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

Well, it's done. Hopefully things are clear enough.

docs.google.com

Praetor Eminence

Faction Name: Praetor Eminence Leader: An emergency council of some of the oldest military and civilian Praetors. All very likely wholly unsuited for an event like this. Universe of Origin: Xenonauts, note that I am taking many, many liberties, as we don't know much about the Praetors. Tier: P...

officially withdrawing my submission. If anyone wants an example of what not to do, here you go I guess.
 
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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)
Here's my submission:



The Global Defense Committee
Link To GDoc
Position: K9, Vyranodasik
Checking to see if the two of you are still interested since I have a slot and the next turn is about to start.
 
The Goa'uld Empire

Leader: Ra
Definitive Trait: Stronger Start
Traits:
-Covert Experts
Being a race of symbiotes who gain the knowledge and experiences of their host, Goa'uld agents are highly skilled at blending in with a native population, and can use implantation to gain the knowledge of any captured agents, as well as turning them into counter agents for their side.
-Devoted Population
The Goa'uld are worshiped by the humans and Jaffa under their rule as gods, though often as fearsome terrible gods, and enjoy a great deal of devotion and religious support, though much of it due to awe or fear of their capabilities. The Jaffa in particular are often extremely loyal followers of the Goa'uld they serve.
-Martial Society
The Jaffa who serve as the vast bulk of the Goa'uld are raised from childhood to serve the Goa'uld as Warriors and as the Goa'uld frequently make war there is ample room to gain experience and become a veteran of many wars.

Drawbacks:
-Repulsive
The Goa'uld are a species of slavers and parasites who utterly dominate the will of their hosts, and engage in ritual cannibalism of their own young. They are not easy to like.
-Flawed Military
The Goa'uld have never seen fit to expand their roster of specialized spaceships, and have not developed any real ground combat vehicles, relying entirely on infantry and infantry scale heavy weapons or their space capable craft acting in atmosphere.
-Deep State
Although Ra claims the position of Supreme System Lord, there are many System Lords and not only do they regularly engage in internecine war between themselves over territory, resources, and pride, but any would gladly take Ra's place at the first opportunity, preferably over his freshly cooling corpse.

Origin Points
50

Late Start
ISOT Origin -4
Expanded initial Territoryx2 -8
Initial Territory development x8 -8
More Population x8 -8
Base MAg +1 Warfleet x2 -4
Base Mag +2 Warfleets 2x -8
More Starting Production x6 -6

Focuses

Individuals of Importance
Screen Ships
Infantry

Space
The Goa'uld's space doctrine relies on overwhelming force to overawe and overpower their enemies through force of numbers, the Goa'uld true to their nature are also very deceptive and will try and trick or underhanded tactic which would give them an advantage, being fond of traps and ambushes.

Line Ships:

-Cruisers
Ha'tak'ko (Apophis' Mothership): The largest ships fielded in any numbers by the Goa'uld the Ha'tak'ko is based on similar design principles, but is a newer and more advanced design. Forming the heavy hitting core of a Goa'uld fleet the Ha'tak'ko can fulfill many roles, with a generalist base design that fulfills many battlefield needs, in this it is similar to the Ha'tak.

Screen Ships:

-Frigate
Ha'tak: The most common ship fielded by the Goa'uld Empire, similar in design principles to the Imperial Star Destroyer, serving as a symbol of the Goa'ulds authority and projecting power throughout their empire. Depending on how their extra space is allocated they can serve as designated heavy troopships or carriers, but they are generalist ships first and foremost, fielding respectable firepower for their size, as well as carrying troops, fighters, and having a significant cargo capacity. Some Ha'taks can be outfitted with cloaking devices, though this makes them significantly more expensive to produce and requires additional power to utilize, so these are not utilized as heavily. The Ha'tak is the quintessential "jack of all trades, master of none"
-Corvettes
Cheops: The Cheops is a smaller warship than the Ha'tak and while all Goa'uld ships are capable of operating in atmosphere, the Cheops is the largest ship of the Goa'uld designed to actually physically land, preferably on a landing site designed for this purpose like a Pyramid, but they can do so anywhere, and so often serve as landing ships and troopships for the Goa'uld. Not as powerful as the larger Ha'tak and Ha'tak'ko the Cheops when in space most often serves as a light escort for these vessels and uses its lighter weapons loadout and death glider complement to screen similarly sized vessels and fighters.
Troopship: The Goa'uld use a dedicated troop transport as their primary landing craft for ground forces, large enough to carry a significant complement of troops to the surface, it is armored and shielded for some local self defense but is not primarily meant for direct combat operations in space, and relies more on its deployed troops on the ground than its own weaponry.
-Strike Craft:
Udajeet: (Gliders)
Like all Goa'uld technology, Goa'uld strike craft and bombers are desinged for use in both space and atmosphere. The Udajeet serve as the main fighters for the Goa'uld, with some being modified to project transport rings for the purpose of transporting small numbers of troops or individuals to precision locations.
Al'kesh:
Large bombers and sometimes troop-ships, exist primarily for ground based assaults particularly on fortified defensive locations, but can serve in space in some capacity as well, though it is not their strong-suit. They are shielded and can cloak as well.
Tel'tak:
Serving in a multitude of roles from scout to light transport, the Tel'tak can be outfitted with some weaponry but primarily serves in a support role, and is also shielded as well as capable of cloaking.

Ground
As all of their spacecraft are capable of atmospheric entry and often serve as mobile weapons batteries, the Goa'uld have neglected the development of dedicated land vehicles, instead relying on space and air superiority and overwhelming numbers of their Jaffa warriors to win them battles. In general, the Goa'uld detest a fair fight and prefer only to engage in a fight in which they have an advantage from the beginning, though on the defensive they will throw every force at their disposal between themselves and any encroaching enemy.

-Supersoldiers
Kull: Genetically engineered human hosts grown artificially and implanted with a Goa'uld, these are the most elite troops available to the Goa'uld, equipped with the most advanced weaponry available to the Goa'uld Empire that is only wieldable by someone Goa'uld hosts, with energy dissipating armor and a genetically enhanced healing ability strengthened by the Goa'uld they can be difficult to kill.
-Elite
Throne-Guard:
Those Jaffa warriors who have proven themselves highly capable and loyal, and have thus been assigned as a Goa'uld Lord's personal bodyguard and security, in terms of skill they are a cut above the average Jaffa and are incredibly loyal to the Goa'uld they serve.
-Line Troops
Jaffa Warriors: The Jaffa are a genetically enhanced variant of humanity modified for strength and resilience that serve as incubators for Goa'uld young which serve to supplant their native immune system with a far more capable one, with the Goa'uld being able to heal injuries which would debilitate or kill ordinary humans. Believing the Goa'uld to be gods, they are raised and trained from birth to serve as soldiers for the Goa'uld and so are highly motivated and have a strong martial tradition, as well as being skilled warriors.



Individuals of Importance
-Lords and Commanders
System Lords and Underlords: The System Lords themselves are the absolute rulers of their respective domains, in the essentially feudal system of the Goa'uld empire, System Lords have varying levels of power and influence but all are the leaders of armies and fleets, and treated as the gods of their realms. Underlords are high ranking Goa'uld who serve under the System Lords and often have a high degree of authority in their masters' name, Underlords are generally capable commanders and cunning manipulators in their own right, to have achieved the ranks they have. Goa'uld naturally have a lifespan that can reach 5'000 years, and combined with their genetic memory they have a vast amount of experience and knowledge to draw on, which is only enhanced by the use of the healing Sarcophagi of the Goa'uld which can extend their lifespans theoretically indefinitely, though overuse of this technology has been known to have a deliterious effect on their psychology and sometimes mental acuity.
First Prime: The First Prime are the Generals and overall commanders of the forces of their respective System Lord, being the highest ranked Jaffa in their service, and generally being the most competent and skilled commanders, though not always. Other Jaffa look to them for leadership and inspiration, and though they might no longer hold the same authority former First Primes once (if) retired are often respected elders and teachers. Jaffa can live around 140 years and are healthy and fit for more of it than an ordinary human would be, giving them more experience and more time both to learn and to be useful on as battlefield commanders.
-Heroes
System Lords and Underlords: With the use of their Kara-kesh devices, which function using the naqeudah in the blood of their wielder, powerful Goa'uld are a force unto themselves on the battlefield, with the Kara-kesh having a wide variety of functionality and serving as both a potent weapon and able to create a powerful personal shield for their protection, among many other useful abilities. With their use of these tools and their vast store of knowledge and experience, a high status Goa'uld can turn the tide of battles by their presence.
Ashrak: Ashrak or "Hunters" are supremely skilled Goa'uld assassins and infiltrators adept at tracking down and eliminating their target, and are relentless in their pursuit, they are also regarded as some of the most resilient warriors and assassins in their home galaxy, able to withstand grievous injuries and with their Goa'uld enhanced healing, can recover from wounds that would be crippling or fatal to their host species.

Support:
-Artillery
Staff Cannons: Although they have no dedicated ground combat vehicles, the Jaffa are equipped with some heavy weapons, primarily the Staff Cannon. Based on the same principle as their staff weapons but upscaled, the Staff Cannon can be used as a direct fire artillery piece when mounted on a tripod, as well as in towers and other fortifications, and larger versions can be used as anti-orbital weapons from the ground as well.
Infantry Support: The Udajeet and Al'kesh are frequently used as air support for the Jaffa infantry providing heavier firepower and destructive potential, and their Tel'tak serve in a combat troop transport role, moving soldiers into combat either by landing or by the use of their transport rings.

Legend:
Mandjet (Anubis' mothership) - The greatest mothership ever built, which serves Ra as his flagship, wielding more firepower than any other Goa'uld vessel as well as utilizing a powerful superweapon which can be used to devastating effect against fleets, or can be used against targets on the ground to unleash incredible destruction.

docs.google.com

Goa'uld Empire Astrolumos

The Goa’uld Empire Leader: Ra Definitive Trait: Stronger Start Traits: -Covert Experts Being a race of symbiotes who gain the knowledge and experiences of their host, Goa’uld agents are highly skilled at blending in with a native population, and can use implantation to gain the knowledge of any ...
 
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Faction Name: United Kingdoms of Remnant

Location: C5 in the Eklemarid Galaxy.

Leader: The Council of 5, each representing their own nation inside of Remnant. Atlas, Menagerie, Mistral, Vacuo and Vale.

Universe of Origin: RWBY AU(Dust works in space, Salem is defeated, Remnant went into Space)

Tier: Secundus

Lore:
To understand the world of Remnant, we must first understand one thing about it. It is not the same version of Remnant that we know of, namely a AU where Dust simply works in space. And that is where our divergence is shown here. Due to Dust working in space, Remnant had a space race, as the nations of the world ended up taking advantage in order to free themselves of the Grimm. By the start of Season One, numerous man made satellites were launched into the atomosphere via rockets, along with space-stations and even a moon colony on it's broken moon. The current rankings for the space race is Atlas, Vale, Mistrial, Meangrie, and then Vacuo.

However, things stayed mostly the same until the 40th Vytal Festival occured, where it was sabotaged by the forces of Salem, afterwards it was attacked by them. Yet things went differently when the attack ended up coming, namely that it was mitigated, with less casualties occurring and Pyrrha surviving, however with the Fall Maiden power still lost. Afterwards, both Team RWBY and Team JNPR decided to depart to find the relics, with Ironwood doing something else in the background. Namely letting the other countries know of the existence of Salem, and her being the controller of the Grimm.

When it was given to the other nations leaders, they all reacted with shock. After all, a person controlling the Grimm? Either way however, they decided to cooperate to bring this new found threat, building up their military's and their resources in preparation for the war ahead with Salem, cooperating with each other, paving the way to a united Remnant.

For the other two teams, they traveled around the various kingdoms, battling against Salem and her cronies along with the Grimm itself, grabbing the relics that they could get. While they were fighting on the ground, the Kingsdom were trying to find the location at where the resident witch had put herself at, a task that was no easy matter. Either way, both teams and kingdoms worked together in a effort to kill Salem.

Yet, during this time, another major battlefield started to occur, and that was in space. The Grimm in space was manageable before this, but now they were facing extreme onslaughts of Grimm, stations and even the colony being at risk at going down. And thus, they needed a new weapon to combat. And that weapon was spacecraft.

The first spaceships were built and launched, named the RR Ironwood, saving a space station in the process and blowing up a massive Grimm that was assaulting it. The other kingdoms started to invest into their own spaceships, with more launching to help deal with the onslaught of Grimm that was coming from space. And thus, the Grimm tide slowly subsided and was brought to manageable levels in space...

Grabbing the relics and finding her location, the Kingdoms and both Teams ended up attacking the place of where she was. A long and arduous battle occurred, and at the end, Team RWBY defeated her, her turning to stone because of Ruby's silver eyes. She was sent into the far reaches of space via a rocket, never to be seen again.

Afterwards, they focused their efforts on space, as they colonized the outer planets of their solar system, managing to set up numerous colony's and outposts there. During this time, the four kingdoms ended up unifying into one single body, known as the United Kingdoms, and a new golden age was born.

On one of the planets, the remains of a crashed alien spaceship with a working FTL drive was found, and they reversed engineered it. They proceeded to mount them on every starship that they owned, along with civilian ones, and they were off, nearby star systems colonized in their wake.....

Finding a portal on a nearby planet, the United Kingdom ended up sending a task force to go through it, finding out what was on the other side...
Traits & Drawbacks: List what makes you special here.

