more responsible and better able to lead, as the two easiest ways to become larger are to either survive in the front lines in many battles while wanting to have more responsibility, or being seen as more responsible and better able to lead, and therefore growing in size to match their increasing role in leadership)
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Origin Modifiers:

(0/50 pts)
Faction Tier Upgrade one (0)
Faction Tier Upgrade two (-6)
Faction Tier Upgrade Three (-12)
Increased Tactical Durability: (-6)
Overwhelming Weapons Technology (-6)
(lack Operational and Strategic Movement Speed upgrade due to it being tied to some of their Combat Planetoids and an actual Gigaproject instead of being something that their forces have baseline)
Exodus Fleet: (-5)
Pursuing Crisis: The Beast Set Loose (+10)(40 spent, 10 remaining)
More Starting Fleethordes *4: (-4)(six more fleethordes(and 12 more population) will be arriving over the first five turns)
Initial Heavy Assets *4: (-4)(60 RP worth of combat planetoids arriving with those incoming fleets over the first five turns; assets are five 'base' Battle Moons(tier two planetoid), and two Battle Moons with Warp Shadow Generators(upgraded tier two planetoid)(affordable due to Builders/Megastructural Engineers)
35 additional RP per turn for the first two turns(-7)

Order of Battle:


Space



Macro-Capitals
-Supercapitals: the Krork currently have one of these designed, the War Hulk
The War Hulk is a 48 kilometer long ship that is almost as tall and wide as it is long, this vessel is the most durable in the Krork's standard arsenal by far. While its projectiles are the most standard of any Krork ship's, the extreme accuracy and speed at which they are fired are nothing to sniff at, as when this ship deploys itself to focus on offensive firepower(at the cost to its accuracy against non-capital ships) it is capable of engaging in heavy bombardment activities at extreme ranges. At somewhat closer ranges(still in bombardment), its teleporter systems can already start flooding its targets with boarders, and even when things get into clash ranges its weapons lose none of their effectiveness. The War Hulk is also both a dedicated battlecarrier, and is a minor exterminatus weapon due to its ability to crash into planets, unload its troops to secure the molten rubble, and then lift off again as if nothing had happened. In addition, the shields of a War Hulk are impenetrable to normal strike craft based attacks, missile attacks, and other such things, being just as effective against those as they are against shells and energy weapons. (focuses on Bombardment, but is still powerful in the clash and can conduct 'landings')

Dreadnoughts: (Specialization) * *
The Krork have two major Dreadnought designs.

The first of these designs is the Super-Mauler Macro-Battleship, which is a clash focused powerhouse almost without compare. As it closes in, and even afterwards, it unloads volley after volley of Networked torpedoes, and then the moment that it has gotten into medium range(the opening stages of Clash) all of its other weapon systems join in, as it fires in high yield vacuum based Wrecker Shells into the fray alongside the crushing gravity pulses of its Flyswatter system, creating a deadly web that shreds anything that dares to get too close. (focuses on the Clash, but can somewhat contribute to the Bombardment phase as it closes in)

The second design is the Krork Dreadnought Macro-Battleship, which is a 18 kilometer long bombardment - focused Macro-Battleship that is built around both of the Krork's most heavy spinal weapon systems, in addition to acting as a battlecarrier. The first of these two weapons is a Gravity whip- which is equally effective in both the Bombardment and the Clash phase and is capable of twitching through entire armadas, dealing non-insignificant damage to each and every ship it touches; while the second of the two is the Krork's patented Nova Cannon, which can and will break entire fleets of lesser ships from the other side of the system.(focuses on bombardment, but can still contribute to Clash)



Capital Ships (specialization) *

Battleships: The Krork have three major Battleship designs.
The first of these is the Starcrusher, which is one of the two closest designs in their arsenal to being a pure carrier ship. Despite this, it is still an extremely formidable combatant, for anyone who gets too close needs to contend with its own Wrecker Shells even as they deal with its powerful strikecraft and point defense systems. In addition, the Starcrusher's shields can switch into Theatre mode, giving its complement of strikecraft and other assorted escorts an extra layer of protection, and even if you get through all of that, it could easily withdraw through its own tactical jump system, withdrawing to harry your forces once again with its strikecraft compliment. Meanwhile, while it is in range with its own personal weapons, it can also launch across a prepared selection of Krork infantry through the void, delivering them into boarding without even needing to take down its target's shields first.(focuses on skirmish but can contribute to clash)

The Krork's second Battleship design is the Devastator, which skimps on the point defense in return for being built around not one, but two Gravity Whips, which it wields with even greater accuracy than normal, to the point where it can actively keep one in reserve, with at least part of its length constantly shifting around itself, absentmindedly shredding any strikecraft and/or missiles that dare to get close. Equally effective in both Bombard and Clash, these ships are supercapital ship killers without compare; although against large numbers of Destroyer and lower class ships it runs into overkill related issues(in that it is no longer efficient for it to target them). (focuses on the bombardment and Clash phases, is particularly weak to skirmish)

The third, and final Battleship design that the Krork use is the DeathDealer, which is an absolute monster in the Clash phase. Armed with extremely powerful bombardment canons(that use Vacuum shells), and a spinal weapon that is capable of deleting enemy vessels with its payload of large Scrambler Shells, this vessel is unusually durable for its size(even relative to other Krork vessels), able to tank shots that would easily destroy a lesser vessel. (focuses on Clash and currently can't contribute to Bombardment)

Battlecruisers: The Krork have two main Battlecruiser designs.
The first, and heaviest, of the Krork's battlecruiser designs is the Skullbasher, which is a full six kilometers long. Extremely fast(for its size), this ship is capable of throwing itself into and through the clash, moving seemingly with no care for which direction it is facing or seemingly even its own momentum as it throws itself around using carefully shaped high yield nuclear/plasmatic explosions. While its actual weapon systems are all rather short in range, they make up for it in sheer deadliness, as its wrecker shells and flyswatter system makes it an extremely deadly threat to vessels of practically any and all sizes once it gets close, and its sheer speed makes it actually somewhat effective in the Skirmish phase, if not to anywhere near the same extent as many other ships within the Krork roster that are somewhat more dedicated to that role.(focuses heavily on clash, but can contribute to skirmish, or at least countering it, in a pinch)

The second of the Krork's Battlecruiser designs is the Hammer Battlecruiser, which is a dedicated bombardment ship armed with possibly the most exotic weapon suite in the Krork's entire arsenal. Its primary weapon is a giant Nova Canon of Krork design, almost as devastating as the one found on a Dreadnought class Macro-Battleship, with all the same bells and whistles, only this one is used as much to gather targeting data as to wreak havoc at extreme range, as targeting information, both from the vessels own sensors and from the gravitational waves sent out by the Gravity-Nova shell, is fed back in to act as the targeting data for volley after volley of Dive Torpedoes, which then proceed to wreak havoc on any and all targeted enemy vessels. Outside of these, in between teleporting nova shells this ships main cannon can fire out giant Vacuum shells as a secondary option, and it can act as a battlecarrier for Krork strikecraft as to add some supplementary firepower in the Skirmish phase.(focuses on Bombardment to the point where it is almost a sitting duck if caught in Clash, can contribute to skirmish)






Line Ships (Specialization) *
Cruisers: the Krork have three main Cruiser designs.
The first, and most common, of these is the Kill Cruiser, which acts as the overall general workhorse of the Krork's fleets, as it is effective in both the Bombard and the Clash phase due to it favoring a mix of weapons instead of focusing either on just a singular spinal weapon or a wide array of 'secondaries'. Not that their spinal mounts are weak, as they range from vastly overtuned highly focused Lance type weapons to giant Rift Generators that make them look as if they're constantly jetting out 'smoke' and 'flame' from its spinal 'chimney stacks' when in use, only that their arsenal of secondary weapons is too wide ranging to completely pin down beyond the fact that they shift between solid shot(with payloads), to plasma based weapons, to laser based attack weapons(melta cannons and side facing Lance Arrays) almost at the whim of the owner. Whatever their combination of weapons, the end result is devastating at all but the most extreme of ranges and can consistently overwhelm the shields and armor of any vessel within a similar weight class. In addition, Krork Kill Cruisers are always built extremely tough, with their hulls being resistant to attacks that would break other krork vessels within the same weight class.(focuses on clash and bombardment)

The second cruiser variant that the Krork use is the Terror Ship, which is the second of the Krork's two main battlecarrier variants; while lacking in direct firepower in comparison to the Krork's other cruiser variants, and even in comparison to a few of their Destroyers, it makes up for that in being a highly mobile support ship that is both incredibly hard to hit for its size and extremely nimble, being only one of two Krork designs to use their version of an inertialess engine. Offense wise, outside of being a battlecarrier, it uses rather standard(if fast) kinetic energy weapons; but its main potential isn't so much in direct combat, so much as in its ability to completely shred through strikecraft with volley after volley of interceptor missiles, creating a deadly screen around itself that can protect not just itself, but other semi-nearby Krork vessels, from incoming strikecraft. In addition, much like its larger counterpart in the Starcrusher, Krork Terror Ships can project their shields outwards as to better protect their own strikecraft when they're doing CAP work and to help protect any nearby Krork 'escorts'.(focuses on skirmish, but can contribute to clash)

The Krork's final, and most rare, cruiser design is the Assault Cruiser, an extremely fast boarding focused design that uses a combination of mass manipulation, giant Gravity 'Harpoons'(tractor like beam that acts to pull its target to the Assault Cruiser even as it pulls the assault Cruiser towards its target), uses its shields and prow-mounted giant power field to open a hole, and then flood its target with an extremely large number of Krork with the goal of taking one more ship for the Krork to use.(clash only ship)


Destroyers: the Krork have four major Destroyer designs, three on the lighter end of the spectrum, and one true Light Cruiser design.

The first, and largest(to the point where it is reaching towards the Cruiser designation) of the Krork's Destroyer designs is their Light Cruiser, which is a dedicated assassin ship built for taking out enemy Cruisers and Battleships. Using its speed and Reflex Shields this ship is able to get close enough to use its devastating spinal canon, which fires Scrambler shells that are similar to those used by the Krork Deathdealer, if a bit smaller, to turn enemy vessels, or at least large segments of them, into a random mush of atomic debris.(focuses on skirmish, but can contribute to clash)

The second of the Krork's Destroyer designs is their go-to screenship, the Onslaught class Attack ship. This vessel is the closest thing that the Krork have to what most factions would consider to be a normal ship. After all, its shells are only loaded with either kinetic energy weapons with a plasma payload, or just a shot of plasma, or just purely kinetic, its shields only have two different main layers, the first of which shoots you back with your own attacks and the second tries to deflect anything that gets through the first. By the standards of the Krork, there is nothing exocic here. But, it is a mainstay of the Krork fleet for a reason. It is very fast, capable of keeping up with the Krork's own strikecraft in the skirmish game, and it is able to deep strike into and out of enemy formations by means of its jump drive if/when that proves necessary, and its point defense is only second to one(for its size) in the Krork fleet. In addition to all of that, Onslaughts, much like Starcrushers, toss boarders onto enemy vessels that get too close.(focuses equally on skirmish and clash)

The third of the Krorks Destroyer Designs is the Ravager Attack Ship, which is the closest thing in the Krork's arsenal to a nuclear submarine in space. This is the most fragile ship class in the Krork's arsenal(that they don't consider to just be another class of strikecraft) by a fairly wide margin, not because its armor is weaker, but because its arsenal is actively strong enough to risk accidental detonation when heavy enough damage is taken, and said ordinance is strong enough to potentially take out the rest of this ship from there. Sadly, to take this ship out you would first need to catch it, survive its alpha strike, and then get through the shields and armor of what is still a frighteningly powerful ship. Of those three, dealing with the first is enabled by their inertialess engine, very fast speed, and the fact that they also have Reflex Shields, making catching them both before and after they do their alpha-strike vastly more difficult than one would expect. During said alpha-strike, this ship uses its overly large array of torpedo launchers, both in the standard protected areas and crowded onto its hull in a large array of sem-single-use launchers, to launch a completely absurd number of Vortex Torpedoes at the enemy ships, with what is likely deadly results. In addition to these, the Krork can always mass produce relatively standard Vacuum Torpedoes if their Vortex torpedoes are rendered ineffective for one reason or another. But, even with all of this firepower, it prefers going after isolated and/or damaged ships over even thinking of directly engaging in the Clash due to its own fragility and the vulnerability of its torpedo swarm to actually being shot down.(focuses on skirmish, but can contribute to bombard)

The fourth and final, and currently least numerous, of the Krork's Destroyer designs is the Brute Ramship, which has been mostly phased out due to both being way too close to single use and a bit too suicidal for the taste of most Krorks… although that doesn't mean that the few that are made don't have a sufficient number of volunteers. Those that are fieldied though are cruiser and capital ship killers almost without compare(for their size), capable of dealing an absolutely mind bogglingly large amount of damage through its ramming attacks. Accelerating up to Extreme speeds through mass manipulation, honing in through gravitational harpoons, and then slamming home even as its own shields reflect the opposing force that the enemy ship would have imparted on the Ramship on impact and the massive power field at its front disintegrates its way through its targets armor; And if all of that isn't enough to take out its target, there is always purposefully detonating its engines and reactors soon after impact, after all, a missile isn't supposed to come back. (currently clash only)


Screenships

Frigates: too small to fit all of the subsystems that the Krork would consider necessary for a combat-effective stand-alone ship, while too large to be casually carried into battle in sufficiently large numbers, the Krork have no frigates.

Corvettes: the Krork Megabomber is quite possibly the least interesting of the Krork's ships, then again, to the Krork the Megabomber is just another variant of Strike Craft. Even then, it is heavily armored for a strikecraft, has shields, and able to attack from long range with racks of deadly Vacuum based Cruise Missiles, which gives it a surprisingly large level of capability in both void combat and in-atmosphere both against enemy strikecraft(through its own point defense) and screenships, and against heavier targets that would otherwise be relegated to the more standard Krork bombers.


Aerospace

Strike Craft: there are three main types of Krork strikecraft: Death Squadrons, Assault Squadrons, and Carnage Squadrons.

The first type of Krork Strikecraft is the Death Squadron, which are the closest thing that the Krork have to a dedicated anti-strikecraft interceptor, although it has effectiveness against ships all the way up to the Destroyer class. Very fast with decent shielding, these strikecraft use Scrambler Rays to delete enemy strikecraft from existence(or at least turn them into a cooling cloud of plasma) and turn what would have been good ship armor into an explosive soup of random atoms/particles. Sometimes though, especially against heavier targets such as enemy Destroyers, some of these strikecraft might switch to their heavier(in that they in theory do more damage outright against shields), but drastically less devastating against armor that is actually within the range of craft that Death Squadrons are meant to go after, secondary weapons, which are graviton imploders.

The second type of Krork Strikecraft, and their rarest even when megabombers are counted as strike craft, are the Assault squadrons, which are built to get Krork infantry and armor( main battle units mainly) both to the ground and onto enemy ships. They are relatively lacking in direct firepower relative to basically everything else in the Krork's arsenal, but have surprisingly decent point defense(yes, there are strikecraft with point defense guns here), although speed wise they're actually technically slower in a straight line than many of the Krork's Destroyers, and while they do have decent shields for their size, they still mostly obsolete, only being useful in a few niche situations(ground point defense is too heavy for drop pods, or doing some early boarding in void combat, or acting as impromptu evacuation vehicles that can then go hijack an enemy ship in a pinch),

The third type of Krork Strikecraft is the Carnage Squadron, which is their dedicated bomber, with all of the assumptions inbuilt to such a class. Quite literally the only class of Krork void units that doesn't have shields, they are still surprisingly durable due to the sheer strength of their armor, built to tank the punishment from the point defense of their targets as they go in for the kill against enemy cruisers, capital ships, defenses, and infrastructure(both on the ground and in the void). Usually they just use their normal Vacuum tandem-bombs, but they can be loaded with alternate ammunition types, including, but not limited to the anti-spychic explosive dust that is ground up Force Weapons, and chemical weapons ranging from just extrordinerally radioactive sludge that makes you wish that they only dropped a cobalt based nuclear device, to the Life Eater virus(which is a minor exterminatus weapon against non-protected, life and oxygen rich, worlds).

Aircraft: while extremely varied in design, ranging from what are essentially flying basic Krork infantry on on modified versions of what otherwise would have been their hoverbikes(modified for even faster speed, flight capabilities, and better aim), to more dedicated designs, ranging from gravity based transport (and attack)rotary-aircraft(using repulsors and gravity based engines instead of vulnerable rotors), to heavily armored lesser flying warforms(primerally the Krork Wyvern), to some actual heavy flying vehicles in the form of both mine-laying(in that they can either make some nice gravity-based minefields or do some carpet-bombing), and heavy attack repulsorcraft. Despite this variety, what the Krork use in the sky is no better than what their infantry-support craft and their main battle, and lighter end of heavy, tanks use. Luckily krork strikecraft can always come down from space if they need heavy firepower over versatility.
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Summary: in the void the Krork are the kings of the Bombardment and the Clash phase, as their extremely strong spinal and missile based weapons, ranging from teleporting Gravity Nova weapons, to the supercapital killing monster that is the Gravity whip, to Dive Torpedoes and massive swarms of Vortex torpedoes reap their horrible tole at long range, and their glut of other special weapons, ranging from Flyswatters and Networked Torpedoes to Wrecker Shells, makes getting close to all but the smallest and/or the most specialized of Krork ships a losing prospect. heck even just how their own shielding works makes getting close not all that fun. The Krork are also decent at pursuit, as the tractor beams that each and every single Krork ship from Destroyer class on up have makes running away just that much more difficult, especially when combined with the decent speed of many of the Krork's ships. All of this comes at a cost though, as the Krork's near complete lack of proper screen ships and relatively lackluster strikecraft makes the Skirmish phase a relative weak spot for them, although relative is the key word there, as what ships that they do have that semi-specialize in that area are no slouches. In fact, the Krork's weakest area could arguably be considered to be Disengage, as for the most part they have no real advantages there other than their own speed, which is generally nothing in comparison to any sort of equal faction that actually even somewhat specializes in that area, although even there there are a few exceptions, just exceptions that are meant more for weaving through the Clash and engaging in the skirmish, not for allowing most of their capital ships to easily flee the battle once fully engaged.




Ground



War Engines (Specialization) *

Behemoths: the arrival of Krork behemoths begins with the sky lighting on fire as a four Kilometer wide Krork Battlehive descends, barely slowing down as it lithobrakes through the atmosphere. Upon reaching the ground, it lands with cataclysmic force, clearing the way for the troops, vehicles, and titans within it to begin sallying forth even as it reconfigures into a giant teleporter and manufacturing hub, sending out a steady stream of reinforcements both sent from the ships still waiting, or maybe even still actively fighting, overhead, and received from all over the ongoing battle as Krork crews use the large assortment of teleportation hubs that are throughout the battlefield(this lander being one of them) to receive newly built replacement vehicles. While the rest of this setup is going on, the Battlehive's weapons, shields, and a good portion of its armor and secondary systems reconfigure and lift off, joining the fray as a Giga Fortress.

The Giga Fortress is a massive(1600 meters long), mobile fortress kept aloft by grav-engines, formed from the consolidation of most of a Battlehive's shields and weaponry. It detaches from its parent Battlehive's summit upon making planetary landing, and follows the movements of the battlefronts, providing fire support and theatre shielding for the Krork ground armies. It also acts as a teleportation hub for Krork infantry, vehicles, and even lesser Titans, acting as yet another hub in the Krork's maskirovka(only the Krork's version actually works most of the time). Also, said weapons include cannons firing Wrecker shells, with predictable results for any enemy War Engines in the area as giant shells tear through them(instead of stopping as a more ordinary shell might) and potentially keep on going to hit another, and another and another…

The second of the Krork's main two combat-focused Behemoth designs is the Krork Mega Gargant, a 400 meter tall mobile battlefortress that might as well be square in terms of the space that it takes up. Their main weapon systems are numerous, but, much like their lesser kin in the Titan and the Main Battle Units category, can be summed up as Gravity Claws, which are apocalyptic walker weapons capable of immense devastation. Many varieties exist, some unleashing a tractor effect that drags victims in, to be crushed between the weapon's pincers. Others exert their monumental forces without regard for distance, crushing super-heavy vehicles and sweeping away formations with ponderous swipes that did not even make contact. The Mega Gargant's version of this takes things a step beyond, being able to sweep away formations from over the horizon line, and capable of ripping screen ships out of orbit even as it tears away at any convenient Line Ships that get just a little bit too close to whatever planet or moon they are on. In addition, All Krork Walkers act as focuses for the Krork's psychic might, allowing for wider ranging effects than would otherwise be possible without their support.

Titans: the Krork have three main types of Titan- their Gargants, which are classic walkers along the same vein as Imperial Titans(Warhammer 40k), their Leviathans, which are extremely heavily armored Krork-oid Kaiju, and their Superheavy armor, which are very much miss-categorized due to the 'conflict' between their size and their role.

ranging from 30 to over 250 meters tall, the Krork's Gargants are much like their orkish cousin's, only drastically more reliable with better armor, better equipment, better control systems, and drastically better weapons, to the point where they leave even their Imperial counterparts eating their own dust. Much like all Krork walkers, Krork Gargants are armed with Gravity Claws. While generally lesser than the version that the Krork Mega Gargant has, not being able to sweep away formations from over the horizon line and rip small ships out of orbit, they make up for it with more precision, able to simply rip aircraft and strikecraft out of the sky to their dooms even as they go about ripping apart enemy Superheavies and Titans and sweeping away entire formations of lesser vehicles and troops.

Leviathans are large Krork war-organisms, derived from the same war-ecology that the Krork themselves arise from. Trained for battle, and given armor that is at least somewhat equal to what the Krork themselves wear pound-for-pound, these leviathans specialize in large scale warfare. These…leviathans… range from 60 to potentially over 300 meters tall, and occupy a wide range of forms. Ranging from dinosaur expies, to a Krork-ish version of Godzilla, to giant psychic octopi, to a giant Hydra(complete with extreme regeneration and extremely acidic(and poisonous) blood), to beasts that melt their way through solid stone as to perform burrow ambushes, to beasts that are custom designed to be a firing platform for an assortment of anti-air weapons. Either way, outside of their litany of more exotic effects none of these beasts are quite as effective as their size and armament might suggest, as beneath it all they are still beasts of flesh and blood(if really durable flesh and hard to fully deplete blood), lacking the same intelligence as the Krork and not being given quite the same quality in weapons and armor due to lacking the ability to use them to their fullest potential. In comparison to their smaller, yet more effective kin in the Super-heavy Armor Squadron, these leviathans only win out in non-shield-based durability and special rules, as they are lacking in both the shields and heavier ranged weapons that make the Krork's other brand of Super Heavy so effective.

The Krork's Super-heavy Armor Squadron are much more standard, ranging from 36 meter long Kill Tanks, to 40 meter long Battlefortresses with no real defined steady armament whose load of Krork might just be more dangerous than them, to the 100 meter long Apocalypse Tank, with the 240 meter long Landcruiser acting as the largest of the bunch. The Landcruiser uses its advanced size to make room for more armor and a system for teleporting in(and out), and transporting around lesser vehicles(Main Battle Units and lights) and Krork infantry rather than just 'more gun'. all of these vehicles are extremely fast hover vehicles that both crush and disintegrate(due to power fields) whatever ends up under them. Their guns, while mostly purely kinetic in nature, use gravitational based systems to accelerate their ammunition to an extremely high speed; and that's before they actively use mass manipulation to have the resulting projectiles both move faster and hit harder than would otherwise be possible. Much like other Krork spaceships and War Engines, the tanks within a Super Heavy Armor Squadron make use of Warp Shunt Shielding, making using direct-fire ranged weapons against them before their shields are down a less-than-appetizing option.

Vehicles (Red-Shirted due to sheer lack of numbers and being made almost obsolete)
Superheavies: here is where Krork shielding becomes less than universally applicable. 'Standard' Krork vehicles come in two main varieties/formations: the Dread Assembly and the Armor Squadron.
The members of the Dread Assembly once again, like all other Krork Walkers, use Gravity Claws to tear apart enemy vehicles and infantry formations, being fully effective even against enemy War Engines. These walkers range from eight meter tall War Walkers to sixteen meter tall Armigers and Assault Armigers, with base Armigers preferring to attack from range while Assault Armigers use giant engines to rapidly engage their enemies from closer in(meanwhile War Walkers tend to strike a balance). Either way, these walkers are both vacuum sealed and capable of surviving falling from a great height nearly completely unassisted, allowing for them to support early deep strike missions down from orbit and actively join in on boarding missions, which is in fact their main job and only real reason to be mass produced in any real numbers at all.

The second of the Krork's main two 'Standard' Armor formations comes in the form of the Armor squadron, which acts much like their heavier counterparts, only smaller in scale, ten to twenty meters long, and without shielding, but with a few more secondary options available to them(such as helping contribute fully to artillery and anti-air instead of just partially), but even then it's the Krork that they carry that are arguably still more dangerous.

In this category also falls a series of lesser Krork warbeasts(with arms and armor), but unless you're actually invading a Krork world or actively defending a water world that the Krork for some odd reason want to keep as such you are unlikely to see any of these.

Main Battle Units: only the smallest and lightest of the Krork's Armor and Dreads fit in this category size wise, and role wise they do not change here.

Lights: everything that could have gone here has been long since dedicated to Infantry Support.

Infantry (Specialization) *

Supersoldiers: ranging from seven to eight meters tall, these Krork are all veteran Krork nobles, armed with even stronger and deadlier weapons and ranging from seven to eight meters tall, any Krork supersoldier is a sight to behold on the battlefield, one that you will likely not live through if said sight is on the opposing side of it. While extremely varied, Krork supersoliders come in a multitude of forms, ranging from highly elite Meks, Warlocks and Commandos, to Krork Nobles who are on the brink of reaching Battlemaster status through military service; but of all of these there are two specialist types that stand out: Krork Destroyers and Krork Ultras.

Krork Destroyers are Specialist Titan-killer units of Krork Nobles, armed with tiered gantries of armor-rending gravity weapons and personal teleporters to allow them entry into the largest of enemy war machines. Although upon entering their tactics can and often do include improvised nuclear devices that are, even at their weakest, often directly comparable with the Tzar Bomba in explosive force, and are used as either distractions or as breaching devices much like how a normal 21st century special operative might use plastic explosives. These operatives tend to work in small teams, going ahead to deal with enemy titans and perform highly specialized jobs in boarding operations.

Meanwhile, amongst the ranks of the Krork who will likely never leave military service, there are the Krork Ultras, armored giants so heavily motorized that they are more machine than Krork, boasting multiple mechanized limbs bolted with arrays of weapons and crackling power field generators sufficient to cover whole platoons, and eyes that gleam with such vicious intelligence as to steal the breath away(when they are either actively fighting or otherwise on the job). These Krork often accompany formations of lesser troops, as their shield generators can provide key coverage against the more exotic weaponry that their opponents might field, and the sheer deadliness of their weapons against armor(as in shields vs. armor) cannot be denied.

Elites: the most common form of Elite troop in the Krork's forces is the Krork Noble, with other, more specialized, troops showing up on the battlefield just a little bit rarer.

6-7 meter tall veterans and battlefield commanders, the Krork Nobles tower over their lesser brethren, each one a mountain of tusks, steel-hard green muscle, ferocity, and intelligence. These Nobles are armed much like their kin in the line infantry section, only their armor is even heavier, comparable to many vehicles in the superheavy section, and their wide assortment of weapons tend to be even more deadly.

Amongst the Krork nobles, and amongst those who are near to achieving that point, a few rarer, specially equipped formations of them do show up every once and a while, with the most notable of these being the Krork Devastator, who purposefully through the madness of battle, looming over even the mammoth multitudes of the Krork, carrying colossal weapons that focus on wrecking whole squads of lesser infantry and armor over anything approaching one-on-one combat.
Lesser in size, but not in skill, troops that enter this realm include the Commandos, who have honed their genetic memory and psychic knowledge with experience and practice to become experts at sabotage and making unexpected attacks. The use of teleportation and camouflage allows them to move about unnoticed and wreak havoc on the enemy with their size and strength.
The other common category of these that fight on/near the front line are the Warlocks, who wield the collective psychic strength of the Krork. Trained and tempered, and given special devices to regulate the energies being channeled, the Warlocks are far more stable and proficient in their use of their gifts than the crude Warpheads used by mere Orks.
(overall, elites are either larger or more specialized than krork line infantry, with both often being the case)
Line Infantry: all Krork must have and maintain a ranged weapon, melee weapon, and set of armor for use if the enemy comes to them, and when it comes to the Krork soldiers and warriors serving in the army, their mandated armor makes that seen on ordinary tanks look thin, and their choice of melee and ranged weaponry is as varied as it is strong, with those who choose to focus on close quarters combat wielding a wide variety of overly large/heavy weapons(to the point where space marines would struggle to wield them in two hands in many cases), be them Powered(see warhammer 40k power sword/axe), force(see warhammer 40k force weapons), or based around gravity manipulation. Same thing with the variety of ranged weapons that are being used, with even the least caring Krork having a plasma gun, melta gun, or compressed-matter bolter as a side arm; and the weapons only getting more exotic from there, as crackling lighting generators, massive plasma guns, vehicular scale las-canons, and massive gravitational weapons rapidly become the norm. Even worse is that each and every krork is able to switch between these almost on a whim, as many of them build and rebuild their weapons over and over again whenever they have access to a few scraps of metal and a few minutes of time.


Individuals of Importance (specialization) *
-Lords and Commanders: (Specialization) * * *
Krork Commanders come in two types, Battlemasters, who act as relatively local leaders, both in and out of warfare, and Fleetmasters, who both work to lead the Krork on the larger scale and coordinate actions between the assorted 'fleets'(who may not all be fleet based) of Krork whenever a grand project, be it civilian or military in nature, is to be built or a War is to be fought. In both cases, these Krork are both extremely large, ranging from nearly eight to a full nine meters tall in most cases, and extremely intelligent, capable of using the Krork's psychic gestalt to gather information from throughout the battlefield as to better inform their decisions and capable of such extreme levels of grand scale planning on the tactical, operational, and strategic level that it boggles the mind; and that's before they bring in any of the tools that they use to further increase these capabilities.
Whereas your stereotypical movie general has a map and some models representing units, the Krork "map" is something like this,

but with at least eight dimensions, representing spatial locations, time, velocity, and various factors in a force's combat weight and potential / likely actions and outcomes. Individual subcomponents of a force make up smaller parts of this "map", and their actions pull its shape around in various ways, with converging points representing the most likely outcomes of a given plan of action.
These Krork battle modeling surfaces are constantly reshaping as new information comes in, to the point where, upon receiving just enough information, they essentially snap into shape, stained with higher-dimensional blotches that model every signle battlegroup and known factor. After that, understanding of the Warp is applied to determine potentials and add the means to adjust probabilities. From there, actions are taken to pare down unfavorable outcomes, shearing away the hypersurfaces within the battle's phase space. A path to victory is then drawn up, and the worldvolume contorts to match.

-Heroes: Krork Battlemasrs and Fleetmasters are a force to be reckoned with on the battlefield, often wielding the heaviest armor and the strongest weapons(although probably not the highest level of augmentation) of all of the Krork that are present in that given area. Each and every single one of them is a master of personal combat as well as grander scale warfare, and a noticeably large portion of them are also trained as Commandos, Meks, or Warlocks as well, adding more exotic capabilities to their expertly wielded standard arsenal.

Support

Artillery: Krork artillery barrages, and Krork anti-aircraft fire, for that matter, begins with saturation bombardment with high yield nuclear weapons to clear away the chaff, followed by heavier rounds(be they vacuum/gravity based, plasma based, or involve some highly compressed matter) to deal with the actual heavier, more durable targets. alongside these the deployment of seriously strong chemical weapons and, depending on their target, ground up force-sword dust, to make things just a little bit worse for biological troops and magic users respectively, is sometimes used instead of or in addition to the 'light' nuclear bombardment. As for the firing platforms themselves, they range from fairly standard near-infantry scale motors, to dedicated canons that can easily be over a dozen meters long, to thirty meter long tank-like vehicles that fire rocket propelled shells from over the horizon, to massive cruise missile launchers, to heavy ordinance canons that, in a few cases, can be larger than most enemy Titans(as that is what they're built to target).

Infantry Support: when not disgorging from their scant few 'ordinary' drop ships, or filing out en-masse from Battle Hives and War Hulks, Krork infantry and walkers come down in drop ponds, drop pods that then reconfigure themselves into an assortment of vehicles, ranging from hover-bikes to hover-armored-personnel-carriers that can be used by the Krork to rapidly deploy and redeploy across the battlefield and provide some much needed semi-dedicated anti-air capabilities to the Krork's infantry. In addition, when not in use, the smaller of these contraptions can fold up as to easily be carried on the back of their user(assuming said user is a Krork), losing none of their durability and in some cases not even losing their weapons.



Summary: on the ground the Krork have two modes: slow moving heavy assaults enabled and supported by their War Engines and Leviathans, and constantly shifting maneuver warfare enabled by their system of teleporters and the sheer speed of their tanks and aircraft. Either their enemies react to the deadly 'distraction carnifexes' that are their Titan Legions and Mega Gargants, or they try and react to the constantly shifting fronts provided by practically everything else, as Giga Fortresses, tanks, and infantry constantly and rapidly deploy and redeploy across the battlefield to take advantage of any weaknesses shown and run circles around any of their targets heavier assets(assuming that said heavier assets aren't simply overwhelmed and destroyed anyways) up until the point where said heavier assets are left without support and are picked off. This tactical flexibility is emphasized all the way down to the infantry level, as the weapons loadout of any given Krork can change within a few minutes if given such a break from the front lines; and while this tactical flexibility is extremely strong, they don't actually give up any real firepower for this in many cases, as each and every Krork, alongside their assortment of vehicles, are all extremely durable and armed to the teeth with a rather serious assortment of weaponry; although outside of their infantry it is nowhere near as powerful(even somewhat compensating for tonnage) as what is to be expected from their void based forces.

Note: a Base Magnitude Krork fleethorde lines up with magnitude 12 in War of the Krork



Krork Planetoids:

Krork Battlemoon: (five per purchase)
    • Category 2
    • Primary Systems:
      • Sub-Space Bridge: In truth, Krork Battle Moons were never intended to be independently operating vessels. By carving tunnels into sub-space via gravitic manipulation, and joining their endpoints to the interiors of the moons, a conduit network can be laid out allowing for the moons to rapidly transport mass quantities of reinforcements and vessels. Battle Moons with this upgrade may opt to generate spatial disturbances around planets that they travel to, resulting in devastating gravitational and geological catastrophes. Battle Moons serving as Sub-Space entrances are harder to assault with sudden force concentrations, as they can rapidly deploy their own reinforcements to counter enemy action. If there is at least one Moon participating in a maneuver for every Magnitude (base +1) Fleet present, an attack force so equipped does not suffer positional disadvantages unless both the Front and Depth have yielded to enemy advantage. If there is at least one participating for every Magnitude (base), territory points in the Warzone are doubled for the purposes of determining Contested / Occupied / Dominated status advantage in combat for the affected zone. If there is at least one Moon participating for every Magnitude (base-1), advantages gained from positional advantages are doubled in the affected zone. One Moon per Magnitude (base-2) doubles maneuver advantages as well. A minimum of two Moons equipped with this upgrade must be present in battle for any of these benefits to manifest.(which is to say, one purchase provides full coverage for a base magnitude fleethorde)
      • Greater Planetoid Armaments: Immense batteries of the largest void armaments available, including dozens of Macro-Capital grade spinal weapons, including Planetoid Scale Gravity Whips. Possesses sufficient power to devastate fleets and destroy planets within just a few minutes. (Can be reduced by conventional fleet bombardment due to their location on the surface.)
    • Secondary Systems:
      • Brute Shields: Layered void, gravitational, electromagnetic and psychic fields that combine to form a shimmering green wall that excludes all avenues of attack. Torpedoes are stopped, and strikecraft are swatted from the void by the roiling waves that sweep across the surface of the shield. This means that boarding a Krork Battlemoon is effectively impossible before its planetary shields are taken down.
    • Cost: 10 RP(reduced to 8 by Builder/Gigastructural Engineering)
    • Unused secondary system:
      • Warp Shadow Generator (C): Massive psy-engines that constantly initiate psychic connections to the Warp, generating a phenomenal amount of psychic activity that creates a system-smothering psychic static. Summoned units with the Daemon rule incur -1 penalty to Reliability in the same star system as a Moon with this feature due to them having drastically increased trouble sticking around. Against enemy factions with faction-wide psychic resource generation, one Moon per Magnitude (base+3) generation applies a -1 Reliability penalty to enemies with the Psyker rule as well. Factions with no such generation always incur this penalty in the vicinity of a Moon.(it's the Shadow in the Warp, of course it makes other factions have difficulty using their magic) Dispel attempts against Warp Rifts gain +1 Magnitude if there is one Moon present for every Magnitude (base+3) of the attempt's original scale.
      • Cost with this subsystem included: 13 RP(reduced to 10(10.4 rounded down) by Builders/Gigastructural Engineers)



Krork War World: (four per purchase)
    • Category 3(upgraded)
    • Primary Systems:
      • Horizon Fortress: Gargantuan tractor field generators that can maintain steep gravitational gradients across thousands of light years of space. Warp entrance stabilization is nigh-impossible within the dominion of the Horizon Fortress(and most other commonly found forms of inter-dimensional FTL travel are similarly hampered), causing fleets attempting Warp(or any other commonly used form of inter-dimensional FTL travel) emergence or exit to be devastated by gravitational anomalies and spatial rifts, and units attempting to land on the War World to be accelerated into its surface at high speeds. In addition, a War World with this upgrade may opt to generate spatial disturbances around planets that it travels to, resulting in devastating gravitational and geological catastrophes.
      • Note: does not affect the Subspace based travel used by Krork and a few variants of Tau, doesn't effect webway based travel(or anything else like that), and the only type of realspace based travel that is affected(in their home universe) is that used by the Tyranids, and it does so not by damaging them but by acting as literally the only valid target for them to go to should they start or otherwise end up in range. damage here scales with FTL level, with normal factions suffering significant but repairable damage, factions with 'Adama Maneuver' not suffering more than cosmetic damage if that, and factions with 'Another Successful Warp Jump' having their ships all but destroyed if they aren't extraordinarily durable. factions using the same FTL method as the Krork are naturally not damaged at all even though it is inter-dimensional in nature, and on a related note factions using the Flux/Warp for travel always suffer the maximum damage no matter what, as that is what it was originally built to deal with.
      • Binding Fields: Gravitational field technology used to bind together the War World's crust, producing material strength far beyond the bounds of conventional matter via the condensation of the gravitational force into narrow flux tubes. Binding Fields are capable of holding orbital bombardments away from the surface, withstanding exterminatus-grade munitions with barely a scratch, and will exponentially accelerate the decay rates of radioactive elements and event horizons, rendering them ineffective. Only planet destroying weapons have any chance of defeating this defense with brute force. Increases durability enough to allow for Krork War Worlds to emerge inside enemy planets without suffering a scratch, and for them to go sun-diving without issue.
      • Doomsday Device: The ultimate expression of Krork gravitational mastery, a planet-mounted weapon powerful enough to scatter a large gas giant or significantly disrupt a star. Inefficient when used directly against dispersed fleets, but the violent destruction of a planet will annihilate warships in the battle-space around it. Can currently only be fired once per turn.
    • Secondary Systems:
      • Planet Eater: Enormous tractor devices held underneath the surface of the War World, deploying their effects via openings in the planetoid's crust to consume mass quantities of planetary matter. Can be used in battle to attack enemy planetoids and static installations, generate swarms of asteroids to supplement anti-ship fire, and supply mass for anti-ship teleportation.
      • World Carrier: Vast caverns that stretch beneath the War World's crust, within which entire fleets of warships can be held in safety, to be released into space at will. In addition to the War World's natural capacity it is able to transport a single Magnitude (base+3) War Fleet, which can carry ground forces of its own.
      • Macro-Teleporters: Gargantuan teleporter arrays that can transport even the largest of ground units, delivering them in overwhelming quantities onto the surface of their victim worlds. Most conventional warship shields cannot resist the sheer power output of a War World's teleporters, and can find themselves inundated with deluges of boarders should they approach within range. Can also be used in tandem with Planet Eater to tele-frag enemy ships with asteroids or even chunks ripped off of a nearby planet(oid).
    • Weakness:
      • Lightly Armed: While the Doomsday Weapon is a fine thing for fighting other large Battleworlds, and the Planet Eater does good work in a pinch, the War World is somewhat lacking in more conventional armament.
    • Cost: 60 RP(reduced to 48 by Builder/Gigastructural Engineering)
______


Potential Research Projects:

Doctrinal Enhancements:

Runes: each of these is effectively four enhancements in one, one for each color, with said projects being priced accordingly; while these upgrades are fairly strong on their own, an individual fleethorde can only apply one of the upgrades to void and one to ground(they need not be of the same color of rune). Runes allows for the Krork to build implausible designs without compromising on performance, or to do a more limited version of Beast reality warping where fuel and ammunition just mysteriously last longer. The difference is that the Krork know exactly how much leeway they have from the psychic field, and engineer to benefit maximally from it. For those who don't know, the Orks believe that Red makes you faster, Yellow makes you richer and have more dakka(more firepower), the Black ones make you tougher, and the Blue ones make you more lucky.
Void Runes: Carved into the hulls of Krork warships, these runes glow dimly in the colors associated with certain concepts by the Orks. Psychically charged, these runes soak up the excess psychic energy from the Krork's collective psychic field and channels it through their hosts to allow designs that would not normally work to work.
    • Red:( +1 Speed for all ships Medium speed or below. Red runed fleets may take a second set of attack actions, which will execute to full effect if the location where the fleet's first action took place yields Advantage to the Krork.) faster movement on the tactical and operational level allows for a very high level of 'win more' that takes full advantage of the Krork's eventual infrastructural and positional/maneuver-based advantages. - Kill Cruisers, Terror Ships, Hammer Battlecruisers, and all of the Krork's Battleships and Dreadnoughts are now all startingly fast in realspace, and even their War Hulks could no longer be called slow. -doesn't give an effective focus anywhere, but does allow for some serious 'win more' on the operational level.
    • Blue: (All ships with Carrier will repair War Hordes at the end of a battle, consuming looted remains, equal to the fleet's Magnitude -3 per point. War Hulks will repair War Hordes at a rate equal to the fleet's Magnitude -1 per point. May take two points of War Hulks(aka have twice as many in a given fleethorde with this rune).) drastically increases the replaceability speed on the Krork's non-infantry ground troops, bringing them even closer to the edge of qualifying for the Auto-War Definitive Trait(although the Krork will likely never go over that line, and this rune setup won't really change that fact, but in some ways it may sometimes feel almost as if they already did.); in addition, the ability to deploy twice as many War Hulks in fleets with this rune active is almost enough to earn half a specialization point there as their lack of relative numbers no longer acts as quite as much of a limiter.
    • Yellow: (+1 Range for all ships Medium range or below. Triple Novas for ships with Nova Cannons.) Super-Mauler Macro-Battleships, Deathdealer Battleships, Terror Ships, Light Cruisers, and Onslaught Attack Ships can now directly contribute to Clash, effectively increasing the power of the Krork in both the Clash and the Bombardment phases as the fleets with this rune can either spec more towards specializing in Clash without compromising on their Bombardment phase, or, as is more often the case, have their forces that would have otherwise been relegated to the Clash, and to a lesser extent the skirmish, phases contribute more directly to Bombardment, further increasing the Krork's power during said phase. This second approach is more common due to it synergizing with the rune's second effect, which gives Hammer Battlecruisers and Dreadnought Macro-Battleships the edge they need to pull even farther ahead during the bombardment phase. All of these effects pale though in comparison to the 'unforeseen' effect that this rune has on the Krork's two shortest range ships, as both the Brute Ramship and the Assault Cruiser no longer need to hit their target to ram them, as the 'impact' force(and all its destructive effects on the target) can now be transferred over 'remotely' via some very precise gravitational effects similar to the Gravity Claws that can be found on the Krork's walkers; this both drastically increases their survivability and their effectiveness against targets that would have previously not been worth the effort to ram, which has the effect turning the Brute Ramship from being a self-destructive rarity, to being the Krork's go-to Destroyer class vessel, capable of slaughtering enemy escorts (Destroyers and Screen Ships) en masse during both the Clash and the Skirmish phases, and turning the Assault Cruiser from almost an afterthought to a potentially Clash-winning tool of mass boarding.
    • Black: (All ships with Toughness equal to or less than +2 over shields raise Toughness by +1, but to no more than +2 over Shields. Ships whose final upgrades have no Destroyer merge their Turret and Attack.) while the toughness increase(to all Krork ships other than their Battlehives(seen as part of ground forces) and their macro-capitals) might turn the tide of some battles, the main boost of this Rune is the second effect, which allows for what might be complete dominance of the Defensive side of the Skirmish Phase on the Krork's side of things. It does this by letting Onslaught Attack Ships, Battlehives(and Giga Fotresses), Terror Ships, Skullbasher Battlecruisers, StarCrusher Battleships, and War Hulks to all be able to effectively and efficiently target even Strike Craft with their main guns, to predictable results. As a side effect, the range of the main guns on Terror Ships, Skullbasher Battlecruisers, Battlehives, and Giga Fortreses actually increase somewhat to not be shorter than that of their 'point defense' weapons, while Starcrushers and War Hulks join Terror Ships in being able to engage strikecraft at what would normally be considered bombardment-only ranges.




Ground Runes: Carved into the hulls of Krork vehicles, these runes glow dimly in the colors associated with certain concepts by the Orks. Psychically charged, these runes soak up the excess psychic energy from the Krork's collective psychic field and channels it through their hosts to allow designs that would not normally work to work.
    • Red Rune: (Fleet or +1 Melee.) all non-infantry Krork Ground units that aren't fast enough to cross the battlefield at speeds that in a modern military would be reserved for a figherjet in flight are now that fast, and those that are already that fast now do around twice as much damage when they go into ram/run over their target. While this does benefit many of their units, the main thing it does is make Gargants switch from being the main force of the Krork anvil, to being able to dab on people at supersonic speeds. Cross the battlefield at ludicrous speed
    • Blue Rune: (Shielded - Rechargeable or +1 Shields.) all non-infantry Krork ground units that don't have shields now have them, and those that already did have shields now have shields that are around twice as strong. Shields holding out just that much longer is very lucky
    • Yellow Rune: (Indirect Fire or +1 Ranged.) all non-infantry Krork ground units that couldn't fire over the horizon line(and therefore contribute to Artillery) now can, and all units that could do so beforehand can now apply effectively twice as much downrange.this essentially increases the power of Krork artillery, but not quite to the point of being a full plus.more dakka going farther downrange is almost always good
    • Black Rune: (Urban & Boarding Terrain or +1 Toughness.) all non-infantry Krork ground units can now be fully effective in both boarding and counterboarding operations and in other tight-quarted environments. Krork ground units, other than infantry, that were already effective at both(so basically only main battle unit scale Krork walkers) get a near-doubling of their effective armor based durability. Gives a suitably large boost to the boarding part of the Clash phase for the Krork(without majorly increasing the actual power level of the units involved, only the variety that is). For example a Gargant under the effect of this rune might hang on the outside of a ship, and attack things on the inside with its gravity claws. It could tunnel. A super-tank might adopt a train-like shape. They could warp space to have enough room to fit. With defensive boarding, a Gargant's core, MIU pilot, and irreplaceable parts could just be hauled around, and then they accrue parts of the ship around them in a gravity well-like manner to become a full Gargant at that location.

Revolutionary Breakthoughs:

Black-Hole Computers that don't evaporate away after outputting the answer to a single equation: precisely what it says on the tin, and would be such a major boost to their command abilities despite literally being 'top end computers that don't explode' that it isn't even funny.

Starting Location: Ykres-Rekys,(x-y) subsector 3-B of sector i-9.

