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

The Cybran Nation




Faction Name: The Cybran Exploratory Expedition

Polity Type: Direct Democracy with an informal leadership structure, Currently in flux as the new Node coalesces and creates their individual culture, most likely will incorporate enshrined specialist positions and formal titles and responsibilities later.

Faction leader: Ivan Brackman

Universe of Origin: AU Cybran Nation from approximately Supcom 2 era, using elements of Avtuis_12's RVE mod as base for the ground units and ignoring the unsuccessful stuff from the base game. I will also be taking some inspiration from the Fan fictions and related works for organizational and non-Armored Command Unit forces.

Why are you here: to explore a new Universe and to learn its secrets, give a fractious Cybran Nation a common project to work together on and to secure a bolt hole should the Infinite war spark back to life and things go completely wrong in our home Universe. On top of it all to provide Ivan Brackman the skills, knowledge and social capital needed to lead the Cybran Nation past the horrors of the Infinite war that still haunt the leadership of every faction of the Coalition of Humanity.



Faction Origin Types: Portal Home



Origin Distribution

Points 65 OP:

Faction tech level Extremis: 6 OP

Reliability: 6 OP

Overwhelming weapons technology: 6 OP

Operational and Strategic Movement upgrades: 6 OP

Adama Maneuver: 4 OP

Pop increase: + 20 pop 4 OP

Warfleet increase: 2 additional Warfleets at base value (Mag 2) 2 OP

Starting production: 70 Rp: 14 OP



Prospective: Portal based

Portal Home: 4 OP

We're going to need more Ships: 2 OP- A heavy response force made from many Nodes has been earmarked for assisting the Expedition for Emergencies. However, there are too many problems and tensions at home and the logistics of the Portal itself for the bulk of the Cybran commanders to be deployed.

Portal based baggage train: 30 RP per turn 10 OP: The Nodes send usable Mass packets, mass during this relative peace is easy and cheap.

A steady Stream of colonist: 8 Pop per turn 2 OP – The lure of adventure and excitement draws many Cybrans colonists from the more mundane colonization projects at home with the more exciting dangers and cultures than what the Cybrans expect at home.

Homefront Management: +10 OP The rest of the Nodes of the Cybran Nation will be wanting things from this new Node for their continued support. However, this is not materials or treasures in the typical sense, the nearly untouched home galaxy is a better source for those. But Information, Technology designs and blueprints and in some cases Population, a list of the biggest Nodes and their interests are listed below. Pleasing them is a critical part of the Assignment for Ivan and the main reason he is present.

Node 56: The largest Node and current location where Doctor Brackmann has his personal laboratory. This node will be looking for good public relation activities improving Ivan's profile within the Cybran Nation and things that will strengthen the Coalition politically. There is also be a interest in data and knowledge of exotics natures or materials that improve the production of ACUs. They will also be interested in Cybernetics, programing and Physics information and developments.



The Chimera Node 89: They provide medical personal, genetic engineering, and luxury goods (Fruits, vegetables and meat), further research and development on the Liberation Matrix (Special virus that rewrites data and neural tissues to immunize Cybrans from computerized mind control like the Loyalty program). Relatively isolated as they test various kinds of biological engineering on themselves as well as the traditional mechanical modifications. Interested in improving quality of life for Cybrans, genetic modifications to improve themselves further and terraforming ruined worlds. Have great concerns over the treatment of Proxies and view the more developed ones as full citizens.



Red Blades Node 8675: Produces new equipment for both Bodyguards and assassins and boast the best training academies for both. Center of development for new combat Proxy designs and the center of the proxy fighting competitions as well as a strong pro Proxy movement that causes clashes in the Node constantly. New node from midway through the Coalition era. Successor to the Assumpta Node consisting primarily of the Children born within the Node fleeing from the beginning of the Redfog succession crisis. They were joined by scattered remnants from Nodes devastated by QAI's betrayal. Strong UEF influences.



Star lifters Node 125: Industrial focused Cybran node. Dreams of construction of megaprojects and superstructures. Center of development of ACU combat units, Mass Extracting, Material research and general engineering. Loves the evil ascetic they have put on everything. Extremely pleased with the expansion of capabilities that the invention of Proxies has given them, but has strict programs to ensure that the models do not awaken. Things that open up Mega and Gigaprojects and make constructing them easier will interest them.

The Imaginarium Node 69: Produces the vast majority of Media that comes from the Cybran Nation ranging from video games, theatre, Novels, Movies, tabletop games, and most recently experiencing memories that are not your own from other people's proxies. They use their knowledge of special effects and acting to keep the Cybran Nation at the forefront of infiltration technologies and knowledge of spy work. They are responsible for training most operatives and Commanders on how to fake being someone else and the technology that allows them to impersonate anyone over a digital or mechanical connection. They will want data of adventurous exploits.



The Red Jolly Skull Node Arrrrr (changed from 79): This Node has suffered for the past three decades as their primary activity was piracy in both securing Symbionts, enemy technologies and more products the Cybrans consider Luxuries during the Infinite War. During Peace time they could only concentrate their efforts on stealing blueprints from the UEF Megacorperations and posting spoilers about upcoming series and surviving due to the momentum and legacy. However, they hope to resume their old activities and collect the booty from the oppressors of this new Universe.


The Assumpta, Node 23: A mere shadow of its former self the Assumpta Node provided a high cost assassination force which boasted some of most brutal and collateral damage prone commandos and ACU pilots that the Cybran Nation has to offer. During the end of the Infinite war had one of the most dangerous singular Commanders and general combatant in the Redfog, a semi inheritable position of authority and leader of the Node. What the Node was itself was a brutal prison where symbionts that were deemed unable to be incorporated into other Nodes were put, a brutal dictatorship where there was no rules but Might makes Right. They mostly survived their fellow Nodes by providing emotionally satisfactory revenge against those that went past the pale against the Cybrans. Following the end of the Seraphim War a battle between the former Redfog and his chosen successor resulted in both of their deaths and the node collapsed with much of the population taking the opportunity to escape. Apparently the younger Redfog mysteriously reappeared and offer her services to the expedition in return for help rebuilding. They typically want population sent back to them. Psychotic and highly aggressive Humans in particular due to drying up of sources in their home universe.

Cloak and dagger: +10 OP: The other two factions, the UEF and Aeon Illuminate of the Coalition will be sending expeditions as well, with the UEF most likely populating theirs with more political dissidents (opposite political alignment of whoever controls the UEF Government. Highly likely to be hostile and will look to break away entirely) that may decide to brake off and try and form their own faction. The Aeon expedition will most likely stay near the portal and will be upset that we have set up there and could have one of two goals, those that are searching for ways to contact the Princess and those that want to reopen the door to the Seraphim.

QAI is also active and may try and make a break for it and get into this universe to gather forces to destroy any species that has knowledge of the Way.

Focuses

2x Artillery

1x War Engines

1x Superheavies

1x Fortifications

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.

ACS (Armoured Command Ship): The Armoured Command Ship and the UEF Navy as a whole is a vestige from the Earth Empire and the world before the Infinite War. The only manned warship found in the entirety of the Coalition of Humanity, this ship's origins started as a gate building and colonization ship by the Earth Empire, being as prominent in the minds of its citizenry as a symbol of the Empire's might as the modern day Commander is today. They served as the command vessels and primary military force in several Early conflicts such as the origins of both the Cybran Nation and the Aeon Illuminate with the early ACU serving as a frontline role.

However, despite the ability for a Navy to outgun and destroy even the most established commander in those days, the Earth Empire Navy was slow and unable to deal with the much more mobile and faster to establish themselves terrestrial Commanders that began appearing in both Cybran and Aeon ranks. Despite the numerous defeats and humiliations given to them by their enemies, including multiple breaches and expansions of the Aeon quarantine zone, the establishment of the Cybran Nation as a multiworld political entity, the navy successful fought the establishment of an independent Commander branch for the Earth military.

This paralysis and chronic ineffectiveness sparked the root causes of the rise of the UEF. Climaxing with the collapse and chaos on earth after a particular disastrous series of events that saw the bulk of the Fleet burning wreaks in Aeon territory and massacres and destruction of both the Alpha Centari ship yards and both the Naval academy and Legislative buildings on earth by Cybrans. Leaving the Earth Empire without a Navy and Decades before one could be restored.

As power was seized by a coalition of the Neo Democratic movements, the newly minted Armoured Command Unit Corps or EarthCom and the Corporations involved with the Symbiont industry to prevent surrender to Earth's enemies, the Captains and Admirals of the Earth Navy used their ability to bomb worlds to ashes to gain protected privileges and guarantees in the new United Federation Government.

Over the course of the Infinite War their power continued to fade, while the units and ships were constantly updated, the Commander corps, now the UEF military, mostly used them as bombardment against defeated enemies, a safer location to work on secret projects or as a place to shove incompetents and giving political rewards and salaries.

The final days of the Infinite War was further humiliations as both Cybran and Aeon commanders assaulted Earth and then the Admirals in charge fleeing at the appearance of the Seraphim. The Navy came in handy later with one of these ships being the site of the final modifications and tests of adapting Seraphim technology to boost Coalition performance during the Seraphim war. Today, the Navy has mostly returned to the previous colonization duties during the initial expansion of Humanity. However, the Naval officers being the largest population of the President Reilley's party apparatus to survive into Hall's administration. Making them sympathetic ears and easily made icons for those dissatisfied with Hall's reforms.

Today the ships of the UEF are still lumbering giants of great power and wrath, armed to the teeth with the greatest of the cannons and artillery and point defense that could be fitted onto it, an extensive crew and Infantry detachments to repel boarders or infiltrators and great factories that can pump out starships by the dozen when fuelled with the necessary mass. However, it is slow in its movements and absolutely glacial when it comes to using a Quantum Gate. Making an engagement the ACS a risky one that its commanding officers must win.

-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.

Damocles Class Orbital fortress: The Destruction of Earth after the firing of Black Sun left scars that run deep in the UEF. With many thinking about how it could have been prevented even decades after the end of the Wars. A number of those were engineers and those that would become engineers. The Damocles is more of an orbital defensive station than it is a warship. Its primary armament is a battery of Rail guns of the class found on the Excalibur point defense system, making it excellent at culling vast hoards of flying War engines and Frigate or Destroyer weighted foes. It also can be used as a good alpha strike weapon on larger spacecraft. Despite its heavy armour it would suffer in a clash scenario due to its lack of point defenses and slow speed. It also struggles with Strike craft. Its Super structure was given to the Cybran Nation and would form the unit known as the Spear.

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.


Bravo-17 Class battleship: this bombardment focused unit forms the back line for an attack Navy. A bombardment focused ship with an interior manufacturing facility, these lumbering giants lay down a withering field of artillery backed with point defense and a massive shield generator, still vulnerable in clash scenarios these ships are usually kept away from the fighting with their typically engagement involving them kiting back while firing.


-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.


Oceanus Class: Armed with lasers, beam weaponry and a variety of point defense and a fast speed the Oceanus is meant more for a Terrestrial Commander orbital fight. Lightly armoured but fast the Oceanus is meant to keep other factions from getting into orbit by excelling in killing smaller ship classes while being in the thick of them, considered a ship without a true role due to both the Aeon and Cybrans both preferring to use strategic artillery or other tools with their Navies mostly meant for preventing a Surprise bombardment. It also trades mass inefficiently with flying War Engines. In a broader fleet battle the Oceanus is a clash focused ship that unfortunately has traded armour for speed, meaning that they tend to burn through many smaller enemy units but tends to die quickly themselves.

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.


Galahad Class: Centered around a singular Spinal cannon and heavy armour, this Percival inspired unit forms a sort of midline defense for a UEF Fleet. They excel during the bombardment phase, their anti-heavy guns good at focusing down larger Ships, but it is a little confused during the clash phase. Their heavy armour allowing them to survive the chaos but their main weapon system being unwieldy during a close ranged fight.



Tera Fortress: An armoured assault carrier and factory this ship lives for the clash, heavily armoured and armed with short ranged munitions and energy weapons this ship is the considered will be the favoured front line for the UEF navy for when they finally get to have a proper space battle. It also sports an internal factory that can spew out screen ships and strikecraft during the clash.


-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.

Zweihander Class: Following in the footsteps of the Sword line of Gunships, the Zweihander resembles a Soulcrusher that has removed their internal factories for extra armour and traded the Lasers for more Plasma turrets and being fully space capable. This ship forms a solid front line and excels in the clash.



Mastodon class Carrier: Another assault carrier and mobile factory. This one more specialized for producing strike craft and Blue Rover engineers.



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.


Senator Cruiser: A duel purpose ship that fires a constant stream of missiles for light bombardment purposes and a platform for anti-stikecraft weapons. Relatively light armoured this unit wants to stay away from ships or other units larger than a strikcraft.



Defiant Destroyer: A disposable frontline ship, designed for quick production and to gum up an attempt to reach the backline with a focus on armour and short range guns.




-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.

Blue Rover: An engineering unit for orbital and space operations. The UEF variant has personal energy shields and a light gun, a production line able to tear apart a ships that lacks AOE.

Bastion Shieldcraft: A small ship dedicated to providing a massive shield. Helps defend against enemy bombardment efforts

Eyes in the Sky: A long range spy and observation ship. Meant to scout out new systems or to keep an eye for the UEF on activity. Comes in manned and unmanned variants.

Planetary Boarding Transport: A commander insertion tool when Gating in is unsuitable for some reason, heavily armoured, shielded and fast. This transport can deposit a team of 5 ACUs even under enemy attention.

Novax bombardment satellite: A light bombardment Satellite used during the Seraphim Wars that exploited the previous generation of ACU units lack of anti orbital capabilities. Considered much less useful now with the improvements making adding such capabilities an afterthought and easy to add to many units. Fires a beam weapon.

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.

Darklight: (Tier 3) A Fast and longsighted Scout, Has Omnisensors and a jamming device to allow it to avoid preliminary volleys to stop it from getting into enemy bases.

Wasp Mark 2: (Tier 3) The UEF Air Superiority fighter received a complete rebuild and redesign to help it keep up with advances made by the other faction in this field. Tougher, longer ranged and more burst oriented weapons than its counterparts the Wasp struggles to deal with other ASF but excels at bringing down Bomber wings or flying experimentals. In Space the Wasp is an adequate strike fighter, good when able exploit its range in the skirmish phase or when fighting larger starships but it struggles in the Clash or when dogfighting other Strikefighters.

Ambassador mark 2 (Tier 3): Not much has changed in this new Strategic Bomber. Better Bombs, personal shields to help it get to the target, better dropping mechanism.

Great sword Gunship: (Tier 3): Large Gunship meant for sniping down land experimentals and other targets, Tough with personal shields to survive anti air fire.

-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.)


Starfire(Tier 1) Cheap and fast Scout unit with long range sensors.

Hornet (Tier 1) Cheap and fast Interceptor, better armour and more burst damage than normal for this class.

Phenix (Tier 1) Cheap bomber, sets terrain on fire.

Short sword (Tier 1) Small flying Gun.

Strike multirole fighter (Tier 2) the inheritor of the old Wasp chassis purchased by up-and-coming Artimis Solutions. While only mediocre ability to drop metal melting Napalm variants it can challenge Air superiority fighters at it tier effectively. As such it is often included in air forces if there is a close early air fight or if bombers are relatively uncontested and only need a token amount of anti air.

Vesper Air superiority fighter (Tier 2) An early Air superiority fighter, relatively close in performance to other factions, has personal shields.

Eagle Eye bomber (Tier 2) Bomber meant for harassing lightly armoured ground forces, lots of Fire, area denial, AOE. Poor overall damage though.

Broadsword (Tier 2) A standard Gunship with a heavy plasma turret and strong armour and shields.


Summery:

Of all the Factions of the Coalition the UEF have the best and most institutionally knowledgeable space Navy.

The fact that it is filled with a handful of ships updated as an afterthought for ten centuries crewed by those that the UEF needed out of the way to wage an existential two front war should tell you how much the ACU had relegated Space combat to a side show at best.

As such UEF space combat can be categorized to two main components, ACU based and ACS based.

If an ACU pilot has need of a space force their first priority will be to create a safe zone for the construction of a fleet. This will be done with creating an artillery battery combined with heavy base shielding before moving their build power and production towards first the construction of clash focused vessels, typically those that can assist in filling out a fleet, slowly building out until the commander feels that they are ready to move out. Although, a fleet controlled by an ACU will be unable to leave orbit.

For an ACS they will gate in at the edge of a system and collect mass for construction of a fleet, often in the same order as a ACU will use. This will take some time leaving the ship vulnerable if spotted or to an ambush, leaving preferred gate points far at the edge of systems or even outside star systems depending on asteroid formations. This usually means that they are deployed to already secured systems or as a surprise attack months after gating in.

For actual battle doctrine it resembles something akin to their War Engine formations. A core of heavy backline ships that lay down a blistering and constant bombardment protected by a bulk of clash focused ships and assault factories and carriers.

For the phases, an exceptionally strong Bombardment phase using their long-ranged assets, shields and heavy armour that the UEF. This is the UEF's bread and butter. Most of the UEF tactics are to prolong this phase as possible.

The Skirmish phase is decent but relatively weak, while the UEF ASF is not bad most commanders want to keep them close by the fleet and often lack the attention to keep up the necessary pace and tempo of Cybrans or Aeon, forcing the response to intercept enemy bombardment strike fighters to be last minute affairs.

The other strong point of the UEF Navy is the clash phase with numerous kinds of warships meant to get in close to the opposing fleet and be a brick wall to their progression. Spewing enough plasma and general death that the enemy cannot dash past them while trying to win the grind with internal factories spewing out reinforcements while Rovers greedily bite into the derbies created around them.

On the pursuit the UEF only really have their Strike Fighters and maybe the Oceanus Battlecruiser. Combine that with the lack of most of the fleet to leave the system mean that running from the UEF navy almost always an option, and part of why the Fleet has been less than useful for almost a millennium. Clear weakness.

For the Disengagement we must break it down according to what kind of command unit is controlling the Navy.

For an ACU, The UEF as much practice on evacuation and orderly retreats, throwing the entirety of the orbital Units to fight to the last and then relying on the artillery and shields along with practiced and drilled anti bombardment protocols, killing the ACU or their charges is difficult requiring very fast and specialized tools to take lasting damage.

For an ACS the situation is very much different. Due to the UEF's space superiority for centuries and the fact that after the fall of the Earth Empire it has been a long-ignored part of the military, the ACS is far from mass optimized. As such it takes a massive amount of time, upwards of an hour, to gate anyway. Nowhere near enough time should a major or even a slow collapse of the fleet should occur. There is still a possibility of escapes, throwing every ship the crew has at its disposal into protecting it and the vast amount of armour and weaponry of the craft itself. But if the UEF loses in space the loses are typically total.





Ground
War Engines

(One Focus)



-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.

King Kiptor: (Tier 5) A gigantic heavily armoured Mech that sacrifices speed for durability and a pair of rotating Quantum storm matter cannons and a crown of artillery pieces. Originally intended to form a frontline for the artillery pieces and the Mobile fortress it represents the pinnacle of UEF direct fire strength. Considered an awkward unit on its own it struggles to fight other Tier 5 units of the Cybran and Aeon. With both sides unsupported losing Mass for mass with the Universal Coleuses and losing a direct one on one duel with both the Monkeylord mark 3 and the Stormstrider. Combined with the fact that it is so tall that they must be carefully micro managed to keep firing lanes open means that most commanders use it for defensive operations or breaking into bases that have defenses set up for dealing with the Mobile Fortress and Riot tank combinations.



Mobile Fortress: (Tier 5) often called the 'True' Fatboy mark 2 as the unit was basically an improvement and an upscaling of the designs from the Infinite War. Sporting massive cannons for long range bombardment a small fleet of these are the core and main firepower of a UEF experimental push. When linked up to an economy it is able to rapidly build up to tier 3 land units while moving and firing like the Czar or the Stormstrider. On top of it all it has a massive heavy shield to keep it and its escort protected in long ranged duels. However, it still has it relatively weak armour and dramatic vulnerability to air attacks or if a direct fire experimental or even a moderate group of tier 3 units reach firing range.



Citadel: (Tier 5) The Citadel Flying Fortress is a primarily anti air platform to help an ASF swarm maintain air control. Armed with area of effect munitions and various -point defense systems, the Citadel can cut a swarth through opposing aircraft and strikecraft. Alongside a massive facilities and factories in the hull to construct UEF airpower it can even the air fight for the UEF. This specialization has come at a cost of its ability to deal with heavier weighted aircraft, losing in a direct confrontation with the Czar and spectacularly quickly to the Soulcrusher. As such it relies on its ability to equal the production of a good size air grid to keep the number of Hornets at a level to deal with such threats. Has limited Space capabilities and can target orbiting spacecraft.



-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.

Riot Tank: (Tier 4) The workhorse of the UEF experimental formations, these experimentals sports extremely harden amour and decent weapons. Made specifically in mind to work in tandem with the longer ranged artillery units its short height allows it to still be deployed when Tier 5 units hit the battle field. Highly customizable to deal with various kinds of threats ranging from massive railguns to target down other experimentals to Fusion torches to roast spammed minor units to an array of anti air missiles to counter air threats. Not very high DPS unit but bulking in armour. Can target orbiting Space units that are very close to it.



Annihilator Sniper Bot: Taking inspiration from the highly successful units found on the Aeon and Seraphim backline this quadrupedal machine is centered on a heavy railgun of similar design to the Excalibur point defense system. Meaning it is something that would be found on larger spacecraft in this new galaxy. While it does have decent armour and some secondary defensive weapons the Annihilator is meant and used to target down Experimental weighted threats struggling with numerous targets and especially with direct fire units that actually make it into range.

Fatboy Mark 2: Mocking called the Slimboy by numerous commanders this unit was a controversial decision made by the Athena corporation based on the use of its predecessor in the Infinite war. Due to the lack of practicality of old mobile factories and losing once enemies came into range, the factory and shield were removed and an extra cannon was placed on the center mass of the unit. In combat this has doubled down on its role as a long range damage dealer, out performing the previous generation in damage range and speed. The controversy come from the unit's fragility, especially to air units causing the attack fleets to be lost much more often in frustrating ways. This has earned the Unit a reputation for unreliability. On the battle field its cannons provide a good area of effect damage and serves as a backbone to UEF pushes until the Mobile Fortress can be produced.



Summit Battleship: (Tier 3) Water Navy unit that specialized in heavy long range bombardment. Mostly updated armaments and armour for this generation of combat. Can reach quite far inland from the water.



Neptune Battle Cruiser: ( Tier 3) Armed with particle beams this ship is meant for dealing with smaller wet navy units. Struggles against similarly sized units due to its light armour and lack of stopping power for its size.



Atlantis 2 Aircraft carrier Submarine: (Tier 4) This experimental has not changed much, with a couple of updates to allow its anti air systems to reach orbital heights. Difficult to kill from orbit it can provide the UEF with the rare for them element of surprise sneaking a large number of Strikecraft underneath the waves. One of the most ponent singular anti air platforms the UEF posses.



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.

(One Focus, Mostly that the Percival is exceptional, the other units not so much)

Percival Mark 2: (Tier 3) The beloved front line unit developed and deployed during the Seraphim wars has received much love and refinements during this new generation. Still heavily armoured and sporting the massive single target cannon it has been enhanced with a light gatling railgun for dealing with lower tier units and a personal shield to further enhance its durability. In combat the Percival is excels as the solid wall to stop penetration attempts and directly competes with the Riot tank being a more mass efficient meat shield. The only down side to this unit is that it is much more expensive than its Cybran and Aeon counterparts and that its speed can hold up the movement of an Armoured column of the UEF.



Supreme Titan: (Teir 3) The Titan series of unit has always struggled in comparison to the Cybran Loyalist or the Aeon Harbinger and with this new generation many commanders hoped to get a unit to enhance the UEF ability to raid later into the fight. However, a Tier 3 contract is much more lucrative and (insert company from Supcom 2 here) has the patents to the Titan Design. Its primary armaments have had their firepower increased and a few corrections in its designs keep its ability to deal with lower tier units fairly effectively with the only difficulty being the Cybran Loyalist Reborn. The Supreme Titan has a pair of rocket launchers for additional kiting and bombardment ability.



Vaillant destroyer: A close ranged brawling ship for the UEF wet Navy, has adequate but not spectacular torpedo systems. Can out duel other destroyers should the Vaillant get close but loses if they have to run a gauntlet of fire before getting there.


-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.



Titan: (Tier 2) The old design from the Infinite war with modern armour and weapons. Now on the lower side of the tech tree this old unit really shines. Able to effectively deal with almost all other units of equal weight with its speed, shields and rapid fire energy cannons. While still behind the Loyalist Reborn the Titan allows the UEF to perform raids to give the time needed to bring their heavy weapon to bare.



Rockhead Tank: (Tier 2) A precursor Design by the Athena corporation to the Riot Tank, this unit beat out the Pillar and won the Tier 2 contract partly due to the demotion of the old Titan design to the second tier but also to due to its flexibility on the battlefield. Sharing the customization of its experimental counterpart these units can be quickly and easily reconfigured for dealing with hoards of tier 1 or a slower firing weapon to help counter a tier 2 or 3 rush. A relatively slow unit it can serve as an early heavy meatshield with its high armour to mass ratios.



Riptide: (Tier 2) A fast hover tank with good mobility and high DPS. Used to help defend shorelines or bypass aquatic terrain.



ThunderHead Frigate: (Tier 1) Basic boat with a light anti air turret and a cannon to bombard other ships and the shoreline. UEF ships have jammers to make themselves look like a swarm on long range scanners.

-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.



Slivertide Tank: (Tier 1) basic fairly fast combat tanks, heavier armour and slower than most lights but great in early fights and easily massed with next to no mass extractors.



Mechmarine Mark 2: (Tier 1) a fast and light basic combat bot. Can run as fast as some slower air craft and fight and fires twin rapid fire high calibre cannons.



Silver Submarine: (Tier 1) basic Submarine, fire torpedoes, difficult to kill from orbit.

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.

New Research

UEF:

-Supersoldier: Turn 4 and 5
- Emerald Regiment: These forces consist of traditional UEF Operatives using versions of their elite equipment enhanced with rokugani magic and "radiant energy", which apparently consists of awakening an objects spirit but to a lesser extent than a true rokugani magic item, technology. Most particularly this enables use of incredibly dense and heavy materials lightened, but not weakened, with magical blessings by earth and air kami. Some surviving Rokugani katanas use neutronium blades which are as light to wield as steel swords. Armour has built in radiant energy shields and can similarly be made of incredibly dense materials. Ranged weapons enhanced with radiant energy or magic are not just more damaging but also more accurate and can ignore the enhanced durability of armour enhanced by rokugani magic. The disadvantage of such equipment which prevents wider adoption is that it cannot be nanolathed, radiant energy and magically enhanced objects **must** be enchanted by skilled Shugenja. While the old emerald empire had enough shugenja to enhance entire ships there are not that many trained shugenja left and even if there ware it was at a pre-nanolathe scale of production.


-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.



Operatives: The Operatives of the UEF are Human special operation units designed for rapid insertion into an enemy facility to grab personal or data for the UEF. Equipped close range weapons, including plasma torches, Coilguns and plasma rifles, carried by a heavy power armour that allows them to tear through doors and enemy personal with a frightful speed. Highly capable on the attack they often flounder when put on the defensive. Currently undergoing major reforms by General Hall to refocus their capabilities towards hostage extraction and away from some of the terror campaigns from their previous handlers. This has mostly been effective especially with units stationed near or on Earth and other politically sensitive areas. Despite this a disproportion amount of them find themselves under the eyes of the current authorities for all the wrong reasons.

-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.

Federation Service Force: The general infantry still exists in the day and age of the ACU. While still disrespected their quality of life and expected lifespan has dramatically improved. UEF military units primary training and equipment is for operations with populated structures and facilities. While their equipment varies a fair bit depending on Deployment and the image that the UEF wishes to present, when expecting heavy combat they are fitted with a standard Power armour and a variety of weapons and tools depending on the situation. They are typically deployed for situations of guard duty or for sweeping a hostile structure supported by Mech Marines.

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.

Armoured Command Unit: (40 meter tall warmachine, Between titan and superheavy when exiting gate, fully upgraded up to just below a behemoth)

the Armoured Command Unit is the core and beating heart of the Modern UEF warmachine, gating to worlds to build up an army and fortress and then taking the battle to the Enemy. However, most opponents rarely let them do so uncontested. In conventual combat the commander Mech can be upgraded with numerous enhancements, including a personal and then a bubble shield, an artillery piece, A nano repair system, an escape pod and finally the 'Billy' nuclear weapon system. The Commanders that the UEF employs are just as curated and carefully sculpted. Extensive trained in combat and through a series of tours as a Support commander and then a final duty as a junior commander. The Pilots are enhanced by gene replacement to give them superhuman reflexes, hypersensitive senses along with better multitasking capabilities and reduce need for sleep. Despite this UEF commanders are still on average behind on performance of the partially AI Cybrans and the partially Prescient Aeon. However, with a unit roster that fosters less micromanagement and simple yet effective overall strategies the UEF are not to be underestimated on the battlefield. This combined with the near instantaneous ability to communicate with other Commander and HQ to receive advice and relay new information makes the United Earth Federation a roiling nigh unstoppable Juggernaut on the Strategic scale as well



Support Command Unit: A specialized Command unit optimized for front line combat and meant to either extend the operational space a commander operates in or to help alleviate the amount of that a Commander needs to manage. Drawn from the ranks of promising recruits and those just beginning their careers, Support commanders are brought in once the battle as reached the Tier 3 stage. With all the enhancements and training that the Commanders have all they typically lack is experience. Usually, they take care of a minor front or are under the direct supervision of the Commander if the Quantum link needs extending. These Pilots are prioritized for experienced Commanders that can keep them alive or for pivotal battles. Their machines can be further enhanced with anti-air capabilities, a bubble shield, a nano repair system, an Energy accelerator increasing rate of fire and a Heavy Plasma refractor for AOE.

-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.


The UEF does not have any units of this type. Pending for turn 6

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.

(Two Focuses)

Flapjack mark 2: (Tier 1) a simple and cheap tactical missile launcher that outranges Tier 1 defenses and can quickly destroy them

The Lobo: (Tier 1) small mobile artillery unit with good aoe, can fire on the move and is good against swarms

Mongoose: (Tier 2) A long range bombardment Bot, fast, long range and armed with a gatling gun designed for mopping up tier 1 units, but fragile and micro heavy to use.

Meteor: (Tier 2) Mobile missile launcher designed for sieging Tier 2 firebases. Fires a constant stream of missiles to overwhelm defenses and outranges Tier 2 point defense.

Klink Hammer: (tier 2) Stationary artillery for truly hardened firebases and for harassing war engines. Has a secondary mode that allows it to fire like a point defense.

Governor cruiser: (Tier 2) A medium wet navy ship that contains air defenses and a long ranged more powerful tactical missile system. Can bombard targets quite far away from the shore.

Stonager/Nuke Eliminator: Strategic missile launcher and Missile defense

The Ace: Strategic missile submarine, difficult to destroy from orbit.

Demolisher: (Tier 3) large mobile artillery unit, specializes in breaking bases outranging even tier 2 static artillery, poor field artillery piece but serviceable in a pinch.

Arch Duke: (Tier 3) The smallest and most basic of the Strategic Artillery pieces. Range equal to that of other faction's equivalents but hits harder with less of a spread. Decent anti orbital piece as well able to knock around even the most agile starship taking evasive maneuvers.



Disruptor: (Tier 4) This device is relatively low damage but serves an important role for a UEF fortress. Taking inspiration from the Cybrans this Static artillery piece fires a spread of potent EMP bursts. It helps disable enemy shields and engineering sections to help the Artillery break through and crack the shell of an opposing base. Can target orbitals leaving starships easier targets for the Arch Duke and the Mavor to remove from existence if a shot manages to connect.



Mavor Elite: (Tier 5) The Pride of the United Earth Federation and a symbol of both their steadfastness and their stubbornness. This massive artillery piece fires shells with a nuclear warhead that explode with the strength of other strategic missiles from dedicated launchers. This combined with it fairly average rate of fire and its near pinpoint accuracy makes it a terror to Commanders and starships alike. Thankfully the improvement to shielding technology does make it possible for a commander of any faction to maintain shields under the Mavor's attention although at a cost of much of resources. As an anti orbital weapon it has been compared with a sniper rifle, devastating to many ship types and able to one shot quite a few of the smaller weight classes. The Mavor's only flaw is the massive amount of resources to get it running, more akin to a super capital starship than anything else, and a longer build time than the resources would imply as well, making them difficult to rush even when the resources are avaible.



-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.



Anti-riot armoured personal carrier aka 'The Turtle': APC for transporting infantry forces about. Heavily armoured with a decent speed, but no weapons, allows for a decent response to internal emergencies

Armoured Dropship: A redesigned for manned use stinger gunship, allows for insertion of operatives or regular infantry by the Air.

Fortifications

(One Focus)


The Fortification for the United Earth Federation while still in the style of the other factions are head and shoulders above what the Cybran Nation or the Aeon Illuminate have invested or perfected. While the early tier defenses are fairly standard The UEF have an extend array of options when they fully get established allowing for area control without leaving the comfort of their base.

Some of the Standout tools are

Teir 3 Walls 'Force Fields': A modified and hardened series of shield generator that cover a flat rectangle between the two of them. What makes this unique is that they are designed to prevent the hostile movement of units through them, making them act more like tier 1 calcicrete. Their purpose is to prevent run by's and provides a great deal more health against direct fire units.

Ravenger Mark 2 Point defense turret: The standout of the Seraphim war of the UEF defensive line. The Ravenger returns with its spray of railgun spikes capable in a formation of them of holding off all but the heaviest column of war engines.

Excalibur Experimental Point Defense System (tier 4): And for those War engines the UEF has the Excalibur point defense system. A massive fixed Rail gun straddling the line between Titan and behemoth itself. It is specialized in taking down the experimentals of those that threaten the front lines. Extremely poor at dealing with groups of units and with units that make it under its firing arc. they are usually found as a backend of a defensive line as a centerpiece or cornerstone defending key objectives or bases.



Aegis Heavy Theatre Shield (Tier 5 Sheild generator): An overly large shield with an extreme health pool the Aegis makes bombarding the UEF a difficult proposition. Made to withstand the fury of multiple of Scathis, Salvations or even Mavors the best way to deal with the device is to simply go under it. As While it is short enough to prevent an Awhassa bombing run direct fire units and gunships of all sizes can slip beneath it. It is also relevant in Space combat as it and the UEF array of artillery and Sams allow a UEF base to duel an orbiting fleet all by itself.



Miscellaneous Support Ground Units


Snoop (Tier 1 scout) Fast land scout, still has a gun, mostly annoys enemy commanders with an attack ping

Cooper Torpedo boat (Tier 2): UEF support boat armed and specialized for dealing with submarines. Mass for mass can go toe to toe with anything under the water.

Bulwark: (Tier 2) Shield boat, boat with a shield. Helps against bombardment.

p-Shield (Tier 1): Small and fast unit that has a weak and easily broken shield

Parashield (Tier 2) Larger and stronger mobile shield.

Anchor (Tier 3) Heavy mobile shield meant to give a further edge to the Percival, not very fast but strong

Archer: (Tier 1) anti air unit

Skyboxer (Tier 2) Aoe anti air unit

Couger (Tier 3) Anti air unit specialized for targeting large air or orbital units with a pair of gatling railguns.

Sparky (Tier 2) Main combat tank with and engineering suit, used to reclaim or build forward firebases. Has a gun

Old Sparky (Tier 3) bigger Sparky with a Rockhead's chaises and gun, good amount of build power as well. Typically found on extended pushes or heavily contested base defenses.



Summery:

There is one thing that can summarize the ground forces of the UEF,

Artillery.

More seriously, the UEF has a doctrine centered around mass assaults on a number of worlds and quickly creating harden safe positions to then slowly move out from. Focusing on creating a layered defense or driving and directly destroying the enemy. Hopefully giving someone enough time to get a Tier 5 Artillery battery up and running. Which they will simply sit back and destroy their enemies from the safety of home. These kinds of battles will mostly be a continuous shock phase unless the enemy manages to perform some types of action.

The assaults before the great cannons can be erected are much more interesting. The UEF prefers slow pushes of Mobile fortresses or Fatboy Mark 2 with a protective wall of Percivils and Riot Tanks. Supporting elements would be air units performing scouting duties, fighting for air control and forming rapid response elements.

This gives the UEF ground forces a heavy reliance on the Shock phase in combat, massive and unending artillery barragements protected by Titans and titan like superheavies that might even be reinforced by additional walls and other fortifications thrown up by combat engineers and support commanders. The main strategy that they expect to be employing is to grind down their enemies in repeated shock phases till they reach something critical or they have built up enough artillery at home.

Penetration, however, is one of the key weaknesses of the UEF ground game, with their War engines and the Percival much too slow to take advantage of breaks in the enemy defenses and their more rapid units, the Titan and Supreme Titan struggling to pose a threat to the other fast raiding units of the other factions yet alone their heavier units. They also suffer a bit in that the Support commanders that link up an extended push tend to be inexperienced, although plentiful. What the UEF truly specializes in in the ability to prevent another faction from penetrating their lines, from Riot Tanks and King Kiptors to tier 3 walls and firebases, the UEF holds the line. In the Air the UEF are decent but unremarkable.

In the Exploit phase while the Mobile Fortresses' internal factories can build up a faster strike force to go after important targets, they suffer the same problems as they do for penetration, there but inferior to their counterparts. Typically attacks on infrastructure and snipes are done with air units or with tactical missiles or artillery.

For the Reduce phase the UEF does slightly better than its counterparts due to the use of the Sparky, but ultimately suffers from the same assumptions as the Cybrans and Aeon do. Still once they get used to fighting non keystone armies there is not at the moment any specific tool to deal with the stranded forces.


Focuses:

1 War Engines

1 Superheavies

1 Lords and Commanders

2 Mecilenious Support Units



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.



Zadkiel (Paragon carrying mobile factory and Sheild ship): The unit known as the Zadkiel is an ancient unit that the Aeon has recently refurbished for service. It serves as the beating heart of the Fleet and its shield. This heart is the oldest known variation of the Paragon on Coalition records. Curiously it is not armed by instead the vast saucer shaped drone is filled with construction bays able to spit out every kind of Orbital ship known in the Aeon Schematic in a minimal amount of time, flooding local space with smooth shaped craft of the Aeon's artistic design. Continuing this pacifistic design instead of a weapon the rest of this vast amounts of energy that the internal resource generator produces has been directed to a great shield, making the area around it a bastion for the Aeon fleet, that has only been strengthened by the inclusion of a restoration field in the modern variation. It is however a volatile craft, should it be destroyed, the internal Paragon will cause it to explode with enough force to disable a fleet around it. In fact, during the Hay Days of space combat before in the conflicts with the Earth Empire, Zadkiels suicide rushing ACS ships was one of the primary ways that the Aeon blunted the vast expeditions sent into the Aeon Quarantine Zone.

-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.



None at the moment

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.

Portent: With thick armour and heavy short ranged cannons, the portent is the Aeon fist for the clash. Well suited for heavy broadsides but with weapons mainly for other capital ships this ship was designed for stopping the heavier vessels from closing in to past the Zedkiel's shields or getting to the backline of bombardment ships.

-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.