Origin:
0/65
Faction Tier(Primus) (Free, you start with this unless you buy the drawback) + x1 Faction Tier Downgrade(10 points)
Portal Home: costs four Origin Points. Prerequisite for this section's Origin Modifiers.
x10 A Steady Stream of Colonists
x24 Portal based Baggage Train
x15 We're Gonna Need More Ships
x6 More Population:
x4 More Starting Fleethoards +1
x3 More Starting Fleethoards +2
x1 Free Starting Fleet
x1 Late Start

Definitive Traits:
Generic Start: +3 Free Traits, + 5 orgin points

Traits:
-High Magic: The United Kingdoms has Aura, which is the manifestation of the soul. It empowers them, enhancing their physical capabilities along with giving them a force field and a special power via a Semblance
-Regiment of Renown: Team RWBY- The heroes that managed to defeat Salem. Comprised of Ruby, Weiss, Blake, and Yang, they are some of the most experienced fighters on Remnant.
-Regiment of Renown: Team JNPR- A team that traveled along with Team RWBY, and also had a hand in defeating Salem. Comprised of Jaune Arc, Nora Valkyrie, Lie Ren, and Pyrrha Nikos, they are also a well experienced team.
-Regiment of Renown: The Four Maidens- Four women who were made into hosts of vast magical power, they are capable of manipulating the elements with extreme precision and power.
-Regiment of Renown: The Huntsmen Academies, namely their Headmasters- The headmasters of the Huntsmen Academies, each respectable fighters in their own right.
-Regiment of Renown: Ace Operatives and Maria
-Regiment of Renown: Qrow
-Martial Society:

Miltiary Focuses:
-Hero x2
-War Engines

Drawbacks:
-Escort Tonnage
GROUND UNITS:
LINE TROOPS: UNR INFANTRY:
The main fighting force of the United Kingdoms. Armed with fairly good armor and Aura, they are the backbone of the United Kingdoms. They commonly wield a variety of weapons, however they manily wield a dust-ammo rifle and pistol, along with a sword that can be stored away. Depending on the situation, heavier firepower is issued such as rocket launchers, missile launchers, and more.

AK SERIES OF ROBOTS: Durable and strong robots that is deployed with UKR troops in large numbers to provide support. They have built in melee weapons, along with being equipped with Dust guns. A large and more durable variant of the AK 200 also supports them on the front lines that also boasts heavier weaponry such as built in rocket launchers and missiles.

ELITES:
POWER ARMOR INFANTRY:
Heavy Infantry wearing Power Armor that is deployed to serve onto the battlefield. Wearing Power Armor, it enhances the user's strength and durability, making them menaces onto the battlefield. A small amount of Gravity Dust is integrated into the suit, which gave it less weight, along with a Dust slot for crystals for various effects. Users are given heavy weapons, such as Dust Gatling Guns, Dust autocannons, and more.

SUPERSOLIDERS:
Special Operatives:
Elite Special Forces that are highly skilled warriors who have decided to join up into the military. Small armies in their own right, they are capable of turning the tides of battle if used properly. Every Special Operative has a unlocked aura, a manifestation of the soul that protects them from harm. Their aura makes them enhanced beyond mortal limit, along with a minor healing rate and a force field. Alongside that, Special Operatives have a power called a Semblance, which is a special power that helps them out in battle. Each Semblance is unique, from super strength to pocket dimensions to stasis

COMBAT ANDROIDS: Derived from the same research that ended up leading to the creation of Penny herself, and incorporating the technology they developed over the years, these are combat androids that are superior to Specialists. They are superhumanly durable, agile, and even strong, which combined with the fact that many of them have a unlocked aura and thus semblances, they are menaces on the battlefield, along with advanced sensors and wireless hacking. In addition, they possess a number of weapons inside of their weapon body's that is designed to allow them to kill armored vehicles, and by extension, large amounts of infantry. They also have the ability to fly at high speeds.

VEHICLES:
MAIN BATTLE UNITS:
SPIDER DROIDS: Heavy Support Units that are very agile, able to maneuver in tight spaces and use their legs as melee weapons. They are fairly durable. They are equipped with four energy cannons that can fuse together into one big and powerful cannon, along with sharp legs for combat.

PALADINS: Heavy mech suits that are extremely powerful. They are incredibly powerful and having exceptional durability, being heavily resistant to weapons. They are very fast and agile for their size and armor, which combined with their weapon systems, makes them a match for most opponets that they come across. Secondary systems include advanced sensors along with a autopilot feature. They are equipped with heavy cannons, wrist machine guns, rockets, and their fists

HOVERTANKS: A tank that uses hover technology in order to zoom around the battlefield with impressive speed and agility. They come equipped with a heavy energy cannon and a pair of light machine guns to deter from enemy attackers.

HEAVY PALADINS: Heavier cousins of the Paladins, they are equipped with considerably more powerful weapons and armor, in exchange for being a bit slower and less agile. They also are equipped with a built in melee weapon system that is connected to their fists, along with shielding systems via Hard-Light Dust. Some even carry a giant rifle that effectively acts as a giant cannon that decimates all but the most armored of vehicles and bases.

SUPPORT:
ARTILLERY: Artillery used to bomb areas at long ranges. Uses Dust rounds for ammo.

LIGHT VEHICLES:
SCOUT RECON BIKES: Using military hoverbikes, they zoom across the battlefield. They are equipped with light weapons and mainly used for scouting.

AIR VEHICLES:
SPACECRAFT:
MANTA'S: These are the standard fighters of the military, used to gain air superiority over the enemy. They are very fast and agile, and are equipped with machine guns, twin energy cannons, and a number of missile pods. They are fairly durable, designed to take a beating before going down.

BOMBERS: The main bomber used in the United Kingdom. It comes equipped with several machine guns, a light energy canons, several missile pods, and a bombing system designed to drop payloads onto the battlefield. It has fairly decent armor, but not to the same extent as the manta's.

TRANSPORT PLANES: A upscaled dropship based on the same principles of the Atlesian Dropship, namely the fact that it designed to transport large amounts of troops and vehicles to the battlefield, along with providing heavy support to the battlefield. It is equipped with a shielding system with hard light dust, along with several heavy energy cannons, couple Dual Tri-Barrel Gatling Cannons, lots of missile pods, and a lot of armor.

WAR ENGINES
BEHEMOTHS:
-AIRSHIPS:
Large floating airships that hover over the battlefield, they are the most powerful tool in the Kingdoms arsenal. Capable of supporting entire armies while maintaining aerial domiance, they are equipped with powerful weaponry that is capable of devastating armies and providing support. They are equipped with numerous energy cannons and machine gun turrets, along with hard light shields. They are capable of both in atmosphere and deep space operations.

TITANS:
-COLOSSUS: Military variants of the giant robots that have been tasked with protecting the oceans from giant Sea Grimm, and more recently, serving as giant engines of war. They tower over the battlefield, being plated in numerous layers of armor, giving them immense durability, along with possessing great strength. Despite what you may think, the Colossus line is very agile, able to run and lunge over great distances, whenever it be land or sea. They are equipped with a giant Dust cannon, missile pods, hard light shields, and even a hand drill.

SPACESHIPS:
SPACESHIPS:
CRUISERS:
-Ozpin Class: The line ship of the United Kingdom arsenal, it is equipped with heavy armor, shielding systems in the form of hard-light dust, and considerable heavy weapons. It is equipped with 80x Chain Guns and Beam Turrets, 40x Light Energy Cannons, 25x Heavy Energy Cannons, and finally twin Super Heavy Energy Cannon that fires from the brow of the ship. Carries fighters of all kinds
DESTROYERS:
-Ironwood Class: Less powerful than the cruisers, but more powerful than frigates. It is equipped with medium armor, along with 40x Chain Guns and Beam Turrets, 20x Light Energy Cannons, and 10x Heavy Energy Cannons. Carrys fighters of all kinds
FRIGATES:
-Remnant Class: A step up above the corvettes, but not to the same extent as the destroyers. Equipped with more armor then a corvette but less than a destroyer, it is equipped with more weapons then a corvette. It comes equipped with 20x chain guns for fighter attacks and beam turrets, 10x Light Energy Cannons, and 2x Heavy Energy Cannons. Carries fighters of all kind.
CORVETTES:
-Haven Class: The very first class that the United Kingdoms ended up launching into space, it is designed to be the most numerous ship in the Kingdom arsenal. Equipped with light armor for a naval ship and a respectable amount of agility, it carries light weapons for its size, such as 10x chain guns that are designed for protecting against fighter attacks and Beam Turrets, and 2x Light Energy Cannons. Carries fighters of all kinds.
LEGENDS:
Team RWBY:
-Ruby
-Weiss
-Blake
-Yang

Team JNPR:
-Jaune
-Nora
-Pryhha
-Ren

The Four Maidens:
-Penny
-Winter:
-Dawn(Summer Maiden)
-Dew(Spring Maiden)

The Headmasters
-Ironwood
-Ozpin
-Theodore
-Platinum

The Ace Operatives and Maria
-Maria
-Clover
-Marrow
-Vine
-Elm
-Harriet

Qrow:
 
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Faction Name: Raylock Commerce Imperative
Leader: Luxor Raylock
Universe of Origin: Warframe
Tier: High Extremis
Why are you here?: The Corpus, also known as the Taxmen, are a conglomeration of plutocratic commercial and industrial interests unified by a single trade language and a common goal - the pursuit of wealth and profit through the development and sale of advanced technologies and through the rediscovery of lost artifacts from the Orokin Era, including Warframes themselves and Sentients. They prefer to make use of potent energy weapons and troops alongside highly advanced shielding technologies and surprisingly resilient armoring techniques.

The Raylock Commerce Imperative, specifically, is one of the many internal corporations that make the Corpus. Founded by Luxor Raylock himself upon the moon of Phobos after drawing up plans for his trademarked Tyran class mining proxy, the corporation would go on to becoming a planetary spanning and even interplanetary mining firm across the solar system. Specializing in resource extraction and the hostile takeover of resource sites with a secondary license in wildlife displacement, those at Raylock Commerce Imperative bring riches to the stars and profit to the Corpus.

Sometime during the later years of the corporations buisness, they came into contact with an ancient sentient vessel burried deep beneath the crust of Phobos. After declaring scavengers law upon the vessel, Raylock and his scientists were quicky to begin their dissection of it. Revealing the startingly and groundbreaking discovery of an FTL system that did not require the Solar Rails scattered throughout their galaxy to function. Never one to squander a potentially system shattering discovery, Raylock saw fit to immediately begin the secret reconstruction and adaption of this engine for his vessels.

After beginning his tests, he was both disappointed and intrigued by the fact that the technology in the engine was actually incapable inf small inter-system jumps. Instead, this engine was capable of making jumps to entirely new star systems across the galaxy. At first his thoughts were to bring this innovation to the board as a discovery like this was almost a garrauntted seat upon it. Yet, something ate away at the back of his mind, a desire to further exploit this technology before it could come into the hands of competitors.

With this in mind he assembled a large fleet of interstellar forces, providing them with the means and material to begin the construction of a Raylock Commerce Imperative beachhead in another galaxy. Afterall, why not bring a system worth of resources before the board alongside the technology to prove its capabilities? Oh, his shareholders are going to love this.

Origins (65 points)
  • Late Start x2 (+20)
  • Increased Tactical Durability (-6)
  • Overwhelming Weapons Technology (-6)
  • More Starting Population x6 (-6)
  • More Starting Production x6 (-6)
  • Portal Home (-4)
  • We're Gonna Need more Ships x4 (-4)
  • Steady Stream of Colonists x7 (-4)
  • Portal Based Baggage x12 (-10)
  • More Starting Fleet Hordes x4 (-8)
    • Base Magnitude +1 (Mag 3 fleets)
Definitive Trait
  • Generic Start: +3 Traits & 5 Origin Points
Traits
  • Logistical Independence
  • Devoted Population
  • Unbreakable
  • x3 Extra Legend
Resource Production
  • Resource Points: 0
    • Temporary Income (2 turns): +40 a turn
    • Portal Baggage: +36 a turn
  • Population: 50
    • Steady Stream: +28 a turn
Starting location: K3 Vyrandasik, center