Research:
Space Runes: 3/10 slots

Territory Development:

Ykres Rekys:

I3-9B: Industrialized, Heavy Defenses(effectively Extreme Defenses)
I2-9B: Established, Heavy Defenses (going up to Ridiculous Defenses this turn)

Mobile Military Assets:
7 base Magnitude Fleethordes (four of which are in a new area that has yet to be developed)
7 Battlemoon formations(five in the initial territory, two in the new area(one of which has Warp Shadow Generators); one of the five in the starting area is at 4/5 strength, while one (of said five formations) has Warp Shadow Generators)
 
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Putting my sheet out for review. Not able to do prose or an in depth faction blurb cause my laptop is busted and typing on phone is hellish.

(Edit: I'd like to start in I-15 of Vyranodasik so long as no one else has claimed that spot.)

The Khitomer Alliance, formed from the United Federation of Planets and the Klingon Empire following the Iconian War, has recently passed its first true tests as an interstellar polity, from without with the H'urq War and from within with a Klingon Civil War.

Edit: Soon after the appointment of the second ever chairperson of the alliance a Q appeared to every sophont in alliance space and explained that they had made a copy of the Alliance and placed them in a wartorn super galaxy called Vyranodasik as a game. With the Alliance's sensors easily able to tell the Q was being truthful they rushed to address the cataclismic mental health effects of the transposition and defend themselves.


And also here is a technology and lore post to stop ballooning the main sheet's word count even more.

 
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(New) United Nations Government
Origin: In 2016, the UNS would lose contact with the SDF-2 Megaroad-01 along with its entire escort and support fleet without any warning or last messages. It was the first fleet to simply vanish, but it would not be the last. The Megaroad 06 and 09, the SDFN-10, and Macross 12 and 28 fleets are just a few examples of the lost. There were others, such as the Megaroad-13, Macross 5, and 117th Research Fleet that vanished only to have the truth behind their disappearances later unveiled, but these remained mysteries.

They were not, however, destroyed. Instead, they had fallen into mysterious Fold Space anomalies, dragging them down into a new universe at a singular point in time and space, alongside many ancient Zentradi Main Fleets, themselves thought lost by their fellows and after a brief if tense exchange willing to work with the strange alliance of their kind with others.

Now, as mankind has always sought to do, this coalition is determined to explore alien stars, expand into new territories, and exploit the resources and planets they found.

Leader: Major Misa Ichijyo and the Zentradi Main Fleet Command Council. Strictly speaking, a Major should not be in charge of the entire human government and armed forces in Vyranodasik in a pure chain of command sense, but everyone defers to her anyway due to her status as a tactical genius and general legendary figure, something that irks her to no end.

Definitive Trait:
Golden Armada

Traits:
Martial Society
Xenophilic
Regiment of Renown
Additional Specialization
Additional Specialization (x2)
Fortification Experts

Manifest Destiny
Redshirted Army (Line Infantry)
Redshirted Army (Infantry Support)

Origin Points (40 to spend):
Faction Tier Upgrade Two (Extremis) (6/40)
The Adama Maneuver (10/40)
Ten Initial Heavy Assets (20/40)
Six More Population (26/40)
Fourteen More Production (40/40)

Specializations (5):
-Strike Craft
-Destroyers
-Frigates
-Titans
-Main Battle Units

Spacy
Battle Planetoids:

Fulbtzs-Berrentzs Class Mothership
-Category 1
-Tier 2
-7 Hulls
--Primary System:
—Large-Scale Conventional Combat Array: Countless large-output guided beam cannons, anti-planet/mobile fortress large reaction and close-range anti-ship missile launchers, and anti-small craft micro-missile phalanxes cover the surface of the fearsome Fulbtzs-Berrentzs, able to deliver devastating firepower to conventional fleets via beam cannons and short-range missiles, some moderate damage to hostile planets and planetoids via well-armored reaction missiles with enormous payloads, and fend off most strike craft assaults with ease.
--Secondary Systems:
—World Carrier: The aptly designated Mothership has massive volumes of open interior space where thousands of warships can be docked and resupplied or ferried safely into the heart of even the most dangerous battles.
—World Hangar: As well as the carried vessels that can shelter and resupply in the cavernous open space of the Mothership's heart, it also has innumerable hangers that hold vast reservoirs of strike craft that are more properly the Fulbtzs-Berrentzs', entirely separate of those held in the hangars of its warships. These can be disgorged en masse to both protect and attack the Mothership, supplementing its thick armor and main weapons systems.
--Weakness:
—World Carrier: The enormous bay doors are a structural weakness, and lead almost directly to the main command spire of the vessel, which has little in the way of inherent protection. NUNS doctrine around these leviathans is made with this in mind from their own experience with exploiting this weakness, but the vulnerability remains.

Macro-Capitals:
The NUNS does not have access to macro-capitals. While the Macross Frontier's Island 1 indicates that ships of this size are at least theoretically understood to be possible, it is unclear if they possess the necessary technology and infrastructure necessary for the construction of actual warships of such size, and most likely they don't.

Capitals:
The NUNS does not use capital ships. This seems to be less out of an absolute inability to manufacture them, and more out of a general doctrine and technology base that doesn't see a particular need for them.

Line Ships:
Cruisers: Zentradi Fleet Command Battleships, such as the Neo Nupetiet-Vergnitzs and Queadol-Magdomilla Classes, are the largest warships in NUNS service, capable of deploying numerous fighter squadrons into battle while also launching anti-ship reaction missiles and firing guided beam cannons. (As a side note, all high-yield reaction missiles can be, and often are as part of NUNS naval doctrine, used as anti-strikecraft munitions in an AoE or area-denial role.) Despite being the largest vessels, they are not the main striking power of the fleet, but they are still valuable flagships and battlestars. Zentradi LSTs (Landing Ship Tanks) are also just about in this size category, and thanks to their anti-ship weapons and complement of Battle Pods can be similarly used as ersatz battlecarriers in an emergency, even though they're meant to be planetary assault vessels.

Destroyers: The most vital ships in the fleet fall in the Destroyer category, as these are the ships that possess the various spinal energy cannons crucial to interstellar warfare, colloquially referred to as Macross Cannons. The most infamous of these are the Battle Class Stealth Space Attack Carrier, although modernized Zentradi Gun Destroyers have a similar profile and weapons loadout. While these ships also possess more conventional weaponry, these are distinctly secondary batteries and point defense. The destroyers of the (N)UNS are bolstered by the Thurvel-Salan Class Battleship, a far more restrained design with more of a conventional main battery of guided beam cannons but no main gun. All ships of this size are also carriers.

Screenships:
Frigates: There are two primary kinds of frigate in the NUNS. One is the "Pocket Macross" concept of the Quarter and Elysion Classes, where a Macross Cannon and transformation systems are put in a hull a quarter and half the length of a standard Battle Class respectively. While lacking the firepower of a true main gun, they are still extremely powerful weapons for the size of the ship they are mounted on. They also possess some secondary batteries and significant carrying capabilities. More common are dedicated carriers, which sacrifice the main gun and transformation aspects for significantly increased launch, retrieval, and rearmament capabilities with a similar amount of secondary weapons and carrying capacity, as well as Zentradi Picket Patrol Ships that possess a light anti-ship primary battery and some carrier capacity.

Corvettes: NUNS Corvettes are exemplified by the Northampton Class Frigate and the NUNS Stealth Cruiser, which employ a mix of light anti-ship beam cannons, beam CIWS, and anti-ship missile launchers along with acting as pocket carriers. These ships are mass-produced in great numbers and act as the primary bulk of a combat fleet, ranging ahead and serving as pickets, skirmishers, scouts, and light combatants. Also present in some numbers are the Quel-Quallie Theatre Scout Pods, relatively lightly armed and armored vessels that are primarily equipped with super-long-range gravity wave/Doppler radar systems, allowing for early warning and detection even against enemies cloaked against standard detection methods.

Aerospace:
Strike Craft: (N)UNS space doctrine is built extremely heavily around their high-performance strike craft. Most craft are Variable Fighters, so called because they can transform between mechs, conventional fighters, and an in-between state known as GERWALK, allowing them to fight equally well in space, air, and land. These are extraordinarily agile, durable by most fightercraft standards, and generally armed with a primary Gunpod, point-defense beam cannons, and missiles, either anti-fighter micro-missile launchers or anti-ship reaction missiles. RVF recon variants also provide exceptional scouting ability thanks to the usage of fold waves as a scanning medium. Other strike craft include the missile and beam gun armed Gnerl Fighter Pod, which remains a cheap but effective craft even if it's decisively fallen out of favor compared to alternatives, and very similarly armed QF-4000 Ghost drone fighter, which is more capable than a Variable Fighter with an average pilot but suffers from an extremely restricted AI and will suffer a severe drop in performance if communications between the control unit and the Ghost can be jammed, although it will not be completely disabled. Finally, macronised individuals can use the high-performance Queadluun-Rhea Battle Suit, a space superiority mech with high performance, good durability, and a mix of anti-fighter guns and micro-missiles along with a heavy back-mounted anti-ship/fighter impact cannon. While more limited than Variable Fighters in some ways, such as requiring a giant for a pilot, the performance and endurance of such Battle Suits make them invaluable for special duties such as force reconnaissance.

Aircraft: The NUNS possesses a limited aircraft corps, consisting primarily of transforming ground-attack craft known as Variable Attackers such as the VA-3 Invader and VA-14, atmospheric maneuverability-focused Variable Fighters such as the VF-5000B Star Mirage and VF-9 Cutless, and heavy bombers such as the SB-10/10 Starwing, which possesses both a sizable internal bay for bomb and missile storage as well as four underwing hardpoints for carrying unmanned "dumb" drone fighters to extend its effective combat reach. These craft can also be used in space, but they're primarily designed for atmosphere.

Summary:
Spacy doctrine is based primarily around strike craft, what with every single ship in the fleet being some kind of carrier, and relies on potent multi-purpose corvettes and Macross Cannon-equipped Frigates and Destroyers to provide the bulk of ship-to-ship firepower. As a result, the main fleet prefers to engage from a stand-off distance, not closing beyond Macross Cannon range while sending out the light units to engage up close, often with Fold Booster-equipped strike craft jumping immediately adjacent to hostile capital ships and deploying anti-ship missiles at point blank range if feasible.

As a result, the NUNS are the kings of the Skirmish phase, with starfighters and fast-attack corvettes both expected and able to be the decisive arm of engagement in any situation. It is also very capable in the Bombardment phase, with extreme range Macross Cannons backed by lesser in range and power but still potent ship-mounted reaction missile launchers. However, said Bombardment phase power relies largely on a single category of ship, the Destroyer, and although Pocket Macrosses and reaction missile launchers can keep the fight going if said category is devastated it will be at vastly diminished power. Finally, they suffer somewhat in Clash. All ships being carriers provides plentiful strike craft, but such a policy has trade offs, and even the more battery-focused vessels such as the various Zentradi battleships are designed with standoff operations in mind. This wouldn't be too much of an issue, but the lack of actual capital ships, the vessels typically most able in the Clash phase, is what turns it into an issue. With that in mind, said main battery-armed battleships, along with the secondary batteries of the various Macross Classes, also mean that the NUNS is far from helpless if a foe manages to successfully enter the Clash step.

The large amount of long-range firepower combined with precise, tactical FTL capability and good sensors means that the NUNS generally excels at Pursuit, able to harass retreating enemies basically at their leisure, although they lack any means of FTL interdiction. It can also Disengage reasonably well by fleets Folding out to safety if necessary, although it is hampered by a general need to recover strike craft before retreating.

Army
War Engines:

Behemoths: When such engines of destruction are called for, the NUNS deploys starships into the atmosphere, ideally Attack Mode Macross Classes, Zentradi LSTs, or Queadol-Magdomilla Assault Modules.

Titans: The VB-6 König Monster (and original Mark II Destroid Monsters yet to be phased out of service) is a walking artillery piece, armed with a quartet of enormous cannons and a pair of three-barrel heavy missile launchers, capable of delivering even anti-ship firepower if needed. While it's about as subtle and versatile as a brick, with its only close-in weapon systems being a single 30mm vulcan cannon, more powerful than a Valkyrie's light beam cannons but less powerful than its Gunpod, and a pair of retractable small high-maneuverability missile launchers. It delivers undeniably devastating firepower, and is fairly heavily armored. It also has additional capabilities due to being a Variable vehicle, able to shift into Destroid mode for hand-to-hand combat or Shuttle mode to rapidly reposition. However, it cannot use its main cannons in Shuttle mode, so unlike conventional Variable Fighters it needs to be landed to fire fully half of its main armament, ideally in GERWALK configuration.

Vehicles:
Superheavies: A step down from true Battle Suits, Zentradi Battle Pods such as the Glaug and Regult were once the mainstays of Zentradi naval operations, but have since been supplanted in that role by the Quaedluun-Rhea and Variable Fighters. Today, they still serve on the battlefield but instead as something roughly equivalent to mini-mechs for Macronised Zentradi, being larger and better armed than standard Marines while still being cramped single-operator affairs. Battle Pods can still be used as space combat units if needed, but this is something of an emergency measure. They cannot fly in atmosphere, but can still perform thruster-assisted leaps that allow them to rapidly reposition and engage low-flying aircraft. Compared to shortly pre-SW1 Zentradi fleets, Glaug and new variants of the Regult such as the ZBP-106 are more common, allowing for officers to more commonly employ elite battle units, even if the standard Type 104 with its Missile Carrier and Tactical Scout variants are still the most common kind of Battle Pod.

Main Battle Units: The NUNS considers the Main Battle Unit the actual main battle unit of the ground forces, as opposed to most armies which instead consider that to be the role of the infantryman. This is due to the presence of Zentradi Marines, ten-meter tall giants equipped with vacuum-sealed combat suits and small arms that are practically handheld tank armaments, as the bulk of the NUNS. They are supported by modern Destroids, such as the Cheyenne II Air Defense Robot, which are unable to effectively engage in CQB but generally boast superior firepower, mobility, and specialist capabilities. There are also some more conventional MBUs, such as the Beatrice Armored Fighting Vehicle, but these are comparatively rare and deployed in more garrison roles.

Lights: With the Zentradi Marine being the primary infantryman of the NUN, and aircraft being the primary reconnaissance arm, there isn't significant usage of light vehicles in the ground forces.

Infantry:
Supersoldiers: Although the blueprints for enhanced cybernetic soldiers theoretically exist, such modified individuals do not see service in the NUN Forces following the Galaxy Incident.

Elites: NUNS Special Forces are covert operatives and commandos, utilizing specialized EX-Gears as combat powered suits. Silent and stealthy, especially with the optional camouflage decals applied, they can glide around at high speeds on integrated wheels or use attached flight units to go higher and faster still. Armed with custom rifles for dealing with even difficult opponents, they're perfect for stealth operations such as sabotage, assassination, and similar.

Line Infantry: The NUNS does technically maintain conventional infantry as security forces, but these men and women aren't actually expected to see serious combat, although they're well-trained garrison troops and marines.

Individuals of Importance:
Lords: The NUNS officer corps is well trained from top to bottom, and are able if unexceptional commanders. They do however have Fold Communication systems, allowing for an admiral to have near or actual real-time communications with his forces even across star systems, and Zentradi Tactical Advisors, Zentradi genetically modified for increased intellect and significantly increased memory and recall capabilities, are semi-common as fleet command assistants. The actual commanders, however, are inevitably only mortal humans (or at absolute best Officer-type Zentradi) with all the problems that implies.

Heroes: The archetypical NUNS Hero is a strike craft ace. Using a Variable Fighter or Battle Suit, especially a high-performance one, is a difficult thing, as the gap between an ace and an ordinary pilot is generally highly significant. Additionally, some individuals have naturally occuring transdimensional organs known as fold receptors, allowing them to generate fold waves under certain circumstances. Fold wave generation was first identified as occurring during singing by specific individuals, and as a result personal fold manipulation became heavily associated with singing, in turn eventually resulting in military formations designated as Tactical Sound Units to exploit this ability.

Support:
Artillery: The NUN armed forces have a very limited supply of conventional artillery, first and foremost of which are Zentradi infantry mortars, which would be considered full artillery howitzers for anyone else.

Infantry Support: Some armored personnel carriers are maintained for use by conventional forces, but these are deemed to be of lesser importance.

Summary:
The NUN army heavily relies upon victory in space, as it makes extensive use of strike craft and atmospheric ship deployment in order to achieve its full potential. While it can fight and win ground wars on its own merits, it's only three quarters of an army without space unit support. Doctrine is primarily about the use of air forces for reconnaissance and fire support missions, combined with high-speed shock assaults by an overwhelming number of mechs, Zentradi Marines, and Battle Pods. As a result, they are very powerful in the Shock phase, but only if continuous air support can be maintained. More positively, they are also strong during the Penetrate step on their own merits, and a combination of sheer firepower and Elite Infantry utilizing the gap in enemy lines to launch commando raids gives them a solid if unexceptional Exploit step. However, a complete lack of mechanized infantry forces means that the NUN army suffers from a subpar Reduce step, although since Zentradi Marines can still move at a decent pace due to their large size combined with humanlike mobility they aren't completely useless here either.

Unusually for a ground force, the army can be used in a space combat role much like how strike craft and atmospheric ships are naval assets that can be used in a planetary combat role. Human infantry can be used as defensive marines, Zentradi Marines likewise in Zentradi-scale warships, Battle Pods and Aircraft can be used as only somewhat lower-performing space strikecraft, König Monsters can be used as bombers, they and Destroids can stand on the surface of ships to act as additional anti-ship or anti-aircraft turrets respectively, and most officers and exceptional individuals are primarily Spacy-based anyway. The only real exceptions are standard armored fighting vehicles and the Zentradi infantry mortars introduced by the UNS forces after SW1. This can allow NUNS forces to hit harder than anticipated in space combat due to a surge of small units, albeit at the cost of attriting army forces before they even hit the ground. This can of course be mitigated by space units assisting ground forces as either aerial Behemoths or super-aircraft, which as outlined above is in turn key to NUNS ground warfare doctrine.

Thus, it is only through the power of teamwork and flawless joint operations that the NUNS military can achieve its full potential.

Skull Squadron (Heroes)
-An elite fighter squadron consisting of Space War One veterans, it shares a name, leadership, and general continuity with the legendary formation of said war, but between casualties and transfers is a very different unit to what it once was. Despite four years of relative peace, these three ace pilots haven't lost so much as an ounce of ability.
--Skull 1: Major Hikaru Ichijyo
--Skull 2: Captain Katie Bower
--Skull 3: Captain Komayna Zaptuz
TSU "Minmay" (Heroes)
-Lynn Minmay was just as vital to the success of the final battle against the Boddole Zer Main Fleet as any military officer, and continued her singing career in the post-war environment. While she never expected to return to paramilitary service, the problems of strange new worlds may require strange old solutions, especially with the scientific research on Fold Waves and Sound Energy that has been explained to the SDF-2's crew by downstream sources and new supporting technologies such as Sound Boosters.

Doctrinal Enhancements:
-Miclone Battle Suits: Developed for security troops to use in anti-boarding infantry and based off of military-model EX-Gears, these powered suits sacrifice the collapsible/transforming capabilities, the VF-pilot integration systems, and the flight system of standard EX-Gears in order to boast aim-assist functionality along with superior strength augmentation and additional armor plating. The heaviest of all EX-Gears and typically armed with appropriately weighty firepower, it aids security troops in counter-boarding actions on human-scale warships with a high degree of efficiency, performance, and mobility, as the gliding wheels are retained.
-Nupetiet-Vergnitzs Converging Beam Cannon Refit: Much to the chagrin of the Megaroad-01's crew, a slightly dramatized and heavily abridged version of the events of Space War 1 was released as a feature film in 2031, Do You Remember Love?. Among other departures from reality, the Nupetiet-Vergnitzs was depicted with a ship-length heavy converging beam cannon similar to a Zentradi Gun Destroyer. Some enterprising engineers have suggested bringing this into reality, enhancing the ability of the heaviest NUNS warships to engage larger targets and fight in the bombardment phase, although due to technical limitations on fitting such a weapon in without overly harming its main weapons array its output limited, and so this refit is insufficient to truly revolutionize cruiser-scale combat.
-Marine Assault Blades: Zentradi Marines are terrifying close quarters opponents, able to grapple and punch opponents, but this seems to not be a surprise to our enemies. The mass production and deployment of blades ranging from knives to battle axes should notably improve the combat ability of Zentradi fighting enemy forces in melee.
–Alternative: MBR-07 Mark V Super Spartan CQB Destroid.
-Urban Barrier System: An enlarged shield system based on Pin-Point Barrier principles can be used to shield entire cities from enemy orbital bombardment with a good degree of strength. As the name implies, this is simply to develop theater-scale shields, with shields sufficient to cover whole planets being left undeveloped due to technical constraints at this time.
-Variable Reconnaissance Unit VR-1 Cyclone: Seeing a need to boost the reconnaissance ability of NUN ground forces, the development of a high-speed military-grade motorcycle was authorized alongside a military-grade EX-Gear slightly altered to work with the Cyclone rather than a Variable Fighter. As well as general superior performance and attached weapon systems, sensor systems, and communication systems, variable technology is incorporated to allow it to transform into an exo-suit for recon personnel forced to engage enemy elements in direct combat. Much like the VF-0, energy output is limited, so full combat functionality is only obtainable in armor mode rather than in both it and motorcycle mode.
-Cyborg Supersoldiers: The development of mechanically-reinforced soldiers has been prohibited for some time over the potential ethics concerns, as was proven justifiable after the Vajra War, but the recovery of a great deal of Macross Galaxy technical data means that redevelopment of such soldiers is technically viable. While the Galaxy Fleet's cyborg agents proved unable to overcome NUNS Special Forces despite their capabilities, that is largely because they were unarmed and unarmored at the time. By combining cybernetic augmentations with Special Forces EX-Gear customized to best enhance said augments, a new breed of ultra-elite commandos can be born. The most notable feature available is the near-real time neural communication network salvaged from the Galaxy Fleet Executives, which when combined with modern fold-based communications allows for retrieval of the consciousnesses and even souls of lost commandos in order to place them into identical replacement bodies. In this way, even the highest risk missions can be undertaken with a good degree of confidence. However, full cyberlink tactical networking is deemed too risky to implement in these soldiers due to how it has been abused in the past.
-Cybernetic Command Augments (Questionable Projects Start Here): Full cyberlink tactical networking allowed the Macross Galaxy Executives to directly control ship crews and coordinate their fleet with a superhuman level of skill. This, needless to say, is impossibly unethical, but a more restrictive and equitable cyberlink network of just a ship's bridge crew can still provide significant benefits, allowing for nearly flawless coordination of the bridge crew and superior understanding and control of the ship, allowing for if nothing else superior ship-scale melee combat performance. This will also allow for the reintroduction of the high-performance Deneb-class Cruiser and Cygnus-class Escort Carrier small-scale warships.
-Dimension Eaters (Black Project): Dimension Cutters and macro-scale Dimension Eaters are anti-Leviathan/anti-Planet weapon systems. They cannot ever be allowed to fall into the wrong hands, and their mere existence is a threat to all other powers in a region. On the other hand, they allow fighters to easily cripple or destroy even Leviathans and Battle Planetoids.
-Virtual Idol Redevelopment (Black Project): While lacking in the ability to connect humans in the same manner as fold-receptor equipped Sound Units, Virtual Idols have amazing powers of mass hypnosis and the ability to make drone fighters such as the QF-4000 Ghost perform at incredible levels. However, all research into such machines was strictly banned after the Sharron Apple Incident. To redevelop such capabilities is to risk a second such incident, but the rewards if successful would be truly immense. Mutually exclusive with Sound Networking.

Revolutionary Breakthroughs:
-Ultimate Fighter Project (Heroes): The Ultimate Fighter Program is based around the development of a new high-performance fighter that combines the best aspects of the YF-29 Durandal, YF-29B Perceval, and YF-30 Chronos fighters into the tentatively designated VF-32 Galatine, planned armament including a Heavy Quantum Beam gun pod, twin Light Quantum Beam head turret/coaxial guns, a shield and assault knife, plentiful MDE micro-missiles in a dozen launchers, and several underwing hardpoints for additional ordnance if necessary. Extensive usage of Fold Quartz in all aspects of the fighter allows it to achieve performance unmatched by pre-Durandal non-cyborg use fighter craft, and it is further tuned to the peak of performance, meaning that only ace pilots can properly use its potential. EX-Gear compatibility and integration of a VF-22 style BDI system are also design priorities.

However, all of this is secondary to the true centerpiece equipment of the Galatine, which is its Fold Dimensional Resonance System that most importantly both broadcasts and greatly enhances fold wave (colloquially "song energy") output. Support systems and a second seat combined with the FDRS allows for TSU deployment on the very front lines, and with proper resonance the capability of both the aircraft and idol are greatly increased. The VF-32 will usher in a new era of Idol-Pilot cooperation, augmenting both through joint action, especially since a singer is ironically far safer in the cockpit of such a craft than they would be on the bridge of a warship.
-Sound Networking (Lords): Certain past incidents have shown that as well as culture shock, fold resonance, and counter-mind control capabilities, fold energy manipulation is capable of developing a form of mental connection between individuals. Theoretically and with some difficulty, it would be possible to use mass amounts of Tactical Sound Units to join entire fleet formations into a temporary mental network, allowing for superhuman coordination without the potential drawbacks inherent to cyberlink systems. Utilizing the enhanced fold wave generation and broadcasting abilities of the VF-32, TSUs can be specially trained to allow for Sound Networking. To facilitate total coverage, sound boosters can be placed aboard ships and as add-ons to drone fighters, similar to the Super Part system developed but never deployed for the original X-9 Ghost, that can act as relays for the fold waves. These will inevitably be tempting targets for enemies looking to disrupt the networking, hence their deployment on the highly agile and unmanned drone fighters. Mutually exclusive with Virtual Idol Redevelopment.

Starting Location: Vyranodasik M-19 East

 
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Faction Name: The Banished
Leader: Atriox
Universe of Origin: Halo
Tier: Secundus

Origin: Born out of the first ever successful rebellion against the Covenant, The Banished under their leader Atriox expanded greatly as they took worlds in their conquest. What had started as a rage against the covenant's injustice and attempt of execution had turned into the largest rebellion of the Covenant's history. with the collapse of the Covenant, the Banished quickly became one of the largest symbols and unifying force of the remnants who saw the covenant as a failed idea and tossed those beliefs to the side.

As the Banished made quick work of yet another world, they would find strange disturbances in the space around them, Their fleets and worlds becoming trapped in this strange shimmering and distortion. The strange cosmic disturbance eventually subsided, but to the Banished they found themselves in unfamiliar stars, before panic could occur across heir forces, Atriox stepped in and gave a proclamation that the Banished would not degrade themselves acting like cowards, that these new stars were opportunity to truly make something away from the iron grips of the UNSC and Covenant, were they would be free to act as they pleased.

Traits & Drawbacks:

Definitive Trait:
-Golden Armada

Three Free Traits:
-Xenophilic: Much like their origins in the Covenant, the Banished are made up of many different species and cultures, however unlike the Covenant they do not follow the same blind faith that would exclude new warriors or outcasts joining their ranks, such as Humans. All are equal under the Banished and will serve as brothers and sisters

-Devoted Population: The Banished may be brutal warriors and made up of many unsavory elements, but there is a solidarity between such peoples. United in their drive to raid and conquer, they are all Brothers and Sisters in the Banished, and death to any that will try to make them slaves again.

-Martial Society: Under the rule of prior warriors of the Covenant and continuing to fight against all they wish, the Banished follow a rule similar to the ways of the Jiralhanae, forming Legions and Clans that take precedent to old loyalties or families, they are a people united in war and will either rise together or die together.

Starting Location: Eklemarid, O-10, South


Origin Points: 0/50

Faction Modifiers:

More starting production: +9 (+9)

More Population +3 (+15 Population)

Operational and Strategic Movement Speed upgrade (-6)


The Adama Maneuver (-4)

ISOT Origin (-4)

Expanded Initial Territory +2 (-12)

Initial Territory Development (-4)

Focuses
-Destroyers
-Line Infantry
-Lights

Space

Macro-Capitals

Supercapitals: The Banished have no such ships at this time, the closest to such a thing being the ships of the Prophets and no such piracy to take those ships had been attempted before the dislocation.

Dreadnoughts: To the luck of the Banished, when their rebellion truly began to gain speed, several Fleetmasters and their prized ships joined, while these great ships are in the fewest numbers and their own durability is lesser than other ships of these types. None can deny that with ship types like the CSO class Supercarrier, even few numbers can make the Banished a force to be reckoned with. At the moment they work as both command centers and great weapons for the Banished, acting as mobile bases for their raiding and war efforts.


Capital Ships

Battleships: At the moment there are no ships of this type in the Banished Fleet

Battlecruisers: At the moment there are no ships of this type in the Banished Fleet

Line Ships

Cruisers: In much the same way as the Covenant having most of their iconic ships be of this classification, so too doe the Banished, with such vessels like the the CAS class Assault Carrier, the go to choice for many a Fleetmaster for it's reliability and similar design to the much larger CSO Class. Or the Kewu pattern battleship, a ship made to combat other ships with a focus on heavy firepower. With these ships and more the Banished have made their mark on the galaxy with their brutal fleet tactics and relentless ferocity.

Destroyers (Focus):"Most covenant ships fit into the destroyer tonnage range, such as the 1.7 kilometer CCS plasma cannon fitted battlecruiser, the CPV class heavy destroyer used primarily for glassing or ship to ship energy projector delivery, the pursuit oriented RPV class Light Destroyer which accompanies the Rasus Pattern Interdictor which is an impressive two kilometers long; large for a ship meant to hunt down those who flee from he judgment of the prophets. Destroyers are generally designed for singular roles and are split between the various ministries, leading to fleets often having difficulties coordinating as different sects of the faith rub against each other; and occasional issues acquiring manpower due to recruiting only from those who are deemed to be fitting for the ministry's theology."


-Banished Dreadnought: One of the few invented ships of the Banished, the Dreadnought serves as a Warship fulfilling the roles of ship to ship combat, infantry deployment and occupation support. Fitted with a Stasis Beam, Grav-Impacters, Light Plasma Lances, Pulse laser batteries, Plasma torpedo silos and Incinerator Plasma cannon clusters, one would beware the sheer firepower of the Dreadnought.

Screenships

Frigates: "Covenant Frigates are generally designed as patrol and escort vessels or as specialists. The CAR class Armoured Frigate being the largest of the Covenant's frigates at a single kilometre long, bearing a single plasma lance to provide shockingly high punch for a ship of their size, the SDV class Heavy Corvette offering its services as a small carrier for a handful of dropships and fighters, though at a complement of only thirty-eight plus two hundred and thirty marines they are extremely vulnerable to boarding. The Akton Pattern Escort is specifically designed to help shield Covenant fleets from incoming projectiles or enemies closing in, and is relatively durable for a ship of about 700 meters in length."


-Karve: A Jiralhanae designed warship designed for siege and planetary invasions, with systems easy to construct and maintain they have been used to patrol Banished space or carry supplies.

Corvettes: "Covenant Corvettes such as the Mutan-Et Pattern Storm Cutter, Zantar pattern light cruiser, the Intrusion class Stealth Corvette, and the Makar pattern light corvette generally serve very particular roles such as raiding, patrol, special operations, and reconnaissance. Most are not meant to actually hold their own in a serious battle, and many are parasites onto carriers to save space on slipspace drives and some essentially serve as very large multi-person crew strike craft. But rare is the Covenant fleetmaster that expects wonders from them."

Aerospace

Strike Craft:


-Phantom: In much the same way as many others of the Banished arsenal, the Phantom dropship has been modified to better suit the designs of war under the banner of the Banished. Serving as gunships and firing platforms for their soldiers in battle. In battle they also contain a heavy plasma cannon and are capable of long range subliminal travel.

-Seraph: One of the most common models of Space fighter in the Covenant, now in the Banished they service pilots who truly understand their use in battle, many of their numbers becoming unrecognizable from their Covenant Origins due to the individual markings and symbol denoting their Legion and Pilot's Clans. Armed with various kinds of weapons, the Seraph can fulfill many different combat roles in ship to ship combat for Strikecraft.

-Drekar: Commissioned by the Prophets to serve as a Stealth ship for their own needs, the Banished have made off with the designs and created them for their own uses.

Aircraft:

-Banshee: A Single pilot aircraft fitted with Plasma Cannons and fuel-rod cannons, this stable of the Covenant air force has continued its service in the Banished as the main source of air combat, quick movements and a deadly arsenal, one would be a fool to dismiss a Banshee.

-Griever fighter-bomber: A bomber created in the post-war era, it's purpose is clear and role even clearer. The Griever is a resilient machine armed with a heavy mortar, plasma beam projectors, spike cannons and plasma lances, all of these have made it able to act in the role of a fighter in a pinch.

-Lich World Patroller: A Heavy Dropship type modified by the Banished to be used as Carriers for their forces, able to deploy entire structures for the construction of their outposts. Armed with a Heavy plasma Cannon and extensive hull plating, there is little that can threaten the World Patroller in the skies without taking damage themselves.

-Shroud: A support class of ship from the Covenants past, able to either produce a persistent cloaking field around itself and a group of Banished forces or act as a point defense system and shoot down any incoming projectiles, this utility however comes at the cost of difficulty to pilot and no offensive capabilities.

Ground

War Engines

Behemoths: The Banished currently have no such weapons of this magnitude.

Titans:

Scarab Fortress Breaker: A Variation of the normal Scarb used by Covenant forces, altered to better traverse terrain with their clawed feet and grasping claws, the Banished Scarabs are armed with a Focus Cannon and six missile turrets along its body to defend against attack.

Vehicles

Superheavies: There are none at this moment that qualify for this classification

Main Battle Units:

-Goliath: Often being compared to a walking tank, the Goliaths of the Banished are primarily anti-building weapons deployed to devastate industrial areas of enemy worlds or are used to defend areas of importance for the Banished. Being a Melee only weapon this does limit their use against many types of enemies, but their durability and strength makes up for this shortcoming.

-Marauder: A fast medium sized infantry fighting vehicle, driven by one with a second acting as the Gunner with a heavy plasma turret and compliment of missiles. Despite their rather light weight, they can act in the roles as a Frontline tank or a support vehicle.

Lights(Focus):

-Ghost: Primarily a rapid assault vehicle, Ghost's in the Banished are modified to have twin plasma reactors instead of one, giving it much more power and bursts of speed for it's weapons systems

-Sky Protector: A single pilot anti-air machine that is new to the Banished arsenal, replacing the Covenant Wraith as main Anti-Air weapon for the Banished, holding several Thrasher Missile pods for this use and a light spiker autocannon for it's ground defense. It also can use it's mislies for makeshift propulsion and slam down upon it's foes

-Skitterer: A Cheap and expendable scout unit for the Banished, created with specialized bred Lekgolo, they are often the first seen in battle by an enemy force, either scouting out enemy positions or enacting a quick and precise attack with their Twin linked Beam Cannons. The most common strategy with them is to attach them to much larger mechanized forces and used to provide both added force to an attack and defensive force to add cover for other more valuable units


-Chopper: Created by the Jiralhanae, these rapid assault vehicles are often used as both scouting force and anti infantry, the models in use for the Banished are fitted with autocannons, heavy armor and a spiked front that make it far more useful to ram into enemy forces and their own vehicles. They are in use to the Outrider squadrons of the Banished, those who are first to meet the enemy, many under Atroix himself wish to serve in this vaunted position and compete with each other to earn such prestige.

-Locust Siege Crawler: In much the same vein as other Lekgolo constructs, the Siege Crawler was made to be a more military version of the other Locust models, armed with a Force Cannon unlike their Covenant counterparts with no such weapons.

Infantry

Supersoldiers:

-Mgalekgolo: Known to the UNSC as Hunters, the Mgalekgolo are a sparse sight in major Banished formations, often only having a few groups of two in them. This lack of higher numbers however proves to be a useful part as they serve more as a guard role for important areas or figures of the Banished, or be used as part of a heavy assault attack. Their own hardy nature and destructive strength paired with their own weapons have made the Hunter's a frightful combatant no matter who fights them.


Elites:

Jiralhanae Jumpers: Specialized Jiralhanae warriors utilizing Jump packs to swiftly move across battle grounds, granting them a more mobile perspective in combat and allowing them to use their Gravity Hammers to great effect. Their crimson armor and high position in the service of the Banished has made them a symbol of honor to the Jiralhanae Banished, one many inspire to be.

Sangheili Rangers: Specialized Sangheili trained in zero-g combat, demolitions and ship security, they are used as either part of the expeditionary force in a space battle, boarding enemy ships under the cover of the battle and setting charges or defending Banished ships from enemy borders. Their sealed armor keeping the harsh conditions of space from reaching them also allows for other operations. Operating on planet they keep their armor, but don thruster packs or Antigrav packs, just so that their trained mobility remains even in a none perfect environment for them to fight in.

Line Infantry (Focus):

-Jiralhanae: Losing only to the Unggoy, the Jiralhanae are one of the most large group of the Banished, their Leader and Founder Atriox having inspired many of them to revolt with his denial to die and own victories against the Covenant giving many of them a means of escaping the iron grip of the Covenant. Due to their large numbers in the Banished, there are many roles they fulfill in combat, from standard warriors fighting along the front lines to the Berserkers forsaking their minds and giving into rage so that they may kill their enemy. Out of all the members of the Banished, it is the Jiralhanae who are most prevalent in leadership roles.
--Other Species that fulfil similar roles: Barghesi

-Krogan: Among some of the first to join the Banished in this new galaxy, the Krogan at first seemed to be much like the Jiralhanae in temperament and battle tactics. But with time and learning of their ways, while there are similarities, the Krogan present a much hardier force then any Brute. Their own biology making them an almost perfect fit for attritional warfare and hard hitting attacks on the enemy, the Krogan within the Banished serve either in the front lines as shock troops or in needed defensive positions alongside the Mgalekgolo.
--Other Species that fulfil similar roles: Morralians

-Asari: While not in the same numbers as others from their Universal cluster, there are Asari who have joined the Banished and offered their services as soldiers. Often taking up commando roles or roles as scout forces, there is however a growing number of some taking up roles more commonly associated with other members, this is because of their need to understand their chosen mates/lovers and often work closely with them if they are both serving as soldiers.

-Loxatl: As the Banished grew in reputation, new species came to join their ranks, one such is the reptilian Loxatl whose talents in scouting, hunting down specific targets and skills in asymmetrical warfare had placed them in a well earned position in the Banished forces that few could gain without specialized training.

-Sangheili: The Sangheili of the Banished are not ones that would be seen as typical of their race, while the warrior spirit and will to fight is there, the ones who chose to serve in the Banished have forsaken honor to live as mercenaries, using their skills to fight and plunder to their heart's content. Serving as both front line fighters and stealth based operatives.
--Other Species that fulfil similar roles: Kroot, Tarellians, Trandoshans

-Human: Despite what the UNSC propaganda may claim, not all of humanity is satisfied with the way things have gone, these outcast humans have joined many different movements and organizations in the past, ranging from Insurrectionists to Mercenaries and Criminal organizations, and the Humans of the Banished are no different, Joining as mostly a mercenary force attracted to the prospects of spoils of war, and while they are not the most skilled of soldiers compared to others in the Banished, they bring a idea of a Banished not submitting to the ideas of the UNSC and Covenant, that they will make their own path in the universe.
--Other Species that fulfil similar roles: Turians, Batarians, Merendi

-Kig-Yar: The Kig-Yar for all their own bravado are still often part of the Line Infantry, serving as mercenaries or under captains who have thrown their lot in with the Banished. While the Kig-Yar may not have the strongest of warriors, their own specialties have given them a crucial niche in the Banished, for their skills in raiding and extreme proficiency in sharpshooting have made them the bane to many of the enemies of the Banished.
--Other Species that fulfil similar roles: Salarians

-Yamn'ne: Known to the Humans as the Drones, these high flying insectoid beings were a bane to the UNSC due to their speed and swarming tactics. Joined to the Banished, it has taken them time for their Queens to produce enough to fully join the Banished Forces. But they have quickly taken up positions as Battlefield Mechanics, Ambushers and Infiltrators much like they did in the Covenant itself, with more freedoms being given to them and their Queens to truly thrive outside of the Covanant's caste system.
Other Species that fulfil similar roles: Quarians

-Unggoy: The most populous of the Banished Line infantry would be the Unggoy, much the same as they were in the Covenant, acting as the first line to attack the enemy with various methods. Either as a large Mob sent to weaken the enemy under the weight of their numbers, a part of an assault group as their expendable bodies, or as suicidal bombers running towards the enemy with lit grenades in hand. The Unggoy's own rapid breeding and sheer determination can never be underestimated as for all their own weakness, the old adage rings true "Quantity is a Quality all of it's own"
--Other Species that fulfil similar roles: Vorcha

Individuals of Importance

Lords and Commanders:
War Chieftains: A group of warriors directly underneath the Warmaster Atriox in terms of rank, they serve as commanding forces for the Legion Masters and all forces of the Banished, akin to Generals, they are among the best of the Banished.

Legion Masters: All clans and forces of the Banished come under the term of Legion, and as the name implies, the Legion Masters are the leaders of these many groups, directing them in battle under the orders of the War Chieftains, they are often given authority to do as they please but must obey the orders of their superior.

Warlords: The Favored of Atroix and often considered the Champions of the Banished, these warriors are often considered the most fearsome infantry of their forces. This title is often given to respected captains, noted for their own prowess and lust for battle.

Heroes:

Ultras: Highly skilled warriors in service to Captains and Legion Masters, they are often leaders of attacks or guards to shipmasters.

Captains: Regardless of species, those that prove themselves worthy as tactical commanders and warriors are rewarded with command of their own as Captains of the Banished. There are often three distinct ranks inside the title of captain, with the lesser and more new ranks being given less armor and less soldiers to work with; this is to test them and see if they can rise from such setbacks.


Other

Artillery: The most common form of artillery is the Wraith, a moving Artillery weapon more akin to a tank, using it's Plasma Mortar to destroy foes from range and its Plasma Cannons to defend itself, the Banished also make use of the same methods as the Covenant with using their fleet to bombard planets, of course the Banished have also created the Blisterback, a combination of aircraft and artillery weapon that rains down missles and Plasma to the enemy.

Infantry Support:

Balaho Battlesuit: Created to better aid the Unggoy in battle, the Pnap-pattern battlesuit and it's modification have been a useful tool for the Banished and their Unggoy, carrying what would normally be a mounted weapon as it's attached arm, the Balaho Battlesuit can charge into the most heavy of battles and offer an often crucial punch to any Unggoy attack.

Information:
Population: 35

Fleets: 2 Base Magnitude 10 Base Magnitude +1

RP: (+10 a turn for first two turns)

Tech:

-Reserched:

Taiidan Battleworld Construction

Personal Shields (Mass Effect)

Ion Resistant Ship Armor

Fourunner improvements

Grey Death Legion Power Armor, Vehicles, Modular Tech

Ion Cannons for Scarabs, Ion Weapons
-Ongoing:




-Atriox: The Warmaster of the Banished and living legend to them, the only being in the history of the Covenant to successfully rebel against the Prophets, after the collapse of the Covenant he and his forces quickly became a symbol for many to rally behind. It is unknown what his exact ambitions are, but what is known is that he seeks to create something greater than the Covenant and the UNSC.
"Vengeance is petty. Vengeance has no reward."

A warrior unparalleled by his peers and a tactician entrenched in the mindset of cold pragmatism, he decries the petty fuedes of species and holds a deep hatred to the Covenant of old. He will do whatever it takes to achieve victory no matter the so called heresy of the Covenant or what their rules of war stated

(Hope this is all good, if i missed anything just let me know and i will fix.)
 
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This looks fun! It also looks complicated. I'll have to do a second and third read to make sure I've gotten all the details down.

For factions I'll flip a coin between the Reapers, or the Tyranids.
 
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The Zerg

Origin: A Cerebrate Brood of the Zerg that was cut off from the Overmind, and consequently Amon and his overriding directive, while it was transported to the warring galaxies. Cerebrates were not designed to live without their creator and master but, cut off in a bubble of spacetime, it was forced to do as the Zerg and adapt. The Cerebrate learned and changed to function without the Overmind, with the potential to be peer with its commanding ability, and it was given time to contemplate the strategies and goals of the Overmind; the Zerg as a whole. With an unfettered mind, it turned to its memories and saw how the other two species in the Koprulu Sector survived even with the onslaught of the Zerg, sometimes even driving them back. They were unconnected to each other, individual, yet still managed cooperation and complex Brood-like structures, almost like a symbiosis between members of a species. Mutual cooperation.

To be Zerg is to survive, to adapt, to evolve, to pursue Perfection, and to do this the Zerg assimilate the essence and biomass of other organisms. Or it has. And while it has evolved past the need for individual cooperation like is needed for the other races to form their Brood-structures, perhaps the Brood could cooperate with the other's Brood-structures themselves? Form… symbiosis? Assimilate behavior along with essence?

Cooperate… with those it chooses to, with those it would be advantageous to.

And to open up this route, it must learn. It must adapt. It must evolve. To Perfection.

Leader: Cerebrate Symbion
Faction Name: The Zerg/ The Swarm
Universe of Origin: Starcraft 1, some time between 1 and 2 (late enough so I can have roaches and banelings, but not late enough that cerebrates don't exist)
Tier: Secundus (one tier downgrade)

Defining Trait: Auto-war. so long as a hive-cluster exists, it can produce zerg. Drones for more structures and hive-clusters, and Zerg to attack the enemy to take territory to make more hive-clusters. Until every Hatchery, Lair, and Hive are destroyed the Zerg are not defeated.

Positive Traits:
Hive-mind: The Zerg are a super-organism psychically commanded by the Cerebrate Symbion, a name taken in honor of its change in doctrine. the Cerebrate has grown to the point where it may become an equal to the Overmind.
Explosive Breeders: Every Hive-cluster can make hundreds in minutes, thousands in hours, hundreds of thousands in days, and millions in weeks. Explosive, indeed.
Assimilator: The Zerg take the essence, the coding of life, and bends it to its own ends, to make new Zerg for its purposes, taking the natural abilities of other lifeforms and amplifying them. Or it can infest existing creatures and suborn them to the Cerebrate and the Zerg. Though, perhaps this ability could be used for less... overriding purposes?
Unbreakable: A single Zergling death... is still a statistic. The Zerg do not care how many of them die, in fact, most of them are mindless, directed to throw themselves at the enemy in the assumption that most of them will die. the only time they would be forced to retreat is if their director themselves were threatened, and even then every single Zerg would unerringly defend their retreating leader.
Logistical Independence: Resources are extracted from the surrounding area of a Hive-cluster, or if exhausted shared between them with those who aren't. A Hive's drones constantly fueling the hatching of more Zerg.
We'll Be Back: Even if a subordinate Cerebrate is destroyed, throwing its Brood into feral disarray, it is possible to reincarnate them reforming them from cosmic and psychic energy. And if Cerebrate Symbion is destroyed, the others can combine, sacrificing themselves to ensure its existence.

Negative Traits:
Repulsive: The Zerg are ugly, every single one in current existence is designed for maximum killing efficiency. And not only that, even with their newfound conviction for symbiosis with other Brood-structures, The Zerg, don't quite know how to make that sound... friendly.
Keystone Army: The Swarm relies on two things, Direction and Reproduction. If enough overlords are slain Zerg strategic responses become lethargic and lacking. If the Cerebrate leading the Brood dies, the Zerg become feral and uncoordinated, and while still difficult to deal with, are much easier to mop up than if they were unified. And if a Hive-cluster is slain, Zerg Production gets cut, and if you destroy all of them, no more zerg can be made.
Stronger Faction, Weaker Start: got this so I could get We'll Be Back

Zerg Swarm

Order of Battle
Focuses:
-Infantry
-Strike Craft
-Infantry Support

Space

Macro-Capitals
Supercapitals: The Zerg have no units of this size.

Dreadnoughts: The Zerg have no units of this size.

Capital Ships
Battleships: The Zerg have no units of this size.

Battlecruisers: At 6.7 kilometers long, Leviathans make up the main Zerg space-ship equivalent that is capable of open combat. Aside from carrying massive amounts of other Zerg from system to system, Leviathans can fight other ships with bio-plasma, swarms of organic missile-equivalents known as "Bile Swarms", and even their tentacles should they get close enough. Leviathans are also capable of operating in a planetary atmosphere to a limited extent.

*An adaptation of the Leviathan, the Impaler Leviathan is a ranged option that was previously unavailable to The Swarm in space. It has an upscaled, spinal-mounted version of the Hydralisk's rapid spike throwers, as well as the base morphs other weapons and carrier capacity, though a lesser amount due to the room taken by the launcher.