Reef Carrier: The Reef carrier is basically additional build power for Strikecraft and Corvettes with the addition of point defenses, a fragile ship that tries not to take part in much combat but one that keeps the front line steady churning with new ships.

Ananiel Class bombardment Ship: Modeled off of the Torrent the Ananiel supports a large array of Strategic missile launchers that it can fire in devastating volleys at an impressive rate, able to be improved with investment of the commander's economy. These units are the core of a fleet's firepower but are highly vulnerable in a clash scenario or if strike fighters can close the distance with very light armour even compared to regular cruisers in this new galaxy.

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.

Gabriel Class: a Ship more built as a work horse for the Aeon fleet. This unit is designed with high armour and a heavy if slow main cannon with an arrayment of torpedoes, meant as a supplement to both the Bombardment phase and the clash phase. Meant to engage larger more mobile ships it suffers against targets quick enough or far enough that they can avoid both the torpedoes and the slow shot of exotic energies.

-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.



Eternity Class Cruiser: a larger ship meant for pure anti strikecraft duties, filled with the brim of AOE point defenses and longer ranged tracking missiles similar to a SAM it is found near more vulnerable and valuable targets. Also carries a number of longer ranged sensors to help with targeting and preventing surprise attacks.

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.

Guiding light Class Frigate: A basic ship for soaking up damage for more important targets. Cheap and disposable it is one of the most common ships to see in the Aeon Navy and meant for fighting in the Clash.



Darkenoid class Frigate: a more space capable unit that has a central beam weapon similar to the Czar. Although the saucer like unit has a number of point defenses and side laser weapons that allows it to participate in a clash conflict, it is more meant for attacking positions on the ground.

-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.

The Penitent: A highly controversial unit that finished development quite recently, The Penitent is a bomber in the weight class of a Tier 4 experimental made from recovered and reversed engineered Seraphim technology. While visually distinct, the weapon system and the capabilities of the unit are more than similar enough to the Awhassa to draw the ire of those that remember the destruction of Earth. Capable of space and atmospheric deployment.

The Redeemed: Built from the same frame as the Peitent, the Redeemed is an oversized Air Superiority Fighter, armed with Flack and other AOE weapons this fast moving craft is a natural predator to strikecraft swarms and bomber wings. However, it lacks the concentration of damage that an actual ASF swarm provides making it struggle to bring down Flying War Engines or other Spacecraft. Delpoyable in Space or atmospheric conditions.

Acolytes: The Orbital engineer of the Aeon Illuminate. Can be constructed when the battle hits the tier 3 stage, this most recent variation is equipped with a chrono manipulator, speed up construction and recovery processes near them and slowing and stunning enemy ships that enter their limited area of influence.

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.

Seer: (Tier 3) A fast unarmed scout plane with omni sensor, when destroyed its self powered sensors allow for the wreckage to supply additional data to the commander for a short while. This allows them to reveal cloaked units or units using stealth even if their enemies take the care to target them first.

Corona Mark II Air Superiority Fighter: (Tier 3) Unlike the other two faction the Corona has remained in the slot it held during the Infinite War, the frame taking the empowerment and streamlining of now understood principles of Seraphim technology particularly well, both armour and its displacement cannons still measuring up to the new Wasp and the Scorpion Wing. Combining that with the cheapness compared with the additional cost of features found on the its competitors allow the Aeon to be able to focus more fire power and recover from setbacks in the air or skirmish.

Shocker Strategic bomber: (Tier 3) A fairly standard Strategic bomber that did not get that much improvement over the pass thirty years and has fallen a little behind the curve in this aspect. Improved damage over the original with Shields and an improved drop mechanism for its Quark bomb, small AOE and dodgable by a skilled commander.

Restorer Gunship: (Tier 3) The Hybrid antiair and antiground gunship was chosen to carry a restoration field, as such they are often found in ASF swarms despite their slow speed, although this has meant that the Aeon strike craft are especially powerful during a clash or in defensive operations.

Solace (space variant): (Tier 3) A modification of the Solace made to carry torpedoes that operate outside of atmospheric combat, it is highly effective against relatively immobile starships.



-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.)

Mirage (Tier 1) a fast basic and cheap scout with long range sensors

Swiftwind (Tier 1) The Formerly Teir two design has become the mainstay of all interceptors for the Aeon as designs and nanolathe manufacturing continues to improve.

Shimmer (Tier 1) Cheap and fast bomber, has an EMP effect

Mercy Mark II (Tier 2) The guided Missile first introduced by the Order of the Illuminate is a controversial unit. Due to its fragility and the suddenness of that it kills Commanders with it becomes difficult for the Aeon to talk down their target, making it unpopular especially with the faction of the Priest hood that seek to include Princess Rhianne Burke's teachings directly into the orthodoxy of the Way. It has seen massive improvements to its longevity of its engines, not running out if the missiles need to be redirected. Still probably could be destroyed by lucky infantry fire.

Spector Mark II (Tier 2) this Gunship has traded the DPS role that gunships typically have for more alpha damage with a slower firing cycle.

Fellstorm Air Superiority Fighter: (Tier 2) While the Swiftwind was kept mostly the same and moved to a lower tier the Fellstorm was improved as much as the chassis could carry, with additional shields, firepower and manoeuvrability.

Skimmer (Tier 2) A bomber that drops torpedoes, good against submarines and wet navy ships

Solace (wet navy Variant): (Tier 3) A larger bomber that drops a stream of torpedoes, very good against Submarines and wet navy ships.

Summery:

After the rebellion and the defeat of the Earth Empire on Seraphim II the Aeon only had access to the ACUs that they had either captured or were already part of their rebellion. As such they were the first faction to truly embrace the idea of idea of an ACU dominated military. The Space forces of the Aeon are a strange mix of updated relics and new designs that as always find a symbiosis with each other.

As such most if not all space engagements are begun by an established Aeon commander beginning to construct a fleet in preparation for an assault from orbit detected by intelligence, both normal and divine. Getting a fleet ready is usually fueled by a Paragon as they rush towards the Zadkiel, focusing on build power and then filling out the rest of the fleet around it.

The Aeon greatest strengths are in the Bombardment and the Skirmish phase. In the Bombardment phase their capabilities at long range damage are decent with the Aneilel and the Gabriel taking most of the long-ranged firepower role here, but the true strength of the fleet at this stage is the massive shield provided by their super capital and the regenerative effects of the Acolytes. Allowing the Aeon to slowing wear away at the enemy. In addition to this with the implementation of the Penitent means that in space their strike craft styled ships can perform a devastating bombardment as well.

In the Skirmish phase The Aeon benefit from the inclusion of the Redeemed in fighting enemy strike craft and can take and intercept bombing runs quite well. It should be noted again that the Aeon Strike craft are more suited to preventing enemy strikes and protecting their charges. With long ranged skirmishes relying on the Penitent and the Redeemed due to the lack of a fairly mobile carrier.

It is in the clash that the Aeon tend to suffer the most, well for an Autowar fleet, while there are several ships that are designed for dealing with this issue, the Portent, the Darkenoid, the Restorer gunship and the Gabriel class vessel to some extent. These vessels do not measure up very well against their counterpart close ranged weapons, as their greatest advantages are quickly negated in range and their enemies getting under their shields and targeting the acolytes first. They mostly rely on the specialized production facilities to keep them in the fight and try to delay or disengage from a clash and minimize their time in it.

For pursuit the Redeemed and the Penitent do have the speed necessary to carry out those roles in system but the Aeon like all three members of the coalition can only pursue with commanders at any appreciable speed.

For disengagement the Aeon Commanders is the only one that needs to leave the battlefield with good shields and being on planet instead of a part of the fleet the Aeon and any ACU can easily vanish and withdraw from even a complete rout in space.


Ground
War Engines

(Focus)



-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.

Universal Colossus: (Tier 5) The Aeon have always made favoured specialization and a well planned niche for their Units in contrast to the Cybran multipurpose tools and the UEF's cast competing for a limited number of roles. The merits of this approach are fully on display with their most Iconic unit.

The Upscaled Universal Colossus has been reinforced with many of the Secrets of the Seraphim that the Aeon have been uniquely positioned to take advantage of for both additional power to its Quantum Beam and to its quantum integrability field and armour. This Unit is the most mass efficient source of armour and durability in the entire Coalition's military and able to take on any other unit mass for mass with the exception of the Mark 3 MonkeyLord, more due to the fire power than any flaw in the Aeon design. As such the Universal Colossus is meant for spearheading assaults and forcing the enemy to try and focus it down allowing other units to do their work

Andromeda Assault Mech: (Tier 5): The Andromeda is a strange unit for its class. Not as strong or as powerful as the Colossus it functions as a gigantic hit and run unit relying on a powerful personal shield and a pair of potent Quantum Storm generators to rapidly rush in, drop a devastating firing cycle and then retreat back out of harms way. At a great energy expenditure, it can teleport itself behind enemy lines in a similar fashion as the Cybran Commander. However, this does not become truly economically viable till after a Paragon powering the economy. The other place that the Andromeda is usually found is in a support of a Colossus providing needed damage to the Aeon front line.

CZAR mark II Aircraft Carrier: (Tier 5) The Famous Flying Saucers of the Aeon were greatly effective during the Infinite and Seraphim wars, albeit not in the way that the Teachers of the Way or the Avatar of War had anticipated. This new iteration of the craft leans into the 'pancake' phenomena with the craft now larger and its software now including protocols to try and keep it horizontal when it is falling out of the sky. The Aeon Forge masters also took the time to try and ensure that it could fulfil its destined task, additional Flack weaponry and a Bubble shield on top of a personal shield to survive the attention of ASF swarms as well as multiple Factories that can rapidly churn out strike craft and Aircraft. The anti ground Energy beam remains useful for burning down ground targets and terrestrial War Engines. In the air it struggles with larger units, able to fight them mostly due to its own bulk, making it reliant on ASF swarms to deal with foe that can chew through it. Can target Air and Orbital units, mildly space capable.

-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.


Transcendent: (Tier 4) The Transcendent Air shield Mech's duty is to protect a mobile force away from the safe confines of the base. Armed with an array of exotic energy weapons, a Nanite cloud dispositor and two Singularity cannons, the Transcendent is well equipped to deal with any air threat be it ASF and Gunship swarm to Flying War engines. This unit is found typically supporting an experimental task force or a line of Sniper bots and shields. While it does have some defensive cannons to defend itself on the ground small force of Tier 3 or numerous tier 2 units can deal with it easily. While it does have good armour, it is relatively light for its weight class, making it struggle against Flying War engines that have enough fire power to focus them down. Can target Air and orbital units. (Airnomore with a more faction appropriate name)

Devout: (Tier 4) The Devout combat ball is an attempt to provide an effective anti swarming weapon and frontline to help transition into Colossi. Heavily armoured and armed with gravitonic distortion generators gives this unit ample area of effect. It struggles with Tier 4 units of its class that are equipped with anti experimental weapons, the Monkeylord II and an Anti-single target Riot Tank, but its armour allows it to run down unprotected Fatboys and delay other Experimentals for the Sniper Bots to do their work. Hovers over water (Urchinow with different name)

Tempest Experimental Battleship: (Tier 4) The Massive radial Battleship returns as the Aeon's single most powerful Naval Unit; its massive Single Pulse cannon is known for one shotting many smaller Naval Units and the Improvements to mobile factories in general has improved its capabilities in the field. Can submerge, if need be, making it difficult to attack from orbit.

Omen class Battleship: (Tier 3) The Omen Class Battleship is a short-ranged brawler trading the traditional bombardment role for additional damage. This does make it vulnerable to being whittled down by its counterparts before it reaches the frontlines relying on Support units or the presence of Tempests or Missile ships to distract as it closes in. However once there the Cybrans and UEF have little that can deal with it.

Torrent bombardment Ship: (Tier 3) A long range Bombardment ship that fires an overwhelming number of tactical Missiles to overwhelm opponents. This unit is centered around range and firepower, leaving it fragile and not the fastest ship.


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.

(Focus)

Harbinger Mark V: (Tier 3) The well-known design that the Aeon have been using for more than Half the Infinite War makes its return with the latest iteration. This fast attack bot has been updated, but functionally serves the same purpose as before of a fast-raiding unit able to quickly penetrate enemy lines and can easily fight enemy responses, until heavy forces are deployed to the field. It does not quite enjoy the dominance that its predecessor did, although individually they are still superior to both the Cybran Phenom and the UEF Supreme Titan, they do lose mass for mass. The advantage that this unit has is that its engineering suite has been upgraded allowing more than just reclaiming, building small fire bases or factories behind enemy lines.



Uriel Heavy combat tank: (Tier 3) The Aeon's attempt to compete with the Brick and the Percival. This unit focuses on armour and rapid firepower. More mobile than either of their counterparts this hover tank is designed to work with sniperbots and heavy shields to pose threats to even the heaviest units. On its own however it lacks the range of the Percival or the DPS of the brick and loses both individually and mass wise to these units.





Spirit Hunter Sniper bot: (Tier 3) The core and backbone of the Aeon assault force. The Spirit Hunter trades its legs for a hover platform for increased mobility and truly take advantage of its ability to fire on the move. While lightly armoured the great range and damage makes a line of Hunters a threat to even a full armoured column of Tier 4. Equalling the range of Tier 3 Mobile artillery and the Fatboy II this unit see use up until the latest stages of the ground battle. Its chief vulnerabilities are to units with AOE that equal its range, swarms of lower tier units and certain Tier 5 units that outrange them. However, with the assistance of the Uriel and the Sanctuary the Aeon battleline can stage and drive back even the best of the Cybrans and the UEF. (Shotja with more in character naming)





Exodus class Destoryer: (Tier 2) The Exodus destroyer has change very little from the end of the war. Decent Torpedoes and a long range high damage main weapon. More useful in massed combat than in the early stages of wet navy warfare as any commander that would be allowed a commission can easily negate the damage by out maneuvering the slow projectile.





-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.

Obsidian Mark II: (Tier 2) This Heavy attack tank returns serving as a good defensive option for the Aeon. The Aeon has struggled in the Tier 2 phase as both the Loyalist Reborn and the Titan have moved into the phase of combat and the Rockhead outperforms the Obsidian. However, the older design is fairly cheap and can be easily massed to provide a long enough meat shield until Tier 3 can be achieved.

Blaze Fast Assault tanks: (Tier 2) The Fast firing Hover tank is useful for raids and to deal with Tier 1 units while barely costing that much more, loses badly to its current counterparts though

Beacon Frigate: (Tier 1) Basic boat with a gun, Aeon Frigates lack anti air

Vesper Submerine Hunter: (Tier 2) A dedicated anti-submarine unit, difficult to destroy from orbit.

-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.

Borealis tank: (Tier 1) The successor of the Aroura, this unit serves in much the same way as its predecessor it, a long-ranged hover tank with mass efficient armour. Its additional speed and faster firing cannon make it a good unit that is quite potent with Sheilds able to compete in the Tier 2 phase.

Spark Light attack bot: (Tier 1) This small fast attack bot is armed with dual sonic emitters and uniquely both a small anti-air weapon. Can outrun slower air units


Shard Attack boat: (Tier 1) a small anti-air boat about half the size of a frigate, has radar.



Sylph Submarine: (Tier 1) A small submarine, fires torpedoes, difficult to kill from orbit


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.

Exorcist Combat specialist: The development of the Proxy that accelerated the Cybran Nation's economy to startling heights did not go unnoticed by the other Nations of the Coalition. In the UEF there was a divided opinion mostly to do with their own agendas. The Aeon however were quite disturbed as they learned more. The two nations never quite understanding each other, both a difficult thing to explain in their own world views, and this had only been exasperated with both their shallower interpretations of each other stripped from them due to exposure or decree from on high. To the Aeon, the new Cybran practice of Proxy creation seemed like they were creating fragmented ghosts of themselves. This was not helped by the those that grew beyond their bounds being called Wraiths, a form of angry ghosts. Nor did a movement to help protect said beings assure them that the practice was ethical or healthy for a society. However, such investigations revealed to them a glaring flaw and vulnerability. The Combat Proxy abilities at infiltration and assassination should hostilities were to resume were near unstoppable should they get within a civilian or administrative structure.

As such a project to create a new class of bodyguards and guardians to help blunt this threat was developed. the Exorcist order was the fruit of their efforts. A branch off the pathways for the Seers, Evaluators and other holy orders of the Aeon for those that bore aggressive tendencies and those that could understand things holistically. Empathizing with others but displaying an ability to ignore their own feeling to a degree that makes many who survived both Marxon and the Order more than uncomfortable. As such these warriors have much greater psionic powers than what most of the Aeon have at their disposal, although utterly lacking and minor compare to even the most minor powers seen in this new universe, using their abilities of precognition and the Way's teaching to predict and keep pace with the hyper accelerated reaction times of the Cybrans and the Proxies. Armed and armoured by a highly experimental suit that uses an oversized shield generator to provide a defense and something approaching telekinetic abilities. Currently while there has been a variety of fighting techniques under consideration the most common abilities that have been observed are frictionless movement along the ground, ability to float and hold objects without touching them. Their most important abilities though are to expand their shields to protect their charges and the ability to create a small pinpoint line of energy in mid air capable of cutting the internal structure of heavily armoured targets without having to interact with said armour, albeit at close quarter combat ranges.

Thanks to some interaction and offers of training with some of the more competitive proxy fighters in civilian competitions has given the Aeon Evaluators some data on how effective their efforts have been. Namely that the Exorcists are fully capable of taking down more specialized and new proxies, but that they have a severe decrease in effectiveness as more of the Human spirit is replicated into the Machine. At this point Aeon leadership is unsure of their ability to effectively defeat and kill a Wraith but they are sure that they can slow down such a creature long enough to protect the target and allow them to escape the Cybran's clutches.


-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.



Armiger Field operative: The Armiger are an elite forces tasked with protecting high value targets or battles within a urban setting or other places where an ACU's units are too unwieldy to use. The warriors of these orders carry themselves with slim white power armour styled reminiscent of Knightly armour of Pre industrial times. Armed with a combination of Plasma and Sonic weaponry supported by chrono and nanite based gear, the Armiger natural environment is breaking down a holed-up power armoured infantry force. Their main role during the Infinite War was, before Marxon discontinued taking people alive, to capture UEF infantry forces and rescue any hostages they had taken while preventing deaths. While this group is battered being the primary fighters during the Purges and counter purges at the end of the Infinite war, their numbers have recovered enough for deployment in these new times.





-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.

Guardians of the Way: The Guardians are the most basic security and enforcer of the Way and have innumerable orders dedicated to the vast different responsibilities that they perform. These range from providing physical force when counselling fails in their communities, to restraining distressed converts in a rehabilitation station, to being the first line of defense to threats that have made it inside their facilities. Their main training is centered on deescalating situation where they find themselves in, hopeful so that they never need to fire a shot. They typically have a light power armour meant and designed in part not to alarm their charges while still protecting the adherent from most kinds of harm they could encounter. They typically carry weaponry suited to their duties, mostly non lethal munitions and other suppression tools. However, in situations where lethality is expected they carry a number of sonic based weapons.



Individuals of Importance

(Focus)

-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.



ACU: (Low Titan when they gate in, high Titan fully combat upgraded)

The Armoured Command Unit is the Soul and core of the Aeon military machine. Gating to hostile worlds they build up the military and attempt to find the True Way to victory and avoid their enemies attempt to waylay or obscure the path. In conventual combat the ACU has a number of upgrades from, Quantum Disruptor, Quantum Accelerator, Personal shields, an escape pod, a chrono dampening field and a nano restoration field. The various orders of Knights have had their lives and abilities carefully cultured to withstand the rigours and traumas that their duties subject them to. The Aeon Knights while nowhere near the capabilities of true seers their premonitions and 'gut feelings' have saved many of their number from unexpected or hidden surprises. The bulk of their capabilities come from simply applying the doctrines of The Way to their situations. Most specifically the teachings looking to empathy, understanding and looking beyond the present moment. These allow a version of Battle Mediations to be under taken allowing each Knight to have an uncanny ability to deploy exactly what is needed even should they be kept in the dark. This does not mean that they are always successful, as the UEF can deploy strategies that can work even when countered and the hyperactivity of a Cybran adapting on the fly would make even a telepath or seer sick attempting to discern a constantly fluxing future. However, it does mean that the Aeon Knights are some of the most capable ACU Pilots in their home Galaxy.



Support Commander: (Mid Titan grade combatant)

A specialized Command unit optimized for front line combat and meant to either extend the operational space a commander operates in or to help alleviate the amount of that a Commander needs to manage. The Support commanders belong to a separate set of Orders bearing the title of Paladins and are first deployed during the Tier 3 phase of the battle. Given much the same training as those that command the ACUs these warriors differ in that they highly specialize in the area of tactics rather than the bigger picture. Usually given command of attack groups or leading assaults themselves they are talented at the dance and maintaining the delicate balance that is the Aeon battleline. As such, their machines can be enhanced in a number of ways to better support their legions, including a chrono dampener, a Nano-restoration field, heavy personal shields, an overcharge system, an Enhanced sensor suite and a Quantum disruptor.

-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.

Aeon Seer: Aeon Seers are not traditionally or even now considered true parts of the war fleet, but the premonitions and insights of the Seers dictate the overall strategy of the Aeon Illuminate. These highly Psionic individuals due to the safety of their positions and the wonderous post scarcity technology and society they enjoy have fully dedicated their powers to understanding others, the world around them and the Nature of the Way. When present on the battlefield or more likely the battle coming to them their ability to discern the enemy's true intension is unmatched. Their true weapon is their ability to talk down and even covert an opponent. While the UEF propaganda machine claimed that the Aeon used mind control the truth of the matter was that the Seers use their physic abilities to help them deprogram an emotional and highly Indoctrinated individual. Especially one of particularly zealous faith in their God or Country, provided that God or Country is falling short of said propaganda. Their conversion lessons were based around UEF culture and society have made them struggle greatly with discouraging Angry Cybrans or others of less Authoritarian regimes, but that is a small weakness when there are many others that need the soothing embrace of the Way.



Aeon Priesthood: The Priesthood of the Way are the rank and file of the Bureaucracy of the Aeon running many of its institutions, administering it people and from its ranks the leadership hails from. In this case a particular skillset in those that would take the role of the UEF Manger or the Cybran Ops Technician. They are encouraged to build close connections with their Knights and Paladins and serve as a part of their emotional support Network, a grief and trauma councillor. This gives the Aeon additional backbone in the face of the horrors of war.


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.


Fervor: (Tier 1) a small high damage artillery piece, outranges tier 1 pd. Poor AOE

Evensong: (tier 2) A standard tactical missile launcher, the only thing unique about this unit is that its hover capabilities allow it to transverse and fire from water. Outranges Tier 2 PD

Serenity mark 2: (Tier 3) A long range mobile artillery, can fire on the move but lacks the demolisher's base breaking power or the Cybrans EMP ability. Equal range of Tier 2 Stationary artillery.

Absolver: (Tier 3) This hover tank lacks any damage against armour for its Sniperbot ranged attack. Like its previous iteration it has tremendous damage against Sheilds, a small group of them ripping through even the heaviest protection like a tier 4 unit. They are usually deployed with a Sniperbot line to give the formation some base breaking capabilities.

Miasma: (Tier 2) Stationary artillery for truly hardened firebases and for harassing war engines.

Emissary: (Tier 3) A large strategic Artillery piece, capable of hitting orbital targets, more accurate than its counterparts but lacking the upfront damage they can provide.

Salvation: (Tier 4) The Rapid-fire artillery returns as the Greatest of the Aeon's guns. It sprays a wide affecting shot that break into a literal cloud of submunitions. As such it is great at suppressing the movement of enemy forces outside of their base and forcing the enemy to spend resource of mass Energy and Focus. Although against an experienced Commander it will struggle to break the base, It can buy time for a Paragon to be constructed or at pay for itself by making the enemy paid to negate its affects. Can be targeted at orbital units.

Silencer: (tier 3) Nuclear Submarine, can launch strategic missiles. Difficult to destroy from orbit.

Apocalypse/Patron: (Tier 3) Strategic Missile Lauchner and defense.

Node Drives: A form of FTL which uses naturally occurring "node lines", essentially rivers through an alternate universe called "Subspace" or "Node space" between high mass objects in the physical universe. Within node space normal engines still provide all thrust. By a quirk of the system the larger a space vessel is the more restricted it is in its movement even as it gets faster, only able to fit into the "widest and deepest rivers" between large and heavy stars. Meanwhile smallcraft scale drives allow for FTL travel between planets within the same star system. Thanks to the paragon reactor the Aeon can equip any size of spaceship with Node Drives. Potentially with more research the Aeon could figure out how to make their own node lines.

  • Node Missiles: Unmanned suicide drones/missiles equipped with Node Drives. Approximately the size of a large strikecraft or small corvette these can be easily constructed by nanolathes and allow the Aeon to conduct inter star system artillery barrages.
  • Node Cannons: Another offensive use of Node Drive technology is opening a pinpoint temporary node portal near or at an enemy target. These artificial singularities draw in nearby matter and shunt it into Node Space. Unless the objects sucked in to the node point have their own node drive (or even more advanced abilities to travel between universes) they will be stuck forever in a realm with no way to sustain themselves. Node Drive equipped ships will be forced into travelling down the nearest node line until they can activate their own node drive to exit. However as this is FTL travel if exited away from a natural node point the ship could be stuck with STL or Quantum gate technology to find the way back to friendlies. In this way the weapon will not destroy friendly ships but will render them temporarily combat in effective so friendly fire is still discouraged.


-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.

Warhorse: An Armoured personal carrier made for quickly moving Aeon infantry into civilian complexes after has been controlled by ACU, doubles as a first aid center.

Winged Chariot: An ariel transport for Guardians or Specialist personal, shielded.

Fortifications: The Aeon field a similar as the other factions and while materially better than what was made during the infinite war is not different in its design function or quirks. There has been a couple of additions to the roster though

Penance point defense System: (Tier 3) A tier 3 system more meant to stop waves of lighter units. Designed around the Oblivion tier 2 Point defense's excelling against heavy targets even taking down tier 4 units without ridiculous numbers. The Penance fires a wave of quantum energy that coclasses at maximum range into a storm reminiscent of a fallen Ythotha.

The Sands of Eternity: (Tier 4) This experimental weapon is the culmination of the Aeon growing mastery of time base weaponry. Used to single out a particular unit and slow its time stream down to a crawl effectively disabling the sole unit. Used to stop some of the massive units that are now appearing on the battlefield and give Aeon defensive positions the time needed to take down or at least weaken said mass produced Kaiju.



Miscellaneous Support Ground Units

(Two Focuses)


Spirit: (Tier 1) A hover scout unit with long ranged sensors. Accompanies Tier 1 attack groups to help the Borealis abuse its range.

Refuge: (Tier 1) A cheap and fast weak shield generator, hovers and can go on water.

Asylum: (Tier 2) A hovering Sheild generator.

Sanctuary: (Tier 3) A heavy and a bit slow Hovering Sheild generator. These units are often found protecting Sniper bot lines and supporting experimental formations.

Thistle: (Tier 1) a Cheap anti air unit.

Ascendant: (Tier 2) An AOE anti air unit. Hovers. Yes the weapon it uses are called Fizz lauchers.

Redeemer: (Tier 3) A mobile SAM launcher designed for attacking Aircraft and Strike Fighters

Conduit: (Tier 3) A defensive Building that uses the Restoration Field first found on the Seraphim ACU to heal and enhance units and structures in their area of control. Typically, this is better performance and additional resiliency. It also has the twin effects of slowly dissolving fallen wreaks and enemy units, albeit weakly, on the field passively and adding the mass into the ACU Economy and also allows Static Defense Sheilds to convert a portion of the damage that they take into energy. It will have a horrific effect on enemy infantry but this is unknown at the current time due to the rarity of these two units being on the same battlefield.

Herald: (Tier 3) A mobile support unit that provides Restoration Field coverage, hovers. Unfortunately, it is not large enough to support energy conversion mechanism. It still dissolves enemy wreaks and weakly dissolves enemy units.

Quantum Optics Facility Eye of Rhianna: (Tier 4) A high energy cost scanning device that allows a Commander to scry a location at the cost of a lot of energy.

Temple of the Wayfinder: (Tier 5) A new Experimental building that originates from the Aeon's growing mastery of the Quantum realm. At a crippling cost to a normal Commander's economy in both mass and energy, this device opens a stable portal from itself to a location on the battlefield. A feat that still puzzles Cybran and UEF scientists. At this time the range is fairly limited, approximately similar to a Tier 3 Artillery Station, and the Portal goes both ways, should the Aeon be pushed back being an easy pathway for their enemies to directly enter their bases. Typically, the Temple is only deployed once one or more Paragons are on the field.

Paragon: (Tier 5) The Paragon remains almost the same from the latter days of the Infinite War. This massive Resource Generator completely changes the field of battle, able to generate Resources from apparently nothing it has remained a priority secret that their competitors have not yet manage to reverse engineer or replicate. When a Commander has access to one the biggest bottleneck to the ACU economy is typically the amount of Nanolathes and attention of the Commander herself, able to build even the most extravagant force and replace it effortlessly even by the standard of an Autowar economy. The main weakness is its expense. Costing more than anything the Cybrans or UEF could produce on land or Space, even relatively secure positions can be overrun during the rapid paced back and forth of ACU combat. It also is a key weakness if it is destroyed it explodes with a force similar to a strategic Missile exchange, more vulnerable biosphere can be completely torched by the destruction of said device alone.



Summery:

The Armies of the Aeon have two vastly different Doctrines, Pre and Post Paragon construction. Overall, however the Aeon prefer to be flexible in their dealing with warfare seeking to avoid the limitation and traps found in overspecialization, although from the Infinite war there remains the instinct to be seeking to slowly wear away at their enemy and gradually move in.

For a pre Paragon Force the Aeon line flows like water during the Shock phase, with a general philosophy of a battle line made of Spirit Hunters, Heralds, Sanctuaries, and Uriels with some additional support units such as artillery or Experimentals depending on the situation. This pattern can be found even in their tier 1 tactics. The Restoration Fields and the Sheilds mean that they are able to survive the artillery of the UEF or focus down Cybran experimentals. Backed by Formations headed by the Universal Colossus and backed by Andromeda mechs. However, they lack the large guns and artillery of the UEF or the true monstrous armoured formations of the Cybrans to be truly said to be masters of the shock phase. Beyond aircraft and strikecraft the Aeon prefer to wear their opponents down with sniper fire, shifting and collapsing their battle lines as needed.

(For the purposes of this game they are behind the Cybran and UEF if Tier 5 enters the field but ahead of them in the Tier 3 to 4 stage. They could be said to be good at shock compared to most factions in this new galaxy however.)

Interestingly the Aeon can be said to be quite good at Penetrating enemy lines, The Harbinger newest iteration outperforms the Phenom and the Supreme Titian on an individual basis and can out run the Brick or Percival quite easily. With the Andromeda mech being an addition that allows for runbys or even a teleporting threat that bypass the battlelines and defenses. In the air the Aeon have specialized their strikecraft in a defensive air composition, being good at preventing their enemies from reaching their backlines, their strategic bomber being the least threating of the coalition forces, the least damaging and the most easily dodged. Relying on the Czar to break through a defensive screen for ensured damage.

For the Exploitation phase the Aeon fall short. While the Harbinger and especially the Andromeda and a Falling Czar can wreak massive damage behind enemy lines, they cannot do much more than what other factions can. They also lack the mobile ground unit factories, the Harbingers only able to get so much set up, to keep such operations running and the low damage or extremely fragile offensive air options keep the Aeon as adequate at sniping important targets but not their strong suit.

When it comes to the Reduce phase the Aeon are actually much better than the other member of the coalition, with the Hearld cleaning up proximately forces quite well and the Aeon tendency to not leave things tattered on the battle field combined with their more erosion-based battle strategies.

Everything changes once a paragon has reached completion. Battle lines will consist of Hoards of War Engines, bases will be filled with shields and artillery, but most importantly it will unlock the greatest of the Aeon's power. While the Andromeda class can freely teleport pass enemy lines the true threat is the Temple of the Wayfinder. The ability to open a portal and march an army consisting of Colossi, Andromedas, Devouts, Uriels supported by Heralds and Tier 3 mobile shields is devastating, although not unbeatable. It still takes time to set up enough artillery to overwhelm the constantly improving shielding and a mobile strike force strong enough to fight the bottlenecked portal can push back the Aeon back and force their way to the costly and time consuming to build experimental. Here the Aeon will either go for a constant UEF style continuous Shock Phase or an odd form of Penetration style tactics.




Bring the War home: +5 OP several Political issues outlined in the faction description could come up at home that could result in total War between all three factions or even within the Cybran Nation itself. While currently any one of these things would be manageable, all of them makes things at home extremely tense and waiting to explode. If things go well here and time could be delayed then things will get better as time goes on. But what what the Expeditions returns home may not be all that benevolent and the manipulations of QAI could cause things to blow up and require attention to be paid back home.

Traits

Defining Trait: Auto-War

Traits:

  • Mechanical Armies
  • Covert Actions
  • Devoted Population
  • Logistical Independence
  • Regiment of Renown: Legend The Tip of the Spear
  • Regiment of Renown: Legend Redfog
  • Regiment of Renown: Legend William Gage
  • Additional Unit Specialization: Behemoths
  • Additional Unit Specialization: Strikecraft
Drawbacks:

  • No Magic: despite the many years of humans developing Psionics, especially within Aeon populations, symbionts have always lacked or loss said abilities upon the attachment of the AI neural core. Was one of the reasons that the Aeon believed that the Cybrans were soulless monsters during the infinite war.
  • Keystone Armies: Uncontrolled Cybran units self destruct to prevent their technology from falling to enemy hands.
  • Ideological Mission: The Cybrans remain committed to the idea of freedom and while they will only chaff and criticize more authoritarian regimes they will attack and target outright slavers on their own with particular vindictiveness against those that use mind control to control their subjects. The Cybran Mission is Liberation and while they can be pragmatic they will push anyone they met toward those ends. Even if they disagree with each other what Liberation and Freedom means.
  • Divided Obligation: Redfog
  • Divided Obligation: William Gauge
  • Stronger Faction, Weaker start: -5 OP


Order of Battle

Overall tech Level: High Extremis

Focuses

  • Strikecraft (X2)
  • Behemoths
  • Titans
  • Lords and Commanders
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.

-None at present


-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.

The Spear: The Supercapitals of the Cybran Navy are a rare sight needing a heavily developed base and clear orbitals for an extended period of time. Most often they appear as a part of Defense force of more permanently settled Cybran world that is coming under attack. A part of the reconstruction and reconciliation program proposed by General Hall to build trust and give the Cybrans a trump card and protection from the Orbital bombardment that plagued the Nation through out the Infinite War and kept them from concentrating their industry. The ship designs were based of the most current defensive battle station of the UEF navy. While Brackman and many smaller Nodes disliked the centralization of power that such constructions represent the numerous designers and larger Nodes snatched the chance and the designs. After Numerous redesigns and careful negotiations, the Nodes began work upon what would be known as the Spear class, named after the Fame commander of the Infinite and Seraphim wars. A massive warship serves in principle a similar role as an experimental, mobile enough to accompany a strike force against long range bombardment.

The Main Systems aboard a Spear is the Primary Frequency Fluctuating Trans-Quantum Laser or PFFTL, A gigantic energy weapon in the vein of the MonkeyLord Experimental series the spanning nearly the entire length of the ship. While it only sports one such weapon and can only bring its firepower on one relatively small location at a time, it is able core out ships in its own weight class in a matter of a couple minutes while frying smaller capitals in less than half that time. The beam however is relatively short ranged, easily dissipated by atmosphere and the debris of a battle field, making the vessel near useless in ground bombardment situations and satisfying and guaranteeing the freedom of smaller Nodes afraid of such weapons being turned on them

The Second is massive Nanolathe facilities taking more of the interior bulk of the vessel to construct Orbital Units to reinforce the fighting force as the battle goes on.

The third is a series Magnetron point defense systems for either shoving away ramming ships, Boarder and Space Superiority fighters or to draw them in and reclaim their mass. The Three of these makes the Spear class the master of the clash, able to single out enemy super capitals and delay the enemy till the ground can be evacuated.


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.

The Doysta: A in house designed Experimental Ship developed during the Coalition reconstruction days that fits traditional doctrine far better. A faster and much more streamlined ship than the Spear it is far more mobile than the almost a battle station. That is not to say that these ships are under armed, armoured or has made sacrifices to it other capabilities, but the Doysta is a specialist ship made to carry a Commander or a team of them onto a world where gating in is unfeasible or unwanted. A favourite amongst both the Red Skull Node and the Remains of the Assumpta Node for its raiding capabilities and use in ambushing space borne targets due to its high fire power of Proton cannons and Nanite Harpoons, a massive Nanite producing Spike that eats out a ship from the inside. In conventual battles you see them produced to ensure a capital ship's destruction even if they manage to escape.


Universe-Class battleship: The Universe Class Battleship is designed to give a Cybran Node the time it needs to evacuate should a force unconventually assaults the Cybrans from space. Armed with Massive photon cannons and long ranged rocketry that disperses Nanite clouds by passing the heavy shielding that they expect from their opponents or negating the passive Regeneration components that most ship of this scale have. They are the main form of Cybran Bombardment and excel in the clash phase of a battle.

-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.

-None at the Moment


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.

The Slab Class assault ship: of the Cybran nation is the meat of the fleet deployed to slow down and absorb fire during the clash of fleets, Short ranged and armed for attacking Heavy targets, this slow and ponderous automated unit is meant to form a wall during the clash phase of combat that an attack fleet will struggle to get through. It struggles at best at any other phase of the conflict.

The Leviathan class Arsenal Ship: this Ship in contrast to the Universe or Slab capital ships lack the heavy armour for clash styled conflicts for speed, a stealth and Cloaking system and for an inordinate number of torpedoes and even a Nanite Harpoon. In Battle it behaves like an ambush predator unloading its munitions before disappearing again into space. Some of the Commanders who have run wargames with it describe it as reminiscent of Hoplite maneuvering. Coalition partners have describe it as the Seraphim T3 submarine in space.




-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.

Howler: An Upscale principle of the Wailer Gunship, the Howler sports heavy plasma weaponry, point defense and a UEF style Jamming counter intelligence suite on top of battle ship scale armour. This Ship is meant to distract and draw fire during the Bombardment phase and engage and brawl during the clash phase of combat. Its slow speed means that it does not pursue the enemy that well however and if the screen ships and fighter screens are eliminated it can be torn apart during the Skirmish phase.

Suggest class Carrier: a sort of Carrier crossed with an ambush ship, This vessel supports construction and storage bays for Tier 3 fighters, bombers and gunships. Further augmented by a stealth and cloak generator and a series of Nanite Torpedoes' this ship is made for the Skirmish phase and as a star of Cybran ambush able to strike a deliberating first strike against an enemy ship while dumping hoards of Fighters onto a fleet at close range and running down vessels during a retreat due to its high speed. It lacks a role during the Clash Phase only able to skirt around the conflict and dump additional strikefighters in due to its critically light armour.





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.

-Silent Knife Class Stealth Transport Ship: A more traditional ship of the Cybran Nation during the Infinite War. This manned ship is equipped with the latest in Cloaking and Stealth Technology with moderate weaponry. Can carry and drop a Commander planetside with little to no warning for enemies that know to look for the tell-tale explosion of a Quantum gate jump. require almost a full day to traverse by a quantum gate.