Fleets
  • 1 Base magnitude
  • x4 Base magnitude +1







Capitals
  • Obelisk Class Battleship
    • The largest vessel available to the forces of the Corpus, the Obelisk is a hulking vessel of war primarily used for Orbital Bombardments or force multiplication in a fleet. Capable of locking down entire planetary orbits single handedly, the vessel's most striking feature is that of a heavy beam cannon mounted upon its belly for orbital bombardments. When it comes to primary armaments the Obelisk features a large variety of heavy Plasma Cannons, Projectile Turrets, Flak-turrets, Drone dispensers, and torpedoes' arrays across its hull. With the deadliest of batteries mounted upon its front 'hammer'.
  • Stanchion Class Battlecruiser
    • A heavy duty brawler, the Stanchion is more akin to alight dreadnought than anything else. Featuring heavy armoring alongside the highly effective shielding software Corpus vessel are known form, Stanchions are the heart of any Corpus fleet. Sporting a variety of heavy weaponry ranging from Plasma Cannons, projectile turrets, flak-turrets, drone dispensers, and torpedoes arrays across its hull. Stanchion vessels are also equipped with a moderatly sized complement of boarding craft/Crewships.
Lineships
  • Pillar Class Destroyer
    • The primary vessel of Corpus fleets, the Pillar's most striking feature is that of a massive spinal integrated particle cannon spanning the length of the ship. Capable of punching through even the most intense of shielding's and armor systems, Pillar class vessels allow Corpus fleets to punch above their weight. Alongside this primary weapon, each Pillar is also equipped with a variety of medium weapon batteries across its hull, enabling it to also put up an adequate fight against anything it can't line up for a direct shot with its railgun.
Screenships
  • Arch Class Frigate
    • A light attack vessel designed to combat other screening vessels and in large enough numbers, lineships, whilst the fleet engages larger targets. Arch Class Frigates are equipped with batteries of light weaponry.
  • Orb Class Corvette
    • A small factory ship designed to fabricate, deploy and coordinate space-based drones used by the Corpus. Utilizing these drones as their anti-fighter/boarding/ordnance ships.
  • Crewship Class Corvette
    • A small assault vessel designed to be docked within the hanger bays of Obelisk and Stanchion class vessels, the Crewship is tasked with coordinating and launching Ramsleds to boarding enemy vessels whilst also combating hostile Frigates guarding these ships. The crewship maintains 4 large shield drones designed to form extremely durable directional shields around the Crewship in order to halt incoming fire, although providing a large boost to protection these drones can be destroyed directly.
Aircraft
  • Vapos Aquila
    • The primary and only manned fighter of the Corpus for space and ground engagements. Armament consists of 4 wing mounted anti-fighter laser turrets. The following variants of this fighter's loadout currently exist:
      • Weaver: Equipped with a large anti-capital ship weapon, the Weaver spins and launches target-seeking globes of highly charged plasma. This loadout primarily serves the role of a bomber within Corpus air squadrons.
      • Basilisk: Equipped with the same fixed weaponry as the Aquila, this variant also features a top mounted tracking energy weapon alongside an enhanced shielding system. This loadout primarily serves the role of an elite variant of the Aquila.
      • Harpi: Equipped with four fixed rapid-fire plasma cannons alongside an enhanced engine and thrust suite, this variant primarily serves the role of an interceptor.
  • Attack Drone
    • Large Corpus proxy closely resembling an Osprey, though 6 meters tall and 4 wide and much tougher, this proxy utilizes a rapid-fire pulse cannon to engage enemy fighters.
  • Corvette Drone
    • Dark brown proxy closely resembling an Osprey, though 6 meters tall and 4 wide, this proxy utilizes a fighter-grade grenade launcher equipped with scatter-shot EMP based explosives. Corvettes are typically dispatched to incapacitate fighters or, when in large enough numbers, starships.
  • Frigate Drone
    • Light-green Osprey like proxies, these drones come in at 6 meters tall and 4 wide, sporting a heavy laser cannon mounting. Designed to engage and eliminate heavy-attack craft or destroy critical components on larger vessels
  • Carrier Drone
    • Purple Osprey like proxies, they are armed with a weak anti-fighter laser cannon. However, their primary role is the deployment of Locust Drones
  • Locust Drone
    • Small drones featuring a gimbal laser cutter. Originally designed for mining and engineering purposes, swarms of these craft drones are capable of dismantling and crippling vessels given enough time. Ripping apart critical wiring systems and even causing hull breaches across the ship with a tendency to eject fighter pilots from their craft.
  • Gox
    • A large and heavy manned spacecraft, coming in at 12-meters in height the Gox is primarily a mining and engineering vessel featuring a multi-beam mining laser and Explosive Charge Launcher attached to it from its neck. Functioning similar to the Locust Drone albeit much larger than most fighters, the Gox is primarily a non-combatant craft. The Gox houses a large swarm of Locust Drones in its cargo hold, capable of deploying them in seconds in times of need.
  • Condor Dropship
    • The primary transport and assault platform for in atmosphere forces, the Condor sports two dual Sentra turrets mounted on its front to cover its disembarking forces. The transport capacity of the Condor is capable of housing the following at once: 15 Crewmen, 8 light Moa, 8 larger Moa or 4 Bursas or 2 Lynxs or 1 Jackal or 1 Razorback
      • Teleport Technology
        • It should also be noted that the Corpus possesses highly advanced teleportation capabilities that are usually limited by requiring coordinates for the teleport. Due to this ground teams can deploy 'alert beacons' that act as homing devices for near instantaneous deployment of Corpus forces from either ships in orbit or ground-based stations.
  • Ramsled
    • Boarding capsule outfitted with a front facing breaching suite alongside a homing beacon and limited thruster capabilities. After being launched towards a target, Ramsleds rapidly home in upon the targeted vessel before magnetically sealing onto its side. Engaging a series of breach cutters before blowing the wall away and dropping its own package within. These large blocky breaching pods are capable of support entire squads and their proxy complements at once.
  • Comet Shards
    • Steel-clad frozen comet chunk capable of instantly freezing target vessels. Through the usage of unknown technology, Corpus scientists have been able to infuse this comet shard with technology capable completely halting molecular movement in the area of impact, rendering the structures and materials extremilly brittle.

  • Corpus forces (operational personnel all the way to combatants) are organized into the following corps
    • Juno
      • Ship based crews
    • Taro
      • Elite boarding crews and void-warfare combatants
    • Terra
      • Ground based crews
    • Vapos
      • Airborne/Atmospheric forces
Infantry
A secondary combatant force in the eyes of the Corpus, living infantry take a secondary role in all combat operations. Typically serving to support proxy elements or function in environments where living input is required.
  • Crewman
    • The basic Corpus Crewman wields a Dera rifle and wears a light brown suit alongside their signature helmet, a large and blocky headpiece that is both near immune to and capable of deflecting incoming fire. However, under sustained barrages or the force of high caliber weaponry these helmets can be punctured or knocked off of their wearer. The following list highlights some of the most common variants in the field but it should be noted that Crewman can carry and operate any of the following weapons. It should also be noted that each class can further specialize into more specific variants, of which will not be listed for ease of use.
    • Detron Crewman
      • Equipped with the Detron shotgun and a grey-white suit.
    • Sniper Crewman
      • Equipped with Lanka sniper rifles and bright yellow suits made of a more hardened material. These individuals are also capable of deploy Ratel factories onto the battlefield.
    • Elite Crewman
      • Veterans equipped with the Flux Rifle, a sustained laser beam weapon.
    • Tech
      • A larger and much bulkier crewman equipped with a red suit and the Supra, a tri-barrel laser minigun. These individuals are also capable of deploying Shield Ospreys to protect themselves and their fellow Corpus during the heat of battle.
    • Prod Crewman
      • Military police/Melee-shock assault troops.
    • Machinist
      • A specialized Corpus Tech wielding a modified Ambassador rifle, functioning near identically to a flamethrower alongside possessing napalm grenades. These individuals are also capable of deploy Mine Ospreys.
    • Nullifier Crewman
      • Equipped near identically to the Sniper Crewman bar their large back-mounted Projector Drone. This drone is capable of generating a large spherical field around the wearer which is capable of disabling enemy electronics within it whilst also completely preventing projectiles from entering. However, as the field begins to absorb more and more kinetic energy it begins to rapidly shrink before dissipating until recharged. A secondary effect of this field is the capability of it dissabling or halting Void based magical abilities and any deritives there of from entering or affecting anything inside the field.
    • Eximus
      • Specialized variant of the aforementioned classes, these are a category of special elite variants of standard crewmen, coming in several varieties, each with unique abilities and are usually much better equipped, armored, and intelligent then normal forces.
  • Scrambus
    • Disruption unit which utilizes special hover shoes to move quickly around the battlefield alongside the projection of an ECM aura from their helmet that disrupts electronics, shields, and tracking mechanisms after entering or targeting something within the field. A secondary effect of this field is the capability of it dissabling or halting Void based magical abilities and any deritives there of from entering or affecting anything inside the field. These units can be equipped with a variety of weapons from melee electrical whips to Angstrum rocket launchers.
  • Rangers
    • Equipped with jetpacks, these special units can support frontlines by keeping their distance and sniping their target or engaging them at high speeds. The most basic of these is equipped similar to a Crewman. Similar to above the below variants are only the most common and specialize further.
    • Trencher
      • Up-armored shock trooper equipped with dual Kreska Ice Picks and large spikes within their boots.
    • Provisor
      • Hybrid air-ground unit, armed with a Tetra rifle and a devastating visor mounted beam weapon.
    • Elite Ranger
      • Veterans equipped with an Exergis or Tetra.
    • Nullifier Ranger
      • Equipped identically to the Nullifer Crewman except for operating a Tetra rifle
    • Sniper Ranger
      • Marksman who are equipped with the Ambassador sniper rifle.
    • Tech Ranger
      • Equipped identically to the Tech Crewman
Proxies
The primary combatants of the Corpus military, proxies serve as their primary form of engaging hostile forces. Designed primarily as swarm weapons, the Corpus proxies wield extremely potent weaponry in unending swarms of robotics. Typically, eschewing vehicular combat bar a few heavy-duty proxies, the Corpus overwhelm their foes with potent and easily replaceable weaponry.

  • MOAs (Mobile Offensive Armature)
    • The MOA is a Corpus robotic proxy that serves as the backbone of their automated combat forces. Appearing as a tall, armless bipedal walker, these are the most ubiquitous combat machines seen in the Origin System. When alerted or engaged in active combat, the walkers emit a binaric screeching sound in an effort to alert nearby allies before breaking into an offensive rush. When attack, MOAs of every type will always attempt to rush forward in small groups of themselves, firing once they are within range. The standard MOA is identified by its green color and plasma rifle.
    • Minima MOA
      • A miniature variant of the MOA designed as an explosive payload delivery proxy, or kamikaze unit. Deployed via small fabricators that can be carried by crewmen.
    • Shockwave MOA
      • Identified by their yellow-orange bodies and are a larger, less common variant of MOA. Initially, these proxies will not fire at their targets; they will run towards them and release a shockwave once close enough. This shockwave slowly expands and knocks down anything ahead of it. This shockwave is created when the MOA slows to a near-stop and raises its leg before activating an internal wave emitter. Afterwards, they will engage their target with a plasma rifle.
    • Railgun MOA
      • Blue colored, larger, and less common variant of the MOA. The primary weapon of this proxy is its heavy railgun, capable of puncturing solid steel bulkheads and still maintaining enough killing power to skewer a Grineer heavy trooper to the next wall. Arguably one of the most if not the most dangerous variants to encounter on the field.
    • Anti MOA
      • Ornately designed and infused with Orokin technology, the Anti MOA sports some of the latest and greatest armoring a shielding technology available to the Corpus. Its primary weapon fires a projectile that ricochets off surfaces and other entities up to roughly four times, where the fifth bounce dissipates the projectile into a blue, slow-expanding shockwave that is capable of knocking enemy soldiers over.
    • Isolater Bursa
      • An up armored and up gunned variant of the MOAs, Bursas are equipped with heavy armoring on all sides and an access terminal on its rear. The Isolator in specific possess an energy shotgun as its primary armament alongside a harpoon launcher designed to drag targets within range of its weapon and the ability to deploy Nullifier grenades.
    • Drover Bursa
      • Similarly armored to the Isolater, the Drover is designed to function as an artillery piece. Possessing a mounted Plasma rifle, Missile Artillery system and the ability to deploy proximity mines.
    • Denial Bursa
      • Similar to the aforementioned types, the Denial Bursa specializes in crowd-control and area-denial attacks. It comes equipped with a plasma rifle, volley-firing missile launchers, and an electrical orb discharger designed to compromise the nervous systems of groups of enemies.
    • Ambulas
      • Arguably the apex of MOA development, Ambulas are a Larger and much more armored variant of the traditional MOA featuring a Fusion Thrower (a massive AT weapon), and an Electro-Mortar. Most notably these variants of MOA possess a highly intelligent AI called Animo which allows it to learn and adapt from previous combat experiences across all of its platforms. Notably this AI is also capable of detecting compromised data-pools within its platforms at an alarmingly accurate rate, preventing most hacking attempts and even using the knowledge of these attempted incursions to further its system security.
  • Ospreys
    • Relatively fragile flying robotic units used by the Corpus. Typically providing support instead of blunt firepower to engagements.
    • Leech Osprey
      • Identified by their light green bodies, Leech Ospreys deploy small mechanical parasitic nanites that attack electronic or shielding systems. Once released the 'leeches' will home in on their target before attacking, having to be physically destroyed to halt their assault. However, due to their small size rolling across the ground or intensely patting oneself down will destroy them.
    • Mine Osprey
      • Yellow-orange Mine Ospreys deploy fist sized energy orbs that explode when they come into contact with something, alternatively they can be deployed with a timer. These mines are capable of sticking to any surface (both organic and not) and are near impossible to remove due to their state of matter.
    • Oxium Osprey
      • A more heavily armored and shielded proxy resembling that of a large Mine Osprey. Its primary weapon is that of a twin laser repeater.
    • Shield Osprey
      • Small teal Ospreys that project constantly regenerating shields over nearby Corpus units in range, including other Shield Ospreys. Alternatively, multiple Shield Ospreys can 'stack' their projection/recharge beam and intensify the shielding of unit's way beyond what is normally possessed.
    • Sapping Osprey
      • Identified by their teal bodies, these Ospreys deploy a large orb of unstable energy which generates an AoE damage field. The orb releases pulses of damage over several seconds, then floating approximately 2 meters into the air for a final violent detonation.
    • Remech Ospreys
      • Repair/maintenance proxy, armed with a laser repeater.
    • Raptors
      • Raptors are a heavily armored Osprey-like drone, notably these proxies also speak the Corpus language in a high-pitched robotic voice. For armaments a Raptor is equipped with an Explosive Laser Bolt, Energy Morter, Laser minigun, and is capable of deploying a limited amount of Locust Drones
  • Hyena
    • The Hyena is an insanely agile quadrupedal Corpus robotic proxy equipped with a mix of crowd-control and high-damage weapons. Capable of being equipped with large caliber mortars to infantry mulching plasma miniguns. Equipped with a cloaking device.
  • Jackal
    • Although a bulkier and older model compared to more recent Corpus robotics, the Jackal possesses nigh invulnerable shields and a highly effective auto-repair suite which encroach upon Heavy Tank territory. Due to its age the Jackal is typically maintained as a security proxy to patrol Corpus installations, rarely operating on the front line. However, when deployed into combat, the Jackal is capable of bringing enough firepower to demolish squads of infantry or even light vehicles with his array of plasma mortars, deployable energy barriers, and cannons.
  • Lynx
    • A smaller and more modern variant of the Jackal, the Lynx is deployed a frontline support element. Most notably the Lynx has traded its large arsenal of weaponry and heavy-duty shielding for an in-house manufacturing suite, enabling the Lynx to produce a specialized Osprey capable of projecting a shield around the Lynx near identical to that of the Jackal alongside the near infinite deployment of stationary automated turrets.
  • Razorback
    • The latest and greatest in the line of the Jackals and Lynx, the Razorback is a massive proxy. Boasting a shielding system similar to that seen on starships and an even more lethal weapons array, the Razorback is more akin to a heavy vehicle then the highly mobile robotics the Corpus are known to deploy. Most concerningly the Razorback boasts a mobility capable of catching an unprepared foe completely off guard. The Razorback is typically equipped identically to that of the Lynx bar using much more heavy-duty weaponry, even trading out its mortar system for a high-powered railgun.
  • Skunk
    • Although AT is typically handled by the lesser platforms in the form of the Razorback, Jackal, and Railgun MOA the Skunk fills the role of superheavy/heavy tank killer. Visually and height wise, the Skunk resembles that of a Lynx with a raise's posterior alongside a very large plasma cannon situated upon its back. This plasma cannon is capable of discharging extremely volatile and potent globes of plasma that will reduce most medium vehicles to slag and incapacitate heavily armored targets.
  • Tyren
    • Arguably the largest proxy currently in service to Raylock and a personal brainchild of his, the Tyren is nearly double the size of the Razorback and comes in two variants. A red colored mining proxy designed to unleash potent bouts of a highly acidic fluid capable of dissolving precious minerals into a potent slurry before sucking it up and storing it within the tanks mounted upon its back, a secondary fluid exists in the form of lava like substance designed to melt down anything besides precious minerals. A blue heavily armored and shielded variant exists for combat, serving the role of heavy artillery in contrast the medium and light artillery provided by the Bursa. Featuring twin Devastation Mortars and a face mounted railgun for picking off lighter vehicles that approach it.
      • Rockers
        • Small robotic drone typically seen accompanying the mining variant of the Tyren, designed to destroy larger and more durable rocks and materials.
Vehicles
  • Solaris Transport
    • Armored and wheeled vehicle designed to transport larger quantities of ground forces and operating equipment into a warzone
  • Coildrive
    • Equipped with two gimbaled tri barreled laser repeaters mounted on either side of its front, the Coildrive serves as a rapid assault transport designed to deposit troops and leave an area within seconds.
  • x2 Debt Investigation Unit
    • Highly elite and specialized kill team tasked with the elimination and reacquisition of debt held against the company.
      • 4 Operatives
      • 1 specialist Hyena
      • 1 specialist Raptor
  • Local Relocation Team
    • Highly elite and specialized units tasked with relocating and disrupting planetary locals whether they be wildlife or inhabitants for mining operations abroad.
      • 3 Operatives
      • 3 Ambulas
  • Investor Relations
    • Specialized team of 'Brokers' designed to encourage Raylock investors to maintain their pledges to the company!
      • 2 Operatives
      • 3 Auditors
 
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United Spheres Sheet
Behold! i have brought my OC Space Mecha weirdness to the table.
Now this is only the Crunchy part of the sheet. Lacks a lot of the proper real deep dive details but i am actively working on a dedicated Lore Sheet for just listing my mad ramblings and the details information on my brainchild that is the United Spheres.
 