Line Ships
Cruisers: The Zerg have no units of this size.

Destroyers: The Zerg have no units of this size.

Screenships

Frigates: The Zerg have no units of this size.

Corvettes: The Zerg have no units of this size.

Aerospace
Strike Craft: Mutalisks, fast, agile flyers known for their hit-and-run and swarming tactics, are the primary strike craft deployed by the Zerg, "armed" with cloaca-launched glaive wurms that can bounce between tightly packed targets. Mutalisks are fast, agile, and extremely aggressive, but also fragile, with even infantry weapons being able to bring them down if they can get a bead on them. To compensate, Mutalisks are deployed in large swarms and many have also developed superior regeneration capabilities compared to most Zerg.

Devourers are a mutated strain of Mutalisk designed to counter heavy capital ships. Instead of launching glaive wurms, they shoot jets of corrosive acid that can smother a tightly packed squadron or eat through a starship hull. As the spores within the acid build up, they further eat through the target's armor, allowing other Zerg flyers (particularly the numerous and aggressive Mutalisks) better opportunities to finish them off. On the downside, Devourers are slow, both in mobility and attack speed.

Scourge are flying suicide bombers, spawned in large numbers and sent to crash into enemy aerospace fighters and starships alike. Individual Scourge are extremely fragile, but they are cheap to produce, and even a handful can inflict incredible damage on their enemies should they connect.

Aircraft: All Zerg strike craft are capable of atmospheric operations, but the Guardian is a Zerg aerial strain exclusively deployed for terrestrial combat. When in combat, Guardians fire volleys of acid at ground targets from distances normally associated with heavy artillery. The strain's main drawbacks are its slow speed and utter helplessness against enemy aircraft. As the name suggests, Guardians are usually deployed defensively, protecting Zerg Hive Clusters, though they can be slowly moved to the front to help besiege enemy fortifications.

Summary: Zerg space combat doctrine is centered around their Strike Craft, with Leviathans acting as mobile bases and force concentration. Overall however, the Zerg space doctrine is highly immature, and will likely remain so until it creates new warship-scale combat strains to supplement the Leviathans.



Ground

War Engines

Behemoths: The Zerg have no units of this type.

Titans: The Zerg have no units of this type.

Vehicles
Superheavies: The large, towering Ultralisks make an important contrast to the rest of the Zerg's ground forces, which is primarily based around massive swarms of infantry. Ultralisks have no ranged capabilities, but are heavily armored, and in combat are integrated into the vast Zerg infantry assaults. There they act as force concentrators to break down barricades that would stop smaller Zerg, and force the enemy to choose between focusing fire on the extremely resilient Ultralisks, or halting the Zerg infantry swarms.

Main Battle Units: The Zerg have no units of this type.

Lights: The Zerg have no units of this type.

Infantry
Supersoldiers: The closest thing the Zerg have to a supersoldier, the Defiler is an infantry-scale combatant with virtually no direct-fighting capabilities, instead acting as a "spellcaster" with its abilities, spewing toxic plague spores to cripple enemy defenses and creating living clouds of microorganisms to shield other Zerg from enemy ranged attacks. Defilers' lack staying power due to the energy-intensive requirements of these abilities, and in longer battles will often need to consume other Zerg to refuel themselves.

Elites: Roaches are the next tier of Zerg infantry-equivalents after Zerglings, with acidic bile that can, with enough application, melt through more forms of armor. Relatively small compared to other Zerg organisms such as the Hydralisks, Roaches are very durable to their size, being virtually impervious to small-arms fire and generally requiring high explosives and artillery to bring down in large numbers.

Somewhat rarer than Roaches but still quite common, Hydralisks are larger Zerg infantry organisms that shoot volleys of high-velocity venomous spines, with enough speed and accuracy to threaten low-flying aircraft. Hydralisks lack the durability of Roaches and the overwhelming numbers of Zerglings, but the sheer amount of spines they can put out makes them damage-dealers, firing over the heads of the other Zerg infantry (and often protected from retaliation by the same.)

Line Infantry: The dog-sized Zerglings are the iconic frontline infantry-equivalents of the Swarm. Individually weak, Zerglings are deployed in overwhelming numbers, making up for their frailty with speed and overwhelming aggression. With rapid incubation times and efficient replication, it hardly matters how many of them die: there are always more.

Additionally, due to adaptations against the Infesting gold, when a Zergling is killed it will cannibalize its remaining mass into two broodlings that then continue its assault.

A new mutation of the Zergling known as the Baneling has also been encountered, which acts as a highly mobile suicide bomber. More expensive than a Zergling, Banelings are still deployed in large numbers, as their acid can wipe out formations and break open fortified positions if they're allowed to get close enough.

Individuals of Importance
Lords & Commanders: Unlike the new Swarm under the Queen of Blades and her Broodmothers, the Zerg present in Vyranodasik retain the old "Cerebrate" strain for command and control purposes. Each Cerebrate controls an entire Zerg brood, and can reincarnate upon death unless killed with specific tools such as the weapons of the Nerazim. The Cerebrates themselves however, are effectively defenseless, and should one be permanently slain, their Brood would rampage out of control.

Cerebrates also rely on Overlords and Queens as nodes in the psychic control web, and slaying them in large numbers can interfere with battlefield coordination to a limited extent, though not to the degree of causing the Zerg to go feral.

Heroes: Zerg Hero-equivalents tend to take the form of Hunter-Killer Hydralisks, units that are essentially Hydralisks with twice the capabilities. Very rare, and expensive, for Zerg.

Other
Artillery: Aside from the Guardian airborne artillery, Zerg artillery comes in the form of burrowers, namely the Lurker and Impaler. Both are morphed from the Hydralisk strain and use subterranean attacks, but with very different specializations. The Lurker sends out large volleys of spines that can carve through infantry formations but lack the ability to pierce heavy armor. Impalers are the opposite, attacking with a single, relatively slow tendril that can rip through all but the most heavily armored targets. Though helpless when unburrowed, when burrowed they are also harder to detect and more resistant to incoming return fire.

Infantry Support: The core assets of Zerg support elements are Overlords, Creep, and Queens. Overlords are the flying command centers for the Zerg, acting as local hubs for the Zerg's psychic dominion, as well as aerial transport for ground units with their ventricle sacs. They're rather slow however, and vulnerable to weapons fire, which combined with their value means they're rarely used for frontline transportation roles.

Creep meanwhile, is a superorganism that the Zerg spread as they invade and occupy a planet, reaching out from their Hive Clusters and spread by colonies and tumors. When on Creep, Zerg forces are swifter and regenerate faster due to Creep's direct assistance.

The Queen is most often used as a backline defender, or intelligence gatherer. Quick, and able to shoot ensnaring webs and Zerg parasites, as well as infest large, heavily damaged enemy structures and destroy single enemy units to spawn broodlings. The webs are as simple as they sound, able to trap detected intruders for other slower infantry in the backline to clean up, while the parasites infest a target and transmit their position and senses to the Zerg Overmind. The Queen's main offensive ability is to shoot broodling larvae into enemy non-robotic units, instantly metabolizing them into two short-lived broodling minions that attack for it. However the Queen has no significant offensive ability itself, though it is occasionally used as an infestation specialist on vulnerable targets.

Summary: The Zerg ground doctrine is generally built with the assumption that they'll be on the attack rather than on the defense. Once the Zerg make planetfall, they will quickly begin setting up Hive Clusters, which act as bases to spawn the rest of the Swarm planetside. So long as these Hive Clusters are not destroyed, the Zerg can continue creating and sending more and more minions until their opponents are overrun.

Ground combat is done with vast swarms of lesser Zerg infantry mixed with Ultralisks to act as living shields and breakthrough force concentrators. Casualties are always heavy, but are just as easily replaced, and what the Swarm cannot overwhelm swiftly it will wear down by attrition.

Cerebrate Symbiont: Cerebrate of the Zerg brood that was swallowed by a bubble in space-time and transported to the Warring Galaxies, in the isolation it contemplated itself and the Mission of the Zerg, the Pursuit of Perfection.

It experimented with templates of biomorphs shared with it from other cerebrates for Symbiont to iterate upon, as well as thinking of some of its own, but with a lack of materials most of these experimental units have not been tested or even morphed. Symbiont seeks to improve The Swarm and The Zerg as a nearly religious duty, and has a dedication to the task that is a cut above its peers in its previous universe. (Focus on research and development of new Zerg types, and incorporation of new technologies and paradigms into The Zerg)

Evolving from its dedication to the Pursuit of Perfection is its newfound fascination with symbiosis with other brood-structures, while it is unfamiliar with the minds and considerations of the individuals of other species' brood-structures, it understands the needs and considerations of its own broods and other brood-structures, and how to adapt what it has to said needs. Something that will be of paramount importance when it does successfully form symbiosis with other species brood-structures (focus on interactions for cooperation that consider organizations as a whole)

Origin Points: (0/45)
Basic Origin (0)
More Population: X6 (-6)
More Starting Fleethordes: two(2) BM+1 one(1) BM+2 (-8)
More Production: X28 (-28)
Upgrading Free Fleet: BM+2 (-3)

Starting location: Ykres-Rekys, 10b,I2
 
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This looks fun! It also looks complicated. I'll have to do a second and third read to make sure I've gotten all the details down.

For factions I'll flip a coin between the Reapers from Mass Effect, or the Tyranids from 40K.
feel free to stop by in the Discord, as that is where all of the behind-the-scenes planning is going on, and that is where most of us GM's, and most of the playerbase so far, will be almost constantly available to answer questions. here's the link in case you missed it earlier: Join the Solar Spartakiad Discord Server!
 
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The Celestial Crows


Definitive Traits:

Generic Start


Traits:

-Covert Experts: As secret Alpha Legion successors and admirers of Corvus Corax, the Celestial Crows are experts in espionage and intelligence-gathering

-Martial Society: Their military (and often their civilian government) is led by Space Marines, and the civilian society is inspired by them. Additionally, the Knight Worlds allied to the Celestial Crows carry their own knightley martial traditions.

-Devoted Population: The teachings of the Imperial Cult and Omnissiah deeply penetrate the social lives of the Republic of the Celestial Crows.

-Age of Legends: It's Warhammer

-Regiment of Renown: 40th​ Company of the Celestial Crows, lead by Force Commander "Hairgel" Kanandro

-Regiment of Renown: -Regiment of Renown: House Mordredorum (Knight-Titans)

-Additional Specializations



Drawbacks:

-Another Successful Warp Jump: "We have made it to our destination with fairly minimal losses. Only a few of our screening ships were lost to the Warp. Thank the Emperor, Empress, and Omnissiah for their protection."



Origin Points (8/35):

Faction Tier Upgrade I (6 OP)

Faction Tier Upgrade II (6 OP)

ISOT Origin (4 OP)

Expanded initial Territory x 2 (4 OP) [The Home territories of the Celestial Crows are Isoted into the setting. Equal to much of a single elliptical galaxy]

Initial Territory development x5 (5 OP)

More Starting Fleethordes x 2 (2 OP) [The fleet of the Celestial Crows and the mortal-led Navy both constitute the military force of the Celestial Republic]



RP 50/100


Heroes:

Chapter Master Alpha-busa

First Company Captain Sabrina Cowl

Force Commander Ezekeon "Hairgel" Kanandro

Chief Apothecary Karl

Chief Librarian Agarthia Decimyan

Lord Farquasse of the Knight World Mordredorum Tertius

Magos Domina Lunette of Stygies VIII

Lord Commander Elias Stones of the Turquoise Vipers
(Tempestus Scions equivalent for lacking a schola progenium)



Military Doctrine:


-Logistics: Larger Celestial Crow warships have their own foundries and Mechanicus retinue, which allows their more basic gear to be repaired and replaced, such as bolters, Leman Russ Tanks, and light escorts and screening ships. Said logistical independence has its limits, however, as manufacturing and replacing technologically advanced war machines like Knight-Titans and Capital Ships requires access to long-established radical Mechanicus foundries and Forge Temples. Said communes of the Machine God's faithful can currently only be found deep within Celestial Crow Space.

-Imperial military doctrine: Astartes formations must usually be accompanied by mechanized Guard, Tempest Scion, Knight Titan armies, and naval support.

-Alpha Legion: The Storm Crows prefer to begin their campaigns with sabotage and espionage. On the battlefield, they prefer using whatever stealth technology they can muster (like holofields) to obfuscate sensors and enemy vision. Additionally, they prefer applying precision strikes over indiscriminate grid bombardments, though they are certainly capable of doing the latter.

-Raven Guard inspired: The Storm Crows also prefer to utilize infiltrators and Jumpack-equipped Astartes in order to cause quick havoc behind enemy lines.

-Legend: The Celestial Crow's Veteran Companies are experienced in millennia of stellar warfare, and are currently headquartered in the Great Crusade and Heresy era Star Leviathan "Caelum Corvidae." It once belonged to the Raven Guard Legion before being assumed lost in the Chaos of the Great Scouring. They are led by Chapter Master Alpha-busa.


Focuses
-Line Ships
-Superheavies
-Main Battle Units
-Supersoldiers
-Artillery


Space


Macro-Capitals
Supercapitals: The only Imperial ship in history that was Supercapital in scale was the Imperator Somnium, the flagship of the Emperor himself. An immense vessel that took advantage of its size to utilize Nova Cannons on its dorsal mounts (alongside many other examples of advanced technology), the Imperator Somnium has long since been lost.

Dreadnoughts: Historically, the Gloriana-class Battleships of the Great Crusade would have fit in this category, but the modern Imperium does not manufacture these ships anymore. If the Imperium wants to make its own Dreadnought fleets, it will likely have to start from scratch.

Capital Ships
Battleships: Battleships are the great flagships of the Imperial Navy, generally only assembled at all, let alone in numbers, when the Imperium finds itself facing serious opposition. The two most common Imperial Battleships are the Retribution-class and Emperor-class. The Retribution-class is an "all big gun" brawler, with a dorsal lance array and its broadsides entirely composed of short-ranged but powerful and fast-firing weapon batteries, with the typical Imperial armored prow. The Emperor is the other main Battleship of the Imperium, and serves as a carrier/battleship hybrid, with the prow armor traded out for frontal turrets and sensor probes, while broadsides have some of the guns replaced with hangar bays for strike craft. Overall less durable and with less close-ranged firepower than the Retribution, but the strike craft grant it more versatility.

Aside from these ships, the Imperial Navy has a number of Victory and Apocalypse class Battleships, armed with long-ranged lance broadsides and Nova Cannons, but they are relatively rare compared to the Emperor and Retribution. Also rare but still present are Battle Barges, fast and heavily armored Battleships used by the Space Marines. They are excellent boarding units and their Bombardment Cannons are quite effective at cracking enemy hulls, but they are overall not cost-effective in open naval warfare.

Battlecruisers: Imperial Navy battlecruisers are best described as upgunned Cruisers, using additional power generation and size to mount more or larger guns while retaining Cruiser-grade armor. Of these, the most common are the Overlord and Armageddon-class Battlecruisers, both of which emphasize boosting the firepower and range of the ship's lances, compared to those of a Battlecruiser.

There are also a number of larger, Grand Cruisers among the Imperial Navy's ranks, though such ships have grown increasingly rare. In their time, they were largely focused on providing heavy short-ranged gunnery and/or strike craft support, depending on the class.

Line Ships
Cruisers: Cruisers form the backbone of the Imperial Navy in large-scale warfare, being more numerous than the relatively rare Battleships, but having more staying power than Destroyers. The primary Imperial Cruiser is the Lunar-class Cruiser, generally serving as a close-mid ranged brawler with both weapon batteries and lances on its broadsides. Most other Imperial Cruiser designs are variants of the Lunar, and overall there is a similar preference for brawling designs with heavy prow armor augmented by torpedo tubes and potent broadsides as the primary armament. There are also a number of Space Marine Strike Cruisers in this area, swift light cruisers with Bombardment cannons and while not particularly impressive on open void combat, are fast, maneuverable, and excellent for supporting Space Marine boarding and planetary assault missions.

Destroyers: In the Imperial Navy, Destroyer-sized vessels take the role normally assigned to Screenships, or are otherwise used as patrol vessels across the vast territory of the Imperium. The two primary configurations are the Cobra-class Destroyer (a torpedo boat), and the Sword-class Frigate (a basic escort vessel meant for picket and patrol duties.) Neither is particularly spectacular, but they are plentiful. Rarer but still present is the Firestorm-class Frigate, a class that manages to stuff a lance weapon into the ship's frame. Aside from the torpedoes, Imperial Destroyers use somewhat short-ranged weapons.

Screenships

Frigates: The Imperium has no examples of this ship type, aside from a handful of lightly armed scout sloops wholly unsuited to actual combat.

Corvettes: The Imperium has no examples of this ship type.

Aerospace
Strike Craft: The Imperium has a fairly lackluster strike craft game. While individual strike craft are of reasonable quality and relatively durable (albeit also unusually large), the Imperium as a whole is lacking in solid, purpose-built carrier vessels, with most examples of Imperial carriers being repurposed ships of other classes. This results in Imperial Strike Craft being few and often outnumbered by their enemies, and to some degree lacking the full spectrum of support other carrier-borne strike craft may enjoy.

Aircraft: The Imperium's air force is unspectacular, but versatile and serviceable, with Thunderbolt multirole fighters, Lightning interceptors, Marauder tactical bombers, and Avenger strike fighters, along with Valkyrie gunships and more heavily armed Vulture variants. Ultimately it is a force more inclined towards tactical support of ground troops than long-ranged strategic devastation. In this, it is reasonably effective, though somewhat hobbled by the conflicting command structures, with aircraft being controlled by the Imperial Navy, rather than the ground-based Imperial Guard.


Summary
On the offense, the Imperial Navy prefers to fight in formations almost akin to a phalanx, with ranks of ships presenting their heavily armored prows to the enemy, launching torpedoes to disrupt their formations. Once close enough, they smash apart the enemy with broadsides of Lance and Macrocannon fire.

The Imperium has a solid bombardment game, with large numbers of torpedoes and Nova Cannons, though it lacks a reliable method of engaging and destroying enemy capital ships in this stage. On the other hand, the prow armor of its own ships means it tends to take reduced damage against enemy Bombardment. It fares poorly in Skirmish from a relative lack of focus on strike craft and screenships, with even many of its light cruisers suffering from poor speed and maneuverability that makes them ill-suited to this phase. The Imperium does best in the Clash, with virtually all of its ships built around heavy, close-in broadsides. A relative lack of any particular speed means it tends to be at best decent in the Disengage phase, and more often fairly poor.


Ground


War Engines
Behemoths: The main Imperial Behemoth is the Emperor-class Battle Titan. Towering over the other Imperial Titans, the Emperor is significantly slower than its smaller counterparts, but also has several times its mass in smaller Titans in ranged firepower. Their lack of speed or melee capability makes them very vulnerable up close, and as such reliant on other units for escort, but they are quite durable and have devastating ranged firepower. Also deploy on occasion is the Mechanicus Ordinatus platform, which lacks much of the Emperor's durability, but is even more powerful.

Titans: By the 41st Millenium, Imperial Titans consisted primarily of two categories: the Warhound and the Warlord, with the Warlord being more common despite its larger size. Warlords serve as versatile and powerful Battle Titans, armed with a variety of powerful and long-ranged weaponry, while Warhound Scout Titans provide reconnaissance and flanking support. Imperial Titans are precious assets, and generally kept in reserve until they are needed for a truly decisive battle or breakthrough.

Vehicles
Though memetically famous for burying its foes in corpses, the Imperial Guard much prefers to bury its foes under sheer weight of metal, seeing it as an excellent equalizer compared to the frailties of human bodies. Any proper Imperial army will have vast waves of tanks and other combat vehicles among its numbers.

Superheavies (Focus): The iconic Imperial Guard superheavy is the Baneblade, a massive superheavy tank. Baneblades are not particularly fast, but they are heavily armored and armed, capable of resisting barrages of fire that would slag a Leman Russ, while unleashing all manner of fury with its other weapons. Alternate variants of the Baneblade often revolve around replacing its main gun with a casemated alternative, with the most popular being massive laser or plasma weapons that can pose a threat to even Titans.

Main Battle Units (Focus): The two core Main Battle Units of the Imperial Guard are the Leman Russ tank and Basilisk self-propelled artillery. Both are characterized by their simple, rugged construction and ease of use, allowing them to be assembled in massive numbers. The Basilisk is a straightforward self-propelled tube artillery gun, assembled in great batteries for overwhelming barrages, while the Leman Russ is a fairly slow, but durable tank with a variety of variations and a versatile array of weapons even in the "stock" model. Both are deployed en masse, with whole formations of armored vehicles dedicated to smashing apart resistance.

Lights: The primary light units of the Imperial Guard, besides the mounted Rough Rider cavalry, is the Sentinel, a small but fast bipedal walker, generally armed with some variant of heavy weapon such as a multilaser or lascannon. These walkers are fragile, but also numerous.

Besides the Sentinel and cavalry units, the Imperial Lights are mostly composed of Chimera variants, with the most notable being the Hellhound Flame Tank and Hydra Flak Tank. As their names suggest, the Hellhound is a flamethrowing unit while the Hydra is a self-propelled AA gun.

Infantry
Supersoldiers: The most iconic soldiers of the Imperium are the Space Marines, transhuman warriors augmented with the finest warp-based biology the Emperor could design. Though few in number, they have an uncanny knack for appear at just the right place and time to destabilize an enemy battle plan, and particularly excel at high-tempo decapitation operations, jumping off of dropship landings or drop pods, destroying a critical target, and then pulling away before a response can be mustered.

(No Sisters of Battle due to the Celestial Crows' longtime split from the Imperium)

Besides these separate militant units, the Imperial Guard's forces in this category are primarily composed of Battle Psykers. Humanity's psychic abilities are unstable and mistrusted, but when they do function they can be quite effective.

Elites: The bulk of Imperial elite infantry is provided by Stormtroopers, a mix of independently operating Tempestus Scions special forces and Grenadiers, elite units directly attached to their regiments. Whatever the case, such forces have superior training, equipment, and even a level of genetic enhancement, though they remain just as poor in actual melee combat as regular Guardsmen.

For melee, the Imperial Guard relies on Ogryns, an abhuman species of prodigious size and strength, far above that of a human and more comparable to larger Ork specimens. Though rather dim and not numerous enough to make an Imperial army truly effective in melee, they at least provide some level of defense against an enemy's melee attacks, should the gunlines fail to prevent them from reaching close quarters.

Line Infantry: The standard soldier of the Imperium is the Guardsman. Armed with a lasgun and flak armor, the average Guardsman is an unimpressive soldier (though genetic augments in humanity's now-distant past mean they are physically superior to most modern day soldiers), whose greatest advantage is the Imperium's tendency to deploy them en-masse. Such numerical superiority can allow the Guard to hold the line for a surprisingly long time, gumming up enemy advances in bodies, but they should not be expected to win the battle for a commander unless given significant backup.

Individuals of Importance
Lords: The Imperium's commanders are a mixed bag, but the most common of their sort are the Generals of the Guard and the Admirals of the Navy. Though they are but mortal men using often clunky communication systems, Darwinian selection and fate's fickle hand tends to result in those commanders who have lived to see multiple battlefields do indeed; know what they are doing and how to use the Imperial War Machine's strengths very well. Those who have earned their decorations for a century of service easily stand out from the masses of foppish aristocrats or schola graduates who tend to meet a violent demise and have a knack for how to set up a battlefield properly, and while mortal men, have generally survived enough attempts on their life to know how to handle themselves in close quarters combat and how to pick good bodyguards.

More unusual commanders include the Domini of the Adeptus Mechanicus, the Chapter Masters of the Space Marines, and the Cannonesses of the Sororitas, Inquisitors, or on very rare occasions; a Shield-Captain from the Custodes or their equivalent from the Sisters of Silence and Grey Knights. These generally superhuman commanders are invariably highly experienced and while formally restricted in how much command authority they may exert over forces outside of their branch; are generally respected enough by the Navy and Guard for their advice to be heeded by all but the most prideful. Though the Custodes are exempt from this, the presence of the guard of the throne is rare enough that any such presence would constitute a legend.

Imperial Command tends to rely much on the Emperor's Tarot offered by its ubiquitous Astropaths who are not only skilled at long range communications but also divination. The seemingly simple card game gives the Imperial military a form of prescience about the enemy's intentions, actions, and likely outcome of events. And while the diviners and fortune tellers of the Imperium are nowhere near as sophisticated as those of the Eldar, it helps the often uncanny ability of Imperial commanders to make exactly the right decision at the right time. As imperial long distance communication relies on Astropaths typically kept safe in the best defended parts of the ship rather than external arrays, it is also next to impossible to disable Imperial long-distance communications through typical Wild Weasel tactics. Though the dreamlike nature of Astropathic communications is a double-edged sword, requiring interpretation and a good sense for innuendo rather than being able to convey precise detail.

[The Celestial Crow's leadership performs a theater command role, wherein they send orders to the generalship of the Celestial Guard (Imperial Guard under the Celestial Crows' Republic) to command their own smaller war theaters in concert with Astartes movements. The Tempestus Scions-equivalent Vipers are in turn brought into the command of both Guard and Astartes generals as elite rapid-strike forces. The Knight Titans of the allied Feudal Worlds are contracted by the Celestial Crow theater command to supplement their more mobile armored cavalry as devastating flankers. Lastly, the Adeptus Titanicus Maniples under the command of the exiled Magos Domina Lunette are directly requisitioned from the Titanicus Forge Temples of Beliad VI, though they can in theory be withdrawn by the orders of the radical Xenarite sect which followed Magos Lunette into founding said temples and thence allying with the Celestial Crows Chapter.]

Heroes:
The Imperium has a great many heroes, whether it be Space Marine captains or champions, the most battle-hardened veterans of the Scions or Sororitas, crack Inquisitorial retinues or Grey Knight Purifier squads and Paladins. The Custodes, Grey Knights, and Sisters of Silence are rare enough that their presence in any significant capacity constitutes a heroic deployment and to be certain they are some of the most peerless warriors in their native reality and even in this new Galactic system there is a quite short list of beings who can expect to face the talons of the Emperor and survive. But they are very few, and the Imperial war machine very large; so most will have to make do with those whose stories rise above the great masses of faceless soldiers.

Other
Artillery (Focus): The Imperium has a great fondness for artillery of all sizes. Self-propelled artillery is available in great amounts and variety from the Basilisk SPG to the Manticore rocket batteries to Deathstrike Missile Launchers, with other rarer vehicles including mobile siege mortars and armored artillery tanks, or highly mobile Griffon mortar tanks for light artillery.

More static emplacements are equally plentiful. From multi-barreled Thudd Guns to heavy mortars to stationary Earthshaker Cannons (the same cannon used by the Basilisk) to other devices, the Imperial Guard loves little more than burying its foes under sheer weight of ordinance.

Infantry Support: On the defensive, the Imperium can rely on a variety of automated Heavy Weapons Platforms, automated turrets armed with heavy bolters, missile launchers, mortars, and more to bolster their fortifications. For transportation, the Imperial Guard enjoys the use of the Chimera, a reasonably effective APC most commonly armed with a multilaser, and contains firing slits for embarked infantry to shoot out of. The Imperial Guard also has various operators attached at the squad level, primarily consisting of Commissars and Priests serving as morale officers to ensure that the Guard, consisting of mere mortal men as it is, does not break and run.

Summary: The Imperium of Man is not a subtle beast in ground combat, preferring to bury its opponents under sheer weight of flesh and metal. Massive artillery barrages supported by mechanized and infantry pushes are the name of the day, with Priests and Commissars using inspiration and fear to ensure that the common Guardsmen does not flee, with the Sisters of Battle often providing similar encouragement, as well as a higher quality infantry trooper to shore up the frontline. More advanced Titans are kept in reserve while the bulk of the Guard gets to bloody work, and deployed only in crucial moments where only the best can be unleashed.

Differing from this general doctrine are the Space Marines. Instead, they act as high-tempo special forces, their tirelessness and advanced, heavily armored gunships letting them strike vulnerable targets and exfiltrate before the enemy, often greatly distracted by the Imperial Guard's large-front operations, can properly respond.

Overall, it can be said that the Imperial Guard does a solid albeit not truly awe-inspiring job in all phases of Ground Warfare, being somewhat better inclined to the Shock and to a lesser extent Penetration stages (blessed as they are by plentiful artillery and armored vehicles respectively) and somewhat lacking in Exploitation (where the rather centralized Imperial Guard command structure isn't quite as suited to achieving results in, and Space Marines lack the numbers to fully make up for this.)


Thanks for the Imperial doctrine (my own words there are bracketed).
 
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Faction Name: Adelaide and Richard's Day Out

Leaders: Adelaide Evans and Richard Gardner

Universe of Origin: Planetary Annihilation

Tier: Maximus

Why are you here?:
forums.spacebattles.com

A Lady’s Extraordinary Adventures Regarding The Propagation Of Massed Warfare - [Planetary Annihilation/Eventual Multicross]

An upperclass Brit dies in the year of our lord 1905. She gets reincarnated into a Raizell Commander. Over the hills and far away, right? Though this is a bit farther than Flanders.

Or, for an abridged version:
It's space, with a giant space war. The Foundation and the Legion clash across a galactic front, bringing ruin to anyone unfortunate enough to be caught between them. Recently, the Foundation has been snatching human souls from the aether to pilot their Commanders, as a means of finding new and creative strategies to break the stalemate. Adelaide Evans is one of them, Richard Gardner is another. They were paired together to hunt down a Legion engram, as the human souls were known. To destroy their soul, as well. They succeeded, but in the chaos and fuzzy reality caused by mucking about with the aether, they were flung into another universe entirely.

This version of Adelaide and Richard diverge from their main timeline counterparts in that their final battle against the hostile engram was resulted in a different location for their landing, and it was not simply their Commander bodies but a good deal of their forces as well.

Government:
It really isn't one. Just two individuals of debatable ability sitting on a Von Neumann war machine. Thanks to Richard's strict code of ethics, and Adelaide's ties to him, the two operate as a force for good. That's about all there is to it. Two people in a bunch of robots.

Location:
Center, 12b, K2, Warring Galaxies

Traits & Drawbacks:
Auto-War:
It would not be a mistake to call the Commanders of the Foundation something out of John von Neumann's most fevered nightmares. Fully autonomous self replicating machines of war, built to strip mine planets and funnel their resources into an ever escalating conflict capable of shattering the stars themselves. And there are two of them here. And they are exceedingly hard to kill.

Mechanical Armies:
This is obvious. Foundation forces are wholly mechanical, controlled by rudimentary AI which are in turn slaved to a master intelligence. There is not a scrap of flesh to be found in the Foundation's lineup.

Unbreakable:
As each machine is not only a machine, but controlled directly by an overarching intelligence with no need to fear death, it is impossible to break them. There is no morale, only the tramp of a million million walking weapons.

Fortification Experts:
To say that the Foundation is excellent at fortifying a location would be an understatement worthy of an award. Wherever they go, they put down roots and turn each planet into a fortress capable of breaking armies and fleets upon its walls.

Logistical Independence:
A Commander is capable of touching down in a system, and entirely on their own turn it into a fortress or a battleground, depending on who might be occupying it beforehand. Logistics is something for other people to worry about.

We'll Be Back:
Even if a Commander cannot teleport out of system, their soul is capable of being plucked from the aether and reinstalled on a new server. It is impossible to put a Commander, or even one of their forks, down for good. Not unless you hunt down every last piece of Foundation hardware in the galaxy. So long as a single fork remains, it will escape, rebuild, and come back ready to drown you in another tide of steel.

Hive Mind:
Richard and Adelaide are functionally omnipresent. There are two of them. Two unique consciousnesses spread out across an entire 'empire' in the stars.

Consolation Prize

Chronic Interventionists, Rules of Engagement:
Frankly speaking, Richard is a bleeding heart. He's a good person, and has no desire to cause unnecessary death. This in turn means he will stick his nose into every single conflict he can see that's liable to bring danger to innocents. Adelaide goes along with him because of course she does, with no small amount of chagrin.

Keystone Army:
The forces of the Foundation are reliant on a Commander to lead them. If somehow a unit is cut off from a controlling intelligence, it is programmed to self destruct. And as a Commander is required to be in proximity to the forces they are controlling, hunting down the given fork in charge of a theater will lead to the destruction of all forces in said theater. The issue of course becomes finding said fork, but that is a wholly solvable problem.

Escort Tonnage:
Put simply, there has never been a need for the kind of tremendous ships so common out and about in the universe. In fact, considering the rapid pace of Von Neumann warfare, sinking time and resources into a single large target is counter productive. It would be incredibly easy for the cradle set to its construction to be raided, and all that investment destroyed. Instead, the Foundation relies on swarms of small craft to fight in space.

Origin Point Allocation:
Faction Tier: Maximus
The Foundation is without a doubt capable of playing on the same level as local superpowers, given enough time. The sheer potential for expansion and military might, combined with the ability to assimilate technologies on top of their existing technological prowess presents a result of an incredibly capable force. If given enough time to spin up, of course.

Operational and Strategic Movement Speed upgrade:
The Foundation makes heavy use of teleportation technology. Be it interplanetary or intersystem, they will be there. There is no isolating their forces.

Unheard of Reliability, Give Them an Edge:
Commanders are capable of not only dilating time, but running complex simulations to determine battlefield outcomes. If there is a way forward, a Commander will find it. Their absolute control over their forces combined with having all the time in the world to adjust their plans means that if they have information and a chance, victory will be theirs.

The Adama Maneuver:
Between portaling technology and such tools as Helios Titans and Unit Cannons, the Foundation is masterful at launching lightning assaults. The ability to put their forces anywhere, or remove them from a given locale, is unparalleled.

More Starting Production

More Starting Fleethordes

Units:
The wiki for PA is awful. The only existing database for its units is one almost purely mechanical, but it will have to do:
Never mind the Legion units, they aren't relevant.
Space:
Screening Ships:
Richard, for all his preferences for orbital warfare and space based combat, has yet to find a need for a design that is larger that several hundred meters in length. The Omega, a spaceborne 'battleship' and all the platforms built in the same vein, are made to be cheap and quick to build. Richard is fond of utilizing antimatter in his designs, creating it on the spot and loading it into physical shells fired by railgun. But there are missile boats, PD craft, and close range brawlers sporting plasma weaponry. At the end of the day, no ship is particularly strong, but there are enough to blot out the sun. The one exception to this general rule is the Helios titan, several times the size of other ships, and in function a mobile teleportation gate. Its role is to enter the orbit of a planet, and through gravity manipulation safely deposit armies upon the surface.

Corvettes:
There are a number of spaceborne platforms Richard has developed that essentially amount to self propelled weapons platforms. A gun, solar panels, and engines. One railgun is decidedly not an issue. But a hundred? A thousand? A hundred thousand? That is another question entirely. Like their larger counterparts, they have a variety of weapons, with a variety of roles. From suicide craft meant to fly close and burn up in a nuclear explosion, to flying missile batteries, to mobile antimatter cannons. They are easy to make, easy to modify, and easy to kill.

Strike Craft:
The standard model of spaceborne fighter available to Richard's fleets is the Avenger. Which in line with the rest of his forces, is little more than a laser, an engine, and a few solar panels. It is not much. It is not very large. But there are dozens per larger craft, and they fling themselves into battle with all the suicidal abandon of a lemming marching over a cliff's edge. They don't need to be individually capable, because the whole is far greater than the sum of its parts.

Aircraft:
The aerial forces utilized in the context of ground warfare are far more diverse than the strike craft in the void. From Kestrel gunships to Hummingbird fighters, to Bumblebee carpet bombers, there are a wide variety of aerial forces available to the Foundation, all of them capable of swarming in characteristically large numbers. Most notable is the Zeus titan, an enormous and blindingly fast aerial platform that utilizes weaponized lightning to rip through ground and air forces alike.

Doctrine:
Richard relies on swarms of ships to match swarms of ships, and conducts them with all the grace of a maestro. Absolute control and a functionally infinite amount of time to process information leads to a shifting swarm that acts and reacts as one. His strengths are numbers and coordination.
This comes out to a distinct advantage in the Clash, as Richard can always afford to engage in mass combat, and doesn't at all mind close quarters maneuvering.

Ground:
Titans:
The Foundation has one titan level platform, the Atlas. It is a massive four legged mech, originally equipped solely with seismic manipulators to generate controlled earthquakes, under the direction of Adelaide and Richard the Atlas has been equipped with many a different flavor of weaponry. From railguns to lasers to missiles, whatever is necessary for the mission will be deployed.

Superheavies:
There are several platforms that could be placed in this section, most notably the Ares titan. This rolling fortress is capable of taking an enormous amount of damage and dishing it right back out at long range as it hovers around the battlefield. Also of note in this section are the larger ships in the Foundation navy, the Kaiju and its daughter platforms in particular, as they are capable of hovering over land as they do water.

Main Battle Units:
The main arm of the Foundation military is located here. It is not just the tanks like the Ant and the Leveler, or the specialist vehicles like the anti-air Storm or the fortress busting Inferno. No, here there are the larger bots as well. For the Foundation does not deploy a unit that could be classed as infantry by the standards of humankind. While most bots are better classed as light vehicles, the Slammer, Gil-E, and Spark all match the size requirements for the line.

Lights:
Here are where the lighter vehicles and most of the bots reside, apart from those consigned to artillery or other forms of support. Little doxes, pumped out en masse, there to simply fill space. Strykers and Skitters, fast attack and scout vehicles respectively. Grenadiers and Stingers, walking mortars and AA platforms. And like with the line, if there is any need for a specific platform for a specific task, Adelaide and Richard are both capable of modifying their existing designs to suit their needs.

Individuals of Importance:
There of course is the main Commander body, in this case hosting a fork of either Adelaide or Richard. It is the first platform in, and the last to leave. But it is not the only means of command, for both of the two utilize sub-commanders. Disguised as other units, these units(vehicles or spacecraft) host the processing power to run a fork themselves, and it is standard practice for them to be scattered about the system, so that no single strike might decapitate the forces at hand.

Support:
There are three classes of units that could be considered support. Four, if one were to draw a line between constructed and self propelled artillery. There is the classic understanding of such. Indirect fire and the like adding just that much more danger to a given part of the battlefield. Then there are the fabrication units. Air, sea, land, and space, these units build and support the industries and combat platforms that fight the wars of the Foundation. Or in this case, Adelaide and Richard. And lastly, there are the suicide units. Boombots for massed swarms of mobile explosives, Manhattan rolling nukes, for when enemy anti-missile defenses are too solid, and nanomachine swarms for a clean and precise means of picking a battlefield clean of opposition.

Static fortifications:
While neither Adelaide or Richard focus too heavily on static warfare, preferring mobile and elastic defenses both, there is nonetheless a place for hardpoints in their arsenals. Walls, turrets, anti-orbital emplacements, defensive stations, the aforementioned static artillery.. Both are capable of aggressive and defensive fortification.

Superweapons:
There are three available means of mass destruction available to Richard and Adelaide. Missile barrages, Halleys, and the Ragnarok platform. The first is primarily used to deliver nuclear payloads, though other options are available. The second is the use of gigantic engines to outright move an asteroid or planet off its course, and crash it into another. The third involves a platform designed to drill down to the planet's core and drop a specialized seismic charge into it capable of cracking it open. When deploying long range missiles in the quantities required to be considered a superweapon, it like the others is an enormous investment. But one with tremendous opportunity for payoff.

Doctrine:
There is nothing quite like a tide of steel rolling over the hills. A grand symphony of artillery, air support, tanks, and giant robots crushing all in their path. Foundation forces have an advantage in Shock, and due to such things as teleportation and unit cannons are also adept at penetration.

Legends:
Adelaide and Richard are best counted as one, for the purposes of determining 'narrative weight' and the like. Capable of forking out parts of their consciousness and thus in practice working across their entire territory, they compliment each other and act as a matched set. When fighting them, you are fighting both of them, personally. In every bot, every drone, they are there. Watching, and listening, and controlling.

Focuses:
Screening Ships
Individuals of Importance
Superweapons

Bookkeeping:
Warfleets:

Mag 1: 2

Total Population: 20

Territory:

Megaprojects:

Research:

Diplomatic Relations:

RP Per Turn:

Gain: 15
Loss: 4
Net: 11

Potential Research:
How to Annihilaser:
The most dangerous legacy of the Precursors were the Metal Planets. Enormous, dormant weapons of mass destruction, built to house a beam weapon capable of vaporizing a planet in an instant. Outfitted with all manner of other defenses to deter fleets and invasion forces, if the pair could manage to figure out the mechanics of building one.. it would be an enormous boon.

Shields, how do they work:
Richard and Adelaide do not have shields. They make up for it with heavy armor and aggressive defenses, but they do not have shields. Yet.

What is an aether and how can I kill something with it:
The two Commanders have aether manipulation technology. The aether in practice being the warp. They've managed how to do basic things like annihilating souls, or performing rudimentary surgery on them, but there is a world of possibilities awaiting them. They just need to spend time looking into them.
 
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Alright, the OP didn't include the combat system for Cosmolux, which is also supposed to play into how you describe your faction's Doctrine. As such, and because Spartakrod's not available right now, I'm posting it here.

Combat System:


General Combat System:

Base casualty numbers: as a baseline, two warfleets of equal size and tier that specialize in the same things and go about combat in the same general way will each take 20%(one step) in losses in a normal fight against each other.

Actual stuff that changes that number should be split into postional, major, and minor advantages, with major advantages either causing or mitigating more damage than minor ones.
Advantages should be split into having an edge(+), having an advantage(++) and having Supremacy(+++) in a given area.
Note: up until Supremacy someone having an edge/advantage in a given area doesn't necessarily mean that their opponent cannot have an edge/advantage in that area as well, as warfare can be asymmetric and how you got said edge/advantage matters just as much as what said edge/advantage is in.

Positional advantages are the 'you're quite literally starting to overwhelm your target in a given area, spilt into Front Advantages and Depth advantages, and while normally casualties inflicted by these advantages are only equal to those inflicted by Major Advantages, having both Front and Depth Supremacy means that you've almost certainly won the fight, as your opponent is forced to either retreat or suffer immediate huge casualties.

Front: edges/advantages here means that you're managing to either push the front back into their own territory or stall out the enemies advance(if you're on the defense). This is generally the 'you're winning the grind as a whole' advantage, but can also come from consistently out-playing your opponents when it comes to the fights that are actually occurring, as your forces achieve local superiority/supremacy enough to make their theoretical advantages come to nought. When on the defense in heavily built up territory, the Defender almost certainly starts with some level of edge/advantage(or maybe even full Supremacy) here by default as said defenses work to better hold the line and stall out enemy attacks(especially when supported by mobile forces that can actually deal with high enemy force concentrations)

Depth: edges/advantages here means that you've broken through and are now raiding the enemies back lines, disrupting their ability to receive supplies, reinforcements, and maybe even proper orders depending on where the people giving the commands are relative to the front and how said orders are being given.


Major Advantages are dependent on strategy and tactics and on how your forces actually operate on a battlefield as a cohesive whole as the battlefield shifts back and forth and as both ground and void battles cycle through their assorted phases. Note: unlike in the earlier category and in the category after this, advantages in one area here can contribute to advantages in another, with how much said contribution ends up being up to GM discretion.
Bombardment: fleets standing/moving around at a distance, jostling for position and bombarding each other from long range, attempting to take down shields and maybe even cripple or destroy enemy ships before the almost inevitable clash. edges/advantages here represent your forces dealing more damage in this long ranged game of potshots and (sometimes overwhelming) firepower, and can potentially cascade into edges/advantages(or at least reduced enemy advantages) in the Clash phase, as vessels are stripped of shields and/or otherwise damaged before either side can manage to get close.

Skirmish: this occurs at the same time as the Bombardment phase. This phase is a giant game of cat and mouse, as fast escorts move about and strikecraft move out, clash, and otherwise make to go take out enemy ships before things get too chaotic. This phase is defined by well… skirmishes, as fast moving lighter ships, strikecraft, and tactical-jumping ships move in to disrupt the enemies formations, pick off isolated targets, harass enemy back lines, and otherwise make a nuisance of themselves, sometimes so much of one that the damage dealt here outshines what was dealt by the actual long ranged bombardment. edges/advantages here can potentially cascade into edges/advantages(or at least reduced enemy advantages) in the Bombardment phase, as these skirmishes disrupt their ability to do any actual bombardment in the Bombardment phase.

Clash: here is where fleets generally go to die. Defined by frantic broadsiding and boarding, as ranges get so close and the fighting gets so dense that missing becomes almost an impossibility; sadly, if you want to take out the enemy quickly, force a large scale invasion on a nearby world, or break through enemy defenses as to ravish their back lines, this sort of engagement is almost completely inevitable. edges/advantages in this section cause double the usual amount of casualties suffered.

Disengage/pursuit: what almost inevitably happens, as whichever side is losing within any given instance of clash, or even both sides as the case may be, attempt to escape from the brawl before too much damage is suffered even as the other side does all in its power to keep . Unlike in the other sections here, edges/advantages in this category either reduce, or increase, depending on if your pluses are in disengage or pursuit, the number of casualties suffered in Clash, potentially down to the point where it is no more deadly than the other two sections or up to the point where Clash could outweigh both of the previous categories combined.

Ground:
Shock: here is where armies meet. Where artillery and aircraft fill the sky, and where trench lines and general mechanized pushes make their play. Having at least an edge here is required for unlocking all of the later phases of ground combat.

Penetrate: here is where armored spearheads exploit momentary gaps and weaknesses in the enemies lines, penetrating through them and making a breakthrough, be it with only a small group or a large chunk of the locally available forces, to go on to ravageravish the enemies back lines. (halved actual losses from held advantages here, but opens up Exploit and Reduce)

Exploit: the forces that have broken through try and destroy their target's built up infrastructure and defenses here; a large enough Advantage in this area can also potentially even take out enemy planetoids as their key parts are taken out one by one. (halved losses to enemy ground forces from advantages in this category, but can reduce fortifications and infrastructure, which can have its own benefits to the wider battle/war)

Reduce: and here is where the majority of the actual ground based losses happen, as the breakthrough forces turn back around to flank and encircle their enemies front, reducing it to potentially non-existent(at least in this particular engagement). (edges/advantages in this category cause twice as many losses as normal)

Unlike their more doctrinal kin, Minor Advantages are where unit specializations and doctrinal differences really get to shine, as these advantages represent qualitative/quantitative advantages in a 'my units of this category versus yours, go.' way. Although how said advantages are gained and where they are applied relies on doctrines almost as much as it does on qualitative/quantitative edges.
Note: all edges/advantages in one of these categories can contribute to getting edges/ advantages in one of the above major advantage category, with precisely where said bonuses end up going depending mostly on where said units focus doctrine wise.
AN: all categories listed here are meant to line up with the more general ones that a faction can have advantages in.

Space:
Capital ships: advantages here seldom ever cascade into Skirmish advantages, but can be added to Bombard and/or Clash depending on doctrinal differences.

Line Ships: advantages here can cascade into any area of the void battle, outside of maybe Disengage, which is purely doctrinal in nature. (which is to say Disengage depends on how one fights, not necessarily which categories you end up having an edge/advantage in)

Screen Ships: advantages here can cascade into any given area of the void battle, but usually favor Skirmish and are worse at Bombardment.

Strike Craft: advantages here can cascade into Skirmish and either Bombardment or Clash, depending on the nature of your Strike Craft (though Bombardment is generally considered somewhat easier.)

Ground: ground combat
Aircraft: can contribute to any area, but Shock, Exploit, and Reduce are the most likely

War Engines: can contribute to any area, but Shock and Penetrate are where they are strongest, if with the caveat that some of the entities in this size range may not be fast enough to properly take part in/take advantage of said Penetrate area.

Artillery: mainly contributes to Shock, as they likely aren't fast enough to meaningfully penetrate any weaknesses and what comes after that.

Vehicles: mainly contributes to Penetrate, but can contribute to any areas of the battle, as armored spearheads are usually fast enough and heavy enough to take advantage of any opportunities that arise.

Infantry: universally effective, but usually worse at Shock than Artillery and worse at Penetrate than Combat Vehicles. Generally requires special forces-style units to have effectiveness at Exploit.