Advocate Class : a fairly mobile Automated ship more focused around speed and unloading a large amount of fire power at both long and short range, meant to be mass produce it is generally useful in most situations. This ship is also carries a potent EMP death weapon capable of disabling ships up to a Capital class vessels making them potent in clash situations.


Smasher Class: a ship dedicated to defending larger ships from Strikecraft, armed with point defensive, Area of effect weapons and a repeatable use Emp weapon capable of frying hostile swarming Strike craft while leaving friendly units unharmed





-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.

The Worker Bee engineering unit: Effectively a spacecraft engineer that can be constructed by the Suggest Class, the Captial vessels, other Worker Bees and most importantly by Tier 3 engineers. They reclaim asteroids or debris from friend and foe alike and reprocess it into the war economy of the Cybran Navy or to funnel mass and energy into a ground assault. They can also be used as additional build power to quickly construct other ships. The Cybran variant of these units are typically equipped with a stealth field making them invisible to simple radars and sensors but visible to optical sensors. They force enemy commanders to actually spend time and effort to target down the forgettable but just as deadly craft.

Peeping Tom Class observation ship- - Cloaked and Stealthed ship meant to sit outside of solar system and spy on the activity in said system. Equipped with sensors accurate enough to give detailed information on activity and even troop movement on the surface, The Cybran military usually assigns multiple ships to monitor a single system. Also used to search for new colony locations and exploration. Comes in manned and unmanned variants.

Swindler Counter intelligence ship- an Upscaled variation of the ground based Deceiver or the Wet Navy Mermaid, This ship counteracts long ranged sensors in a radius around itself limiting the effectiveness of bombardment and in some cases allows for ships that have no stealth capabilities to take part in a sudden ambush.



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.

Intelitron: Stealthed and cloaked scout plane, has omni sensor, extremely fast, long ranged sensors. Considered paramount to a commander's survival for up-to-date information.



Scorpion Wing Air Superiority Fighter (Ground T3, Space navy standard fighter) The Scorpion wing is one of the most terrifying constructs that Most Space navies can face, one of the few examples in any universe of an Aircraft design being adapted to space and performing phenomenally there. Heavily armoured and armed with missiles laced with the same nanobots used by the Phenom tanks, they also come with personal shields and cloaking capabilities. In large swarms they can threaten almost anything in the air and they almost always come in large swarms. Used to ambush screening targets in the Skirmish phase of Space battles and can cripple fleeing targets in part of the clash and pursuit, they can participate in the clash but do not excel there.



Revenant Bomber (tier 3) The Revenant Bomber did not change much from the previous generation, just adding Cloaking and shielding. They remain, however, the favoured method of assassination by Cybran Commanders. However large bombs that rip holes in the terrain remain the second least subtle assassination method. In Space their weapons will reap a great toll in the pursuit phase of the battle and can greatly enhance the mediocre Cybran Bombardment Phase if the Enemy does not have an adequate counter for Cybran stealth technology.



Wailer Gunship (Tier 3): Flying heavy Gunship, Shield, Jamming, can shoot it's main weapon at slow moving flying objects as well as the ground. In Space due to its slow speed for an aircraft it usually only used in the clash portion of Space battles due to the distances involved. In ground combat its Electron Bolter can reap terrible tolls in Pentation and Exploitation roles. However it is still valued in Space as in the clash portion of the battle with the amour to both take hits and the firepower to work its way through the heaviest shields and Hulls.



-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.)

Flying Eyes: (Tier 1) fast cheap air scout, long range sensors



Shadow (Tier 1) cheap interceptor made to be made in swarms to fend off bombers



Zues bomber (Tier 1) cheap bomber for harassing engineers and as highly mass efficient ground damage when enemy air defense is gone



Jester (Tier 1) early sniping tool, fast and decently armoured it can destroy unprotected infrastructure or logistics quickly and if massed can kill frontline Commanders quickly and easily

Gemini Air superiority Fighter Mark 2 (Tier 2) Air superiority Fighter based on last generation designs, personal Stealth to leave it only vulnerable to manual targeting from opposing pilots, armed with seeking manufactured missiles. Can attack orbiting starships



Corsair Mark 2 Fighter Bomber (Tier 2) has anti air capabilities equal to the Shadow but is notorious in their home Galaxy for their anti ground capabilities. Fires a large barrage of missiles far faster than it can fly with each Corsair unloading enough damage to kill a scout Titian with next to no warning. With the improvements in their designed the Corsair can fire twice in each pass. The only downside in its design is a skilled pilot of a Commander sized unit can dodge most if not all the damage with the only counterplay being using more Corsairs and hoping it hits. If something Dies unexpectedly during the t2 phase a corsair probably killed it.



Renegade Gunship (Tier2) Standard Cybran gunship that is good at killing light units due to its area of effect weapons and personal shields.

Special note: Strike Fighters are used typically for Aircraft by the Cybran Nation, however these designs remain in cases where air is needed and the Commander does not have the Economy to support such production.


Summery

Cybran Military Doctrine for the entirety of the Infinite war revolved around being fast and mobile, jumping from system, back to Headquarters and back again to keep the opponents military force off balance and create openings for damage to be done to enemy infrastructure, military assists, superweapons, or population centers. Most Spaceships worth the time to threaten an entrenched commander are too slow and obvious to be anything more than a flying point defense system open to hacking or infiltration. Especially for the Cybrans that could never build enough of the units to contest the orbitals during their history. As such the Cybran Navy is more of an extension of Nodes more interested in intelligence and colonization efforts.

This meant that when the Coalition gave resources and premonitory designs for the Cybrans to create buffers to future orbital bombardment the Navy was designed around working on the basis of commander economy. Typically, a Cybran Naval engagement begins with a commander gating to a world and building up a large ground economy and controlling their local area. Then using a combination of Various anti Orbital weapons, including Tier Three Strikecraft, Soulrippers and SoulCrushers, along anti orbital land pieces, Water navy water weapons and large scale artillery to get a foothold in space and prevent Bombardment. After that the commander will try to produce the Units relative to forces contesting them, constantly fighting and escalating and replacing their forces up until they are producing up to the Doysta or Spear class vessels. If their efforts are contested they will simply continue trying to get space forces running as they contest the orbitals from the ground to either get a foothold back in Space or to serve as a distraction for another Commander to do so. After a full Navy is up and running there are three main situations the Fleet could be expected to experience, blocking an extermination fleet, ambushing an unwary enemy fleet and inserting a commander on a well defended world elsewhere in the system.

The first major doctrine is a hammer and anvil approach if the Cybrans need to delay and distract an enemy fleet or have been forced to stand and fight, they will first of focus on removing as much of the screening forces as they can, abusing their stealth and the mobility of their strike fighters and carriers as the bombardment phase occurs while trying to limit damage with support ships as Universes, Slabs and Advocates are built as fast as they can. The heavy ships will engage in a manner to keep Enemy ships from making a dash for the target as reinforcements are added by the Commander and Worker bees. Wailers instead of bombers will be made as Suggest carries and other High damage low armour ships form a Hammer engaging vessels in alpha strikes before turning away again and hunting down targets attempting to by pass the melee. If the opposing vessels break and retreat the Cybran nation will be excellent at pursuit while in system but once they make a jump only a preset up ambush on the other end would be able to pursue.

During an ambush engagement the Fleet composition will be heavy on strike fighters, Leviathans, and counterintelligence ships supporting other ships for a large Alpha strike to disable or rout an opposing Fleet, these engagements typically span very little amounts of time as the point here is to avoid a prolong clash, relying on surprise and accurate understandings of the enemy. Typically, the goal here is to kill a certain person or remove certain assets from the opposing force before the Commander departs. This sort of force can be set up for engagements in Deep space and would be the only kind of action that the planet centric Cybrans would take in such an environment.

These are the broad generalities though as Commanders will be expected to adapt their strategies on the fly.

One notable and specifically created weakness in the fleet is that it is poor at providing typical orbital bombardment. Instead, if such a situation occurs, The Cybrans have adequate tools on the Ground, the Scathis and the Disruptor, will be more than adequate to fulfil such a task. They will also produce strike craft to join the air fight and give commanders a closer and less damaging recall site and act as longer Intel and Link extenders.

For disengagement the ACUs have both the Quantum gate and the recall beacon to remove themselves from combat. While not instantaneous and sudden breakthroughs can kill them, it makes Cybrans masters of Disengagement. Slipping away even in fierce conditions. The Cybran Nation is always a slippery opponent able to preserve their forces even in the face of total annihilation.





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.

Monkey Lord Mark 3: While the same shape as the other Spiderbots this one has traded their stealth and cloak for lots of armour and a new experimental Gamma spectrum Laser giving it the ability to melt even other units on its scale in an insulting little amount of time. Cannot target spaceships except in unusually circumstances



Stormstrider: Successor to the Megalith boasting 4 large Quantum disruptor Cannons that rip reality apart when they hit that put to shame most munitions that starships yield. On top of that is a massive shield protecting supporting units including other tier 5 land units. It also has an improved version of the Megalith's factory capable of building and holding up to 40 tier 3 units while on the move and can drop them at any time. Cannot shoot starships under normal conditions

Soulcrusher: Latest model and modification of the Soulripper design upscaled to 1.5 Km long. Boasts two Gamma spectrum lasers turrets alongside some Electron Bolter weapons. Possesses an internal ground Unit factory and a holding bay that can deploy a small army of Tier 3 units when needed or to exploit an overly specialized defense. The only thing that can really stand up to their firepower are shields meant to hold up under orbital bombardment. Can fire at orbiting starships. Has limited space capabilities.



-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.





Monkey Lord Mark 2: Poster Child of the Cybran Military, Improved armour over the original and has Cloak as well as Stealth. Still boasts its battleship grade Microwave laser as well as the rest of the original's weaponry



Bomb Bouncer: Anti-artillery Mobile shield made in mind for fighting the UEF, can for a brief period of time reduce the shield's strength to reflect projectiles back at the enemy. This applies to starships as well. This solidifies the Cybran reputation as cheating (Censored)



Soul Ripper Mark 2 (300 meters in length gunship): Large Gunship built and roughly as maneuverable as a brick. Bristling with weaponry and can deal and take starship levels of damage. There have been tales of one or two these units holding back literal unending tides of ground units. AOE weaponry, can target orbiting starships and mildly space capable

Galaxy Battleship (Tier 3): Water Navy ship the size and firepower of an Imperial Imperator, cannot shoot air or space targets, can walk on land, has torpedoes.



Kraken (Tier 3): massive Submarine about 500 meters long main body, 1 KM long tenacles, central head with a few dozen tentacles with a large Lasor weapon on the end of them. All of the Torpedoes, lasers can target surface, air and space vessels- Difficult to kill with orbital bombardment



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.

Firebeetle: (Tier 3) Huge mobile bombs used to either kill leadership that has somehow is still at the front or used to burst heavily fortified positions. Fast, potent and cheap, but fragile.



Phenom tank (Tier 3) Fast raiding unit that can spearhead assaults on armies of weaker units, rapid fire rate of main cannon of plasma, leaves a cloud of nanomachines to prevent healing or repair, horrific effects on non regenerating forces.



The Brick mark 2 (Tier 3) a frontline Unit meant for getting in and brawling and more importantly delaying enemy forces forming a 'wall'. Heavily armoured, heavy rapid hitting weaponry, Bricks can transform into a point defense to increase range damage and health. But they are slow, really slow.



Salem Destroyer (Tier 2) heavy water naval unit capable of bombarding and breaking heavily fortified positions, can walk on land and has torpedoes. Unexpected.


Siren Cruiser (Tier 2) water Navy unit, can bombard land targets, walk and land and can shred fighters and bombers, really unexpected.

Barracuda (Tier 2)- Stronger personal stealth submarine, lots of torpedoes, hard to kill with orbital bombardment.


-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.

Loyalist Reborn (Tier 2) Mech design from the Infinite War updated for a new generation, still has the missile defense that returns the munition to sender and also has a personal shield now

Wanger tank (Tier 2) Standard heavy combat tank, except that it can hide and can traverse underneath bodies of water

Trident frigate (Tier 1) simple boat with a gun and can bombard the shoreline


-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.

Sliver submarine (Tier 1) simple submarine with torpedoes, very difficult to damage with orbital bombardment



Audax: (Tier 1) Disposable t1 direct fire unit, fast, good armour meant for getting in close and shooting the enemy, trades its raiding potential (fixed front turret) for extra armour and speed.



Loyalist (Tier 1) fast and maneuverable light assault bot, great for raiding lightly defended positions and capable of outrunning some slower air units. Minor riot as this unit took the name from the old t3 counterpart from veteran commanders.





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.

Combat Proxies: Standing 2.5 meters tall these slim and jagged looking machines fight for the Cybrans as infiltrators and shock troops to attack heavily fortified enemy facilities and political leadership. With the segment of a Cybran Commando's memories and all their skills these machines have the strength and claws to tear into even an Armoured Command Unit Cockpit (while the com is deactivated) making them near certain death to engage in melee even in the Impressive Universe they now find themselves. They come equipped with cloaking devices and a two personal Nanolathes that allow them to equip themselves with whatever they need or even perform extensive repair in the field. They are used as infiltrator and saboteurs as they are easier to repair and replace than their organic originators. The only drawback they face is that they have severe Machine Complexes, a Cybran term for a tendency to do things in the most efficient way or to always repeat the same action in a certain way without thought. A not uncommon weakness amongst military Elites but a fatal one if one knows what to look for.




-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.

Cybran Commandos: Cybrans specially trained and equipped for Infiltration and small-scale assaults of Enemy facilities. Specific specializations and training vary from Node to Node. The minimums are skilled with close and melee combat with power weapons, additional upgrades and expansion of the A.I. part of their nervous system improving processing speed, ability to hack both technologically and socially (lie convincingly), familiarity with all available Cybran small arms weaponry, an advanced Power armour often containing a cloaking device but further increasing physical performance and reaction speed, and a personal scale nanolathe. Used as the enforcement arm of more community centered internal affairs organizations of Nodes like Node 56. Tend to be clever and cheat constantly in combat.



-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.

Evacuation guards: Cybran Volunteers that oversee and protect the evacuation of a Cybran Node and only leave on the second Gate jump, armed with basic power armour and uses personal nanolathes to construct whatever weapon is needed for the situation. Only expected to combat fast assault forces making a mad dash for their charges or capturing an infiltrator. Fanatical as these are often their families on the line of battle when threatened. Can turn the infrastructure of their home against invaders allowing them to punch above their weight, especially against unsubtle foes. Sometimes used as internal security by Nodes more friendly to UEF style policing. Standard Cybran hacking skills and defense. Defensive only force.



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.

Armoured Command Units (40 meter tall mech) (Titian equivalent when exiting a Gate and slightly less than an Behemoth when fully upgraded)

The core and backbone of the Cybran military. Cybran commanders traditionally gate to a remote location on a target world where it patiently builds up its forces to attack and destroy the enemy. This rarely every goes to plan. These units are in a conventual battle the only actual Cybran on the field. Can upgraded with an EMP Emitter, a Nanoscale weapon, an escape pod, a cloaking field and Gamma ray laser experimental weapon (same weapon as the Monkey Lord mark 3). Most importantly though is the connection with Cybran Nation allowing the commander to receive insight and relay information instantly throughout the entire Cybran military and Central Command back in their respective Node. In obviously dire situations can be recalled directly to base through the Quantum gate network. Although this is physically costly to the pilot and they will have to wait an hour to recover with a prolonged cycle of jumps and rapid recalls often requiring medical attention.



Support Command Units: A special Command unit of pilots that specialize in using their Armoured Command units as front-line combat units, typically used to extend the quantum link of a base to increase the range of an assaulting force. Gating in with heavily modified Last generation Armoured Command Units these Titan sized Mechs sport a teleporter, heavy shielding, a cloaking field, a microwave laser and even a self repair system. They can also play a role in controlling and organizing frontline units while the Commander deals with other matters and fronts. Even with the Cybernetics there is only so much one being can concentrate on. These units are only given to trusted veterans due to risks of fighting at the front lines and are only deployed to ACU Commanders that understand and protect these difficult to replace assets. In the event of a evacuation there will require a quantum gate to leave as they did to arrive. Mildly modifiable to deal with air, attach and emp blaster or extra Nanolathes to operate as a field engineer.



-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.

Wraiths (Awakened Combat Proxies) The process of creating a Proxy is done by connecting and transplanting the Memories and prerequire skills over to the Machine from a connection to the AI portion of a Cybran's brain. However, experiences that the Proxies have made can be transferred back to the host fairly easily (interhost transfer can be done but is difficult due to personalization and neuroplasticity of Cybran AI code) as such more than a few hosts of combat Proxies have everything transferred back to them in hopes of boosting their performance when the make a new one. This has led to some of the more sympathetic and empathetic Commandos to keep proxy units for years or even a full Decade. Some of the oldest Proxies' minor quirks seemed to have developed into full personalities. While some of these have asked to retire those that remain have quickly earned the title of Wraiths and are spoken of as if they were Demons or Monsters. Each Wraith has broken past the Proxy's Machine Complex and quickly innovates and learns how to exploit enemy weakness and even their strengths. They quickly come to personalize their physical form and learn to operate their mechanical bodies squeezing out strength and reaction times only matched by the supernatural. They commonly boast personal shields more akin to a superheavy tank while remaining approximately the same size if a bit bulkier. The true terror is their Hacking capabilities and their understanding of the psyche of Sapient beings. They are known for leaving alive terrified conscripts that they have deemed innocent with instructions and tools to escape their masters and have also left entire UEF Reactionary compounds dead having shot and killed one another simply because a Wraith had gotten into their communication network and started to impersonate the members within. This has worried many Nodes in the Cybran Nation who remember the subversion of QAI but Doctor Brackman and Ivan Brackman have spoken against such fears. As they note even together the Proxies pale in comparison to transcendent computer's capabilities and have already proven to be more human than what QAI ever hoped to achieve.


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.

Viper (Tier 1) Mobile missile unit, used to clear lightly fortified positions and force early engagements.

Hoplite (Tier 2) Long ranged high damage rocket unit, fragile, must kite the enemy or be highly shielded to survive

Fortified Artillery (tier 2): Static artillery used to defend fire bases and harass War Engines, can be used as emergency point defense

Brackman Artillery (Tier 3) base breaking and field artillery, able to keep firing while on the move, has a large area of effect emp that effects the area outside the core blast radius allowing it to stun and disable shields or stun and hold back enemy armies. Note that this EMP effect would kill organic beings should they be on the field of battle and not in a heavily shielded ship, ACU or bunker. But no one would leave organic soldiers or even worse civilians so unprotected? Right?

Disruptor artillery (Should be consider as Titan scale weapon) Stationary artillery with a range that covers a good percentage of an earth sized planet's surface with accuracy good enough to concentrate on a 40 km squared area. Can target and fire at starships or perform bombardment on enemy positions. Can either use nanocams to get sight on what it is shooting or an EMP effect to disrupt shield generators.

Scathis Mark 2 (Orbital Bombardment equivalent weapon) Massive functionally stationary artillery that opens into a star of 1km long artillery Cannons. When it has a target it fires continuously like a gatling gun, highly inaccurate but all shells produce an EMP effect shredding Sheilds. Can be targeted at Spacecraft, but can only threaten tight formations of. Do not aim at anything that you would not mind losing the entire countryside around.

Plan 2B: Submarine that can fire strategic scale missiles and tactical missiles, can aim at starships, difficult to kill with orbital bombardment.

Liberator and Defender: Strategic Missile silo and Defense



Fortifications: Typical Supreme Commander Fire bases and defenses. The standouts are the T3 point defense, a Laser turret that can stun mechanical units up to Superheavies, a Stealth and Cloak generator making hidden bases need advance scanners to find and a Upgradeable shield that is only surpassed by Experimental UEF designs. with the Magenaton being a hidden gem, a massive magnet and powerful reclamation beams this devise can either shove away even Behemoths scale ground units keeping them out of range or drag in up to two or three mechanical monstrousities and devour them before needing to recharge. Due to the cost of the Device it is not an effective unit to deal with mass produced War Engines. Tactical missile defense still top notch. Overall Cybran defenses are adequate and better at dealing with swarms of small units than the giants of the War engines.



-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.

Personal infiltration and evac ship Fast invisible ships with the usual stealth features primarily used to put agents or remove assets from enemy controlled territory. High Maneuverability and light enough to easily gate out of a system these ships are also the largest personal property asset available for the Cybran public to use and own without reason and permission.

Evacuation truck: a Bulky ground vehicle with a ramming prow and a large containment compartment that can easily be disguised as various civilian shipping trucks. Used to get Commando, proxies and Wraiths into a building and then leave and disappear back into the city with the strike force and any rescued civilians or technology.



Miscellaneous Support Ground Units


Mole: (tier 1) land scout with long range sensors, can turn invisible with cloak

Banger: (Tier 1) rolling flack cannon with large area of effect, good at killing whole wings of atmospheric fighters and bombers

Adaptor support vehicle: (Tier 2) provides a bubble shield, an antiair missile battery, and an antimissile turret. Most importantly all of these stack so they tend to be massed with other t2 or even t1 in a group able to survive ridiculous amounts of damage and crack enemy positions, jokingly called a deathball.

Deceiver (Tech 2): Support unit that creates a stealth Field, makes surrounding units invisible to long range sensors

Mermaid: (Tier 2) stealth boats with torpedoes, forces visual contact for enemy to fire on navy forces.

Bouncer: (Tier 3) Anti air unit that fires Nanite rockets at Air targets. can target orbiting starship.

Aircraft carrier Second Command Class (Tier 3): Water Navy ship one KM long with anti air power of an Imperial Warlord's main guns, also can rapidly construct up to tier three air units and Strikecraft.

Summery



On the battlefield the Cybran Nation relies on being fast, stealthy and overall adaptable and a focus of removing Keystone targets of their foes. Due to their history as guerrilla fighters, they are skilled at building up while cut off and orbitals held by enemy forces and suddenly attacking their target with any of the numerous methods they have to utterly devastating their target and then either gating or being recalled out without a fight. In such conflict the first contact the Enemy has is a fleet of Strikecraft, Tactical missiles, an unexpected Titan squad or if a complete failure of their intelligence and security, strategic level weaponry.

On a more conventional battleground Cybran doctrine revolves around their Direct weapon experimentals to form an armoured assault column attacking foes that have been softened up by strike craft and artillery.

The Initial assault in the shock phase usually favours the Cybran Nation but not because their units are the most powerful or have the greatest artillery in the Universe. Forces opposing them will be first met with by near invisible Bombers and gunships peppering their lines, decent artillery that while not the most powerful can easily saturate an area as they are picked at by hit and run tactics by fast main battle tanks and superheavies and at last met with a large stand off armoured wall of superheavies nearing titan size supporting a large number of War Engines both on the ground and in the air. This combined with a variety of support tools to reduce the effectiveness of or even complete return their enemies own shock attempts makes for a potent force to get an initial ground advantage for their ground forces.

The Cybran armoured assault forces excel in penetration however, their main battle plan is to constantly harass and poke at the enemies lines with Tier 2 or 3 units until an opening is revealed or a pattern emerges. Then an experimental force will advance on their lines with the Stormstrider, Spiderbots, Bombbouncer forcing the heaviest response to stop, or if the Cybrans are overmatch on the direct ground the Soulcrusher and the Soulripper can easily avoid the greatest of the weapons to fulfil the same task, requiring an air response capable of both contesting the Cybran ASF and still strong enough to threaten starship weighted threats. While Commanders can expect to be overmatched in one field or the other they will always have one tool or another to find a weakness and typically the industry to replace or switch their strategy should they miscalculate.

It should be noted that if the penetration requires the units traveling outside the quantum link range, then either a Support Commander or if far enough an entirely new commander will be deployed either to take over the old base or on the front lines under the protection of the assault force to keep them supplied.

Unlike most factions when they get to this point the Cybrans are at their most deadly during the exploitation phase, the Stromstrider and the Soulcrusher while in range of the Economy is able to produce, hold and deploy a mid size army any ground vehicle short of Titans giving them an attack force that can quickly move out and reach equipment and infrastructure or enemy leadership even if the ponderous expermentals cannot. If a breakthrough occurs in the air and the Cybrans gain air superiority above their opponents then the next wave of strike craft would be deployed to fulfil the same task and can do so with frightful speed and efficiency.

One area that the Cybrans do struggle in ground combat is the reduce phase of the battle, this is not due to a material or deficiency in their technology but a doctrinal emphasis on speed and moving onto the next target. The opponents that they have faced up until this point have all had Keystone armies that would self-destruct when the leadership was eliminated or fled with most Commanders only putting attack-moved engineers to boost the economy. Even when this assumption is corrected the Cybrans do not have anything special for clean up of the rank and file.

The last thing that should be noted is that in a conventional battle the infantry does not engage in these battles at all. With the Commanders relying on the Loyalist light attack bots where they would be used. Instead, these units are used in either the defense of Civilian Nodes and Population, where they will battle inside the structures to prevent special operation forces from accomplishing their objectives. The other situation is the Cybrans performing their own Covert operations or grabbing sensitive personnel during a raid. Typically inserted by a commander gating onto a hostile world and creating a small base that will transport them to the target facility by various methods and then extracting them assuming their deed is done. This can occur by various commanders or even spacecraft but their duties and roles remain typically the same. Sabotage, extractions, assassinations, or raising local unrest.



Legends:

Ivan Brackman- Younger clone of Brackman, chief Diplomat and skilled commander in his own right. Raised in light of Doctor Brackman's growing concern of himself keeping the Cybrans mentally stuck in the Infinite War his training has been centered around navigating the complex political environments of both the Cybran Nations eccentricities and the more formal Jungles of the Coalition. Has been assigned the task of leading the expedition and know full well his father's expectations and need for it. A bit more cautious than is typical about technological developments as he prefers safe and thought-out additions to Cybran technology before it gets implemented but currently fully believes the right of all Sophonts to the rights afforded in the Cybran Nation and is firm supporter of the Coalition itself and the cooperation of people to build a better future.

Traits

  • Diplomatic: Ivan is used to negotiating and moderating between parties of highly divergent frames of reference, belief and fundamental values, not to mention the high levels of eccentricities that the Cybran Nation encourages and cultivates in their People. As such he is quickly able to figure out what a particular party wants, why they want it and how to get them to accept an agreement.
  • Long term thinker: Ivan as a student of his Father is quite familiar with the long-term consequence of actions and developments and is quick to point out if something could be potentially dangerous.


The Tip of the Spear- Older clone of Brackman, veteran of the Infinite War greatest and most pivotal battles and one of the most talented Military minds of the Cybran Nation. He has been discreetly assigned to ensure that Ivan is able to survive unexpected dangers that this new Universe throws at them. He is also here to ensure that the Cybran nation will have a fresh pool of veteran Commanders if war sparks up again in the Home Universe and to debug the highly untested Navy forces that have been hastily slapped together. Tired and Grumpy but looking out for his brother.

Traits:

  • The Supreme Commander: One of the best ACU pilots in their home universe, only challenge by one UEF and Aeon commander that he worked with during the Seraphim Wars, His intuition and quick thinking allowed him to outmaneuver, predict and defeat foes and forces far beyond that which the Technology he wields should allow him to. Able to complete impossible tasks, he is a foe not to be underestimated by those that hold numerous advantages over him. Improves Cybran performance in the face of superior opponents.
  • Unflappable: Has seen everything from Superweapons to Melomaniacs to the invasion of the Mythological Gods of the Aeon, there is nothing that this Universe can throw at him that will shake his confidence or force a panicked error. And as many times during the final battle of the Infinite War he can lead by example and give the Cybran Nation the resolve against even the greatest of threats.




William Gage- 'Rouge' Cybran that serves on some of Brackman's more dangerous and controversial experiments, Dramatic, was probably a Supervillain in a past life, a couple of lives probably. Has joined the expedition for his own purposes, most likely to procure more social capital to spend on experimentations with the core Cybran AI or trolling the Universe. While loyal to the Cybran Nation as a whole he is noted for being careless with people's lives and will dive right into the most Megalomaniacal schemes he can find himself in. Hammy.

Traits:

-Manipulative: Gage while given his cloud head persona is well aware and knowledgeable of how the world and specifically people around him work. He knows how to, even when someone is trying to kill him, behave to get people to act as exactly as he want them to.

- Dramatic: Ever the showman he is prone to making grand speeches and talking the ear off his opponents. He is most happy taking center stage and being the focus of attention. Not very stealthy but offset by his ability to get a job done.



Redfog- leader of the Assumpta Node, home to rescued Symbionts deemed unable to enter Cybran society safely. One of the best ACU pilots and undisputed best Swordswoman the Cybrans have to offer. Recently regained control of her Node after her apparent death at the hands of her predecessor that started the Succession crisis. Refuses to interact with other without her armour resorting to digital methods for all official business. She has appeared near the expeditions' Forces and will be joining them in their fights with little choice given to Ivan or anyone else for that matter. She seems hellbent on rebuilding the Assumpta Node and particularly in trying to overtake her predecessor, who killed Marxon in the moment of his victory, in accomplishments. She will be hunting the greatest of this new Galaxy, be it Godking or Nation state. Concentrated Edge.

Traits:

- Duelist: be it in the seat or an ACU or in a swordfight, Each Redfog was expected to be dangerous and unmatched in all matters of violence, the rule of a Redfog was a series of Duels of blade, poison or nanolathe. Even before her disappearance she was the most one of the most dangerous combatants that the Coalition had to offer and even as her Node is a ruin of pride, spite and bitterness she has appeared to have only grown in skill, speed and strength. As such she is unsurpassed from both her upbringing and modern mania in the Hunting of Legends that might be arrayed against the Cybran Nation.

- Disliked: The Assumpta Node was only ever really tolerated by the rest of the Nation and was disliked due to its brutality and cruelty, particularly to those within its own walls or those that crossed a particular Redfog's ego. Tolerated by Brackman and the others due to more pressing concerns and then by the Assumpta's own self implosion not many are happy to see the return of the more dangerous and cunning of those to hold the title.

- Wraith (secret): The Truth of the matter, unknown to everyone else, is that the being that sits on the Assumpta's broken throne is an early experiment into Proxy technology. In this case while most Cybrans only download certain pieces of themselves related to the tasks they wish their Proxy to perform with bits and pieces of themselves slipping through influencing their development into wraiths. Redfog, wanting the perfection that only she could perform, downloaded as much of her neural data into the Machine as she could before she died when her predecessor tried to reclaim the title from her. As such when the machine was reactivated it was for all intents and purposes her resurrected in the Hull of the machine. As such she has tried to keep this secret and not become a part of the moralistic and naïve arguments surrounding the constructs. What this means practically for her is that she can challenge and is as dangerous outside an ACU as in it.

Background Lore

The Cybran Nation began life as a series of strikes, protests and riots following the nuclear retaliation by the Earth Empire against the experimental colony on Procyon for sedition and treason in 2592. The colony was to test different social-economic models to solve the economic troubles of the Earth Empire by Dr. Gustaf Brackman, the inventor of the Symbionts and eventual founder of the Cybran nation. These strikes almost caused the complete economic collapse of the Earth Empire as the Symbionts controlled their complex and gargantuan labyrinth of debt and investments. An orchestrated collapse of all stock markets on Earth prompted an implementation of the Loyalty Program reducing the majority of the Symbiont population to a servitor level existence.

The Following rebellion and war from the still free Cybrans, centered primarily around Brackman and the survivors of the Procyon massacre, which would be termed the Infinite War was only prosecutable by two key technologies. Firstly, the Quantum teleportation devices also known as Quantum Gates. These Gates use the minute Quantum fluctuations and natural tears in reality to access a parallel universe mistakenly called the Quantum Realm to create a wormhole to any desired point in the universe. The limitations of the technology are the exponential energy costs that prevented the quick deployment of full armies or fleets and that you needed to know exactly where you are going to a minute degree. The second technology was the Nanolathe which allowed for the manipulation of mass and energy and the construction of goods, monstrous machines and even, as the Cybrans exploited, cities in a matter of seconds, minutes and even days. This gave the Cybran Nation the time and power to not only continuously grow their population through raiding and liberating Captive Symbionts but the ability to strike back against the materially massive Earth Empire.

The Modern Cybran Nation is divided into mostly self-sufficient communities called Nodes based primarily around a field of study or a service that it performs for the rest of the nation. These Nodes feature a diversity of political systems heavily biased towards democratic systems with the two outliers, the Assumpta and the Seven Hand Node, who spend most of their time promoting the freedom aspects of their systems to the rest of the nation. While politically independent they are heavily interconnected with instant communication to any other place in the galaxy where Cybrans residue and near instant travel and access to any Node, with the exemption of the Assumpta. The de-facto leader of the Cybran Nation is Doctor Gustaf Brackman, the founder of the Cybran Nation. While he only has as much official authority as any of the other leaders of a Node the fact that he leads the largest of them, Node 56 nearing the population of a larger hive world, and his reputation and history means that most votes and suggestions are backed by his 'Children'.

Following the end of the Infinite and Seraphim wars The Cybran Nation expanded due to a mass of reunited families choosing to live within the Nation as the horror stories from enslaved Symbionts were revealed and first time in a millennium believed. This, captured Seraphim technology and access to knowledge from the Aeon Illuminate allowed the Cybran to lead the Coalition in advancements in technological development and innovation. The development of the proxy, a simple AI based on the neural patterns of a Cybran was one of their greatest accomplishments. This allowed one Cybran to perform nearly eight times the number of the few complex tasks that were typically needed to be done by People in the highly automated economies of the Coalition. However, it sparked discussion and arguments within the nation on at what point do these proxies become people in their own right which intensified as the older proxies developed greater numbers of quirks and their hosts pulled them from the workforce and demanded living accommodations to be made for them. The economic and population boom they generated allowed the Cybran Nation to match and overtake the growth of the Aeon and put all three factions near parity as time went on.

As such the Coalition of Humanity began to slowly fray and devolve. At the present time it still holds but factors within each of the three greater signatories have been developing that could see their Galaxy return to war. The Cybran Nation at this moment is at the most disunited its federation has ever been as debate rages over the Development of the Poxy units and deep scars from QAI's betrayal. The millennium of war left them unbalanced by lack of a unifying existential forcing them to confront what exactly freedom means to them and Brackman uncertain now that his long work is done. The Aeon have turned to more peaceful purposes as the Princesses words hold true, the slowly rebuilt bureaucracy of the Way has began searching for the next girl to inherit the position and while discredited, there are still many among the Aeon struggling to reconcile the Seraphim of their founding with the monsters responsible for the attempted genocide of Humanity, and the name of Jaran Marxon is whispered in tones which would be considered Heresy. The most unstable of the three is the United Earth Federation which has been undergoing radical reform and restructuring by General Hall and his government and has built upon the improvements that the UEF made over the Earth Empire and recovered and renewed the Government and society from being shattered two separate times. However, he has not managed to please everyone, several of the remains of the original founding organizations of the UEF decry his reforms and the independence of the Cybran and Aeon as him letting the Galaxy fall into chaos and disorder while conspiracy theories run rampant in many portions of the population with many of them claiming that the Coalition has taken over the UEF government at the end of the war. Many of them involve the death of Brigadier General Fletcher, claiming he tried to stop the plot at the end of the war but was cut down by his 'comrades'. Currently these forces are relatively weak even combined due to the destruction of much of the old UEF by both Marxon and the Seraphim and fading as time goes on. However, recent events have reinvigorated the movements and both look to make gains in the nearing election.

The portal that has emerged was the results of a joint project into understanding the exact circumstances behind the Seraphim invasion, with many in the Aeon contingent hoping to contact the Princess. Project moonlight when fired on a remote world of Alpha-Seven was supposed to cause a minor Quantum disruption to study the phenomena. The fabric of Reality tearing into a portal reminiscent of the one that formed on Earth sent the entirety of the coalition militaries into action to secure it, with many suspecting and fearing another invasion.

When none came and the portal was further examined, they found a stable reality and a multitude of unknown signals, another Universe and Galaxy, just as big as the one that they currently inhabited but instead filled with life and being Humanity had yet to understand.

With the Scandal of project Moon light eviscerating the various populations' desire for further Coalition projects all three factions are preparing separate colonies to be established in this new world. Brackman has offered the Leadership of an unknown Cybran which has been speculated to be a clone of the ancient Doctor which has been eagerly accepted given the success of the famed Tip of the Spear. It appears from outside observers that Brackman had been planning this for some time as numerous volunteers and favours were pulled to set up a expedition. At the moment this as of yet unnamed Node is made of those interested in the opportunities of this new galaxy or for the call of adventure and something more than colonizing yet another empty world which at best has a bit of aggressive natural wildlife.

However, the Coalition is not the only one who has eyes on this new reality.

Faction Location: P-6 Lower Left corner in the Galaxy of Vyranodasik.


Book Keeping for Situation at the end of Turn 4/Start of Turn 5

Pop: 50

Territory: 2 Subsectors:

Moonlight Portal: Heartlands, Excessively Defended
25/25 Employed

Former Art Project: Heartlands, Excessively Defended
25/25 Employed

Income: 30 (portal) + 234 Production

War Fleets : 7 (base Mag 1)

Beta: 100%

Gamma: 100%

V- Alpha: 100%

V- Beta: 100%

V- Gamma: 100%

V- Epsilon: 100%

V- Zeta: 100%

Upkeep: 22 rp

Upgrades applied:

Hierarchy FTL systems: Applied to starships above the level of Frigate and the Silent Knife class Ship. Enters from the outside of system and must move by engines into the system. Equal strategic speed no matter the mass size.

Hierarchy Phase Technology: Bombers (Corsair and Revenants), Firebeetles have a short deration of invulnerability to close with their targets delivering their payloads more reliably and ACU's have acquired a specialized upgrade to avoid damage for a short duration, primarily to avoid snipe attempts.

Anti-Interdiction Gates: Invented through the reverse-engineering of Ecumenical Interdiction devices left behind in a Volreaper attack, and later through the analysis of a complete set of such devices schematics "mysteriously" possessed by independently-minded allies, the Anti-Interdiction Gate is a variant of the standard Quantum Gate able to bypass the pseudo-blackhole interdiction system of the Ecumene by distorting (or undistorting) the spacetime-curving 'walls' generated in alternate dimensions. This will allow Quantum Gates to be used to evacuate Cybran civilians or military forces from areas interdicted by Ecumenical technology, and it is expected to be effective against other interdiction devices based on similar principles.

Interdiction Emitter, Interdiction Spikes: Invented through the reverse-engineering of Ecumenical Interdiction devices left behind in a Volreaper attack, and later through the analysis of a complete set of such devices schematics "mysteriously" possessed by independently-minded allies, the Interdiction Emitter is a fairly straightforward recreation of the Ecumene's interdiction device designed to function in much the same fashion as the Cybran Nation's Cloak and Stealth Field Emitters. The Interdiction Spike is similarly a redesign of the Ecumene's interdiction technology designed to be compatible with The Dostya and the Leviathan-class Arsenal Ship's weapons systems as an alternative to the Nanite Harpoon.

Higher Energy Physics: Developed based on the data gathered during the encounter with the enigmatic higher dimensional entities in course of colonising the 'art project sector,' the Cybran Nation has developed stable, efficient, and durable reactors capable of drawing immense amounts of energy from alternate dimensions. Though expensive and unable to be fitted into anything smaller than a T4 ground unit, non-Fighter spaceship, or T2 power generator, the cumulative effects of increased power generation in Nanolathe-based warfare are likely to be strategically & tactically significant. These higher dimensional reactors also present a lot of potential in revolutionizing large Cybran unit design going forwards.