I really should write up that Almanac huh...

I'll see what actually needs rewriting from prior games.

But it's interesting to note how much less active OOC threads are for the games of mine where I have a established discord community vs the ones I had before I became a discord power user.
 
Well, let's throw a wrench into the ring and see what happens, shall we? At the very least, this has been an interesting exercise in writing over a prolonged period....




"We are the Borg. Lower your shields and surrender your ships. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service us."

"Resistance Is Futile."

The tale of the Borg Collective is one that many across the cosmos know. The ultimate assimilators, seeking to adapt and improve themselves by any means necessary, stealing the knowledge and potential of any species they deem "sufficiently advanced", and thus worth absorption into the hive mind. Threatening every last sentient, bringing the likes of even the mighty Klingons, elusive Romulans, and resourceful Federation to a halt. A crisis of galactic proportions, standing tall and mighty before every other force that would dare to defy their greater will.

At least, such is the case in their native galaxy. In truth, there are actually plenty of foes that would prove a challenge for the Borg, threats of equal if not greater scale than themselves, rivals to the claim of greatest threat to the universe. Even in their own galaxy do threats to their superiority pop up, often due to the Borg's own actions and arrogance.

Take, for example, Species-8472. Known also as the Undine, this race originated from a dimension known as fluidic space. The Borg had breached fluidic space with the intent to assimilate anything they found, deeming the risks worth the potential rewards that alternate lifeforms could produce. What they found was Species-8472, who's most defining feature - to the Borg - was their impressive immune system, which rendered them functionally immune to assimilation. This fact was only realized after the Borg had begun hostilities, leading to conflict between the two factions, with the Borg forced onto the backfoot as Species-8472 proved more effective in the realm of combat.

Of course, those who know their history know what happens next. While the Borg try to deal with the threat, a Federation vessel known as USS Voyager arrived and, after realizing the potential threat that Species-8472 posed to the entire galaxy, made the unconventional choice to join forces with the Borg to prevent this threat from fulfilling said potential. Several tense moments, some advanced science, and one battle scene later, and Species-8472 were forced to retreat back into their dimension, leaving the Borg to pick up the pieces. At least, until Captain Janeway proceeded to rather effectively remove the Borg, but that is a tale for another time.

It is here, however, that our story unfolds. For while we know what happens when Voyager assisted the Borg in repelling SPecies-8472, what would happen if it didn't? What if the Borg Collective didn't join forces with a plucky Federation crew, or what if they simply didn't run into one another? What if the Borg did not receive the help they needed in that time and place?

That is the tale of this Borg Collective. A Borg that didn't run into Voyager, resulting in a far different outcome to the war they suddenly found themselves embroiled in. What was initially a mere conflict turned into a bloody war, stretching out across the Delta Quadrant as Species-8472 sought to remove the Borg in their entirety. The Borg, left on the backfoot and reeling from their first real fight, were left scrambling for a means to defend themselves, pitting their collective consciousness against the genetic superiority of what they came to title the Undine.

Now, to the Borg's credit, they did survive for a time. Due in part to the Undine running into other forces in the region and pausing to eradicate them, the Borg were allowed a moment to do what they did best: adapt. And oh, adapt they did, putting their collective consciousness to the test as they pushed the limits, attempting to improve as rapidly as they possibly could. Take the Tactical Cube for example, designed and introduced years earlier than in the original timeline, although it proved difficult to field due to time constraints.

In the end, that was the issue for the Borg. Time. While they may have indeed been capable of pushing back the threat that the Undine posed, they simply didn't have time to develop and deploy those capabilities. And as the Collective ran through massive simulations of their fights, trying to figure out a winning strategy, this was a fact that the Borg came to understand.

With understanding came realization. With realization came fear. With fear came denial. With denial… came desperation.

Seeing their undoing before their very eyes, the Borg Collective went into a frenzy. Every trick they could pull, every plan they could conjur, all of it was put to the test. Some only wasted time and resources. Others managed to successfully slow the Undine down. But none could stop the tide. Eventually, as their forces dwindled into a fraction of their once vast expanse, the Borg came up with one final solution. Since they could not defeat the Undine, they would instead change tactics.

They would run.

A plan was hatched, a desperate last ditch attempt to preserve the Collective. Every last vessel was sent their orders, preparing for their tasks with utmost efficiency. Many of the Borg from across the galaxy returned to the Unicomplex, halting all further expansion as the Borg scrambled to save themselves. The Unicomplex itself, that vast and vital station, was altered into a mobile format, providing it with the ability to move itself, albeit at a rather slow rate. It was enough. It had to be.

The goal was simple: reach the edge of the Milky Way, and breach it using some experimental technology the Bprg had developed. It was a gamble, a risk, as the Borg did not know what may occur, only that they (theoretically) had the ability to do so. A one way trip, they surmised, uncertain if they could even return. Not that the Collective would want to regardless.

So it was that the contingency fleet was deployed, quickly peeling away to seek salvation from that quickly looming destruction. Many were left behind, fodder to delay the Undine and put up the appearance of all being normal, all in the name of preserving the Collective as a whole.

Of course, one may ask, where is that fleet now? Well, that is where our story truly begins. For upon reaching the barrier that separated the Milky Way from the rest of their universe, that fleet of desperate Borg were able to breach the barrier and exit, leaving their galaxy behind. However, unknown to them, outside forces were at play on that day. Whether it was idle eyes who just happened to notice this intriguing happenstance, or random luck of the draw caused by the experimental nature of the breach, that fleet was thrown into a far distant realm, separated entirely from their home and sending them to a place we know well.

The pair of galaxies known as Ykres and Rekys, respectively. Neighboring galaxies of Vyranodasik, the Warring Brothers of Death, the Conjoined Twins.

Neither was that force alone, in fact. For whatever force had directed them here, had decided to do the same for other similar fleets. It was not merely one Borg force that arrived, but many, all battered and bruised and limping from the same collective troubles. Some with their own Unicomplexes, others with only a fleet, and some with merely a handful of Cubes and Spheres. All of them fleeing from the same threat to their existence.

The result was, for the Borg, perfectly logical. They joined together, forming a Borg Collective that outmatched the greatest heights that any of the separate Collectives had achieved on their own. Their reach was tenfold, their might unstoppable, their numbers truly innumerable!

And yet. That did nothing to bury the memory that the Borg now held, a memory that was now compounded and multiple dozens of times over. A memory that sent chills through the very collective hive mind as a whole, causing it to experience something it had previously considered an improbability.

It understood what it meant to flee, to run, to hide.

It knew what it meant to be prey.

The Borg Collective, as a whole, had experienced a singular, overriding emotion, raw and filtered through its very mental capacities, fueling every thought it could have.

And that emotion, so all consuming and potent… had been fear.

And fear, as we all know, can be a wonderful motivator to adapt, lest one face an unbeatable threat.
Voyager doesn't save the Borg Collective from Species-8472, resulting in a prolonged bloody war between the two factions. Unable to defeat the genetically advanced threat, the Borg decide to run away - "tactical retreat", as others might claim - from the threat. Devising a potential method to leave the Milky Way, the Borg then proceed to flee to the edge of the galaxy and cross their fingers.

Good News: The plan worked, and the Borg left the galaxy!
Bad News: The Borg got dropped off in the Warring Galaxies, and are surrounded by very bad things.

With a consultation price of being bigger than ever before (Golden Armada is a beautiful thing), the Borg Collective are now set to attempt their conquest of this new territory they find themselves in. Let's hope they put on a good show, eh?

Starting Location: Ykres and Rekys, L-10 North East subsector​

Faction Name: The Borg Collective
Leader: N/A, current "speaker" is the Collective Queen
Universe of Origin: Star Trek
Tier: Extremis

Origin: 70/40+30
Faction Tier 1 (0)
Faction Tier 2 (6)
Increased Tactical Durability (6)

More Population x12 (60 Pops)
More Starting Production x44 (220 RP for two turns)
Initial Heavy Assets x2 (20 RP worth of Battle Planetoids)

Basic Origin (0)
Late Start x3 (+30 Origin Points)

Total Starting Assets:
70 Population
230 RP per turn for two turns
10 Fleethorde Base Magnitude +One
2 Constellation Battle Planetoid, Category One (Mobile Unicomplex)

Definitive Trait:
Golden Armada - Something happened when the remnants of the Borg made their mad dash out of the universe and into another. It was a small thing, miniscule in the grand scheme of the multiverse, and yet for the Borg it is great indeed. For now they are larger than they ever were before, with hundreds if not thousands of different perspectives on the same near destruction, courtesy of a simple wrinkle in space-time that resulted in several timelines worth of Borg refugees all being deposited in the same general area.

Traits:
Hive Mind - The Borg move in lockstep, their collective will pushing ever onwards towards their primary goal. While there have been exceptions to the whole, and some have faltered on the path to perfection, the Collective has always continued onward towards their mission.

Unbreakable - The faltering of a fearful heart is something that ordinary and flawed individuals must combat, weariness a thing that only strikes those without a center to rally them. The Borg have no such weakness, and will march on to the very end of time itself, should such prove necessary.

Assimilators - Perfection through Unity. That is the goal of the Borg. To achieve perfection, or the closest they can obtain, through the integration and assimilation of various technologies and cultures. Such goals have had complications - especially in regard to assimilating populations - but the Borg have surmounted every odd thrown against them, in due time. Progress is inevitable.

Devourer - Perhaps one of the few things the Borg have actively upgraded over the years is their assimilation capabilities. After all, how can they achieve their goal of perfection if their method of reaching it is flawed? Especially if someone could successfully resist the process due to ineffective methods and unforeseen complications- oh wait. Well, perhaps it could still use some improvements, but normally it works just fine.

Logistical Independence - Replicators are a glorious technology that fix many problems in the galaxy, but even when replicators fail - as ridiculous as that might sound - nanites can prove to be a rather efficient construction method regardless of the resources used.

Additional Specialization - Cruisers

Additional Specialization - Corvettes


Drawbacks:
Repulsive - This is the Borg. A mind controlling parasite that takes its victims and adds them to the collective hive mind, smothering their personalities and turning them into disposable drones. Even beyond their unsettling appearance and determined advance, the Borg are just a rather upsetting foe for most to go up against. Very few would find them acceptable company, let alone reasonable allies….

Manifest Destiny - The Eradication War taught the Borg a valuable lesson, and an ironic one at that. The Borg have learned what it means to face mass genocide by a force greater then them. They have learned the fear of death, something that they had only known from the memories of those they assimilated, a fate that seemed so distant and improbable for the Collective as a whole. This new appreciation for mortality, when combined with their already ever present desire to expand and assimilate, makes for a new kind of expansionism for the Borg, one that is all the more rapid but tinged with a healthy dose of caution and reason. Desperation is a strong motivator, after all.

Prejudice: Fluidic/Extraversal Species - The breach of Fluidic Space and the consequences thereof are still fresh in the consciousness of the Borg. Before the Eradication War, the Borg only knew fear as something that the individual had to face. That the terror of death was something the Borg would never really come across. Species 8472 proved that even the Borg could face total genocide, a fact that shook the assimilators to their core. Or maybe that was the lasers firing at their ships? Regardless, the Borg hold no love whatsoever towards Species 8472, and any species that comes from Fluidic Space - or similar odd realms, ie: the Warp, Subspace, Astral Plane, etc - will be subject to extreme scrutiny and caution.

Prejudice: Other Assimilators - While it may come as a surprise for some, the Borg do not actually like other Assimilators. As a byproduct of their protocols, the Borg Collective sees other assimilation based factions as "subpar" and "inferior". Clearly, the best assimilators are the Borg and the Borg alone, and all others are shallow copycats. Still, some might have worthwhile technology the Borg may find useful. Clearly the logical solution is for said technology, and those who wield it, to join the much more effective and efficient Borg Collective.

Collective Queen: The Collective Queen is an interesting subject. Serving as the embodiment of the Borg's will, the Borg Queen has had many, many problems, mostly due to the personality of the individual involved conflicting with protocols and directives. This issue unfortunately had no solution, as the Queen managed to manipulate the situation to her own advantage from within the Borg. However, what makes the Collective Queen unique was that, when the various Collectives merged together the surviving Borg Queens - particularly those who were closer to the Borg's manifest "will", however flawed they were - ended up merging together, thus forming a new Queen in their wake. Only time will reveal how competent the new Queen is, however.
‐Traits
–Ultimate Conduit: Being the most powerful source of unity within the Collective - beyond the hive mind itself - the mere presence of the Queen causes Borg to operate at a much higher efficiency. A faster, stronger connection is always a good thing to have.
–Functional Immortality: While the Queen is the disembodied will of the Collective, they are incredibly difficult to pin down. Destroying one body will simply cause another to rise, a mere inconvenience in the grand scheme of things. Of course it is still possible to kill the Collective Queen if one has the right method. Just don't miss.