Infantry Support: Modifies Infantry's effectiveness, though specifics vary on what sort of Support is more common. Widespread and effective IFVs and APCs generally bolster Penetration and Exploit, while large amounts of heavy weapon proliferation may increase resistance to enemy Shock/Penetration.

Note: once again, these advantages and where they cascade to is highly situational, and in some cases some of the above Minor Advantages can cascade into each other as well as the more general Major Advantages.
 
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The Sith Empire
Leader: Darth Marr
Definitive Trait: Golden Armada
Universe of Origin: Star Wars
Location: Eklemarid (7B, F2)
Traits:
-Age of Legends
-Covert Experts
-Martial Society
-Regiments of Renown x3
-Additional Specialization

Drawbacks:
-Manifest Destiny
-Escort Tonnage
-Xenophobia
-Keystone Army

Origin Points
-ISOT Origin (4/40)
-Expanded initial Territory x2 (12/40)
-Initial Territory development x20 (32/40)
-More population x6 (38/40)
-More starting production x2 (40/40)

Focuses
-Destroyers
-Infantry
-Vehicles
-Heroes


Space

Macro-Capitals

Supercapitals: N/A

Dreadnoughts: N/A

Capital Ships

Battleships: N/A

Battlecruisers: N/A

Line Ships

Cruisers: N/A

(Focus) Destroyers: In Imperial Navy Doctrine what others would call "Destroyers" would be mainline Capital Ships and served as the symbol of Imperial Military firepower. The well-remembered "Father of the Imperial Military" Grand Moff Odile Vaiken hand crafted the design that would become synonymous with the Sith Empire. While the Harrower spaceframe might seem unusually small for a capital ship, in that era it was seen as almost oversized and in-fact was geniously engineered by Odile Vaiken and later improved upon by his followers in Taereb Starship Manufacturing to be perfect for compressing as much weapons, armor, and technology into as small a frame as possible without compromising integrity.

The Imperial Navy has three capital ships, one with a special subtype, that are constructed in bulk. The Harrower of course is the single most produced capital ship of them all and is what all other capital ships are based off of. Republic analysts have found these vessels to be almost inexplicability resilient and capable of outputting firepower capable of threatening entire fleets, at the cost of being extremely slow and hard to maneuver. This wasn't enough for the Sith Empire however and two additional designs based off the Harrower spaceframe were created. The Delta-Class Carrier, which was almost a complete one eighty in the Harrower design philosophy in how it was a carrier and command vessel first rather than a dreadnought, and the Harrower II Lancer-Class Heavy Dreadnought. The Harrower II took the Harrower and drove it up to the extreme with an additional four hundred meters to it's spaceframe and even then removed hanger space to make way for additional power plants and armor. All of this combined made the Harrower II a one ship fleet killer with its impressive array of weaponry which culminated in 5 artillery weapons, four super-heavy long range Turbolasers and a spinal mass driver lance which is where the class gets its name from.

But the Harrower II pales in comparison to the might of the Harrower's subtype, a weapon so powerful it could annihilate fleets in a single blast, the dreaded Silencer. Technically speaking it is not actually a subtype of the Harrower but rather a weapon that was designed to be mounted in place of the forward facing hanger. The Silencer is rapidly recharging megalaser that's effect was twofold. The initial "laser" could be fired over extreme ranges and alone could completely annihilate capital ships, or even multiple if they were lined up. More significantly however is the beam's blossoming effect: A rippling wave of radiation cascading outward from the beam with range and destructive power sufficient to destroy an entire enemy armada.

Screenships

Frigates: If the dreadnoughts of the Harrower spaceframe are the cold durasteel covered fists of the Imperial Navy than the many destroyers, cruisers, and frigates that would fall under what some would call just "frigates" are it's backbone. The classes of ships that comprise this class are generally all serve a role within the wider Imperial Navy, from the humble Gage-Class to the ancient Derriphan they all serve a purpose. Forming and holding the line against any foe that would dare call themselves the superior of the Sith Empire. Due to size limitations these many vessels are generally specialized and form a singular specific role. The many many types of vessels that fall under this subtype mean that listed them all is near impossible and rather than waste time trying to describe them all, instead a few notable ones shall be explained.

By far the most numerous vessel of the Imperial Fleet however is the Terminus-Class Destroyer, which generally serves as the resilient frontline fighter that defends against starfighters and larger ships alike and is generally what many would consider the workhorse of the Imperial Navy. Subtypes of this frame are the smaller Gage-Class Transport, which as it's name implies is a transport, or Sith Intelligence's Confessor-Class Stealth Destroyer that is equipped with a cloaking device based off Adegan crystals.

Then on the heavier side of things that border on capital ship levels of firepower there are the BSX-5 Light Dreadnoughts which are similarly based off of the Harrower spaceframe but are instead downsized with hanger space being replaced to compensate for the powerful additional sensor systems and command and control suites. This vessel is suited to being a proper command vessel on the back line and is a dedicated electronic warfare vessel to hamper enemy communications and computer systems.

Corvettes: Compared to any other branch of the Imperial Navy the Corvettes are under appreciated but not under utilized. Two designs of corvettes exist within use by the Imperial Navy. The Subjugator-Class and the Obstructor-Class. Both are used for screening against enemy fighters, however, the Subjugator is primarily a transport and landing craft although with a Patrol Refit variant available for use to be deployed when needed. The Obstructor meanwhile is a dedicated and horrifyingly effective anti-starfighter platform with an armament suited solely for destroying as many fighters as quickly as possible.

Aerospace

Strike Craft: The Imperial Navy has dozens of starfighter designs at their disposal, simply too many to name, instead it would be better to focus on their Starfighter doctrine as a whole rather than their individual Strike Craft. The Imperial Navy has always seen their Strike Craft as supplementary to their larger dreadnoughts and while not something to be neglected, is not chiefly considered to be their greatest weapons at their disposal. Instead they focus mostly on large heavily coordinated swarms of cheap but effective attack craft with most of the navy fielding the Supremacy Interceptor. However specialist Strike Craft are also widely used with a not insignificant portion of any carrier's compliment dedicated towards bombers, drone carriers, and multi-role fighters. However the greatest of the Empire's strike craft would have to be their heavy fighters and gunships with designs like the Retribution, Vengeance, or even Fury Interceptors serving as powerful and effective tools for dealing with larger ships.

Aircraft: N/A


Ground

War Engines

Behemoths: Sith "Behemoths" can be entirely relegated to the in-atmosphere repulsarlift warships employed by the Imperial Vertical Navy. Powerful starship grade weapons and armor employed on vessels designed from the ground up to be operated solely while in-atmosphere creates a dangerous weapon that in their own galaxy proved to be nigh impossible to defeat with anything less than concentrated orbital bombardment, when used defensively as is their original purpose, or through the use of powerful stationary defenses or weapons designed to destroy orbital vessels being employed to attack these in-atmosphere craft. The I.V.N's vessels are primarily used defensively but have occasionally be used during offensive operations by being transported off world and through hyperspace by tugs, often to devastating effect to whatever world they are being deployed on. There also exists the few Isotope-5 War Elite Droids taken by Darth Marr during the Conquest of Makeb, their size being small but the substance they use allowing them to effectively act with impunity against anything short of deployed enemy Behemoth.

Titans: The smallest vessels deployed by the Imperial Vertical Navy can be described as these, those being the Shrike-class Corvettes and Hydris-class Frigates. They are also the only ones that be deployed in any large numbers due to their relatively small size allowing them to be transported within ventral hanger bays of Imperial capital ships. The Sith Behemoth Walker also fits into this category and is employed as a walking fortresses for long sieges or decisive breakthrough operations. Similarly the captured Isotope-5 War Droids of the Hutt Cartels fit into this category in the same way the elite variants fit into the Behemoth category.

(Focus) Vehicles

Superheavies: Sith culture promotes a, debatably, unhealthy fascination with anything that could be considered "Superheavy" by ordinary standards and it is for that reason that the Sith Empire had quite a few of these at their disposal. The most common deployed superheavy being the Warstrider Battle Walker and the Imperial Crawler Tank when in the Assault Transported configuration and while these two designs are the only ones truly seen on any sort of regularly basis it is the nature of the Sith to keep trying things where other have failed and it would not be uncommon to see one off or experimental never before seen vehicles or variants to pop up here or there and be deployed by Sith Lords seeking glory, dangerous and effective in combat..but not very reliable.

Main Battle Units: The Sith Empire has many powerful standard vehicles at it's disposal. Combined Arms Warfare is the primary combat doctrine of the Imperial Army and it is uncommon to find any large assortment of Sith Troopers to be deployed without dedicated vehicle support. The core of these vehicles will likely forever remain the Sith Lancer Walker, with it's advanced assortment of powerful weapons. self repair features, and regenerative shielding allowing it to act in smaller numbers than other MBUs but achieve similar if not better results. Additional MBU are primarily separated between Medium and Heavy vehicles such as the line of similarly designed vehicles as the Stormcaller and Firebrand Hover Tanks and their much more powerful brother, the Avalanche Heavy Tank. On the largest end of the spectrum and nearing the Superheavy Category has to be the THW, the Tripod Heavy Walker and smaller but older sibling to the Warstrider that is renowned for it's reliability and durability.

Lights: The primary light unit for the Imperial Army would have to be the Devastator Hoverturret that allows for easy and quick deployment of heavy fire support on any battlefield, be it for offensive or defensive operations, what with being a heavy repeating blaster capable of quick and easy vaporization of enemy infantry or vehicles. However besides that the Sith Troopers do have a large assortment of scout walkers and speeders at their disposal.

The greatest light unit at their disposal however will remain the Landslide Assault Speeder which, as it's name implies, is primarily an assault vehicle and not a recon vehicle. Used for quick movements and armed with heavy weapon for a speeder with two medium laser cannons and missiles that allow it to reliable threaten even heavy vehicles in small numbers or perhaps even superheavies and static emplacements with sufficient numbers and hit and run tactics.

(Focus) Infantry

Supersoldiers: The Sith Empire has a large supply of Force Sensitives at its disposal. The reason being interbreeding with the Sith Species, who are all Force Sensitive, which has created a society that has Force Sensitives not just running everything, as it is the SITH Empire, but one that has them being far from uncommon with an estimated 97.8% of Imperial population having a direct Sith ancestry. New Sith are always being trained and are not exempt from military service, something that most would no doubt seek out anyway due to it being a perfect place to let loose and gain experience an prestige.

There are dedicated paths a Sith can take that have been set out for fighting on the field of battle. Warriors, Inquisitors, Assassins, Sorcerers, Juggernauts, and many more. Sith are common in military units, more so than most other factions' super soldiers, with hundreds if not thousands of Sith being able to be found on any front.

As a consequence of this however; there exists no major force of non force sensitive supersoldiers the Empire has. There just hasn't been a need. There exists many projects, theories, and many have even shown success and could very easily be made in some numbers. Yet funding inevitably ends up getting cut for most due to Sith not wanting any possible rivals or just for cost reasons, after all; the Sith do the job perfectly and no normal super soldier could ever hope to compare to a trained Sith Warrior or Inquisitor. Right?

Elites: Mandalorian Mercenaries, Sith Commandos, Imperial Black Ops, and Imperial Special Forces. Whatever they may be the Sith Empire readily employs the best of the best in their combat operations whenever possible. The Imperial Military relies heavily on it's elites in order to accomplish high risk operations and break even the toughest of fortifications. Elites of the Sith rely heavily, if not exclusively, on their skill and their equipment to get them through their often near suicidal tasks.

However most of the time these are not deployed alongside Imperial Army formations, they are not men to die in the trenches and fortifications of the common Trooper. No. They are masters of their craft, given expensive equipment and have often irreplaceable talent. They can not and will not be thrown away lightly and as such are rarely, if ever, seen deployed alongside common troopers except when in a defensive operations.

Instead that task is regulated to advanced combat droids. Expensive but nonetheless deadly and far easier to replace than any organic. The C-10 series of heavy battle droids employed by the Imperial Army serves this role especially well, alongside the War series of droids. They can decimate enemy forces with ease with little long term loss if they are destroyed, besides a relatively minuscule amount of credits which is paltry compared to some other elite forces that require immense training and time to regain what was lost.

Line Infantry: The Sith Troopers are the standard line troops of the Empire and are a not some common fodder to be fed into the metaphorical meat grinder like Guardsmen. The Imperial Military is not known for it's excellent training, strict regimen, and martial prowess for nothing. Sith Troopers, Heavy or not, are trained to operate almost any weapon and do their training in harsh conditions and in as many environments as possible. Their advantage comes from their skill and numbers, as mandatory military service allows them to be deployed in significant numbers despite the amount of effort that goes into just one soldier.

Individuals of Importance

Lords: The Darwinian style of the Imperial Military and really Sith Culture in general means that more often than not the commanders of the Imperial Military, Sith or not, are not idiots. They got to where they are through talent and often times force of arms. They are veterans of countless battles and recently most commanders have at least served during the First Great Galactic War and were still serving during the Second. They know how to operate a galactic scale war and that when you operate at such a scale that planets and systems often times become nothing more than numbers.

However it is the Sith Empire and unlike their Republic counterparts the Sith have control. Due to the nature of the Sith, Lords will probably mesh with Heroes as the higher ranking Lords and Darths are often the ones in command whenever present and they are force multipliers just due to their combat prowess and Force abilities. This lends them many advantages over non Force sensitives and it is actually standard for the two to work together.

Sith Battle Meditation and precognition is a powerful thing. A single Force User can change entire battles and wars just by using Battle Meditation, demoralizing their foes and allowing for advanced combat maneuvers and military precision to be done with ease or in some cases the Sith Lord in command just overriding the free will of their troops entirely and becoming a true chessmaster as they operate like a sort of Hive Mind under their command.

(Focus) Heroes: The Empire has many many many heroes. We're it not for these individuals it is fair to say that the Empire would have fallen due to infighting, the Republic, or mysterious cabals long ago. Most common among these would obviously be the rising stars among the Sith. The Lords, the Darths and the occasional oddly great apprentice. However even the non Force sensitives can count themselves among the heroes of the Empire with the most obvious example being the Imperial Guard.

The Imperial Guard have come a long way since their reorganization by Darth Marr following the Sith Emperor's betrayal. They are the best of the best of the best and carry with them a presence that is unmistakable and a task that is undeniable. When the Imperial Guard are deployed it means that whatever they are being deployed to is of such important that it must succeed less many lives and worlds of the Empire be lost. Besides the Imperial Guard many great Mandalorians would account as a Heroic Deployment, due to how reality favors them for some unknown reason.

Other

Artillery: The Imperial Military isn't lacking in the artillery department, however, when compared to it's counterpart in the Republic they do come up somewhat short against the Republic's dedicated Artillery Corps and Droids. Instead the Sith rely heavily upon either the Firebrand Hovertank for light-to-medium artillery support with missiles or the Imperial Crawler Tank for heavy artillery support. Most other artillery support is handled by dedicated repulsarlift self propelled artillery guns and static defensive batteries. Sith on the battlefield can also fill a sort of artillery roll what with their ability to use devastating area of effect Force Powers that while not as immediately destructive is no less deadly and disruptive.

Infantry Support: The Imperial Army has many supportive units at it's disposal. However none compare to the Imperial Crawler Tank and it's many variants that aid in both defensive and offensive operations. Theater shields are widely employed by the Sith Empire and most of their forces can safely rely on having ground or air transport whenever possible. On the regimental level there is almost always a Sith Intelligence Attaché and no doubt many more hidden operatives among the troopers, serving as both Moral and Intelligence officers. Of course the Sith serve a similar role as well and having ultimate authority to dish out punishment wherever and whenever they see fit. All to make sure no dissent or thoughts of fleeing enter into anyone's mind of course.

INTRODUCTION

Few military forces in the galaxy can match the coordination, skill and aggression of the Empire. The Armies of the Sith Empire are a masterpiece of military ingenuity and their training is as effective as it is efficient. Their equipment is second to none. Their many victories in battle are a testament to their rigorous training, which uses live-fire exercises in the most brutal environments in the galaxy to transform eager recruits into lethal implements of the Empire's will. These crack troops form the vanguard of the Empire's conquering forces, battling their foes with unmatched precision and ruthless determination. With unwavering loyalty to the Empire and placing duty and mission accomplishment above all else, their dedication to serving the Empire proves that there is more to Imperial society than following the commands of Sith Lords out of fear, as some would argue. These elite soldiers truly believe in the superiority and power of their culture, readily laying down their lives to achieve the Empire's goals and the Sith Imperial Military is considered in this time to be the most brutal, advanced, and overwhelming force that the galaxy has ever seen.

HISTORY

The rigid militarization of Imperial society began as a matter of grim necessity. The ragged Survivors of the Great Hyperspace War seemed to have no hope and no future, but a young officer named Odile Vaiken transformed those survivors into an elite, highly disciplined military force. On Vaiken's command, every able-bodied adult was drafted into service. This was a harsh step, but it unified the survivors and gave them a shared sense of purpose and duty that continues to the present day. Vaiken's innovations and foresight led to his appointment as the Empire's first Grand Moff, a special honorary rank bestowed on a singular visionary leader in the Imperial military. Despite his death centuries ago, Vaiken's organization and training methods are still the standard for all imperial personnel.

After 30 years of war brought about by the return of the Empire and The Great War, the signing of the Treaty of Coruscant officially ended the war between the Republic and the Empire though the truce was a tense one for both sides. The terms of peace were harsh and the Republic ended up surrendering several worlds to the Empire. As tensions mounted across the galaxy, war became an inevitable reality and the war of information became a secretive arms race. Balmorra's rebellion and joining back into the Republic was a tipping point and the dominos began to fall with increasing action in Voss and finally Corellia.

With the forces of the Empire and Republic once more falling into a power stalemate, both planets set their sights on Makeb and though the Republic made initial contact with the planet as it tried to buck it's Hutt leaders, the Empire had already moved covertly into position to take advantage of the strife and make use of the Isotope-5 in the galactic arms race. Once the cooperation of Yavin 4 ended, the Imperial Military once more turned to viewing the Republic as their long-time enemies rather than situational allies. And yet the exposure to the Republic Military and the Jedi that assisted would be a benefit to the Empire as it allowed for a closer look at how the enemy operated in a combat situation. With the war picking up in earnest, the Empire's focus remained momentarily on refocusing their forces and regrouping after the losses suffered in combat against the Revanites, and after the tragedy on Ziost.

CULTURE AND LIFESTYLE

Compulsory Military Service is one of the central tenets of Imperial society. Those who are not Force-sensitive are automatically enlisted as soon as they become adults, and remain in the Empire's service until their service period is up, they achieve retirement, or when death or disability renders them unable to contribute. In the Empire there is no advancement through wealth or manipulation and no honor or influence is granted by birth alone-save for those attuned to the force, who then become Sith. Those who serve well, advance. Those who fail gain nothing.

Despite this fact that every single individual is apart of the military in some may think "how the Empire functions if we're throwing everyone out on the front lines." The answer to this is painfully simple; They do not throw everyone out on the front lines. The majority of those serving in the Imperial military do not serve on the front lines at all; they comprise the home guard, those tasked with ensuring that the homes of the Empire are not once again wiped away by those who would see them extinct.

The active duty force comprises only 37% of the Imperial Military, The remaining 63% are the city police forces, the shopkeepers, the artisans, the teachers, the accountants, those that keep the Empire running while the 37% serve abroad on starships or military bases.

This by necessity means that everyone receives a stipend for their service, though it is smaller for the home guard than for active duty. Uniforms and equipment are provided for the home guard. They are organized into similar units as active duty personnel, and train in activation protocols in the case of an attack. As it is an honor to defend their homes from those who would see them wiped out, and indeed have tried more than once throughout the Empire's tumultuous history, the home guard are not seen as lesser in any respect, and those within the active duty corps who express such asinine opinions are often swiftly corrected.

Everyone serves in a capacity that does not lessen our martial efficiency. An Imperial who presents with breathing issues in basic training is not a tactically intelligent choice for frontline heavy arms support, as their difficulty completing basic athletic qualifications clearly demonstrates they will not be able to do so wearing heavy armor and bearing multiple weapons. That same Imperial, however, will be able to serve ably as part of the immense administrative corps. They may have an aptitude for teaching or engineering, intelligence or supply.

Everyone serves, and not all service is on the front lines with a blaster rifle in their hands.

The Sith are, and will always be, the ultimate masters of the Empire. But this does not mean that people born without an affinity to the Force can never advance to the highest echelons of Imperial society. Those who show merit rise above the rest, whether it's on the battlefield or in determining the most efficient method for transporting supplies. With constant warfare and expansion, there is always room for promotion and plenty of opportunities to prove one's worth. Advancement brings with it influence and prestige, with full dynasties emerging as successive generations continue to bring further honors to the family name. Still, no matter how high a family may rise in stature, their children cannot coast on past success. Only continuous outstanding service can ensure that a powerful family will remain at the top tiers of imperial society.

Fear is not the only motivator within the ranks as many would believe. Honor, duty, and sacrifice form the tenants of Sith society and - given the survival-of-the-fittest mentality of said society - this applies ten-fold to their military. Imperial troops can be extremely proud of their service as it gives them the chance toward a higher purpose in spite of Force Sensitivity. They serve with absolute devotion to their cause, faith in their commanders' leadership, and stop at nothing short of victory. As a result of their service, the average Imperial citizen is disciplined, dedicated, and highly invested in the success of the Empire. Though not every citizen acts as a frontline soldier or starship crewman, the military mindset is ingrained in every level of society. No one is poor, and no one is idle. Everyone serves.

STRUCTURE

The Ministry of War oversees all armed forces in the Empire. The Imperial navy and its massive fleet of war ships is one of the ministry's chief concerns. Dreadnoughts must be constantly maintained, outfitted with starfighter squadrons, and deployed on endless patrols or campaigns to conquer hostile space. After suffering heavy damage in the Great War, the Imperial armada was repaired and outfitted with new, brutally efficient weaponry to combat the Republic fleet. Imperial ground forces are also controlled by the Ministry of War. Soldier deployment, combat tactics, the Imperial Reclamation Service, security, Special Forces operations, black ops missions, and the greater strategy of warfare are all directed by this ministry. Ever since the Treaty of Coruscant ended the Great War, ground forces remain deployed on Imperial worlds and police new territory with an iron fist. Like the imperial navy, all ground forces are kept at a constant level of readiness to guarantee that the Empire is constantly prepared to march to battle at a moment's notice.

At the highest tiers of power as with anything else in the Sith Empire, Sith Lords are at the top. Military powers are split into three Spheres of Influence of the Dark Council, but all three work in unison toward their goals:

  • Sphere of Defense of the Empire
  • Sphere of Military Offense
  • Sphere of Military Strategy

Below their Sith masters are those within the Ministry of War, headed by the Minister of War, an appointed position selected from the Empire's elite corps of commanders, Moffs with the Grand Moff as the epitome of service. Moff is not so much a rank as it is a position; they are placed at full command over all other Imperial officers and govern whole regions of space.
The Imperial Military is divided into multiple branches:

  • Army - Ground forces (occupation, assault, defense, etc.)
  • Navy - Space forces (ship-to-ship combat, starfighter operations, invasion logistics)
  • Marine Corps - Infantry forces that serve as security aboard capital ships; equipped and ready to respond to crises around the galaxy within moments; participates in planetary assaults in tandem with the Army.
  • Imperial Reclamation Service - Archaeological discovery, collection, and research.
  • Special Forces - Elite units devoted to clandestine "black" operations, usually working closely with Imperial/Sith Intelligence (IE: LT Pierce's Black Ops Team)
The Imperial Army was divided into various subgroups, including:

  • Fire team: consisted of two or three soldiers, led by a corporal.
  • Squad: ranged from five to ten soldiers, led by a sergeant.
  • Platoon: ranged from 50 to a 100 soldiers, commanded by lieutenant.
  • Company: ranged from 100 to 300 soldiers, led by a captain.
  • Battalion: ranged from 700 to 1,500 soldiers, commanded by a major.
  • Brigade: ranged from 5,000 to 7,500 soldiers, led by a colonel.
  • Division: ranged from 20,000 to 40,000 soldiers, commanded by a general.
  • A larger unit designated an "Assault Group" or "Operations Group" could be formed from over 40,000 soldiers, which were placed under the command of a Moff or high-ranking Sith Lord for specific assignments and then broken up after the completion of the mission.
The Emperor
Sphere of Military OffenseSphere of Defense of the EmpireSphere of Military Defense
Minister of War
Grand Moff
Moff
Under-Moff
IMPERIAL ARMYIMPERIAL NAVY
Grand Admiral
GeneralAdmiral
ColonelRear Admiral
Lieutenant ColonelCommodore
MajorCaptain
CaptainCommander
LieutenantOfficerLieutenant
Chief Petty Officer
Sergeant MajorPetty Officer
Staff SergeantChief Technician
SergeantFlight Sergeant
CorporalCorporal
Private First ClassTechnician
PrivateEnlistedPrivate

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THE IMPERIAL NAVY

DATABANK
DATE FOUNDED: 1,284 BTCHEADQUARTERS: Dromund KaasPRIMARY DUTIES: Defense, Conquest
COMMANDER IN CHIEF: Grand AdmiralFOUNDER: Odile VaikenDIVISION: Ministry of War
SIZE: UnknownMAJOR SHIPYARDS: Dromund Kalakar, Sernpidal, Sullust, TandankinMAJOR NAVAL ACADEMIES: Dromund Kaas
NOTABLE UNITS: Imperial First Defense Fleet, Silencer BattlegroupMOTTO: "Order Must Be Maintained."

HISTORICAL REFERENCE
Created by Grand Moff Odile Vaiken in the aftermath of the Great Hyperspace War, the modern Imperial Navy has a well earned reputation of ferocity and terror. Constructed over the course of centuries, the Imperial Navy was specially created as one of the primary tools of revenge to enact on the Republic and Jedi Order upon the Sith Empire's return. Focusing around large and imposing Harrower-class Dreadnoughts, the Imperial Fleet has been responsible for the subjugation of countless worlds, and its capacity for firepower is nearly unmatched. While crippled during the Eternal Empire's conquests, Empress Acina secretly reconstructed much of the Fleet in the unknown regions, in preparation for her moment to strike outward for the Empire's sovereignty. These preparations have, as such, left the Imperial Navy on much better war footing than their Republic counterparts, now outnumbering the total number of vessels in the Republic Fleet by a fair amount.


IMPORTANT TERMS
BTC/ATC: Before/After Treaty of CoruscantHYPERDRIVE CLASSIFICATION:0.01(Quickest)-20.0(Slowest)MGLT: Megalights per hour, sublight speedDPF:Maneuverability Rating
SBD: Shield Resistance RatingRU: Hull Resistance RatingKTU: Thrust RatingPRICE: Credit Value, Commercial or Military availability
WEAPONRY TYPES:
Light Laser Cannon: Very basic in starship weaponry. Low yield but can typically compensate with a rapid rate of fire.

Laser Cannon: Well balanced capability between rate of fire and yield. The standard on most starfighters and utilized often for point defense duties.

Heavy Laser Cannon: High yield at the cost of a lower rate of fire. Typically reserved for heavier starfighters and corvettes

Light Turbolaser: Basic anti-capital ship weapon, typically mounted on most frigates. More powerful than heavy lasers, but more clumsy.

Medium Turbolaser: Standard anti-capital ship armament, typically fitted onto medium size frigates and light cruisers.

Heavy Turbolaser: Immensely destructive anti-capital armament. Typically saved for larger vessels due to high power costs. Can also be utilized in planetary bombardments at full yield, with devastating results.

Ion Cannon: A secondary anti-capital ship armament typically utilized to disable enemy vessels and wither down their shields in conjunction with turbolasers.

Maser Cannon: The basic in Chiss weaponry, operates in a different way than standard weapons, but is roughly equivalent to a laser cannon.

Megamaser: Scaled up maser cannon, roughly equivalent to a turbolaser.

Mass Driver: A railgun that accelerates a solid slug to a very high speed towards an enemy vessel. Not traditionally utilized by the Galactic Republic and Sith Empire

Light Concussion Missile Launcher: Typically utilized for anti fighter duty. Commonly fitted onto starfighters as a secondary weapon.

Heavy Concussion Missile Launcher: Heavier missile weapon with interchangeable warheads, utilized for shield piercing attacks on hostile capital ships.

Proton Torpedo Launcher: The heaviest and most devastating in anti-capital ship weaponry. Ignores most forms of traditional shielding. Typically reserved for larger vessels and bombers.

Proton Bomb Bay: A dedicated bomb delivery mechanism, typically propelling a number of energy based explosives below a craft.

Mine Layer: A form of ordnance launcher specifically adapted at laying explosive mines, typically utilizing either a concussion or proton warhead.

Seismic Charge: Capable of unleashing a devastatingly explosive shock wave. Seismic charges were commonly filled with a mix of baradium and volatile collapsium gas.

Artillery Laser: The heaviest in turbolaser technology, capable of flinging charged plasma across thousands of kilometers of void. Massive power costs typically result in them being reserved for dreadnoughts. The largest weapon in most Navy's arsenal short of a superweapon.

Proton Beam Projector: An experimental beam cannon firing a concentrated arc of particle energy at a target, capable of inflicting immense damage at the cost of extensive power usage.
SHIP CLASSES:
Starfighter: Mainline Combat Strike Craft, typically multirole and 1-3 man in size

Interceptor: Specialized starfighter centered on dogfighting at the expense of multi-role capability

Bomber: Dedicated anti-shipping starfighter, typically heavier and less agile

Gunship: Larger strikecraft, typically carries large amounts of weaponry and troops

Shuttle: Larger than starfighters but smaller than ships, typically used for ferrying cargo or personnel

Transport: Generalized term for any vessel that carries cargo or personnel

Corvette: Light mainline combat warship typically 100-200 meters in length. Utilized for blockade running, picket duty, and combat support.

Frigate: Medium combat vessel typically 200-400 meters in length. Typically versatile and multirole

Destroyer: Heavier warship typically 400-500 meters in length, used to screen larger capital ships

Cruiser: Larger capital ship typically fielding heavier armor and weaponry. Backbone of most fleets.

Battlecruiser: Uparmored and upgunned cruiser that typically sacrifices versatility for additional combat capability.

Escort Carrier: A light and typically economic carrier vessel, primarily designed to host starfighters.

Battleship: Heavy mainline capital ship with an emphasis on combat and large gun batteries.

Carrier: Heavy mainline capital ship with an emphasis on ferrying large wings of starfighters into combat.

Dreadnought: Typically the heaviest in combat vessels, featuring extremely thick armor, powerful shields, and weapons.

Superdreadnought: Extremely rare and costly vessels of immense size and scope.


SUMMARY

Nearly as old as the Imperial Navy itself, the Imperial Naval Intelligence Department (I.N.I.D.) is the intelligence and special operations arm of the Sith Empire's naval forces. The organization conducts intelligence gathering and analysis, as well as security and special operations in support of Imperial Navy objectives. I.N.I.D. operatives and analysts support Imperial naval operations across the entirety of known and unexplored space. Led by a Navy admiral serving as Chief of Naval Intelligence, the agency is one of the Sith Empire's oldest military intelligence units. When appropriate, the agency works closely with representatives from Sith Intelligence to ensure the security of the Empire.

History

In wake of the Galactic Republic's attempt to eradicate the Sith civilization at the end of the Great Hyperspace War in 1347 BTC, the Sith Empire's leaders gathered their remaining Sith and followers and departed on a twenty year exodus. During this time, Imperial scouts patrolled the Unknown Regions in search of a sanctuary where the Sith Empire could rebuild in safety from the machinations of the Republic. Imperial scouts also monitored for threats to the vulnerable Sith fleet. Several years into their exodus, the organization of the exile fleet's various astrographers and scouts became known as the Astrography Corps.

Sometime in the first years of Imperial re-colonization of Dromund Kaas, the Astropgraphy Corps was reorganized into a larger, better-equipped Astrography Service. Though the exact date of its establishment has been lost to history, I.N.I.D. is known to have been formed from this organization. The agency was created out of the Empire's imminent need to explore and colonize the Dromund and neighboring systems, and to conceal their presence from foreign threats, principally the Galactic Republic. Accordingly, an intelligence arm of the Empire's small fleet was established to conduct reconnaissance patrols and provide intelligence on areas suitable for colonization and incorporation into the growing Empire. In addition to its expeditionary missions, I.N.I.D. agents infiltrated regional pirate and underworld groups to quell whispers of an Imperial presence in the Outer Rim, as well as to monitor threat activities. Many of the same scouts who had flown expeditionary missions for the exodus fleet now flew to expand the borders and ensure the security of Imperial space. For the next several hundred years, I.N.I.D. scouts, flight crews, and astrographers surveyed and mapped surrounding systems for expansion.

During the initial construction of Kaas City, I.N.I.D. was moved into the former offices of the Kaas City Construction Authority. The L-shaped building was uncharacteristically shorter than the standard city skyscrapers, sitting only four stories tall. The structure was, however, prominently positioned one city block from the site of the original Citadel. Occupying an entire city block itself, and given its rather unimpressive appearance, the headquarters was became popularly known as "The Block." This facility remains the principal analytical center, archive, and training facility of the spy agency, though its official headquarters resides in the Imperial Navy's complex in the Citadel.

Preparing for War

Sometime after the Jedi Civil War concluded in 306 BTC, I.N.I.D. operatives began working alongside Imperial Intelligence agents in greater cooperation to develop a more comprehensive understanding of Republic Navy strengths and weaknesses. I.N.I.D. operators monitored Republic Navy shipyards, spacedocks, fueling stations, and other critical sites in the run-up to the Great Galactic War. Analysts in "The Block" advised on a complete order of battle of Republic naval forces organization, equipment, and locations for Imperial Navy leaders while astrography staff prepared charts used to plan for galactic invasion.

Great Galactic War

When the Sith Empire reemerged, beginning the Great Galactic War in 28 BTC, I.N.I.D. staff worked at optimum efficiency to supply the Imperial Navy with the latest and most comprehensive intelligence on Republic fleet movements and operations. I.N.I.D. intelligence operations and assessments proved critical in planning major Imperial military operations, from the Tingel Arm campaign at the start of the war, to the Battle of Hoth and the Sacking of Coruscant.

Cold War

Despite the formal cessation of hostilities between the Empire and Republic with the signing of the Treaty of Coruscantin 0 ATC, I.N.I.D. continued to proactively monitor Republic Navy activities throughout the Cold War, often advising on targets of opportunity that would just skirt violations of the Treaty. I.N.I.D. personnel worked overtime to ensure Imperial victories on Taris and at the Foundry which achieved a formal return to conflict with the Republic.

Galactic War

Having maintained surveillance of Republic naval operations during the Cold War period, I.N.I.D. found itself in high demand for intelligence support with the return of war. The first major Imperial operation supported by I.N.I.D. in this conflict was the Battle of Corellia, where I.N.I.D. operators had already infiltrated the Blastfield Shipyards. I.N.I.D. was also essential in advising on intelligence matters in support of Operation: Dark Ice, and the subsequent suppression of Darth Malgus' rebellion. In addition to its intelligence operations and surveillance of the Republic, I.N.I.D. increasingly found itself tasked with monitoring the naval activities of other groups, particularly the Hutt Cartel and the Dread Masters. I.N.I.D. staff were later essential in supporting Sith and Imperial military leaders in a campaign against the Order of Revan.

STRUCTURE



I.N.I.D. is directly subordinated to the headquarters of the Imperial Navy on Dromund Kaas. The department is the highest authority for the conduct of naval intelligence in the Imperial military. I.N.I.D. receives most of its intelligence tasks from Imperial Navy headquarters or the intelligence section of Imperial High Command.

Office of the Chief of Naval Intelligence. All I.N.I.D. branches, operations, and personnel fall under the authority of the Chief of Naval Intelligence. The Chief is a Navy admiral who serves as the principal intelligence advisor to Imperial Navy leaders and also advises Imperial High Command, the Ministry of War, and senior Sith leaders on naval intelligence matters. This figure is the highest-ranking intelligence officer of the Imperial Navy.

Office of the Deputy Chief of Naval Intelligence. Subordinate to the admiral is a Deputy Chief in the rank of commodore who manages the day-to-day operations of the agency. The Deputy Chief meets daily with all division heads and keeps the agency focused on its assigned tasks. On occasion, the Deputy Chief may directly oversee the execution of high-priority naval intelligence operations.

I.N.I.D. is comprised of four principal divisions, each led by an officer in the rank of group captain.

Analysis Division. While many I.N.I.D. analysts are deployed to Imperial naval stations across the Galaxy, most are concentrated in "The Block" in Kaas City. From this analytical center, naval intelligence analysts assess threats to the Imperial Navy and look for vulnerabilities in the Empire's enemies' naval forces. Naval intelligence analysts specialize in a variety of subject areas; from the Republic Navy to pirate gangs, foreign ship designs and weapon systems, to geographical studies from the Core Worlds to the Outer Rim Territories. The Analysis Division prepares analytical reports for dissemination across the Imperial Navy's leadership.

Operations Division. The I.N.I.D. element charged with covert intelligence collection and reconnaissance, this division also executes special operations in space. Naval intelligence operators, infiltrators, saboteurs, and reconnaissance pilots are all assigned to this division.

The 14th Imperial Marine Commandos is permanently attached to I.N.I.D. to support its special high-risk intelligence collection and special operations missions. This battalion-sized force is comprised of four companies of Imperial marines trained in special naval infantry warfare and special operations.

Security Division. Security experts of this division advise Imperial Navy units on proper protection protocols for their personnel, information, ships, spacedocks, and other naval assets. I.N.I.D. agents of this division can be found deployed to every Imperial Navy installation, including spacedocks, shipyards, fueling sites, weapons research facilities, and even prototype warships. Possessed within this division is the ominous Counterintelligence Section which roots out enemy spies and ensures the security of Imperial naval secrets.

Astrography Division. Fulfilling one of I.N.I.D.'s oldest functions, this branch is engaged in mapping uncharted areas of space and transmitting complete holomaps to Imperial naval units.

UNIFORMS



While I.N.I.D. personnel may be found wearing any one of the many styles of official Imperial military uniforms, they utilize a uniform coloring scheme similar to the uniforms first worn by the Astrography Service following the settlement of Dromund Kaas.

I.N.I.D. staff are easily recognized in official uniform by their black hats, pants, gloves, boots, and white shirts.

The original uniform of the Astrography Service employed the same coloring scheme with the exception of also having black sleeves. The black elements of the Service's uniform represented the undiscovered regions of space to which Service scouts and astrographers regularly deployed to assist in the re-expansion of the Sith Empire. The white part of the uniform on the torso represented the various stars and planets of the Galaxy, the discovery and mapping of which was the object mission of the organization.

MARK VI SUPREMACY-CLASS INTERCEPTOR

CREW: 1ROLE: Interceptor
MANUFACTURER: Tandankin ShipyardsLENGTH: 8.7 MetersWIDTH: 7.9 Meters
HYPERDRIVE:N/ASHIELDING: 5 SBD, (1) Cygnus "Burner" Shielding UnitNAVIGATION:N/ASUBLIGHT THRUSTERS: 150 KTU, (2) Vokoff-Strood STAR-94 Engine Units
POWER PLANT: (1) IFSX-T Solar Ionization ReactorTOP SPEED: 105 MGLT(Space), 1,750 km/h(Atmospheric)MANEUVERABILITY RATING: 93 DPF
HULL PLATING: 9 RU, Light Titanium PlatingARMAMENT: (4) Light Laser CannonsCONSUMABLES: Three Days
AUXILIARY SUBSYSTEMS:N/ACARGO CAPACITY: 10 kg
Developed by Tandankin Shipyards, the Mark VI Interceptor, or simply the ISF, is the mainline starfighter of the Sith Empire. The Supremacy possesses extremely good agility and speed, but is extremely fragile, with next to no shielding and a very light armament. The Supremacy is typically utilized by Imperial fleet commanders in concentrated attack swarms, where their quick speed and agility can quickly overtake an unsuspected fighter squadron. Folding wings allow a large number of these craft to be stored on board a carrier vessel, and as such, cheap construction allows them to be easily replaced. The Supremacy's lack of concussion missile launchers or proton torpedoes make it inherently poor as a multirole fighter, however. A number of specialized Supremacy variants, such as the Blackbolt, Bloodmark, and Sting are utilized by the Imperial Navy as scout fighters.

S-12 BLACKBOLT-CLASS RECON INTERCEPTOR

CREW: 1ROLE: Reconnaissance/Interceptor
MANUFACTURER: Tandankin ShipyardsLENGTH: 8.7 MetersWIDTH: 7.9 Meters
HYPERDRIVE:Class 2.0SHIELDING: 2 SBD, (1) Cygnus "Burner" Shielding UnitNAVIGATION:Kalakar NavicomputerSUBLIGHT THRUSTERS: 180 KTU, (2) Vokoff-Strood STAR-96 Engine Units
POWER PLANT: (1) IFSX-T Solar Ionization ReactorTOP SPEED: 110 MGLT(Space), 1,750 km/h(Atmospheric)MANEUVERABILITY RATING: 93 DPF
HULL PLATING: 7 RU, Light Titanium PlatingARMAMENT: (2) Light Laser Cannons, (2) Airburst Rocket LaunchersCONSUMABLES:Three Days
AUXILIARY SUBSYSTEMS: Sensor Suite PackageCARGO CAPACITY:10 kg
An advanced reconnaissance variant of the Supremacy ISF, the S-12 Blackbolt is equipped with more powerful engine units, a hyperdrive, elaborate sensor equipment, and two light unguided rocket launchers. Designed to scout surrounding star systems for Imperial battlegroups, the S-12 is designed with the trademark offensive capability that defines the Imperial fleet. In a dogfight, Blackbolt pilots are often times tasked with selecting key enemy targets, such as squadron leaders or gunships, and eliminating them with a high speed attack run before the enemy can properly respond.

S-13 STING-CLASS ASSAULT SCOUT

CREW: 1ROLE: Reconnaissance/Interceptor
MANUFACTURER: Tandankin ShipyardsLENGTH: 5.5 MetersWIDTH: 7.9 Meters
HYPERDRIVE:Class 2.0SHIELDING: 10 SBD, (1) Cygnus "Thunderflare" Shielding UnitNAVIGATION:Kalakar NavicomputerSUBLIGHT THRUSTERS: 180 KTU, (2) Vokoff-Strood STAR-96 Engine Units
POWER PLANT: (1) IFSX-T Solar Ionization ReactorTOP SPEED: 90 MGLT(Space), 1,750 km/h(Atmospheric)MANEUVERABILITY RATING: 102 DPF
HULL PLATING: 4 RU, Light Titanium PlatingARMAMENT: (2) Repeating Laser Cannons, (2) Cluster Concussion Missile LaunchersCONSUMABLES:Three Days
AUXILIARY SUBSYSTEMS: Vulnerability LocatorsCARGO CAPACITY:5 kg
A rare and expensive adaptation of the Supremacy spaceframe and the culmination of Tandankin shipyards' line of experimental designs, The S-13 Sting is a well armed and highly manuverable scouting interceptor equipped with an array of offensive, defensive and maneuvering capabilities. Typically reserved for veteran Imperial pilots and Sith, the Sting's performance surpasses most other known scout craft, so much so that it can barely be classified as a scout with its basic suite of sensor and communication equipment.

S-SC4 BLOODMARK-CLASS SPACE SUPERIORITY INTERCEPTOR

CREW: 1ROLE: E.W. Support Platform/Interceptor
MANUFACTURER: Tandankin ShipyardsLENGTH: 10.5 MetersWIDTH: 7.9 Meters
HYPERDRIVE:Class 2.0SHIELDING: 10 SBD, (1) Cygnus "Thunderflare" Shielding UnitNAVIGATION:Kalakar NavicomputerSUBLIGHT THRUSTERS: 180 KTU, (2) Vokoff-Strood STAR-96 Engine Units
POWER PLANT: (1) IFSX-T Solar Ionization ReactorTOP SPEED: 78 MGLT(Space), 1,250 km/h(Atmospheric)MANEUVERABILITY RATING: 86 DPF
HULL PLATING: 5 RU, Light Titanium PlatingARMAMENT: (2) Light Laser Cannons, (2) EMP Missile LaunchersCONSUMABLES:Three Days
AUXILIARY SUBSYSTEMS: SWACS ModuleCARGO CAPACITY: 5 kg
Reserved for veteran squadron leaders and Sith who have shown a particular aptitude for flying, the S-SC4 Bloodmark is a highly advanced variant of the Supremacy ISF equipped with a hyperdrive system and an extremely sophisticated SWACS mission pod tailored for squadron support. While suffering from the same frail shielding and armor of the Supremacy spaceframe, the Bloodmark retains most of the maneuverability and speed of its predecessor, making it an extremely difficult target to destroy in a heated dogfight. A number of Bloodmarks are in circulation with the Imperial Royal Guard, where their blood red markings clearly designate them as being the best the Empire has to offer.

MARK VII DOMINION-CLASS ADVANCED INTERCEPTOR

CREW: 1ROLE: Advanced Interceptor
MANUFACTURER: Tandankin ShipyardsLENGTH: 10.5 MetersWIDTH: 7.9 Meters
HYPERDRIVE:Class 1.0SHIELDING: 20 SBD, (1) Cygnus CN-20 Shielding UnitNAVIGATION:Kalakar NavicomputerSUBLIGHT THRUSTERS: 200 KTU, (2) Vokoff-Strood STAR-104 Engine Units
POWER PLANT: (1) IFSX-T Solar Ionization ReactorTOP SPEED: 110 MGLT(Space), 2,250 km/h(Atmospheric)MANEUVERABILITY RATING: 98 DPF
HULL PLATING: 10 RU, Reinforced Titanium PlatingARMAMENT: (4) Repeating Light Laser Cannons, (2) Concussion Missile LaunchersCONSUMABLES:Three Days
AUXILIARY SUBSYSTEMS: Life Support ModuleCARGO CAPACITY:5 kg
Developed shortly after the Treaty of Coruscant in response to the considerable starfighter superiority of Republic naval doctrine, the Mark VII Dominion Interceptor is the next evolution in the Supremacy line. Featuring built in life support, a hyperdrive, multiple laser cannons, and missile launchers as the new standard, the Dominion is a costly but deadly interceptor typically reserved for Imperial starfighter pilots who have survived more than three tours of duty. Maintaining the Supremacy's trademark maneuverability and speed while also fielding survivability on par with Republic starfighters, the Dominion is truly a deadly sight among the Imperial Fleet, limited only by its high production cost.

FS-8 SQUELCH-CLASS STRIKE FIGHTER

CREW: 1ROLE: Multirole Starfighter
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 11.5 MetersWIDTH: 6.9 Meters
HYPERDRIVE:N/ASHIELDING: N/ANAVIGATION:N/ASUBLIGHT THRUSTERS: 150 KTU, (2) Vokoff-Strood STAR-94 Engine Units
POWER PLANT: (1) IFSX-T Solar Ionization ReactorTOP SPEED: 125 MGLT(Space), 1,820 km/h(Atmospheric)MANEUVERABILITY RATING: 82 DPF
HULL PLATING: 10 RU, Reinforced Titanium PlatingARMAMENT: (2) Heavy Laser Cannons, (4) Concussion Missile Launchers in attachable mission podCONSUMABLES:Four Days
AUXILIARY SUBSYSTEMS: Modular Mission Pod SystemCARGO CAPACITY: 5 kg
A Dromund Kalakaar product made to compete with Tandankin's Supremacy-Class fighters, the F-S8 Squelch was designed to be a modular alternative that could fulfil many battlefield roles instead of simply interception duty. Kalakar engineers accomplished this objective most notably by the installation of the modular mission pod system, a maglocked module that could be attached below the cockpit with various loadouts, from sensor pods to additional weapon launchers. This came at increased initial price of manufacturing but lower long-term maintenance costs. The Squelch paid for this added versatility with the lack of a primary shield generator and significantly worse maneuverability than the Supremacy, though it was slightly faster. While a versatile fighter, Squelches are relatively rare among the Imperial Fleet due to its emphasis on dreadnought doctrine.