Ironcrab Infantry Improvements: Based off gathered data and salvage from the Omni-Enlightening Swarm's "Ironcrab" war-machine, the scientists of the Nation were able to equip all Cybran infantry-scale forces with personal energy shields and 'jump jets' that allow for greatly advanced horizontal & vertical mobility. As expected, the Proxies get the bulkiest and most powerful equipment, providing serious protection and enabling true flight. Cybran Commandos get a similar quality of gear, but more compact and thus lighter.

While the carrying capacity of the Evacuation Guard is roughly equal to the Commandos, in order to keep production time of their powered armour suitably fast they only have minimal versions of the new equipment: their energy shields are still capable of deflecting several shots from most infantry-scale weapons, but they're definitely more fragile than what the Commandos possess; and their propulsion systems are kept limited as much for their own safety as for cost reasons, focused more on giving them bursts of speed across ground than anything else - although they can still provide a moderate jump enhancement. Designs for heavier suits of powered armour more suited to pitched infantry battles have also been drafted, but have yet to be properly designed.
 
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Complete and up to date sheet here:
Cosmolux Core Faction Sheet


"Long ago, the galaxy was a paradise of peace and tranquility. A galactic governing body known as CORE ruled this paradise with the quest for scientific advancement as its governing philosophy.

Paradoxically, the troubles started when science won the biggest victory of them all-a victory over death itself. The invention of a process called 'patterning' allowed the transfer of human consciousness, of the human mind, into machines. This electronic duplication of brain matrices was made mandatory for all the citizens of the galaxy. Effectively, it meant immortality; but there were many who were unwilling to toss their bodies aside so casually, and others that regarded patterning as a straightforward atrocity.

The rebels fled from the rule of CORE and hid in the outer edges of the galaxy. With time, they formed an organization known as ARM. A murderous war began. ARM developed high-powered combat suits for its soldiers; CORE transferred the minds of its finest soldiers into deadly machines, duplicating its best fighters thousands of times over. ARM countered this by using cloning. The war raged on, consuming the resources of the entire galaxy, and leaving most of it a scorched wasteland.

After four thousand years of fighting, both sides came to stalemate. Their vast military complexes were smashed; their economies were ruined. The once-mighty armies of CORE and ARM were reduced to a few scattered survivors. But they continued to battle on ravaged worlds, their mutual hatred as strong as ever.

For each side, the only acceptable outcome was the total annihilation of the other"

This is the backstory of the Great Galactic War, but that war is now at its end. The ARM have emerged victorious with their conquest of the Core's capital, Core Prime, the death of the Core's last Commander, and the destruction of its governing body, the Central Consciousness. The Core, in return, have unleashed their contingency plan - One last commander, kept hidden for millennia against just such an occurrence, and the use of a poorly understood alien device believed to be some sort of beacon, modified into a Galactic Implosion Device that would destroy and recreate the entire galaxy - minus the ARM rebels.

Only, instead of emerging from the beacon to find a galaxy reborn, the last Core Commander finds itself in an entirely different galaxy, populated by unknown forces.

Faction Name: (The) Core

Universe of Origin: Total Annihilation

Tier: Maximus

Why are you here: Instead of recreating their home galaxy, the Galactic Implosion Device somehow transported the last remnants of the Core to this new universe

Arrival Type: Generic

Leader: Central Consciousness - The central "mind" of the Core, which acts a repository of all the minds that have been patterned and all of the knowledge accumulated by the Core. This is, in effect, not just the leadership of the Core, but the entirety of the Core itself. A copy of the Consciousness was stored within Commander Coldfire as part of the Contingency, and reactivated shortly on arrival in this new universe.

Government: The Core once could have been called a cyber or e-democracy, with the Central Consciousness acting as an interface for all of its citizens to cast their vote and influence policy. Under the exigencies of the war however, Central Consciousness gradually subsumed more and more authority from the populace, until it had assumed total control. By the end of the war, non-combatants generally did not exist outside of the Central Consciousness anyway.

Starting Point: Vyranodasik U-11 Center

Definitive Trait: Autowar - Developed by necessity because conventional colonization is not possible via Galactic Gate, the entirety of the Core economy and military industry is focused around gathering energy and resources on site to fuel nanolathes, which can build anything the Core requires in minutes or seconds, be that civilian infrastructure or an army to shatter worlds. This capability predates even the invention of Patterning, which sparked the Great Galactic War.

Mechanical Armies - The Core forsook the frailties of flesh long ago, and their war machines, naturally, are no different
Explosive Breeders - "Population" is a different concept to nail down for the Core, who consist entirely of AI or uploaded minds that can be forked at will, and a fully automated industry. Perhaps it is the number of construction units in place? Networking capacity over that industry? The number of minds qualified to run the machinery. No matter how you define it however, the Core are able to expand their population without active investment thanks to their Autowar and mind forking capabilities.
Fortification Builders - For the Core, fortifying the territory the control is a matter of course, mandated by their overall doctrine and their, and perfectly achievable within their Autowar capabilities
Assimilator - The one technology that defines the Core nearly as much as their Autowar is Patterning - The technology to upload organic minds as AIs, to copy and modify them as necessary. The mandate that all of their citizens must undergo Patterning as a public safety measure - so that they would be immortalized as machines and forever insulated from harm - was what sparked the Great Galactic War, when those who refused to be Patterned took up arms as the ARM. Even so, the Core retains the belief that Patterning is for your own good, and so will habitually pattern any organics that fall within their authority.
Unbreakable - Core armies, though controlled by sapient minds, have no fear of death, as they are merely forks, and can be born again more easily than flipping a switch. Core forces will fight to the finish, only withdrawing when force preservation is more important than inflicting more harm upon the enemy. Thanks to their autowar capabilities, this is a rare occurrence.
Logistical Independence - The entire Core economy and industrial base is entirely designed from the ground up to extract whatever resources are necessary to manufacture whatever is necessary on site, even outright converting energy to matter where resources are scarce. Furthermore, the Core are able to teleport mass and energy from wherever they are stored directly to whatever units need them - whatever limitations the Galactic Gate has in transporting large objects seemingly not applying at this scale. Furthermore, unlike other Resource Networks of this type, this system is not centralized to any unit or installation, even the Commanders. As such, the Core have almost no logistical tail to speak of.
We'll be Back - All Core warmachines - Including Commanders - are piloted by forked minds, copied from Central Consciousness' databanks. The Central Consciousness, in turn, has backup copies of itself stored in as many places as possible, including within Commanders. As such, any Commander or Legend that falls can be re-forked, and as long as one Commader, or even one lone Engineer survives, so will the Central Consciousness and all of its stored knowledge and minds. The fact that the Core have managed to outright lose technology in spite of these precautions should speak to the horrifying scale of destruction wrought by the Great Galactic War
Additional Specialization - Commanders
Consolation Prize - +2 Origin Points

Manifest Destiny - The Core were once nearly destroyed. Never Again. The Core will spread as far and as wide as they can, and spread copies of the Central Consciousness wherever they go, to minimize the chances of being completely wiped out.
No Magic - If any potential for magic or psionics existed in the Core's homeworld, it was erased by the transition from man to machine
Escort Tonnage - Simply the result of void combat being rare in the Core's history, they have not developed warships of substantial size
Fragile Worlds - If the Core ever possessed energy shield technology, it is long-lost, with Heavy Armor as the substitute - or possibly replacement. But coating an entire planet in armor is a substantially greater investment than a planetary shield
Keystone Army - Although not absolutely crucial to running their armies, Commanders still offer vital strategic prediction capabilities. The loss of all active Commanders in a battle will automatically downgrade the Give Them an Edge perk to Unheard of Reliability
Ideological Mission - Despite being the ultimate Cause of the Great Galactic War, the Core remain committed to their original ideology, that being Patterned is for your own good. Barring exceptional circumstance (such as a diplomatic agreement not do so, or a biology that somehow makes the process impossible), the Core will always assimilate any organic populations under that fall within their authority via Patterning. However, they will generally try to avoid conflict with peer powers over the issue, although they will generally preach about the benefits of abandoning the frailties of flesh almost as if it were a religion.

Net 0 Trait points
Faction Tier Primus
Faction Tier Extremis
(-6 points)
Faction Tier Maximus (-12 points): The Core were once the masters of their galaxy and equal to the likes of the Forerunners or Culture. That was 4,000 years ago. That was before the Great Galactic War burned their entire galaxy down to ashes, and then burnt the ashes for good measure. Much knowledge was lost in the incredible destruction of the war, and the Core of today are a pale, shattered shadow of what they used to be, but they still exist, they can still rebuild, and that still leaves them the technological equals of nearly any faction in Vyranodasik.

Increased Tactical Durability (-6 Points): The primary defensive technology of the Core is known as Heavy Armor - A system that causes the entire structure of a unit to act as a single, massive super-molecule, that perfectly distributes incoming energy across the full mass of the vehicle. In effect, every given square centimeter of a vehicle is as durable as the entire vehicle combined. By the Core's understanding, there are three ways to overcome such defenses - To focus such an extreme amount of energy over such a small cross section that the system is overwhelmed, to overmatch the mass energy of the vehicle such that it overheats and destroys itself, or to use an exotic effect which bypasses durability in the first place, such as the D-gun. Every unit in the Core army is also equipped with self-repair systems, with repairs further assisted by dedicated engineering units, with some specialized engineers even able to outright "ressurect" and reactivate nominally destroyed units

Unheard of Reliability (-6 Points)
The Core are somewhat unique among commander or ACU type armies in that their units are not merely drones, but themselves controlled by full AIs forked from Core databases. Upon destruction, a unit's memories and experiences are folded back in to the "original" mind they were forked from for all future forks to benefit from. The result is that every unit built by the Core fights as if it were a veteran 4,000 years of galaxy-consuming warfare, to form a war machine capable of organizing itself on the fly to exploit any advantage, even independently of a Commander.

Give Them an Edge (-6 Points)
Core armies are lead by Commanders - chosen from the best strategic minds in the entirety of Core, veterans and masters of 4,000 years of total, galaxy consuming war, backed by enough processing speed and power to dilate their perception of time, perform accurate enough predictive simulations to appear precognitive, and establish omnipresent oversight of the units under their control. Under this level of control, they can identify and outright predict advantages and opportunities before they even appear and arrange their forces to exploit (or create) them ahead of time. However, while Core armies can fight on without their Commander, this capability will be lost should all of the Commanders die or otherwise not be present.

Adama Maneuver (-4 Points)
Although they are unable to transport objects larger than 20 meters or so, Galactic Gates hold the particular advantage of being able to transit both into or out of a gravity well - Indeed, it is more typical to transit between planetary surfaces that into the void of space.

More Starting Production x2: The remains of the Galactic Implosion Device are being reclaimed for useful material

Net 0 points
Focuses:
Behemoths
Superheavies
Artillery
Commanders

Space​
Aesthetically, the Core's technology may seem quaint or even outright primitive by Maximus standards, but this is only on the surface, and they compensate with a brute force approach that is almost elegantly unapologetic. Nowhere is this more true than with their Void forces. Throughout the Great Galactic war, the limitations of Galactic Gate travel meant that void combat was rare, and almost unheard of in its later stages. Nonetheless, the Core prepared at least somewhat for the eventuality, and the rules of this universe are different from the old.


Macro-Capitals
The Core currently lack any ships in this category


Capital Ships
The Core currently lack any ships in this category


Line Ships
The Core currently lack any ships in this category


Screenships
Frigates: Most Core ships fit into this category. Main weaponry mostly consists of the heaviest examples of existing weaponry - Superlasers, Long Range Plasma Cannons (And their "gatling" upgrade variants), and Silencer strategic missiles, with guided missiles, plasma flak, and light lasers in the point defense role. They are typically propelled by massive fusion torches, with antimatter injectors as an afterburner equivalent. Resource Networks allow fuel to be teleported directly onto each ship so that they can run at full burn indefinitely, and being entirely mechanical they have no concerns about excessive g-forces. Additionally, some ships in this category are instead engineering units or mobile factories. Naturally, they all benefit from the Core's love of excessive armor as well.

Corvettes:
The Core possesses no combat designs in this size category, but they do have dedicated autowar engineers of this size, as well as some other support units


Aerospace
Strike Craft: The Core makes no distinction between Strikecraft and Aircraft, making use of fusion torches that are equally effective in atmosphere or vacuum. The Core maintains a full range of aircraft, including scout craft and interceptors, bombers, transport aircraft, a dedicated torpedo bomber, a gunship firing unguided rockets, and a stealth fighter invisible to radar. These craft universally make use of assorted guided and unguided ordinance with antimatter warheads, with no direct-fire gun equivalent to be found. So far as carrier support goes, Core strikecraft have no need to refuel and so carriers are primarily concerned with repairing damaged fighters and building new ones.

Notably, the Hurricane strategic bomber straddles the line between strikecraft and corvette. It possesses a light point defense laser turret, and normally employs unguided antimatter bombs against ground targets. However, the bomb bay itself is little more than a cargo hold and a nanolathe to manufacture ammo in situ, so it is theoretically capable of employing other munitions, guided or unguided.


Summary​
Being restricted to small ships and adapted ground forces weaponry (however upscaled), the Core fare poorly in the bombardment phase. Long Range Plasma Cannons, their "Gatling" variants, and Strategic Missiles can reach this far, but are relatively easy to evade or intercept. On the whole the Core are vulnerable in this phase and prefer to boost past it as quickly as possible.

The Core perform better at the Skirmish phase, where plasma cannons can hit more reliably and extensive strikecraft support and guided missiles come into play, and their small size allows them to more easily evade incoming fire.

The Clash, however, is the Core's preferred combat phase - here they can use the superior numbers and coordination of their autowar abilities to overwhelm enemy formations and employ powerful but short-ranged Laser weaponry. Further, any losses sustained in this phase can be easily absorbed by the Core's Autowar abilities, and if a fleet is defeated outright, they can just build another one.

In Pursuit and Disengagement, the Core suffers, as they lack any actual FTL drive for their starships. In any event, the Core isn't usually interested in disengaging, and Core fleets typically fight to the last.


Ground​
War Engines
Behemoths (Focus): The Core possesses one mobile unit in this category - but what a unit it is. The mighty Krogoth is swift for its size, and nearly indestructible. Even the Core's Silencer strategic missiles require multiple strikes to destroy a Krogoth. It doesn't skimp on firepower either, carrying a massive laser weapon - known officially as a Superlaser but affectionately as the Blue Laser of Death for its color and ability to destroy nearly any unit in 1 hit - a pair of rapid fire heavy railguns, and guided missiles effective against both ground and air targets

Fixed emplacements include the Intimidator Long Range Plasma Cannon - a massive plasma cannon capable of firing at targets in orbit or on other continents, as well as its bigger brother, the Buzzsaw "gatling" plasma cannon, which possesses the same range and damage per shot, but can fire hundreds of shots per minute thanks to its vertically rotating set of six barrels.

Titans: The Core only possess one Titan scale design, at least on the ground. The Sumo is incredibly slow, and lightly armed for its size with only a twin-linked heavy laser turret, but this quadruped K-bot attempts make up for it with sheer durability rivaling even the Krogoth. The effect is debatable - a battle line of Sumos is an inexorable advance, but easily outmaneuvered by any force that is not already pinned in place.

The Core also have a full fledged spread of wet-navy designs that fit in this size category, when combat on the ocean is required, although oceans tend to evaporate as a side effect of being on the same planet as a core army in combat.


Vehicles
Superheavies (Focus): There are two superheavy units within the Core army, the Goliath tank and Can K-bot. The Goliath sports a massive plasma cannon and equally massive armor, but also a relatively slow ground speed. The Can is often thought of as the Sumo's little brother - similarly focused on durability, and with an identical armament (that is much better suited for its weight class), the smaller size means it cannot match the Sumo in durability, however it is notably faster (but still considered slow).

Fixed emplacements here include "pop up" versions of T2 turrets that hide under super heavy armor plating when not actively shooting, as well as the so called "Doomsday Weapon", a weapon tower fielding an intimidating array of every Laser type, from Light to Heavy, and even featuring a "Superlaser" similar to the one wielded by the Krogoth.

Main Battle Units: The majority of the Core's "T2" units, brought out midway through the battle after establishing a solid beach head and infrastructure, reside here. Examples include medium and heavy tanks, numerous stripes of artillery, plasma "flak" AAA units, amphibious units, mobile radars and jammers. More advanced K-bot units are included here as well, the most unique of which is the Pyro, a close assault K-bot which eschews standard Core plasma weapons in favor of a "flamethrower" style weapon, which is viscously effective against masses of weaker units. If superheavy and titan units are the anchors or a Core advance, these are the backbone.

Fixed emplacements primarily consist of turret Heavy Lasers, Plasma Cannons, and AA missiles.


Lights: This is where most "T1" units reside, being mostly the units employed on initial arrival within a combat theatre, before a base can be fully established. Vehicles mostly consist of scouts and SAM units, while the K-bots also field thebasic AK skirmisher, Storm rocket launcher, Crasher SAM unit, and Thud light artillery. Thanks to the Core's Autowar capacity, these units are the Core's equivalent of infantry in the later stages of battle, used as filler in larger formations. Notable in this category is also the Roach - a crawling antimatter bomb used to soften enemy fortifications.

Fixed emplacements are limited to Light Laser towers.


Infantry
The Core completely disregards conventional infantry, seeing no role for them in an order of battle that rapidly devolves the battlefield to a nuclear hellscape through sheer firepower. At most, T1 K-bots may straddle the line between light vehicles and heavier infantry, but for the purpose of this OOB the are accounted as the former.


Individuals of Importance
Commanders (Focus): The Commander chassis is the tip of the Core's strategic spear, built to the absolute limit of what can pass through a Galactic gate. The primary tools of the Commander are in the field of Autowar, equipped with an antimatter reactor and compact metal-maker, with energy and metal outputs equal to fixed T2 installations, and a powerful nanolathe to match. In terms of armament, the Commander chassis carries a single light laser cannon, but this is only a backup for its true weapon - the Disintegration Gun, or D-Gun for short. This terrifying weapon suppresses the nuclear forces holding atoms together, causing all of the atoms in the target area to immediately split down into free hydrogen. Anything not directly hit by the weapon will be subjected to the massive nuclear detonation created by such a phenomena. Finally, Commanders are also equipped with cloaking device, although they are incapable of meeting the energy cost to activate it on their own.

The Commander is more than just the chassis however - The intelligence controlling it is chosen from the best strategic minds in the entirety of Core, veterans and masters of 4,000 years of total, galaxy consuming war, backed by enough processing speed and power to dilate their perception of time, perform accurate enough predictive simulations to appear precognitive, and establish omnipresent oversight of the units under their control.

Tactically and strategically, the role of the Commander is to travel through a Galactic Gate into enemy controlled territory, carve out a beachhead against local forces, then establish a base of operations for further attacks, which they will typically command as well.
Heroes: Aside from Commanders, the Core do not possess heroes in the traditional sense. Rather, Core patterning technology allows each individual unit to be controlled by a fully sapient AI, copied from the Core's databases according to the role of the unit they are controlling. After the battle, the collected experiences of these forks are collected and folded back into the "original" intelligence, adding to the experience of all future minds forked from it. In effect, every unit the Core builds has the combined experiences of every unit that ever fought in the Great Galactic War. It might be more accurate to say that every unit is a hero - as such, they can continue fighting even if their Commander is destroyed (or otherwise not present), if at reduced effectiveness, downgrading to the Unheard of Reliability trait. Despite the reduced performance, they do not quite count as a Keystone Army as they are still fully functional absent of a Commander - Even the Core's equivalent of a Quantum Resource Network is not bound solely to Commander units, but decentralized among all units.


Other
Artillery (Focus): The Core integrate artillery at every level of their OOB, from lightweight gun-carrier K-bots to the terrifying fixed emplacement Buzzsaw Gatling Artillery, and everything in between, the Core almost have more indirect fire platforms than they do direct fire platforms. The most powerful tool in this arsenal might be the Silencer strategic missile, an extreme range cruise missile with a massive antimatter warhead and enough armor to require dedicated counter missiles to intercept (Which the Core also possess) - These missiles can crack open a planet's crust, and redraw global maps.


Legends:
Commander Coldfire: The single commander kept secret as a Contingency against the possibility of an ARM victory. He carried a copy of the Central Consciousness so that the Core empire could be reborn anew, and also defeated the very same ARM commander who conquered Core Prime in a battle to defend the Galactic Implosion Device while it activated.
  • Immovable Object: Coldfire is a master of defensive warfare, famously holding off wave after wave of relentless, desperate attacks from the very same ARM commander who conquered Core Prime, until he could claim final victory by activating the Galactic Implosion Device. Wherever Coldfire plants his feet, he is nearly impossible to dislodge. Even on the offense, it is nearly impossible to successfully counterattack against him. (TLDR, more difficult to execute Penetrate and Exploit phases against him)

Summary​
Between a doctrinal focus on heavy, slow units, massed artillery fire, autowar support, and the skill of its soldiers the Core are almost overwhelmingly front loaded towards the Shock phase in ground warfare, easily dominating the pace of engagement - even against peer opponents - so that they can attempt to Penetrate and Exploit at will, while cutting off enemy attempts to do the same.

However, that same doctrinal emphasis hurts them somewhat on the offense in other phases - they can Penetrate via brute force and then fill the gap with chaff, but many of their stronger units do not have the speed to be effective in the Exploit phase, or to force a Reduce phase. This suits the Core just fine. With their ability to replenish losses in the middle of combat, they are happy to simply grind an enemy down to dust if they cannot achieve a decisive maneuver victory.

Defensively they are difficult to Penetrate - both through dominance of the Shock phase and through heavily fortifying any region they pass through habitually. The lack of hard logistics lines also helps to absorb enemy Penetrations. Should an enemy succeed in the Penetrate phase however, the Core will then experience a specific vulnerability in the subsequent Exploit - the loss of an army's commander will substantially degrade that force's strategic coordination, downgrading from Give Them an Edge to Unheard of Reliability. Against a peer opponent this will often, but not always guarantee their eventual defeat in the subsequent Reduce phase.

Weapon Types:​
-Energy Shell Weapons - Often colloquially referred to as lasers even when they actually use particle beams, or more exotic energies. These weapons fire various sorts of energy beams into a grid of frozen spacetime, which is then fired at the enemy. Upon striking the target, the full energy of the entire beam is delivered in a single instant and without any scatter, bypassing normal ablative properties. These weapons are universally direct fire, and usually single target, but typically have the best "DPS" at any given size category. The three main varieties of Energy Shell weapons are the "Light Laser", the "Heavy Laser", and the "Superlaser" (also affectionately known as the "Blue Laser of Death" for its blue hue and ability to one-shot most units in the game)

-Plasma Cannons - These weapons would appear to suffer from the Core's utilitarian naming sense - labeling them as mere plasma weapons is about the same level of understatement as calling a supernova merely energetic. The plasma orbs launched by these weapons are heated by antimatter injection far, far past the point of fusion ignition. Newborn stars are birthed within weapon barrels, and then die upon the enemy's armor. These weapons are noted for their AoE capability, and are almost always indirect fire even when they are not explicitly artillery - though some are used in a similar role to 20th century "flak" against enemy air assets and strike craft.

Antimatter Warheads - Various missiles, rockets, bombs or railguns carrying antimatter as their payload. The tremendous energy release of antimatter annihilation is necessary to defeat Heavy Armor with a "conventional" brute force approach. This is the broadest and most versatile category of weaponry, as they are sometimes guided or unguided, sometimes direct or indirect fire, and sometimes AoE or single target, depending on the specific battlefield role of each weapon.

A more comprehensive list of Core units below, currently still in progress. Some are pulled directly from the GOG game manual, but not all units are included there so I will have to make manual entries for the others. Unless otherwise noted here or in the general OOB, T1 ground units are considered as Light Vehicles and T2 ground units are considered Main Battle Units. Sea Units are generally counted as Titan scale, and Aircraft are not delineated .

CORE UNITS

LEVEL 1 KBOTS
"A.K." Infantry Kbot Cost: 56 metal, 696 energy CORE's primary infantry Kbot, the A.K. is a more powerful unit than its ARM counterpart, the Peewee. It is only equipped with light armor, but because of its quickness and low price tag, the A.K. remains useful even after Level 2 Kbots appear.

"Crasher" AA Kbot Cost: 129 metal, 1224 energy The Crasher is armed with light guided missiles. While good against enemy aircraft, its missiles inflict only minor damage to ground units. Five or six patrolling Crashers can protect an entire base from Level 1 aircraft. 58I V . STRUCTURES AND UNITS

"Storm" Rocket Launcher Kbot Cost: 118 metal, 985 energy The Storm's armor can take twice the damage of any other CORE Level 1 Kbot. While its rockets are only moderately effective, its durability makes it a good offensive unit. Lead attacks with Storms to draw fire away from your artillery.

"Thud" Artillery Kbot Cost: 147 metal, 1161 energy The Thud's long range plasma cannon is the most powerful weapon among CORE's Level 1 Kbots. Try to keep them away from enemy fire, however - their armor is very weak.


LEVEL 2 KBOTS
"Pyro" Flame Thrower Kbot Cost: 260 metal, 2200 energy The Pyro's flamethrower, while lethal, is only effective at close range. Use Pyros to ambush slower tanks and Construction Kbots.

"Roach" Crawling Bomb Cost: 65 metal, 5471 energy The Roach is a walking anti-matter bomb capable of blowing up many enemy targets at once. Great at softening up base defenses, Roaches should be kept clear of your other units!

"The Can" Heavy Kbot Cost: 420 metal, 3500 energy Although quite slow, the Can is the most heavily armored Kbot available to CORE. It is also well armed with a heavy laser. Use the Can to provide your other, speedier units with support.

"Spectre" Radar Jammer Cost: 70 metal, 1453 energy The Spectre is CORE's only countermeasures Kbot - its jamming radius roughly approximates a Radar Tower's. Speedy but unarmed, this fairly inexpensive unit should be guarded by other units.

"Freaker" Fast Attack Kbot: A departure from ordinary CORE doctrine, The Freaker is an exceptionally fast Kbot thanks to the rocket booster mounted on its back. However, it is not especially durable, and is lightly armed even by T1 standards, with only a single Light Laser. It is meant to act as a scout, vanguard, and raider.

"Morty" Mobile Mortar Kbot: A direct upgrade from the Thud, the Morty carries a single heavy plasma cannon, considerably more powerful and longer ranged than the paired light cannons of the Thud.

"Dominator" Heavy Rocket Kbot: Another artillery Kbot, the The Dominator instead makes use of long range artillery rockets.

"Gimp" Amphibous Kbot: An amphibious variant of the Can, the Gimp is capable of traversing deep water, but retains the same armament as the Can, and is thus incapable of defending itself underwater.

"Voyeur" Mobile Radar Kbot: It's an unarmed Kbot with a radar set, fairly straightforward.

"Parasite" SPY Kbot: An advanced scouting unit, the Parasite is unarmed but equipped with a cloaking device to surreptitiously observe enemy positions.

Decoy Commander: A Kbot built to look like a standard CORE Commander, but lacking any of the advanced technology. It is only armed with a single Light Laser and cannot build structures, but can reclaim and repair. As such, it is, as the name says, a decoy, rather than the equivalent of, say, a Support Commander.

Resurrection Kbot: Normally, when a destroyed unit leaves behind an intact wreck, the CORE would simply reclaim it for its mass. This Kbot, however, carries a specialized nanolathe that can repair and reactivate these destroyed units for less than the cost of building a new one.

"Sumo" Advanced Armored Assault Kbot: Forget the Can's description of being the most heavily armored Kbot, it was written before the Sumo was added to the game. The Sumo has the same armament as the Can, but is much larger and more durable, nearly as tough as a Krogoth, even. The downside is that it is incredibly slow.


LEVEL 1 VEHICLES
"Weasel" Scout vehicle Cost: 38 metal, 575 energy The Weasel is the quickest and most inexpensive CORE vehicle; useful for exploring early in the game. Weakly armed or armored, the Weasel doesn't fare very well in combat.

"Instigator" Light Recon Tank Cost: 110 metal, 887 energy The small Instigator is very quick and maneuverable. Its quick-firing laser is good against both units and structures, particularly at leveling undefended metal extractors and solar collectors. Keep in mind that its light armor makes the Instigator unsuitable for intense combat.

"Slasher" Mobile Missile Launcher Cost: 116 metal, 947 energy The Slasher provides more AA firepower than a Crasher Kbot. One or two Slashers are capable of defending a large base from aerial assaults. Slashers are also good at defending your moving units from enemy gunships.

"Raider" Medium Assault Tank Cost: 169 metal, 1241 energy The Raider is the only Level 1 Tank suitable for close combat. Its medium armor and plasma cannon are sufficient when attacking Level 1 and 2 base defenses. The Raider is inexpensive and reliable, making it useful even when more sophisticated tanks become available.

"Spoiler" Mine Layer Vehicle: This vehicle is designed to deploy various sorts of mines, up to and including a so-called "Nuclear Mine", although this is actually a large antimatter bomb equivalent to the Roach crawling bomb.

"Leveler" Riot Tank: Slightly larger and more powerful than the Raider, the Leveler is intended to be the last intermediary step before switching over fully to T2 units.


LEVEL 2 VEHICLES
Mobile Artillery Cost: 251 metal, 1535 energy The Mobile Artillery lobs high explosive shells at distant enemy targets. It isn't very accurate, and the blast affects a large area. Use mobile radar, preferably mounted on aircraft, to spot for Mobile Artillery; if you use land units, chances are they'll be destroyed.

"Reaper" Heavy Assault Tank Cost: 473 metal, 3048 energy The Reaper is a very valuable unit. This versatile tank is well armored, heavily armed and isn't as slow as the Goliath. Reapers make short work of structures but require AA protection from enemy aircraft.

"Crock" Amphibious Tank Cost: 295 metal, 2310 energy The Crock tank is fully submersible, and able to cross large bodies of water. Their moderate armor makes them incapable of withstanding much punishment but unlike other tanks, Crocks can submerge to escape enemy fire.

"Diplomat" Mobile Heavy Rocket Launcher Cost: 427 metal, 2470 energy The Diplomat is the ultimate building killer. It can fire its powerful unguided rockets from long range, and can quickly eliminate any stationary target. Slow and weakly armored, these units should be kept behind a protective screen of tanks and Kbots.

"Informer" Mobile Radar Cost: 86 metal, 1209 energy The Level 2 Informer's radar range is smaller than a Radar Tower's. It's a small and fast unit, great at reconnaissance and at spotting for your long range guns.

"Deleter" Radar Jammer Cost: 100 metal, 1757 energy The jamming radius of the Deleter is relatively small; one won't protect your entire base. Send Deleters out to conceal important installations. If you attach a Deleter to an assault team, the enemy will have no warning of your approach.

"Goliath" Super Heavy Tank Cost: 697 metal, 3906 energy No tank on the battlefield is as strong as a Goliath. In teams, the Goliath is capable of overrunning top secret, sophisticated defensive structures - its armor can withstand a lot of pounding. The most expensive tank in the game, the Goliath is still a bargain when compared to some Level 2 ships and aircraft.

"Copperhead" Mobile Flak Vehicle: Instead of SAM launchers, the Copperhead shoots down enemy aircraft with a pair of light plasma cannons, set to detonate in proximity to enemy aircraft. It's good at taking out large groups of clustered up aircraft.

"Hedgehog" Mobile Missile Defense: For when you are worried about your advance column getting nuked out of existence. This unit is a mobile silo for interceptor missiles capable of intercepting strategic missiles.


LEVEL 1 SHIPS
"Searcher" Scout Ship Cost: 95 metal, 917 energy While quick and maneuverable, the Searcher is inadequate for fighting sea battles because of its light armor. The Searcher has better spotting range than other ships, making it an ideal scout. You can also use it to protect your more expensive ships - it is the only Level 1 ship with AA missiles.

"Enforcer" Destroyer Cost: 887 metal, 4505 energy The Enforcer is the only Level 1 surface ship with anti-submarine weaponry. Its medium plasma cannon and armor are strong by Level 1 standards. With the appearance of Level 2 Cruisers, your Enforcers should be re-assigned to escort your more expensive capital ships.

"Snake" Submarine Cost: 1199 metal, 3902 energy The Snake is CORE's ship-killing submarine. Armed with heavy unguided torpedoes, a Snake can sink even a battleship in seconds. Remember that Snakes have very thin armor - it will buckle quickly under depth charge attacks.

"Envoy" Transport Ship Cost: 887 metal, 4786 energy The slow, lumbering Envoy can transport six ground units inside. Use them when islands need to be exploited for their resources or strategic location. Guard this unarmed transport; if it goes down, the units on board are also lost.

"Shark" Sub Killer Cost: 1356 metal, 5245 energy The Shark is specially designed to hunt other submarines - its smaller torpedo home in on their target with the help of the Shark's enhanced sonar. Use Sharks to intercept ARM Lurkers before they can get near your expensive capital ships.

"Hydra" Missile Frigate Cost: 2283 metal, 7628 energy The Missile Frigate's powerful guided missiles are the best naval defense against enemy aircraft. Two or three Hydras are a good investment, as they can quickly eliminate fragile Torpedo Bombers. You'll need to protect the Missile Frigate with ASW ships, as they have no anti-sub weapons of their own.

"Executioner" Cruiser Cost: 1724 metal, 8551 energy The Executioner is CORE's prime fighting ship. Designed for heavy combat, this cruiser has heavy armor and a long range plasma cannon that can hit sea and ground targets. Additionally armed with depth charges, the Executioner can also tackle enemy submarines.

"Warlord" Battleship Cost: 4181 metal, 19741 energy With the most powerful naval plasma cannon and the heaviest armor in the game, the Warlord specializes in destroying surface ships and coastal structures. The Warlord, however, lacks anti-aircraft or anti-sub weaponry. NOTE: Description is not quite accurate - The Warlord has one 3-Gun plasma cannon turret and one Heavy Laser turret. It's designed to engage in closer combat than its ARM counterpart, which eschews the laser turret for a second set of plasma cannons.

"Hive" Light Carrier Cost: 1379 metal, 11715 energy The unarmed Hive provides transport and repair bays for two aircraft. The Hive is unique to CORE's fleet in that it has a fission reactor, which produces useable energy. It is also equipped with radar, letting you coordinate air strikes and coastal bombardments.

"Phantom" Radar Jammer Ship: Jams radar and sonar systems to allow naval sneak attacks

"Shredder" Anti Air Ship: Armed with a plasma flak cannon and two SAM launchers, the Shredder is a dedicated air defense unit for CORE fleets.

"Leviathan" Battle Submarine: Far larger than the other submarine types, the Leviathan is slow but heavily armored, and carries heavy torpedoes. Meant for pitched battle and attacking enemy fixed torpedo launchers.


HOVERCRAFT
NOTE: All hovercraft are T2, there are no hovercraft at T1. Hovercraft are generally faster and more lightly armed than conventional vehicles, and as the name implies they can hover over water or other surfaces.

"Scrubber" Scout Hovercraft: Fast and lightly armored, the Scrubber is armed with only a single Light Laser for defense, making it yet another scout vehicle

"Snapper" Hovertank: The primary Main Battle Unit among hovercraft, the Snapper carries respectable armor and a large plasma cannon.

"Slinger" Anti Air Hovercraft: A typical anti air unit armed with SAMs, the Slinger is notable among anti-air units for being amphibious.

"Nixer" Hovercraft Rocket Launcher: The artillery unit among hovercraft, it uses long range artillery rockets similar to the Diplomat and Dominator.

"Turtle" Transport Hovercraft: A small transport meant to ferry conventional vehicles across deep water.


LEVEL 1 AIRCRAFT
"Fink" Scout Cost: 36 metal, 1369 energy The small Fink has longer spotting range than other CORE aircraft, making it ideal for exploring the map in the early stages of a game. Assigned to patrol duty, the Fink can alert you to enemy activity even if the enemy fields radar jammers.

"Avenger" Fighter Cost: 101 metal, 3181 energy The Avenger is a basic fighter, designed to intercept ARM aircraft. Weakly armed and armored, the Avenger is most useful when escorting Level 1 bombers to their targets.

"Shadow" Bomber Cost: 131 metal, 5691 energy The Shadow bomber is best used very early in the game when AA defenses are nonexistent or weak. Too slow to dodge AA fire, the Shadow also has no air-to-air weaponry, making it very vulnerable to enemy fighters.

"Valkyrie" Air Transport Cost: 115 metal, 2695 energy The Valkyrie can transport one ground unit anywhere regardless of terrain. Remember that it is slow and unarmed; when transporting units it is always a good idea to provide Valkyries with an escort. If shot down, both the plane and its cargo are destroyed.


LEVEL 2 AIRCRAFT
"Rapier" Gunship Cost: 294 metal, 5778 energy Overall, the Rapier is the most versatile of all CORE aircraft. Sporting heavy armor and guided rockets, the Rapier is effective against both air and ground targets.

"Vamp" Stealth Fighter Cost: 257 metal, 6973 energy Though scantily armored, the Vamp Stealth Fighter is armed with twin airto-air missile launchers and is invisible to enemy radar. Effective as they are against enemy aircraft, Vamps are very vulnerable to AA fire.

"Hurricane" Strategic Bomber Cost: 220 metal, 8050 energy The Hurricane is a powerful bomber that can level buildings and wipe out units with equal ease. It is armed with a secondary light laser that helps fight off enemy fighters. Remember to repair your Hurricanes between sorties, as they are a big investment.

"Vulture" Radar Plane: It's an aircraft carrying a large, dedicated radar set, useful for forward spotting.

"Titan" Torpedo Bomber: The Titan is a mid-weight bomber dedicated towards launching torpedoes at wet naval targets.


SEAPLANES
Seaplanes are aircraft designed to be able to land underwater, unlike regular aircraft which must loiter when over bodies of water

"Voodoo" Seaplane fighter: The seaplane equivalent of the Avenger fighter

"Typhoon" Torpedo Seaplane: The seaplane equivalent of the Titan torpedo bomber

"Hunter" Airborne Sonar: A seaplane with a sonar system for identifying submerged targets


CONSTRUCTION UNITS
Commander You will start many missions with a Commander. Armed with the Disintegrator gun and the best nanolathe in the game, the Commander builds - and kills - like no other unit. Use your Commander cautiously, losing him often means losing the game.

Construction Kbot ARM: 120 metal, 2410 energy CORE: 130 metal, 2540 energy The Level 1 Construction Kbot can build Level 1 and 2 structures as well as an Advanced Kbot Lab. It is a slow builder, so using two or three on individual construction jobs is highly recommended.

Construction Vehicle ARM: 185 metal, 2030 energy CORE: 175 metal, 2145 energy The Level 1 Construction Vehicle can build Level 1 and 2 structures, as well as an Advanced Vehicle Plant. This vehicle has much better armor than the Construction Kbot. 43

Construction Hovercraft: Amphibious, builds T1 and T2 structures

Construction Seaplane: Builds T1 and T2 structures, can land underwater

Construction Ship ARM: 255 metal, 2130 energy CORE: 260 metal, 2375 energy The Level 1 Construction Ship can build some Level 1 and 2 structures as well as an Advanced Shipyard. This unit plays an important role since it's the only naval vessel that can build torpedo launchers and repair other ships.