Focuses:
-Cruisers ++
-Destroyers +
-Frigates +
-Corvettes +

Space
Macro-Capitals
-Supercapitals: The Borg do not field any at this time.

-Dreadnoughts: The Borg do not field any at this time.

Capitals
-Battleships: The Borg do not field any at this time.

-Battlecruisers: The Borg do not field any at this time.

Line Ships
-Cruisers (Focus++):
Cube - The backbone of the Borg, their lifeblood. Equipped with adaptive force fields and heavy regenerative armor, Cubes can be difficult to take down by most conventional means, able to repair themselves even as the enemy pounds them down. Offensive wise Cubes come equipped with adaptable arrays and neutron beams, the latter of which is utilized in a wide variety of ways beyond mere combat. They also come equipped with a hanger, which can be fitted to carry either a Sphere, or a collection of various Probes. As a final testament to their capabilities, the Cube also comes equipped with the trusty tractor beam, which it uses to prevent ships from fleeing. More often than not, the Cube's chosen tactics are to hold a target still while its teleporters send boarders to capture and assimilate, adding more ships to the Collective's arsenal. [Focuses on the Clash phase, with limited Bombardment capability available to it]

Tactical Cube - The next step in the Cube's design, the Tactical Cube is the current epitome of the Borg Collective's military development. Where the Cube is designed as an all-round equivalent, the Tactical focuses on one task above any other: combat. In comparison to the original variant, the Tactical comes equipped with greater offensive capabilities, fielding a vast array with beams, adaptable beam arrays, and other Borg weaponry. In terms of defense, the Tactical also boasts extensive regenerative armor and adaptive shields, along with a vastly thicker hull for increased durability. On the other hand, Tacticals sacrifice the hanger that the standard Cubes carry, removing their ability to bring personal support in favor of repurposing the space. This is the only real deviation, however, with almost every other function basically being just an "upgrade" on the Cube. An even more intimidating vessel... with a price tag to match. [A Clash phase expert, with limited Bombardment capabilities]

Assimilator - Sitting on the smaller end for a Cruiser, the Assimilator serves as a dedicated boarding vessel, sacrificing offensive weaponry for boarding potential. Extra crew capacity allows for the ship to house a greater number of drones, while a single powerful tractor beam allows for the ship to force ships to a stand still. The ever present teleporter allows for the Borg to launch boarding actions enmasse, while powerful engines proved an effective means of getting up close, resulting in an effective means of assimilating targets. When all else fails, an Assimilator comes equipped with a pair of probes, which they can deploy to defend them, or when things get rough can be used to distract the enemy while they make their escape. That latter feature does come with a slight drawback, considering that all of these traits come at the price of significantly reduced beam count, sacrificing the Assimilator's direct combat capability for a more dedicated assimilation vessel. [Capable both in Clash and Skirmish, proving adept at the Pursuit phase]

-Destroyers (Focus+):
Diamond - A rarer component of the navy, the primary purpose of a Diamond is to safeguard the important "individuals" of the Borg, protecting them behind a force field and heavy armor, with a screen of advanced shielding utilized to provide extra protection. In regards to more offensive capabilities, Diamonds are also capable of providing an incredible tactical advantage for Borg fleets, utilizing advanced hacking to disorganize targeting systems and disrupt communications, as well as disabling key systems or even occasionally commandeering enemy vessels. However, a notable weakness is how sparse actual weaponry is on the ship, as the Diamond was never intended for direct combat, thus making an escort required for defensive purposes. [Support vessel designed to provide boosts to allies and maluses to enemies, theoretically useful for all phases of combat]

Colonizer Pyramid - A unique vessel in the Borg's arsenal, the Pyramid is entirely dedicated to the role of planetary conquest. Space that would normally carry cutting beams or other weapons instead hold cargo bays for transporting large amounts of drones, alongside mass teleporters and extensive sensor arrays to identify any targets or threats on the planet's surface. What few weapons remain have been altered into a static design, intended for use on planetary defenses such as shields to make way for the invasion process. Due to this single minded nature, the combat viability of the Pyramid is essentially null, save for perhaps boarding actions versus hostiles. [Non-combatant, functioning as a lander to ferry troops between worlds and disable planetary defenses]

Tactical Sphere - Similarly to the Tactical Cube, the Tactical Sphere serves as a better, greater version of an ordinary Sphere. Unlike with the Cube, however, a Tactical Sphere is very simply just an upgrade of the standard. More weapons, thicker armor, more shielding. Everything about a Sphere has been increased to create a better, greater ship. The downside is an increase of production time and resource requirements, meaning that a Tactical Sphere takes longer to take to the field. Thankfully, due to how the Tactical Sphere is designed, it's fairly simple to simply upgrade standard Spheres into the greater variant, an option that cuts down on the necessary costs at the price of still only having one ship, a ship which suffers from reduced capabilities for a time. Still, it can be useful if given time to prepare. [A Clash phase expert, with limited Bombardment capabilities]

Screenships
-Frigates (Focus+):
Sphere - While smaller than its more dangerous square sibling, the Sphere is still armed appropriately, coming equipped with all the same things a Cube does, albeit in lesser amounts. Beam arrays, adaptive shielding, teleporter systems, all are present on this common Borg ship. Spheres are often utilized whenever a larger vessel is deemed inefficient or unnecessary for a task, usually resulting in Spheres serving as escort craft or heavy scouts. Nevertheless, one should not underestimate the potential of a Sphere, as even a single one can cause immense havoc if left unchecked. Indeed, if given time and sufficient reason, a Sphere may upgrade itself into a Tactical variant, providing a more intimidating foe on the battlefield. [Focuses on the Clash phase, with limited Bombardment capability available to it]

-Corvettes (Focus+):
Scout Probe - The smallest independent vessel in the Borg's arsenal, the Scout is generally used as…, well, a scout for identifying new species and technology, classifying them for assimilation or elimination status. While it does still carry the beams and shielding considered a staple of the Borg, Scouts are by no means a proper military vessel, at best serving as cheap, mass produced cannon fodder to back up other ships. Even then, this desperate tactic proved less than effective on the occasions the Borg tried it during the Eradication War. [Proves best in the Skirmish phase, although it can partake in Clash with limited effect]

Assimilator Probe - The "bomber" of the Borg armament, Assimilator Probes are one of the smallest ships in their arsenal, designed for deployment via a carrier ship. Being fully automated ships, they're controlled and operated by whatever carrier deploys them, leaving them entirely dependent on the mothership for commands, repairs, etc. The trade off for this, however, is the previously mentioned reduced size, as crew quarters are completely removed and the internals squished together. Assimilator Probes are also equipped with an assimilation beam, which they use to assimilate enemy ships to serve the Collective, or failing that, simply corrupt them and damage their electronic systems. [A decent Skirmish/Clash unit that likes to get up close and personal]

Interceptor Probe - The "fighter" of the Borg armament, Interceptors are matched in size only by the Assimilator Probe, being a similar build with similar purpose: an automated vessel designed to accompany a carrier, providing support for larger vessels. However, where one is equipped with an assimilation beam, the Interceptor comes with a pair of more standard beam arrays. These beam arrays are mostly used in a point defense role, intercepting (Eh? Eh?) whatever missiles and fighters might face the Borg. [A dedicated anti-fighter/munitions unit, with limited ability to combat other, larger vessels]

Aerospace
-Strike Craft: The Borg do not field any at this time.

-Aircraft: The Borg do not field any at this time.

Summary
In the realm of space combat, the Borg have one defining trait that is arguably both their greatest weakness and greatest strength. Practically all Borg ships carry the same weapons and defenses, and while these can still prove to be quite deadly when utilized appropriately, the lack of diversity does have its negatives. In particular, the Borg's preference of combat is clear: close range engagements where their torpedoes have no chance of missing and boarding actions, easily their most common tactic, are possible. Long range proves a bit more challenging for the Borg, as while their beams and torpedoes can suffice when needed, they have no weapons designed specifically for such combat, and the inability to teleport onboard a distant target negates one of their most prevalent tactics. As a result, when combat is engaged the Borg tend to try and close distance whenever possible, ensuring that their disadvantage is negated while preventing enemy ships from getting early shots in.

In short, the Borg prefer the Clash above all else, where their assimilation can be utilized to peak efficiency and their powerful weapons can demolish ships. Opposite this, Bombardment suffers due to a lack of longer ranged weapons compared to many other stellar powers, their beams and torpedoes not quite cutting it in the distance department. Skirmish is in a similar boat, with only a couple ships capable of providing support in this role, but at least there are in fact ships designed for such a phase.

In regards to Pursuit/Disengage, the Borg do hold some advantages in pursuing the enemy, their tractor beams preventing ships from engaging at least warp drives, and at the very least holding ships in place. It helps that when even a single drone is capable of assimilating an entire ship, unaware crews can be certain of their escape to another star system, only to find themselves trapped as their own vessel turns against them, thus limiting escapees. Fleeing battle is a mixed bag, as beyond having faster Trans-Warp capabilities than most Star Trek civilizations, the Borg hold no advantages in such capacity.


Ground
War Engines
-Behemoths: The Borg do not field any at this time.

-Titans: The Borg do not field any at this time.

Vehicles
-Superheavies: The Borg do not field any at this time.

-Main Battle Units: The Borg do not field any at this time.

-Lights: The Borg do not field any at this time.

Infantry
-Supersoldiers: The Borg do not field any at this time.

-Elites:
Tactical Drone - The better cousin of the Standard Drone, the Tactical Drone is better equipped for combat. Much of the maintenance and repair tools that a drone carries have been removed, replaced with armor plating to help protect the drone even if the force field fails. On top of that, the plasma beam has been upgraded, allowing a Tactical Drone more powerful shots than Standard Drones. Unfortunately Tacticals still lack the ability to run, although they do at least have better reflexes than a Standard Drone and slightly better movement overall, an improvement no matter how small.

-Line Troops:
Standard Drone - The most basic unit of the Borg Collective, the Drone is rather intimidating and frightening to face. For the uninformed, at least. Every Drone comes equipped with a variety of tools, with the adaptive force field and plasma beam being two notable components for combat. However, perhaps the most concerning is the Drone's ability to initiate assimilation, both for organic life and mechanical technology. However, despite all of these benefits, the Standard Drone still suffers from a rather glaring flaw: a severe lack of maneuverability brought about by the many implants and modifications installed, leaving it unable to run or otherwise approach at speed.

Individuals of Importance
-Lords and Commanders:
Conduit Drone - An interesting inclusion to the forces of the Borg, the conduits are, like many units of the Borg, bluntly named. Functioning as mobile amplifiers, Conduit Drones serve to bolster the reaction time of Borg forces, speeding up the computation of local drones by streamlining and strengthening the hive mind's signal. Usually unnecessary in basic day to day duties, the Conduit Drone has nevertheless shown its use in quickly directing recently assimilated subjects to various tasks.

-Heroes: The Borg do not field any at this time.

Support
-Artillery: The Borg do not field any at this time.

-Infantry Support:
Medical Repair Drones - Serving as the "professional doctor", these drones are tasked with fixing damaged drones. Equipped with the best repair tools and medical devices the Borg have at their disposal, Medical Repair Drones ensure that drone losses are kept to a minimum. When assigned on frontline tasks, they may also be assigned to saving the wounded of the opposing side, ensuring that said individuals may be assimilated by the Collective rather than die.

Assimilation Drones - More of a rarity on the front lines, usually only seen in particularly long or unique engagements. Normally relegated to working within and around assimilation and maturation chambers, Assimilation Drones are assigned to the front line when extensive on site assimilation is required. This often means that maximization of on site reinforcements has been deemed necessary, with recently assimilated individuals having the process accelerated and streamlined for them.

Summary
Borg ground combat can be summed up in a two layered tactic: overwhelm the enemy in sheer numbers, and surprise raids beyond hostile lines.

The former is quite simple, the Borg using numbers to overtake and wear down the enemy, burying them under a pile of drones. This tactic is, perhaps surprisingly, relatively unprepared by the Borg, as the loss of assets is seen as inefficient and unnecessary. However, there are cases where such tactics are necessary or otherwise preferred, such as when most of the enemies weapons have already been adapted to, or a hostile emplacement is protecting something deemed valuable. Even outside of such options, however, the Borg utilize this option often enough, as for most planetary assaults it has been deemed acceptable.

The latter option, surprise attacks, is a more common tactic of the Borg, both in ground combat and boarding actions. Using their advanced sensors to identify key areas and objectives, drones are dispatched via precise teleportation to remove these targets. Raiding convoys, capturing officers, and infiltrating hard points are but a few examples of the ground targets the Borg prioritize, moving to quickly remove the foes ability to coordinate against them. Such raids are also used to deliberately demoralize and mislead the enemy, as the tactic of making the Borg seem omnipresent has worked quite well against many soon to be assimilated races. A broken enemy is all the more likely to give in, after all.

Battle Planetoids
The Mobile Unicomplex - Category 1, Tier Extremis
~ 4 Hulls
Primary Systems
-Hive Mind Hub: The presence of the Unicomplex serves as an amplifier of the Collective's hive mind. In particular, the general intelligence of accompanying Borg units is improved, leading to greater effectiveness across entire star systems.
Secondary Systems
-World Carrier: The Unicomplex has always served as a hub for the Borg Collective, housing massive fleets in its extensive branches. The fact that the station is now mobile has only improved the utility of this function, turning the station into a massive carrier that can show up in a system, drop off a force, and then sit back and wait.
-Tractor Beam Emitters: While most Borg ships come equipped with a tractor beam or two, the Unicomplex comes with a broad array of them, providing it with the ability to immobilize large numbers of enemy ships, leaving them vulnerable to boarding actions… or simply being shot.
Weakness
-Hive Mind Hub: While the greatest strength of the Unicomplex is its status as an amplifier for the Collective, this function serves as a double edged sword. The sudden removal of its amplification would cause the local Borg units to stumble, rendering them even more vulnerable than normal. Additionally, rather than remove the Unicomplex, one might end up taking advantage of the linked system, implementing, say, a virus to infect far more Borg than it ever would otherwise.
 
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With turn 4 now beginning, we are open to new players and applications once again.
 
Hello, just wanted to try posting this sheet I've been working on for a while here.
Just for fun, mind you: There's pretty much no way this is actually playable what with how wonky and unbalanced it is.