F-T2 QUELL-CLASS STRIKE FIGHTER

CREW: 1ROLE: Strike Starfighter
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 9.5 MetersWIDTH: 7.9 Meters
HYPERDRIVE:Class 1.0SHIELDING: 20 SBDNAVIGATION: Kalakar Standard NavicomputerSUBLIGHT THRUSTERS: 200 KTU, (2) Vokoff-Strood STAR-104 Engine Units
POWER PLANT: (1) IFSX-T2 Solar Ionization ReactorTOP SPEED: 115 MGLT(Space), 1,220 km/h(Atmospheric)MANEUVERABILITY RATING: 70 DPF
HULL PLATING: 15 RU, Heavy Reinforced Titanium PlatingARMAMENT: (2) Light Laser Cannons, (2) Proton Torpedo Launchers, (2) Concussion Missile LaunchersCONSUMABLES:One Week
AUXILIARY SUBSYSTEMS: Advanced Targeting ComputerCARGO CAPACITY: 5 kg
A further development of the Squelch Strike Fighter, the F-T2 Quell was born out of an Imperial Navy contract to field a new class of heavily armed starfighter capable of matching the survivability and ordnance loadout of the PT-7 Raven. The result was a quick, heavily armed platform fielding an independent hyperdrive, a shield generator, and four different ordnance launchers. While the F-T2's primary laser armament is considerably lacking compared to its peers, its heavy emphasis on missile weaponry makes it excellent at strike missions on larger Republic capital ships, and its hyperdrive allows it to serve as an effective raiding starfighter, despite its high cost.

F-T3 IMPERIUM-CLASS SPACE SUPERIORITY STARFIGHTER

CREW: 1ROLE: Space Superiority Starfighter/Command Fighter
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 9.5 MetersWIDTH: 6.2 Meters
HYPERDRIVE:Class 1.0SHIELDING: 20 SBDNAVIGATION: Kalakar Standard NavicomputerSUBLIGHT THRUSTERS: 300 KTU, (3) Vokoff-Strood STAR-104 Engine Units
POWER PLANT: (1) IFSX-T2 Solar Ionization ReactorTOP SPEED: 105 MGLT(Space), 1,220 km/h(Atmospheric)MANEUVERABILITY RATING: 74 DPF
HULL PLATING: 15 RU, Heavy Reinforced Titanium PlatingARMAMENT: (2) Medium Laser Cannons, (2) Concussion Missile LaunchersCONSUMABLES:One Week
AUXILIARY SUBSYSTEMS: Command and Control Computer, Shield CapacitorsCARGO CAPACITY: 5 kg
A sister design to the F-T2 and a directly designed counter to the Republic FT-7B Clarion, the FT-3 Imperium is an advanced command and control starfighter engineered originally to replace the Bloodmark-class as the premiere electronic warfare fighter of the fleet. While failing to surpass the Bloodmark in Imperial Navy service due to its lackluster maneuverability, the vessel has nonetheless seen service among several notable Imperial squadrons due to its survivability and more offensively oriented command capabilities.

F-T6 RYCER-CLASS STRIKE FIGHTER

CREW: 1ROLE: Interceptor/Multirole Strike Fighter
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 9.5 MetersWIDTH: 7.2 Meters
HYPERDRIVE:Class 1.0SHIELDING: 20 SBDNAVIGATION: Kalakar Standard NavicomputerSUBLIGHT THRUSTERS: 200 KTU, (2) Vokoff-Strood STAR-104 Engine Units
POWER PLANT: (1) IFSX-T2 Solar Ionization ReactorTOP SPEED: 125 MGLT(Space), 1,820 km/h(Atmospheric)MANEUVERABILITY RATING: 102 DPF
HULL PLATING: 10 RU, Light Titanium PlatingARMAMENT: (2) Medium Laser Cannons, (2) Heavy Laser Cannons, (2) Concussion Missile LaunchersCONSUMABLES:One Week
AUXILIARY SUBSYSTEMS: Microthrust RCS EnginesCARGO CAPACITY:5 kg
Named after Ajax Rycer, a top Imperial ace of the Great Galactic War, the F-T6 is the definitive and ultimate starfighter model to come out of Dromund Kalakar Shipyards. Featuring nearly unmatched maneuverability, two sets of primary offensive weapons, secondary missile launchers, a hyperdrive, and a shield generator, there are few threats in the galaxy the Rycer cannot engage in a direct dogfight. The only known Republic fighter type that can match the Rycer in a one on one engagement is the latest FT-8 Star Guard, though the craft suffers from a fragile hull compared to its sister ships.

BT-S8 SUPER QUELL-CLASS ESCORT FIGHTER

CREW: 1ROLE: Escort Starfighter
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 13.5 MetersWIDTH: 8.0 Meters
HYPERDRIVE:N/ASHIELDING: 40 SBDNAVIGATION:N/ASUBLIGHT THRUSTERS: 500 KTU, (4) Kalakar S8 Micro Ion Engines, (4) Volkoff-Strood 92 Sublight Engines
POWER PLANT: (1) IFSX-T2 Solar Ionization ReactorTOP SPEED: 130 MGLT(Space), Not Capable of Atmospheric FlightMANEUVERABILITY RATING: 30 DPF
HULL PLATING: 30 RU, Reinforced Durasteel PlatingARMAMENT: (2) Heavy Laser Cannons, (2) Light Repeating Laser Cannons, (1) Cluster Concussion Missile LauncherCONSUMABLES:One Week
AUXILIARY SUBSYSTEMS: Sublight AfterburnerCARGO CAPACITY: 5 kg
The latest experimental strike craft to leave the shipyards of Dromund Kalakar, the BT-S8 is designed from the ground up to serve as a modular convoy escort starfighter. Easily stored aboard most Imperial transports on xternal racks, the 'Super Quell', as its come to be known by Republic crews, is one of the fastest craft in the Imperial Navy, with an unmatched sublight speed. In addition, the BT-S8 maintains a sizable armament of weapons and a directional shield generator, making it excel at head on 'boom and zoom' attacks. While formidable, the Super Quell is not a true heavy fighter, and it suffers from an acute lack of maneuverability.

RETRIBUTION-CLASS HEAVY ESCORT FIGHTER

CREW: 1-4ROLE: Heavy Fighter/Multirole Bomber
MANUFACTURER: Sernpidal ShipyardsLENGTH: 18 MetersWIDTH: 14.2 Meters
HYPERDRIVE:Class 2.0SHIELDING: 60 SBD, (2) Cygnus Pulse Screen Shield GeneratorNAVIGATION:Standard Kalakar NavicomputerSUBLIGHT THRUSTERS: 600 KTU, (12) Kalakar KX-9 Micro Ion Engines
POWER PLANT: (2) IFSX-T Solar Ionization ReactorsTOP SPEED: 100 MGLT(Space), 1,450 km/h(Atmospheric)MANEUVERABILITY RATING: 78 DPF
HULL PLATING: 40 RU, Titanium Hull, Outer Durasteel PlatingARMAMENT: (2) Heavy Laser Cannons, (4) Light Laser Cannons, (4) Proton Torpedo Launchers, (2) Twin Heavy Laser Cannon TurretsCONSUMABLES:One Month
AUXILIARY SUBSYSTEMS: Sith Meditation ChamberCARGO CAPACITY: 50 kg
A heavily armed and costly heavy starfighter, the Retribution-class Escort Fighter was intended to bridge the gap between the hyper-advanced Fury-class and economical Supremacy-Class. Armed with a vast array of forward facing and rotating weapons, the Retribution was awarded to elite groups within the Empire such as the Emperor's Guard, Dread Masters, and a handful of imperial aces. The Retribution-Class seated a maximum of four (Pilot, Copilot, and two gunners) and a minimum of one wit automated assistance and was commonly used to guard important transports and installations. A number of these vessels faced off against Malgus' Stealth Fighters during the Battle of Ilum, scoring numerous kills despite overwhelming odds.

B28 EXTINCTION-CLASS BOMBER

CREW: 3ROLE: Heavy Bomber
MANUFACTURER: Sernpidal ShipyardsLENGTH: 14 MetersWIDTH: 13.2 Meters
HYPERDRIVE:N/ASHIELDING: 30 SBD, (1) Cygnus Pulse Screen Shield GeneratorNAVIGATION:N/ASUBLIGHT THRUSTERS: 300 KTU, (4) Vokoff-Strood STAR-94 Engine Units
POWER PLANT: (2) IFSX-T Solar Ionization ReactorsTOP SPEED: 80 MGLT(Space), 1,450 km/h(Atmospheric)MANEUVERABILITY RATING: 64 DPF
HULL PLATING: 20 RU, Titanium Hull, Outer Durasteel PlatingARMAMENT: (1) Light Turbolaser Cannon, (4) Heavy Laser Cannons, (6) Concussion Missile Launchers, (2) Proton Bomb BaysCONSUMABLES:One Week
AUXILIARY SUBSYSTEMS:N/ACARGO CAPACITY: 35 kg
Built to inspire terror in enemy populations and inflict heavy damage on spacefairing targets, the B28 Extinction is the main bomber of the Sith Empire. Equipped with a wide array of weapons, the Extinction is heavily armed with a turbolaser cannon, heavy lasers, and multiple concussion missile launchers, allowing it to inflict heavy damage upon an enemy vessel. Two proton bomb bays allow for the deployment of munitions on planetary based targets, and swarms of B28s have become a dreaded sight on many besieged Republic worlds. While the B28 isn't as heavily armed or armored as a Republic heavy bomber, it is quicker and more maneuverable, and much like the Supremacy, its cheap cost allows it to be replaced quickly and easily.

B-4D LEGION-CLASS DRONE HOST

CREW: 3ROLE: Drone Carrier/Light Bomber
MANUFACTURER: Sernpidal ShipyardsLENGTH: 14 MetersWIDTH: 13.2 Meters
HYPERDRIVE:Class 2.0SHIELDING: 30 SBD, (1) Cygnus Pulse Screen Shield GeneratorNAVIGATION:Kalakar Standard NavicomputerSUBLIGHT THRUSTERS: 300 KTU, (4) Vokoff-Strood STAR-94 Engine Units
POWER PLANT: (2) IFSX-T Solar Ionization ReactorsTOP SPEED: 75 MGLT(Space), 1,250 km/h(Atmospheric)MANEUVERABILITY RATING: 60 DPF
HULL PLATING: 20 RU, Titanium Hull, Outer Durasteel PlatingARMAMENT: (4) Heavy Laser Cannons, (2) Concussion Missile LaunchersCONSUMABLES:One Week
AUXILIARY SUBSYSTEMS: (2) Drone Deployment Bays, Repair and Assault DronesCARGO CAPACITY: 55 kg
Lightly armed by Imperial standards, the B-4D Legion is a specialized adaptation of the B28 spaceframe, specifically focused on drone support. Stripping most of the B28s weaponry in favor of a hyperdrive and expanded cargo racks filled to the brim with drones, the B-4D excels at supporting Imperial squadrons in prolonged confrontations. While not as glamorous within the Imperial fleet as their counterparts, Legion pilots are vital to the long term success of nearly any starfighter operation undertaken by the Imperial fleet.

B-5 DECIMUS-CLASS HEAVY BOMBER

CREW: 3ROLE: Heavy Assault Bomber
MANUFACTURER: Sernpidal ShipyardsLENGTH: 14 MetersWIDTH: 10 Meters
HYPERDRIVE:Class 2.0SHIELDING: 30 SBD, (1) Cygnus Pulse Screen Shield GeneratorNAVIGATION:Kalakar Standard NavicomputerSUBLIGHT THRUSTERS: 300 KTU, (4) Vokoff-Strood STAR-94 Engine Units
POWER PLANT: (2) IFSX-T Solar Ionization ReactorsTOP SPEED: 60 MGLT(Space), 750 km/h(Atmospheric)MANEUVERABILITY RATING: 45 DPF
HULL PLATING: 20 RU, Titanium Hull, Outer Durasteel PlatingARMAMENT: (6) Heavy Laser Cannons, (4) Heavy Proton Torpedo Launchers, (4) Proton Bomb BaysCONSUMABLES:One Week
AUXILIARY SUBSYSTEMS: Proton and Nuclear WarheadsCARGO CAPACITY:55 kg
Originally banned by the Treaty of Coruscant due to its sheer effectiveness in bombing Republic civilian populations, the B-5 Decimus is one of the heaviest bombers in the Imperial inventory, and is designed specifically for terror bombing of population centers. Capable of carrying nearly every type of payload in the Imperial inventory, it is not unheard of for Decimus bombers to fly nuclear strike missions on enemy cities. In addition to their sheer capacity for carnage, the Decimus also fields a large number of proton torpedo launchers, allowing them to excel as a heavy anti-shipping and anti-satellite craft as well.

M-7 RAZORWIRE-CLASS MINELAYER

CREW: 3ROLE: Minelayer/Area Denial
MANUFACTURER: Sernpidal ShipyardsLENGTH: 14 MetersWIDTH: 15 Meters
HYPERDRIVE:Class 2.0SHIELDING: 30 SBD, (1) Cygnus Pulse Screen Shield GeneratorNAVIGATION:Kalakar Standard NavicomputerSUBLIGHT THRUSTERS: 300 KTU, (4) Vokoff-Strood STAR-94 Engine Units
POWER PLANT: (2) IFSX-T Solar Ionization ReactorsTOP SPEED: 60 MGLT(Space), 750 km/h(Atmospheric)MANEUVERABILITY RATING: 40 DPF
HULL PLATING: 20 RU, Titanium Hull, Outer Durasteel PlatingARMAMENT: (2) Heavy Laser Cannons (4) Proton Mine LayersCONSUMABLES:One Week
AUXILIARY SUBSYSTEMS: Interdiction and Seismic MinesCARGO CAPACITY: 55 kg
A highly specialized and niche modification of the B28 spaceframe, the M-7 Razorwire is the premiere minelaying strike craft of the Imperial Fleet. Typically carrying a large assortment of proton, concussion, and seismic ordnance, the Razorwire excels at area denial and interdiction duty, while also being capable of hunting for cloaked vessels with its seismic charges. While lightly armed, the Razorwire maintains the modest defensive capabilities of its predecessor, and is typically kept in a supporting role by Imperial squadron commanders.

B-S8 QUENCH-CLASS LIGHT BOMBER

CREW: 2ROLE: Light Planetary Bomber
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 10.1 MetersWIDTH: 13.5 Meters
HYPERDRIVE:N/ASHIELDING:N/ANAVIGATION:N/ASUBLIGHT THRUSTERS: 225 KTU, (3) Vokoff-Strood STAR-94 Engine Units
POWER PLANT: (1) IFSX-T Solar Ionization ReactorTOP SPEED: 75 MGLT(Space), 1,050 km/h(Atmospheric)MANEUVERABILITY RATING: 62 DPF
HULL PLATING: 8 RU, Light Titanium HullARMAMENT: (1) Heavy Laser Cannon (1) Micro-Baradium Bomb Pod with up to 400 bombsCONSUMABLES:One Week
AUXILIARY SUBSYSTEMS:N/ACARGO CAPACITY: 20 kg
Developed by Dromund Kalakar Shipyards as a lighter and more economic alternative to the B28 Extinction, the B-S8 Quench is effectively a modification of the FS-8 Squelch, utilizing the modular cockpit fuselage and adapting the design to serve as the basis for a light planetary bomber. While unshielded and not particularly durable compared to the B28, the Quench excels in providing anti-infantry close air support for Imperial ground troops, where its large assortment of baradium freefall bombs can inflict absolute chaos on Republic lines. Certain variants of the Quench have also been known to carry thermite and white phosphorous explosives.

BW-S8 SQUASH-CLASS WEAPONS PLATFORM

CREW: 2ROLE: Heavy Anti-shipping Bomber
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 14 MetersWIDTH: 8.0 Meters
HYPERDRIVE:N/ASHIELDING:N/ANAVIGATION:N/ASUBLIGHT THRUSTERS: 225 KTU, (3) Vokoff-Strood STAR-94 Engine Units
POWER PLANT: (3) IFSX-T Solar Ionization ReactorsTOP SPEED: 60 MGLT(Space), Not Capable of atmospheric flightMANEUVERABILITY RATING: 18 DPF
HULL PLATING: 10 RU, Light Titanium HullARMAMENT: (1) Heavy Laser Cannon (1) Very Heavy Experimental Particle Beam ProjectorCONSUMABLES:N/A
AUXILIARY SUBSYSTEMS:N/ACARGO CAPACITY: 5 kg
The BW-S8 is a monstrous weapons platform based on the S8-series of fighters with the added B-series cockpit armor package. The Squash was equipped with a massive hyper-charged particle beam emitter which could tear through capital ship armor with surprising ease. The tradeoff for this remarkable destructive power being low maneuverability which necessitated an escort at all times. Very few Squashes were produced, but several saw success in the Battle of Hoth against the Star of Coruscant. There, oversaturation of the Star's target acquisition system allowed for Squash pilots to operate with near impunity. Seven of the Star of Coruscant's biggest guns were destroyed by S8's which had broken through the Republic's lines, aiding greatly in the superdreadnought's destruction.

BW-S8B SQUASH II-CLASS HEAVY WEAPONS PLATFORM

CREW: 2ROLE: Very Heavy Anti-shipping Weapons Platform
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 21 MetersWIDTH: 12 Meters
HYPERDRIVE:N/ASHIELDING: N/ANAVIGATION:N/ASUBLIGHT THRUSTERS: 225 KTU, (2) Vokoff-Strood STAR-104 Engine Units
POWER PLANT: (6) IFSX-T Solar Ionization ReactorsTOP SPEED: 50 MGLT(Space), Not Capable of atmospheric flightMANEUVERABILITY RATING: 8 DPF
HULL PLATING: 10 RU, Light Titanium HullARMAMENT: (2) Very Heavy Experimental Particle Beam ProjectorsCONSUMABLES:N/A
AUXILIARY SUBSYSTEMS: N/ACARGO CAPACITY: 5 kg
After the original Squash's notoriety in helping destroy the Star of Coruscant, Sith Lord Adala Kell commissioned the creation of a even more destructive model. The manufacturers at Dromund Kalakar had already pushed the original to it's absolute limits, and had a best-case scenario handed to them with the Battle of Hoth. In order to appease their client, the engineers grafted two of the direct-energy weapons to a single cockpit and reengineered the engine to compensate. The end result was even more ludicrous than the last. The Squash-II only had a dozen units constructed, each hand-built. A single kill of a Valor-class Cruiser was attributed to the platform at the Battle of Ziost and one more at the following Battle of Ashas Ree. The platform's middling success and high cost did little to wow Adala's superiors.

SK-10 LIQUIDATOR-CLASS HEAVY STRIKE BOMBER

CREW: 3ROLE: Heavy Strike Bomber/Close Air Support Platform Platform
MANUFACTURER: Tandankin ShipyardsLENGTH: 14.6 MetersWIDTH: 22 Meters
HYPERDRIVE:N/ASHIELDING: (50) SBD, Cygnus CL-13A Shield Generator UnitNAVIGATION:N/ASUBLIGHT THRUSTERS: 450 KTU, (4) Vokoff-Strood STAR-104 Engine Units
POWER PLANT: (2) IFSX-T Solar Ionization ReactorsTOP SPEED: 60 MGLT(Space), 750 km/h in atmosphereMANEUVERABILITY RATING: 32 DPF
HULL PLATING: 30 RU, Heavily Reinforced Durasteel-Titanium HullARMAMENT: (5) Heavy Repeating Laser Cannons, (2) Light Laser Cannons, (6) Concussion Missile LaunchersCONSUMABLES:Four Days
AUXILIARY SUBSYSTEMS: (6) Underwing HardpointsCARGO CAPACITY:30 kg
An effective bridge between heavy starfighters and bombers, the Liquidator is a large ship which could fill both roles, though It was primarily intended as a walker-killer and bunker-buster. The Liquidator's weaponry is extremely oversized and carried powerful armor piercing capabilities. While only a few hundred were produced they are used to great effect in areas where the Sith Empire is unable to field armor to combat the Republic's mechanized forces. With air support the Liquidator could quite literally leave a trail of wrecked heavy armor in it's path, paving the way for Imperial ground troops to enter the fray.

GSS-3 MANGLER-CLASS GUNSHIP

CREW: 3ROLE: Gunship/Weapons Platform
MANUFACTURER: Sorosuub CorporationLENGTH: 13 MetersWIDTH: 18.2 Meters
HYPERDRIVE:Class 2.0SHIELDING: 60 SBD, (1) Sorosub PON-20 Shield GeneratorNAVIGATION:Standard Kalakar NavicomputerSUBLIGHT THRUSTERS: 500 KTU, (3) Sorosuub JNJ90 Engine Nacelle Units
POWER PLANT: (1) Sorosuub SL-40 Solar Ionization ReactorTOP SPEED: 80 MGLT(Space), 1,250 km/h(Atmospheric)MANEUVERABILITY RATING: 60 DPF
HULL PLATING: 40 RU, Titanium Hull, Outer Durasteel PlatingARMAMENT: (3) Twin Light Laser Cannons, (2) Concussion Missile Launchers, (1) Heavy Mass Accelerator CannonCONSUMABLES:One Month
AUXILIARY SUBSYSTEMS:N/ACARGO CAPACITY: 5 Troops, 80 kg
Created by Soro-Suub after the Imperial conquest of Sullust, the Mangler is the Sith Empire's premier heavy gunship, armed with an impressive array of weaponry. Sporting a spinal railcannon, the Mangler possess the ability to fire from long range upon enemy strike craft, while being able to defend itself with its three twin light laser cannons. As with most gunships, the Mangler had an unimpressive sensor suite, engines and maneuvering thrusters, resulting in it typically being kept in the back of Imperial formations. The Mangler's impressive array of offensive capabilities was rumored to have impressed a Mandalorian clan so much that the Mangler was requested to as payment for their services.

GSS-4Y JUROGAN-CLASS HEAVY GUNSHIP

CREW: 3ROLE: Gunship/Weapons Platform
MANUFACTURER: Sorosuub CorporationLENGTH: 13 MetersWIDTH: 18.2 Meters
HYPERDRIVE:Class 2.0SHIELDING: 60 SBD, (1) Sorosub PON-20 Shield GeneratorNAVIGATION:Standard Kalakar NavicomputerSUBLIGHT THRUSTERS: 350 KTU, (2) Sorosuub JNJ90 Engine Nacelle Units
POWER PLANT: (1) Sorosuub SL-40 Solar Ionization ReactorTOP SPEED: 58 MGLT(Space), 750 km/h(Atmospheric)MANEUVERABILITY RATING: 52 DPF
HULL PLATING: 40 RU, Titanium Hull, Outer Durasteel PlatingARMAMENT: (2) Twin Light Laser Cannons(2) Heavy Mass Accelerator CannonsCONSUMABLES:One Month
AUXILIARY SUBSYSTEMS:N/ACARGO CAPACITY: 5 Troops, 80 kg
A more offensively oriented and overgunned variant of the Mangler-class Gunship, the GSS-4Y Jurogan is named after a famous Imperial war hero, and embodies their legacy by bringing two massive railcannons to any engagement it is involved in. Sporting cruiser-caliber mass drivers, the Jurogan excels at long range fire support, being able to penetrate cleanly through most forms of shielding and swat Republic starfighters out of the sky in a single volley. While powerful, the Jurogan is expensive and notoriously difficult to maintain, with its singular solar ionization reactor being strained with the sheer amount of firepower being sapped from it.

GSS-5C DUSTMAKER-CLASS ASSAULT GUNSHIP

CREW: 3ROLE: Gunship/Weapons Platform
MANUFACTURER: Sorosuub CorporationLENGTH: 13 MetersWIDTH: 20.1 Meters
HYPERDRIVE:Class 2.0SHIELDING: 60 SBD, (1) Sorosub PON-20 Shield GeneratorNAVIGATION:Standard Kalakar NavicomputerSUBLIGHT THRUSTERS: 700 KTU, (4) Sorosuub JNJ90 Engine Nacelle Units
POWER PLANT: (1) Sorosuub SL-40 Solar Ionization ReactorTOP SPEED: 82 MGLT(Space), 1,050 km/h(Atmospheric)MANEUVERABILITY RATING: 64 DPF
HULL PLATING: 50 RU, Titanium Hull, Outer Durasteel PlatingARMAMENT: (2) Twin Heavy Laser Cannons, (2) Heavy Proton Torpedo Launchers, (1) Heavy Mass Accelerator CannonCONSUMABLES:One Month
AUXILIARY SUBSYSTEMS:N/ACARGO CAPACITY: 10 Troops, 80 kg
The latest and most advanced variant of Imperial gunship to come off of Sorosuub's production yards, the GSS-5C is successor of the G-2A gunship, which was known for razing whole cities on the planet Sullust. Giving Sorosuub Corporation the 'honor' of designing the G-2A's successor, the Dustmaker was made to surpass its predecessor's firepower in nearly every way. While its defenses are below the standard base line for gunships and, the Dustmaker is only able to equip a single rail gun, these weaknesses were curtailed with the ability to carry proton torpedoes and heavier laser cannons.

BT-S8 SWIFT-CLASS CARGO SHUTTLE

CREW: 2ROLE: Cargo Carrier/Shuttle
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 10.1 MetersWIDTH: 14.2 Meters
HYPERDRIVE:N/ASHIELDING:N/ANAVIGATION:N/ASUBLIGHT THRUSTERS: 225 KTU, (3) Vokoff-Strood STAR-94 Engine Units
POWER PLANT: (1) IFSX-T Solar Ionization ReactorsTOP SPEED: 75 MGLT(Space), 950 km/h(Atmospheric)MANEUVERABILITY RATING: 50 DPF
HULL PLATING: 8 RU, Light Titanium HullARMAMENT: (1) Heavy Laser CannonCONSUMABLES: Three Months
AUXILIARY SUBSYSTEMS: N/ACARGO CAPACITY:100 TonsCOMPLEMENT: N/A
A cargo shuttle adaptation of the B-S8 Quench, the BT-S8 Swift-class Cargo Shuttle is a light, cheap, and remarkably quick cargo hauler, capable of transporting nearly anything the Imperial military requires. While unshielded and lightly armored, the Swift is considerably agile for a ship of its size, and has even been rated to deliver walkers and other armored vehicles to active combat situations.

RELENTLESS-CLASS COURIER SHUTTLE

CREW: 3ROLE: Light Shuttle/Transport
MANUFACTURER: Tandankin ShipyardsLENGTH: 19 MetersWIDTH: 8.2 Meters
HYPERDRIVE:N/ASHIELDING: 45 SBD, (1) Cygnus Pulsewave Shield GeneratorNAVIGATION:N/ASUBLIGHT THRUSTERS: 40 KTU, (1) Tanadankin IO7 Repulsorlift Engine
POWER PLANT: (1) IFSX-T Solar Ionization ReactorTOP SPEED: 790 km/h(Atmospheric)MANEUVERABILITY RATING:45 DPF
HULL PLATING: 30 RU, Light Titanium PlatingARMAMENT: (1) Dual Heavy Laser Cannon TurretCONSUMABLES: One Week
AUXILIARY SUBSYSTEMS: Speederbike Deployment RackCARGO CAPACITY: 10 TonsCOMPLEMENT: (10) Troops
A cheap and reliable repulsorcraft, the Relentless-class Courier Shuttle is an economical alternative to the heavier shuttlecraft in use with the Sith Empire. Rated only for atmospheric flight and powered by a repulsorlift drive, the Relentless-class is lightly armed and armored, but remarkably agile for its size. The vessel's low engine emissions often make it difficult to lock onto with homing missiles, and as a result, many are utilized by Sith intelligence for covert operations. The Relentless has been nicknamed the 'Dragonfly" by Republic military units.

REGENT-CLASS ASSAULT SHUTTLE

CREW: 6ROLE: Assault Shuttle
MANUFACTURER: Tandankin ShipyardsLENGTH: 23 MetersWIDTH: 17 Meters
HYPERDRIVE:Class 2.0SHIELDING: 90 SBD, (2) Cygnus Pulsewave Shield GeneratorsNAVIGATION:Astromech UnitSUBLIGHT THRUSTERS: 390 KTU, (2) Tanadankin I-250 Ion Engines
POWER PLANT: (3) IFSX-T Solar Ionization ReactorsTOP SPEED: 45 MGLT(Space), 790 km/h(Atmospheric)MANEUVERABILITY RATING: 28 DPF
HULL PLATING: 66 RU, Durasteel and Carbon Fiber PlatingARMAMENT: (4) Dual Light Laser Cannons, (4) Concussion Missile LaunchersCONSUMABLES:Two Months
AUXILIARY SUBSYSTEMS:Holonet TransceiverCARGO CAPACITY: 30 TonsCOMPLEMENT: (25) Troops
The premiere assault shuttle of the Imperial Navy, the Regent-class Shuttlecraft is heavily armed and armored, and designed first and foremost to deploy troops onto the battlefield. Carrying multiple dual laser cannons and concussion missile launchers, the Regent can also be utilized as an infantry gunship if needed, where its thick hull plating has earned it the affection of its crews and a reputation of being highly survivable. While a durable and well armed craft, the Regent suffers from low maneuverability and speed, however, and a shuttle without a proper fighter escort is easy prey for Republic Starfighters.


Sith Imperial Troop Transport
Flight Mode


CREW: 7ROLE: Assault Lander
MANUFACTURER: Tandankin ShipyardsLENGTH: 69 MetersWIDTH: 43 Meters
HYPERDRIVE:Class 2.0SHIELDING: 135 SBD, (3) Cygnus Pulsewave Shield GeneratorsNAVIGATION:Astromech UnitSUBLIGHT THRUSTERS: 400 KTU, (4) Tanadankin I-250 Ion Engines
POWER PLANT: (1) TSM Mark-1 Solar Ionization ReactorTOP SPEED: 70 MGLT(Space), 1000 km/h(Atmospheric)MANEUVERABILITY RATING: 20 DPF
HULL PLATING: 130 RU, Durasteel and Carbon Fiber PlatingARMAMENT: (2) Dual Light Repeating Laser Cannons, (2) Concussion Missile Launchers, (1) Proton Bomb bay, (1) Gatling Light Laser TurretCONSUMABLES:Two Months
AUXILIARY SUBSYSTEMS: Holonet TransceiverCARGO CAPACITY: 70 TonsCOMPLIMENT: (70) Troops, (2) Light Vehicles or (1) Medium Vehicle
The most used assault lander meant for deploying in active battlefields or heavily defended areas, The Sith Imperial Troop Transport is incredibly well armored and armed being more then capable of acting as a ground support aircraft and bomber while deploying its
large troop capacity. Despite being much faster then it's smaller Regent counterpart it is even less maneuverable but despite that it's heavy shielding and armor allow it to take hits that the Regent couldn't gaining a reputation for a tough reliable troop transport.

STONERAY-CLASS SHUTTLE

CREW: 8ROLE: Heavy Shuttle
MANUFACTURER: Tandankin ShipyardsLENGTH: 28 MetersWIDTH: 23 Meters
HYPERDRIVE:Class 1.0SHIELDING: 150 SBD, (3) Cygnus Pulsewave Shield GeneratorsNAVIGATION:Astromech UnitSUBLIGHT THRUSTERS: 500 KTU, (2) Tanadankin I-300 Jumbo Ion Engines
POWER PLANT: (4) IFSX-T Solar Ionization ReactorsTOP SPEED: 60 MGLT(Space), 750 km/h(Atmospheric)MANEUVERABILITY RATING: 20 DPF
HULL PLATING: 90 RU, Heavy Durasteel and Carbon Fiber PlatingARMAMENT: (4) Heavy Laser Cannons, (4) Light Laser Cannons, (1) Concussion Missile LauncherCONSUMABLES:Four Months
AUXILIARY SUBSYSTEMS: Holonet Transceiver, Escape PodCARGO CAPACITY: 60 TonsCOMPLEMENT: (30) Troops
A highly advanced shuttlecraft typically reserved for the Empire's most elite, the Stoneray-class Shuttle is heavily armored and armed for a shuttle, capable of contending with enemy starfighters if necessary. While not particularly fast or maneuverable, a Stoneray is rarely without proper escort, and the vessel's powerful holonet transciever makes calling for reinforcements a simple endeavor. The interiors of a Stoneray are typically well furnished and particularly extravagant, serving well for diplomatic functions and formal meetings in the Empire's interest.

DT-3 DOMINION-CLASS HEAVY DROPSHIP

CREW: 10ROLE: Heavy Dropship/Gunship
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 45 MetersWIDTH: 38 Meters
HYPERDRIVE:Class 3.0SHIELDING: 150 SBD, (3) Cygnus Pulsewave Shield GeneratorsNAVIGATION:Astromech UnitSUBLIGHT THRUSTERS: 800 KTU, (6) Tanadankin I-200 Tilting Ion Engines
POWER PLANT: (3) IFSX-T Solar Ionization ReactorsTOP SPEED: 30 MGLT(Space), 450 km/h(Atmospheric)MANEUVERABILITY RATING: 15 DPF
HULL PLATING: 80 RU, Heavy Reinforced Durasteel PlatingARMAMENT: (3) Heavy Twin Laser Cannon Turrets, (1) Heavy Quad Laser Cannon Turret, (2) Heavy Concussion Missile LaunchersCONSUMABLES:One Months
AUXILIARY SUBSYSTEMS: Holonet TransceiverCARGO CAPACITY: 150 TonsCOMPLEMENT: (50) Troops, (1) Tank, (4) Speeder Bikes
The D-T3 is a rare, powerful, and expensive piece of Sith engineering that at one point was a cornerstone of the Empire's attack doctrine during the Great Galactic War. The D-T3 was positively massive and able to carry up to 50 troops in the bottom bay alone, not including the additional space provided by the top decks which could be used to carry speeders, additional troops, droids, or equipment. It's size also meant it was able to pack much more powerful shields and weapons than the later Regent-Class Assault Shuttle. The D-T3 also fielded a modest hyperdrive, allowing it to operate within a sector without the use of it's carrier ship. While all these features were excellent, the cost and mechanical complexity of the vehicle was enormous, mainly due to the six engines required to propel it. For the cost of each D-T3 the Empire could make two dozen Regent-Class vessels.

SK-41 VENGEANCE-CLASS LIGHT INTERCEPTOR

CREW: 3ROLE: Interceptor, Transport
MANUFACTURER: Imperial Navy R&DLENGTH: 33 MetersWIDTH: 35.2 Meters
HYPERDRIVE: Class 2.0SHIELDING: 80 SBD, (1) Sirplex KL-40 Micro Shield GeneratorNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 2,000 KTU, (2) Taerab IXF-80 Jumbo Ion Engines
POWER PLANT: (1) TSM Mark-1 Solar Ionization ReactorSENSOR SYSTEMS: (1) Carbanti United Type Four Sensor PackageESCAPE CRAFT: None
HULL PLATING: 50 RU,
Light Durasteel Plating
ARMAMENT: (2) Heavy Laser Cannons, (2) Light Repeating Laser Cannons, (2) Proton Torpedo Launchers, (4) Concussion Missile LaunchersCOMPLIMENT: (5) Troops
AUXILIARY SUBSYSTEMS: Sith Meditation ChamberCARGO CAPACITY: 200 Tons
Developed later into the Great Galactic War as a smaller and more economic alternative to the Fury-class Interceptor, the Vengeance-class is technically classified as a large starfighter, possessing excellent maneuverability and speed for its size. The vessel is typically reserved for less important Lords who haven't shown enough merit to warrant being awarded a Fury-class. In the hands of a Sith pilot, a Vengeance can inflict considerable damage on lighter Republic warships, and while not especially durable, in groupings their many weapon hardpoints can even make them a danger to capital ships.

X-40R WRAITH-CLASS SCOUT SHIP

CREW: 5ROLE: Scout/Infiltrator
MANUFACTURER: Imperial IntelligenceLENGTH: 56 MetersWIDTH: 55 Meters
HYPERDRIVE:Class 1.0SHIELDING: 50 SBD, (1) Sirplex KL-30 Micro Shield GeneratorNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 1,000 KTU, (1) Taerab IXF-80 Jumbo Ion Engine
POWER PLANT: (1) TSM Mark-1 Solar Ionization ReactorSENSOR SYSTEMS: (1) Experimental Imperial intelligence XJ-97 Sensor PackageESCAPE CRAFT: (1)
HULL PLATING: 20 RU,
Light Reflective Plating
ARMAMENT: (2) Heavy Laser CannonsCOMPLEMENT: (10) Troops
AUXILIARY SUBSYSTEMS: Holographic Image ReflectorsCARGO CAPACITY:100 Tons
Developed before the Sith Empire's invasion of known space, the Wraith is the predecessor to the Phantom-class ship stealth vessel. It was developed on Lianna by the Silviut Corporation, an Imperial Intelligence shell company. The X-40 acted as a critical proof of concept for the later X-70B Phantom. While the Phantom was a large, multirole vessel capable of dogfighting, the Wraith was almost exclusively devoted to reconnaissance. The Wraith was designed in such a way to deflect most sensor beams in unexpected patterns and absorb most of the remaining particles and minimize it's signature. It lacked the cloaking device of the later X-70B but had, in it's place, a series of holographic emitters which could disguise the ship as a simple merchant freighter.

Fury-Class Interceptor

CREW: 2ROLE: Interceptor, Transport
MANUFACTURER: Imperial Navy R&DLENGTH: 100 MetersWIDTH: 88 Meters
HYPERDRIVE:Class 2.0SHIELDING: 190 SBD, (1) Sirplex "KL-33" Shield GeneratorNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 5,000 KTU, (2) Taerab ST-820 Micro Sublight Engine Nacelles
POWER PLANT: (1) TSM XPT-980 Hypermatter AnnihilatorSENSOR SYSTEMS: (1) Carbanti United Type Four Sensor PackageESCAPE CRAFT:1 Lifepod
HULL PLATING:120 RU,
Light Durasteel Plating
ARMAMENT: (4) Precision Laser Cannons, (2) Concussion Missile LaunchersCOMPLIMENT: (50) Troops
AUXILIARY SUBSYSTEMS: Sith Meditation ChamberCARGO CAPACITY: 1,100 Tons
Designed and developed by Darth Mekhis and Grand Moff Kilran, the Fury-class Interceptor is a common sight in the Imperial Navy. Surprisingly agile for its size, the Fury is often times allocated to prominent Sith, where it serves well as an elite transport. Equipped with some of the most advanced technology the Empire has to offer, the Fury also sees service in a defensive role for larger Imperial warships, where its agility and heavy armament have made it considerably effective against Republic starfighters. The Fury is an expensive warship to produce, however, and its status as the premiere personal starship of many Sith lords have limited its utility and widespread deployment in the Imperial Military.

X-70B PHANTOM-CLASS STEALTH VESSEL

CREW: 5ROLE: Stealth Vessel, Covert Operations Craft
MANUFACTURER: Imperial IntelligenceLENGTH: 94 MetersWIDTH: 80 Meters
HYPERDRIVE:Class 0.7SHIELDING: 140 SBD, (1) SI XT-20 Shield GeneratorNAVIGATION: (1) SI Enhanced Navicomputer UnitSUBLIGHT THRUSTERS: 8,000 KTU, (4) SI-1080X Micro Pulse Engine Units
POWER PLANT: (1) Sith Intelligence Type-0 Experimental Hypermatter AnnihilatorSENSOR SYSTEMS: (1) Alibata-Unyo Advanced Sensor PackageESCAPE CRAFT: 1 Lifepod
HULL PLATING: 80 RU,
Light Sensor Scrambling Plating
ARMAMENT: (4) Heavy Laser Cannons, (2) Seismic Missile LaunchersCOMPLIMENT: (15) Passengers
AUXILIARY SUBSYSTEMS: Adegan Cloaking Device, Sensor ScramblersCARGO CAPACITY: 1,000 Tons
A highly classified and experimental starship primarily used by Sith Intelligence, the X-70B Phantom is an advanced and nimble vessel equipped with an adegan cloak, allowing it to effectively be rendered completely invisible. While comparably fragile by most standards, the X-70b's stealth systems are second to none, along with its sensor suites, allowing it to sit behind enemy lines and monitor enemy communications and comms traffic. The phantom also has an impressive armament of laser cannons and seismic missile launchers, which it can fire while cloaked, allowing it to be deadly in ambush attacks on Republic starfighters or light frigates. While an effective stealth vessel, the X-70B is extremely expensive to produce and replace, and as such, is only deployed on the most important of missions for Sith Intelligence.

Subjucator-Class Corvette

CREW: 80ROLE: Light Corvette, Transport
MANUFACTURER: Taerab Starship ManufacturingLENGTH: 124 MetersWIDTH: 82 Meters
HYPERDRIVE:Class 2.0SHIELDING: 220 SBD, (1) Cygnus "Nova" Shield GeneratorNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 6,000 KTU, (2) Taerab ST-950 Sublight Engine Nacelles
POWER PLANT: (1) TSM XPT-980 Hypermatter AnnihilatorSENSOR SYSTEMS: (1) Czerka Arms L-955 Standard Sensor PackageESCAPE CRAFT: 10 Lifepods
HULL PLATING:160 RU,
Light Durasteel Plating
ARMAMENT: (2) Dual Light Turbolaser Cannon Turrets, (4) Point Defense Laser Cannon BatteriesCOMPLIMENT: (1) Heavy Imperial Walker or Siege Tank, (4) Medium Imperial Walkers, (6) Devastator Tanks, (6) Supremacy Mark VI Interceptors(Patrol Refit), (500) Troops
AUXILIARY SUBSYSTEMS: Auxiliary Weapon CapacitorsCARGO CAPACITY: 3,000 Tons
Developed as a landing craft and built to serve alongside flotillas of Terminus and Harrower-class warships, the Subjugator-class Light Corvette is a small but heavily armed transport vessel specializing in fleet support and picket duty. Equipped with a large cargo hold for troops and supplies, the Subjugator is a common sight during planetary invasions. In addition to its large troop compliment, the Subjugator also carries a somewhat heavy armament for its size, being able to provide fire support on larger vessels during fleet engagements while performing its primary duty of screening against Republic starfighter attacks. While the Subjugator is tough for its size, its also slow and ungainly, and as such cannot compete with Republic blockade runners when it comes to agility.

OBSTRUCTOR-CLASS PICKET CORVETTE

CREW: 50ROLE: Light Corvette, Point Defense Platform
MANUFACTURER: Taerab Starship ManufacturingLENGTH: 102 MetersWIDTH: 56 Meters
HYPERDRIVE:Class 2.0SHIELDING: 120 SBD, (1) Cygnus "Flare" Shield GeneratorNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 6,000 KTU, (2) Taerab ST-950 Sublight Engine Nacelles
POWER PLANT: (1) TSM XPT-980 Hypermatter AnnihilatorSENSOR SYSTEMS: (3) "Shyrack" Enhanced Oversight Sensor DomesESCAPE CRAFT: 5 Lifepods
HULL PLATING: 120 RU,
Light Durasteel Plating
ARMAMENT: (2) Quad Gatling Heavy Laser Turrets, (4) Quad Point Defense Laser Cannon BatteriesCOMPLIMENT:None
AUXILIARY SUBSYSTEMS: Sensor BoostersCARGO CAPACITY: 500 Tons
Built in anticipation of the Battle of Hoth, the Obstructor-class Picket Corvette was designed first and foremost to counter Republic starfighter doctrine. Utilizing modular and mass produced parts from the Subjugator-class, the Obstructor trades speeds, agility, shielding, and hull durability for its many extensive weapon systems and excellent sensors, making it deadly to starfighter squadrons. With heavy quad gatling laser cannons, the Obstructor is capable of shooting down every strike craft in the Republic arsenal, though it struggles against gunships like the BT-7 Thunderclap. While the Obstructor is excellent at its assigned role, the vessel suffers from a lack of versatility, and even utilizing mainline production parts, the costs of fielding them can be considerable.

Derriphan-Class Patrol Frigate

CREW: 180ROLE: Patrol Escort, Light Frigate
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 215 MetersWIDTH: 102 Meters
HYPERDRIVE:Class 3.0, Backup Class 12.0SHIELDING: 210 SBD, (1) Taerab "Shyrack" Shield Generator DomeNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 11,000 KTU, (6) Dromund Kalakar "Kinrath" Engine Nacelles
POWER PLANT: (1) Kalakar Manufacturing Type-1 Hypermatter AnnihilatorSENSOR SYSTEMS: (1) Czerka L-44 Basic Sensor PackageESCAPE CRAFT:10 Lifepods
HULL PLATING: 680 RU, Heavy Durasteel PlatingARMAMENT: (2) Light Turbolaser Batteries, (6) Laser Cannon Batteries, (3) Concussion Missile LaunchersCOMPLEMENT: (6) Supremacy-class ISFs, (850) Troops
AUXILIARY SUBSYSTEMS:N/ACARGO CAPACITY: 4,000 TonsPRICE: 2,900,000 Credits, Military Availability Only
Well over a millennia and a half old, the Derriphan-class Patrol Frigate is the oldest vessel still in mainline Imperial Military service. Cheap, expendable, and easily manufactured, the Derriphan used to form the bulk of Naga Sadow's invasion fleet during the Great Hyperspace War, where they inspired fear and terror in Republic naval crews. In recent years, the Derriphan has seen new life in Imperial service as a patrol frigate, used to guard outlying hyperlanes from pirates and smugglers. The recent resource crisis has found the Imperial Navy subjecting the Derriphan to an extensive refit and returning the archaic design to front line service, where it currently serves as a light frigate. The Derriphan is known for being durable, but its weak shielding, poor armament, and slow speed have seen them suffer heavy casualties against the Republic Fleet. The vessel is cheap, reliable, and easy to mass produce however, allowing the Imperial Navy to quickly replenish losses suffered.

Xovan-Class Escort Frigate

CREW: 240ROLE: Light Frigate/Escort
MANUFACTURER: KDY-Belderone ShipyardsLENGTH: 230 MetersWIDTH: 80 Meters
HYPERDRIVE:Class 2.0, Backup Class 10.0SHIELDING: 300 SBD, (4) KDYB XK-10 Shield Generator DomesNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS:10,000 KTU, (2) KDYB IEN-20 Engine Nacelles
POWER PLANT: (1) Kalakar Manufacturing Type-1 Hypermatter AnnihilatorSENSOR SYSTEMS: (1) Czerka L-50 Basic Sensor PackageESCAPE CRAFT:15 Lifepods
HULL PLATING: 400 RU, Light Durasteel PlatingARMAMENT: (6) Heavy Mass Driver Batteries, (2) Twin Turboaser Turrets, (10) Point Defense Laser Cannon TurretsCOMPLEMENT: (5) Supremacy-class ISFs, (850) Troops
AUXILIARY SUBSYSTEMS: Enhanced Sensor DishCARGO CAPACITY:6,000 TonsPRICE: 3,300,000 Credits, Military Availability Only
The Emperor's blitzkrieg into the known galaxy left few companies in a position to relocate their assets before being conquered. When the Sith invaded Belderone Kuat Drive Yards had not even had the chance to inform its employees to evacuate. As a result the Empire was in control of KDY-Belderone's holdings, manufacturing facilities, and databanks. Now working under the administration of the Sith, KDY-Belderone made a number of starfighters and warships for the imperial cause, including the new XoXaan-Class. The Xoxaan is a modular multi-role frigate that could carry a half-squadron of Supremacy-Class Fighters in addition to its formidable firepower. While only seeing modest production numbers, the Xoxaan remains an uncommon, but still deadly sight in Imperial space.


Gage-Class Transport

CREW: 250ROLE: Transport, Frigate
MANUFACTURER: Taerab Starship ManufacturingLENGTH: 300 MetersWIDTH: 79 Meters
HYPERDRIVE:Class 3.0SHIELDING: 635 SBD, (1) Taerab "Shyrack" Shield GeneratorsNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 16,000 KTU, (1) Taerab ST-1290 Heavy Sublight Engines, (4) Taerab ST-950 Sublight Engine Nacelles
POWER PLANT: (1) TSM Deluxe Type-Five Hypermatter AnnihilatorSENSOR SYSTEMS: (1) Tandankin "Oversight" Sensor DomeESCAPE CRAFT:190 Lifepods
HULL PLATING: 740 RU, Heavy Durasteel PlatingARMAMENT: (1) Dual Turbolaser Turret, (3) Light Turbolaser Batteries (6) Laser Cannon Batteries, (2) Concussion Missile Launchers, (1) Proton Torpedo LauncherCOMPLIMENT: (7) Supremacy-class ISFs, (1) B28 Extinction-class Bomber, (4) Regent-class Assault Shuttles, (580) Troops
AUXILIARY SUBSYSTEMS: N/ACARGO CAPACITY: 14,000 Tons
A common sight in Imperial formations, the Gage-Class Transport is one of the most numerous vessels in the Imperial Fleet, and is well known for being a reliable and rugged workhorse. Smaller than its sister class, the Terminus-class Destroyer, the Gage nonetheless has an impressive cargo capacity and a small hanger, making it essentially for fleet operations. Though lightly armed, the Gage is heavily armored and shielded for a transport. Designed primarily for moving cargo, the Gage is often times pressed into combat service, where it serves well as a support ship. On a few occasions, bolder Imperial commanders have even utilized it's sturdy spaceframe to ram into enemy vessels, with surprising success.