Advanced Construction Ship: Builds T3 underwater structures.

Construction Aircraft ARM: 105 metal, 4320 energy CORE: 110 metal, 4580 energy The Level 1 Construction Aircraft can build Level 1 and 2 structures as well as an Advanced Aircraft Plant. Use this unit to build defensive structures on unscalable hilltops, and set up supplementary bases or complexes in faraway spots.

Advanced Construction Kbot ARM: 300 metal, 5784 energy CORE: 325 metal, 6096 energy The Advanced Construction Kbot can build top secret Level 3 structures. It builds faster than a Construction Kbot; however, it's fragile and a slower mover.

Advanced Construction Vehicle ARM: 481 metal, 4263 energy CORE: 455 metal, 4504 energy The Advanced Construction Vehicle can build secret Level 3 structures. It's a relatively quick builder, and noticeably better armored than the Advanced Construction Kbot. However, it cannot get to all the spots a Kbot can.

Advanced Construction Aircraft ARM: 220 metal, 12096 energy CORE: 231 metal, 12824 energy The Advanced Construction Aircraft can build top secret Level 3. This is the most expensive construction unit in the game. Terrain is no obstacle to this unit, which hovers above ground while building.


UNIT-PRODUCING BUILDINGS
Kbot Lab ARM: 705 metal, 1130 energy CORE: 680 metal, 1250 energy The Kbot Lab builds all Level 1 Kbots, including the Construction Kbot.

Vehicle Plant ARM: 620 metal, 1000 energy CORE: 600 metal, 1100 energy The Vehicle Plant builds all Level 1 vehicles, including the Construction Vehicle.

Aircraft Plant ARM: 850 metal, 1370 energy CORE: 830 metal, 1340 energy The Aircraft Plant builds all Level 1 aircraft, including the Construction Aircraft. Shipyard ARM: 615 metal, 775 energy CORE: 600 metal, 750 energy The Shipyard builds all Level 1 naval ships, including the Construction Ship.

Advanced Kbot Lab ARM: 2007 metal, 3277 energy CORE: 1972 metal, 3625 energy The Advanced Kbot Lab builds all Level 2 Kbots, including the Advanced Construction Kbot.

Advanced Vehicle Plant ARM: 1984 metal, 3200 energy CORE: 1947 metal, 3520 energy The Advanced Vehicle Plant builds all Level 2 vehicles, including the Advanced Construction Vehicle.

Advanced Aircraft Plant ARM: 2210 metal, 4521 energy CORE: 2191 metal, 4422 energy The Advanced Aircraft Plant builds all Level 2 aircraft, including the Advanced Construction Aircraft.

Advanced Shipyard ARM: 2524 metal, 2402 energy CORE: 2460 metal, 2325 energy The Advanced Shipyard builds all Level 2 naval ships, and the Construction Ship.

Hovercraft Platform: Builds hovercraft

Seaplane Platform: Builds seaplanes

Krogoth Gantry: Builds le Krogoth


COMMON LEVEL 1 STRUCTURES
Radar Tower ARM: 49 metal, 750 energy CORE: 50 metal, 800 energy The Radar Tower gives you information on your enemies' location within a small radius. Detected enemy units and structures show up as a dot (of a different color than your own) on the Mini-Map. NOTE: There is a floating version of this structure for use in water

Sonar Station ARM: 20 metal, 403 energy CORE: 20 metal, 399 energy The Sonar Station has a large radius sonar range to detect enemy submarines. Detected craft show up on the Mini-Map.

Metal Extractor ARM: 50 metal, 521 energy CORE: 51 metal, 514 energy The Metal Extractor is used to exploit metal deposits. The amount of metal it extracts depends on the size of the deposit - larger deposits make it spin quicker. NOTE: There is an underwater version of this structure for use in, well, water.

Metal Maker ARM: 0 metal, 687 energy CORE: 0 metal, 700 energy These structures can be built to fabricate metal using excess energy. 60 energy converts into 1 metal. NOTE: There is a floating version of this structure for use in water

Metal Storage ARM: 305 metal, 535 energy CORE: 320 metal, 550 energy This structure increases your maximum metal storage by 1000 units. NOTE: There is an underwater version of this structure for use in, well, water.

Solar Collector ARM: 145 metal, 760 energy CORE: 141 metal, 790 energy A Solar Collector is the most reliable form of energy production. Each Collector generates 20 energy.

Wind Generator ARM: 52 metal, 509 energy CORE: 55 metal, 523 energy The amount of energy a Wind Generator outputs varies constantly. On planets with no wind these are completely useless!

NOTE: Yes, you read that correctly, the CORE are somehow powering a Maximus-tier army off of renewable energy sources such as solar, wind, and geothermal, at least at T1. Unlike many other aspects of this setting's technology, this is never explained. We do know that the "Energy" resource is stored as antimatter, so my personal headcanon is that their method of synthesizing antimatter is very efficient, far cheaper than the amount of energy released, with these relatively paltry energy sources used as the input for this process.

Energy Storage ARM: 240 metal, 2430 energy CORE: 250 metal, 2490 energy This structure increases your maximum energy capacity by 3000 energy. NOTE: There is an underwater version of this structure for use in, well, water.

Light Laser Tower ARM: 262 metal, 2546 energy CORE: 268 metal, 2608 energy The "L.L.T." fires a short-range rapidfire laser that is effective against lightly armored Level 1 units. NOTE: There is a floating version of this structure for use in water
"Imolator" Plasma Tower: This structure is lightly armored and its light plasma cannon is not especially powerful, but it is still a useful addition to the short list of T1 defensive structures


COMMON LEVEL 2 STRUCTURES

Geothermal Powerplant ARM: 520 metal, 9568 energy CORE: 505 metal, 9375 energy Geothermal Powerplants can only be built on top of geothermal vents. Their output is 250 energy. NOTE: There is an underwater version of this structure for use in, well, water.

Tidal Generator ARM: 82 metal, 768 energy CORE: 81 metal, 752 energy Tidal Generators collect an amount of energy dependent on the strength of the tides; these are different on every world.

Torpedo Launcher Cost: 804 metal, 2658 energy Cost: 831 metal, 3058 energy These launch torpedoes at enemy ships and submarines. Their sonar has longer range than that of subs.

Dragon's Teeth ARM: 10 metal, 250 energy CORE: 11 metal, 300 energy These spiked barriers block enemy units, and are useful in base defense. NOTE: There is a floating version of this structure for use in water

Laser Tower ARM "Sentinel": 584 metal, 5398 energy CORE "Gaat Gun": 589 metal, 5443 energy A Heavy Laser Tower fires twin medium-range lasers at enemy units. It is effective against all unit types except aircraft. Each shot also requires 75 energy. NOTE: Heavy lasers can actually be quite effective against gunships which have to loiter. NOTE: There is a floating version of this structure for use in water

Missile Tower ARM "Defender": 79 metal, 843 energy CORE "Pulverizer": 76 metal, 805 energy Missile Towers are most effective against aircraft - they fire medium range guided missiles. NOTE: There is a floating version of this structure for use in water

Heavy Plasma Cannon ARM "Guardian" 1946 metal, 7687 energy CORE "Punisher"1887 metal, 7585 energy The Heavy Plasma Cannon fires powerful long-range plasma projectiles from two barrels. It's the most durable Level 2 defensive structure, effective against both enemy units and structures. Its long range makes it good for coastal defense.

"Viper" Pop-Up Heavy Laser: A Heavy Laser tower that retracts underground using an armored hatch when not engaging enemies, in order to help shield it against artillery attacks from outside its own range.


ADVANCED T3 STRUCTURES
"Moho Mine" Advanced Metal Extractor: Named for the Mohorovicic Discontinuity that marks the boundary between a planet's crust and its mantle. The Moho mine digs down to said discontinuity in order to mine greater amounts of rare metals. NOTE: There is an underwater version of this structure for use in, well, water.
Moho Metal Maker: This one is, in turn, named after the Moho Mine. Converts energy into heavy metals, similar to the standard Metal Maker, but in quantities similar to the Moho Mine, and thus at a commensurately greater energy cost.

Fusion Power Plant: It's a larger fusion reactor, used to supply the vast amounts of energy required by certain T3 structures. Has both an underwater water version and a version that can cloak itself.

Advanced Radar Tower: A more powerful radar tower with a longer range than standard radar.

Advanced Sonar Station: Like the advanced radar, but for underwater enemies

"Cobra" Anti Air Flak Gun: A turret with twin plasma flak cannons, for shooting down aircraft.

"Toaster" Pop-Up Heavy Cannon: A heavy plasma cannon that retracts underground when not in use.

Advanced Torpedo Launcher: A larger torpedo launcher station, launching heavy torpedoes meant for sinking capital ships.

"Doomsday Machine" Energy Weapon: This powerful defensive emplacement is bristling with all kinds of Laser weapons, from Light Lasers to Heavy Lasers and even a single Superlaser.

Air Repair Pad: Automatically repairs aircraft.

Fortification Wall: Similar to Dragon's Teeth, but is a full defensive wall rather than an obstacle to block enemy movement.

"Fortitude" Anti Missile Defense System: A silo for defense missiles meant to intercept enemy strategic missiles.

"Silencer" Nuclear Missile Launcher: Actually carrying a massive antimatter warhead, Silencer strategic missiles are built in these silos and launched to annihilate enemy positions. Powerful enough that a single missile can wipe out entire nations in our modern world, and multiple can crack open a planet's crust.

"Neutron" Neutron Missile Launcher: Gonna be honest, I don't actually know what this one does for sure; it's not in the manual and I've never used it before.

"Intimidator" Long Range Plasma Cannon: A superheavy plasma cannon with intercontinental and anti-orbital range, designed for suppressing enemy fortifications


"EXPERIMENTALS"
Technically,Total Annihilation doesn't delineate Experimental units as Supreme Commander does, but it is pretty clear that the Krogoth inspired the concept of Experimentals for SC.

"Krogoth" Experimental Kbot: Speaking of, it's even called an experimental unitl! This is the OG Big Boi, with paired heavy SAM launchers, paired heavy railguns, and a head mounted Superlaser that can destroy most any lesser unit in a single shot, the Krogoth is a devastating force to be reckoned with. It is also incredibly durable, able to tank multiple direct hits from strategic missiles and keep on trucking. You might think that this comes at the expense of mobility, but it is surprisingly swift as well.

"Buzzsaw" Rapid Fire Plasma Cannon: A terrifying weapon, for a less civilized age. The buzzsaw consists of six Intimidator barrels, arranged like a circular saw. As each barrel fires, the next one rotates into position, for nonstop rapid fire devastation. This thing can fire hundreds of plasma shells per minute, each with gigatons of firepower.


STARSHIPS
The pace of ground combat and limitations of Galactic Gate travel meant that space combat was somewhat rare for the Core previously, though not totally unheard of in the 4,000 year span of the Great Galactic War. As such, Core ships tend towards the small and swarmy size at game start, with most simply being equipped with modified versions of weapons already in use by the Core's ground forces. All strikecraft are also equally capable in vacuum or atmosphere

Since these ships are all going to be made up anyway, they're going to be organized by Cosmolux's ship classifications.


VARIABLE
Shipyards: Shipyards are sized according to the class of ships they are meant to build - IE, corvette-scale shipyards build corvettes, frigate-scale shipyards build frigates, etc. All shipyards are also built to be mobile - both for station-keeping purposes and to relocate if necessary.


CORVETTE
Orbital Construction Vehicle: The primary engineering arm of the CORE's space forces. The OCV is based on an enlarged Hurricane bomber frame, with all weapons replaced by a massive nanolathe engineering suite. It can either be built in shipyards in orbit or in a special gantry on the ground. Despite the name, it is capable of both planet-side operation and interplanetary travel.

"Temple" Mobile Galactic Gate: The platform of a standard planet-side Galactic Gate with thrusters attached for interplanetary travel. While most ships are too large to pass through a Galactic Gate, and those that can are not substantially powerful, there is nonetheless tactical value in having mobile gates - Shots can be fired through such gates, or even caught and redirected.

"Cigar" Fireship: Designed as a companion to the "Penetrator" Bombardment Destroyer, the Cigar is little more than a tube with an engine and a massive antimatter warhead, far larger than even that found on a Silencer missile. It can be built and launched from a Penetrator's spinal accelerator, or built separately and used a suicide ship. It has also specifically been built to be just narrow enough to fit through a Galactic Gate for remote bombardment.

"Seer" Radar Intelligence Ship: All CORE starships carry at least a basic sensor suite, but the Seer is packed with more advanced sensor suites and detection systems to support fleet formations.


FRIGATE
"Space Krogoth" Experimental Kbot: The CORE's first foray into void combat after arriving in Vyranodasik, it is essentially just a Krogoth with thrusters strapped on. However, it cannot carry as large of an engine as dedicated starships, which makes it somewhat slow in fleet engagements. However, particular one niche has been identified for this unit: compared to other Behemoth-Scale units, the Space Krogoth does not need a dedicated transport, is able to defend itself, and is perfectly capable of surviving re-entry even without thrusters, making it an ideal platform for orbital drops.

"Apocalypse" Laser Frigate: "Apocalypse" may seem like a grandiose name for such an unassuming hull, but it should not be underestimated. This ship is armed with a pair of "Doomsday Weapon" Laser Towers, one carried dorsally and one ventrally. These towers carry a broad selection from every type of "Laser" or "Energy Shell" weaponry available to the CORE, from the humble Light Laser, to the same Superlaser used by the Krogoth. Modified targeting protocols also make them effective point-defense weapons. Lastly, in place of any secondary weapons, the Apocalypse mounts a powerful ECM and jamming suite. The Apocalypse has the highest DPS of any of the CORE's frigate designs, but all of its weapons are short range, making it most effective in the Clash, or as a screen for longer-ranged ships.

"Tyrant" Plasma Frigate: This frigate borrows the three-gun plasma turrets from the CORE's "Warlord" weet-navy battleship, mounting one dorsally and one ventrally. These plasma cannons have also been modified to be dual-purpose. The Tyrant's secondary armament is an array of missile launchers for point-defense. The Tyrant deals less damage than the Apocalypse, but has a longer range, making it best suited to the Skirmish phase.

"Nemesis" Bombardment Frigate: The Nemesis borrows the existing Intimidator Long Range Plasma Cannon for its main armament. As with the other frigate designs, it carries one dorsally and one ventrally. Secondary armament is a set of much smaller, dual-purpose plasma cannons. The long range guns of the Nemesis are suitable for the Bombardment phase, but the slower rate of fire makes them less capable in closer engagements.

"Midnight" Strategic Missile Ship: The Midnight is armed with a single Silencer Strategic Missile Silo, and eschews any secondary armament in favor of additional reactors and metal makers to power the assemblers for its Silencer missiles. The Midnight has immense alpha damage when its magazines are full, but it takes a long time to fill those magazines and it has no other fallback options. Thus, it is best used in the Bombardment phase or when paired with a Temple Mobile Gate, and should be kept out of direct combat.

"Unity" Light Carrier: In place of weapons, the Unity carries construction and repair bays for strike craft. The Unity acts as a forward assembly and support base for strike craft attacks on enemy fleets. Like the Midnight, the Unity carries no defensive weapons, but is able to build its own defensive escort.


DESTROYER
"Penetrator" Bombardment Destroyer: A recent development in response to the larger ships and battle planetoids employed by the Suitatzu Ravagers, the Penetrator is designed to deliver maximum firepower on target with a massive spinal coilgun that uses an entire "Cigar" fireship as a relativistic projectile. The combined energy release of the massive antimatter warhead and relativistic kinetic energy is hoped to be sufficient to break apart enemy heavy assets.

Bookkeeping:

Warfleets:
Name​
Size​
Upkeep​
Condition​
Location​
Legends​
1st Commander Cohort​
1​
2​
100%​
V|U11|C​
Coldfire​

Total Population:
Current: 21 Pops
Automatic Growth: 1 per 20 per turn, rounded down
RP Cost: 3 RP
Per Pop income: 1.6
Employed Pops: 6/21

Territory:

LocationDevelopmentEmployedDefensesUpkeep
Vyranodasik U11 CenterColonized2/2Moderately Defended0 RP
Vyranodasik U11 NorthClaimed1/1Lightly Defended0 RP
Vyranodasik U11 NorthwestClaimed1/1Lightly Defended0 RP
Vyranodasik U11 WestClaimed1/1Lightly Defended0 RP
Vyranodasik U11 SouthwestClaimed1/1Lightly Defended0 RP


Megaprojects:

Research:

Diplomatic Relations:

RP Per Turn:
Gross: 20 RP Origin + 6*1.6 Employed pops + 0 Trade pops = 29.6 RP>Round down to 29 RP
Upkeep: 2 RP
Net: 27
 
Last edited:
Finally got this bastard done-ish, lemme know if anything needs modification.

The Imperium of the Known Universe
Leader: Padishah Emperor Shaddam Corrino IV
Universe of Origin: Dune
Why are you here?: At some point, the stars surrounding us changed. We have gone from the sole known interstellar power to a mere minnow in an ocean of sharks. But our Empire is canny, and has millenia of resources and expertise at our back. Wheels within wheels, plans within plans turn and develop. We will make ourselves Known in this new universe.

The Imperium of the Known universe is in essence a confederation of mercantile polities - known as Houses, unified by a common language and currency, the hegemony of House Corrino, the Orange Catholic Faith, and the Spacing Guilds monopoly on space travel. Each constituent House is somewhere between a modern megacorporation and an aristocratic dynasty, with the highest offices of each House usually staffed by various members of a Ruling Clan, with the head of that Clan being the Head of the House. Each House Head gives themself a title, typically from Old Earth aristocracy. Examples include the Dukes Atreides, the Barons Harkonnen, and the Atamans Ordos.

These houses all exist under the hegemony of House Corrino, whose head is styled as Padishah Emperor of the Known Universe. The houses serve as planetary governing aparati in proxy of House Corrino, and may be ordered to take stewardship of a new world at any time. Some hold governorship over a single planet, others many. Planetary Governorships confer hegemony over the planetary Houses Minor, resource extraction rights, as well as conferring resource or tax obligations and quotas.

Each House - Major and Minor - is represented on the Laandsraad - nominally the highest decision body of the Imperium and the board of CHOAM, the Imperiums economic planning mechanism - by a single delegate. While each House nominally has the right to an independent vote, the pressures imposed by the governorships of the Houses Major means that they form de facto voting blocks around the Houses Major. The Laandsraad primary power is in its ability to approve or veto the actions of House Corrino, acting as a balance against the Emperors otherwise near-unchallenged power. It also has the ability to confer offices within CHOAM - offices with extremely lucrative salaries, trade rights, and ample opportunities for embezzlement - appointments of planetary governorship, and monetary policy, but in this respect it almost always acts as a rubber-stamp for the Emperor. The full plenum of the Laandsraad only meets once every year, but it appoints a standing committee of 10 Houses: The High Council. This is the actual decision-making body of the Laandsraad.

In short, the Imperium is the Ultimate Oligarchy, governed by cut-throat aristocrat-capitalists who are constantly scheming and plotting against one another. While it is nominally a single confederal polity, its reality is as a vipers nest of family politics and drama.

Origin: 40pts
  • ISOT -4
  • 1x Tier Downgrade +10
  • Increased Tactical Durability -6
  • Operational and Strategic Maneuver Speed -6
  • Adama Maneuver -6
  • Consolation Prize +2
  • 10x Initial Territorial Development -10
  • 20x Production Bonus -20
Definitive Trait: Golden Armada
Traits:
  • Additional Specialization (Elites)
  • Consolation Prize
  • Covert Experts
  • Fortification Experts
  • Martial Society
  • Master Diplomats
Drawbacks:
  • Deep State
  • Flawed Military
  • Prejudice (Thinking Machines)
Focuses:
  • Frigates
  • Aircraft
  • Light Vehicles
  • Elites
Space
  • Macrocapitals
    • Supercapitals: The Spacing Guild maintains a collection of "Super-Heighliners" reaching this size, each capable of ferrying an entire House Majors fleet and personnel in a single hyperspace jump. More commonly, they serve as the couriers for the servants of the Emperor in an ostentatious showing of the wealth of the Golden Lion Throne. While extremely heavily shielded, these super-heighleiners only carry a scant few defensive lasguns as their armament, instead relying on their cargo to provide offensive power. A round trip using one requires three guild navigators and costs roughly 1.46 million Solaris
    • Dreadnoughts: This category covers the vast majority of Guild Heighliners, the backbone of the Imperiums interstellar infrastructure. Again, they are heavily shielded but lightly armed, serving in combat as enormous super-carriers. A round trip using one requires two guild navigators and costs roughly 0.78 million Solaris. These are the smallest vessels capable of FTL in the Imperiums inventory.

A Guild "Super-Heighliner"
  • Capitals: The Imperium does not manufacture ships at capital-scale
  • Line Ships:
    • Cruisers: Ships on this scale are only found in the hands of the Emperor and the Guild, as they are the only parties within the Imperium able to afford their upkeep and maintain a legal pretense for them (the Emperor in his sovereignty, the Guild in its role pre-formation as the Space Forces of Mans Dominions). They are primarily armed with lasguns and atomics-propelled torpedoes (for use against unshielded targets), and can hold up to a legion of soldiers to be deployed via shuttlecraft as boarders or in planetary invasions. Some are also armed with torpedoes designed to use complicated mechanical computers to match velocity with an opponent, slip through their shields, and detonate an atomic warhead. Others deploy lasbombs, devices consisting of a lasgun and a power source, designed to fire a single shot at a nearby ship and detonate its shields and itself. Others have been designed as command ships and tenders for smaller battlecruisers and frigates. They are designed to be brawlers in the Imperiums space combat milieu, forcibly seizing voidspace and holding it.
    • Destroyers: The largest ships maintained by the Houses Major, serving as the flagships of their great fleets, each maintaining at least 3 to 5 of these enormous craft. They are much more diverse and specialized than their larger counterparts: Some serve as troop carriers, others as ship-tenders, some (especially in House Harkonnen and their partisans) as dedicated orbital bombardment platforms, housing massive mass drivers and atomic missile silos in their hulls. Most, however, are space superiority craft built as miniature counterparts to Cruisers.
  • Screenships:
    • Frigates (Focus): By far the most common vessels in the Imperium, Frigates are the bread and butter of the Great Houses, the Golden Lion Throne, and all other bodies able to afford them. Most houses choose a primary design and function for their frigates. House Atreides and the Golden Lion Throne both primarily use dedicated troop transports in their fleet; House Harkonnen, over their decades-long occupation of Arrakis, have added a collection of dedicated COIN-ships designed for atmospheric operations, bristling with heavy lasguns and missiles to their inventory. In space combat Frigates are typically used to deploy Slow-torpedos or boarding pods in close passes to larger ships.
    • Corvettes: Corvettes are mostly used entirely in space warfare, as carriers for spreads of slow-torps or as boarding craft. Additionally, they are also used as communications or sensor relays, and often as shield-ships, supplementing the shields of larger vessels.
  • Aerospace:
    • Shuttlecraft: Anything smaller than a corvette that is still space-capable goes here. These range from swarming boarding craft to single-torpedo bombers. They are often carried and tended by specialized Destroyer or Frigate-sized spacecraft, acting as a miniature version of a Guild Heighliner, as their small size limits their ability to carry provisions and thus their range.
    • Aircraft (Focus): The Imperium has a variety of gravitic and non-gravitic aircraft, the most iconic of which is the Ornithopter. Able to perform as nimbly as any gravitic craft while not sacrificing shields, they have become ubiquitous in the land arms of the House Militaries. Some houses also maintain fleets of Speeders, gravitic craft able to reach hypersonic speeds that compensate for a lack of shielding with the ability to outrun any other craft than itself. However, they are not space-worthy as they lack the shields needed to protect against space debris,

An Atreides Ornithopter preparing for takeoff
  • Summary: The IKU in space resembles a massive Carrier Air Wing, multiple combat craft operating from a single enormous base-ship. Heighliners are heavily defended but lightly armed, with a complement of Destroyers and their escorts screening the ship from any interlopers while Cruisers and other Destroyers lead task groups throughout a system, combatting an opposing fleet for control of the voidspace and attempting to locate and strike at the opposing "carrier". This means that when the IKU strikes, it is almost always in force, with fleets numbering in the hundreds or thousands deploying from Heighliner groups.
The quirks of the IKUs shield technologies means that while their ships are nigh-invincible in ranged combat (with the exception of some i-win-buttons like the fairly rare las-bombs), they cant really hurt each other, and are as such fairly weak in the long ranged game. However, this does mean it is fairly easy for them to close the gap and deploy boarders well trained in close combat onto other ships, making them impossible to ignore.​

Ground
  • War Engines: The role of war engines is typically assumed by specialized Screenships or Lineships operating at low altitudes in-atmosphere.
  • Vehicles:
    • Superheavies: With the exception of some of the more… extravagant mobile command posts adapted from spice harvesters utilized during the Harkonnen occupation of Arrakis, the Imperium does not really manufacture superheavy vehicles for military use.
    • Main Battle Units: Imperium MBUs are typically an up-armored grav-sled mounted with a large power plant to boost speed and shield strength. They are used both offensively - as large, shield-augmented battering rams (they can get quite fast, and a shielded prow going at 70km/h can turn even shielded infantry into chunky marinara) - and defensively - they can extend their shields over a large area, providing an additional layer of protection against low-velocity shrapnel and overpressure.
    • Lights (Focus): Every part of the Imperium manages an enormous park of light vehicles, shielded and unshielded, tracked, wheeled, and gravitic. They are typically used as staff cars, reconnaissance vehicles, and a host of other tasks. Those designed for combat use typically carry a lasgun, and a small complement of two or three swordsmen.
  • Infantry
    • Supersoldiers: While the Imperium certainly has the capability to produce super-soldiers - the most notable being the Flesh-shapers and genurgists of the Bene Tleilax, a variety of factors has kept such projects from going forwards.
    • Elites (Focus): Each House Major maintains an Elite Legion composed of the best soldiers from within their army. While they are not even close to the Sardaukar, they are head and shoulders above the rest of the Imperium. The best of these is likely the Atreides 1st Guards Legion, which is rumored to be able to stand toe-to-toe with a battalion of Sardaukar
    • Line Troops: The vast majority of soldiers within the Imperium are pikemen serving in the Legions of the Houses Major and the Imperial Levies. Trained to fight in a tight block of pikes not dissimilar to the phalanxes or tercios of Old Earth, they are accompanied by skirmishing swordsmen, who flank around the Push of Pike and help their comrades break the enemy line. This is further supplemented by Maula Gunners, who carry Maula Pistols that fire grav-darts that can slip through a shield and inject lethal toxins. As such, most troops wear at least heavy cloth under their shields, and some even wear full plate.

An Atreides Line Infantryman, posing with their sidearm and without a pike
  • Individuals of Importance
    • Lords and Commanders: The commanders of the Imperium are largely men, women, and others who are unexceptional except for their military ability and/or their birth. Each house, the Emperor, and the Guild maintain separate methods of selection and promotion, which can lead to rather eclectic war councils. The Atreides, for example, maintain an officer caste where one is given a starting commission as a birthright, but must prove their merit to advance further. The Ordos on the other hand, have a purely meritocratic system that is based on one's ability to outperform their superior.
    • Heroes: The commanders of the Imperium are assisted by the ancient, unseen hand of the Bene Gesserit. Practicing ancient forms of psychic discipline and various physical techniques, they are capable of telepathy, psychic reading, prognostication, incredible physical feats, and mind control via a technique only known as "The Voice". They are nominally merely a supplementary arm of the Imperiums government, but they are far far older than the Imperium, and their plans are known to only themselves…
Also of note are the precognitive Guild Navigators. Mutated into inhuman forms and granted unnaturally long lifespans by constant spice immersion, the Navigators form the ruling caste of the Spacing Guild. While they normally concern themselves with the operation of Heighliners and internal Guild politics, they have been known to step into the waltz of the Houses Major from time to time. As the Imperium expands into this new universe, they may find themselves taking a further role in the world outside of the melange-scented halls of the Guild.​
  • Support
    • Artillery: The nature of shields in the Dune universe means that artillery is more or less obsolete except against unshielded targets, and the ubiquity of shields means that they are vanishingly rare on the battlefield, only appearing when the theater of war precludes the use of shields. As such, the artillery doctrine of the IKU is extremely deficient.
    • Infantry Support: Infantry support is usually found in the form of gravitic sleds: armored and shielded low-altitude grav vehicles intended to ferry troops from a camp to key positions on a battlefield. Most typically carry pike square of about 30, but smaller variants are used to transport smaller units of maula gunners and swordsmen.
  • Summary: The land forces of the IKU resemble a vehicularized version of Early Modern European warfare, with large infantry carriers ferrying pike squares and skirmishers to vital points of the battlefield. Grav-bikes, armored cars, and Tanks act as cavalry, charging enemy lines and breaking formations, allowing large infantry formations to breach enemy lines and route the enemy. Commanders observe from vehicle command posts in ornithopters or large grav vehicles, using a reserve of infantry and high and low altitude air cavalry to press on the schwerpunkt and maintain operational tempo.
  • Legends:
    • The Sardaukar: The Sardaukar are the Emperors Terror Troops, born, raised, and trained on the brutally inhospitable prison planet of Salusa Secundus. They are trained to the highest martial standards both individually and as units, and are known for holding the line even when a square has been broken, collapsing into a defense-in-depth formation of clusters of three Sardaukar fighting back-to-back. They have never been routed in their eight-thousand-year history.

A Sardaukar Skirmisher, posing with his sidearm knife in-hand and mainarm sword holstered
Location: Vyranodanisk (H, 17, Center)
 
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[Work in Progress, let me know what I need to add]

The Bluestar Confederacy of Planets
Formed from the remains of the Interstellar Union of Humanity, the Bluestar Confederacy of Planets was united through the vast Bluestar megacorporation rather than by any philosophical virtues or wide-spreading political cause, dependent on it for not only its economic prospects, but its military, agriculture, and medicine. Despite it not officially determining any policies, many planetary governors within the confederacy also have postions within the company and the CEO of the company, Yandrik Zeliniski, is the uncle of the current leader.

Faction Leader: Adam Zelinski
Polity Type: Oligarchal Confederacy/Megacorporation
Faction Origin: Custom
Arrival Type: Portal
Starting Coordinates: Eklemarid Galaxy, C-4 (bordering B-4)

Trait Selection
Defining Trait: Generic Start

Standard Traits
+Fortification Experts: The Bluestar Megacorporation has entire factories dedicated to producing their soldiers, often coming with orbital defenses and laser turrets.
+Covert Expertise: The Bluestar Megacorporation has performed many experiments that would be deemed incredibly unethical by most governments and keeps them hidden from the view of citizens through specialized Shadow Squads.
+Martial Society: The Bluestar Confederacy has an army of clones whose only chance of living past their expiration date is to serve and survive.
+Master Diplomats: Centuries of corporate dealings has made many members of the Bluestar Confederacy excellent at persuading people of their position.
+Additional Military Focus (Heroes)
Drawbacks
-No Magic: Psionics had been, until recently, considered a myth, and while the Bluestar Confederacy has started researching in remote facilities, they have not yet developed anything substantial for their military.
-Redshirt Army (Line Infantry): Due to only being given VR training and equipped with little more than a glorified mining helmet, a basic flak jacket, and a repeater carbine, freshly produced soldiers are weak against any properly trained force and can even be handled by a ragtag crew of space pirates. They are only effective because they are able to be quickly replaced and provide cover for more experienced soldiers.

Origin Point Selection
Origin Points: 0
Faction Tier: Primus
-Late Start
-Portal Home: The portal leads within the space of the Bluestar Confederacy.
-Increased Tactical Durability
-More Starting Population x 10
-We're Going to Need More Ships x 10
-Portal-based Baggage Train x 10
-More Starting Production x 10
-Home-Front Management: The Bluestar Confederacy of Planets expects that this expedition will deliver any psionic resources and alien artifacts from the other side of the portal for research. If they fail to meet these expectation, they will have their funding cut.

Tech Level and Military Focuses

Overall Tech Level: Primus

Military Focus:
-Supercapitals
-Super Soldiers
-Heroes
-Destroyers

Macro-Capitals
-Supercapitals: Bluestar production spheres are gargantuan mobile space bases that also double as capital ships and are armed with many weapons. They may contain within them many other vessels, allowing them to quickly reinforce any fleets that pass by.

Capitals
-Battleships: Bluestar battleships are simultaneously an office space for bureaucrats and an incredibly dangerous military vessel. Commanding from the back, they rarely every fire themselves, but when they do, they can be devastating.

Line Ships

-Destroyers: Bluestar destroyers are designed to be deployed not against other ships, but rather colonies that have attempted to rebel against the Confederacy. However, they also carry weapons designed to deal with small ships, such as pirate corvettes and transports, and can go up against ships of their same class.

Screen ships

-Frigates: While traditionally merchant vessels, Bluestar frigates are able to also operate in combat. While lightly armed, they have hefty shields and can withstand a surprising amount of punishment, forcing enemies to rely more on boarding tactics rather than their weapons.

-Corvettes: Given to the few factory produced pilots who survive, they are equipped with not only an extra pair of laser turrets, but also a missile launcher. Because of this, and having actual shields, they are significantly more likely to survive in combat scenarios. They also are able to deploy soldiers if necessary. There are also corvette-sized mining and construction ships, which sometimes can see use in combat, even if they aren't designed for it.

Aerospace
-Strike Craft: Bluestar strike crafts are piloted by factory produced soldiers and are incredibly basic, having a pair of laser turrets on them and no shields. However, they are also very dangerous, as the pilots have little sense of self-preservation, with kamikaze ramming being much more common than other forces.
War Engines

-Titans: Moving on massive treads, the Bluestar mobile factories are very uncommon to see, but when they do appear, it is absolutely terrifying. Well-armored and bearing heavy laser cannons, they are able to produce soldiers on the spot, acting both as a method of reinforcement and attack. Not only that, but they are equipped with harvesting equipment that can carve through the terrain.

Vehicles

-Lights: Some factory produced soldiers are assigned with fast moving hovercrafts, equipped with a turret and having room for up to three passengers. While fragile, they are fairly effective at flanking enemies.

Infantry
-Supersoldiers: Shadow Squads, initially used only to keep experiments under wraps and perform kills on selected targets, have become incredibly dangerous. Genetically enhanced and given suits equipped with active camouflaged, they are incredibly dangerous to fight.

-Elites: Factory produced soldiers who manage to survive despite the odds against them are given an extension to their lifespan and equipped with significantly better gear, wearing armored EVA suits and carrying significantly better weaponry. They also receive a

-Line Troops: Factory produced soldiers, the common Bluestar troops make up for their lack of quality with sheer quantity. Poorly equipped and carrying only a simple repeater carbine, most end up dying in the first hour of combat if they are lucky. However, those who manage to survive shall be rewarded.

Individuals of Importance
-Lords and Commanders: Administrator Generals are both part of business management and the military. Often leading from within mobile factories,

-Heroes: Some members of the elusive Shadow Squads have managed to standout from the rest and make a name for themselves. Given the title of Shadow Operative, they are not only equipped with various weapons of their own choice and given special hashtags, but also have personal teleportation devices that allow them to escape.

Support

-Infantry Support: Alongside the other elite troopers are officers, who assist in leading the ordinary factory produced soldiers to boost their survival chance. There are also elite troopers who are snipers, equipped with armor-piercing rounds.

CEO Yandrik Zelenski: CEO of the Bluestar Corporation, Yandrik Zelenski, is said to be the highest achievement of genetic engineering and nanotechnology in the entire confederacy. Practically immortal, he can heal from severe injuries, strike with incredible force, and alter his physical form down to the very cell.

Bookkeeping:
Fleets

-Mag 1: 1
-Mag 2: 0
-Mag 3: 0
-Mag 4: 0

Population
-Population: 70
-Pop Growth: 0

Territory
-

Megaprojects

Research

Diplomatic Relations

Resource Points

Current RP:
Income:30+60 (first two turns)
Upkeep: 2
Net RP: 28+60 (first two turns)
 
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Hiver Imperium
Chekinqua'Chekis, The Faithful Children Without Number, The Children
Leaders: Luminous Diamond and Midnight Onyx
Universe of Origin: Sword of the Stars (played as Native)
Tier: Primus
Definitive Traits: Stronger Start - Vyranodasik Native
Start Location: L-15

The Hiver Imperium is a young but growing power headed by the Twin Empresses Luminous Diamond and Midnight Onyx. Millenia ago during a turbulent time known as the Warring Queens period in Hiver history that followed the expansion of the Hivers to the stars before they discovered the principles of Alcubierre Warp travel and Gate technology, two great Clans, the Blazing Stars and Umbral Night who had been long time rivals and considered the two most powerful Clans of all, came to an agreement to mix their bloodlines and bring peace to the Hiver people. The result of the union of these two great Clans was Luminous Diamond and Midnight Onyx, twins of the same egg, or so the legends say though it is rumoured they are clones, genetically engineered for their purpose, a claim the Twinned Empresses have never deigned to acknowledge or deny. What is true is the Twinned Empresses lead the combined might of the Blazing Stars and Umbral Night, now forged together into the Luminous Midnight Clan through conquest and alliance pacified and united the whole of the Hiver people into the Imperium, and have ruled ever since, embodying the Goddess of the Hivers' twinned aspect of White and Black Queens. Now the Hiver Imperium is taking some of its first true steps into the intergalactic stage, just as the pangalactic society seems poised at a tipping point, and extraversal forces have begun to appear.

Legend:

Sword of Blood​
A Hiver Prince who serves as one of the primary consorts of the Twinned Empresses and acts as the leader of the Motherless Sons, the most elite and fanatical of all the Imperium's soldiers, Sword of Blood has actually been reborn many times, and is the latest reincarnation of an ancient mytho-historic Warrior-turned-Prince who was pivotal in preventing disaster from befalling the ancient Hiver people on their homeworld, and was instrumental in the rise of the first world-spanning Hiver governement, ruled by what at the time became the only Queen among all the Hiver people, and from whom the Umbral Night and Blazing Stars Clans, and thus the Twinned Empresses, claim direct descendance.

Hiver anatomy and size comparison

Hiver Worker Skeleton


Hiver Warrior Muscular System


Hiver Size Comparison Charts

Traits:

Fortification Experts:
The Hivers are a predominantly Subterranean species, though they are no strangers to construction and life above ground and in a number of environments, their preferred environment is underground, and the defense of their claimed territory has been a prime focus for Hivers since before their species obtained sapience. The Hivers have learned every trick and technique to building sturdy and defensible available to them. Every Hiver city is a hellish underground warren laden with traps and killing grounds for anyone wishing to attack them, and are hardened against surface bombardment and collapse in every way possible.

Explosive Breeders:
The Hivers are a eusocial egg laying species, and every female Royal Hiver can lay great numbers of eggs and most Hivers mature quite quickly compared to other races, allowing the Hiver population to expand rapidly, which can sometimes be as much of a curse as an advantage.

Master Diplomats:
With an extensive history of brutal and bloody internecine wars, civil conflicts, succession crises, rebellions and every other form of intraspecies warfare, to achieve peace and stability the tools of diplomacy and court politics have become second nature to many Hivers particularly of the royal caste, where diplomatic feint and maneuver is a constant dance that every Prince, Princess and Queen must play to advance their interests and those of their clan, without being drawn into open conflict or inviting the wrath of the Empresses. This experience has proved useful on the interstellar stage as well, where these skills hard earned and well trained internally have been put to the test on alien minds and foreign polities.