It's very unfinished and I was hoping someone could provide some form of assistance? The system this RP runs on is just so damn much to keep track of, especially the things you spend points on. I'm also trying to come up with what traits, drawbacks etc actually fit this faction.

I genuinely fucking hate using Discord, so I'm not actually entering the RP, I just thought this could be a fun thing to do.

Terran Empire
Origin: After the detonation of the galaxy-reshaping black hole bomb, the Buster Machine 3, the chaotic gravitational shockwaves it created as a byproduct mixed with some kind of unexpected dimensional turbulence, causing it to spread far beyond the radius of its most destructive effects, engulfing the Sol system and the newly returned Galactic Core Assault Fleet into a bubble of quaking space-time that, once settled, revealed to the unprepared inhabitants that it had carried the whole Empire (that is, just Sol system.) into a different universe!

The populace as a whole is busy trying not to let their civilization fall apart from the economic collapse their great war for survival against the Space Monsters ended up causing hopeful that this new galaxy will prove to be less out to kill them for the crime of existing than their previous one and are less than fully enthusiastic to the idea of returning to their old home. The more cynical just hope they don't have to destroy most of this new galaxy like they did with their last one.

Faction Leader: President Jung Freud

Faction Origin: Gunbuster

Faction Tier: Maximus + Shining Jewel of Technology

Economy:
In Absolute Shambles. Currently in the middle of a catastrophic collapse. Turns out, making tens of thousands of Supercapital-sized ships and compressing a Gas Giant into a thirty thousandth of it's former size and covering it in machinery and armor to make a giant bomb out of it using only the resources of a single solar system and single inhabited planet is incredibly difficult and will ruin you even if you succeed.

Definitive Trait: Shining Jewel of Technology:

The Terran Empire is defined overall by two things: First, it's incredibly rapid technological development; for example, going from chemical rockets like the Apollo 11 to a 869-kilometer vessel with a physics-rewriting reactionless drive that can move arbitrarily close to lightspeed in real space and FTL from Sol to the galactic core in minutes a mere 79 years later without any reverse-engineering of alien technology involved.

Secondly, raw power. Arguably the Empire's greatest invention, the Degeneracy Reactor allows the creation of energy from nothing( Ex Nihilo) in quite literally stellar, near-arbitrary quantities, allowing even relatively small, mass-produced 130-meters-tall space warfare mecha to count as kardashev 2 civilizations by raw power output alone. Coupled with the strength of their materials and mastery of gravity, inertia and physics, their warships can mass-scatter gas giant planets with the sidebleed of their laser-fire alone and easily withstand strikes that would shatter planets many times over.

Traits:
-Unbreakable
-Builder
-Increased Tactical Durability
Drawbacks:
-Prejudice (Giant Psychic Space Bio-horrors)
-Redshirt Army:
Ground Warfare Units and Infantry on board starships are effectively 5 Technology Levels behind the rest of the military. This isn't due to lack of ability mind you, but because the Terran Empire has never encountered any lifeforms not from their own planet that even uses planets. As their enemy was exclusively spacefaring, all technological development was oriented around space warfare, leaving their ground forces, with the exception of space warfare units capable of working in-atmosphere, like Cosmo Attack Fighters and Sizzlers, stagnant at the same level of equipment as before their invention of spaceflight.

-Flawed Military:
As detailed under Redshirt Army. In short, The Terran Empire hasn't yet realized that having a Ground Warfare Doctrine is neccessary.

Origin Points: ???

Focuses: ???

Superweapons:
While the Buster Machine 3 is the only true Superweapon in their arsenal that the Terran Empire considers worthy of the name, a sufficiently large-scale Degeneracy Reactor, such as what would be mounted in the average warship, including outdated ones such as the Exelion-class or even a Sizzler unit, can be jury-rigged with relative ease into a solar-system-destroying black hole bomb. While the resulting black hole itself will be roughly the size of an Earth-sized planet, "only" large enough to equal a few thousand solar masses, the gravitational shockwaves of its creation will cause anything within 80 AU to be sucked into the event horizon and easily destroy the rest of the system.
The Buster Machine 3 is a massive 869km long black pill-shaped object created using a compressed Gas Giant planet which is equipped with untold amounts of degeneracy reactors, covered in armor, given a propulsion system, FTL and a gravity shielding system. With unequaled technological sophistication surpassing even the Eltreum and a far greater power supply, this is the Terran Empire's ace-in-the-hole last resort.

Designed from the ground up to use the same process that was used to jury-rig black hole bombs from warship reactors on a far greater scale, the Buster Machine 3, upon detonation after an hour-long arming period, engulfs the surrounding ten-thousand lightyear area in a faster-than-light expanding event horizon that, upon reaching maximum size, rapidly shrinks back down (also at faster-than-light speed) into a black hole more reflective of it's actual mass, leaving the affected area utterly empty of all matter. Coupled with a ring of slave sub-units positioned around the ten-thousand-lightyear area of effect, the event horizon can be propagated further to engulf a rough 80% of the galaxy.

Due to the fact it is a bomb and as such meant to be detonated and destroyed, the use of Eltreum (the material) was rejected in the use of it's armor. As such, while still using kilometers of the most advanced armor in the Empire, it is not indestructible; and as the successful usage of the Buster Machine 3 was the Terran Empire's only hope for victory and survival in the great war against the Space Monsters, it was therefore equipped with the single most absurdly powerful shielding system the Terran Empire had ever created to protect it from any potential threat that could attempt to stop it during it's relatively vulnerable arming phase.

Using it's far grander scale and far greater number of reactors compared to even the largest of warships, this gravity shield system used 10^58 GeV as the basic unit by which the strength of the shield was calculated. For context, this number is roughly equivalent to 160 Hypernovas, which translates to 10666 type Ia Supernovas.

The Terran Empire does not currently possess a Buster Machine 3 unit, as the only one of it's kind was detonated during the final phase of the Space Monster war in their home galaxy, nor does the Empire currently possess the resources to construct one. The blueprints remain, however.
Order of Battle:
SPACE:

Macro-Capitals

-Supercapitals:

The Terran Empire currently holds two ship-classes that the natives of Vyranodasik would put into the Supercapital category: The Eltreum-class and the Super-Exelion-class.

The Eltreum-class, originally designed to act as an Ark-ship that the Terran Empire's population could be moved to in the event that the enemy destroys their homeworld before it was repurposed for military use partway through the construction of the ship, is a 70-kilometers long behemoth of a ship, armed with relatively primitive but absurdly powerful lasers, near-lightspeed missiles in both the Antimatter and Black Hole varieties, photon torpedoes as well as carrying eight hundred Sizzlers. The Eltreum is unique in two ways:

Firstly, The Eltreum's hull is in it's entirety made of a unique man-made non-baryonic material also named Eltreum which acts as a fundamental particle, rendering it immune to any amount of raw physical force from conventional weaponry, such as kinetic weapons, lasers, plasma or any other method, even antimatter, with the exception of pair-annihilation by direct impact with its exact antimatter equivalent. Due to the fact that Eltreum, the material, is fully artificial, nonbaryonic, and unique to the Terran Empire, the chance of an antimatter equivalent even existing is incredibly slim. Due to being essentially indestructible, the Eltreum-class's designers never equipped the ship with any form of energy shielding, viewing it as pointlessly redundant. The damn thing could ram a neutron star at over 99% the speed of light, go out the other side, turn around and ram again and be utterly undamaged. This is a severe understatement.

Secondly, the ship completely lacks a thruster system, using instead the Algorithmic Imaging Drive, where reality and physics is rewritten around the ship using complex mathematical equations carved into the ship, providing near-limitless thrust without expending any fuel. For now, this system is imperfect, in that it destroys causality around the ship, neccessitating that the ship be piloted by genetically engineered precognitive psychics, sometimes with the assistance of uplifted cyborg dolphins for 3d navigation purposes. In the future, this system will develop into the Physics Canceller, which lives up to its name, lacks this flaw, and has far greater application than merely being used as a ship's drive, but this is not currently relevant. As of now, only one Eltreum-class vessel exists, serving as the Flagship of the Galactic Core Assault Fleet as a combination of super-battleship and carrier, though another 3 are planned.

The Super Exelion-class, at 30 kilometers long, barely qualify for the label of a Supercapital, and for good reason. These are the Terran Empire's current main battleship, with one seventh the firepower of an Eltreum-class. Which, as this is the Terran Empire we're talking about, means that their laser broadsides can destroy gas giant planets with their sidebleed alone, (with the implication that a direct hit could destroy a small star) and carries large numbers of black hole missiles. Defensively, while still made of incredibly durable materials capable of withstanding even relativistic impacts, they lack the outright absurd armor of The Eltreum, and therefore come equipped with gravity-shielding capable of entirely nullifying thousands of blasts that would each shatter planets.

-Dreadnoughts: The Terran Empire does not possess any ships of this class.

Capitals

-Battleships: The Terran Empire does not possess any ships of this class.

-Battlecruisers:
The 7205 meters long Exelion-class acts more like a Battleship, but by length belongs in this category. However, the Terran Empire considers them woefully outdated and will generally leave them mothballed. If forced into the field, they will generally be stripped of much of their old weaponry to make room for hangar bays, welded to another Exelion-class and used as Carriers for Sizzlers and flights of Cosmo Attack Fighters. Famously, the Exelion, first ship of the Exelion-class, was rigged to self-destruct after it was pulled from mothballing to destroy an incoming enemy fleet of 250 million Space Monsters, with the detonation of its reactor resulting in the creation of a black hole that engulfed the entire enemy force. Miraculously, the superstructure of the ship was not immediately crushed by the blackhole in it's center, but remained intact as it slowly sank within the event horizon.


Line Ships

-Cruisers: The Terran Empire contains no ships of this class.

-Destroyers: The Terran Empire contains no ships of this class.

Screenships

-Frigates:
The Luxion-class, 320 meters long, is even more outdated than the Exelion-class, but a modernized variant does exist which act much like corvettes do, acting to counter strike craft with point-defense lasers and missiles.

-Corvettes:
The Gunbuster was a unique experimental mecha that would later form the basis for the Sizzler. Made from two different machines with one degeneracy reactor each, Buster Machine 1 and Buster Machine 2, which in their individual states act more like extremely powerful conventional strike craft. At 240 meters tall in its combined form, it was something like an extremely overspecced prototype that designers would throw everything and the kitchen sink into in their desperate attempt to create something that would actually work against the unending hordes of the Space Monsters.

Gunbuster's weapon systems are as follows:

The forehead-mounted Buster Beam, a relativistic particle-beam weapon easily capable of cutting moons in half.
Mounted within the mech's fingers, Buster Missiles, detonating into micro black holes, resulting in an effect where it appears as if a large spherical part of the enemy simply blinks out of existence.

Located within the wrists of Gunbuster's hands lie the emitter lenses for the Homing Laser system, allowing thousands of simultaneous homing laser beams through the use of gravity manipulation to bend the space the laser is travelling through. Each such laser is powerful enough to destroy Space Monsters, creatures that are durable enough to ram planets at relativistic speed and be unharmed as well as live and breed inside the core of stars.

Additional miscellaneous laser emitters of equal strength to said homing lasers are positioned around the entirety of Gunbuster's body.

Within the mech's forearms and legs lie the Buster Collider, a series of extending metal rods that conduct electricity straight from the two main reactors into whatever target is pierced. With the literally stellar output of said reactors, this will make swift work of anything not outright immune to electricity or prepared to handle switching position on the Kardashev Scale.

Finally, (Not really, there are more, but I've got to stop listing weapons at some point so I'm stopping before I hit the REALLY gimmicky stuff) there is the Buster Tomahawk, an axe for melee combat. It's basically the Sizzler Tomahawk, but it's slightly bigger to account for how much bigger the Gunbuster is.

Defensively, Gunbuster is equipped with not only a Gravity Shield and Inertia Canceller like the Sizzler below, which when combined with its sheer strength allows it to fully stop a charging Space Monster over a hundred times it's own size when it was ramming the Gunbuster at speeds close to that of light, but also powerful enough armor to allow it to block a Space Monster's blasts of plasma powerful enough to pierce through a moon with the bare palms of its hands, but also the Buster Shield, an actual cape that acts to deflect energy attacks, which it does effectively enough to leave both the mech and itself utterly unharmed from 20 000 simultaneous Space Monster plasma blasts.

Due to being two machines combined into one, Gunbuster houses two degeneracy reactors where the Sizzler only has one, but the added neccessary complexity of its systems means that Gunbuster is as a whole many times more expensive to build, repair, maintain and operate. For the madmen who designed it, cost was no object, and even the Terran Empire at its greatest, which has effectively arbitrary amounts of energy to spend on anything it pleases, is horrified at the idea of an army of Gunbusters out of the sheer cost it would entail.
Only one Gunbuster was ever built and out of respect for the sacrifice of its pilots, (as well as the sheer cost) this will most likely remain the case.

The Sizzler All-Purpose Humanoid Machine Weapon, coming in one of three colors, black, white or silver is a slightly weaker and smaller mass-production model of the Gunbuster, at 130 meters tall and 2900 tons in weight, this is the Terran Empire's modern standard space warfare mech, with a degeneracy reactor producing 10^26 Joules per second, a close equivalent of a Dyson Swarm by itself, acting much like absurdly fast (Maximum Thruster performance: 91.2 % Lightspeed. Normal cruising speed, 63.7% Lightspeed.) and over-armed Strike Craft. Besides their absurd supermaterial armor, they come equipped mainly with a Gravity shield and Inertia Canceller for defense, capable of allowing the Sizzler to withstand moon-piercing plasma blasts and relativistic impacts by foes larger than themselves.

For offense; the forehead-mounted Sizzler Beam Cannon, a beam weapon with a direct connection to the main reactor, fully capable of cutting the average moon in half. While not measuring up to the main beam weapon, they also come equipped by default with the Vulcan Blaster, an arm-mounted gatling gun that fires near-lightspeed nuclear missiles instead of kinetic bullets, the Chain Knuckle, a wrist-mounted energy-harpoon on a chain that shocks the target with absurd amounts of electricity directly from the Sizzler's main reactor. With the near-literally stellar output of said reactor, this will make swift work of anything not outright immune to electricity or prepared to handle switching position on the Kardashev Scale. There is also the Sizzler Tomahawk, an axe for melee combat. It's just an axe. A building-sized, supermaterial monomolecular-edged axe that can be swung at relativistic speeds with more force than the average nuke, but still an axe. A skilled user can throw the axe in such a way that it boomerangs back to the user after hitting a target, but that's it.
Aerospace

-StrikeCraft:
The Cosmo Attack Fighter is the Terran Empire's main space fighter. While an old design, at a mere 17 meters long and looking much like a normal pre-spaceflight fighter jet, it has remained at least somewhat relevant through one technological revolution after another by the simple fact that it can keep up in near light speed combat, has a single forward-facing laser powerful enough to be relevant and can carry missiles of both the anti-matter and black hole variety.