Disputant-Class Monitor

CREW: 400ROLE: Artillery Frigate
MANUFACTURER: Taerab Starship ManufacturingLENGTH: 400 MetersWIDTH: 100 Meters
HYPERDRIVE:Class 2.0SHIELDING: 335 SBD, (4) Taerab "Stoneray" Shield GeneratorsNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 12,000 KTU, (4) Taerab ST-950 Sublight Engine Nacelles
POWER PLANT: (1) TSM Deluxe Type-Five Hypermatter AnnihilatorSENSOR SYSTEMS: (1) Tandankin "Oversight" Sensor DomeESCAPE CRAFT:100 Lifepods
HULL PLATING: 360 RU, Medium Durasteel PlatingARMAMENT: (4) Dual Heavy Turbolaser Cannon Turrets, (4) Quad Light Turbolaser Turrets, (12) Heavy Laser Cannon TurretsCOMPLEMENT:None
AUXILIARY SUBSYSTEMS: N/ACARGO CAPACITY: 4,000 TonsPRICE: 9,900,000 Credits, Military Availability Only
An economic heavy frigate constructed shortly before the Battle of Hoth, the Disputant-class Monitor is constructed primarily from surplus Harrower and Subjugator-class parts. The Disputant possess a heavy main battery, fielding four twin heavy turbolaser cannons capable of considerable range and power. Disputants are typically kept in reserve, flanking dedicated battleships and providing support fire from a safe distance, although their diverse weaponry allows them to engage smaller Republic frigates and corvettes in closer quarters. The Disputant suffers from poor hull integrity, however, and while its narrow frame makes it harder to hit, one well placed shot is often enough to crack one in half.

Terminus-Class Destroyer

CREW: 520ROLE: Destroyer, Cruiser
MANUFACTURER: Taerab Starship ManufacturingLENGTH: 460 MetersWIDTH: 124 Meters
HYPERDRIVE:Class 2.0SHIELDING: 1230 SBD, (2) Taerab "Shyrack" Shield GeneratorsNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 22,000 KTU, (2) Taerab ST-1290 Heavy Sublight Engines, (4) Taerab ST-950 Sublight Engine Nacelles
POWER PLANT: (1) TSM Deluxe Type-five Hypermatter AnnihilatorSENSOR SYSTEMS: (2) Tandankin "Oversight" Sensor Domes, Enhanced CoverageESCAPE CRAFT: 350 Lifepods
HULL PLATING:740 RU, Heavy Durasteel PlatingARMAMENT: (7) Dual Heavy Turbolaser Turrets, (6) Light Turbolaser Batteries, (2) Ion Cannon Batteries, (2) Concussion Missile Launchers, (4) Point Defense Laser Cannon BatteriesCOMPLIMENT: (14) Supremacy-class ISFs, (2) B28 Extinction-class Bombers, (3) Regent-class Assault Shuttles, (285) Troops
AUXILIARY SUBSYSTEMS: Advanced Targetting Rangefinders, Sensor JammersCARGO CAPACITY: 4,000 Tons
By far the most numerous combat ship in the Imperial Fleet, the Terminus-class destroyer is the workhorse of the Imperial Navy. Exceptionally well armed for a ship of its size, the Terminus is capable of both screening the Imperial Fleet from fighter attacks, as well as provide fire support on larger targets with it's large, central turbolaser battery. The vessel also has two forward facing concussion missile launchers, capable of unleashing a devastating, shield piercing barrage on any Republic vessel unfortunate enough to be in its path. The Terminus possess a small hanger with a squadron of interceptors and a wing of bombers. The Empire typically utilizes Terminus Destroyers to support their Harrower battlegroups, though the vessel's versatility allows it to be modified to operate independently for a wide variety of objectives.

Confessor-Class Stealth Destroyer

CREW: 320ROLE: Stealth Frigate, Covert Operations Craft
MANUFACTURER: Taerab Starship ManufacturingLENGTH: 470 MetersWIDTH: 117 Meters
HYPERDRIVE:Class 1.0SHIELDING: 832 SBD, (2) Taerab "Derriphan" Shield GeneratorsNAVIGATION: (1) TSM "Foresight" Advanced Navcom UnitSUBLIGHT THRUSTERS: 34,000 KTU, (4) Taerab ST-1290 Heavy Sublight Engines, (6) Taerab ST-950 Sublight Engine Nacelles
POWER PLANT: (2) TSM Deluxe Type-Five Hypermatter AnnihilatorsSENSOR SYSTEMS: (2) Tandankin "Precognition" Enhanced Sensor DomesESCAPE CRAFT:140 Lifepods
HULL PLATING: 425 RU, Light Sensor Scrambling Durasteel PlatingARMAMENT: (1) Dual Heavy Turbolaser Turret, (4) Light Turbolaser Batteries, (2) Ion Cannon Batteries, (2) Concussion Missile Launchers, (1) Proton Torpedo LauncherCOMPLIMENT: (2) Regent-class Assault Shuttles, (340) Troops
AUXILIARY SUBSYSTEMS: Advanced Adegan Cloaking Device, Electronic Warfare SuiteCARGO CAPACITY: 4,600 Tons
An adaptation on the versatile Terminus spaceframe, the Confessor is a newfound Imperial innovation, a prototype stealth vessel with the expressed goal of scouting and information gathering. Used exclusively by Sith Intelligence, the few Confessors in circulation excel at reconnaissance and espionage, being able to linger within enemy star systems and observe with an extremely low chance of being detected. The Confessor sacrifices armament, compliment, and hull plating for it's stealth capability, though its advanced electronic warfare systems and cloak allow it to effectively emerge from the shadows and inflict heavy damage on unsuspecting targets. Confessors have been known to render their prey defenseless before uncloaking and swiftly destroying their disabled prey, vanishing into the expanse of space shortly afterward.

Dramash-Class Cruiser

CREW: 780ROLE: Heavy Cruiser, Carrier
MANUFACTURER: Taerab Starship ManufacturingLENGTH: 520 MetersWIDTH: 247 Meters
HYPERDRIVE:Class 2.0SHIELDING: 1890 SBD, (4) Taerab "Shyrack" Shield Generator DomesNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 34,000 KTU, (2) Taerab STX-1290 Heavy Sublight Engines, (4) Taerab ST-950 Sublight Engine Nacelles
POWER PLANT: (2) TSM Type-three Hypermatter AnnihilatorsSENSOR SYSTEMS: (1) Tandankin "Oversight" Sensor Dome, Enhanced CoverageESCAPE CRAFT:400 Lifepods
HULL PLATING: 920 RU, Heavy Durasteel PlatingARMAMENT: (7) Quad Heavy Turbolaser Turrets, (12) Light Turbolaser Batteries, (4) Ion Cannon Batteries, (6) Point Defense Laser Cannon BatteriesCOMPLIMENT: (72) Supremacy-class ISFs, (24) B28 Extinction-class Bombers, (6) Regent-class Assault Shuttles, (564) Troops
AUXILIARY SUBSYSTEMS: Flight Coordination ComputerCARGO CAPACITY: 6,000 Tons
Developed by Taerab Starship Manufacturing two centuries before the start of the Great Galactic War, the Dramash-Class was initially designed to be a heavy cruiser, serving vigilantly in that role for decades. Eventually, the Dramash's viability as a front line warship gradually faded, and the vessel was slowly purposed into a dedicated starfighter carrier. The Dramash boasts an impressive compliment of over one hundred Imperial starfighters, which it utilizes in offensive swarms against unsuspecting targets. Despite its current status as a starfighter carrier, the Dramash still possesses excellent armament and durability to be expected of a heavy cruiser, with numerous quad barreled turbolaser cannons capable of laying down large volleys of offensive firepower.

Dreypa-Class Heavy Destroyer

CREW: 630ROLE: Heavy Destroyer
MANUFACTURER: KDY BelderoneLENGTH: 540 MetersWIDTH: 182 Meters
HYPERDRIVE:Class 2.0SHIELDING: 3080 SBD, (12) KDYD IX-91 Shield Generator DomesNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 20,000 KTU, (4) KDYB IEN-20 Engine Nacelles
POWER PLANT: (3) TSM Type-three Hypermatter AnnihilatorsSENSOR SYSTEMS: (3) KDYB Eleytra Sensor DishesESCAPE CRAFT: 200 Lifepods
HULL PLATING: 580 RU, Medium Durasteel PlatingARMAMENT: ( 8 ) Quad Heavy Turbolaser Turrets, ( 8 ) Heavy Triple Mass Driver Cannons, (6) Point Defense Laser Cannon BatteriesCOMPLEMENT:None
AUXILIARY SUBSYSTEMS:N/ACARGO CAPACITY: 2,000 TonsPRICE: 22,000,000 Credits, Military Availability Only
Following the success of the modular XoXaan-Class Escort Frigate KDY-Belderone was commissioned to construct a larger variant which could act as a substitute for the Harrower-Class when they were unavailable. The result was the Dreypa-Class destroyer, a large and narrow vessel which incorporated six module pods, eight quad turbolasers, and eight large-bore mass driver guns. Within it's module pods the Dreypa was able to carry anti-capital ship missile pods as well as point-defense starfighter modules. Overall the Dreypa-Class is extremely effective in taking down capital ships several times it's tonnage, as it's skeleton-like construction keeps costs down considerably compared to a Harrower or Dramash-class. In it's stock configuration, however it was reliant on a fighter or carrier escort to defend against starfighters.

Interdictor-Class Cruiser

CREW: 1,200ROLE: Heavy Cruiser, Interdiction Vessel
MANUFACTURER: Taerab Starship ManufacturingLENGTH: 610 MetersWIDTH: 190 Meters
HYPERDRIVE:Class 2.0SHIELDING: 1200 SBD, (2) Taerab "Shyrack" Shield Generator DomesNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 32,000 KTU, (3) Taerab XJM-1 Engine Units, (4) Taerab XJM-3 Engine Units
POWER PLANT: (1) TSM Type-5 XT Hypermatter AnnihilatorsSENSOR SYSTEMS: (2) Tandankin "Oversight" Sensor Domes, Standard CoverageESCAPE CRAFT:200 Lifepods
HULL PLATING:1020 RU, Heavy Reinforced Durasteel PlatingARMAMENT: (6) Quad Heavy Turbolaser Turrets, (4) Heavy Ion Cannon Batteries,(1) Tractor Beam Projector, (4) Gravity Well ProjectorsCOMPLEMENT: (24) Supremacy-class ISFs, (2) Regent-class Assault Shuttles, (5,200) Troops
AUXILIARY SUBSYSTEMS: Missile Guidance Distortion FieldCARGO CAPACITY:9,000 Tons
After the fall of Revan and Malak, the Sith Empire acquired a number of Republic Interdictor-class Cruisers from the Jedi's armada. Expressing interest in the concept of the vessel, the Imperial Admiralty had the design blueprints forwarded to Taerab Starship Manufacturing, where they were later heavily modified and streamlined for mainline production. The result was the Interdiction-class, a mirror image of the Republic warship it was based off of with added emphasis on offensive firepower and durability. While not as versatile as its Republic counterpart, the Interdiction-class is still a rare and dreaded sight for Republic Naval crews, as it often is a clear sign of no escape.

BSX-5-Class Light Dreadnought

CREW: 900ROLE: Light Dreadnought, Command Vessel
MANUFACTURER: Taerab Starship ManufacturingLENGTH: 600 MetersWIDTH: 328 Meters
HYPERDRIVE:Class 2.0SHIELDING: 1928 SBD, (2) Taerab "Tuk'ata" Experimental Shield Generator DomesNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 21,000 KTU, (1) Taerab STX-1290 Heavy Sublight Engines
POWER PLANT: (2) TSM Type-7 Hypermatter AnnihilatorsSENSOR SYSTEMS: (6) Tandankin "Oversight" Sensor Domes, Enhanced CoverageESCAPE CRAFT:210 Lifepods
HULL PLATING:928 RU, Heavy Durasteel PlatingARMAMENT: (28) Medium Turbolaser Turrets, (12) Medium Ion Cannon Batteries, (2) Tractor Beam ProjectorsCOMPLEMENT: (10) Dominion-class MK-VII Interceptors, (2) Stoneray-class Shuttlecraft
AUXILIARY SUBSYSTEMS: Command and Control SuiteCARGO CAPACITY:15,000 TonsPRICE: 34,000,000 Credits, Military Availability Only
A smaller and more specialized variant of the Harrower-class dreadnought, the BSX-5 is a dedicated command and electronic warfare vessel for the Imperial Fleet, often serving as the flagships of larger Navy battlegroups. Boasting numerous advanced sensor systems, the BSX-5 also retains a considerable armament, and carries a squadron of advanced Dominion Interceptors to hell assist with space superiority operations. While not as durable as its larger cousin, the presence of a BSX-5 is often times cause for concern among senior Republic fleet commanders.

Delta-Class Carrier

CREW: 4,900ROLE: Heavy Carrier
MANUFACTURER: Taerab Starship ManufacturingLENGTH: 830 MetersWIDTH: 392 Meters
HYPERDRIVE:Class 2.0SHIELDING: 2722 SBD, (4) Taerab "Shyrack" Shield Generator DomesNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 47,000 KTU, (3) Taerab STX-1290 Heavy Sublight Engines, (4) Taerab ST-950 Sublight Engine Nacelles
POWER PLANT: (4) TSM Type-8 XT Hypermatter AnnihilatorsSENSOR SYSTEMS: (6) Tandankin "Oversight" Sensor Domes, Enhanced CoverageESCAPE CRAFT:530 Lifepods
HULL PLATING: 1394 RU, Medium Durasteel PlatingARMAMENT: (12) Quad Heavy Turbolaser Turrets, (4) Ion Cannon Batteries, (4) Forward Concussion Missile Launchers, (25) Point Defense Laser Cannon Batteries, (2) Tractor Beam ProjectorsCOMPLIMENT: (212) Supremacy-class ISFs, (78) B28 Extinction-class Bombers, (55) Regent-class Assault Shuttles, (10,700) Troops
AUXILIARY SUBSYSTEMS: Flight Coordination SupercomputerCARGO CAPACITY: 40,000 Tons
A more recent addition to the Imperial Navy, the Delta-class heavy carrier was constructed to help make up for the Harrower-class's lack of strike craft coverage. Based on the Harrower spaceframe, the Delta-class has had numerous additional hangar bays built into the hull, while stripping away the bulk of the Harrower's weapon systems to make room for additional internal space and sensor systems. The Delta-class can field an impressive number of starfighters into combat, with a compliment of well over 300 fighters and bombers, with a strategic computer system capable of coordinating its various squadrons into lethal attack swarms. The Delta-class pays for these capabilities with sub-par armor and shielding for a vessel of its size, and a significantly decreased main armament, leaving them extremely vulnerable to enemy capital ships. As such, the Delta-class is typically reserved towards the back of Imperial fleet formations.

Harrower-Class Dreadnaught

CREW: 2,400ROLE: Dreadnought, Battleship
MANUFACTURER: Taerab Starship ManufacturingLENGTH: 850 MetersWIDTH: 432 Meters
HYPERDRIVE:Class 2.0SHIELDING: 4758 SBD, (6) Taerab "Shyrack" Shield Generator DomesNAVIGATION: (1) TSM "Phoenix" Navcom UnitSUBLIGHT THRUSTERS: 52,000 KTU, (6) Taerab STX-1290 Heavy Sublight Engines, (4) Taerab ST-950 Sublight Engine Nacelles
POWER PLANT: (4) TSM Type-8 XT Hypermatter AnnihilatorsSENSOR SYSTEMS: (3) Tandankin "Oversight" Sensor Domes, Enhanced CoverageESCAPE CRAFT:560 Lifepods
HULL PLATING: 2198 RU, Very Heavy Durasteel PlatingARMAMENT: (36) Quad Heavy Turbolaser Turrets, (20) Light Turbolaser Batteries, (6) Ion Cannon Batteries, (2) Forward Proton Torpedo Tubes, (6) Forward Concussion Missile Launchers, (10) Point Defense Laser Cannon Batteries, (4) Tractor Beam ProjectorsCOMPLIMENT: (95) Supremacy-class ISFs, (32) B28 Extinction-class Bombers, (35) Regent-class Assault Shuttles, (7,300) Troops
AUXILIARY SUBSYSTEMS: Matrix Armor, Vulnerability LocatorsCARGO CAPACITY: 46,000 Tons
One of the largest and most infamous starships of the Sith Empire, the Harrower-class Dreadnought is a heavily armed and armored battleship, capable of ripping through entire fleets with its extensive armament. The Harrower is extensively armored and shielded, capable of shrugging off massive volleys of weapons fire and surviving. The vessel is a symbol of Imperial military power throughout the Galaxy, and often times the simple appearance of one is enough to subjugate an entire star system. The Harrower is not invincible, however, and has several notable weaknesses. The vessel is extremely slow and hard to maneuver, being capable of being outmaneuvered by more nimble Republic ships. The Harrower also has a smaller compliment of starfighters compared to most Republic starships and relatively poor point defense, having to rely on escorting vessels to screen from strike craft attack.

Harrower II Lancer-Class Heavy Dreadnought

CREW: 3,200ROLE: Heavy Dreadnought
MANUFACTURER: Taerab Starship ManufacturingLENGTH: 1250 MetersWIDTH: 532 Meters
HYPERDRIVE:Class 2.0SHIELDING: 5458 SBD, (6) Taerab "Terentatek" Shield Generator DomesNAVIGATION: (2) Enhanced TSM "Tuk'ata" Navcom UnitSUBLIGHT THRUSTERS: 78,000 KTU, (10) Taerab STX-1290 Heavy Sublight Engines, (6) Taerab ST-950 Sublight Engine Nacelles
POWER PLANT: (6) TSM Type-10 XT Hypermatter AnnihilatorsSENSOR SYSTEMS: (4) Tandankin "Oversight" Sensor Domes, Enhanced CoverageESCAPE CRAFT:630 Lifepods
HULL PLATING: 3519 RU, Very Heavy Matrix Armor PlatingARMAMENT: (1) Spinal Mass Driver Lance, (4) Super Heavy Quad Turbolaser Turrets, (42) Quad Heavy Turbolaser Turrets, (30) Light Turbolaser Batteries, (16) Ion Cannon Batteries, (4) Forward Proton Torpedo Tubes, (6) Forward Concussion Missile Launchers, (10) Point Defense Laser Cannon Batteries, (6) Tractor Beam ProjectorsCOMPLIMENT: (30) Supremacy-class ISFs, (10) B28 Extinction-class Bombers, (5) Regent-class Assault Shuttles, (9,500) Troops
AUXILIARY SUBSYSTEMS: Vulnerability Locators, Polarized Matrix ArmorCARGO CAPACITY: 52,000 Tons
A newer subtype of the Harrower spaceframe, the Harrower Lancer is a massive heavy dreadnought built with only one purpose in mind: the destruction of the enemy Fleet. In addition to more heavy turbolaser batteries on the hull, the Lancer is armed with four super-heavy long range turbolaser turrets, capable of lobbing energy blasts over thousands of kilometers through space. The Lancer is also equipped with the heaviest armor plating the Empire can provide, capable of withstanding incredible amounts of punishment. Along the underside of the hull is a mounted spinal mass driver lance, capable of accelerating a large slug to near the speed of light at an enemy vessel, effectively bypassing most forms of shielding. The Lancer sacrifices the majority of its fighter compliment for its newfound weapon systems, only boasting a relatively modest forty strike craft.

Chirikyât-Class Super Dreadnaught

CREW: 276,950ROLE: Super Dreadnaught, Siege Ship, Flagship
MANUFACTURER: Taerab Starship Manufacturing, Dromund Kalakar Shipyards, and Imperial Navy R&DLENGTH: 18,000 MetersWIDTH: 5000 Meters
HYPERDRIVE: Class 2.0SHIELDING: 198,587 SBD, (14) Taerab "Leviathan" Shield Generator DomesNAVIGATION: (6) Enhanced TSM "Foresight" Advanced Navcom UnitSUBLIGHT THRUSTERS: 239,800 KTU, (13) Taerab STX-1300 Super Heavy Sublight Engines, (8) Taerab ST-950 Sublight Engine Nacelles, (6) Taerab STX-1000 Sublight Maneuvering Thrusters
POWER PLANT: (20) TSM Type-12 XT Hypermatter Annihilators, (4) Sith Intelligence Type-2 Experimental Hypermatter AnnihilatorsSENSOR SYSTEMS: (8) Tandankin "Oversight" Sensor Domes, (4) Tandankin "Precognition" Enhanced Sensor Domes, Enhanced CoverageESCAPE CRAFT: 100,000 Lifepods
HULL PLATING: 251,382 RU, Super Heavy Experimental Reinforced Matrix Armor and Hull PlatingARMAMENT: (1) Spinal Desolater Superlaser, (14) Prow Superheavy Mass Driver Lances, (120) Heavy Octuple Turbolaser Turrets, (320) Quad Heavy Turbolaser Turrets, (678) Light Turbolaser Batteries, (200) Ion Cannon Batteries, (150) Forward Proton Torpedo Tubes, (150) Forward Concussion Missile Launchers, (150) Point Defense Laser Cannon Batteries, (16) Tractor Beam ProjectorsCOMPLIMENT: (2600) Supremacy-class ISFs, (1364) B28 Extinction-class Bombers, (750) Regent-class Assault Shuttles, (260,500) Troops
AUXILIARY SUBSYSTEMS: Advanced Targeting Computers, Auxillary Weapon Reactors, Shield Capacitors, Vulnerability Locators, Polarized Matrix Armor, Flight Coordination Super Computer, Communications Relay, Sith Meditation Chamber, Holonet Transceiver, Sensor BoostersCARGO CAPACITY: 250,000 Tons
The result of a joint cooperation between all remaining major ship manufacturers and designers by an order of the Dark Council, Darth Marr specifically. The Chirikyât-Class Super Dreadnaught is an engineering marvel using all the collected knowledge of the Sith Empire to create a vessel to not just outmatch any similarly sized vessel in conventional combat, but also too destroy any other target it can be brought against. The key weapon of the vessel is an enlarged version of Desolater Superweapon; a planet killing superweapon capable of being mounted and powered by a Harrower, built by Darth Angral with the weaknesses of the original weapon, energy consumption and recharge time, being rectified by the size of the Super Dreadnaught. By rectifying this issue the Chirikyât can utilize it's superlaser to hopefully destroy any singular target in front of it regardless of if it is ship, planetoid, or city ship. For conventional weapons the Chirikyât is equipped with thousands of heavy and light weapon emplacements and has fourteen, seven on each side, prow mounted Superheavy Mass Driver Lances to serve as artillery weapons against enemy ships that are not worth targeting with the Desolater.

  • Sith Troopers - The Imperial Army was the ground forces of the Sith Empire, and the soldiers of the Empire typically wore gray armor (black being used by commandos) and carried TH-17 or DLA-13 blaster rifles into combat. Ground forces begin live-fire exercises in the jungles of Dromund Kaas within weeks of their enlistment into the military, and even those non-combatants in the military were trained in the use of basic weapons, survival skills, and first aid. The Army also made use of Imperial crawler tanks, walkers, and a number of models of war droids. Imperial heavy troopers were issued full-body gray armor crafted from duraplast, with colored markings signifying their unit or special assignments. Their leg armor was specially designed to preserve mobility and to protect from shrapnel, and while their belt housed extra ammunition and grenades for easy access, the armor's bracers housed environmental and targeting controls, and the readouts on the suit's chest provided medical diagnostics for treating soldiers who were wounded in their armor.

  • Sith Heavy Troopers - Imperial Army Troopers trained for wield heavy weapons. They're given heavy armor for better protection while wielding weapons that inhibit their mobility and are tasked with dealing with a large assortment of issues such as hordes of infantry or larger vehicles. They are commonly seen with a heavy repeating blaster or some kind of large rocket launcher but can also be equipped with flamethrowers and more specialized weapons.

  • Sith Commandos - Sith Commandos are not to be confused with Imperial Special Forces, they are trained by Sith Intelligence by taking select individuals from the Sith Troopers. They are not suited towards direct combat and are instead in a support role towards towards sabotage, reconnaissance, and assassination.

  • Sith Jump Troopers - Sith/Imperial Jump Troopers are a sub division of the normal Sith Trooper trained to utilize jet packs. Their increased mobility across the battlefield is mostly uses for rapid reinforcement of ambushes rather than full on assaults.

  • Sith Recon Troopers - Sith/Imperial Recon Troopers are as their name implies trained and used for reconnaissance. The normal full body armor is not here as they aren't meant to get into fights at all, instead they are completely meant to stay away from combat and provide support at long ranges.

  • Imperial Special Forces - Unlike regular Imperial infantry units, special forces operated under a stricter chain of command which allowed them to execute more daring and ardous missions too intense for standard military units. Due to the nature of their work, special forces received more advanced equipment than the standard issue kit, typically differentiating when it came down to a team or member's role which can vary from assault specialists to technical specialists.

  • KX-7 Command Walker - The KX-7 Command Walker is a two legged fast moving walker used by higher command staff to get around the battlefield quickly, it's not particularly well armed with only one chin mounted repeating laser cannon or even armored considering the lack of a cockpit but it's speed makes up for it and it is sometimes used by recon teams when the more advanced Rapid Recon Walker is not available.

  • Rapid Recon Walker - The Rapid Recon Walker is a two-legged combat walker in use during the Galactic War between the Galactic Republic and the Sith Empire. It's armed with a chin mounted laser cannon and two duel mounted laser cannons on each side of the driver compartment. It's a very fast vehicle and keep easily move through almost any terrain at fast speeds with a respectable amount of firepower and defense.

  • Devastator Hoverturret - A heavy fire support platform, the Devastator Hoverturret is meant to move around one heavy repeating blaster, a common sight in most militaries. What makes the Devastator different is that it is attached to a mobile hover platform and requires no disassembly. Not only does this allow for rapid repositioning but far greater maneuverability then the standard stationary ones. Being connected to the speeder itself means that only one man is required to operate it as well.

  • Sith Speeder - A quick repulsarlift speeder bike used for patrol and recon operations. It is only lightly armed with two light laser cannons but it is a very fast vehicle that can cross any terrain with ease.

  • Landslide Assault Speeder - The first in a line of Sith Empire vehicles used for heavy assaults. The Landslide Assault Speeder as its name suggests is used in dangerous combat zones that would be too dangerous for normal speeders. Not only is it meant for reconnaissance but it's heavy armament of two medium laser cannons and a pair of small missile pods with a payload of 8 missiles each allows it to destroy much larger and heavier vehicles and crack enemy defenses with ease.

  • E-95 Dread Behemoth - The E-95 Dread Behemoth is an older medium tank design that is slowly being phased out by the Devastator. It is multipurpose vehicle that is armed with a twin medium rapid fire laser cannon on a rear mounted turret, it also came equipped with a energy shield and stronger armor allowing it to serve as a front line unit much more effectively then most tanks.

  • Devastator Medium Tank - Despite being called and classified as a Medium Tank, many at first glance would mistake the relatively small hover tank for a light vehicle. It's classification is not due to it's size but rather because of the advanced technology and heavy weapons it uses. The Devastator Medium Tank is a infantry fighting vehicle that is also capable of taking on other vehicles with it's Medium Repeating Laser Cannon and two missile launchers in the extended prongs making it a very versatile vehicle despite being used as a infantry fighting one.

  • Stormcaller Hovertank - The much larger cousin to the Landslide, the Stormcaller at first glance seems like a fairly average Hovertank but this is misleading. The Stormcaller's primary mode of attack and defense were electric pulses it was able to generate via two discs near the rear of the turret, hence giving it the name Stormcaller. These electrical pulses made it a powerful armor-killer as it bypassed normal defenses and went straight for the crew inside. Additionally the tank was able to use electric pulses the energize its own armor and repel infantry that attempted to board the vehicle. The stormcaller also had a pair of heavy blaster cannons, six forward-facing medium blaster cannons and four hull-mounted light blaster cannons that could be used to destroy targets in a more traditional manner.

  • Firebrand Missile Tank - The Firebrand Missile Tank is the twin sibling to the Stormcaller in that it shares the same frame but lakes the powerful electrical pulse disks. It's primary mode of attack was it's impressive array of missile weaponry. The Firebrand could be outfitted with several types of missiles of varying ranges. It even was able to use so called 'target missiles' that were accurate enough to target personal as close as 10 meters ahead of the vehicle. Longer range missiles, however, were far more common and could be used in a MRLS fashion to target far away installations and relocate before counter-battery could retaliate. The Firebrand was also equipped with two turret-mounted forward facing medium blaster cannons, and four hull-mounted light blaster cannons for defense against incoming enemies.

  • Sith Lancer Walker - The Sith Lancer Walker is the most heavily used ground vehicle by the Empire. It is a versatile vehicle that had been first produced by the Sith Empire when Odile Vaiken began his military reforms. It is armed with a chin mounted rapid fire Laser Cannon, a Heavy Laser Cannon mounted on the right side of the head, a grenade launcher on the left side of the head, and two missile pods on the top that are equipped with various payloads from anti-vehicle to incendiary along with a advanced targeting system capable of precise targeting on multiple targets as small as infantry or even aerial targets. The Lancer is also a very durable vehicle with heavy armor plating, a self repair system, and a powerful shield generator that can rapidly recharge when not under fire. All this is combined to make perhaps one the most effective killing machines in the Empire.

  • AT-AC - The AT-AC is a heavy assault walker given the nickname "The acklay" by republic soldiers for its strange appearance and disturbing scuttling movement. Its main armament is a Dual Heavy Laser Cannons, though powerful, it is not its most terrifying weapon. The AT-AC also possesses a Ray projector capable of firing charges that can be scaled down to incipacitate enemies or fully charged to completely disintegrate organic life forms. The rays can pass through openings in vehicles, evaporating crew inside without scratching the machine itself.

  • Imperial Crawler Tank -The Imperial Crawler Tank is the main transport vehicle for the Sith Empire, manufactured prior to the First Great Galactic War. It's use however is because of the large amount of different loud outs it can have. However all of them but one share one thing in common, in that they are pretty slow. This is due to carrying a large reactor that powers these many possible different systems.
    • Imperial Crawler AA Transport - The AA Transport is as it's name implies a AA variant of the Crawler Tank. It carries a large AA battery turbo laser on it's back to protect it's self, this gun can also be turned against enemy armor or infantry shredding them with ease. However this has to be done at long range due to issues aiming the gun.
    • Imperial Crawler Mobile Field Shield Generator Transport - The Mobile Field Shield Generator Transport variant is a common sight. It carries a mobile field shield generator that can be deployed while moving to protect against almost any attack. This variant is commonly seen in columns with other vehicles, in military bases, or on the front lines providing support with its shield, few anti infantry guns, and sheer bulk.
    • Imperial Crawler Mobile Heavy Artillery - The Mobile Heavy Artillery is unlike the others not a transport, instead it is a heavy artillery piece that carries a large gun that can be changed out depending on the mission profile. They include a Variable Trajectory Heavy Turbolaser, an ion cannon, concussion missiles, or a mass driver. All of these weapons are turret mounted and designed to use at long ranges, the vehicle is fully capable of moving on it's treads as well in order to keep up with a rapidly changing battlefield.
    • Imperial Crawler Assault Transport - The Assault Transport gets rid of the massive reactor used to power larger systems in place of more troop capacity and speed, going from 50 to 300 possible troops on board and even allowing for smaller vehicles such as multiple speeder bikes or a single Devastator Medium Tank in place of more troops. The Assault Transport relies on it's heavy armor and not inconsiderable armament to punch through enemy lines quickly. These weapons include 12 Anti Infantry Laser Cannons, 3 Medium Laser Cannons up top, concussion missiles with a payload of 20 missiles, 2 Dual Medium rapid fire anti infantry bubble turrets on the sides.
  • Avalanche Heavy Tank - Nicknamed 'the pocket tank' by the Republic SIS, the Avalanche tank is a four-man hovertank that is intended to act as infantry support. Like its smaller cousins the Avalanche carries a shield generator that can protect it from incoming blasterfire aswell as a lining of thick durasteel armor that repels shrapnel and other explosives. On its offensive the Avalanche has a powerful set of high-powered blaster cannons capable of taking on threats several times larger. It also sports six missile tubes that can carry concussion, ion, or incendiary warheads to ranges of nearly 7km. Lastly it retains the quick-firing hull-mounted blasters of its smaller cousins.

  • Tripod Heavy Walker - The Tripod Heavy Walker is the younger and smaller brother of the much larger Warstrider. Utilizing the same Tripod frame this heavy Walker is renowned for it's ease of repair and reliability in any environment. Tasked with providing siege worthy fire support. It is armed with Two Heavy Repeating Laser Cannons on the front and another two on the back. The design also has two cockpits one on the front and one on the back with the loss of one being capable of being replaced with the other as the walker is perfectly capable of walking with it's legs capable of going both ways.

  • Warstrider Battle Walker - Second only to the Sith Behemoth in size and power, this walker could resist even strafing runs from heavy starfighters, durable enough to take on literally any republic vehicle short of a corvette with impunity. Offensively the Warstriders were also above-average. Their armament primarily focused on targeting large formations or vehicles. The walker was equipped with two highpowered starship-grade 'chin cannons' as well as two pairs of slightly lower powered turret-mounted blasters. The latter were intended to engage broadside vehicles or installations but were largely used to target incoming starfighters/airspeeders with middling levels of success. The durability of the Warstrider is what got it it's name with incredibly well armored legs and with a shield generator. The Republic had no equal to the Warstrider and to could only destroy them with focused high-explosive Baradium rounds to the undercarriage, large scale concentrated fire, heavy anti vehicle emplacements, or bombardment by nearby starcruisers or corvettes.

  • Sith Behemoth - It is the nature of the Sith to go just that one extra step forward. The Sith Behemoth is the largest and heaviest vehicle the Sith Empire has at it's disposal and is almost comically large. This heavy assault walker can be better described as a moving command center and are only sparsely seen in the battlefield, instead it uses it's large frame and long range starship-grade weapon to provide artillery support wherever needed. Protected by thick armor plating and a shield generator fit for a corvette, it is practically invulnerable to anything short of concentrated fire or bombardment. Armed with 6 Heavy Repeating Laser Cannon Bubble Turrets providing cover against starfighters/air speeders or any unfortunate infantry caught beneath it. It's heaviest weapon is the Long Range Quad Turbolaser at the front that requires an accompanying rangefinder to even hit enemy targets effectively.

  • G4-Series Probe Droid - The Sith Empire's standard observational and surveillance probe droid, the G4-Series Probe Droid is a mainstay on Garrison Bases, Military Fleets and other Imperial deployments. They are equipped with a series of advanced survey and communications equipment designed to provide environmental data and surveillance data back to Imperial Command Centers. The G4-Series Probe Droid has multiple variations, each designed for different tasks; the G4A is designed for environmental survey on newly discovered worlds, the G4B is designed as an urban surveillance droid, and the G4C is designed as a Fleet surveillance droid, providing interior surveillance back to security stations aboard the ship. G4 Probes are typically unarmed, though can be equipped with a chassis-mounted holdout Blaster.

  • 65-Series Recon Droid - Designed as a Combat Support probe, the G5 is an up-armoured modification of the G4-Series Probe. Built in response to complaints about the G4 Probe's survivability and uselessness on the battlefield, the G5 Recon Droid is equipped with heavier Durasteel armour, a heavier chassis-mounted Blaster, and light combat shielding, as well as the typical survey and communications equipment and packages that the G4-Series is.This comes at a cost, however, as the G5 Recon Droid is far less economical with its power supply. Where a G4 Probe can last for weeks before needing to recharge, the G5 Probe can only last a single week operation. Thus, G5 Recon Droids are often deployed as short-range observational probes on the front-lines.

  • DP-6 Autotrooper - The DP-6 Autotrooper is the mainline Imperial Battle Droid. Typically armed with the DLA-13 Blaster Rifle, the DP-6 Autotrooper is a common sight on any battlefield. They are more armoured than their Republic RSD-02 counterparts, though are far less mobile or modular, and are equipped with far less advanced droid-brains, or remote droid control systems. However, some DP-6 Autotroopers are modified with advanced tactical droid-brains. In some cases, this led prototypes to develop sentimentality for other DP-6 units, though this glitch was patched out as the package was distributed to DP-6 units across the galaxy.

  • C-10 Series Heavy Battle Droid - The Sith Empire's answer to the BAF-3000 Heavy Battle Droid, the C-10 Series Heavy Battle Droid is a fire-support Droid. Armed with heavy shield generators, an assault cannon, as well as wrist-mounted weapons such as Flamethrowers, Blasters and Micro-Rocket Launchers. The Droid's heavy armour and shielding make the model almost impervious to small arms, though as a frontline Droid, the C-10 Series is designed as an anti-Infantry battle droid, and is not armed enough to target heavy droids or vehicles. However, the design of the C-10 Heavy Battle Droid was stolen by members of the Exchange in the early days of the Great Galactic War, who sold the design to Arakyd Industries, who sold the new C-10s to private and quasi-illegal clients. Some C-10s have even found their way into the Republic Military.

  • Mark I War Droid - Produced in secret by the Colicoid Creation Nest in a covert contract with Sith emissaries over a hundred years before the Great Galactic War, the Mark I Sith War Droid is the Empire's 'Jack-of-all-trades' War Droid; equipped with two twin-Medium Laser Cannons, the Mark I is capable of targeting light vehicles and Infantry with deadly efficiency. Though originally designed with advanced combat algorithms designed by the Colicoids, many Imperial Commanders are ordered to overwrite these protocols with far less advanced protocols, as the Colicoid-programmed War Droids have a tendency to turn on their masters. This problem was corrected with the later-produced Mark II and Guardian-Class War Droids.

  • Mark II War Droid - Though technically produced by them, the Mark II War Droid lacks the angular features evident of the Colicoid Creation Nests. Based on modifications requested by Imperial Commanders, the Mark II corrects many of the previous model flaws, while focusing entirely on an Anti-Infantry role. Equipped with two Twin-Heavy Blaster Repeaters, the Mark II is capable of an impressive rate of fire, capable of firing almost 5,000 rounds a minute from each gun. The Gyroscopic Stabilisers on the War Droid, meanwhile, provide it with near-unparalleled accuracy while on the move, allowing it to keep mobile without sacrificing accuracy or rate of fire. The amount of power needed to maintain its rate-of-fire, however, means that the Mark-II cannot run its shield generators at the same time as its Blasters, meaning it can only rely on its own armoured plating to survive a serious firefight.

  • Guardian-Class War Droid - The Sith Empire's primary Anti-Vehicle and Bunker Droid, the Guardian-Class War Droid was produced by the Ministry of Technology based off of test results of the Mark I and II War Droids. The Droid is armed with two Heavy Laser Cannons, as well as two rear-mounted Micro-Missile Launchers, each capable of launching a salvo of twenty Micro-Missiles towards an enemy position or vehicle. A platoon of Guardian War Droids in a good position can destroy an entire Republic Convoy in mere minutes.

  • Ravager-Class Conquest Droid - The Ravager-Class Conquest Droid is designed first and foremost as a support droid for Imperial Armoured Divisions, similar to the Republic's OT-12. Unlike the OT-12, however, the Ravager is not designed to destroy enemy vehicles with its main gun; a twin-Super Heavy Laser Cannon. Instead, it is designed to crush and breach enemy armour with its powerful legs. Agile, yet strong, a Ravager is capable of punching through a Manka-Class ATV's armour, or crushing it entirely. However, the design lacks the shielding that the OT-12 has, instead funnelling the power from its reactors into the Droid's servomotors to provide it with the crushing power and strength it is so infamous for.

  • HK-51 Series Assassin Droid - The HK-51 series assassin droid was a model of Hunter-Killer series assassin droid that was manufactured by the Czerka Corporation shortly before the end of the Great Galactic War. The schematics however were lost and all known models were destroyed until a supply of them we're found at Section X on Belsavis on a ship that crashed. A single HK unit was activated and through this unit the design was replicated and mass produced by the Sith Empire as lethal killers.

  • HK-55 Series Bodyguard Droid - HK-47's remains were once again taken after the battle against Revan Reborn and a new series of HK units were designed. The HK-55 is a bodyguard unit and not an assassin however it has been noted that many systems from HK-47's core seemed to have been hardwired into the HK-55 series such as the phrase "Meatbag" this also came with some of the assassination protocols HK-47 has.

  • Isotope-5 War Droid - Originally created by the Hutt Cartel on Makeb for future conquests with the usage of Isotope-5. The majority of these droids were destroyed on Makeb however many were secured by the Empire by the orders of Darth Marr after Makeb was secured and the Hutt's mercenaries forced to surrender. In combat the Isotope-5 War Droid is equipped with two heavy laser cannons, one dual heavy laser cannon turret on the back, deployable rapid fire mortars, and missiles. The back of the droid also has room for carrying a squadron of soldiers that can exit through a back door. The War Droid also comes with powerful shielding that combined with the War Droid's heavy armor, effectively makes it immune to most weaponry with only heavy weapons being capable of even harming it. However they are few in number and Darth Marr refuses to construct more due to the model needing Isotope-5.

  • Iso-Class Battle Droid - A miniaturized design of the original War Droid the Iso-Class Battle Droid unlike it's predecessor does not use Isotope-5 and is many times smaller being only about the size of a person. Despite this it is a formidable foe with essentially the same armament as the original except being downsized. Two blaster cannons, one dual blaster cannon on the back, and micro missile launchers. However in exchange for such a heavy armament for it's size the Iso-Class does not have any shielding and only sub par armor plating.

  • Isotope-5 Elite War Droid - An even most powerful variant of the Isotope-5 War Droid, the Elite was designed for personal usage of the Hutts and only a few dozen were ever constructed, as such the Empire has only managed to seize a few of these droids. Being much larger in size they are equipped with 4 heavy laser cannons, one dual heavy laser cannon turret on the back, two light turbolaser cannons, missile launchers, and the abilities to release a cloud of deadly radiation and fire a deadly beam of energy that can incinerate almost anything it comes into contact with. All of this and even still it has powerful shielding and reinforced composite armor plating. The back of the Elite also has much more size capable of holding two squads of soldiers or a small vehicle.

The Imperial Guard is the elite of the already-formidable Imperial military, a highly trained legion of non-Force sensitives, capable of subduing or destroying all manner of enemies, including Jedi and Sith. Entrance into this venerated order requires personal selection by your commander and a lengthy, grueling training and trial period (most details of which are kept shrouded in mystery).

Personnel selected for training must already be at the top of their rank, the top of their MOS, an example for others to follow. Their military personnel record (MPR) must be without blemish, and they must have already proved themselves in battle, preferably against Force users.

It is imperative you understand that only the best of the best, the Empire's finest, will become Imperial Guards. The current attrition rate is 70%, and has reached as high as 85%.

Qualification
Personnel submitted for consideration must pass the following:
  • Initial questionnaire detailing your loyalties and your accomplishments
    • Commanders who put up plainly unqualified candidates open themselves up to disciplinary action. While a selected Imperial Guard can raise a unit's estimation, attempting to game this system has the opposite effect.
    • If you are weak but not outright disqualified in this portion, only an exceptional MPR (military personnel record) in a field of already exceptional MPRs can overcome your score. "Weak but still qualified" is an extremely rare category, one only arrived at if someone's score is too close to call, and only after debate by the leadership of the Guard.
    • 30% of washouts will occur here, not passing initial scrutiny
  • Initial Guard physical fitness test, which is much more rigorous than the usual Imperial PFT and includes a duel with an instructor at the end.
    • Contrary to the fanciful rumors that are ever-present among the uninformed, you will not duel to the death, though if you fail you will go home beaten and bloody.
    • 5% of washouts will occur during the IGPFT.
If you pass both the initial examination and the initial physical qualification, you are a Guard Candidate. You will leave your family and your unit, and proceed to the intake facility on Dromund Kaas for your initial issue and to await your assignment to a training class. While there, you will conduct general training days, consisting of a mix of both physical and intellectual improvement.

Upon your assignment to a training class, you will move into the phases of training.
  • Phase I (7 weeks): Physical Prowess
    • This phase will push you to your physical limits. You will learn to use all manner of arms, both ranged and melee. You will be given instruction in martial arts combat styles. You will put yourself through more grueling physical training than you ever have in your career. When you are finished, you will be a weapon of the Empire.
    • 50% of washouts will occur during this phase.
  • Phase II (7 weeks): Strategy and Tactical Acumen
    • This phase will expand the way you view and assess battlefields, from classic strategy passed down through the centuries to new tactics being developed today. You will learn the intricacies of mission planning, how to adapt when the plan must inevitably change, and more, augmenting your physical skill with equally important mental skill. All periods of instruction are taught by Advanced War College instructors, all of whom are experts in their field.
    • 2% of washouts will occur during this phase.
  • Phase III (7 weeks): All-Weather Conditioning
    • The Empire is home to no small number of worlds with brutal climates, and the Imperial Guard must function at peak performance on all of them. You will travel to a number of these worlds and learn to survive in the extremes the galaxy has to offer.
    • 8% of washouts will occur during this phase.
  • Phase IV (3 weeks): Operational Trials
    • You and your fire team will be given a number of trials which will require you to work as a flawless unit, putting into practice all the skills you have learned over the past three months. If you cannot pass as a team, you will be cycled back into the upcoming class. If you cannot pass that second time, you are expelled.
    • 4% of washouts will occur during this phase.
  • Phase V (1 week): Personal Trials
    • This is your final test. You will face current Guards, Force users, single combatants, multiple enemies. You will prove that you deserve to wear the scarlet robes of the Guard.
    • 1% of washouts will wash out here, defeated in what should have been their finest moment.
If you graduate, you will become a full member of the Guard. You will be assigned the secondary MOS of the Guard, and receive a duty station somewhere within the Empire. Unlike the rest of the military, the Guard falls strictly under the purview of the Sphere of Defense of the Empire; our duty is to protect our home, to stand as a bulwark against traitors from within and murderers from without.

Occasionally, the Guard will be called to defend active military installations, often when the majority of personnel are required for frontline missions. A recent example of this was our presence on Ilum, while base personnel conducted raids first against the Republic, and then against Malgus the Betrayer.

  • Sith Warriors - The combat specialists of the Sith Empire, Sith Warriors channeled their anger and hatred to purge their body and mind of weakness, and focused on becoming beings of pure and lethal efficiency. While Sith Warriors relied heavily on the strength of the Force for their power, their approach to combat was very pragmatic, and they had no compunction about heavy armor or cybernetic augmentations. In fact, Warriors often favored such dangerous and experimental technologies, with the goal of imbuing themselves with great physical strength and fortitude. For their armament, Sith Warriors typical wielded standard lightsabers often featured more technical, squared-off designs, especially compared to the more esoteric models favored by Sith Inquisitors. They also had two specializations known as the Sith Juggernaut, focused on taking damage and causing terror, and the Sith Marauder, focused on dealing as much damage with the force and the blade as possible in the shortest amount of time.