Devoted Population:
To every non-royal Hiver there is a hierarchy of loyalty which almost invariably places their own mothers' at the top, who they will fight to the very last to defend and protect. This desire becomes diluted somewhat the farther down the hierarchy one falls, but every Hiver is dedicated to the point of fanaticism to their society, their religion, and their family. Though internally they might work towards cross-purposes, each working on some level to the benefit of their clan, their brothers and their parents foremost, all Hivers are ultimately dedicated to advancing the Hiver cause, and honoring the Goddess and her representatives in this world, The Twin Empresses.

Unbreakable:
Hiver Warriors live knowing they were born to die for their Mother and the Imperium, and take honor in it, and Workers and Royals are hardly less dedicated. Hivers will fight and die to the last to defend their homes, their parents, and their nation. Surrender and retreat are not notions unknown to the Hivers, but no non-Royal would contemplate surrendering or routing merely to save their own lives. Courage and Bravery are bred deep into the bones of this race, and though Hiver Royals have a greater self preservation instinct in certain situations than Workers, this is not so much an issue of cowardice as one of cunning, and an appreciation for the long-term needs of survival for the Clan, the Nation, and the Species.

Drawbacks:

Escort Tonnage:
As a younger race, the Hivers progression in terms of warships is still behind the Galactic standard in many ways, and until relatively recently was mostly internally focused, unaware of the greater galactic society. As such the Hivers' ships remain undersized in comparison to many of their neighbors and a number of the extragalactics, still focused on ships of a scale far below many other spacefaring nations.

Deep State:
Every Princess and every Queen is in some ways a nation unto herself, and Princes are in many ways the only free agents in Hiver society. Living centuries as a Prince or Princess or over a millennia as a Queen, Hiver Royals have a very long time to form alliances, get involved in intrigue, build factions and otherwise engage in the neverending push and pull of inter-court politics, while not often directly contrary to that of the Empresses or the Imperium, the goals of the various Hiver Royals and their vast interconnected systems of connections are not always aligned with the Imperium and the Empresses either.

Culturally Dependent Doctrine:
Although non-Hivers are allowed to live in the Imperium and become citizens, enjoying rights roughly on par with the average Worker or Warrior, for biological and cultural reasons non-Hivers are excluded from political, (state) religious, and military positions. Leaders and soldiers in the Imperium are, as a rule. Though they are not neglected as citizens, non-Hivers are not present in any real way in the Hiver government or military.

Manifest Destiny:
The Hivers are a fecund species, and the potential for conflict within their society rises sharply once population density begins to exceed certain safe limits. Combined with the ever present desire particularly of young Princesses and Princes to make names for themselves, escape a crowded field of competitors, or for other reasons strike out for undeveloped territory, Hiver society is continously expanding and always looking for new places to expand to. The Hiver Imperium encourages such outwards movement as release valve for internal pressures and to avoid conflict over territory or resources within the Imperium itself, and as such the Imperium is always growing and pushing outward.

Stronger Faction, Weaker Start:
Some recent internal turmoil has proven a minor setback for the Hiver Imperium, and more resources than expected have been devoted to internal matters and repairing any damage done by a greater than usual spat of internecine warfare between rival clans.

Origin Points: 55

Vyranodasik Native -4
Faction Tier(Primus) -0
Expanded Initial Territory x3 -12
Initial Territory Development x6 - 6
Good Public Relations x5 - 5
More Populationx6 - 6
More Production x4 -4
More Fleethordes x5 -5
Fleethordes Mag+1 x3 - 6
Increased Tactical Durability -6

Another Successful Warp Jump (Anywhere the Gate Network does not extend; Outside the network of Gates, there is only a very slow alcubierre style hyperdrive which warps space around the ship to allow JSFTL [ust slightly faster than light] travel)+3

The Adama Maneuver (anywhere the Gate Network extends; In any given locations connected by a gate, instantaneous travel between any such points is limited only to how quickly things can physically enter and exit the gates themselves) -4

Pop: 50
Fleethordes:
Magnitude 1: 6
Magnitude 2: 3
Starting RP Production: 30
Fleet Upkeep 24 RP

Order of Battle
Focuses:

+Screenships
+Strike Craft
+Infantry
Lineships

-Destroyers: Like many younger powers, the Hiver Imperium has yet to fully reckon with the shift in scale brought about by contact with greater intergalactic society, and as such their largest war vessels remain just around the 1km mark. Previously designated "Leviathans" Hiver military classification has yielded to the common galactic consensus and have been rebranded Destroyers. They remain the heavy core of the Imperium navy, relatively speaking at least. Not as specialized as other smaller classes Leviathans tend to be heavily armed Jacks of all trades, though specialized builds for transport or invasion exist, their most common specialization outside the standard is as a carrier of Fighters or BattleRiders of all sizes, though the standard build can carry some of the smallest size of BattleRider.

Screenships

-Frigates: Formerly Dreadnoughts, where the Leviathan is the core of the fleet, Dreadnoughts were the foundation of the Fleets hammer and anvil. More often specialized than Leviathans, Dreadnoughts can fulfill a number of battlefield roles but most often fall into one of two categories. Very heavily armed, or very heavily defended. These ships are often specialized to deploy heavy long range weaponry, or to be extremely durable or literally shield smaller ships by projecting reinforced shaped shields a greater distance from their hulls. Thus, the hammer and anvil. Alongside Dreadnoughts, BattleShips are vessels of Dreadnought scale designed without the ability to act independently for significant lengths, their drive sections lack the warp capability of standard vessels, they are designed to operate either totally within the Gate Network, or to be carried into battle by dedicated Leviathans fitted for the task. These ships tend to only be around 300 meters.

-Corvettes: Cruisers in the old Hiver classification, they are the workhorse of the Hiver fleet with the most variety in terms of hull configurations and flexibility of role, with everything from ships of the line and dedicated fire support platforms to electronics warfare specialists, the Hiver Cruisers are the glue that holds the fleet together and fills the gaps left by other ship classes. Can only field the heaviest weaponry as spinal guns, the ship fitted to the central weapons system. Like BattleShips, BattleCruisers in the Hiver fleet are ships with only STL engines, meant to function within the Gate Network or be carried into battle by appropriately outfitted Dreadnoughts and Leviathans. About 100 meters on average.

Aerospace

-Strike Craft: The strike craft of the Hiver Fleet come primarily in one of two scales. The smaller are the drone Fighters and Bombers, Hiver Strike Craft of this size being entirely uncrewed and are mostly directed from the ship which launched them, though other ships with the proper equipment can also control any Drones in their range as necessary, and the Drones do have some llimited autonomous systems and hard coded Friend or Foe limitations, Hivers opting on this scale of starfighter to go with quantity over quality and prioritizing survivability of their crews. The other scale of Strike Craft are BattleRiders. Once Hiver destroyers in their classification system, BattleRiders have had all of their in-ship FTL capability removed to save on cost and space that could be put to better use. BattleRiders are brought to combat by ships configured to carry them, and the bays and attachments to carry BattleRiders is standard on many Hiver hulls. Topping out the classification range at roughly 30 meters, BattleRiders come in many different configurations, and are often outfitted more similarly to other larger ship classes than other Strike craft.

-Aircraft: While they do make significant use of dronecraft in atmosphere as well, the Hivers do maintain piloted aircraft that runs the whole run of standard types from attack and cargo helos to high speed jets. While these tend to excel far and above equivalent aircraft of 21st century Earth, and include more exotic and advanced specializations, in terms of scale they are on generally the same level. Hiver aircraft tend to be hyperspecialized for a given role. An air to surface attack chopper or jet will have essentially no anti-air capability at all, and vice versa.

Ground

Vehicles

-Main Battle Units: A mix of hover and tracked tanks, Hiver tanks are built for survivability and winning slugging matches with other heavy vehicles of similar sizes, field a range of energy and projectile ordinance. Are built to operate underground effectively as well as on the surface, Hiver vehicles including tanks are capable of digging in to the earth so as to present as little of their hull as possible while maintaining their firing capability by keeping their turrets just above ground. They are capable as well of digging down enough to hide themselves fully underground, where they and their crews can maintain for days before digging themselves out to either launch rear attacks on enemies or work to meet up with allied elements.

-Lights: Mostly buggies, scout tanks and hover skimmers many Hiver light vehicles have similar burrowing abilities to their heavier tanks that are often used for concealment during scouting runs or to prepare for ambushes. Geared more towards hit and run and skirmish than straight up engagements, they are usually moderately more well armored then other equivalents for other races, but are still adapted for speed, maneuverability and stealth as primary considerations.

Infantry

-Supersoldiers: The Motherless Sons: Named after a legendary historic band of Hiver Warriors who abandoned their mother at her order in order to safeguard the Queen's Crown Jewels and seek a worthy successor to claim the throne. All Motherless Sons are Hiver Warriors who have lost their mother and usually their father and opt to volunteer to join the ranks of the Sons. Undergoing a battery of cybernetic and genetic enhancements, even compared to other Hiver Warriors the Motherless Sons are viewed as utterly fanatical, with no loyalty but to the Twin Empresses and the Hiver Imperium. Commanded by the Red Hiver Prince Sword of Blood, who was once a warrior and the only surviving member of the original coup which created the ancient Motherless Sons, reborn continuously to fulfill this role, and serves as one of the primary consorts of the Twin Empresses.

-Elites: Queens Guard, which also covers the Princess' Guard and Princes' Guard, these are Hiver Warriors who have attained the level of experience and skill to serve as direct bodyguards for their respective parent, Hiver Royals often have a surfeit of Guards and a number of them are twice or thrice born, and they often serve in frontline battlefield roles when called for and they are not needed as active bodyguards.

-Line Troops: Hiver Warriors: Not all Hiver Warriors are soldiers and not all Hiver soldiers are Warriors, but Warriors make up the greater bulk of Hiver military personnel. Large, tough, and relatively short lived Hiver Warriors are the Hivers most likely to be adapted before birth for specific roles and environments, though Hivers of all casts are sometimes adapted, even Royals, and Workers are naturally second only to Warriors in this regard. They can be shaped for purpose like to act as swift and high stamina scouts, or for environments like serving as deep water troops or workers, Hiver Warriors bear pride and fanaticism for the risks their lives require and the purposes for which they are born. Due to the often bloody to the death manner of war between Hivers historically, Hiver weapons are adapted primarily for lethality and potency, prepared as all Hivers save perhaps Royals are to die to the last protecting their mothers and fathers.

Individuals of Importance

-Lords and Commanders: Military Commanders can come from any cast or walk of life of Hiver, even Hiver Workers have been known to take the mantle, but Hiver commanders are quite often either a Royal with a talent and interest for military command, or a Warrior who is most often twice or thrice born.

-Heroes: Exceptional individuals occur among the Hivers of all castes, and Heroes can rise from the most humble of origins, indeed some of the Hivers most lauded historical heroes are celebrated for such rises from simple beginnings. Such exceptional individuals regardless of caste are prime candidates for the gift of rebirth, and so long as the crystalline memory storage Native to Hiver brains remains recoverable, such individuals can come back time and time again, though the transfer and retention of memory and personality is not perfect, such that each incarnation is a unique individual.

Support

-Artillery: The Hivers boast an array of rocket, missile, and standard static and mobile artillery platforms, and due to the frequent brutality of Hiver warfare they maintain a supply of chemical and fire based warheads though they are not the first choice for Hivers in combat for a variety of reasons, the Hivers also have a number of plasma based weaponry and long range directed energy weapons, as well as fusion and antimatter warheads for more extreme situations and heavily entrenched enemies.

-Infantry Support: Primarily Infantry Support vehicles for the Hivers come in the form of transports and communications vehicles, though these can include digger platforms and pinhole portal projector systems designed for instant and untraceable, unintercepted communications, though these latter systems are very expensive and consequently rare, and are required to be staffed by those blessed by the Hiver faith to do such work.

Lore Resources
General Background information (not 100% lore accurate to this game in terms of tech/history)
All SotS Lore here is the work of Arinn Dembo AKA Erinys on the Kerberos Forums

Sword of the Stars Wiki Hiver Category
Sword of the Stars Lorebook
Lore Info from the Kerberos Forums
 
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docs.google.com

ThirdComm Application Sheet (Cosmolux)

Polity: Union (Third Central Committee) Universe of Origin: Lancer Origin Type: ISOT Leader: Central Committee (with FORECAST/GALSIM) Polity Type: Post-capitalist revolutionary democracy Tier: Primus Starting Location: Vyranodasik Galaxy, center of square L-9; or Eklemarid Galaxy, western e...
 
docs.google.com

ThirdComm Application Sheet (Cosmolux)

Polity: Union (Third Central Committee) Universe of Origin: Lancer Origin Type: ISOT Leader: Central Committee (with FORECAST/GALSIM) Polity Type: Post-capitalist revolutionary democracy Tier: Primus Starting Location: Vyranodasik Galaxy, center of square L-9; or Eklemarid Galaxy, western e...
Is there a particular reason you haven't taken the Escort Tonnage drawback despite qualifying for it?
 
Faction Name: The Ynnarii, the false born.
Leader: while ynnead is the ruler of all Ynnarii, he has raised a disturbed soul ofthe greatest sorcerers born. Simply called 'the voice.'
Universe of Origin: warhammer oc faction.
Tier: Maximus
Start Location:Vyranodasik, 5-k
Why are you here?:

Ynnead was once a tool.
A creation brought about by a dying race, fragmented and scattered, to bring about a rebirth to it. To sever the connection from the Beast, and To preserve them and combat those who sought to take them.

Nothing more, nothing less.

There was a plan to fasten his birth with using all of the souls inside every craftworld. All planed by the arch seer. All was set. And all was starting. But soon, interlopers discovered the plot and deemed dangerous to there galaxy. They launched a assault on the site, but found it highly defended. But regardless destroyed the defenses. But when they got to the ritual site, it was too late. The souls were spiraling, spiraling toward the hated enemy. And when it was caught it its own cave, it's stomach was pirced. The feedback cause both the immaterial and material was great. And in the ritual room warpish energy exploded around and consumed all around it. With horror on his face, the arch-seer was engulfed by the tide and brought to a realm. To watch as his dream falls apart.

Ynnead not only stabbed she who thirsts stomach open. The new God made a choice and started devouring its stomach. Rather than just consume aeldari souls, he took all other the souls devoured or tortured by the beast. All went to him. There experience and stories unfolded to him easily. And the more he took, the more he wanted. He hallowed the enemy extremely quickly as its realm fell and twisted apart. It is said he then floated up, staying there for time unfathomable, and decided what it must do. He started exiting the realm of chaos and crawled up. Up to a dark plane. Where he looked down and up to see. Much had change in the little time he was born. Monstrosities stalked the materium while old chaos beasts stirred and new ones rise up. The Eldar had hold on while deeming there tool ineffective. Ynnead new it was time.

In the materium, while man, monster, mutant, robot, alien and daemon fought for dominance, the dead on many worlds came back to life. There bodies remained undisturbed, but there soul would rise from it. Blue specters wrapped in wraithbone spindals. Giant golem constructions fought alongside flying deer riders and aether eagles. All hunted for eldar souls, with other's being prizes from the hunt. Time moved by and the eldar became whole with ynnead. There spirits brimming with sorrow, rage or something else. And ynnead knew this would be a problem. Thus he manipulated his realm to have individual thoughts and emotions taken away from the souls, and there storys placed on a gigantic table for ynnead to read only. Leaving the souls essentially robotic servants. Soon the legions of Psychosomatic ghosts would be back to take more souls for ynneads glory. Here and now ynnead decided that simply thus reality would not be enough, and preceded to strike through reality to the Galaxy he sees before him. Rife with strife and conflict. Along with more servants to collect and stories to learn. He sends out his legion for the conscription of this Galaxy to his cause.

Ynnead was once a tool. Now he is the master. This fact he will show to all.

Definitive Trait: Extraversal Invaders(1)high magic-Physics defying physiology-A Shadow Cast, Physics defying offense(1)
"Ghastly specters of broken life, they silently wail for freedom from another hell they created.:

+Traits:
Age of Legends(1)" the realms above, bellow and nowhere have lead to this moment. Let thr deeds of those gone ring once more."
Unbreakable(1) " they won't stop. They can't stop, they don't remember how."
We'll Be Back(1) " my service to the lord of the Grey is now done. Not until his shade comes for me"
Assimilator: (1)" think about it, he's done it before, why stop here?"


-Traits:
Repulsive(1)" Ah yes, ritualistic genocide on the local population before eating them. Quaint."
Keystone army(1) " every kingdom needs a king and every king needs a vizer, without each, the kingdom would go like a geyser."
Total War Economy(1) " uncontrollable, unconquerable, unstoppable. That would be a problem."


ORIGIN TRAITS:
Faction Tier(Extremis) (6)
Faction Tier(Maximus)(12)
Portal Home(4)
A Steady Stream of Colonists(3)
Increased Tactical Durability(1)
The Adama Maneuver(4)
More Population(1)
FOCUS: Elites, titans, Strike Craft, Dreadnoughts
Space

Macro-Capitals
-Supercapitals: while they have the blueprints for them, they cost much now, so the hosts shall wait for later.

-Dreadnoughts: The Dreadnoughts are more or less castle's that are Centerpoints of Ynnarii operations. These 20km long and 20km tall towers of death often hold swaths of Infantry or vehicles, they are heavily Armoured, ridiculously outfitted with guns that shred reality in twain, cause gravity distortions, and mini sun shots. Along with a magical shield that is able to resist attacks that could break other Dreadnoughts. If a crew somehow gets into the castle,they will find it will set reality changing traps to kill the intruders.

Capitals
-Battleships: the slim, organic looking Battleships in the skeletal shape of a plesiosaur acts like a ambush predator, they are able to reappear in ynneads realm and then appear back in the material world in a different location, essentially teleporting around with extreme speed. They are also magical and can summon aether storms with lightning and fire as an aoe.
Also in the Battleships are long, pike like glass that are compact next to each other to form a hull. An entire construction that pulses with potent magical energy, enough to shred reality in long whip-like forms to rent and batter. Along with magical missiles that explode with the power of a tsar bomb, yet only in kinetic energy, and the area after the explosion goes into a state of zero gravity. These shards are also durable and fast.

Line Ships

-Destroyers: these are designed to be similar to old eldar ships of this size, Arial dynamic and fast moving, they trade large hull capacity to more capable weaponry. Armed with weapons that fire bolts of lance energy, hot plasma, high end gravitational spirals. They are simple raiders in action, preferring movement and distance from their opponents. And on specific areas of the ship, rituals are able to be performed and cast out by a conclave of wizards or blue men.

Aerospace
-Strike Craft: due to their psychic makeup, they can both be atmospheric or space fighters, thus they are all placed here. The flight craft often are magical conductive and are able to perform erostical abilities. First would be the Valkir. A humanoid like ghost that has an ordained shell of wraithbone around it, a telling of future deeds and unknowable fates. And on its back are a curved stub that holds its celestial wings. In its hand is an arcgeon Spear, an anti vehicle weapon that is able to phase through shields and is able to return back to the owner. And most are able to spawn elite spirits to aid them in battle. Fast and agile, they often use their own size to their advantage to quickly Maneuver and strike against the vehicle.
Next is the naga. a long segmented serpent that is on fire and forms heads and arms of fire. And with a main head of an eldar sculpted into its frame. They are a high tier magical performer, and are usually aes sídhe that have come to Appreciate the physical form, and have warped beyond its old confines. When not bathed in luxury, they come to test their skills on contraptions and mortals. Experts of duels and assassination, they can shroud themselves in a sheild that makes them invisible to all sensors. When up close they destroy with fire hot as plasma and deadly crushing magic.
Third is the chariot, a fairly large stealth type craft, made to quickly bomb areas and then leave for reloading. They are not that fast, but are able to shield themselves in an effect in which they can not be detected by scanners. The payload they drop is a spell of death that rapidly expands and affects all near, main effects being an external and internal collapse of matter. From machines rotting away, to soldiers being reduced to sludge. It does not matter what. All succumbs to the fastening end.
On its wings, they have the equivalent to a repeating lance weapon.
Other noticeable crafts are giant conglomerations of spirits that chase and possess the machine to create internal damage and control it for a while. And a burning wheel that moves with a tortured soul in the middle that expels beams of light to scorch aircraft. The final one is a celestial eagle that brings aether lightning and storms, and is able to cut through heavy vehicles with its wings.

Ground
War Engines
-Behemoths: The Behemoths of the Ynnarii are mainly the great drakes or the head avatar. The drakes are celestial constructions whose breath brings death and fire. Capable of flying on massive wings and resistant to many anti behemoth weapons and devices. And capable of storing massive portals that can spawn infantry and vehicles.
But they are ultimately fodder for the greatest avatar of the gods.

ASURAYA: celestial father that is sculpted in the form of a castle. Coming in a height of 2 kilometers that holds Manny corridors for infantry to hold out inside. Also holds the equivalent of mini Suns for Lasers, portals that spew out deathly magical essence. And other weapons that use gravity, vortexes and atmospheric manipulation. Has a great shield that makes it invincible. However, if a boarding crew were to get inside the avatar. In the chest area there is a core of hundreds of thousands of souls locked together as power. They could be released from the core.

-Titans: the magnum opus of many dukes that create them. Simply refers to as not titans, but avatars of the forgotten gods. Often allowed to be made because he wants to see if that makes them feel the hope and warmth of long ago. After all, he still has full control over them in the end, letting them indulge in false hope. The avatars themselves come in 7 types, each is a monument for each God, and each has abilities based on the God. They are;

KHAINSA: a 200 meter beast of obsidian spikes, pikes, swords and eternal blood running down every orifice. The khainsa is able to form Titan grade melee weaponry. Swords, spears, axes, maces, cleavers and others. An expert in melee, maneuverability and even magical influence. Able to effect the area around in kilometers into infernal wastes of fire and volcanic eruptions. Also wielding an equivalent of a void shield which simply leads projectiles into ynneads realm

CEAGAROTI: a 200 meter trickster clothed In celestial stars, raving lights and clowning delight. The Ceagaroti is an ambush assassin that often warps casualty and reality to its whimsy. A magical user that can erase the laws of conventional physics to what it deems to be the most interesting and fun, it can infect at least many kilometers of land, but requires more magic to siphon off to affect more area. Even space can be infected. Fast, intelligent, surreal, never fight a ceagaroti alone, or if there is more, kill the planet.

ISHAROM: A 200 meter statue of a weeping Madden. Constructed by solid wraithbone that is covered in flora and has streams of crystal tears that leak out. Able to widespread enhanced regeneration and geological manipulation of the land. Crystal trees that are able to generate magical energy, floating aether rivers that burn hotter than any material energy, and crystals spikes that act as sentries, that produce massive Lazer beams.

VAUORU: a 200 meter golem made of dark brass and molten veins. A siege Titan that forms various guns of sun bolts, spiraling space time vortexes. Plasma flames and other such heavy weapons fit for ships. Also able to summon a warhammer in the event of melee combat.

KURNOUTYR: another 200 meter deer strider that is actually an organic looking creature. It is rather bloodied around the stomach, which coats the white fur. The blood is from an open wound in its stomach. Its intestines often store labyrinths of fomorians that have been tinkered to spread mutation from bites and claws. Kurnoutyr is also able to wield wild magic. Is also able to teleport back to ynneads realm for teleporting.

LELIRUM: a more ghost-like avatar that doesn't have a physical form. They usually have a size 30 meters yet can become bigger. They are the greatest illusionary psyker, causing mass distortions and illusions so great they can interact with the physical. They also cause gravitational shifts on planets, so that in specific spots they can crush anything in an area.

MORG-HAI: a floating women's torso that eternally bleeds from its cut body proportions. Can string together the fates and destiny to the side of the Ynnarii. Shots hit in effective areas, accidents and mess ups increase for the opposition. The magical output for the Morg-hai is unquestionably powerful and should be protected at all cost.

Vehicles
-Lights: the huntsman are the main skirmishing force, riding on wraith horses and outfitted with lances that spew magical energy that can pierce through enemies and even medium vehicles. Can also teleport in ynneads realm for more maneuverability.
Dullahans are a version of the huntsman outfitted with a barbed power whip that can stretch endlessly. They are also outfitted with glowing orbs that explode with the power of death itself. Very dangerous for opponents.
Kelpvaiclaves are huntsman outfitted for melee. With elongated arms and fingers that can tear through matter itself. They also have an open, shredded mouth to breath noxious breath that is magically enhanced to make metal brittle and ineffective for easier time tearing through enemies. Along with that they form with similar barbed whips that act as area of effect attacks.
The huntsman in total acts as a broadside force for everyone. Fast enough to be able to repeatedly harass the opponent while still being Alive.


Infantry

-Elites: while the forces of the lost take up most of the numbers of the hunts, the elite truly show off the power of the Ynnarii. First being the creature simply called Wizards.
Wizards are the elite ground Magic user and are often the second tier for magicians as a whole. Wizards typically take the form of a begone appearance of a warlock. They are colored with black and purple hues that cover the wraithbone. With only a staff in hand, they are able to be a great crowd control and artillery on their own. They can affect the battlefield for miles and miles with a few thoughts. But they are a true powerhouse if they join together in canals. Able to siphon and form a collective magical pool to have even more of an effect, with the biggest miles of land affected by a small cabal (about 4 wizards) is about a single kilometer. Never underestimate a wizard.

Changelings are an assassin type spector. There forms a more fine, less sharp wraithbone structure that can change appearance into the ideal form. They usually operate by shrouding itself in a field which makes the individual invisible. And then by taking the identity of a person and with a very specific and crafted Warp power, called the Taker, they are allowed every single snippet of memory, thought, feeling, beliefs and knowledge from the individual into the changeling. Then they are usually able to get close to a target and kill them with a gun-like weapon that burns through all matter. Or they have access to daggers that also have the same effect.

The Ennent is a rather large and tough enemy. As usual it is made of wraithbone and has a similar look to a wraithlord. Durable, fast and deadly, and even able to levitate and fly around. They can form every equipment that a wraithlord can have due to the shell being warpable. And also conduct magical spells and be an anchor for wizards or blue men. A horde of ennents are a foreboding sign of perilous times.

A trwyth is a heavy Quadruped boar like creature that usually forms a rotating cannon on its back in which they spew solar energy. Aside from its cannon, its tusks can impale heavy armour units, while also having bone strong enough to be a tank. Deceptively fast as well and able to jump great distances.

Next is a aelfihim. A soul of a shíde which has taken a liking to the thrill of battle and has manifested to join in the spectacle. Clothed In a eldar guardian suit, but with specialized trinkets. They are supernaturally fast and delicate in their Assaults. Armed with a stranded enchanted sword or Spear to pierce through shield and armour. They are often special forces meant to take specific objectives.

Final noticeable unit is the blue men. Souls of high tier psykers are put inside a lanky, uninteresting suit with a wraith bone fiber cloak. Able to perform majorly powerful and usually draining spells that can cover entire battlefronts. Physical unimpressive but able to manipulate reality to be able to go in certain angles and directions for more mobility than before. Along with standard flying as all units have.[expect if it is organic like fomorians]

-Line Troops: The damned. The lost. The false born. There are many who have become lost to the rule of ynnead. They are spindly wrapped in wraithbone strips that represent their servitude to the god of gods. These ghosts hold power weapons of various types, from swords to halderds and maces, and are often also herded with banshees, whose cries are loud enough to fully crack dense metal and eviscerate flesh. And Annwn hounds form as giant wolves as big as a military truck, that form ynneads fire to the enemy and claws that shred high armour. If such are horrific enough, the hosts don't just spare the bodies either, they get ritualistically mutated and graphed into horrific Abominations of claws and teeth. Cannon fodder which is sent out to die. Formally called Fomorians.

Individuals of Importance
-Lords and Commanders: Aes Sídhe. These spirits are pretty much dukes of ynnead. Given a blessing of him to direct the host by thought and given insight on the active battlefield with divine insight, basically a magical 3b model of the ongoing battle, no matter the distance, just so long that it is in that battle. Beside that, they are top tier magic users, simple incantations can cause the realm to shudder with energy beams of death itself. But the Sídhe are monstrously lazy. Preferring to stay and orchestrate the battle on their ship or palace.

-Heroes: the hosts wait to build heros in this realm, as the heroic souls are busy with the homeland and its dangers. No heroes now.


Support

-Infantry Support: The Preta is a subtle thing, more akin to a disease than a spirit. Yet its presence is undeniable to those who find it. A wide breeze that creates historic and unnatural pain in victims. One experiences rapid decline of physical health even when it is easily treatable or was once a non problem due to genetic or mechanical interference. Along with increased anxiety, nausea, flattening vision, loudening voices in head whispering profane things. And even illusions, fastening cramps and loss of other senses except for the ones that have been painful to feel. It will most likely lead fast into insanity.
The pretax is easily able to be taken away by having heroes or icons that a person believes is higher than itself in the general vicinity of the infected. The preta is used in long campaigns against Foes that have been entrenched in, and the ynnarii want to crack them open, to show weakness.and then to strike.

Bookkeeping:
Fleets
-Mag 1: 1
-Mag 2: 0
-Mag 3: 0
-Mag 4: 0

Population
-Population:30
-Pop Growth: 0

Territory
-

Megaprojects

Research

Diplomatic Relations

Resource Points
Current RP: 10
Income:
Upkeep:
Net RP:
 
Last edited:
Faction Name: The Unbound
Leader: Melkor Somtaaw.
Universe of Origin: Homeworld: Cataclysm.
Location: J3/4A
Tier: Primus
Why are you here?:
The fight against Naggarok went poorly. The Beast was able to identify the weaknesses in the Nomad Moon sensor grid and augment it to detect small ships, preventing the Somtaaw fleet from destroying it. With the full power of the Nomad Moon and Naggarok combined the Beast beat back the Somtaaw offensive. Things looked dire indeed until the Bentus pulled the remainder of the Somtaaw fleet to a nebula refuge. There the Bentusi had repaired their hyperspace gate and this time offered the Somtaaw the opportunity to flee with them and other refugees from the beast. Commander Melkor Somtaaw on the Kuun-Laan was hesitant to abandon the fight, but the Bentusi made a very compelling case that someone would need to protect and lead the refugees on the other side.


As the refugees fled through the gate they were horrified to see Naggarok arrive to finish off what it had started. The Kuun-Laan attempted to turn back to fight, but was interrupted by a Bentusi Exchange ship ramming it and physically pushing the last of the Somtaaw through the gate. Their final sensor logs were of the Bentus detonating itself in the face of the Naggarok. Now the Kuun-Laan finds itself adrift in an unknown place with various Taiidan, Hiigaran, and even the Bentusi refugees looking to them for guidance.

They are small fish in a sea of sharks, but Bentusi knowledge has combined with Somtaaw ingenuity to produce the Unbound fleet. Unbound by the beast and any who would seek to emulate it. They will carve out a space for themselves in this new galaxy, but they have not forgotten those they left behind. One day they will return to cleanse their home of the Beast and avenge all their fallen comrades.

Government:
The mix of refugees in the Unbound smashed multiple government systems into each other, and resulted in a somewhat confused splintering. Eventually they coalesced into a conclave with representatives of the various factions heading the entire fleet with the rest of the fleet following a hierarchical military structure. There are three major factions in the Unbound.

The majority of the firepower and knowledge in the fleet is supplied by the Bentusi with their Exchanges, Super Acolytes, and multiple millennia of uninterrupted starfaring. However the Bentusi are old and tired. Coupled with the fact that their population is comparatively small they are content to take a back seat to leadership decisions and merely mediate the council.

All the Hiigarans have collectively joined the Somtaaw Kiith. They have unanimously chosen Melkor Somtaaw, the commander of the Kuun-Lan, as the new Kiith-Sa for his brilliance in battle and sheer charisma. The Somtaaw seek to build up their forces and eventually return to their home galaxy and cleanse it with purifying fire. To that end they are willing to work with their new neighbors, but have no interest in long term commitments.

The last faction is the smallest of the three and composed of what were once foes of the Hiigarans. The Imperialist Taiidan, Vaygr Tribes, and even Turanic Raiders. The Bentusi opened their hyperspace gates for all who wished to escape the Beast and in this new galaxy old enmities have been cast aside in the face of new foes. But they have not been forgotten. Led by Lord Makaan the Vaygr Crusade seeks to unify the galaxy into a new empire. By force if necessary.

There exist a number of lesser factions formed from various civilian refugee groups and minor military flotillas. However with no unifying force they remain at the periphery of the council with little ability to influence the course of the Unbound Fleet.

For now the three factions are united in their desire to secure a foothold in this new universe. Time will tell whether that unity will continue once they have established themselves.

Definitive Trait: Auto-War:
The Phased Disassembler Array is practically magic with how fast it can assemble new ships. It's only limited by available resources, the size of the array, and having a limited supply of pilots. And with Bentusi automation that last one is less of a limitation every day.

Trait 1: Logistical Independence
Every ship bigger than a fighter carries a PDA of some kind. They aren't all big enough to produce other ships, but they can be used for on site part assembly and repair.

Trait 2: Master Diplomats:
The Bentusi maintained peace through trade in their home galaxy for centuries. And even after they were overthrown they were still respected enough to come and go as they pleased. They have brought that expertise with them to these new galaxies.

Trait 3: Builder
The Hiigaran's are quite familiar with building big. Maybe not to the same scale as some other societies, but that is only a matter of time, not lack of will or ability.

Trait 4: Martial Society
The Beast turned the Somtaaw from a mining clan into a clan of warriors with spines of iron. They think nothing of manning suicide fighters or climbing into miniture shield pods to give their lives to protect the fleet.

Trait 5: Additional Specializations (Strikecraft)
Hiigaran and Taiidan fighters are not to be underestimated, but they have been completely superseded by the Bentusi Super Acolytes. With the firepower of a frigate in a fighter package they can decimate the enemy. Their firepower is not quite as devastating in this new universe, but it is still a potent sting, and they can be built en masse.

Trait 5: Additional Specializations (Destroyers)
Bentusi Exchanges lack the firepower of the counterparts fielded by other factions, but they are tough and incredibly maneuverable for their size.

Trait 5: Additional Specializations (Frigates)
Somtaaw Dreadnoughts, Destroyers, and Carriers are all heavily armored for their size. Carriers in particular can drastically change the outcome of a battlefield by constructing forces where the enemy least expects them.

Trait 5: Additional Specializations (Corvettes)
Unbound frigates have a multitude of special functions to allow them to affect the battlefield beyond what their mere weapon loadouts would suggest.

Trait 6: Regiment of Renown: (The Vaygr Elite)
Lord Makaan's personal guard forged through conquest of other Vaygr and combat with the Beast.

Drawback 1: Divided obligations (The Kuun-Lan)
The Somtaaw will do their part in this new galaxy, but their hearts will always be with their lost loved ones on Hiigara. They burn with the need for vengeance and while willing to work together with the Bentusi will always seek to build up their forces so that they can one day return home.

Drawback 2: Divided obligations (Lord Makaan)
Unlike the relatively diplomatic Bentusi and Somtaaw the Vaygr are raiders through and through. They do not like that they were forced to run, and they would like to see the Beast get its comeuppance, but it does not motivate them the way it does the Somtaaw. Instead they have their eyes set on this new galaxy. Lord Makaan foresees a new Vaygr empire stretching from rim to rim. But he is wise and willing to play the long game. He will work with the Unbound for now.

Drawback 4: Escort Tonnage
By more general standards the fleets of the Unbound's original universe were extremely underweight.

Drawback 5: Redshirt Army (Supersoldiers)
None of the members of the Unbound ever really had super soldiers in their history much less brought any with them.

Drawback 6: Redshirt Army (Line Infantry)
The Unbound aren't afraid to put their lives on the line, but they simply don't have any experience with infantry using small arms on the battlefield.

Drawback 7: Redshirt Army (Infantry Support)
Ditto for anything related to infantry.

Scattered Exodus Fleet: (-4)
Pursuing Crisis: (+10)
Faction Tier(Primus): (0)
Increased Tactical Durability: (-6)
The Adama Maneuver: (-4)
Operational and Strategic Movement Speed upgrade: (-6)
More Population (x6): (-6)
More Starting Fleethordes: Magnitude +1 (x6) (-12)
More Starting Fleethordes: Magnitude +1 (x3) (0)
More Starting Production x12: (-12)

Total: 0

Population
Turn 2: 36 + 20 Newly arrived + 4 Unaccounted for

RP
Starting: 70 (1 Turns)
Production: 24 RP

Upkeep:
Warfleets: 2 + 32 RP
Defenses: 2 RP

Total: 46

Territory
Starting Location: Eklemarid J3/4A
Industrialized: Employs 10 Pops
Heartland: 31/75
Heavy Defenses: 2 RP

Warfleets
Magnitude 1: 1
Magnitude 2: 8 +1 (Unaccounted for)

Focuses
Destroyers x2
Strike craft x2
Frigates
Corvettes x2

Space

(Note: Due to the fact that all of my ships have been shifted down a class I'll probably need to rename them at some point or this will get confusing.)

Macro-Capitals

-Supercapitals: None

-Dreadnoughts: None

Capitals

-Battleships: None

-
Battlecruisers: None.


Line Ships

-Cruisers: The biggest of Hiigaran Motherships and the Bentus would classify as mere cruisers in the eyes of the Unbound's new neighbors. Unfortunately the Unbound didn't bring any with them. And while they would love to build replacements they lack the ability to build hyperspace cores of sufficient size and advancement.

-Destroyers:
The biggest ships they did bring are the Bentusi Exchanges. A kilometer long and able to maneuver like fighters they were unmatched in their home universe. They lack shields, but have substantial armor to make up for it, and they wield prodigious firepower for their size. In addition each Exchange is crewed exclusively by the Bentusi Unbound who are able to raise the efficiency of the ships to extreme levels. Finally the Exchanges can produce super acolytes more or less on demand.

Screenships

-Frigates:
The Unbound brought a selection of what they considered to be capital ships with them. Destroyers, dreadnoughts, and carriers. Destroyers and dreadnoughts are both fast and heavily armored. With Destroyers packing substantial firepower while Dreadnoughts serve as area denial units. Carriers meanwhile have similar armor and can effectively fight off strike craft, but lack weapons capable of dealing with larger opponents. Their main purpose is to serve as mobile fleet yards as they can rapidly build new corvettes and strike craft. Finally the Unbound also field Processors. These carrier sized vessels main role is to serve as hubs for workers to independently operate resource gathering operations away from the main fleet. Though when pressed into combat Processors can also repair other Unbound vessels at a rapid rate.

-Corvettes:
What was considered frigates in the old reality are mere corvettes in this one. Unbound frigates are less about direct combat than they are versatility. A single ramming frigate is capable of simply pushing anything less than a destroyer out of the combat zone and larger vessels can be dealt with by packs of them. Hive frigates deploy swarms of drone craft to concentrate fire on a single target even threatening capital ships in large numbers. While multi-beam frigates use turreted ion cannons to deal with strike craft and even larger craft if they can stay out of their firing arcs. Finally workers have no weaponry, but can process resources, repair ships, and even capture enemy vessels for use by the Unbound mid battle.