The RX-7 Machine Weapon is the first space warfare mech created by the Empire, and was, before the creation of the Sizzler, the standard combat mech of the Empire's forces. Now, it is hopelessly outdated and no longer deployed, save for as trainers for would-be Sizzler pilots or situations in which the Sizzler is far too large to deploy, such as inside ships.

Still capable of relativistic speed, they were created to intercept and destroy Space Monster parasite-craft before they could land on and infiltrate ships, the RX-7 is armed with a spear that will electrify stabbed opponents. At a mere five point six meters tall, this weapon was the only way for such a small mech to reliably kill the over 50-meters tall crab-like insectoid strike-craft equivalent of the Space Monsters. Other weapons, such as machine guns, knives, batons, rocket launchers, et cetera sized for the mech exist, but were discontinued after the nature of the enemy as exclusively spacefaring became known. Perhaps a temporary purpose can be given to this outdated wargear in some other way...

Space Summary:
In Space warfare, the Terran Empire's doctrine can besummed up as this: Quality Over Quantity.

Warships tends to act in formations so as to saturate the battlespace with absurdly strong laser-fire and nearlight blackhole missiles at long ranges so as to provide the enemy no space in which they will not be hit. Though combat ranges tend to go from high light-seconds to low light-minutes, resulting in less emphasis on accuracy at ranges beyond that.

While this is a known problem, it was put on the back-burner as Space Monsters tend to attack in fleets large enough to blot out the blackness of space, meaning that it did not matter if the intended target was missed, as often they would be destroyed by sidebleed, or if not, it would still hit thousands of other equally valid targets. At long Bombardment ranges such as this, Terran doctrine is more concerned with "churning" the battlespace, forcing enemy forces apart, shattering formations and overall making the other phases of battle easier.

While all of the Terran Empire's ships share incredibly high speeds and absurd maneuverability due to their inertia cancellers, for the most part, they leave their incredibly fast and powerful Space Mechs to Skirmish, with incredible efficiency. Often, the only way for small enemy craft to reach the warships is for them to drown the Terrans in units so as to make it impossible to kill enough of them quickly enough. No easy feat, considering that being swarmed by absurdly overwhelming numbers was the exact tactic the Terran Empire's doctrine was built to counter.

In Clashing, the Terran Empire has no equal. Broadsides are the bread and butter of their main warship classes, with the absurd power of their shields, armor and weapons even the sidebleed of their shots being enough to destroy nearly any foe.

While the fact nearly every single unit in the Terran Empire's fleets can move close to the speed of light and use FTL at a moment's notice would imply that Disengaging would be an easy task, they are in fact merely decent at it.

Space Monsters were not only outright superior to Terran technology in terms of both FTL short and long-range travel, but could engage in combat during FTL transit, while Terran ships flew blind and relatively defenceless. This meant that Terran doctrine avoided mid-battle withdrawal as much as possible, preferring to fight to the death in realspace, where they could at least fight back effectively.

Coupled with the fact most battles in the war carried the risk that a loss would mean extinction for their people, the Terran Empire is in fact incredibly inexperienced in retreating.

Ground

War Engines

-Behemoths:
The Terran Empire contains no units of this class.

-Titans:
While the Sizzler,as above under the Corvette size category, is technically capable of landing and taking part in ground combat, it was designed for space warfare in incredible intensities. As such, when a Sizzler takes part in planetside battle, the main danger is not whatever the enemy is up to, but the risk of the Sizzler accidentally destroying the planet or otherwise rendering it uninhabitable. As such, if deployed in ground warfare, the Sizzler Beam Cannon will be utterly unavailable and it will instead mainly use its Gravity Shield, Vulcan Blaster, Chain Knuckle and Sizzler Tomahawk to battle, alongside their martial arts prowess. They will move significantly slower, as they do not wish to ignite the atmosphere with their passing, but will still move with speed and agility utterly beyond anything one could think would belong on a Titan.

Vehicles
-Superheavies: TheTerran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

-Main Battle Units: With the exception of the Cosmo Attack Fighter, The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth. Unless the RX-7 from earlier and those discontinued weapons made for it could be repurposed for this?

-Lights: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

Infantry
-Supersoldiers: Psychic powers are something that the Terran Empire knows exists, and while not up for competing with their hated enemy, the Space Monsters, in that category, genetic engineering has recently advanced such that precognition can be reliably granted to volunteers. These psychic individuals primarily work as pilots on Eltreum-class starships, but one can assume that that is not the only task fitting for them, should they seek alternatives. Who knows what this can develop into, given a few thousand years or further psychic research with assistance from natives of this new galaxy...

-Elites: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

-Line Troops: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.



-Heroes:
The Top Squadron is a group of space mecha pilots comprised of the best of the best across Terran territory. Trained on Earth, this relatively small group is where legends like Noriko Takaya and Kazumi Amano/Ohta, the pilots of the legendary Gunbuster, came from. Their skill and fame are such that merely the fact that Jung Freud, the current President of the Terran Empire, was a member of this squadron and best friend of the aforementioned duo, was enough to fuel her presidential campaign to victory. The Top Squadron once used RX-7 space warfare mechs, but, once developed, use Sizzlers.


Support
-Artillery: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

-Infantry Support: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

Ground Summary:
While the Terran Empire has waged a war against unending enemies for generations, the Space Monsters, the Terran Empire's Great Nemesis, is an entirely spacefaring species for whom planets amount to irrelevant scenery and collateral damage for when they're too close to a battlefield. As such, while the Terran Empire's ability to wage war in space evolved over time to the great heights it now occupies, ground warfare was, shall we say, neglected by comparison.

That is to say, The Terran Empire flat-out has no Ground Warfare doctrine. They're effectively no better at it than they were before their invention of spaceflight. The moment they encounter aliens that are NOT exclusively spacefaring, they will realize this and swiftly seek to rectify the problem.

Admiral Tatsumi Tashiro: The effective commander of the whole of the Terran Empire's military, he was there from beginning to end.

Traits:

-Brilliant Naval Commander
: Captained the Exelion on it's maiden voyage, where mankind faced it's first large-scale battle with the Space Monster threat. There, despite overwhelming odds, the enemy displaying never-before-seen capability time and time again and the loss of a large portion of his navy during FTL transit due to an ambush, he remained composed and grasping for victory even when all seemed hopeless. Though that particular battle was one he only survived because of the still-incomplete Gunbuster's deployment without his authorization, his competence is unquestionable, as he went on to lead the Terran Empire's military efforts throughout the rest of the war.

He headed the Galactic Core Assault Fleet as captain of the Eltreum in the final battle of the war, entering the core of enemy territory at the center of the galaxy, where he sought to protect the arming superweapon, Buster Machine 3, from wave after wave of billions upon billions of Space Monsters. Despite the enemy hideously outnumbering his forces and outright bypassing the antimatter minefield that had been set up in a never-before-seen move by performing a short range FTL jump straight inside the fleet's formation, removing the Terran range advantage, he led the fleet to victory regardless.
I'm going to be editing this sheet as more things fall into place. Again, this faction is not getting into the RP and I am okay with that. I'm just trying to get my depiction of this faction as right as possible so that we can hopefully find out fitting perks and drawbacks.

I am debating with myself on wether or not to add Backyard Archnemesis and making a faction-sheet for the Space Monsters... Leaning towards no. Would be fun, though. I'd probably give them a slightly less generic name in the process.
 
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Hello, just wanted to try posting this sheet I've been working on for a while here.
Just for fun, mind you: There's pretty much no way this is actually playable what with how wonky and unbalanced it is.

It's very unfinished and I was hoping someone could provide some form of assistance? The system this RP runs on is just so damn much to keep track of, especially the things you spend points on. I'm also trying to come up with what traits, drawbacks etc actually fit this faction.

I genuinely fucking hate using Discord, so I'm not actually entering the RP, I just thought this could be a fun thing to do.

Terran Empire
Origin: After the detonation of the galaxy-reshaping black hole bomb, the Buster Machine 3, the chaotic gravitational shockwaves it created as a byproduct mixed with some kind of unexpected dimensional turbulence, causing it to spread far beyond the radius of its most destructive effects, engulfing the Sol system and the newly returned Galactic Core Assault Fleet into a bubble of quaking space-time that, once settled, revealed to the unprepared inhabitants that it had carried the whole Empire into a different universe!

The populace as a whole is busy trying not to let their civilization fall apart from the economic collapse their great war for survival against the Space Monsters ended up causing hopeful that this new galaxy will prove to be less out to kill them for the crime of existing than their previous one and are less than fully enthusiastic to the idea of returning to their old home. The more cynical just hope they don't have to destroy most of this new galaxy like they did with their last one.

Faction Leader: President Jung Freud

Faction Origin: Gunbuster

Faction Tier: Maximus + Shining Jewel of Technology

Economy:
In Absolute Shambles. Currently in the middle of a catastrophic collapse. Turns out, making tens of thousands of Supercapital-sized ships and compressing a Gas Giant into a thirty thousandth of it's former size and covering it in machinery and armor to make a giant bomb out of it using only the resources of a single solar system and single inhabited planet is incredibly difficult and will ruin you even if you succeed.

Definitive Trait: Shining Jewel of Technology:

The Terran Empire is defined overall by two things: First, it's incredibly rapid technological development; for example, going from chemical rockets like the Apollo 11 to a 869-kilometer vessel with a physics-rewriting reactionless drive that can move arbitrarily close to lightspeed in real space and FTL from Sol to the galactic core in minutes a mere 79 years later without any reverse-engineering of alien technology involved.

Secondly, raw power. Arguably the Empire's greatest invention, the Degeneracy Reactor allows the creation of energy from nothing( Ex Nihilo) in quite literally stellar, near-arbitrary quantities, allowing even relatively small, mass-produced 130-meters-tall space warfare mecha to count as kardashev 2 civilizations by raw power output alone. Coupled with the strength of their materials and mastery of gravity, inertia and physics, their warships can mass-scatter gas giant planets with the sidebleed of their laser-fire alone and easily withstand strikes that would shatter planets many times over.

Traits:
-Unbreakable
-Builder

Drawbacks:
-Prejudice (Giant Psychic Space Bio-horrors)

Origin Points: ???

Focuses: ???

Order of Battle:
SPACE:
Superweapons:
While the Buster Machine 3 is the only true Superweapon in their arsenal that the Terran Empire considers worthy of the name, a sufficiently large-scale Degeneracy Reactor, such as what would be mounted in the average warship, including outdated ones such as the Exelion-class or even a Sizzler unit, can be jury-rigged with relative ease into a solar-system-destroying black hole bomb. While the resulting black hole itself will be roughly the size of an Earth-sized planet, "only" large enough to equal a few thousand solar masses, the gravitational shockwaves of its creation will cause anything within 80 AU to be sucked into the event horizon and easily destroy the rest of the system.

The Buster Machine 3 is a massive 869km long black pill-shaped object created using a compressed Gas Giant planet which is equipped with untold amounts of degeneracy reactors, covered in armor, given a propulsion system, FTL and a gravity shielding system. With unequaled technological sophistication surpassing even the Eltreum and a far greater power supply, this is the Terran Empire's ace-in-the-hole last resort.

Designed from the ground up to use the same process that was used to jury-rig black hole bombs from warship reactors on a far greater scale, the Buster Machine 3, upon detonation after an hour-long arming period, engulfs the surrounding ten-thousand lightyear area in a faster-than-light expanding event horizon that, upon reaching maximum size, rapidly shrinks back down (also at faster-than-light speed) into a black hole more reflective of it's actual mass, leaving the affected area utterly empty of all matter. Coupled with a ring of slave sub-units positioned around the ten-thousand-lightyear area of effect, the event horizon can be propagated further to engulf a rough 80% of the galaxy.

Due to the fact it is a bomb and as such meant to be detonated and destroyed, the use of Eltreum (the material) was rejected in the use of it's armor. As such, while still using kilometers of the most advanced armor in the Empire, it is not indestructible; and as the successful usage of the Buster Machine 3 was the Terran Empire's only hope for victory and survival in the great war against the Space Monsters, it was therefore equipped with the single most absurdly powerful shielding system the Terran Empire had ever created to protect it from any potential threat that could attempt to stop it during it's relatively vulnerable arming phase.

Using it's far grander scale and far greater number of reactors compared to even the largest of warships, this gravity shield system used 10^58 GeV as the basic unit by which the strength of the shield was calculated. For context, this number is roughly equivalent to 160 Hypernovas, which translates to 10666 type Ia Supernovas.

The Terran Empire does not currently possess a Buster Machine 3 unit, as the only one of it's kind was detonated during the final phase of the Space Monster war in their home galaxy, nor does the Empire currently possess the resources to construct one. The blueprints remain, however.

Macro-Capitals

-Supercapitals:

The Terran Empire currently holds two ship-classes that the natives of Vyranodasik would put into the Supercapital category: The Eltreum-class and the Super-Exelion-class.

The Eltreum-class, originally designed to act as an Ark-ship that the Terran Empire's population could be moved to in the event that the enemy destroys their homeworld before it was repurposed for military use partway through the construction of the ship, is a 70-kilometers long behemoth of a ship, armed with relatively primitive but absurdly powerful lasers, near-lightspeed missiles in both the Antimatter and Black Hole varieties, photon torpedoes as well as carrying eight hundred Sizzlers. The Eltreum is unique in two ways:

Firstly, The Eltreum's hull is in it's entirety made of a unique man-made non-baryonic material also named Eltreum which acts as a fundamental particle, rendering it immune to any amount of raw physical force from conventional weaponry, such as kinetic weapons, lasers, plasma or any other method, even antimatter, with the exception of pair-annihilation by direct impact with its exact antimatter equivalent. Due to the fact that Eltreum, the material, is fully artificial, nonbaryonic, and unique to the Terran Empire, the chance of an antimatter equivalent even existing is incredibly slim. Due to being essentially indestructible, the Eltreum-class's designers never equipped the ship with any form of energy shielding, viewing it as pointlessly redundant. The damn thing could ram a neutron star at over 99% the speed of light, go out the other side, turn around and ram again and be utterly undamaged. This is a severe understatement.