  • Sith Inquisitors - Sith Inquisitors were a class of powerful Force-wielders within the Sith Empire, operating primarily within the upper echelons and political circles. In contrast to their counterparts, the Sith Warriors, Inquisitors specialized in Force abilities as opposed to martial might, and many would devote much time to researching new skills to survive in the cutthroat Sith political environment. Expertise in conducting Force energies further allows Inquisitors to draw upon the life essence of themselves and others. This energy could be channeled to bolster their powers, harm their foes, and even to reinvigorate their allies. Inquisitors fought with unlimited fury to create a storm of destruction. An Inquisitor's skills with a lightsaber were equally impressive. Often wielding a double-bladed lightsaber, Inquisitors used quick, guileful, and lethal maneuvers to strike their enemies down with astonishing speed. Similar to the Warrior the Inquisitors have two specialization. There is the Sith Sorcerer, focused on channeling powerful force powers from afar and the Sith Assassin, using speed and deception they rely on stealth tactics to infiltrate enemy ranks and remove high-profile targets. Even in open battle, Assassins were utterly deadly, relying on both tactical awareness and mind tricks to assault enemies both physically and mentally

Not to be confused with the Imperial Navy, the Imperial Vertical Navy (I.V.N) is a part of the wider Sith Empire's military that carries out operations that are similar to the function of the Imperial Navy but are confined to atmospheric boundaries. The two organizations do overlap however and where as the Imperial Navy would not continue past providing orbital and air support. The Imperial Vertical Navy will often work directly with the Imperial Army and is also tasked with undertaking aquatic operations. Despite this the I.V.N was primarily a defensive formation as transporting their large in atmosphere vessels would require large tugs or retrofitting them with the ability to enter orbit and give them a hyperdrive. Instead existing fleet elements would be apart of planetary defense forces and would often be the cornerstone of any strong defense against a republic invasion.

The Imperial Vertical Navy's origins stem sometime during in the later years of Imperial re-colonization of Dromund Kaas, indeed Odile Vaiken's was responsible for the reorganization of existing Great Hyperspace War vessels into primarily in atmosphere craft. The starting fleet was almost entirely made up of grounded Derriphan Battleships. As the Sith Empire expanded so too did the I.V.N with newer and more specifically made designs being constructed based off the existing Derriphan Battleship, along with specially designed sub nautical craft.

The Dromund Kaas' detachment of the Vertical Navy is based at grounded shipyards and dry-docks. Some of which exist within the confines of Kaas City itself. The designs of these ships use repulsarlifts to stay in the air just like when orbital vessels come down and provide direct fire support, unlike them however. The Vertical Navy's vessels can drop onto the water and stay afloat to preserve power and fuel, which is important during an invasion where such things can become scarce.

Shrike-Class Corvette

CREW: 12ROLE: Raider, Patrol Escort, Corvette
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 63 MetersWIDTH: 20 Meters
HYPERDRIVE:
N/A
SHIELDING: 65 SBD, (1) Taerab "Shyrack" Shield Generator DomeNAVIGATION:
N/A
SUBLIGHT THRUSTERS: 3000 KTU, (2) Dromund Kalakar "Kinrath" Engine Nacelles
POWER PLANT: (1) Kalakar Manufacturing Type-1 Hypermatter AnnihilatorESCAPE CRAFT: 2 Lifepods
HULL PLATING: 110 RU, Light Durasteel PlatingARMAMENT: (1) Heavy Repeating Laser Cannon Turret, (1) Dual Light Turbolaser Turret, (1) Point Defense Laser Cannon BatteryCONSUMABLES:
Four Months
AUXILIARY SUBSYSTEMS: N/ACARGO CAPACITY: 350 TonsCOMPLIMENT: (25) Troops
Developed off the Derriphan frame just like the rest of the fleet. The Shrike-Class would be too small and underarmed to be considered a threat for any space vessel, however in atmosphere it can wreak havoc upon an ill prepared foe as a raiding vessel thanks to it's speed. When not out raiding they will usually provide smaller escort duty for it's larger brethren. With it's comparatively heavy armament for an in atmosphere craft it can provide a substantial amount of cover against enemy fighters or artillery support.

Hydris-Class Frigate

CREW: 32ROLE: Escort Frigate
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 69 MetersWIDTH: 23 Meters
HYPERDRIVE:
N/A
SHIELDING: 70 SBD, (1) Taerab "Shyrack" Shield Generator DomeNAVIGATION:
N/A
SUBLIGHT THRUSTERS: 3200 KTU, (3) Dromund Kalakar "Kinrath" Engine Nacelles
POWER PLANT: (1) Kalakar Manufacturing Type-1 Hypermatter AnnihilatorESCAPE CRAFT: 4 Lifepods
HULL PLATING: 123 RU, Light Durasteel PlatingARMAMENT: (3) Heavy Repeating Laser Cannon Turrets, (2) Turbolaser Turrets, (1) Point Defense Laser Cannon BatteryCONSUMABLES:
Three Months
AUXILIARY SUBSYSTEMS: N/ACARGO CAPACITY: 600 TonsCOMPLIMENT: (32) Troops
Designed for escort and harassment of intruding vessels or fighters. The Hydris Frigate is meant to fulfill the escort role that the Shrike Corvette normally would if it were not a raider. Because of this it's armament is geared towards aiding other vessels rather than solely doing damage, it's impressive anti fighter coverage and respectable speed are it's key features however.

Iskra-Class Destroyer

CREW: 56ROLE: Destroyer
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 167 MetersWIDTH: 54 Meters
HYPERDRIVE:
N/A
SHIELDING: 165 SBD, (1) Taerab "Shyrack" Shield Generator DomeNAVIGATION:
N/A
SUBLIGHT THRUSTERS: 6,000 KTU, (5) Dromund Kalakar "Kinrath" Engine Nacelles
POWER PLANT: (1) Kalakar Manufacturing Type-1 Hypermatter AnnihilatorESCAPE CRAFT: 8 Lifepods
HULL PLATING: 220 RU, Light Durasteel PlatingARMAMENT: (4) Heavy Repeating Laser Cannon Turrets, (8) Turbolaser Turrets, (1) Mass Driver CannonCONSUMABLES:
Five Months
AUXILIARY SUBSYSTEMS: N/ACARGO CAPACITY: 2,100 TonsCOMPLIMENT: (70) Troops
Built for speed and interception, the Iskra-Class destroyer is used by Sith fleets as a hunter-killer. Often deployed in wolf packs alongsie Shrike Corvettes to make up for it's lack of point defense, instead it's geared towards downing slower transports or encroaching vessels. In a pinch the Iskra also makes for a good aerial support vessel as well, decimating enemy formations from the skies with it's heavy armament. The strongest weapon the Iskra-Class has is not a turbolaser. Instead it is a mass driver cannon that is apart of the prow of the vessel.

Phytarix-Class Cruiser

CREW: 93ROLE: Cruiser
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 210 MetersWIDTH: 57 Meters
HYPERDRIVE:
N/A
SHIELDING: 215 SBD, (1) Taerab "Shyrack" Shield Generator DomeNAVIGATION:
N/A
SUBLIGHT THRUSTERS: 11,000 KTU, (7) Dromund Kalakar "Kinrath" Engine Nacelles
POWER PLANT: (1) Kalakar Manufacturing Type-2 Hypermatter AnnihilatorESCAPE CRAFT: 10 Lifepods
HULL PLATING: 220 RU, Heavy Durasteel PlatingARMAMENT: (6) Heavy Repeating Laser Cannon Turrets, (12) Turbolaser Turrets, (2) Concussion Missile LaunchersCONSUMABLES:
Four Months
AUXILIARY SUBSYSTEMS: N/ACARGO CAPACITY: 2,500 TonsCOMPLIMENT: (6) Supremacy-class ISFs, (1) B28 Extinction-class Bombers, (350) Troops
The Phytarix class seed wide usage across the Empire a mainline warship of the Vertical Navy. Often serving as the backbone of fleets and even entire planetary defense networks. The Phytarix was designed to engage other larger ships of republic navy in direct combat. Something that proved quite useful during the Battle for Balmorra against the Republic sent ships to aid the resistance movement. Phytarix class features both strong weaponry and armor plating that allows it to go to to to with much larger ships that would have to divert much of it's power to staying afloat with repulsarlifts.

Styarax-Class Battlecruiser

CREW: 260ROLE: Battlecruiser, Transport
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 350 MetersWIDTH: 72 Meters
HYPERDRIVE:
N/A
SHIELDING: 355 SBD, (2) Taerab "Shyrack" Shield Generator DomeNAVIGATION:
N/A
SUBLIGHT THRUSTERS: 21,000 KTU, (5) Dromund Kalakar "Kinrath" Engine Nacelles
POWER PLANT: (1) Kalakar Manufacturing Deluxe Type-3 Hypermatter AnnihilatorESCAPE CRAFT: 210 Lifepods
HULL PLATING: 640 RU, Heavy Durasteel PlatingARMAMENT: (10) Mass Driver Turrets, (6) Heavy Turbolaser Turrets, (4) Light Turbolaser Batteries, (6) Laser Cannon BatteriesCONSUMABLES:
Six Months
AUXILIARY SUBSYSTEMS: N/ACARGO CAPACITY: 4,500 TonsCOMPLIMENT: (12) Supremacy-class ISFs, (2) B28 Extinction-class Bombers, (2) Regent-class Assault Shuttles, (650) Troops
A floating fortress in the sky. The Styarax-Class is a large battlecruiser that is comparable to mainline Imperial Navy vessels. They act as flagships and transports for the Vertical Navy and themselves are their presence on the battlefield is often enough to route any force. Well armed and armored the large collection of heavy turbolasers and mass drivers allows it to lay waste to a battlefield or an enemy ship in mere moments. It's greatest weakness much like the rest of the Imperial Navy is speed and maneuverability.

Terentatek-Class Battleship

CREW: 1,950ROLE: Battlecruiser, Dreadnought
MANUFACTURER: Dromund Kalakar ShipyardsLENGTH: 540 MetersWIDTH: 123 Meters
HYPERDRIVE:
N/A
SHIELDING: 1215 SBD, (4) Taerab "Shyrack" Shield Generator DomeNAVIGATION:
N/A
SUBLIGHT THRUSTERS: 25,190 KTU, (11) Dromund Kalakar "Kinrath" Engine Nacelles
POWER PLANT: (2) Kalakar Manufacturing Deluxe Type-3 Hypermatter AnnihilatorESCAPE CRAFT: 300 Lifepods
HULL PLATING: 1,100 RU, Very Heavy Durasteel PlatingARMAMENT: (24) Heavy Turbolaser Turrets, (8) Light Turbolaser Batteries, (2) Ion Cannon Batteries, (2) Concussion Missile Launchers, (4) Point Defense Laser Cannon Batteries, (1) Tractor Beam ProjectorsCONSUMABLES:
Six Months
AUXILIARY SUBSYSTEMS: N/ACARGO CAPACITY: 11,500 TonsCOMPLIMENT: (45) Supremacy-class ISFs, (16) B28 Extinction-class Bombers, (10) Regent-class Assault Shuttles, (5200) Troops
Often considered to be the Vertical Navy's Harrower. The Terentatek is a massive vessel equal in scale to a capital ship with the loadout to match. With two dozen heavy turbolaser turrets and a large assortment of weapon batteries a single Terentatek is capable of downing an encroaching vessel with ease and shrugging off damage not even the Styarax can. It however shares the same weaknesses as strengths with the Harrower with barely any mobility. Often it simply parks itself high above a city or base and that alone is enough to stop an entire offensive in it's tracks.

Darth Marr and the Sphere of Military Defense: Darth Marr is a prodigy, a one in untold trillions chance of happening. He is a fearsome warrior and a stalwart defender of the Empire but it his philosophy and tactical acumen that sets him apart of all who would come before and even after. "Life is the enemy. Death is our solace." is his creed and he sets himself apart of all Sith in his pragmatism, loyalty, and personality. He is a Sith, a Dark Side Force User, that cares not for power or for glory. Unlike others, he can fully use the power of the Dark Side with no adverse side effects common to others. It is for this reason that he has taken upon himself the challenge of leadership, assuming De facto leadership of the Empire and it's military. The Sphere of Military Defense holds total control over what was once the Spheres of Military Offense and Military Strategy and refuses to let go. At his command are the armies and fleets of the Sith Empire, loyal men and woman willing to die to protect what is left.
-Traits:
—The Isotope-5 Armada: Taken from Makeb, Isotope-5 is a miracle material that has powerful warping effects on gravitational and electromagnetic fields even in minuscule quantities with even a single microgram of the substance being able to power a datapad for an entire century. Darth Marr has taken this substance and used it to power specific ships in the Empire and has total control over it with no one else being able to command them. These vessels glow green with the power of Isotope-5 with the entire ship being enhanced in every way. Shields, engines, hyperdrives, weapons, it is all enhanced and allows a token force to hold the line against the entire Republic Navy.
—Tolerant: Darth Marr is anything but Xenophobic. He does not care who or what you are, only of what use you can be to the Empire and he finds the rampant Xenophobia of the Empire to be a disease that must be cut out and has done much to exercise it from the military structure, so far to the point of near-humans and humanoids being allowed to serve and achieve status through military service much like any other civilian of the Empire.
—Brilliant Military Commander: Darth Marr is a genius tactician on a grand scale. He has fought and won conflicts that should have been lost causes and has almost single handedly kept the Empire from total defeat all the while strangling the Sith from within to keep them from destroying the Empire.

Darth Nox and the Sphere of Ancient Knowledge: Darth Nox, Heir of Tulak Hord and Kallig and Master of the Dead. A slave that has risen from the mud and dirt to the very top of the Empire. Darth Nox commands the Sphere of Ancient Knowledge alongside his powerbase with his personal battlegroup being a force comprised of Silencer equipped vessels with cutting-edge variants and other special weapons. His true strength, however, is in the Force. Darth Nox has gone to great lengths to empower himself, all to the point of altering his very genome with Rakatan DNA so as to be immune to the degrading effects of containing too much power.
-Traits:
—The Silencer Fleet: At his personal command is a fleet of Silencer equipped vessels, weapons capable of destroying entire fleets and recharging quickly to fire again. Moff Pyron and Nox are quick to adapt against any foe on the fly with variants being quickly made and other technologies and force abilities being readily used.
—Esoteric Solutions: Darth Nox thinks outside the box, he is quick to find solutions no matter how absurd they might be. He will go to great lengths to figure out a solution to a problem. Be it defeating an enemy or improving himself. But it is the speed at which he can achieve these feats that truly sets him apart from others.

The Empire's Wrath: A one man army, a force user so powerful he can force the Dark Council to heel. The Empire's Wrath, formerly the Emperor's, is the nuclear option when the Empire faces a threat that can not be bested with fleets or armies. No one outside of his inner circle is truly aware of what species the Wrath is and those that do know have sworn to secrecy. Regardless the Wrath has faced the Emperor, the Near God-Like Force User and survived. Albeit barely. And stood against the Hero of Tython and won.
-Traits:
—One Man Army: Many have tried to kill the Wrath. All have failed. Only the Sith Emperor has ever bested him and even then he survived. When the Wrath goes to war all must cower in fear against this Sith Warrior.

Sith Intelligence: Reborn from the ashes of Imperial Intelligence, Sith Intelligence is, unfortunately, a shadow of its former self. Imperial Intelligence was supremely powerful and was key to the Empire's victory in the First Great Galactic War. But even the shadow of the once great intelligence apparatus of the Empire is still a formidable tool of the Empire. Due in part to the diligent work of one Minister of Intelligence Lana Beniko and her right hand man Cipher Prime.
-Traits:
—Excellent Leadership: While the resources at Sith Intelligence's disposal are far from what it once was, the leadership has perhaps never been better. Lana Beniko is a true patriot and a brilliant mind, a Sith one could easily mistake for a Jedi at a first glance. Meanwhile the Cipher Prime acts as chief enforcer and operative of the organization, a fitting role for him and his team who had single handedly destroyed the Star Cabal.
 
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Don't mind me, just sticking this here before I go on some errands.

Faction Name: Phyrexia Resurgent
Leader: Karn, Compleation Incarnate
Universe of Origin: Magic: The Gathering; New Phyrexia transformed by the War for the Blind Eternities
Tier: Primus, T1
Why are you here?: What information of phyrexian infection Melira had passed along was enough to give hope to Karn's once-apprentice Venser hope- that he might teleport his heart, and the cleansing Spark it held, into Karn. Freeing him of the Praetor's hold and allowing him to escape Phyrexia's desecrating deification of him. Their intent on the Father of Machines was realized, and forces were amassed and concentrated in and around his divine resting place (and were consigned to death for seeing him in such a reduced state).

The Phyrexian's failed in preventing Venser's last ditch effort.

The Phyrexian's succeeded, for that final effort was not sufficiently fueled.

Vener's heart was simultaneously there, inside of Karn and yet it wasn't. The Spark rejected being surrounded by the glistening oil that flowed in Karn even as the spellcraft urged it on. It oscillated in and out of phase, burning away the corruption and restoring Karn's will and mind to him- only to have that newly rebuilt self solidify its foundations under a tide of corruption. Until finally, the mana spent and the Spark unbowed, it moved out of phase and did not return. Phyresis, committed in purest form yet, had remade Karn into a being that fit into the role of Father of Machines like the final gear fit into a thopter.

This process took time, however, time that the sole survivor of the desperate incursion- Elspeth- used to recover the blueprints of the planar-crossing craft Venser had been working on and gather a group of fellow planeswalkers to aid her in creating a faction to stand against Phyrexia in its newest form.

That was the start of the War for the Blind Eternities.

It would end with Phyrexia victorious, and their focus turned to the creation of a new iteration of the Rathi Overlay- to crash its newly conquered territory into the nearest comparable other that could be grasped for.

Definitive Trait: Monstrous Faction
-To the Phyrexians, Mirrodin was a stepping-stone to the Multiverse. It was the substrate for their reawakening. It was the host organism that will allow them to multiply, mature, and if possible, metastasize to other worlds. Now, the Blind Eternities in their entirety serve the same purpose.

Traits:
Homogenizing Swarm

'Infinite' Swarm

Hivemind

Mechanical Armies

Explosive Breeders

High Magic

Assimilator

Age of Legends

Covert Experts

Unbreakable

We'll Be Back


Drawbacks:
Total War Economy

Repulsive

Manifest Destiny

Keystone Army

Fewer Definitive Designs x 3

Stronger Faction, Weaker Start x 1
Space
Macro-Capitals
-Supercapitals: The Ur-Ravagers were Phyrexia's means to bridge the sheer differnce in scale betwen the true-form of the Eldrazi and their forces. Standing at teh very edge of what was producible en-mass and made to punch upwards still- the Ur-Ravager is little more than five massive thaumaturgic focus-lensing arrays. Lashed together by the muscle nessecasry to survive the backlash of a full volley and manuver them as needed. Though they hold the capability to 'cycle' their shots and fire each barrel individually, their means of stirking below their weight class remains woefully non-existent.

-Dreadnoughts: This class of vessel was passed over in favor of producing the Ur-Ravagers.

Capitals
-Battleships: Standing above as the essential lords of Phyrexia's void forces, these vessels slot have been compressed into fulfilling one of three archetypes:
--Remediators are esoteric nexus points for Warhordes. Their vessels focused on interfering with the enemy, enhancing their allies, or performing battle-rituals. Portals placed via the use of precognition are a common tool for manipulating allied shots, as well as returning enemy fire or causing collisions.
--Xulvarics assume a far more typical role. Armed and armored as best they can be, they lend their power to bombardment- but smoothly transition to take center-stage when it comes time to brawl in the clash. Armed with a horrific prow-maw, and dotted with other furnace ports, they devour allied and enemy vessels alike to regain structural integrity as well as temporarily surpassing their limits.
--Torlaz are grand vita-factory ark-ships. Ferrying the majority of ground forces and terrible masses of strike craft, they back to the edges of any battlefields. Producing more strike-forms, performing long range soul-trapping to steal entire enemy crews, and reclaiming those that would serve better elsewhere. They are also equppied with an emergency phase-out system that will auto-trigger if the linked precognition system foresees the ship's immediate destruction.

-Battlecruisers: These are the capital-class meat meant to be fed into the grinder and generally focus one thing making it as painful as possible to actually kill them. Their weapons focus more on inflicting debilitating conditions and degrading enemy abilities rather than dealing direct damage. Their armor encases them in several shells, the lost ablative defenses only lightening the load to allow them greater agility until a killing blow would be dealt. Then, the Defiance-contingency is released- a supercharged necrotech ooze is released, devouring the remains and assimilating any surrounding debris to turn them against the enemy for as long as the magic sustaining it can last.

Line Ships
-Cruisers: True generalist workhorses, Cruisers are kitted out with the weaponry needed to have a say in every stage of combat. This, combined with the short range soul-trap array for inverted boarding operations and a concentrated manalith core for casting purposes means they will always have the tools necessary for any situation.

-Destroyers: Horrific things emitting plague-smog that seems to stain and warp the very space it touches. Destroyers are crafted to have easily swapped or replaced segments. The most modular seeming of Phyrexia's void armada hides a secret only revealed once slain: it is, in truth, made up of corvettes attached to a singular unity-heart platform. Once the ship has been mission killed the remaining corvettes tear themselves from the wreckage and continue operations.

Screenships
-Frigates: In similar form to the Battleships, Frigates find themselves selecting from between two archetypes.
--Tourach-Va are dedicated anti-strike craft vessel, focusing on devastating mental attacks to render pilots ineffective rather than destroying actual vessels.
--Dauthi Revenants perform in the role of stealth attacker, slipping into a adjacent dimension to avoid detection as they move and surfacing in order for their weapons to have any effectiveness.

-Corvettes: The last and lowest link the chain of actionable tactical-scale ritual casting. Their esoteric might is focused solely on supporting the strike-swarms that form around them past the point of reason. This magic has a tendency to manifest as something termed The Anthem of Compleation by The Resistance, wearing away at the mental strength of the enemy as the strike craft around it begin to demonstrate feats unnatural.

Aerospace
-Strike Craft: A favored striking arm of Phyrexia, there is no one standard design for strike craft to the ease of which so many entities qualified for its role after compleation. From schools of necotech sharks equipped with sustained-thaumaturgic-bombardment arrays, to celestial draco-engines more engine than not, and even germs pumped full of inkmoth serum inside little more than coffins with powerful maneuvering thrusters. The coordination inherent to Phyrexian forces allows these diverse and miscreant forces to perform with far greater prowess than what might be thought of at first glance.

-Aircraft: While some strike craft were made with void capabilities set as first priority, the majority of strike-forms can easily return to where they dwelled when they were encased in sinful flesh.

Doctrine: The vast majority of ships deployed will fall in their first battle. Rather than remedy this through superior quality Karn chose instead to make the a strength, shifting ship principles to be made with this assumption in mind. The sacrificed longevity and strategic durability replaced with greater combat prowess. Torlaz are the only truly irreplaceable craft in the fleet and are often withdrawn preemptively to preserve Phyrexia's ability to replace losses.

Bombardment is a phase in which the goal is not to win, but rather- not to lose. With Remediators and destroyers throwing out interference and the Xulvaric's ability to devour extranous production from the Torlaz to heal any sustained damage, the core of the fleet looks to move onwards to Clash. Instead of Bombardment, Skirmish is what is focused on. With Corvettes forming the beating heart-nodes of strike-forms before moving to engage peer forces, to say nothing of the packs Tourach-Va form.

Clash is where Phyrexia excels. The fleet's purpose is inflict ruinious casusalties past the enemy's ability to keep stragetic tempo. There is no disengagement, only the press unwards of fanatical minds driven to a singular purpose.

Ground
War Engines
-Behemoths: The big, big, WotK style Epics. Larger than any Titan, multi hundred meters at minimum, often closer to a kilometer and sometimes larger. The exact size doesn't particularly matter as long as it's FuckHueg, enough so that a single unit deploying can radically change the entire battlefield. These include the Emperor-class Titan, Mega-Gargant, Ordinatus Machines, and Total Annihilation Krogoth.

-Titans: This would encompass the whole gamut of non-Emperor scale 40k Titans. Warhounds, Reavers, Warlords, Gargants, all of them. While previously we'd separated Titans into different size categories, this now feels unnecessary, as Titans will in general act in unison with each other as a combined force. So long story short, this is a place where you get to describe your whole Titan Legion. Most Titans are somewhere in the 50-300 meter range, though as with all classes this is subject to a degree of nuance. Other examples of this class include the AT-M6, Protodeka, and Jaegers.

Vehicles
-Superheavies: Baneblades, MTTs, Mammoth Tanks, AT-ATs, etc. Units in this category are generally tough enough that conventional anti-vehicle options aren't that effective, requiring specialists, overwhelming numbers, or the troops on the ground getting creative. Generally starting at ~15 meters and ending at around 40 meters in the largest dimension.

-Main Battle Units: Main Battle Tanks, most BattleMechs, the works. Your whole armored fist that provides combat vehicles and vehicle-equivalents. They provide an optimal combination of mobility, durability, and firepower, allowing them to make up most of your mechanized battle line.

-Lights: High-mobility units like speeder or hoverbikes, cavalry units, AT-STs & AT-RTs, 40k Sentinels, armored cars, etc. This is your recon, rapid-response, and fast-attack arm. Not very good in a stand-up fight, but very useful for fast and fluid forms of warfare.

Infantry
-Supersoldiers: Space Marines, Sisters of Battle, Dark Troopers, super-cyborgs, etc. These are your various supersoldiers who have some sort of augment that lets them do and be more (with that "more" being anything ranging from genetic augments to turbo-battlesuits) than the baseline soldier or elite could ever hope for. If you have esoteric-users without the High Magic trait, they belong here.
-Elites: Clone Commandos, Nobz, Spec Ops, higher interpretations of Stormtroopers, and other elite soldiers who are between the line infantry and Supersoldiers. Not augmented to the extreme extent of Supersoldiers, but well above your average footsoldier in terms of capability.

-Line Troops: Ork Boyz, Battle Droids, UNSC Marines, Imperial Guardsmen, you know these guys. They are your Poor Bloody Infantry that are present in every battle. They can range from unexceptional but solid professionals to cannon fodder conscripts, but they make up the majority of your infantry forces.

Individuals of Importance
-Lords and Commanders: Every faction has some sort of leadership figure, force-multiplier, or otherwise something that bolsters your Command & Control capabilities. This is where you point to what they are if they're something… special. Jedi Masters with Battle Meditation, turbo-AIs who can micromanage whole armies, and so on. Note that this is more for how good and what form your C&C capabilities take, and if there's anything extra to them, not necessarily how good they are at asskicking.

-Heroes: Heroes are not specific leadership figures the way Lords are, but they are concentrations of both skill and narrative power that makes them force-multipliers well beyond what their numbers and equipment may imply. Examples include Veteran Space Marines, Imperial Assassins, Jedi, and Sith.


Support
-Artillery: Indirect fire options, whether self-propelled, towed, or static. The exact methods used by artillery can range from tubes to rockets, guided missiles to teleportation, or outright magic rituals.

-Infantry Support: APCs and IFVs go here, but as do other units that are basically meant to give your infantry a leg up. This would be stuff like Imperial Guard Commissars and Priests who get attached to squads, Lizardmen Revivification Crystals and Engines that hand out buffs, or the Star Wars AT-PT or Starcraft Goliath, which act as mobile heavy weapons platforms attached to infantry units.
40/40 OP
-5 from Stronger Faction, Weaker Start
-4 ISOT Origin
31 OP remaining
-6 Increased Tactical Durability
-9 for Nine additional Base Magnitude Warfleets
-1 for additional Pops (5)
-15 for Development (75)
--1 Subsector set to Heartlands [75/75] (25 pops, RP)

25 Pops
1 Heartlands Tier Territory Point
10 Base Magnitude Warfleets
10 Resource Points per Turn for 2 Turns
Starting Location: Ykres & Rkeys: 2-H, A-2
 
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THE EPSILON UNITY
ONE PURPOSE, ONE VISION

Origin: Everyone knows the story of the Third World War and its aftermath, called the Unification War by who rules it. Allies and Communists struggled to become the dominant power, as the vengeance seeking Russians sought to quickly take control of the west using their newfound Psicorps. Yet the mind can be a dangerous weapon, especially when it's not fully controlled. Yuri, the founder of the soviet psychic program, was able to build up a secret army in the midst of Premier Romanov's conquest for a different goal. Communism, Capitalism, these were not the paths that humanity would prosper. No. Only peace through power can ensure a newfound ascension, and Yuri succeeded. He lived to see his vision implemented as he crushed the fools that entered Moscow. The Allied Paradox engine was wiped out, soon along with their pesky remnants in Point Hope. The traitors among them in the scorpion cell were hunted down, along with soviet remnants on the Moon. Yuri was victorious…And soon unleashed a new age of space colonization! Yet after rapid buildup and further construction, as a new stellar armada patrolled his empire, it was only the beginning. The construction of warfleets, the rapid design of new FTL technology, the continued mustering of massive amounts of military forces? For what?

Only Yuri knows for sure, but when he gave the command, his empire would be transported to a new universe, full of all sorts of possibilities. Including his greatest objective yet!

Leader: Yuri

Universe of Origin
: Red alert 2: Mental Omega (Almost perfect Yuri's Revenge)

Tier: Primus.

Definitive Trait: Generic Start (3 Extra traits, +5 OP)

Traits:

High Pisonics (Epsilon is a Psychic Army, and Yuri has kept it that way.)
Assimilator (Psychic Beacons and more over a population without a means to resist…Have prove the best integrators.)
Covert Experts (Illusion, mental trickery, and more secrecy embraces the very foundational beliefs of Epsilon.)
Logistical Independence (MCVs can build a base from scratch with ease, allowing for supply to be done always up to the front.)
'Devoted' Population (All belong to YURI! Complete Mental Unity!
Rahn of Renown (Rahn has entered into more frontline service.)
Origin Points:
45 points
39(Increased Tactical Durability)
35(ISOT Origin)
27(+2 Starting Subsectors)
25(2 Base Wafleets)
6(Initial development, 95 RP to Turn 2 Subsectors Established and 1 Heartlands)
3(3 Pop to fully employ subsector)
0(+30 starting resources.)
Focuses:
+Strikecraft
+Super Soldiers
+Infantry Support
Space
Macro-Capitals
Battleships were hard enough to construct already in the preparation phase. To build something even bigger?...Foolish for now!

Capitals
-Battleships: Two battleship designs duked it out in the naval scene, the HQ's own Decimator Class armed with heavy strategic weaponry, including a powerful Psychic Decimator Cannon, and the Psi Corp's own Manipulator. The duel was long and vast, but eventually the far more feature complete Manipulator won out over the mess that was the Decimator. The Manipulator brings the Psychic war to the forefront of the space war. The large nature of the battleship allows it to equip Psychic Beacons and Amplifiers onto the battleship, allowing for the mass telepathic control necessary to take over entire ships. Not only that, but it is equipped with powerful magnetic manipulation technology, with it's Psychic Polariser Railguns being able to launch powerful railgun shots or send in a special Attractor mine, which creates a strong magnetic field using the ship it's embedded into…Forcing all close by to clump up together! Primarily testing has shown it's only effective against carriers, namely their fighter craft. All in all, it is powerful and versatile in it's ability to manipulate the battlefield over raw destructive power.

-Battlecruisers: Though the Resheph was not cut out to fit a standard cruiser role, the life of a battlecruiser was deemed sufficient for the design. A stealthed artillery ship, the Resheph is armed with a rack of psychic decimators to strike at ships and defensive infrastructure from long range, able to remain cloaked as well while doing it. This slow moving projectile has proven devastating in all tests, and is expected to be a great surprise weapon. However like artillery it's weapon is not suited for close quarters combat, and like missiles it's exotic energy projectile can still be 'shot down'. Add in it's required slowness and it remains a specialist ship for a reason.


Line Ships
-Cruisers: The story of the Abductor is one of compromise. A dedicated cruiser sized flying saucer, originally in design documents it was called the Mothership, a massive carrier for the strikecraft and likely ground Zero for any invasion of alien worlds. It was to be the size of a capital ship and a centerpiece of Yuri's invasion. Yet problems already came in the form of the taxing amount of resources devoted to the two competing battleship designs, sucking out most resources for such construction as R&D and other projects grew. Meanwhile, the conversion program for the Resheph had given concerns of how a 'artillery-sub' was to act as the main lineship for Yuri's forces. So…In lieu of these problems the mothership program was downsized for a cruiser sized ship, renamed into the Abductor. A few upsized Dissolver beams dot the underside of the Carrier, along with powerful A.R.O pods, yet it's main weapons remain it's dedicated carrier capacity and of course it's Abductor Beam, an powerful derivative of the Magenton's beam that utilizes new antigravity technology to pull in targeted ships. Though it has to face its underside to aim the massive beam properly and shut down most weaponry, it is a vital tool in positional warfare for the Cosmoforce. Otherwise, it's middle of the road in armor and speed…But due to the incredible Abductor Beam has no room for a decent cloak.

-Destroyers: When Epsilon first engaged in naval battle against the Allies, they found that massive amounts of cheap minisubs were not the solution to all problems at sea. So, two projects were invested in. One of these was the Nautilus, a powerful magnetic sub that had a more traditional torpedo loadout. Launching a salvo of 4 torpedoes at a time and holding foes in place with a magnetic field, this proved to be what they needed for a ship. Added sensors allow for long range fire, and anti-stealth detection in of itself. Such a vessel was perfect for Yuri's arsenal, and as such was brought up to the stars as best possible. It's magnetic field still proves strong, along with a new powerful Chimera Cloak system. However it's use as a frigate is not…That desirable, given problems with the engine and an expensive price tag limiting numbers of this ship. Yet a powerful, reliable torpedo blasting ship should prove well suited for it's line classification.

Screenships
-Frigates: Building a space fleet is never an easy thing, especially on a time crunch and budget as the brightest minds of the Unity figured out how to create the FTL Chronodrive. As such, many of it's finest engineers turned to…A doctrine that had proven reliable before. Enter the Piranha class minisub/Frigate, a stealthed all purpose attacker. A.R.O pods and launchers of various sizes and scopes dot the standardized sub, leaving it's options wide against a variety of foes unusual to a ship of this size. Fast and cheap, of course it skimps on Armor, but what's a few losses compared to assured destruction of your foes? All things have a price Comrade…
-Corvettes: Fulfilling the role of Corvette is an interesting little ship, the Lamprey. An absolutely tiny ship with little more than booster engines, the Chimera cloak system, and a frontal grinder. With these it's role is very much clear-a mass ambush swarm. Packs of them lie in wait for ships to enter into range, wait, then assault! Smaller ships are likely to be torn off, while larger ones are often targeted to just chew through turrets and other weaponry on the outside. Crafty, cheap, and ready to chow through!...If the fragile state of these suckers are not exploited.

Summary: Epsilon Naval Doctrine is Primarily about positioning and ambush, to strike chaos along the lines and plans of their rivals. The majority of the force outside of the Abductors and Manipulators are stealthed, allowing for a massive unknown factor for the enemy. This works well for the Bombardment and Skirmish phases, the former relying on both the Nautilus' torpedoes and the Rasheph's long range shots. The latter also working well with strikecraft flying through and massed Lampry ambushes. Defensively it works the same-Reliable Strikecraft, a large amount of screen frigates, and of course the massed cloaking does wonders. However…The Clash though, is trickey. Of the many ships, the only ones outfitted to really focus in a stand up brawl are schools of Piranhas, the Nautilus with it's torpedoes and magnetic field, and the Manipulator as it turns foes to Yuri's side. Doctrine is to hope beyond all that the prior two phase have done enough damage for the rest to be weakened for massed combat-as stealth becomes useless in close quarters often. Pursuit can be effective however, tractor beams and the magnetic lock forcing ships to stay in place, as long range fighting becomes an option once more.

Aerospace
-Strike Craft: Epsilon's Flight doctrine is defined like the rest of it's forces, by unorthodoxy. Nothing can show this better than the Dybbuk series of strikecraft, capable of combat in both air and space alike. Yet these have received Yuri's full attention, as this above all else is what he can count on to win in the stars as well as on the ground. There are six Classes of Dybbuk, but only 4 are quite relevant in this context.
The Dybuuk I is the primary interceptor, usually sighted on or near Gehena Platforms, though the Dybuuk Hive and Carriers also carry this. With calibrated dogfighting A.R.O pods, this jet rules the skies.
Next the Dybuuk A is a fast attack craft, equipped similarly to the Interceptor but instead is committed to assaulting armored units, formations of vehicles on the ground and piercing into smaller ships or the hulls of larger craft. But it focuses instead of one large powerful missile, instead on a steady volume of A.R.O projectiles. Yet don't underestimate the cheap swarms of Attackers closing in to turn foes into swiss cheese.
Then comes from the skies, source of many fearful cries of infantry…The Dybuuk Evolver. These are the bombers, the ones that fly and make other die. Or in this case mutate into loyal brutes or whatever other horrible abominations their Genobomb cargo can use. Though it's certain that they will be armed with other sorts of ordnance in space, given how hard it can be to do such with a starship's crew.
Finally, comes the Seizer. Once another planned complicated device to bring the mental war to the skies, those that worked on it found that the glut of adepts allowed them to simply station about three of these mental warfare specialists on the planned craft. In a safe high flying flier, this is what shifted the air war to Yuri's favor. Not even planes were safe from being taken over, and special terminus drug emitters allow for a short boost to further enhance the chaos to those now fighting under Yuri above. Or below, as the jet protected it's cargo from sudden sniper shots or EMP weaponry. A weapon to change the world, and the course of war…
There are two other Strikecraft in Espilon's arsenal, based on the classic terror image of the Flying saucer. The Invader utilizes a Dissolver beam to decimate soft infantry targets, and a parasite pull to siphon power or resources away from an unassuming enemy. Its brother, the Ruiner uses an amnesia ray composed of many chemicals to induce paralysis on its target and all those around them. Turning infantry squads into nothing but forgetful fools!...Though the Invader is easily shot down, and though the ruiner can take far more of a beating…It lacks any truly damaging weaponry.
Finally, who can forget the artillery craft among them? The Basilisk utilizes psychic energy to propel and fuel its psychic energizer. A powerful weapon that can decimate structures, infantry, and put a big dent into spaceships! Though it remains ineffective against vehicles and folds easily to most AA defenses, it can at least remain relatively fast for its role and still remains a cheap option comparatively.
-Aircraft: All Espilon Strikecraft easily serve as Aircraft as well.

Ground
War Engines
-Behemoths: Irkalla Rises. These two words were uttered when the first Ariel Fortress rose from the Antarctic war factory. Built in response to powerful weapons under construction by his rivals, Yuri put his greatest weapon designers and engineers to create Epsilon's ultimate counter. And on that fateful day did he let loose on the London fortress, almost annihilating the last bastion of the Allies. Yet even once it was destroyed, it was not the last sighting of such a ship. An Irkalla holds a frightening array of dissolver beams and supernova cannons, which can rapidly fire to destroy just about anything that resists Yuri. Wrapped as well in some of the finest armor, it takes a hell of a lot to destroy, even with AA defenses. It's only real downside is incredible slowness, though the forces it leads usually are just as slow anyways. And of course, that's only on the offense…

-Titans: The Unity has none of such weapons here, for it has already received better.

Vehicles
-Superheavies: These, usually called 'monster tanks' by earth, are not all conventional as it were. Even the most normal of them still has a gimmick of sorts, but perhaps this makes them even more terrifying…
From the minds of its adepts come's Psi Corp's Mastermind. A massive brain sits in the middle of the large chassi, bringing the terrors of mental takeover to the armored battlefield. Three times the telepathic capacity do these tanks hold for even more ability to terrorise and break enemy ranks. It can even go above and beyond such, though the strain overloads the mastermind. Though…The former adept that now rules it's mind will take hold of whatever is in range, with no regard for it's own health as they go on a massive power trip. Slow yet heavily armored, this threat has proven devastating across the battlefield.
Once more not going for a conventional threat, the Tyrant once more embodies the Scorpion Cell's battle doctrine. Cheap enough to produced en mass, fast, and always striking at unexpected targets or directions. The Tyrant is a heavily armored threat that can drill underground to get to its destination, ready to unleash a hell of toxic pellets on unexpecting foes. Key word, unexpecting. It is still the least armored Monster Tank and it's weaponry will never win a straight up fight against conventional opponents. Though with the ability to drill it shouldn't need to engage it, simply pop out at an base or unguarded flank and devastate all that remain there. If it can remain, you know, undetected preferably.
Once more, HQ has what could be considered the best of epsilon's individual efforts, the mighty Colossus. A monster tank to tower over all of it's rivals, this brute holds two powerful pisonic blaster cannons. Wielding the might of the mind to destroy similar tanks and devastated armored columns with the AOE effect of a psychic shockwave. That is not all however, for it boasts an special anti-air mode that transforms it into a deadly anti-air threat as it deploys it's heavy AA gun. Though of course it would take time for this vehicle to shift, and it has proven surprisingly ineffective against anti-armor infantry. But that does not prevent Allies and Soviets from fearing the armored defenses of Epsilon.

However, this is not all epsilon has access to. For the ideas of the defeated have been picked up and integrated into the mighty forces, in rare quantities mainly. First up is the Wormqueen, derived from Yuri's fascination with Tesla technology. A massive drilling tank, it burrows through the ground and comes up like the tyrant. But unlike it, the Wormqueen has an actual gun in the form of psionic bolts-Tesla's death ray made manifest. Slow firing it may be but it is effective against just about anything that doesn't fly. And do not try to use lighting against it, for that only makes it stronger and heals! All who go against it are lucky that it is slow and not that durable for it's expensive price.
Perhaps the second one can be even deadlier, for the Scavenger will always ensure that Epsilon has the weapons tech it needs. With the power of allied adaptive technology and it's drain cannon, this vehicle takes apart it's enemies and incorporates their own weaponry into it. Durable but also fast, the Scavenger has proven a powerful rare treat in many Proselytes' armies from this powerful adaptive ability. And it will be the bane of those more advanced (for now) than Yuri.
-Main Battle Units: There is no general purpose Main Battle Tank shared by all Epsilon's mighty forces, but three types shared among all should be a good indicator. Often cheap but still with added touches, these Basic Tanks try to form up and perform as they are needed. Even though, frankly most
The Lasher Light Tank is Psy Corp's main variety, taken from an old soviet program to complement their own rhinos. Tough and efficient as the school of soviet armor philosophy expounges, what makes it special is a unique quick draw reload feature. 4 shells can be rapidly fired out of the tank before switching back to a standard autoloader, making it a powerful ambusher and first striker. However even as the toughest of the tanks, in a prolonged fight it has proven to be…Lackluster in staying power.
As it was originally an insurgent force, the Scorpion Cell does not have a particularly good MBT in the aptly named Mantis Scrap Tank. Though fast in production and getting to the battlefield, this tank relies on mass numbers most of all to rush in against the enemy. It's own armor is even designed for it, allowing for rapid battlefield repairs from the other recently destroyed Mantis Tanks. At least it still packs a punch.
In spite of it's development, the Opus Tank remain's HQ's pride and joy, a truly flexible conventional weapon of war that doubles as an infantry support vehicle as well. Armed with two 100m turrets, one is always crewed, while the other is only done when the tank picks up infantry, whether a lone initiate or not. When at full capacity it acts similarly to the Mamouth tank, stagger it's twin barrels for a one-two punch at it's oponent's armor. All around it is flexible, reliable, and still performs above and beyond as a troop transport.

-Lights: Unlike his Soviet origins may suggest, there are many light vehicles inside of Yuri's Arsenal. Like for instance the stinger, a multi-role scout, infantry transport, and repair robotic walker. Like the Terror drones and Robotic Tanks this light robot is capable of mauling infantry with it's acidic sprayer…Though it isn't quite an armor killer.
Next up on the common Espilon Arsenal is the Gatling Tank, the mobile version of the Gatling Cannon. It is simply a light tank with a rapid fire weapon, twin gatling cannons that can spin up to put massive amounts of bullets into the ground or nearby sky. Infantry and Aircraft alike fear the sheer volume of fire they can put out, but armor can rest easy as long as it's rate of fire doesn't hit it's maximum level. It's light and fragile armor is also an issue, though it allows the tank to continue firing while moving.
2: The various Subfactions of Espilon have also contributed their own variety of light vehicles, suited to their approach in war.
Psy Corps delivers the fearsome Marauder, a high speed floating hover tank that takes reactivity to the next level. Though stripped of much armor, this light tank packs a powerful pyrokinnetic beam and anti-gravity plates to ensure that no terrain can impede it. It's mission is to embody skirmish warfare, darting all around to run circles against heavier opposition and use superior range and unexpected vectors of attack to strike when most unexpected and vulnerable.
The Scorpion Cell provides a high mobility trike in the form of the Speeder, a skirmishing missile carrier meant for engaging armor. This rugged but once more fragile vehicle uses a RPG-S launcher to deliver missile firepower at armored foes, able to move circles around most tanks and artillery. Speaking of that, they can even switch to firing it's payload to the skies in order to act as such. Though, their weaponry is not so effective against infantry and aircraft. Either of those are foes this unit should speed away from.
Finally but nowhere near least, Epsilon HQ has a sneaky surprise in store with the Shadow Tank. Scout and powerful weapon alike, this tank has the heaviest armor in the light vehicle weight class, though still of course rather fragile. Yet it's greatest defense is it's own cloaking device, which allows it to be invisible to all but dedicated detector units until firing. Twin Dissolver beam weapons annihilate infantry and hurt other vehicles, allowing for a powerful ambush strike. Yet the crews are taught to value patience as well, waiting for the most opportune moment to drop the cloak and deliver a crushing blow.

Infantry
-Supersoldiers: Those that are beyond human in ability and power, the genetic horrors that Epsilon holds…This is what makes up the mighty supersoldiers of Yuri!
1: First is the Archer, the cheapest of Epsilon's mutant meraginery. As the name has helpfully suggested, these utilize only the finest of mass produced high tech bows to strike at those that oppose the unity of will. Not only do the enhanced muscle mass in arms and perception enhancement assist with their weaponry, but their projectiles known as ARO (Armor Rupturing Objects) have proven devastating to armored vehicles. And not just that, for their shots can hit up into devastating heights and fire upon aircraft as well! However they remain fragile, still able to be run over by armored opposition, and their projectiles are not the greatest against massed waves of Infantry, nor are their defenses against dedicated anti-infantry weaponry.
2: Next shall be the Virus, the thorned toxic rose. Originated by an elite bodyguard unit, these beauties are selected from the promising female populace or directly cloned from priorly enhanced soldiers. Either way the result after training and mental implantation is the same-Elite Snipers enhanced to superhuman levels of strength and marksmanship. They use this newfound ability to shoot from their rifles darts filled with a deadly pathogen, designed to assault the body and let loose clouds of gas to further spread across a crowd of soldiers. Oftentimes these assassins strike the Sergeant or other commander amidst the rank and file, devastating morale and turning their presence into a deadly mistake. Yet, not only are these frail killer shooters rather ineffective against tanks and machines, but they are also rare due to their expense. Like much of Epsilon's forces, a commander must be careful in their use.
3: Brutes are as simple as it gets. Hulked out behemoths, these mighty but intellectually challenged forces can rip tanks with their bare hands and shrug off tank shells on the charge. Not like intelligence is much needed for them, the simple mind can be quite an advantage in itself! You cannot trick or seize a brute's mind. The only real downside is the range of their fists and the mediocre speeds they have. Otherwise these mutants prove the cost effective muscle of Yuri's army.
4: Complementing the above mentioned Brutes, are their more intelligent spin offs. The Stalker boasts most of the advantages of the brute, along with the intelligence to actually carry weaponry. Their primary meteor cannon acts as powerful artillery while crushing light vehicles, while the drain cannon saps the natural psychic energy out of their foes and into nearby friendlies. Like say a pack of brutes charing into foes! Though this means they are more a support role than a powerful all around attacker, the Stalker is still something to be feared.
-Elites: Where Elites come to the forefront, Epsilon has two flavors. Both Adepts and aptly named Espilon Elites, the masters of the mental aspect of Yuri's war to unite all under one will. Yet there are more conventional soldiers among them, dominated by the useful remains of the Scorpion Cell(s), though one cannot discount the mobile Duneridder available to all.
1: The Esplion Adept and Elite are, despite being elites, the very thing that struck fear into the hearts and minds of their foes during the mental omega war. Their insidious psychic arts and telepathic prowes allow them to take control of the minds of others! Well, one unit at a time. Yet this has proven the downfall of many a man, whether turned against their former allies or simply tossed into the reactors or far more often the grinder. Though they also may be fragile, that does not mean they are defenseless. For a mighty psychic blast is available to the still-training Adepts, and the floating Elites use their newfound telekinetic might to great effect.
2: Yuri may have some fondness for the results of powerful psychics or mighty mutants, this does not mean he doesn't appreciate more conventional applications. Enter the Duneridder, a natural evolution of WW2's grenadiers. These high flyers utilize advanced hoverboards to rapidly move across the battlefield, no matter what terrain is there. Only to assault the target with toxic grenades, annihilating infantry and structures! Yet their speed is also their only saving grace, for their fragile standing leaves them vulnerable to anti-infantry weaponry. Not to mention ineffectiveness against vehicles, or the fact that any fighter aircraft worth their salt will have an easy time with them.
3: This is not all of Espilon's elites, for there is a core of committed soldiery in what remains of the various Scorpion cells. Though their leader may be dead, what he left behind are cunning and powerful infantry well suited for Espilon's style of war. Among them are Hijackers, though many argue they're more in line with Espilon's own expertise at subversion, and the Scourge. These elite anti-armor soldiers utilize heavy weapons to launch armor-piercing EMP rods right into their targets, not only penetrating deep past armor but employing an EMP effect to shut down vehicles. Though equipped with plated armor to prevent the usual fear of vehicles mowing them down, they are still very agile and able to catch up with most vehicles. Yet this means their armor isn't all that effective, leaving them still fragile.