Current Ship Designs

Deacon Destroyer
Archangel Dreadnought
Shaman Carrier

Aerospace

-Strike Craft:
Strike craft are where the Unbound shine through the use of their super acolyte fighters. Mounting frigate class guns on a strike fighter package they are small and deadly. They cannot actually match the firepower of a frigate alone, but given they are a tenth the cost they always operate in entire squadrons. A dozen super acolytes can carve a capital ship into pieces while they easily dodge all but the most precise anti fighter fire. While super acolytes are the star of the show the Unbound do field other strike craft. The Acolyte is a lesser version of the super acolyte in nearly every way, but it is cheaper and mounts missiles so still serves in some edge cases. The scout is an excellent recon platform able to spot stealthed units at great range. The mimic is the opposite as its holographic technology allows it to slip through even advanced sensor nets with proper planning and its quantum explosive charge is a nasty surprise for even large ships. Pairs of Acolytes and Mimics can also combine to form larger more capable ships though not quite to the level of a corvette.

The smallest Unbound manned strike craft is the sentinel. A surprisingly robust and well armed craft who serve a purely defensive role as they are able to coordinate with each in order to project the only shields the Unbound have access to around larger ships. Sentinel shields are quite sturdy, but have a glaring weakness in that they provide no impediment to organic objects. Finally the Leech is a fully autonomous drone with phased telemetry systems that shunt their signature directly into hyperspace. This allows them to slip through all but the most advanced sensor nets and latch directly onto the hull of enemy ships. Once there they can process the enemy ship's own materials either to return to the Unbound fleet or simply vented until the enemy ship is destroyed.

-Aircraft:
The Unbound have access to a number of aircraft designs from the prehistory including strike fighters, bombers, gunships, and even super heavy cargo craft that are capable of reaching orbit. They have limited experience with these however and would prefer to use their existing strike craft and orbital superiority to support ground actions whenever possible.

Summary
Unbound fleet doctrine is still in something of a testing phase with the addition of Bentusi elements to the more underpowered Somtaaw and Taiidan remnants. As a result of a focus on fighting the Beast, Unbound ships are extremely heavily armored and durable. And while incapable of actual self repair include several dedicated repair ships that can keep their comrades functioning even in the midst of battle. The main Unbound anti capital weapon is the Ion Cannon which lacks range. But this is somewhat alleviated by the super acolytes which can carry said ion cannons right into the teeth of the enemy.

This still means the Unbound fleet is woefully outmatched in the Bombardment phase. The only true bombardment weapon the Unbound have is the Kuun-Laan's siege cannon. Which while extremely powerful is literally one weapon. The only other weapon type that is even similar in the the Unbound's arsenal are their leeches. Which, while not strictly long range weapons, can serve a similar role by sneaking up to enemy fleets and weakening them before the battle even begins.

The Skirmish phase is significantly more in the Unbound's favor however as not only can their super acolytes bring heavy firepower to bear on capital ships, but almost all of their ships are in turn well defended against enemy strike craft. With their multi-beam frigates in particular being able to burn them out of space with fast tracking ion cannons. This is augmented by the fact that Unbound carriers can jump around to find vulnerable enemy flanks and unleash an entire fleet's worth of strikecraft seemingly out of nowhere.

The Unbound perform quite adequately during the Clash phase. They lack true cruisers of their own, but their destroyers and even frigates are all heavily armored and possess anywhere from good to exceptional firepower for their size. With Bentusi Exchanges acting as a line of battle while dreadnoughts and destroyers keep anything from slipping through the gaps and provide additional firepower respectively. This is also where the Unbound's specialist ships come into play with ramming frigate opening holes in the enemy wall of battle, workers nabbing anything with particularly interesting weapons for the Unbound's own use, and of course enemy ships suddenly turning on each other as mimics reveal themselves in a final conflagration. Unbound sentinels somewhat make up for the fact that the Unbound lack in built shielding for their ships, but their real obstacle in this phase is a simple lack of adequately sized cruisers.

The Unbound function more effectively in the Pursuit phase when they have won than when they have lost. If they have won, then they can pin down wounded enemy vessels with ramming frigates and salvage them. Bentusi Exchanges are fast enough that nothing short of an outright FTL jump is enough to evade their pursuit. And of course the entire battle zone will be swept meticulously clean by workers harvesting every bit of scrap. On the losing end the Unbound can flee into hyperspace quite quickly, but it can take a few minutes for them to recover all their strike craft as without any Far Jump capable hyperspace cores in the fleet the strike craft must first return to the hangars of jump capable ships. The problem with lagging strike craft is a high priority on the Unbound's scientist agenda to solve.

Ground

The Unbound have records of mammoth ground vehicles and various armies used in their history, but in recent times space has been where most battles took place. Mostly because once a fleet attained orbital superiority it was all over for the losers. And during the height of the Taiidan Empire often all over for the planet too.

War Engines
-Behemoths:
The core of the Unbound armies, such as they are, are the command carriers. Much like space borne carriers they serve as the central point of a rapidly growing army able to quickly adapt to the needs of the battlefield. Carriers themselves are minimally armed for their size, though they are well armored and have a very potent missile arsenal.

-Titans:
Almost every Unbound ground force role is filled by what other factions would consider titans. Extremely large land cruisers dedicated to their specific purpose whether that is repairing other vehicles, building other vehicles, launching missile strikes, dealing with aircraft, or just performing reconnaissance.

Vehicles
-Superheavies:
These are what the Unbound consider to be specialist vehicles. These include heavy railgun units as well as anti light craft tanks, and the ubiquitous salvage vehicles that provide the backbone of an Unbound army's economy.

-Main Battle Units:
The closest thing the Unbound have to Main Battle Units are their deployable turrets. Cheap and easily deployed from their cruisers they have exceptional range and firepower covering a wide variety of roles, but lack much durability.

-Lights:
The Unbound have a few light attack vehicles. These are typically the size of other faction's MBU's but still quite fast. They are however not a particularly important part of the army.

Infantry
-Supersoldiers:
None

-Elites:
The Unbound employ marines on their ships to conduct and repel boarding actions. These are the closest thing they have to infantry on any kind of scale, but for now remain an exclusively space borne force.

-Line Troops:
None

Individuals of Importance
-Lords and Commanders:
The Unbound have the Unbound. These are people who have volunteered to be integrated into their ships in order to more effectively pilot them. This vastly increases the efficiency of the ship and also makes the Unbound practically immortal at the expense of horrendously increasing their vulnerability to Assimilating Swarms. All Bentusi are unbound. The Somtaaw have the technology to make a person Unbound, but are unlikely to do so for anything less than a Cruiser.

-Heroes:
The Unbound do not regularly field units of this level of skill level. Occasionally a lone Unbound ship fighting impossible odds will begin upgrading itself to face a specific threat. At which point they may briefly become Heroes until they are destroyed or become Legends.


Support
-Artillery:
Like all other parts of their army the Unbound have land cruisers to fulfill this role. Mainly in the form of missile launching cruisers. Lots and lots of missile launching cruisers.

-Infantry Support:
The Unbound don't have any infantry so they don't really have any infantry support either.

Summary

The Unbound are not good at ground warfare. They do not habitually build armies unless the need arises. They are the best at Shock as they land their command carriers and hit the enemy with masses of cruisers that rain down missiles on their foes. They continue to be good at Penetrate as their heavy vehicles are surprisingly fast for their size and can rapidly punch through vulnerable positions. However their lack of infantry hampers their ability to Exploit these openings other than to simply smash all opposing forces and retreat.

Legends

The Kuun-Laan (Destroyer)
This mining vessel turned battleship can punch well above its weight. It can deploy a fleet from its own hangars and easily replace it a dozen times over during the battle. Its siege cannon and ability to jump around the battlespace allow it to destroy enemy vessels with ease. It is somewhat small compared to its new foes, but for the Somtaaw crewing it that just adds some extra spice to the challenge. Plans to add new armor sections, a larger hangar, and more engines to push everything are already moving through the design phase.

The Vaygr Elite (Frigates)
Although the Bentusi and Somtaaw forces comprise the majority of the Unbound they were not the only refugees fleeing the Beast. These other refugees came from all over the galaxy and lacked unity. That is until Lord Makaan appeared. A Vaygr warlord whose strategic brilliance allowed him to fight off the Beast long enough for his crusade to escape largely intact. In this galaxy his charisma and brilliance have allowed him to coalesce the largely directionless remnants of the Taiidan, Turanic, and Vaygr into a unified fleet that is both effective on the battlefield and at the conclave table.
 
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Faction Name: The Unbound
Leader: Melkor Somtaaw.
Universe of Origin: Homeworld: Cataclysm.
Tier: Primus
Why are you here?:
The fight against Naggarok went poorly. The Beast was able to identify the weaknesses in the Nomad Moon sensor grid and augment it to detect small ships, preventing the Somtaaw fleet from destroying it. With the full power of the Nomad Moon and Naggarok combined the Beast beat back the Somtaaw offensive. Things looked dire indeed until the Bentus pulled the remainder of the Somtaaw fleet to a nebula refuge. There the Bentusi had repaired their hyperspace gate and this time offered the Somtaaw the opportunity to flee with them and other refugees from the beast. Commander Melkor Somtaaw on the Kuun-Laan was hesitant to abandon the fight, but the Bentusi made a very compelling case that someone would need to protect and lead the refugees on the other side.

As the refugees fled through the gate they were horrified to see Naggarok arrive to finish off what it had started. The Kuun-Laan attempted to turn back to fight, but was interrupted by a Bentusi Exchange ship ramming it and physically pushing the last of the Somtaaw through the gate. Their final sensor logs were of the Bentus detonating itself in the face of the Naggarok. Now the Kuun-Laan finds itself adrift in an unknown place with various Taiidan, Hiigaran, and even the Bentusi refugees looking to them for guidance.

They are small fish in a sea of sharks, but Bentusi knowledge has combined with Somtaaw ingenuity to produce the Unbound fleet. Unbound by the beast and any who would seek to emulate it. They will carve out a space for themselves in this new galaxy, but they have not forgotten those they left behind. One day they will return to take cleanse their home of the Beast and avenge all their fallen comrades.

Definitive Trait: Auto-War:
The Phased Disassembler Array is practically magic with how fast it can assemble new ships. It's only limited by available resources, the size of the array, and having a limited supply of pilots. And with Bentusi automation that last one is less of a limitation every day.

Trait 1: Logistical Independence
Every ship bigger than a fighter carries a PDA of some kind. They aren't all big enough to produce other ships, but they can be used for on site part assembly and repair.

Trait 2: Master Diplomats:
The Bentusi maintained peace through trade in their home galaxy for centuries. And even after they were overthrown they were still respected enough to come and go as they pleased. They have brought that expertise with them to these new galaxies.

Trait 3: Builder
The Hiigaran's are quite familiar with building big. Maybe not to the same scale as some other societies, but that is only a matter of time not lack of will or ability.

Trait 4: Martial Society
The Beast turned the Somtaaw from a mining clan into a clan of warriors with spines of iron. They think nothing of manning suicide fighters or climbing into miniture shield pods to give their lives to protect the fleet.

Trait 5: Additional Specializations (Strikecraft)
Hiigaran and Taiidan fighters are not to be underestimated, but they have been completely superseded by the Bentusi Super Acolytes. With the firepower of a frigate in a fighter package they can decimate the enemy. Their firepower is not quite as devastating in this new universe, but it is still a potent sting, and they can be built en masse.

Trait 5: Additional Specializations (Destroyers)
Bentusi Exchanges lack the firepower of the counterparts fielded by other factions, but they are tough and incredibly maneuverable for their size.

Drawback: Prejudice: Assimilating Swarms
For obvious reasons the Unbound hate the Beast, and anything like the Beast draws their ire.
Drawback: Escort Tonnage
By more general standards the fleets of the Unbound's original universe were extremely underweight.
Drawback: Redshirt Army (Supersoldiers)
None of the members of the Unbound ever really had super soldiers in their history much less brought any with them.

Scattered Exodus Fleet (-4)
Pursuing Crisis (+10)
The Adama Maneuver (-4)
Operational and Strategic Movement Speed upgrade(-6)
More Population (x6) (-6)
More Starting Fleethordes: Magnitude +1 (x6) (-12)
More Starting Fleethordes: Magnitude +1 (x3) (0)
More Starting Production x6 (-6)
Unheard of Reliability: (-6)
Give Them an Edge…: (-6)

Total: 0

Population
20 + 30

Territory
Starting Location: Eklemarid F7 North East

Warfleets
Magnitude 1: 1
Magnitude 2: +9

Focuses
Destroyers
Frigates
Corvettes
Strike craft

Space
Macro-Capitals
-Supercapitals: None

-Dreadnoughts: None

Capitals
-
Battleships: None

-
Battlecruisers: None.


Line Ships

-Cruisers: The biggest of Hiigaran Motherships and the Bentus would classify as mere cruisers in the eyes of the Unbound's new neighbors. Unfortunately the Unbound didn't bring any with them. And while they would certainly like to build a new mothership none of the refugees actually know how to build hypercores on a scale large enough for such ships.

-Destroyers: The biggest ships they did bring are the Bentusi Exchanges. A kilometer long and able to maneuver like fighters they were unmatched in their home universe. But they lack shields and enough firepower to really compete in this new one.

Screenships

-Frigates: The Unbound brought a selection of what they considered to be capital ships with them. Missile cruisers, dreadnoughts, and carriers. Unfortunately vastly dwarfed in this new reality.

-Corvettes: 100-300 meter ships,

Aerospace

-Strike Craft:

-Aircraft:
None

Ground
The Unbound have records of mammoth ground vehicles and various armies used in their history, but in recent times space has been where most battles took place. Mostly because once a fleet attained orbital superiority it was all over for the losers. (On an OOC note I can probably get something out of the Deserts of Kharak, but I'm not as familiar with the lore as I am the rest of the franchise.)

Legends
The Kuun-Laan

This mining vessel turned battleship can punch well above its weight. It can deploy a fleet from its own hangars an easily replace it a dozen times over during the battle. It's siege cannon and ability to jump around the battle space allow it to destroy enemy vessels with ease. It is somewhat small compared to its new foes, but to the Somtaaw crewing it that just adds some extra challenge. Plans to add new armor sections, a larger hangar, and more engines to push everything are already moving through the design phase.

Arnt bentusi exchange ships colossal? The Mothership itself from homeworld 1 was the size of three super Star destroyers end to end off based on the size of the Kushan scaffolding size stated in the OG rule book. And the exchanges are nearly as tall as the mothership and far longer.
 
Zanj's Host
Origin Universe:
Empress of Forever
Origin: The Empress is dead. The Cloud is now open to all. The Bleed has been sated, civilization can rebuild without the risk of being harvested by the Empress. Zanj has won her revenge. But Zanj is a restless soul (in more ways than one) and has spent her time exploring, gathering like-minded people to join her much as she did the Suicide Queens of old. She has discovered that the Empress once found a way to punch through the veil between universes - perhaps as an attempt to escape the Bleed, only to find that it, too, exists here? - and has offered to lead those who would join her on a grand, beautiful adventure to parts truly unknown. With herself and the Fallen Star, Zanj leads a crew of strange and peculiar people who have left their universe in ruin to find one far more verdant, overgrown with life that could thrive, rather than either wait for the Empress's harvesting or hide within the cracks.
Leader: The Tyrant Zanj, Pirate Queen, the woman who fought the Empress, lost, then won, the woman who stole stars and ancient relics and outwitted the Diamond Fleet. Actually probably a more decent person than that moniker makes her sound.
Desired Starting Location: Eklemarid, M-7

Origin Tier Modifiers: 27/40 (13 left)
  • Tier Extremis (-6)
  • Tier Maximus (-12): The Empress's unlocking of the Cloud and the technological rewards it brought to the galaxy provided her ample life and complexity to harvest in an effort to defeat the Bleed and control the entire universe. Even after the Empress was unmade by her past self (a long story Zanj is more than willing to regale people of), the technology available to Zanj's host is inconsistent but extremely sophisticated, making extensive use of modified fundamental forces and other arcane technomagic.
  • Unheard of Reliability
  • Give Them an Edge: The incredible technomagic, Cloud-based synergies, and sheer chaotic variety of Zanj's host gives her followers a truly terrifying ability to exploit holes or weaknesses in an enemy's capability. Combat in the setting of Empress of Forever is about having the ability to exploit any one of a thousand possible threat vectors and knowing what abilities to turn on and off to avoid exploitation, and thus it is unlikely that the Host will lack for the right weapon or tool to use to exploit the weakness of another polity.
  • Another Successful Warp Jump (+3): Although Zanj's host can transit people from point to point relatively easily, the Cloud - a hyperspace data and computation system which is used for faster-than-light transportation, weapons systems, computational aid, and technological framework - has limited bandwidth and can only accept limited complexity. Large transits or extremely high local complexity can agitate the Bleed, a lifeform that is native to the Cloud and capable of immense destructive power. The Bleed are generally benign unless agitated, but this limitation means that large warship formations must transit a few at a time or else.

Generic Origin Modifiers: 0/13
  • Basic Origin (-0)
  • 3 Base Magnitude Fleethordes (-3)
  • 40 starting production for 2 turns (-8)
  • 10 extra starting population (-2)

Definitive Trait: Shining Jewel of Technology
  • Although the capabilities of Zanj's Host are often inconsistent due to the wide variety of followers and hangers-on interested in exploring this new universe, the high end of the systems available to Zanj and her allies is truly high-end. The Fallen Star, a warship that can transform into something as small and slim as a sewing needle but yet can face off with the dreadnoughts of other worlds, is perhaps just one glorious and beautiful example of the wonders Zanj knows of and can make use of.

Traits:
  • (+) High Magic: Even though the Cloud is no longer truly extant, the powers it gives, the restrictions it can place and the magical effects it can summon, are available to all who have strong will and knowledge and the proper hardware-software interface organs. Limited only by their own mental capabilities and the Bleed's wrath if too much demand is made on hyperspace, Zanj's sorcerer-allies and daemon-summoners can face any magician or psychic on even ground.
  • (+) Xenophilic: Zanj has entreated with gods, god-killing spiders, fantastical daemonic beings, Von Neumann swarms, the castoff machine slaves of the Empress, and even a 21st century programmer and tech entrepreneur (again, long story, she'd love to explain it over drinks and a raucous party though). No matter how weird you are, if you can earn her respect, you have a place with her.
  • (+) Builder: Among the various adventurers and hangers-on that Zanj brought to this universe are star-smiths with sufficient skill to cage stars and reshape worlds and programmer-magistrates who can rewrite secular, religious, and physical law. They will leave a wake of newly built glories in Zanj's steps.
  • (+) Regiment of Renown: Zanj herself is inseparable from her Fallen Star. The beautiful world-killing, shape-shifting superweapon/battleship/computer system, this needle of alien matter, is always with her and has turned the tide of many a battle.
  • (+) Logistical Independence: although the warships and gods of Zanj's retinue vary greatly, many of them have the capacity to repair themselves and thrive in deep space. Cruisers might drink the matter of suns with magnetic-field straws and delicate ramscoop mouths to replenish their missiles and bombs and shells and drones, gods can steal the computing power they need to survive from alien machinery, and mobile factories can chew through and process the rock and grit of alien worlds into ammunition and replacement parts.
  • (+) Additional Specialization (Individuals of Importance): Zanj's crew have many, many minor heroes and gods who are capable of immense feats of coordination and processing and outright magical hyperspace-manipulation. More importantly, all of these leaders are martially powerful as well, making headhunting Zanj's leadership very difficult.
  • (-) Flawed Military: The good news is that Zanj's followers are so varied that they are unpredictable and impossible to plan against - someone who has fought her once might expect a regiment of data-gods that corrupt their machines and turn them against each other then run into a swarm of former Pride drones that bombard them to oblivion with grav-bombs and hull-eating nanocloud boarding parties. The bad news is that they're so varied that they are difficult to coordinate in any coherent fashion, with militaries and plans being built ad-hoc based on what is available. This lack of discipline makes large-scale operation coordination particularly difficult, even with the heroic efforts of the war-gods and strategists of her polity.
  • (-) Chronic Interventionists: Zanj can't stay still. She finds other people's problems interesting, and will sometimes solve them or sometimes cause people problems on purpose. She has a lot of stories about fucking with worlds and civilizations, and even her Fallen Star was once taken from a dragon-god's cache under murky circumstances. She is unlikely to change in this new universe, and even if her intervention is often more benign than hostile overall it is still likely to be immensely disruptive.
  • (-) Keystone Army: Zanj is holding together this group of weird and wondrous creatures and warships and other things by her own charisma and personal skill. If she is incapacitated, the host will likely falter, if she is actually killed the host will likely crumble.

Order of Battle:
Focuses: Capitals, Individuals of Importance, Infantry

It is difficult to describe the specific military forces that Zanj's host has available, because there is just so much available. More critically, it is likely that after entering this new universe, they will rapidly adapt by taking and modifying whatever is available to suit their ends, upgrading them if possible with the knowledge they have of the cloud and the secrets of the universe. Instead of specific classes, therefore, Zanj's host has a few designs which show up commonly but are hardly fully representative of her followers' arsenals. A capital ship in her hands could be a Pridemother, but it could also be an animated statue kilometers long run by an ensorcelled god, or a cloud of shapeshifting nanotechnology that can take any form and consumes its foes.

The doctrine of Zanj's followers is similarly varied and incoherent. They might give conventional battle, closing to engage with guns and missiles that transmute matter to strangelets or drain energy or shatter gravity or disintegrate objects to subatomic particles, they might possess your machines with small gods that wreak havoc on anything connected to electronics until your technicians can reset the systems, replace corrupted ones, and drive them out, they might teleport a boarding party directly into the fight - the incoherence of Zanj's forces is an immense problem for both her own commanders (who will often be trying to integrate dozens of different and likely incompatible ways of fighting wars into each other) and her enemies (who will be faced with unpredictable, ever-changing hostile threats).

What can be said is that for the more conventional forces, combat is a complex dance of sensors and countermeasures. Warships have myriad offensive, defensive, and sensory options and every one of them has its own flaws and countermeasures. To defeat one form of attack necessarily makes you vulnerable to another - reinforcing forward shields against brute force attack to defeat apocalyptic weapons might blind sensors, allowing a clever attacker to sneak a missile or boarding party in through the sides. Shutting down sensors to avoid enemy electronic warfare makes it difficult to intercept incoming weapons or lets the enemy push a boarding party over. Drones that sweep against boarding parties and nanotech infestation become an attack vector for electronic warfare.

In ground conflict, Zanj's forces will often rely on powerful air support, electronic warfare, and outright technomagic to grant an advantage during the shock phase, but their chaotic and ad-hoc nature often means that their ability to reduce foes is limited by coordination - mass assaults are difficult despite the Cloud's networking benefits because it is rare for a Zanj force to be made up of a specific and coherent formation instead of many ad-hoc bands of warriors.

Ships:
The typical warship in Zanj's fleet is armed with a variety of weapons, including missiles, boarding/counterboarding drones, nanoweapons, powerful brute-force munitions like plasma cannon, grav bombs, and gravity claws, and more esoteric and fantastical weapons like black hole munitions and crystal storms, color bombs, and superstring-woven boes. Defensively, they have powerful shields and electronic warfare systems, with the battles fought as much in the psychological and metaphysical realm as the physical. The electronic warfare capabilities of Zanj's warships will harness the interface capacities of the Cloud to surge into and overwhelm enemy systems (or even turn their fire control and autonomous weapons traitor until enemies can reset their machines to manual control, reboot in safe mode, or replace corrupted AIs), spoofing missiles or turning them against their firers, interfering with guns and sensors, and generally making nuisances of themselves against inattentive foes.

Against hostile forces, this capability gives them advantages - it is unlikely that they will lack for a method to exploit your weaknesses - but also creates some disadvantages - the necessity of spreading their offenses and defenses thinly means that their defenses are not impregnable against lower-tech foes and some of their most clever weapons like soulguns are reliant on intelligence and processing assumptions that less sophisticated foes might lack. In general, Zanj's fleets and ships will lack the ability to run all their defenses and weapons at once simultaneously, forcing them to prioritize offense and defenses depending on what they expect to fight.

Overall, Zanj's fleets are generally well-rounded with a slight disadvantage at inflicting harm during Bombardment and a slight advantage during the Clash if they can successfully determine what parts of their arsenals are most effective, particularly given the lack of standardized armaments and designs in her fleets. During the Bombardment phase, her warships will be using probing attacks to scope out enemy strengths and weaknesses, testing their varied arsenals to find the most effective tools rather than inflicting damage. This testing operation with a very wide variety of electronic warfare and long-range harassment attacks will inflict fewer casualties, but means that when they have the enemy's weaknesses dialed in and can close in for the kill, they will have a good picture of what a hostile polity's defenses are vulnerable to and divert power to the specific weapons and defenses they possess that are most capable of defeating the enemy. On the other hand, polities which can successfully spoof her vessels' probing or skilled rival commanders who can mislead the fleet commanders of Zanj's Host with a cleverly timed bluff or ruthless sacrifice, however, can confuse or even mislead this process of analysis and battlespace shaping, resulting in them engaging with unoptimized weapons and defenses and having to hastily reconfigure themselves to adapt to the enemy.
  • Macro-Capitals:
    • The sole macro-capital ship that exists in Zanj's retinue is the Fallen Star, a unique oddity among oddities, made out of a material which cannot be identified yet fits Zanj herself like it was crafted for her. A needle that can shift from kilometers long to the size of a sewing needle, armed with planet-killing weaponry, the Fallen Star's shape and size are highly variable but its full capabilities make it equivalent to other craft in this broad category.
  • Capital Ships:
    • Some large Pridemothers - cast-off drone weapons of the late Emperor - have joined Zanj on her journey. These massive drone carrier warships have potent weapon batteries and defensive systems, but are most dangerous for their ability to release large numbers of Pride drones, fractal alien machines that range from small suicidal thorndrones that slip through shields and shatter hulls to close air support with starfire-plasma cannon and gravity weapons and flechettes that poison matter and paralyze souls.
    • Glaiveships are ships built around a massive capital-killing cannon, often firing some terrifying violations of cosmic law like black holes into the enemy. Many of these glaiveships were captured from the Empress, and have been drastically altered and customized, appearance-wise, by their new crews. The Empress's harvests hardly endeared her to anyone.
  • Ships of the Line
    • Zanj's cruisers are the backbone of her fleet. They are large, self-sustaining craft which carry varied drone and weapon complements and can slowly repair themselvesi in the field with a source of mass and power such as a star - although this process leaves them focused on feeding and repair and vulnerable to attack, and therefore cannot be done in combat and is a risk when in hostile territory. Her cruisers come from a variety of civilizations and societies, and have greatly varying aesthetics, from religious icons to geometric alien drones of Pride descent to more conventional looking space warships.
  • Screenships
    • Zanj's host has a myriad of small screenships, many of them flown by tribals and privateers. These craft are often individually crafted by artisans with Cloud-magic and stellar forges, dedicated to a family or individual for their great deeds. The crew of these vessels is often very small - perhaps a pilot, copilot, and wizard-cum-EW-officer at most - but they are nimble ambushers and pack hunters, especially when a full tribe goes to war and can take advantage of the intimate knowledge of each others' souls.
    • Slipskimmers are asteroid-feeding scavenger craft, half symbiote and half parasite, which show up on battlefields to pick them clean of usable materiel. They can be tamed and commanded, but are not easy to truly use as a military unit. Nevertheless, those who have fought Zanj's forces will find them dangerous ambush predators - they can cloak themselves via the Cloud and search for prey - hostile ships in particular with their hot reactors and resource-dense bodies are excellent dietary supplements for a hungry pack of Slipskimmers - attempting to paralyze them with mindweapons, disabling enemy guns with lasers and forcefield weapons, and consuming them with nanocloud teeth.
  • Aerospace
    • Drones are often extremely small, poorly armed, and relatively fragile for their size - but they can be deployed in immense numbers and bull through enemy defenses via attrition. Even if far less sophisticated polities can defeat them with reasonable ease, the sheer cheapness of said expendable drones with plasma cannon and flechette storms can eventually overwhelm them, or at least get close enough to do real damage with ordnance such as gravity bombs.
    • Thorndrones are loitering munitions, designed to decrypt and sneak through enemy shields and then engage in suicide attacks. They're basically long-range, semi-autonomous cruise missiles.
    • Quite a few of Zanj's hangers-on come from societies where chivalry and individual martial prowess were respected, and you have things such as war-monks and cosmoknights flying single-man fighters. These fighters might be streamlined aeroplane-like forms, walker vehicles in space, or stranger things made out of semi-detached parts and forcefields, but their wide varieties of size and armament and styling mean that there is an available fighter for any niche. However, a flight commander of Zanj's Host will rarely have the precise fighter mix they want, and will have to improvise based on what is available.
Ground Forces:
  • War Engines
    • Zanj's host does not regularly use superheavy vehicles, as at their sophistication level, the motive drives capable of driving such a behemoth are also capable of sending it into orbit. The closest thing to superheavy vehicles fielded are gargantuan war-gods with massive, beastial warforms that tower over most vehicles and designs - dragons, chimerae, huodou with coherent-beam gazes and guided-plasma breath, and so on.
  • Vehicles
    • Antigravity vehicles, ranging from antigrav bikes to walkers and massive antigravity tanks, are used by Zanj's forces, with some even using augmented, heavily modified mounts. Like all other parts of Zanj's host, there are a wide variety of non-standardized designs, based upon the civilization the host-members came from and their specific preferences. Armaments similarly vary widely, with combat vehicles carrying anything from the relatively mundane (solid-slug accelerators, energy-packet weapons) to the more advanced but still semi-conventional (gravity warheads, nanotech disassemblers, forcefield blades) to the truly arcane (strangelet and antisymmetry bombs, casting chambers for Cloud-sorcerers). All of Zanj's vehicles, however, are piloted by ensouled warriors, who have often spent extensive time learning the martial arts of the jetbike and hovertank and cavalier, amplifying their vehicle's performance to a supernatural extent.
    • Larger gods - statues of animated stone held together by Cloud-enchantments and nanotech, for example - may reach into the vehicle scale.
  • Infantry
    • Zanj's infantry forces are a wide variety of people of varying skill, from power-armored post-apocalyptic tribals armed with railguns and plasma spears to bipedal combat drones armed with mind-rending weapons to war-monks who use Cloud-magic to smash combat drones, deflect plasma blasts with their war-staves, and harden their skin to deflect railgun hits to swarms of self-propelled all-consuming spider-children that can be deployed from orbit in munitions canisters and will hunt down and consume their foes with ravenous hunger, growing in sophistication and combat capability as they consume their foes or their dead.
  • Individuals of Importance
    • Gods are Cloud entities with a heavy hyperspace presence, which allows them to take advantage of hyperspace computation - "magic." Gods have a variety of fantastical supernatural powers and are very capable in their purviews. Many of Zanj's commanders are war-gods of some sort, with animal-featured artificial bodies disguising their powerful souls and supernatural ability.
  • Support
    • Zanj's forces rely on sorcery, electronic warfare, and drone/orbital strikes for support. Many cruisers and line ships carry extensive drone complements that can be guided to hit point targets via the Cloud, and trained combatants will often have at least a few magical tricks that augment mobility and electronic warfare.
    • Rogue Greyframe - sapient shape-shifting nanotech entities - have joined Zanj's forces. They are excellent builders and disassemblers, and can repair vehicles, build field fortifications, and disassemble anyone who dares get close to them. Although they are very tough, sufficient shock or powerful cyberattacks can disable them and knock them unconscious, wherein they can be destroyed by weapons that can deal with adaptive nanotech. Even if they are not destroyed in this state, they will take some time to self-repair out of this state, until which point they will mindlessly consume dead matter to rebuild themselves.

Legends:
  • Zanj: Zanj might look like a scarred human woman save for her tail and too-long fingers and too many teeth, but appearances can be extremely deceiving. Zanj was once a small god - an artificial intelligence - born in the networks of a world called Pasquarai. She grew herself a body, learned to dance and to fight, became her world's first explorer through the stars on a slow, simple jump-drive ship called the Question. Once. She learned, grew, stole the secrets of immortality and magic from gods, stole a weapon-computer-pillar-ship from dragons, fought heaven itself and its Empress, was imprisoned, was freed by a woman out of time, fought the Empress again, lost again, fought herself, fought the Empress one last time - and finally won. She has seen and explored and fought so much, and now she has found one even grander adventure - an entire new universe to see and explore and to mess with. A master of the hyperspace magic of the Cloud with nearly unparalleled strength, speed, and genius, Zanj is a truly powerful combatant on a heroic scale, the kind of one-woman army who also happens to have also been a rebel leader and adventurer and trickster goddess, but becomes far more fearsome when paired with
  • The Fallen Star: The Fallen Star is a unique spear-needle of exotic material, capable of fighting as a super-warship when at maximum size, being wielded as a melee or ranged weapon when contracted to the size of a spear or lance, and capable of hiding itself on Zanj's person when contracted to the size of a sewing needle. When Zanj took it from dragon-gods, she found that it fit her like it had been forged specifically for her use despite how no one else had ever been able to make use of it, and she has kept it as the greater part of her soul and mind for a long long time hence. Its main weakness is that it becomes larger and more unwieldy as greater demands are put on it - it needs to be of a size sufficient to render it vulnerable to warships if it wants to fight warships, and as a personal weapon it might enhance Zanj's own superheroic, army-defeating powers but cannot shatter small fleets or entire worlds.
 
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Bandar Log

Bandar Log is a nation of monkeys, lifted up to sapience by the divine Yaksha and forged in war by the demonic Rakshasa. They have emerged victorious in countless wars upon their homeland, and have even subjugated Patala Loka and the Six Hells beneath it. Now, with their gods behind them and a glorious destiny before them, they set off to explore the galaxy, find awesome fights, make new friends, and carve out a worthy realm in Deva Loka!
Definitive Trait:
Extraversal Invaders
- A Shadow Cast
- - To face the armies of Bandar Log can be to face a ghost, dancing away from every seeming defeat and returning ever stronger.
- Physics Defying Offense
- - Though primitive, it is said that each blow of the monkeys can have the force of an entire universe behind it, imbued as they are by the power of their creator deity.
- Physics Defying Physiology
- - To strike them in turn, can be as fighting ghosts, bullet and laser merely passing through them, fatal blows reduced to nothing by the whims of the fates.
- Atemporal Nature
- - And even in true defeat, the monkeys routed from the field and cut down to the last, there is ever another trick to rejoin the battle, and renew the assault.
- Physics Defying Territory
- - And for every inch they take? The Dominion of their gods spreads, the faith of an innumerable people crashing down on the world, and defining it as ours.

Traits:
Explosive Breeders
- The Dominion of Bandar Log is one of Growth. Life flourishes there, none go hungry, and population rises with each passing month.
High Magic (Free)
- The power of the gods is behind the monkeys of Bandar Log, from their encompassing Dominion to the mighty Astras on the battlefield, to the world-shattering communions they are famed for.
Age of Legends
- It is an age where Glory can be grasped, and innumerable are the hands that reach to claim it. Mighty, must be the hand to hold it.
Devoted Population
- The blessings of the gods rest heavily on Bandar Log, and few indeed are those who would turn from them.
Martial Society
- The great wheel turns; death is not an end, but rather a new beginning. And many are those who believe that a death in glory will yield an auspicious beginning to the next life.
Builders
- Though not the traditional megastructures seen by others, Bandar Log is a significant practitioner of massive, territory-covering enchantments of similar effect. In its wars to conquer its homeworld, it was even common practice to dispel hostile enchantments by creating their own so forcefully that the opposing enchantment was extinguished for the world's lack of capacity to sustain it.

Drawbacks:
Manifest Destiny
- The stars call, and glorious battle awaits! Deva Loka calls, the realm of the gods bared for conquest! We march!
Escort Tonnage
- Though nimble and surprisingly adept at turning what should be void battles into ground battles, the Vimana are yet limited in size and armament, often eclipsed in the latter by the gurus aboard.
Keystone Army
- Slay the casters, and the great enchantments that buff the armies of Bandar Log to relevance against their peers fail. It is the key weakness of their armies, though one they are well aware of.
Our Way or the High Way (Religion)
- Though any may join the religion and worship the Deva, it is an unbending requirement to do so to attain citizenship there.
Culturally Dependant Doctrine
- Most modern armies will be unfamiliar with the proper application of the bow and arrow, and that divide cuts both ways. Integration will face severe challenges.
Faction Tier Downgrade (+10)
Faction Tier Downgrade II (+20)
- Bandar Log has yet to discover gunpowder, fighting with blade and buckler and incredible archery.

Operational and Strategic Movespeed upgrade (-6)
The Adama Maneuver (-4)
- Bandar Log takes an unusual approach to dealing with the speed of light by simply not acknowledging it as a limit that needs breaking in the first place. To them, outracing light in a vimana is simply a thing that happens, like gravity calling an apple to the ground.

Increased Tactical Durability (-6)
Overwhelming Weapons Technology(-6)
- Many would be inclined to laugh at the idea of Bandar Log being a star-conquering power. To point to the sheer gap between even the finest of steel falchions the monkeys wield, and the various shields and powered armors brought against them. The mockery that bolters and grasers and autocannons would surely make of armor of iron scales. How these primitives should hurry up and avail themselves of technology from this decamillenium.

And yet, with every battle, that gap seems to matter a bit less than it really should.


Vyranodasik Native (-4)
More Population x6 (-6)
Expanded Initial Territory x2 (-8)
Initial Territory Development x19 (1x Heartlands, 2x Established) (-19)
More Starting Fleethordes x5 (-10) [price doubled by trait; total of six fleets at base magnitude]
Good Public Relations (-1)
- Bandar Log's push to grasp a place among the stars has been, to an extent, stymied a local space fungus fighting back, having discovered the monkey peoples as they were exploring their home solar system. The battles have been fierce and seemingly never-ending, and much glory has been won as the monkeys push out and establish their interstellar realm. Indeed, even tentative friendships have been struck through shared trauma.
Space
Capitals
Supercapitals: Crickets

Battleships: Enlightened Crickets

Line Ships
Cruisers: Demonic Crickets

Destroyers (Focus): The Vimana, city-sized chariots capable of traveling through Deva Loka, Void, Air, and the Ground with equal ease and outracing light in doing so. These ships carry expanded spaces within, capable of housing trillions with ease, and naturally support mages within them. On a strategic and operational scale, these ships serve as nodes in the laboratory portal network, allowing magic items and fuel to be transported to and from them instantly.

Screenships
Frigates: Lesser Vimana, often spatially linked with their greater cousins, can split off and allow the fleets of Bandar Log to more quickly cover ground.

Corvettes: The least of the Vimana, typically used to bring battle to smaller enemy escort craft and perform lightning insertions to protect the fleet from bombardment, fill out the ranks of the smallest of the fleet.

Aerospace:
Strike Craft: By virtue of magic, all Bandar Log forces are capable of flight and voidborne operations, though against strikecraft typically archers are deployed, with one exception. The rudra, mighty deva of storms and war and emanations of the Destroyer, often emerge to face enemy strikecraft who dare harass the fleet, covering the void with storms of air and wind and rain and lightning to hinder them and cutting them down with the weapons of Shiva.

-Aircraft: Bandar Log doesn't field anything in this category... or, more accurately, everything can step into this category, from the most basic infantryape to the mightiest devaraja, all of them being granted free flight via magic.

Summary: The armies of Bandar Log do not strongly distinguish between battles on a planet and battles in the void, being capable of maneuvering in both relatively easily. Though lacking in the traditional ship-borne weapons - and ships, for that matter - Bandar Log can compete in bombardment by virtue of its infantry, particularly the mages. Where they excel, however, is in skirmish and clash, using supernatural speed to close in on the oddly mobile fortifications that are enemy ships to storm them.