-Line Troops: Espilon's most numerous and "basic" Infantry comes in two main variants, the Initiate and the mass swarms of Bloaticks.
1:An Initiate is the lowest on the Psychic totem pole of Yuri's forces, unable to mentally dominate even one mind. Yet what mental prowers they do possess allows for telepathic coordination and with the assistance of technology, powerful pyrokinesis. Stalin's old use of flames lives on in these waves of troopers.
2:Another product of the twisted minds Yuri has collected for his vision, a bloatick is a biomechanical organism that struck fear to any that came close during the Mental Omega war. It is designed to secrete, store, and carry to any enemy it's unleashed on a highly explosive toxic substance that annihilate flesh or even tanks and buildings if enough were there. Though very fragile given their living bomb status, these creatures make up for this in sheer numbers and an ability to burrow given enough time.
Individuals of Importance
-Lords and Commanders: To Command and Conquer, one must know the battlefield and their enemy. Yuri's Proselytes know this well-some of his most powerful psychic acolytes make up his generals. Selected for command ability and strategic thinking, they are psychic experts. Battles are directed from their minds in a psychic command chain, as their Visions allow for limited mass mind reading. And if need be…They can activate Psychic Dominators to devastate the field with psionic might! Though such efforts take time to build up towards.

-Heroes: What are heroes, really? Lone individuals that shine through courage and intense will? Epsilon has many such Acolytes that develop their own psychic powers. Varied, for good and ill of that. Yet Yuri knows the true measure of a hero…A lesser legend, and if his cloning technology can only lessen the abilities of his stars. Then they should go ahead and create Libra And Rahn clones to fill experienced roles. Not as psionically potent or intelligent as either of their originators, but surely good enough for production.

Support
-Artillery: As with all things Epsilon, what artillery options that are available are unique and tend to defy convention.
Firstly Psy-Corps has developed the Magnetron, a powerful medium hovercraft with a magnetic weapon able to destroy a variety of dedicated structures with one function of its beam, and force most vehicles and some troops with metallic armor to slow or even stay in place! A powerful tool in countering maneuver warfare…Though it's slow fragile nature and inability to stop counter attacks from immobilized units make it not the end all of warfare.
The Scorpion cell provides yet another low cost but still effective unit, the Plague-Splatter Catapult. An archaic weapons system for the modern age, it is a cheap means to deliver artillery in the form of toxic barrels to the enemy. Structures and Infantry dread it, while armored threats at least have to consider it's effects due to the toxic aftermath eating away at armor. Though the lack of armor and benefits of being inside an enclosed vehicle instead does mean these should stay at the back with the threat of an armored fist.
-Infantry Support: What epsilon can provide in stride, is a variety of weaponry to support it's efforts on the battlefield, usually to it's infantries' benefit. It holds a variety of Structures to deploy at it's bases for a variety of strategic benefits, along with many other surprises as well…
For more conventional Infantry Support there is the Driller APC. It's simply a troop transport that burrows underground to deliver troops wherever they want to go. All terrain by nature of its drilling nature, it can also be a surprise to those that cannot predict it's movement. Otherwise it lacks in combat armor or weaponry, serving only as a surprise cheap APC.
Oxidisers are simply a scrap amalgamation that can fire capsules that can heavily weaken Aircraft armor. Fast and amphibious as well, but it cannot attack anything else or really damage anything. Piloting these is among the worst duties someone can undertake…
Spooks are Yuri's take on the canine friends used in the great war, grotesque creatures able to cross water and devastate the poor bloody unarmored infantry if they get in close. Also able to sniff out through any disguise and serve as a scout, this cheap unit is a must for reconnaissance, counter-espionage, and bioreactor fodder. And don't forget cannon fodder!
For those more willing to sneak around, AG Repulsor charges can mess with those pesky vehicles easily. Place this bomb at the center tank of an armored formation, and watch as the rest of it's unit around it lift up into the sky! A sneaky way to sabotage armor and likely destroy it, along with lighter vehicles.
What truly gives Epsilon it's dominance on the infantry field is not just psychic warriors or superior mutants, but an arsenal of strategic support powers. A variety of Drugs can be used to enhance regeneration or boost combat performance. The Shadow Ring can ensure any unit can be cloaked, enhancing subversive efforts on the battlefield. Ravens can also be sent to spy on others. This and more represent a host of tools that can help infantry.
Chimera Cores are a versatile cloaking system, which although cannot cloak itself, everything surrounding it in a certain radius can be hidden. From hiding bases to rallying points, this is quite handy in the information war. So much so the Hazequad was developed to be a Chimera Core on wheels, taking away the need for external power or being stationary.

Army Summary: Chaos is a latter, and the Epsilon Army intends to create the biggest one when it comes to the battlefield. Many of these units focus on both the initial clash, and the opportunities to exploit it. Mind control, powerful mutants, and more come to rue the day of the Enemy that fights against Yuri's army. Yet many of these do not fight…Conventionally. They have tricks, which they can exploit during the fight. Epsilon is not well equipped to fight a straight on fight, except for decked out HQ armored regiments. This may make it good at most phases, as long as they keep up the surprise. Shock rules the day, but if it can't work…Then there may have to be something to be done to fix it.
Location: Vyranodasik, J8
 
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The Firstborn of the Old Ones (GoD Lizardmen/Quetzels)​

Leader: Lord Disa'Gonsuuc, Slann Mage-Pries
Universe of Origin: Spartakrod's Warhammer AU Galaxies of Darkness
Tier:
Why are you here?: During the Time of Endings, as the material universe and the Warp drew ever closer together as the veil between was weakened, a well-developed and defended Quetzel enclave came under siege by the Forces of Chaos. After years of brutal fighting, the forces of Chaos managed to successfully trigger a massive ritual that was intended to open a warp-rift in the center of the Lizard's space. However, the Slann, being Slann, had already seen the Ritual building and worked out a counter-ritual that should have turned the power of the Damned back uppon them, obliterating them and many of the Octette's fragments wholesale.
Instead, it wrapped their area of space in a bubble of sanctity and transferred them to somewhere…else. A place where the stars are different, the warp whispers in strange patterns, and unknown power licks at their borders…

Definitive Trait: Generic start

Origin Points (45):
Faction Tier Extremis (6)
-Faction Tier Maximus (12)
--Operational and Strategic Movement Speed upgrade (The Webway) (6)
--Increased Tactical Durability (6)
ISOT Origin (4)
-Initial Territory development x11 (11)

Starting Assets:
1 TP, Industrial Development Level, Excessively Defended
20 POP
1 Base-Magnitude Fleethorde

Traits:
-Fortification Experts
-High Magic
-Unbreakable
-We'll Be Back
-Devoted Population
-Age of Legends
-Martial Society
-Additional Specialization


Drawbacks
-Keystone Army (The Slann)
-Culturally Dependent Doctrine

Order of Battle:

Focuses:
-Macro-capitals
-Vehicles
-Infantry Support
-Lords

Void:
Macro-Capitals*:
Supercapitals: The Lizardmen's super capitals are an iconic part of their fleet; with the temple arks being impressive fixtures in the void, housing spawning pools, star chambers, plaques, and all other things that the Cold Blooded Ones deem vital and necessary, escorted by stately Nautovenators that are more purely dedicated to the art of war with deadly broadsides and powerful turrets to smash anything trying to escape the storms of magic unleashed by the Slann or the long range lance fire. Also perhaps just as deadly are the Astrosaureses which are of course; enormous reptilian void creatures like the Mosasaur like Tylodon, the great turtle esque Archoterron, or the massive feathered Quetzalcouatl that is a living warp event as the beautiful rainbow feathered serpents energies thrum through the warp to bring forth order. As a rule, these massive Astrosaurs are seen moving in close to chomp their way through starships that survive their biological prowess. As a rule, lizardman void battles commence with powerful sorceries before letting the monsters in its armadas go about pouncing on a prey reeling from the initial strike; and the supercapitals are most often the deliverers of these initial blows.

Dreadnoughts: The Dreadnoughts of the Lizardmen are usually utilised as escorts for the Supercapitals, offering more specialised capabilities

Capitals
Battleships: Lizardmen capitals are much like smaller versions of their supercapitals for the most part, generally more specialist due to the reduced amount of mass to devote to covering contingencies. Capitals are of course, expected to be able to serve in places where full supercapitals may not be able to commit to, and so the templeships are able to serve in many of the same roles that the larger temple arks can. Astrosaurs of these scales typically call to mind somewhat smaller mesozoic marine fauna like the kronosaurs or the medium-large ichtyosaurs and plesiosaurs as opposed to the giants of the deep seen before; but serve largely similar purposes. Standard combat ships include the bombardment focused Mitzatek class whose winged geometric shape is built around a mighty prism cannon or the Aertok class great carrier that can vomit forth clouds of lizardman strike craft; or the infamous Tawancha class battleship that can see wave after wave of imperial ships try and fail to match it in slugging contests and drag Cairn Class Tombships to a bitter stalemate.

Battlecruisers:

Line Ships
Cruisers: Whereas the Imperium typically considers cruisers to be the standard currency of naval combat, the Quetzal emphasize their capital ships more due to their attachment to the spawning pools, the artifice chambers aboard such vessels, and the mighty star chambers within them. Though most cruisers will have at least some Slann among the crew, mystic might is not the overwhelming focus of these warships. Rather they are built to serve functions foreseen by the slann, such as the Yatzko class that delivers volleys of glyph-torpedoes loaded with a wind of magic or the Argtol class that serves as the smallest type of carrier in the fleet. Cruiser scale Astrosaurs are eclectic and of many varieties, though they typically excel most in the clash phase as one would expect, having viciousness able to compare to tyranid bioships and durability to surpass most of them.

Destroyers: For many reasons, the Quetzal are not overly fond of small ships, but they do make use of plenty of destroyers that are virtually always seen swarming around their greater ships. Most are supportively oriented, though skink and especially chameleon skink operated destroyers may use more raid-oriented tactics; as may boarding-focused Saurus or Terrapons who use them to slip towards enemy ships in need of boarding and launch their attacks. Kroxigor craftships are also most often of this size, using their instruments to build, maintain, and harvest in works of labour that do not need larger still vessels; and can be used to heal or repair other ships just as revivification ships may heal astrosaurs. Astrosaurs of this scale typically come in shoals and rush down already engaged foes.

Screen ships
Frigate: Few lizardmen ships that are not primarily intended to serve as landers of this scale are built, and those landers are generally used whenever teleportation or shuttle assault or webway gate usage is not practical for whatever reason. The exceptions are typically Craftships which serve as labour and support vessels, and rely on larger vessels' webway tunnelling for faster than light travel; and the others being mobile star chambers for more solitary slann contemplation and astromantic manipulation. However, many astrosaurs are actually of this size, and are regarded as swarming menaces to strike craft in particular whom they are skilled at hunting down.

Corvette: All Quetzal combat vessels of this scale are astrosaurs or landing craft, the first ones have seen little value in building warships this small when the Slann can simply telekinetically puppeteer the likes of a defensive station to serve most of the same purpose.

Aerocraft
Strike Craft: Quetzal strikecraft include a myriad of piloted mechanical craft, idol craft dedicated to various old ones, slann guided telekine craft that are operated by the power of the toadlike beings alone, and small astrosaurs. Quetzal strikecraft are well regarded as excelling in nearly all categories and being surprisingly numerous despite being built to such standards and were nearly always regarded as some of the very best in the galaxies of darkness. The Shoktak Strike-Fighter is one of the best known for its ability to not only dominate strike craft engagements but also harry larger warships with heavier munitions in support of the Ixxil bombers and the shoals of Etherdons who fly in the void of space alongside them; or the rather disc like Zintar gunship that blows holes in enemies before vomiting out deadly payloads of warriors and monsters within.
Aircraft: Most Lizardman mechanical strikecraft are space capable with very few exceptions, their purely atmospheric aircraft thus tend to be all manner of winged beasts or high-performance anti-gravity craft that due to functioning off of repelling from gravity; cannot work in space. Lizardman aircraft are very much supportive to the ground forces though they are numerous and varied. Air cavalry is in particular a common role amongst those who ride Terradons, Ripperdactyls, Azdharcae or among flocks of smaller Pterosaurs; including the winged Quetcoatlid breed of Lizardmen that take after the Azdarchae they have mastered the art of taming and rearing. Flight pack capable lizardmen generally only use these flight packs to jump between ground combat positions. Larger atmospheric reptilian creatures like the Couatl are also often able to channel the winds of magic, and Couatl often assist the Slann in unleashing these magics on foes.

Summary: The Quetzal are one of the few beings in their native reality who were able to fight the Necron black fleet on even ground and are regarded as masters of void warfare for good reason. While they have definite preferences, they have few genuine weaknesses in the sense of complete lacks of capability. Like their necron adversaries, they prefer to get close and their seemingly lumbering nature is deceptive as they are surprisingly swift in straight lines and enjoy great operational mobility through the mastery of the webway and the usage of magic to increase speeds. And their strange arcanotechnology allows them to reorient their directions surprisingly fast. Typically the Lizardmen devastate an enemy with an overwhelming alpha strike once the harrying elements have identified the weaknesses of the enemy; upon which these already committed forces will intensify harassment to keep them disoriented before the primary fleet itself closes in for the gruesome work of the clash where most enemy fleets are generally broken in short order. While good at retreating themselves through the webway or using magic as screening; one area where the Lizardmen do struggle is in preventing enemies from fleeing themselves due to having relatively little attention devoted to hunting down routers who escape the initial slaughter. Instead in this eventuality, they prefer to let the enemy reconvene somewhere they can be smashed in one big clump once more as many times as is necessary to shatter the threat altogether.

Planetary:
Ground Units
Behemoths: The warbeast side of the Lizardmen's largest units are generally based on reptilian Daikaiju; the atomosaurus being obviously based on Godzilla, the Anguidon being Anguirus and so on so forth. Their mechanical behemoths are generally either extremely large idol constructs or are essentially massive hovering pyramids and ziggurats. The former are the primary fighting element of the reptilian behemoths, and they have both a lot of them and quite powerful ones, with the Atomosaurus being one of the all time champions of Behemoth on Behemoth battle in Galaxies of Darkness even if they aren't quite as well suited to clearing out smaller troops due to lacking the sorts of turret weapons you'd see on Titans of this size. Idols of this scale are essentially walking fixtures in the warp that radiate the energies and narratives of the Lizardman army; forming walking, blasting nodes in the Astromantic web that can seal the advance of an entire army and are thus typically committed into the thicket of a fight to press the advantage, well equipped to deal with the smaller chaff. Vehicular behemoths, such as the Hanging Gardens of Itza are generally roving spawning pools and star chambers where multiple Slann can contemplate in safety even in the midst of a battle, and as such are mostly backline support oriented rather than direct combatants and rely heavily on First One mysticism.

Titans: Titanic Lizardmen creatures include the famed Sauropod like Thunderlizard, the towering therizonosaur-tyrannosaur hybrid like Reaper-Claws, the Titanoserpents and other such creatures; all who typically serve a particular purpose in the reptilian army and are each festooned with large quantities of reptilian warriors riding on their backs, each usually having a younger fifth rate slate riding on them to help guide them. While these creatures are less noteworthy on their larger behemoths, they do make a greater portion of Titanic fighting capability. Idols of this scale are essentially large scale priest units that serve a role akin to that of Chaplains or Sigmarite Warrior-Priests on a bigger scale; capable in combat, but more typically relied on for their ability to draw out fighting capabilities from their surrounding forces they may not know they had and anchoring positions that must hold. The great floating vehicular constructs of this scale are generally specialist arcanotech carriers that are focused on a specific support role; like the Spheres of Contemplation using the black holes they contain at their centre to manipulate the flow of gravity to draw fire away from more important targets or cripple an enemy's aerial mobility.

Vehicles*
Superheavies: While the Quetzal have both vehicles and archosaurs; it is their monsters that are the better known of the two, with the Dread Saurians, Arcanodons, Ceratopsi, and the armoured Ankydons being the most well known dinosaurs to fit into this category; while vehicle wise; the Idols of Chotec are powerful mechanical walkers of stone and strange metals and the Steele Tanks hover serenely over the battlefield to cast forth the great prismatic judgement of anything that escapes the judgement of smaller Lizardmen units. Overall, Lizardmen superheavies are lynchpins that serve to bolster the whole of the Lizardman advance through their presence, the idols and warp effects woven into them radiating power that can provide a decisive edge while each sort of superheavy unit offers some form of capability whether it is the Dread Saurian's crushing bite able to easily slay monsters or the Steele's prismatic refraction cannon to devastate large numbers that will offer something vital to the army of the cold blooded.

Main Battle Units: While things such as the Ziggur Tank that hover over the battlefield and strike with obsinite and ignean cannons or the mechanical Idols of Sotek are known here; what most people think when they hear of this category are the utter menagerie of reptilian archosaurs such as Carnosaurs, Stegodons, Bastillodons, Troglodons, Ancient Salamanders, Ancient Razordons and myriad other beasts for every imaginable role and purpose. Not only are Lizardmen main battle units extremely varied, they are powerful and versatile as each can have all manner of devices fitted onto their backs to serve one purpose or another. No lizardman army si truly complete without these; and they are arguably one of the very foundations of the Quetzal army as a whole.

Light Battle Units: Ceratovenators (Ceratosaurs), Megaraptors, Ferrodons and more serve as the animal core of the light units of the lizardmen; while nimble but dependable and generally skink operated hovercraft and smaller Idol units are used to fill in this category. Typically venturing alongside skinks or as cavalry units, these forces are hunters first and foremost; sniffing out where attacks can be pressed into and then bleeding the enemy with initial slashing strikes to sound the hunting call. Or slashing at the logistical tendons of the enemy to weaken an advance or simply looking for things to kill. Though they are not quite as famous as the massive menagerie of their larger counterparts; they serve a purpose all the same, and the clever skinks often get rather creative with the ways they make use of old one technosorcery to add support abilities to their craft that aren't directly battle intended.

Infantry
Super Infantry: The immortal Starbloods have been infused with tiny revivification crystals woven into their very blood, granting them such vigorus and aggressive regeneration that only specific methods can actually keep them dead even if the Lizardmen teleport-out systems fail and external revivification energies and healing magics are unable to restore the body. This makes them utterly fearless, and their incredible powers of healing mean that it is very difficult to make them sustain any actual losses. In addition, the process bolsters their physicality, making them larger, stronger, faster, and tougher than an unmodified specimen of their species. Starbloods are to standard Quetxel as Astartes are to standard humans. While elite infantry have calmed the primal instincts in the reptilian ones; the super infantry know how to use them, and can focus those hunter instincts towards their own ends, and they are typically brimming with the power of the warp; which is infused into their every blow as well as their fully encasing high grade power armour. With even their scales being at least as tough as power armour and their flesh harder than most alloys, encased in such a way; they are able to be dropped into the thick of the most important engagements without fear and as such are a mobile reserve to be deployed where needed most. Such as to hold a position that must stand at all costs, or to be inserted into a place that absolutely must fall.

Elite Infantry: Temple Guardians and other such sacred cohorts are identified by their high grade armour and old, thick scales and their lavish weapon equipment. These forces typically are moved to protect key assets such as Slann, powerful Arcanotech, or sacred sites and are generally more defensive than offensive. They are however, immensely resilient and are able to outlast nearly any other equivalent foe; and in the presence of their charges are even more resilient than normal, particularly when one includes the near ubiquitous "Scale-shield" technology of the lizardmen that gives them yet further resilience against nearly all forms of harm. While typically preferring closer ranged combat, the Elites of the Lizardmen are still somewhat able to fight from a distance; though this is often to suppress enemies to get in close with the exception of specialists who make use of hover-platforms or longer ranged weapons to pick out foes or bombard those trapped in the thick of the fight; knowing full well that the other first ones will calmly move to avoid friendly fire.

Line Infantry: The Lizardmen are well known for obstinate durability and immovability even with their most basic warriors, as even the conventional Skink, Saurus, Terrapon, Mosauri, Kroxigor, or Troglodyte cohorts with their basic armour and weapons are still legendary warriors; with a single Saurus Warrior needing twenty slugga boyz to be brought down should they be the melee focused Assailants, or twenty Shoota boyz if they are the ranged combat focused Sentinels. Skinks and Chameleons are primarily skirmish and flanking troops who move with support from faster moving salamanders, razordons, and other war beasts with integrated hover platform support; looking for positions that may be weak while the iron fist of the Saurus and the brick wall of the Terrapons closes in and holds the enemy in place for the monsters of the Reptilian legion to fight. Slann magics and revivification energies keep the reptiles in the fight; while the more offensively oriented breeds such as the Kroxigors are unleashed to break up the infantry scrum. The lizardmen are virtually fearless and care nothing for pain, and few can hope to grind against them.

Support
Artillery: The Lizardmen strongly disdain fixed or slow moving artillery units and consider any artillery piece on anything less mobile than a hover platform to be a waste unless it is part of static defence networks such as can be found on Temple-Cities. They thus tend to not have the sheer weight of artillery that many other factions of the galaxies of darkness can bring to bear, but what they do have tends to be highly mobile. The powerful sorceries of the Lizardmen; especially the Slann; often supplement or replace the duties of enormous wide-area artillery barrages while the more conventional artillery of the reptilian ones trends more towards direct fire or sniping out targets that may be problematic; with relatively few wide-area indirect fire artillery weapons to call on; generally wind-glyph bomb launchers or ignean projectiles that release volcanic fury in the midst of a foe.

Infantry Support*: Lizardmen typically travel into battle by teleportation, the hovering Scale-Barges that can disgorge more soldiers than they seem like they should be able to fit inside with space folding methods, webway gate arches to allow them to simply march into battle, or dessanting on their famous dinosaurs until they reach their destination. Though as the cold blooded ones do not feel fatigue as many do; this is less of a major concern for them with the noted exception of subterranean transport. Indeed most of their transports are more focused on infantry support than transport per se, as the lizardmen only truly need transport in the face of the heaviest of enemy fire; leading to their IFVs being built to extremely high endurance standards and usually being outfitted with weapons that would be useful for supporting nests of lizardmen warriors. Though there is an exception with boring machines being amply used due to the long wars with subterranean lurking foes such as Skaven.

Individuals of Importance
Lords*:

Heroes:

Summary: The Lizardman core is based around its dinosaurs who are the thrust of its sword, as well as the incredibly powerful esoterical energies they can call on through the almost matchless arcane might of the Slann; and the expertise of priests from the servitor breeds and the Couatl. These dinosaurs however, generally push into the fray first after volleys of deadly suppressive fire into the foe from which lighter elements who have been harassing the foe throughout can then use as cover to flank around and find further weaknesses. As the foe tries to deal with the initial mash of powerful frontal attack units, vehicle and idol supported infantry follow suit to turn disarray into collapse, smashing into a foe with an iron wall of virtually unbreakable troops that will endlessly grind forward until the foe is reduced to dust or the reptilian ones are slain to virtually the last. At the lynchpin of these though; are the almighty Slann whose magics can influence and determine the entire course of the battle, and whose keen minds coordinate with the commanders of the servitors to form their battle plans through prognostic contemplations.

If the Slann are forced to retreat via teleportation due to wounds or are outright slain; the operation is often deemed a failure even if the battle itself is won; especially as the secrets of calling forth the Seraphon are generally only known to a select few servant-priests outside of the Slann; and it is these seraphon who can be used to plug holes in the line or exploit gaps in the foe. Lizardman seraphs are generally derived from the most reversed members of the Lizardman pantheon, and are one of their primary methods of reducing a foe that has already been broken by their overwhelming shock and the irresistability of their grinding momentum as the reptilian army is not exactly oriented towards pursuing such foes.

Starting Legend: Lord Disa'Gonsuuc, He who Stayed the Swarms, Incandescent Master of Hysh
The Slann Mage-Priest Disa'Gonsuuc is fairly old, having been spawned near the end of the War in Heaven and was specifically tasked with defending the Old One's remaining core space from the ever-more-virulent incursions of Warp-Predators such as Enslavers. He quickly determined that channeling the wind of Hysh was particularly effective against such creatures, and he spent millennia mastering the Lore of Light, a skill he has continued to hone over the many, many millennia since his Masters vanished. And now, he finds himself somewhere wholly new, and with the Great Plan far, far out of reach.

Starting Location: H-8, Ideally right next to Kalimdranor

In-Game Changes:

Researched Tech: None

In-Progress Research:
-Magical Compatibility (Revolutionary Breakthrough, Lords and Heroes): 2/? Research Slots committed.
This new universe obviously has vastly different fundamental laws. New dimensions, methods of FTL, even a local version of the Warp that is full of new Constructs (and quickly filling with familiar old ones as well, unfortunately). The powers of the Quetzel's spellcasters are not hampered in this realm, but the unfamiliarity with the local laws surrounding esoterics makes utilizing Magic just that bit harder, just that bit less efficient. This will not stand, and so the Slann and their magically-inclined servants will begin to investigate the fundamental laws of this universe, to learn how to make Magic work at its best when countering or interacting with these other, new forces: an important task, considering the great howling maw to the south of them.
 
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Open to tweaking but it's pretty much done.

Reapers

The Reapers are a highly-advanced machine race of synthetic-organic starships. The Reapers reside in dark space: the vast, mostly starless space between galaxies. They hibernate there, dormant for fifty thousand years at a time, before returning to the galaxy.

docs.google.com

Cosmolux Reaper App

 
The United Americas Interdimensional Colonial Administration. (UAICA)
Nicknamed Interdimensional Colonial Administration (ICA)

The United Americas Flag

Origin: Alien Universe (AUish due to filling in blanks)
Government Type: Authoritarian Democratic Colonial Administration.
Leader: Governor-General Jack Ruthven
Definitive Trait: Generic start
Summary/History: The UAICA or just ICA is a recent institution originating as just an exploration effort through a portal created from an artifact of the "Engineers" found in a far off uncharted system brought into the UAs fold. Once activated and investigate the truth of the portal and the multiversal nature of the situation was discovered and quickly classified to a high degree as slowly but surely a new organization was created in secret to take advantage of the portal and begin expansion efforts on the other side on behalf of the UA. To seek Exploit the other side to its fullest potential to gain a great edge for the UA in its cold war with the Empire and the UPP which is were the ICA was formally created by The United Americas government. So far a large amount of startup and continuous streams of resources and colonists have been earmarked through a variety of means and practices mean to maintain the ICAs existence a secret thus a disproportionate amount of the colonists are either Ex-Military, of Military Families, or brought in under very strict contracts.

It is hoped that this new largely autonomous new colonial extension of the United Americas shall in the end greatly expand the UAs capabilities and power and eventually return on investment with new rare resources, industry, and technological discoveries.

-Fortification Experts: Fortified civilian structures, high-tech field fortifications, endless redundancies and other measures make any ICA or UA territory a tough nut to crack especially as contemporary military doctrine from the ICAs home universe revolves heavily around the capabilities of explosives, high powered weaponry, nuclear weapons even, and orbital bombardment which have long been taken into account for the defence of military positions and civilians alike.

-Covert Experts: Taking on much of the traditions and capabilities of centuries-old pre-unification America intelligence agencies both military and "civilian" such as the age old CIA the ICA much like the UA is well experienced and capable in matters of intelligence and intelligence services, actions, and agencies.

-Xenophilic: Despite an aggressive hostile known galaxy back at homes, with creators that have turned on humanity in the Engineers, a ruthless endless conflict and inability to coexist with the Xenomorphs, and mixed positive but mostly negative interactions with the Predators the UA back home still none the less is seemingly always optimistic to learn and contact new races, and to have a new start with their three existing alien enemies from attempts at communication and cooperation with even some success with Engineers and Predators. To both failed and successful to various degrees attempts at taming, understanding, and or communicating with Xenomorphs. At the end of the day the UA has shown repeated progress towards and willingness to integrate and coexist with alien life among the stars, and while one hand may be clenched in a fist ready to fight, the other is always open ready to take another in its own even that of synthetic life.

-Devoted Population: The American belief in itself alongside of course its propaganda machine is greater and more finely tuned then ever before. Further, the general motivation behind the ICA as well is extremely high to seek out new frontiers, new civilizations, and to boldly innovate, prosper, conquer and colonize where no American has before.

-Martial Society: "A well regulated Militia, being necessary to the security of a free State, the right of the people to keep and bear Arms, shall not be infringed." Perhaps the most held to of any constitutional values of the old pre unification America such values have been extended further with a general hyper martial hyper militant culture in the UA and in turn ICA due to the new cold war, and general dangers of the cosmos. Combined with propaganda to feed the military machine, and the general colonial nature of the ICA and its population has become particularly militant even for the UA.

-Regiment of Renown

-Consolation Prize X 6:

-Additional Specializations X 3: See Focuses

-Manifest Destiny: Americans have always been rather expansionist in one form or another which has only grown with the limitless potential of space and even more so another universe entirely. Furthermore pressured by the equally expansionistic UPP and Empire back how the ICA is pressured to expand over onward, claiming ever more territory in the name of the United Americas. After all what good is internal development if you cant claim ever more resources ahead of time for future development?

-Chronic Interventionists: America can never seem to ever help itself, for as long as America has existed to the United States to United America Americans can never help themselves from having their say in foreign matters to the point of outright intervention. This has only gotten worse over time and the ICA being a primarily colonial and military administration this issue has been taken to its extreme in a effort to control world around it either to maintain a healthy status quo, or to ensure things shift to the UA and ICAs advantage.

-Prejudice X 3: Communists, Corporate States, and Hiveminds are anathema to the ideals, beliefs, and culture of America. First there is Hiveminds due to the repeatedly hostile nature and truly alien mindset of "Xenos" Aliens back on the other side of the portal that has for lack of a better description traumatized the ICA and UA from Hivemind species.

Furthermore, due to the UPP, the ICA and UA absolutely hate any and all forms of communists and even make comparisons between hiveminds, and communists even if unjustified. Finally, while very pro business, corporation, and even Megacorp the ICA still has extreme prejudice towards all encompassing corporations taking on the forms of a corporate state as a step to far especially as the ICA is in part created in an effort to expand and grow the UA to a degree capable of reasserting true authority over Interstellar Megacorporations.

-Escort Tonnage: The ICA frankly speaking does not have large ships by the standards of the Cosmolux universe largely following under the Frigate classification outside of a rare prototype or two made by various corporations that may fall under Destroyer or even Cruiser. However the ICA as it stands only has access to Frigates and various other smaller spacecraft at its disposal till it can reverse engineer or develop more spacecraft of its own.

-Deep State: The ICA is plagued by issues of a "Deep State" resulting from highly secretive and highly autonomous and self acting intelligence agencies acting on behalf of the UA and their own interests. Ostensibly present to help provide intelligence services to the ICA in many regards the ICA has no true control over alphabet agency actions as they answer instead to the UA government and presidency. Furthermore while not yet present its only a matter of time till the everpresent Megacorporations make their way this side of the portal especially as the ICA grows in size with Alphatech a major military-industrial contractor already present.

-Restrictive Code of Diplomacy: The modern UA and ICA are entities of strict buruacracy that has in the current climate of their home universe turned them towards keeping to the very letter of not necessarily the spirit of any formal agreement and holding to them unless otherwise breached by the other party or parties.

-Ideological Mission: The spread of Americas Manifest Destiny across the stars and the ideological superiority of the American system have formulated into a geopolitical and even cultural ideological mission among the UA and ICA which seeks to ever expand Americas borders or otherwise spread its way of life, ideals, and culture. To continuously grow and spread unto others the American Dream.

+57 Origin Points (Consulation Prizes + starting 40 + 5 from definitive trait)
Generic Origin:

-More Starting Fleethordes X 4:
--4 Magnitude + 2 (-12)

Faction Tier:
-Faction Tier Downgrade Tertius (+30):

Portal Home:
-Portal Home (-4):

-A Steady Stream of Colonists X 7 (-7): A colonial entity cannot exist and expand without fresh colonists thus a steady supply of people is sent out to the ICA to help boost their numbers and growth although this could be disrupted should something occur on the other side of the portal.

-Portal based Baggage Train X 75 (-75): A vast supply of resources is being sent the ICAs way as part of the UAs "investment" in its colonial administration not shy in the high cost that large-scale economic advances and colonization can bring but with the expectation that in the end, the ICA shall support the UA should war finally break out or simply have the resource supply disrupted by home side issues.

-Home-Front Management (+5): Simply put the ICA is at the end of the day only a Autonomous Colonial Entity under the control and authority of The United Americas. An extension of its colonial empire and territories into another universe with admittedly great autonomy but nonetheless answering at the end of the day to the orders and authority of the UA and its needs and interests.

-Bring the War Home (+6): Tensions between the UA, the UPP, and the Three World Empire are growing ever greater as colonial skirmishes also turn ever greater. It is only a matter of time before war breaks out making the economic investment of the UA into the ICA all the more crucial to expand the overall resources that the UA can draw upon should the worst occur and as a secret contingency as a fallback point if the UA is ever beaten in totality, an enclave in another universe in which to regroup and reclaim from. At the very least for now The Empire, UPP and other potential enemies are as of yet unaware of the ICA.

Focuses:
-Frigates
-Main Battle Units
-Infantry
-Elites
-Line Infantry
-Support

-Frigates: ICA Frigates are large made up of two particular ship models the CONESTOGA and the BOUGAINVILLE class ships which are primarily designed to service as ship of the line functions, orbital and naval support for ground forces and other naval vessels, as well as troop and war material cargo transport ships. As of currently these are the only true modern field vessels of the UA and thus ICA out in space however the ICA already plans to research, develop and reverse engineer new ships for its own use possibly through the retrofitting and upgrading of civilian models or acquisition of corporate vessels.

-Strike Craft: The ICA is spoiled for choice when it comes to "Strike Craft" from various models of dedicated star fighters to "dropships" transports, bombers, and various other starcraft of military and civilian models and makes. In particlar are the AD-17 COUGAR STRIKESHIPs, the HA-117 STINGRAY COMBAT INTERCEPTOR, the DROPSHIP UD-4 CHEYENNE, and finnally the mix of starfighter and dropship the NTV Mk 1 SNAKEFIGHTER.

Vehicles
-Main Battle Units: The USCM largely has three main tank designs utilized in its arsenal and while others exist they are the mainstay, and the backbone of the USCMs mechanized capabilities. These models being the M34A2 Longstreet Light Tank, M22A3 Jackson Medium Tank, and M40 Ridgeway Heavy Tank.

-Lights: While the USCM prefers to use and utilize air support for the rapid movement of troops and equipment various forms of light vehicles do exist to serve that purpose or as otherwise light combat vehicles. In particular a variety of armored cars, jeeps, and light combat vehicles like the M-242 COMBAT BUGGY, or M577 ARMORED PERSONNEL CARRIER as examples.

Infantry
-Supersoldiers: UA has a variety of projects and forces that could be classified as Super Soldiers in their ranks. Particularly as a example a Synthetic Xenomorph that is loyal and controlled like all Synthetic with all the power and capabilities of a Xenomorph with the additional advantages of their synthetic nature for things such as general endurance, and repairs.

-Elites: The ICAs Elite Infantry is largely made up of Specialists, Special Forces, and even dedicated military Synthetics as well as the utilization of dedicated power armor and personal mechanized equipment.

-Line Troops: The Line Infantry of the UA with its marine corps, the USCM are the true backbone of the nation and administration's military which has prioritized and focused its efforts on a formidable ground military with even its naval forces largely subsumed under the corps needs and interests. The USCM in the ICA is no different outfitted with countless weaponry from pulse rifles of various make to ballistics, explosives, and laser weaponry and various support equipment such as the PFF or Portable Force Field that keep marines safe preventing any entrance or interaction by Liquid, Matter, and Energy wholesale although gasses can on rare occasions make their way pass these amazingly protective fields.

Individuals of Importance
-Lords and Commanders: The greatest force multipliers for command and control purposes of the UA is their AI developments both for fleet and ship management, and ground command assistance and generally exist in some form or another on practically every spacecraft with those that are not being more the exceptions that prove the rule than the general state of UA ships as a whole. Many of these AI are often fresh and experimental with the stresses of being put right into service serving as a sort of trial run that allows more rapid utilization or rework of successes and failures of new AI designs.

-Heroes: The COs and NCOs of the USCM are something else compared to the capabilities of past human militaries, often serving in front line capabilities with the Master Sergeants and 1st Lts being of particular notice as to reach that point one generally has to have undergone one of three things. 1, done something noteworthy and extraordinary 2, Been in so much combat to actually get promoted that far as due to cryo sleep for many soldiers its just one combat operation to the next with the occasional investigation or unforeseen mission such as distress signals that may or may not end up in combat as well. Alternatively, 3, gone through rigorous training to move straight into being an LT and fit the strict requirements, training, and picky USCM standards.


Support
-Artillery: While the USCM has a variety of different kinds of artillery be emplaced or mobile, big and small non take more particular intrest and use than mobile mortar deployments and the M292A2 SELF PROPELLED GUN with the Self Propelled Gun, in particular, being notable for its hard-hitting, mobile, and long-range nature.

-Infantry Support: The ICA has at its disposal a variety of infantry support elements from APCs Both grounds based and air-based in the form of air transport. Providing armor, transportation, and limited support firepower, all Infantry Support elements play their part in the overall ground focused and marine focused military forces of the ICA and UA.

1. The First "Legend" among the ICA is the Governor-General themself a Scots-Irish America with formidable and extensive combat, explosives, and leadership experience, especially with special forces which is were his own private unit the Drunken Eagles come in. Special Forces, Fighter Pilots, the best of the best of the best of the USCM ready and willing to serve under Jack Ruthvens command, even if he still refuses to refrain from using a sword in battle instead of a gun most of the time.

2. Jeri and Jeris company are, and made up of a Special unit of Synthetic Xenomorphs, more prototype then anything else filled with cutting edge technological modifications to improve them beyond mere mimicry of Xenomorphs and oriented around serving their part in war and conflict. Personable, intelligent, deadly these Synths are not ones to be messed with and are designed and utilized to rip, and tear, and burn till no one else is left.

Location: Eklemarid Galaxy L2 9C or just somewhere in that galaxy nearby other civilizations but with some space to expand.
Resource Budget:
-Income: 225 (Portal)
-Temporary Income: 20
-Expenses: 34
Population: 20
Population Growth: 28 (Colonist Stream) + 4 (Portal Home) = 32 per turn.
 
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Pan-Human Commonwealth

Polity Type: Supranational Union / Constitutional Parliamentary Democracy
Faction Origin: Fate/Stay Night (Future AU with elements of FGO and Extra)
Faction Leader: Secretary-General Alessandra Torres
Arrival Type: Portal Home
Starting Coordinates: Vyranodasik Galaxy, N-15 Southwest


Origin and Trait Selections

Definitive Trait: Generic Start [3 Free Traits and +5 Origin Points]

Standard Traits
  • High Magic
  • Age of Legends
  • Fortification Experts
  • Covert Experts
  • Master Diplomats
  • Regiment of Renown
  • Limited Physics Overriding Territory (Special Purchase with GM approval)
  • Additional Specialization (Heroes)
  • Additional Specialization (Supersoldiers)
  • Additional Specialization (Destroyers)

Drawbacks
  • Escort Tonnage
  • Rules of Engagement
  • Ideological Mission (Democratic Socialism)

Origin Point Selections

Origin Points: 50
  • Generic Start [+5 points]
  • Backyard Archnemesis (Velber) [+5 points]
  • Portal Home [4 points]
  • We're Going To Need More Ships x 3 [3 points]
  • Steady Stream of Colonists x 4 [4 points]
  • Portal-based Baggage Train x 7 [7 points]
  • Faction Tier Upgrade 1 (Extremis) [6 points]
  • Increased Tactical Durability [6 points]
  • More Starting Population x 4 [4 points]
  • More Starting Production x 4 [4 points]
  • Additional Fleethoards (Base+1 x 3) [6 points]
  • Special Purchase for Limited Physics Overriding Territory trait [6 points]

Starting Assets
  • 4 Starting Fleethoards (1 Free Base Magnitude + 3 Additional Base Magnitude+1)
  • 40 Starting Population
  • 30 Starting RP per Turn for the first 2 Turns
  • Either 4 Population or 5 RP per Turn from Portal Home
  • 1 Additional Fleet per Turn out of a reserve pool of 6
  • 16 Additional Population per Turn
  • 21 Additional RP per Turn

Tech Level and Military Focuses

Overall Tech Level: Extremis

Military Focuses
  • Heroes x 2
  • Lords & Commanders
  • Supersoldiers
  • Destroyers
  • Artillery

In the year 2009 CE, five years after the Fifth Holy Grail War, humanity's future was forever changed by the arrival of an alien visitor. A large, white pod-like object from deep space entered the planet's orbit and then disintegrated, scattering seven 'seeds', each of which initiated a controlled de-orbit and impact in different seas around the world.

Within the span of a few hours, they sprouted into gigantic trees made of an unknown, luminescent, seemingly bio-crystalline substance which defied scientific classification, each as tall as Earth's tallest mountains and with a crown of flowering branches spanning the area of a major city.

As governments and science teams all around the world scrambled to investigate and respond to this momentous turn of events, the trees began to broadcast a psionic signal to all of humanity, inducing highly vivid, near-lucid visions for those who were asleep, as well as those actively observing or trying to communicate with the colossal trees.

They portrayed the horrific and total destruction of an expansive and incredibly advanced star-faring civilization. The identity of this civilization was not elaborated on, but the vision gave a name to their destroyer, a gigantic and extremely powerful spacefaring automaton they called the Velber, the Umbral Star. A seemingly implacable foe that cannot be communicated nor negotiated with, acting with the sole aim of utterly exterminating any intelligent life it comes in contact with.

The visions then shifted to the seeds that landed on Earth. With the Velber having defeated all possible counterattack measures, the 'Guardian Seeds' had been crafted and sent out into the cosmos in a final act of desperate hope, specifically designed to help uplift and protect any intelligence-bearing worlds they encountered, accomplishing this through integration with and augmentation of the target world's 'texture of existence' in ways beneficial to the world's dominant intelligent life.

The vision also bore a warning that one of the Velber's constituent shards has been stalking this region of the galaxy in pursuit of the errant seed-bearers. It indicated that this particular shard was now on an active trajectory toward the Solar system, and would arrive in three years time.

As the world reeled from these revelations, the secretive world of magecraft had also been thrown into turmoil. Preliminary examinations of the 'Guardian Trees', as they quickly came to be called, revealed that they were brimming with concentrated magical energy, the likes of which hadn't been seen since the end of the Age of Gods, and they were actively augmenting the very foundations of thaumaturgy across the entire world. Even in the first days, the Trees were enacting miracles that could not be explained by conventional science. It would only be a matter of time until magecraft as a broad phenomenon became known to the world at large.

Almost immediately, many of the more hidebound families and factions of the Mage's Association began to panic at the inevitable loss of their coveted secrets and status. But one group in particular seized the initiative presented by the moment, a radical faction of the Clock Tower spearheaded by Lord El Melloi II (a.k.a. Waver Velvet). He argued that the old cloak-and-dagger way of running things was no longer a viable pathway, and that this was a golden opportunity for mages to use their skills and knowledge to help humanity responsibly harness the power of the Guardian Trees, and to aid in the defense of the Human Order against the impending threat of the Velber.

In the days that followed, he was soon joined by the heads of the influential Edelfelt and Animusphere mage families, as well as representatives of the Atlas Institute and even Wizard Marshal Kischur Zelretch himself. With such a distinguished show of support and in light of the rapidly changing world and the looming threat of Velber's arrival, a major political sea change quickly catalyzed within the Mage's Association, and though it didn't come without bloodshed, the pro-secrecy factions were effectively swept aside.

At the same time, the Holy Church struggled to fit this turn of events into their theological doctrine, and many of the conservative, hardline elements within the organization were highly alarmed at the prospect of magic becoming a tangible factor in the ordinary lives of humanity at large. Ultimately though, it was decided that securing the survival of the Church's knowledge, scriptures, and holy relics were the highest priority, and so decided to maintain a generally cooperative relationship with the Mage's Association, though this would prove to be the catalyst for a major and violent schism in the future.

After a month of internal chaos and political re-consolidation, the Mage's Association formally approached the United Nations with an offer of assistance, effectively revealing their presence to the world and public at large. Not long afterward, the Chaldea Security Organization was formed, an international moonshot program aimed at bringing together humanity's brightest talents in both scientific and thaumaturgical knowledge, with the ultimate goal of harnessing the Guardian Trees' power and protecting humanity from Velber's incursion.

In the three years of frenzied research and development that followed, miraculous technologies incorporating magecraft were developed in all different fields, including super-materials, energy production and storage, propulsion, weaponry and defense, sensors, medicine, robotics, computation, and much more.


While work continued on merging magecraft and technology, the Holy Grail System was reverse-engineered and reformulated as a defense system integrated with the Guardian Trees, allowing Chaldea to summon historical and mythological figures from the Throne of Heroes in the form of Servants to act as their protectors and champions.

By the time the shard of the Velber arrived in 2012, Earth had been thoroughly fortified, with offensive and defensive systems spanning the entire planet and its orbital space. But even with these preparations, the hostile alien ark-ship was able to breach Earth's space-based defenses and deploy its Anti-Cell, a horrifically powerful and titanic creature resembling a great serpentine dragon. Soon after its appearance, it was given the name Apophis.

What followed was thirteen hours of apocalyptic warfare as the fell beast unleashed its wrath upon the planet, razing entire metropolitan areas to the ground and weathering an unceasing onslaught of attacks, apparently having come prepared for massive resistance.

Ultimately, Chaldea and its Servants bore humanity through to victory, though at great cost. Over two-fifths of the world's population had been wiped out, and many of Earth's major cities were either heavily damaged or completely obliterated. Many of Chaldea's personnel had lost their lives in the battle, including Shirou Emiya, who had played a major part in the weakening and slaying of Apophis.

But humanity had survived. In the wake of such massive devastation, a general reconsolidation of human civilization followed, with the world becoming more united than at any other point in prior history. Following the war, a long period of reconstruction and environmental reclamation followed.

In an effort to secure humanity's long-term survival and prepare for any future incursions from the Velber's main body, a massive interplanetary and interstellar colonization program was put into motion. The Zero Sail Drive system was one of the key technologies enabling this endeavor.

Originally developed as a last-ditch contingency measure in case Velber wiped out humanity on Earth, this magecraft propulsion system enabled faster-than-light travel via traversal of Void Space, also known as Imaginary Number Space. In addition, it was discovered that the Guardian Trees could bear seeds, and though a fully completed seed would take years to grow, they would prove vital in future terraforming efforts.

In 2033 CE, during the early years of the diaspora, the Pan-Human Commonwealth was established, a global federal body mutually formed by the world's major nation-states and blocs. This also coincided with the worldwide transition to the Human Era calendar, reformatting the year as 12033 HE. Three centuries after the fateful battle against Apophis, permanent cities and habitats had been established across dozens of star systems, with a population of over one trillion people and still growing. As of yet, aside from the Velber and the Guardian Trees, no other intelligent life had been discovered.

Then, in the year 12313 HE, something extraordinary happened. A massive rift in spacetime opened in a binary star system about 200 lightyears spinward from the Solar System, on the outer edge of humanity's sphere of expansion. Just hours after its initial opening, the event horizon stabilized, large enough to fit a large moon through. But the most shocking discovery by far was that it appeared to lead to a completely different universe, one with similar yet distinctly different physical laws and constants.

After confirming that the other side could support human life, the Pan-Human Commonwealth immediately set about creating an expeditionary fleet to scout the other side, both for exploration and colonization, and to defend the rift against potential hostile incursion.
 
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