Ground
War Engines (Focus)
-Behemoths: Where other factions might build bigger and bigger machines of war, Bandar Log follows a different tack to the same destination, layering more and more magic into individual combatants. This level, known as the Supercombatant, is any combatant of the other classes which has been armed with magic equipment and spells to go forth to a specific task, be it dueling a specific enemy, storming a fortress, or even slaying armies on their own. In this, they tend towards a maximization of how much power can be concentrated into a single individual, often costing more than rituals to build or dismantle stars, and often operate in teams to cover weaknesses and concentrate power.

-Titans: Where other factions might build bigger and bigger machines of war, Bandar Log follows a different tack to the same destination, layering more and more magic into individual combatants. This level, known as the Thug, is any combatant of the other classes which has been armed with magic equipment and spells to go forth to a specific task, be it dueling a specific enemy, storming a fortress, guarding mages against assassins, or similar. In this, they tend towards an optimization of price and effectiveness for that task, and often operate in teams to cover weaknesses and concentrate power.

Vehicles
-Superheavies: Three unit types fill out this category, the heaviest conventional units Bandar Log fields, the Danava, the Mandeha, and the Devaraja:
- Danava: The most straightforwardly powerful of the three superheavies, the Danava is an asura titan, a survivor of the war between the asura and the devas. Mighty both in melee and with a bow, for their loss in war the Danava were cursed with a weakness to fire.
- Mandeha: Lords of Naraka at the bottom of Patala Loka, the Mandeha's hatred of light is so great that it flees from their presence, lest it be devoured. The sun ceases to shine on them, fire dies, and in the darkness the spirit-sighted find easy foes, and those empowered by darkness are emboldened. The Mandeha themselves are enormous winged demons bearing mighty axes, and are masters of air, death, and blood, in addition to their status as priest-kings.
- Devarajas: Mightiest of Bandar Logs deva, the devarajas are kings of Deva Loka, each bearing unique skills to complement their incomparable might.

-Main Battle Units: The monkey people's answer to the yavana chariot is the domesticated elephant carrying a howdah, making for an excellent archery platform, and at need a powerful shock unit capable of ramming through formations and fortifications alike. Elephants alone may not be threatening, but when selectively ethereal, flying, and bearing a body of steel they can quickly become quite the threat.

-Lights: The chariots of the yavana carry them quickly through the battlefield, and allow for stable firing platforms for their archery to support advances and shield nearby troops from enemy fire.

Summary: Aside from the mighty chariots of the gods that are the Vimana, Bandar Log does not field vehicles. Some of its heavier units can certainly fight in such a grade, however.

Infantry
-Supersoldiers: Supernatural beings of the higher and lower realms march to war, from the mighy devata, to the wrathful rudra, and demonic asura. Often sporting many arms, supernatural skill, and immense magical power, these divine beings are each capable of turning the tide of battle, and are detailed below:
- The Devata, lesser gods of Bandar Log stepped forth from Deva Loka, are most often seen in a four-armed aspect with blue, furless skin. These divine beings bear the astra of Brahma, the Creator, a weapon with a quarter of a universe's weight when invoked. Peerless archers and masters of sword, spear, axe, and buckler, the Devata are also powerful bearers of the magics of sky and star, and superlative priest-kings besides.
- The Rudra, lesser gods of Bandar Log and emanations of the Destroyer, are most often seen in a four-armed aspect with light red, furless skin. These divine beings bear the astra of Shiva, the Destroyer, an arsenal of thunder and plague and the end of worlds. The Rudra are peerless masters of the bow, and their breath is a hurricane. They are masters of the magics of flame, and the sky, and death, but such is their rage that they will not stop for lengthy rituals or forging, nor even to rest in the afterlife should they die in battle.
- The Asurenda, lesser gods of Bandar Log and incarnations of rage, are giants most often appearing in a four-armed aspect with deep red, furless skin. These semidivine beings bear an eclectic assortment of astras, the product of endless wars against the deva, and such is their rage that not even the afterlife can hold them. Bearers of fire and nature magic, it is once said that the Asura had conquered the world by the might of three flying cities, which could only be destroyed if all were at once, only to be laid low by the might of Shiva's bow.

-Elites: Here fly the lesser divinities of the monkey people, the Dakini and the Naga, the Ghandharva and the Asrapa, the Samanishada and the Yavana, each bearing their own powers and weaving them into a cohesive whole. A short summary of each is given:
- Dakini: Tutelary spirits and masters of Blood, Air, and Death, it is said that these lesser divinities can poison entire battlefields with their breath, and though they appear to wear no clothing save a necklace of skulls they have taken in battle, any who would attack them would find themselves harming only themselves.
- Naga: Serpents of the underworld, Patala Loka, the Naga are masters of illusions and poison, capable of twisting the battlefield to create opportunities where there might otherwise be none.
- Ghandharva: Warrior-Musicians whose songs cover the battlefield, raising and crashing morale and guiding the flow of battle. Warriors of blade and buckler, the Ghandharva serve as the finest of shock troops.
- Asrapa: Asura bearing blades that drain the life of those cut and a burning rage against the world, the Asrapa throw themselves into a frenzy from which there is only victory in battle, or death and reincarnation.
- Samanishada: Nightwalkers, bearing shards of the Blade of the Laughing Moon which Shiva gifted to the King of Demons, the Samanishada are expert assassins adroit in navigating the chaos of the battlefield to strike down officers and gods alike.
- Yavana: Descendants of the Yaksha who taught the monkeys of Bandar Log at the dawn of time upon Mount Kailash, the Yavana are masterful practitioners of the Veda of Archery, each capable of shooting through mountains and striking down other arrows in flight.

-Line Troops: Here stand the monkey people, bolstered by their gods and their sages, each ready to fight with bow and mace. Even in death, they can continue to fight, for the monkey people have befrended the vetala and gana, malign spirits capable of animating the dead, even as the great wheel of reincarnation carries their own spirits forward into the next life.

Individuals of Importance
-Lords and Commanders: The Rajas of Bandar Log are, ultimately, mortal, be they Bandar or Naga or even Deva. And yet, they bear no mere lifetime of war, for they have straddled the Wheel, and mastered it. To have experienced ten-thousand battles, win and lose, and carry the lessons of it forward, that is the foundation of Bandar Log's military command. Compared to this, their command and control structure isn't the best, but isn't bad either, usually prioritizing ready reserves and especially quick command of the mage corps.

-Heroes (Focus): Gurus and Rishi gather from all races represented in Bandar Log, the mightiest sages in all the land. By their might, the forces of Bandar Log gain durability comparable to tanks, flight, teleportation, weapons with the weight of the universe behind them, supernatural speed, the active intervention of the fates, and many, many more blessings. Some of these sages can also be quite fearsome duelists, though far from all.


Other
-Infantry Support: The infantry support of Bandar Log is not some uparmored truck -- whatever that is -- but rather their mages. Being it gods or demons or spirits of the world, the backing line always falls to the humble Yogi, an albino monkey gifted but lightly with the magic of the stars, and upon whose shoulders stands the might of the great communions Bandar Log employs to boost the power of their mages.

-Artillery: Archers! More seriously, Bandar Log as a faction puts a heavy emphasis on archery, and draws from Hindu mythology. Archers putting arrows through mountains and responding to other archers blotting out the sun by individually shooting down every arrow with one of their own from a bow with fifty strings abound. And yes, that feat is referring to an event where exactly two opposing archers built a second sky doing that, not to armies of archers facing each other.

Archers tend to be distributed throughout the military, rather than concentrated into artillery parks, and as such tend to be much more mobile and much more responsive to evolving situations than traditional towed artillery.

Summary: Bandar Log fields a diverse army of mostly infantry, strongly supported by mages capable of buffing them into serving other roles, and various gods and demons adding punch. A strong emphasis can be placed on their archery, being the premier ranged weapon of Bandar Log, and capable of feats more comparable to modern weapons. Emphasis should also be placed on the mages and very powerful individual combatants Bandar Log fields.

In a battle, Bandar Log tries to overwhelm opponents by presenting too many threats to respond to all of them, obscuring their true objectives by hitting many at once and then using reserves and high mobility to push through anywhere they can get an opening. Their heavy infantry army tends to excel in Shock, and teleporting formations into place gives significant advantages when Penetrating formations. Their mages's ability to deliver severe morale shocks directly and on command has applications in Shock, but makes getting encircled in particular a death sentence for anyone that isn't unbreakable, allowing significant performance in Reduce. Exploit suffers somewhat from Bandar Log's general lack of infrastructure effectiveness, though particularly key targets can usually be destroyed given the opportunity, whether it be by cutting it apart, walking off with it, or in extreme cases unleashing the Bramashirsha Astra and similarly destructive attacks.
Rama and Ravana, the Conquering Kings
In the closing years of the great war between the divine Yakshas and the demonic Rakshasas, two great kings set foot on the battlefield in opposition to each other, in what was to be the final battle of that war. One fought for the great insult dealt to him. The other, for the safety of his kidnapped wife.

For seven days and seven nights did they battle, and the mountains were rent, and the seas were parted, and a second sky was constructed from arrows in flight, and the sky was split, and the sun averted its gaze, and the gods were humbled, and on the seventh night the pair found peace. For though kidnapped, Sita was unharmed and unsullied. For though offended, honor was satisfied.

So ended the eternal war between the sura and asura, yielding to a grand alliance that would conquer the world, and at its head, the Conquering Kings, Rama and Ravana.

Starting location: P1-6A

This one was more of a thought exercise in what the absolute lowest tier with all the magic looks like, as opposed to the Void Dragon's thought exercise in what the absolute highest tier with all the tech looks like.

Here's hoping it's as fun as it looks.
 
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Arnt bentusi exchange ships colossal? The Mothership itself from homeworld 1 was the size of three super Star destroyers end to end off based on the size of the Kushan scaffolding size stated in the OG rule book. And the exchanges are nearly as tall as the mothership and far longer.

Going by the Homeworld 1 manual yes they are enormous. However the first manual is inconsistent with in universe measurements. The second manual has much reduced measurements and is consistent. Since the HW1 ships, HW2 ships, and Cataclysm ships are all a consistent scale in game I decided to throw out the first manual's descriptions as an outlier. Which means the motherships are on the order of a few kilometers rather than dozens of kilometers.

That said I was not able to find actual sizes for the Bentusi Exchanges. I was under the impression that they were smaller than the mothership. But I could very well be wrong. I haven't played in a long time. I guess I'll install Homeworld and check for myself. Even at the reduced scale if they're the same size as the Motherships, then would push them into Cruiser territory.
 
Going by the Homeworld 1 manual yes they are enormous. However the first manual is inconsistent with in universe measurements. The second manual has much reduced measurements and is consistent. Since the HW1 ships, HW2 ships, and Cataclysm ships are all a consistent scale in game I decided to throw out the first manual's descriptions as an outlier. Which means the motherships are on the order of a few kilometers rather than dozens of kilometers.

That said I was not able to find actual sizes for the Bentusi Exchanges. I was under the impression that they were smaller than the mothership. But I could very well be wrong. I haven't played in a long time. I guess I'll install Homeworld and check for myself. Even at the reduced scale if they're the same size as the Motherships, then would push them into Cruiser territory.
going off of the Bentusi Harborship from Homeworld 2, they might be a touch smaller in absolute size in their longest dimension, but they are almost certainly more massive in terms of mass/volume- at least in comparison to the Homeworld 2 Mothership.
 
going off of the Bentusi Harborship from Homeworld 2, they might be a touch smaller in absolute size in their longest dimension, but they are almost certainly more massive in terms of mass/volume- at least in comparison to the Homeworld 2 Mothership.

The Great Harborship of Bentus is immense. It's way way bigger than a mothership. But it is also bigger than an Exchange. An Exchange can pretty comfortably fit in that hole in the center of Bentus. From what I can find online the Exchanges are about 1.4 kilomters long and ~500 meters high. Probably about a kilometer wide.

Just to make sure I'll install cataclysm and double check myself.
 
Going by the Homeworld 1 manual yes they are enormous. However the first manual is inconsistent with in universe measurements. The second manual has much reduced measurements and is consistent. Since the HW1 ships, HW2 ships, and Cataclysm ships are all a consistent scale in game I decided to throw out the first manual's descriptions as an outlier. Which means the motherships are on the order of a few kilometers rather than dozens of kilometers.

That said I was not able to find actual sizes for the Bentusi Exchanges. I was under the impression that they were smaller than the mothership. But I could very well be wrong. I haven't played in a long time. I guess I'll install Homeworld and check for myself. Even at the reduced scale if they're the same size as the Motherships, then would push them into Cruiser territory.

Eh I'm not really a fan of using in game measurements even in cataclysm especially considering we have WOG statements explicitly stating that the sizes are not accurate in HW1. It also would put the mothership at only a few hundred meters to a kilometer or two at most in length which going by the cutscenes is far far too small to hold 400,000 cryogenic pods at the spacing they are shown at and all the other industrial bits it needs. Obviously the mothership probably isn't 30 kilometers high but idk it makes more sense for it to be 12km than 2.
 
Eh I'm not really a fan of using in game measurements even in cataclysm especially considering we have WOG statements explicitly stating that the sizes are not accurate in HW1. It also would put the mothership at only a few hundred meters to a kilometer or two at most in length which going by the cutscenes is far far too small to hold 400,000 cryogenic pods at the spacing they are shown at and all the other industrial bits it needs. Obviously the mothership probably isn't 30 kilometers high but idk it makes more sense for it to be 12km than 2.

For HW1 yes, but there are also explicit statements that the scale in HW2 is accurate. And with HW Remastered there is a single cohesive ship scale between HW1 and HW2. This does not include Cataclysm unfortunately. But by measuring a Bentusi Exchange in HW Remastered and then measuring it in Cataclysm I got a conversion of about 2.5 Cataclysm units to the meter.

The Kuun-Lan is actually just about the same length as an Exchange though it is much thinner and a lot of an Exchange's length comes from its tail fins.

Of course the cryo pod argument is valid, but the problem is that it starts getting into estimates of what size the cryo pods are, and how to scale them, and then you don't have any manual numbers for the Bentusi Exchanges so you need to take their in game measurements anyway. So yeah it's complicated. And unless I take the very biggest sizes I wouldn't have anything bigger than a cruiser by this game's scale anyway as the both the Exchanges and the Kuun-Lan are about half the length that the Motherships are tall.

So I figure I'll just take the HW2 scaling call them Destroyers and at least get the Escort Tonnage drawback.
 
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Location: N4


docs.google.com

Sheet

Omegon tensed, waiting. The waiting stretched from seconds to a minute. Furrowing his brow, he stepped closer to the orb. “When will-” Colours swarmed his vision, sounds and even smells. He knew he was in the secluded chamber aboard the Alpha, but he could feel a pulling, a shifting to somewh...

Skip to Page 22 if you don't want to read the really long and unneccessary Intro
 
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Here's my submission:



The Global Defense Committee
Link To GDoc
Position: K9, Vyranodasik
 
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The Unfallen


The Unfallen have only ever known their homeworld of Koyasil, preferring to peacefully study what is near rather than discover what is far. They were content with this slow development that they refer to as the "Long Sleep" - the period from their rise to sentience to the modern era. The modern era was rudely thrust upon them by a galactic skirmish in the skies above, and the debris it rained upon their planet. Seeing fire fall from the skies, and viewing the violence of other species firsthand changed their image of their role in the galaxy. Having an intimate relationship with fire as both Fire-That-Destroys and Fire-That-Renews, they view themselves as defenders of peace and harmony in a galaxy that seems to badly be in need of both and buoyed by the spirit of Koyasil that connects all Unfallen known to them as The Heart, they have struck out in optimism and hope for a better future for all. They have found wonders and horrors both in only what they have seen so far, expanding as they have into the remnants of a long dead civilization, and encountering the mysterious beings known as Guardians who lay dormant on many of the worlds they have colonized, and seem to bear so much in common with the Unfallen themselves, where have these great immobile protectors come from, what is their true purpose, and what is their relation to the Unfallen? So far, none have been able to say, and even the Heart provides no answers.

Leader: Arasch, First of the Seconds
Definitive Traits: Stronger Start - Vyranodasik Native
Start Location: L-15 Vyranodasik

Legends:
Lunabarxes:
Lunabarxes had found her place -- or so she thought. Ensconced in a flowering grove in the center of a bustling forest metropolis, Lunabarxes was on the verge of metamorphosis into the final stage of Unfallen life when errant missiles, falling from the wars of some other species in the skies above her planet, erupted around her. Dust-fueled explosives tore up the boulevards and shattered the peace she had sought for so long. Though many Unfallen were thrown into madness, Lunabarxes had been so close to a state of final repose that she was able to pause, sink her roots deep, and slowly absorb and assimilate the Dust. The Dust gradually sharpened Lunabarxes's mind and senses, providing her so much more information and so many new intellectual vistas that she decided to put off the transition from being an exploring Second to becoming a sedentary Third. She now wanders the universe, calmly providing aid where she can -- and still looking for a place to call home.
Baramaxa:
Although the Unfallen move slowly and speak softly, they possess quick minds and a great capacity for learning. Baramaxa is such an example, an Unfallen that revels in the joy of learning and exploration. She has a scientific mind, and lent her talents for years to the analysis and discovery of the wealth of planets and astral bodies in her home system. Her experiments with life and death pushed barriers that others felt uncomfortable with, and some view her over-developed sense of curiosity with unease. Baramaxa, however, bears no guilt. As an Unfallen, she knows that there is no such thing as true death -- only a Long Sleep.

Traits:
Xenophilic:
The Unfallen recognize the value of all life, and of all peoples, and have set out on their great endeavor in order to bring peace for the benefit of life everywhere, and happily accept all they can into their society.
Devoted Population:
The first fires of violence upon Koyasil inspired a burning passion within the Unfallen people, like a spark to tinder, it brought both danger, and light to their lives. With eyes opened to the possibilities, the Unfallen have embraced their mission with a species wide zeal.
Master Diplomats:
Compassion and empathy are cherished by the Unfallen, and they are filled with boundless patience. These traits have put them on a solid foundation for communication and understanding of alien people and cultures, and this foundation has been built upon with solid experience as the Unfallen expanded and grew, and began to meet new peoples for the first time since that first contact.
Age of Legends:
This is a time of unprecedented action for the Unfallen, and many have risen to the challenge, particularly those aided by the mysterious and locally ubiquitous nanotechnology called Dust by the Unfallen, left over from a long dead civilization who seemingly accomplished wonders, before destroying themselves and scarring countless worlds in internecine warfare, yet another example of the kind of devastation brought by war. This Dust can be used for a great many things, and some individuals are enhanced by it in various ways, able to rise above the capabilities of those unmodified.
Regiment of Renown:
An institution known as the Academy has been founded for the training and education of all those who are compatible with the Dust and are able to be enhanced by it, and the graduates of this Academy have become a major force among the Unfallen, with two of particular note.
Consolation Prize:
It could be said the Unfallen have lost much time to their Long Sleep, but in truth their great period of contemplation has given them a broader view that has helped them make the most of what they've found.
Additional Specializations:
Though they do not revel in war as some other species do, neither are the Unfallen total pacifists, and recognizing the dangers of the galaxy, some of the greatest minds among their people have been hard at work preparing the Unfallen as best they can for what must come.


Drawbacks:
Chronic Interventionists:
Having decided for themselves to go out in the galaxies as harbingers of peace and unity, it would hardly suit the Unfallen to sit idly by while suffering and conflict exists, and as such the Unfallen will take whatever opportunities they can to become involved in such situations, to help bring them to as peaceful a resolution as possible.
Escort Tonnage:
Not yet wise in the ways of war in Vyranodasik as the greater powers wage them, the Unfallen have yet to build ships of the great size and power commonly seen among major players.
Rules of Engagement:
The Unfallen will not risk civilian lives unnecessarily, as all death brings them sadness and all lives are to be cherished, and they would not visit hardship or destruction unless forced to, particularly on those not involved in active combat.
Ideological Mission:
Believing in they do in peace, togetherness, democracy and the common good, the Unfallen expect these values to be put into practice by their leaders, who have risen to their positions by the acclaim of their peers and from the trust of their society.


Origin Points: 62

Vyranodasik Native - 4
Faction Tier(Primus) - 0
Expanded Initial Territory x4 -16
Initial Territory development x10 - 10
Good Public Relations x12 - 12
More Population x6 - 6
More starting production x6 - 6
More Fleethordes x4 - 4
Fleethordes Mag+1 x2 - 4

Pop: 50

OOB:
Space Strategy - In Space the Unfallen value defensive technology and weapons that let them strike accurately and at range, preferring to avoid close in combat where possible to better preserve their own ships, and to maximize the time to strategize and consider all details of the battle. If possible the Unfallen will focus on disabling attacks against enemy ships, and they are always keen to learn what they can about their enemies technology, both out of an innate curiosity, but also a desire to counter any weapons the enemy has in use. They balance shields and armor, and rely on carriers with fighters and bombers for many of their larger ships.
Ships:

Unfallen ships are all Thirds, the massive third-stage of the Unfallen life cycle where they once more take root after their time as Seconds, and become slumbering giants, who seed the land with the next generations of Unfallen. Thirds are not beyond contact however, though they are less connected to the world and the moment, they retain their sense of self and give their wisdom to successive generations, growing ever taller as they age. Some among this ancient kindred have chosen to become voidcraft, forming the core of a vessel integrated with machinery and technology, molded to fit their new role. As the need for larger ships arises, and as the number of truly ancient Thirds is not unlimited, though the oldest remain unchanged, techniques have been developed to shape multiple Thirds into a single craft, similarly to how the Unfallen's Guardians and Guardian Shepherds are formed, all Unfallen vessels are capable of coordinating between themselves and the crew.

-Destroyers: The largest of the ships currently in the Unfallen forces, a mix of what would be Dreadnoughts but with a preponderance of carriers.
-Frigates: Currently the main lineship of Unfallen forces, battleships and battlecruisers of the smaller variety these form the long ranged strength of the fleet.
-Corvettes: Cruisers for the Unfallen, the backbone of the fleet and the main screen for larger vessels, these ships have more closer ranged weapons to keep any enemies who can close at bay.
-Boats: Frigates and below, escorts, scouts, patrol ships and specialists, these ships primary purpose is to keep fighters, missiles, and other ships of their own size from swarming the ships they protect, or to provide some specific strategic role in the fleet.

Strike Craft:
-Super Strike Craft: piloted by the largest and eldest of the Unfallen Seconds, they are more heavily armed and tend to specialize in anti-capital ship roles, leaving anti-fighter duties to smaller classes, though some hunter-killer classes exist to take out other super strike craft.
-Interceptors: Fighter and bomber killers, speed, maneuverability and overwhelming firepower are their main defense and advantage, not usually armed with anything that might be a threat to a major ship.
-Fighters: Jacks of all trades, can be armed in a number of ways and highly flexible, they excel less than other classes, and despite their master of none drawback the Unfallen tend to rely more on fighters than specialists.
-Bombers: primarily outfitted to either crack open ships or crack open star fortresses, bombers carry more high powered weapons than anything short of super strike craft, but are far more numerous.
-Gunships: Unfallen engage in boarding more than one might suspect, despite their general preference for ranged combat in space, the Unfallen know the advantage of boarding and capturing enemy vessels, and figure that if an enemy ship can be disabled more quickly, more on both sides can be spared.

Titan scale vehicles among the Unfallen are split between large biomechanical walkers and similar constructs, and Thirds and Guardians who have been modified similarly to warships to serve as living fortresses.

Titans:
-Warcities: Extremely rare among the Unfallen forces, almost entirely ancient Guardians and Guardian Shepherds who have agreed to modifications allowing them to function as technological killers, unfortunately as Guardians are bound to the worlds they protect, a bond which seems unbreakable even with modifications, titans of this scale are purely defensive.
-Behemoths: Massive Elder Thirds, these are the mightiest of the ground units able to leave their worlds to fight for the Unfallen, though there numbers a never many as they are of a scale with the ships that bring them to war, they must be towed externally which is suboptimal. All other classes of titan are much the same, but smaller.
-Megaliths: Similar to the Behemoth scale Unfallen Titans they are uncommon and difficult to transport without increasing ship sizes or some other technological innovation.
-Colossi: At this scale the Thirds are younger and more common, and have had less time since leaving Secondhood, and as such are more amenable to temporary modification for war.
-Gargantuans: The first point at which they are primarily machines of war rather than modified Thirds, these war engines are far more common in offensive campaigns.
-Giants: Large walkers and the youngest Thirds, this scale of Titan is the kind most commonly found in actual offensive armies of the Unfallen.

Ground Strategy: The Unfallen favor slow methodical combat, of the kind that favors their patience and gives maximum time to strategize, and the most time for their enemy to surrender before it gets worse. They are however fully capable of lightning speed attacks, these "Firestorm" offensives can catch enemies off-guard by being so at odds with the Unfallen's usual strategies.

Standard Ground Units:
-Superheavies: All Unfallen vehicles below the Titan scale are indeed vehicles and not Thirds, in some ways the size and power of Unfallen vehicles scales with the size of the Unfallen who use them, with Superheavies being used by the older and larger Unfallen.
-Shock Heavies: Made primarily for Firestorm offensives, these kinds of tanks are usually held back to serve as a mailed fist to push the enemy back or engage in counter-attacks until the Unfallen are ready to go on the attack.
-Heavy Units: The bulwark of the Unfallen forces, these tend to be more heavily armored and with more active defensive systems, meant to be too dangerous to ignore but with proper support too difficult to easily kill, these vehicles move up and dig in, and can be incredibly difficult to dislodge once they've established themselves.
-Medium Units: The smallest of the vehicles used by the Unfallen themselves, Medium tanks are the all purpose frontline tanks of the Unfallen forces.
-Light Units: The smallest vehicles in the Unfallen ground units, light units are universally semi-automated and controlled by Unfallen from a nearby C&C tank meant to coordinate them.
Infantry:
-Super Infantry: Dust-augmented troops, not quite enough to qualify for entrance to the Academy, these are still head and shoulders above almost any other troops.
-Augmented Infantry: The most heavily machine-integrated Fallen, these cyborgs are highly dangerous and highly motivated troops.
-Shock Infantry: Generally of the larger scale of Unfallen and heavily armored, these tend to accompany Shock Heavies on offensives and counter pushes, as well as taking the lead in urban fighting.
-Basic Infantry: Unfallen troopers of varying size but usually on the younger size, with effective arms and armor, but made for wide-scale production.
Aerocraft:
-Heavy Aerocraft: Similar to Super Strike Craft, these are mostly used against ground targets, but some exist that exist as aerial fortresses meant to take down other heavy aircraft
-Air Superiority: Interceptors, but in air instead of space.
-Attackers: Bomber aircraft primarily, but some offensively focused fighters.
-Multiroles: The mainstay type of fighter used by the Unfallen, flexible and reliable.
-Gunships: Ground focused combat platforms, but meant to serve as consistent aerial support and to insert or withdraw troops rapidly.

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Asari Republics

The Asari governmental structure, known as the Asari Republics, is relatively broad; the Asari came late to the notion of world government. For centuries, their homeworld of Thessia was dotted with loose confederacies of great republican cities. The closest Earth equivalent would be the ancient Mediterranean city-states. Since the Asari culture values consensus and accommodation, there was little impetus to form larger principalities. Rather than hoard resources, the Asari bartered freely. Rather than attack one another over differing philosophies, they sought to understand one another. Only in the information age did the city-states grow close; communication over the internet evolved into an "electronic democracy".

Aside from their Council representative, the Asari have no politicians or elections, but a free-wheeling, all-inclusive legislature that citizens can participate in at will. Policy debates take place at all hours of the day, in official chat rooms and forums moderated by specially-programmed virtual intelligences. All aspects of policy are open to plebiscite at any time. In any given debate, the Asari tend to lend the most credence to the opinions of any Matriarchs present, nearly always deferring to the experience of these millennia-old "wise women".

As the name implies, the Asari Republics is technically a coalition of many Asari nations

Leader: Council of Matriarchs (informal)

Definitive Traits: Stronger Start - Vyranodasik Native
Legends:
Huntress Matriarch Vasera T'lar:
Leader of one the most prominent Huntress Lodges in Asari Space, Vasera T'lar has served as the leader of this lodge for most of her life, and has accrued a list of accomplishments and honors that sets her apart as a force unto herself, and she is a notedly powerful Biotic even among the likes of Asari Commandos, with her natural capabilities enhanced beyond the limits of what some considered possible.

Traits:
-High Magic: The Asari as a species have a natural ability with what they call "biotics" with a, in part due to their particular form of reproduction which requires temporarily melding their nervous system with that of another individual. Though individual ability varies from person to person, all Asari are able to use these abilities to some extent.
-Covert Experts: The Asari have a preference and a talent for intelligence work and small team combat tactics, being highly adept at gathering and making use of whatever information they can. In general the Asari prefer to solve problems quietly and without unnecessary conflict or destruction.
-Xenophilic: A very open and accepting society in general with a focus on seeking knowledge and understanding, the Asari as a society are welcoming to other species' and cultures, though the Asari do have another particular reason for their attachment to other species, having learned that they can 'meld' with those outside their own species, and that indeed doing so helped alleviate issues with an increasingly stagnant genome, and avoids a number of genetic issues that had subsequently cropped up, they developed a cultural preference for melding with members of other species, though crucially all children born from such a melding are Asari, with any physical difference in genetics or appearance of the child based on the "father" being noticeable but not enough to cause any significant changes on a species wide basis.
-Master Diplomats: Due to their open society, preference for discussion and consensus, and desire to learn from and understand others, Asari have developed a great deal of expertise in the realm of negotiations and reaching common ground.

Drawbacks:
-Escort Tonnage: For whatever reason, prior to contact with other species the Asari had not build on the scale common to the current Galactic society, and are still lagging behind when it comes to developing ships of greater size and power.

Origin Points: 70
Vyranodasik Native - 4
Faction Tier Downgrade: Secundus - +10
More Population x6 - 6
More starting production x6 - 6
Expanded Initial Territory x4 -16
More Fleethordes x6 - 6
Fleethordes Mag+1 x3 - 6
Good Public Relations x14 - 14
Initial Territory development x12 - 12

Asari
OOB:

Space Doctrine: Asari fleets prefer to rely on firepower at range, taking out as many as possible before true engagements begin, usually holding back many of their lighter ships and strikecraft to fend off attacks by opposing forces, and to move in when the fleets meet to take out weakened opponents and initiate boarding actions for capture or sabotage with teams of Marine boarding forces and mercenary troopers, with Asari Commandos generally looking for the most critical targets to take out from within. Being a combination of citizen soldiery and mercenary contractors, Asari doctrine favors preserving and defending their own over overwhelming victory and destruction of the enemy, with retreat before superior forces or an undesirable engagement being common practice when not defending civilian lives or critical infrastructure.

Ship examples:
Starship Comparison
Cruisers
Light Frigate
Light Cruiser
Starfighter

Space
Line Ships
-Destroyers: Made up solely of the Destiny Ascension-class "Super Dreadnoughts" these are the current height of Asari starship construction and power, displaying the clear distinction between Asari space and ground strategies. In Space the Asari are more than happy to rely on overwhelming firepower and maneuvering heavy hitters into position to do as much damage as possible.

Screenships
-Frigates: Everything from Cruisers to Dreadnoughts can be found within this category, the backbone of the fleet and the Asari's current equivalent of line ships, most of these focus on heavy firepower and defenses, with lighter cruisers serving as fire support for larger vessels and fending off lighter harassing elements

-Corvettes: Frigates and Corvettes. Here are the majority of escort and anti-strike craft ships, as well as patrol boats and scout type vessels, these lighter elements are a less flashy but very necessary part of the Asari Republics star fleets, and heavier frigates can be the heaviest ships smaller polities in the Republics can provide to the Navy. It is here where the overlap between ground and space doctrines exists, with a focus on high speed and quality, these ships are the most likely to carry boarding parties against the enemy as they are more able to get within range to deliver them and pick them up later if necessary. Although all Asari ships can enter atmosphere due to their usage of Mass Effect Fields, most are not designed with that need in mind and so consequently suffer performance issues when doing so Frigates and Corvettes however, are designed with atmospheric entry in mind, however they still cannot land safely in most cases unless in specially designed landing spaces.

Aerospace
-Strike Craft: Strike craft for the Asari are prevalent but not the current focus, as the Asari navy is not a carrier centric force, they are more commonly used in anti-fighter roles and against lighter starcraft, the best Asari pilots are usually those with the strongest biotic powers perhaps unsurprisingly as this is the level at which personal biotic ability can actually prove useful in a moment to moment context.

-Aircraft: Although Asari starfighters can enter atmosphere, they are not primarily designed for use as aircraft, and the Asari recognize the needs of ground combat require a broader range of available platforms than they typically utilize in space, as such bombers, gunships, and various kinds of fighters as well as helicopter equivalents see use in all forms of air support.

Ground Doctrine: The Asari do not favor large scale ground combat in general, and work best in defensive engagements when static dug in positions can be supported and reinforced against an enemy, and when the Asari's guerilla and small unit tactics can be put to best use. When fighting offensively, the Asari rely heavily on flexibility and mobility to minimize casualties and maximize damage to enemy military formations, but are particularly adverse to endangering civilians in most cases, though this is notably less true of their mercenary forces. Asari make heavy use of ground combat mechs particularly in open engagements when their preferred tactics are not as viable, in these instances they often fall back on a version of their space doctrine, trying to hammer the opponent at range before direct contact is made.

Vehicles

Vehicle Examples
Light Hovertank
Hover MBT
Medium Tank
Multi-Role Fighter Platform
High Mobility VTOL Aircraft

-Main Battle Units: The largest units in the Asari roster, in general Asari doctrine focuses on mobility, small unit combat and teams of elite strike units. However the need for heavier sustained combat chassis could not be ignored, and so the Asari have designed a few heavier vehicles to fill this role, however they have retained their focus on mobility and all such vehicles have an Eezo core to help facilitate their ability to rapidly shift positions and make best use of changing situations.

-Lights: A far more welcome part of Asari vehicular doctrine, light units, everything from LTV's to Scout Tanks and military off-roader equivalents, the Asari prefer to use such vehicles to outmaneuver their enemy when they engage in armored combat, and the pilots of such vehicles appreciate the greater control they often have over them, and the greater influence Biotics can have in their operation.

Infantry

Soldiers
Eclipse Mercenaries
Commandos
Mechs (robots)

-Supersoldiers: Cybernetically enhanced commandos who have cutting edge implanted biotic enhancements and bio-amps early in the maiden stage and trained extensively in their use, they rise above and beyond the average Asari commando in terms of Biotic usage and military training, and their other cybernetic upgrades allow them to perform incredible feats.

-Elites: Asari Huntresses, also known as Commandos, are the cream of the crop of Asari military, with the very best who show the most potential being selected for their enhancement programs. Asari Huntresses form independent Lodges which are supported but not controlled by Asari states. Asari Huntresses are often trained both in small unit tactics and guerilla warfare, competent in fighting and working as insurgents, and also large scale combat, with the training to know when and where to strike and provide much needed flexibility in at scale combat. The more elite units of mercenary organizations like Eclipse would fall under this category as well, particularly as Huntresses sometimes choose to work for mercenary organizations.

-Line Troops: Asari troopers and supporting mech units, basic Asari soldiers are competent biotics with training in various military techniques and more standard military grade bio-amps, Asari troops are professional and highly competent, but only a few have the skill to become Huntresses and join the lodges. Many Asari soldiers are professional citizen soldiers who serve as a professional militia and military for their respective nations, but many are members of various mercenary and private security organizations which provide services to various Asari nations, and often serve as the main and sometimes even sole military forces of Nations with the money to pay but who are unwilling or unable to support their own standing military.

Individuals of Importance
-Lords and Commanders: Matriarchs among the Asari are venerated for their wisdom and strength, and Matriarch commanders provide strong morale boost to all Asari who serve under them, though certainly not all commanders and leaders among the Asari are Matriarchs, they make up a disproportionate percentage of such positions. As Matriarchs are many centuries old, those who remain with the military into this stage of their lives will have seen centuries of warfare both in the field, and as commanding officers as they rose through the ranks.

-Heroes: Although Asari heroes can take many forms, and come from many walks of life, of particular note are the Asari Justicars, compared to medieval Knights-Errant, Justicars are Asari who forego all personal belongings and give up all connections in their life to swear an unbreakable code of justice which they follow unerringly.

Support
-Artillery: Asari in general prefer guided missiles and similar systems as indirect fire support, both for their accuracy and their flexibility in combat.

-Infantry Support: In addition to mobile support vehicles of various types and APC's, Asari troops fight alongside combat mechs, basic semi-autonomous robotic soldiers that can be controlled and directed by on-site combat engineers or at range. They have no initiative and are only basically competent in the field, but can provide solid fire support and soak up casualties for the more valuable Asari troops.

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WIP

Spoiler: Force Organization ChartSheet Template:
Faction Name: Cybertron Star Republic
Leader: Sentinel Prime
Universe of Origin: Transformers
Tier: Maximus -12 points
Why are you here?:

Cybertron.

An ancient world, for an ancient race. For untold millennia the Cybertronian people have thrived amongst the stars. Their great works were mesmerizing, vast rings in which to travel unfathomable distances like one was simply taking a stroll across a bridge. They had explored the stars, contacting new lifeforms and building friendships under the wisdom of the Primes. They created vast and beautiful cities in which to house themselves on their beloved home, using their long lives to build each successive generation up higher. Such prosperity could never end.

Or so it was thought.

The Age of the Primes is over. The last to hold the Matrix of Leadership–that which made a Prime, their symbol of office–perished millennia ago. That the High Council keeps to the tradition is simply another sign of the stasis that has slowly overtaken Cybertron. The great works went offline, one by one. The Spacebridges have gone dark, the exploration ships ignored or rendered into scrap. Cybertronians have been shunted off into castes, their place in the universe decided the moment they left the Well of the All-Spark. From miners, to scholars and soldiers–each little facet of society is a well placed cog.

For millennia, this has been the state of things. But discontent is rising.

In the gladiatorial arenas of Kaon, a warrior speaks with a powerful voice on equality and freedom. Many gather now at the colosseum not to watch the fights, but to hear him speak. Mutterings fill the streets and the signs of his Ascension movement are spray-painted on more and more street corners. In an effort to placate the masses and regain some initiative, the High Council authorized their scientists to attempt to reactivate one of the great Space Bridges that littler Cybertrons orbit in a deliberate imitation of the Golden Age. Many thought it was doomed to fail–little more than a hopeful vanity project in which to buy time to properly deal with this gladiator who dared to take the name of a Prime.

Instead, it succeeded.

But not the way they thought.

While the Space Bridge came online it seemed to malfunction in the process, expanding and warping, before breaking down in a magnificent flash of light. Many on Cybertron thought it had failed in a spectacular manner, one which left the High Council seething at the public blow to their image. Until many began to realize that the stars around them were wrong. The Space Bridge had worked more miraculously than anyone could've grasped while reactivating it. Somehow, someway, it had taken the entire system Cybertron inhabited and dumped it somewhere else. Now stagnant, plodding Cybertron must adapt to a universe filled to the brim with young, dynamic races–each keen to enact their own vision upon the vast swath of stars.

Traits:

-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.
-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.

Drawbacks:
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)

-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.

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)
 
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