Secondly, the ship completely lacks a thruster system, using instead the Algorithmic Imaging Drive, where reality and physics is rewritten around the ship using complex mathematical equations carved into the ship, providing near-limitless thrust without expending any fuel. For now, this system is imperfect, in that it destroys causality around the ship, neccessitating that the ship be piloted by genetically engineered precognitive psychics, sometimes with the assistance of uplifted cyborg dolphins for 3d navigation purposes. In the future, this system will develop into the Physics Canceller, which lives up to its name, lacks this flaw, and has far greater application than merely being used as a ship's drive, but this is not currently relevant. As of now, only one Eltreum-class vessel exists, serving as the Flagship of the Galactic Core Assault Fleet as a combination of super-battleship and carrier, though another 3 are planned.

The Super Exelion-class, at 30 kilometers long, barely qualify for the label of a Supercapital, and for good reason. These are the Terran Empire's current main battleship, with one seventh the firepower of an Eltreum-class. Which, as this is the Terran Empire we're talking about, means that their laser broadsides can destroy gas giant planets with their sidebleed alone, (with the implication that a direct hit could destroy a small star) and carries large numbers of black hole missiles. Defensively, while still made of incredibly durable materials capable of withstanding even relativistic impacts, they lack the outright absurd armor of The Eltreum, and therefore come equipped with gravity-shielding capable of entirely nullifying thousands of blasts that would each shatter planets.

-Dreadnoughts: The Terran Empire does not possess any ships of this class.

Capitals

-Battleships: The Terran Empire does not possess any ships of this class.

-Battlecruisers:
The 7205 meters long Exelion-class acts more like a Battleship, but by length belongs in this category. However, the Terran Empire considers them woefully outdated and will generally leave them mothballed. If forced into the field, they will generally be stripped of much of their old weaponry to make room for hangar bays, welded to another Exelion-class and used as Carriers for Sizzlers and flights of Cosmo Attack Fighters. Famously, the Exelion, first ship of the Exelion-class, was rigged to self-destruct after it was pulled from mothballing to destroy an incoming enemy fleet of 250 million Space Monsters, with the detonation of its reactor resulting in the creation of a black hole that engulfed the entire enemy force. Miraculously, the superstructure of the ship was not immediately crushed by the blackhole in it's center, but remained intact as it slowly sank within the event horizon.


Line Ships

-Cruisers: The Terran Empire contains no ships of this class.

-Destroyers: The Terran Empire contains no ships of this class.

Screenships

-Frigates:
The Luxion-class, 320 meters long, is even more outdated than the Exelion-class, but a modernized variant does exist which act much like corvettes do, acting to counter strike craft with point-defense lasers and missiles.

-Corvettes:
The Sizzler All-Purpose Humanoid Machine Weapon, coming in one of three colors, black, white or silver is a slightly weaker and smaller mass-production model of the Gunbuster, at 130 meters tall and 2900 tons in weight, this is the Terran Empire's modern standard space warfare mech, with a degeneracy reactor producing 10^26 Joules per second, a close equivalent of a Dyson Swarm by itself, acting much like absurdly fast (Maximum Thruster performance: 91.2 % Lightspeed. Normal cruising speed, 63.7% Lightspeed.) and over-armed Strike Craft. Besides their basic supermaterial armor, they come equipped mainly with a Gravity shield and Inertia Canceller for defense, capable of allowing the Sizzler to withstand moon-piercing plasma blasts and relativistic impacts by foes larger than themselves.

For offense; the forehead-mounted Sizzler Beam Cannon, a beam weapon with a direct connection to the main reactor, fully capable of cutting the average moon in half. While not measuring up to the main beam weapon, they also come equipped by default with the Vulcan Blaster, an arm-mounted gatling gun that fires near-lightspeed nuclear missiles instead of kinetic bullets, the Chain Knuckle, a electrified wrist-mounted energy-harpoon on a chain that shocks the target with absurd amounts of electricity directly from the Sizzler's main reactor and the Sizzler Tomahawk, an axe for melee combat. It's just an axe. A building-sized, supermaterial monomolecular-edged axe that can be swung at relativistic speeds with more force than the average nuke, but still an axe. A skilled user can throw the axe in such a way that it boomerangs back to the user after hitting a target, but that's it.

Aerospace

-StrikeCraft:
The Cosmo Attack Fighter is the Terran Empire's main space fighter. While an old design, at a mere 17 meters long and looking much like a normal pre-spaceflight fighter jet, it has remained at least somewhat relevant through one technological revolution after another by the simple fact that it can keep up in near light speed combat, has a single forward-facing laser powerful enough to be relevant and can carry missiles of both the anti-matter and black hole variety.

The RX-7 Machine Weapon is the first space warfare mech created by the Empire, and was, before the creation of the Sizzler, the standard combat mech of the Empire's forces. Now, it is hopelessly outdated and no longer deployed, save for as trainers for would-be Sizzler pilots or situations in which the Sizzler is far too large to deploy, such as inside ships.

Still capable of relativistic speed, they were created to intercept and destroy Space Monster parasite-craft before they could land on and infiltrate ships, the RX-7 is armed with a spear that will electrify stabbed opponents. At a mere five point six meters tall, this weapon was the only way for such a small mech to reliably kill the over 50-meters tall crab-like insectoid strike-craft equivalent of the Space Monsters. Other weapons, such as machine guns, knives, batons, rocket launchers, et cetera sized for the mech exist, but were discontinued after the nature of the enemy as exclusively spacefaring became known. Perhaps a temporary purpose can be given to this outdated wargear in some other way...

Space Summary:
In Space warfare, the Terran Empire's doctrine can besummed up as this: Quality Over Quantity.

Warships tends to act in formations so as to saturate the battlespace with absurdly strong laser-fire and nearlight blackhole missiles at long ranges so as to provide the enemy no space in which they will not be hit. Though combat ranges tend to go from high light-seconds to low light-minutes, resulting in less emphasis on accuracy at ranges beyond that.

While this is a known problem, it was put on the back-burner as Space Monsters tend to attack in fleets large enough to blot out the blackness of space, meaning that it did not matter if the intended target was missed, as often they would be destroyed by sidebleed, or if not, it would still hit thousands of other equally valid targets. At long Bombardment ranges such as this, Terran doctrine is more concerned with "churning" the battlespace, forcing enemy forces apart, shattering formations and overall making the other phases of battle easier.

While all of the Terran Empire's ships share incredibly high speeds and absurd maneuverability due to their inertia cancellers, for the most part, they leave their incredibly fast and powerful Space Mechs to Skirmish, with incredible efficiency. Often, the only way for small enemy craft to reach the warships is for them to drown the Terrans in units so as to make it impossible to kill enough of them quickly enough. No easy feat, considering that being swarmed by absurdly overwhelming numbers was the exact tactic the Terran Empire's doctrine was built to counter.

In Clashing, the Terran Empire has no equal. Broadsides are the bread and butter of their main warship classes, with the absurd power of their shields, armor and weapons even the sidebleed of their shots being enough to destroy nearly any foe.

While the fact nearly every single unit in the Terran Empire's fleets can move close to the speed of light and use FTL at a moment's notice would imply that Disengaging would be an easy task, they are in fact merely decent at it.

Space Monsters were not only outright superior to Terran technology in terms of both FTL short and long-range travel, but could engage in combat during FTL transit, while Terran ships flew blind and relatively defenceless. This meant that Terran doctrine avoided mid-battle withdrawal as much as possible, preferring to fight to the death in realspace, where they could at least fight back effectively.

Coupled with the fact most battles in the war carried the risk that a loss would mean extinction for their people, the Terran Empire is in fact incredibly inexperienced in retreating.

Ground

War Engines

-Behemoths:
The Terran Empire contains no units of this class.

-Titans:
While the Sizzler,as above under the Corvette size category, is technically capable of landing and taking part in ground combat, it was designed for space warfare in incredible intensities. As such, when a Sizzler takes part in planetside battle, the main danger is not whatever the enemy is up to, but the risk of the Sizzler accidentally destroying the planet or otherwise rendering it uninhabitable. As such, if deployed in ground warfare, the Sizzler Beam Cannon will be utterly unavailable and it will instead mainly use its Gravity Shield, Vulcan Blaster, Chain Knuckle and Sizzler Tomahawk to battle, alongside their martial arts prowess. They will move significantly slower, as they do not wish to ignite the atmosphere with their passing, but will still move with speed and agility utterly beyond anything one could think would belong on a Titan.

Vehicles
-Superheavies: TheTerran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

-Main Battle Units: With the exception of the Cosmo Attack Fighter, The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth. Unless the RX-7 from earlier and those discontinued weapons made for it could be repurposed for this?

-Lights: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

Infantry
-Supersoldiers: Psychic powers are something that the Terran Empire knows exists, and while not up for competing with their hated enemy, the Space Monsters, in that category, genetic engineering has recently advanced such that precognition can be reliably granted to volunteers. These psychic individuals primarily work as pilots on Eltreum-class starships, but one can assume that that is not the only task fitting for them, should they seek alternatives. Who knows what this can develop into, given a few thousand years or further psychic research with assistance from natives of this new galaxy...

-Elites: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

-LineTroops: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

Individuals of Importance
-Lords and Commanders:
Admiral Tatsumi Tashiro: The effective commander of the whole of the Terran Empire's military, he was there from beginning to end.
Traits:
-Brilliant Naval Commander: Captained the Exelion on it's maiden voyage, where mankind faced it's first large-scale battle with the Space Monster threat. There, despite overwhelming odds, the enemy displaying never-before-seen capability time and time again and the loss of a large portion of his navy during FTL transit due to an ambush, he remained composed and grasping for victory even when all seemed hopeless. Though that particular battle was one he only survived because of the still-incomplete Gunbuster's deployment without his authorization, his competence is unquestionable, as he went on to lead the Terran Empire's military efforts throughout the rest of the war.

He headed the Galactic Core Assault Fleet as captain of the Eltreum in the final battle of the war, entering the core of enemy territory at the center of the galaxy, where he sought to protect the arming superweapon, Buster Machine 3, from wave after wave of billions upon billions of Space Monsters. Despite the enemy hideously outnumbering his forces and outright bypassing the antimatter minefield that had been set up in a never-before-seen move by performing a short range FTL jump straight inside the fleet's formation, removing the Terran range advantage, he led the fleet to victory regardless.

-Heroes:
The Top Squadron is a group of space mecha pilots comprised of the best of the best across Terran territory. Trained on Earth, this relatively small group is where legends like Noriko Takaya and Kazumi Amano/Ohta, the pilots of the legendary Gunbuster, came from. Their skill and fame are such that merely the fact that Jung Freud, the current President of the Terran Empire, was a member of this squadron and best friend of the aforementioned duo, was enough to fuel her presidential campaign to victory. The Top Squadron once used RX-7 space warfare mechs, but, once developed, use Sizzlers.


Support
-Artillery: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

-InfantrySupport: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

Ground Summary:
While the Terran Empire has waged a war against unending enemies for generations, the Space Monsters, the Terran Empire's Great Nemesis, is an entirely spacefaring species for whom planets amount to irrelevant scenery and collateral damage for when they're too close to a battlefield. As such, while the Terran Empire's ability to wage war in space evolved over time to the great heights it now occupies, ground warfare was, shall we say, neglected by comparison.

That is to say, The Terran Empire flat-out has no Ground Warfare doctrine. They're effectively no better at it than they were before their invention of spaceflight. The moment they encounter aliens that are NOT exclusively spacefaring, they will realize this and swiftly seek to rectify the problem.


Hi, I am working as one of the junior GMs for the Game right now and while I understand that this is mostly theory crafting due to issues with discord I would be happy to look at the sheet and I have taken a quick look through already.

I can post some thoughts on it on Thursday most likely as I do have a major project due on Wednesday if you wish, but it seems to be a really interesting sheet at the moment.
 
Hello, just wanted to try posting this sheet I've been working on for a while here.
Just for fun, mind you: There's pretty much no way this is actually playable what with how wonky and unbalanced it is.

It's very unfinished and I was hoping someone could provide some form of assistance? The system this RP runs on is just so damn much to keep track of, especially the things you spend points on. I'm also trying to come up with what traits, drawbacks etc actually fit this faction.

I genuinely fucking hate using Discord, so I'm not actually entering the RP, I just thought this could be a fun thing to do.

Terran Empire
Origin: After the detonation of the galaxy-reshaping black hole bomb, the Buster Machine 3, the chaotic gravitational shockwaves it created as a byproduct mixed with some kind of unexpected dimensional turbulence, causing it to spread far beyond the radius of its most destructive effects, engulfing the Sol system and the newly returned Galactic Core Assault Fleet into a bubble of quaking space-time that, once settled, revealed to the unprepared inhabitants that it had carried the whole Empire (that is, just Sol system.) into a different universe!

The populace as a whole is busy trying not to let their civilization fall apart from the economic collapse their great war for survival against the Space Monsters ended up causing hopeful that this new galaxy will prove to be less out to kill them for the crime of existing than their previous one and are less than fully enthusiastic to the idea of returning to their old home. The more cynical just hope they don't have to destroy most of this new galaxy like they did with their last one.

Faction Leader: President Jung Freud

Faction Origin: Gunbuster

Faction Tier: Maximus + Shining Jewel of Technology

Economy:
In Absolute Shambles. Currently in the middle of a catastrophic collapse. Turns out, making tens of thousands of Supercapital-sized ships and compressing a Gas Giant into a thirty thousandth of it's former size and covering it in machinery and armor to make a giant bomb out of it using only the resources of a single solar system and single inhabited planet is incredibly difficult and will ruin you even if you succeed.

Definitive Trait: Shining Jewel of Technology:

The Terran Empire is defined overall by two things: First, it's incredibly rapid technological development; for example, going from chemical rockets like the Apollo 11 to a 869-kilometer vessel with a physics-rewriting reactionless drive that can move arbitrarily close to lightspeed in real space and FTL from Sol to the galactic core in minutes a mere 79 years later without any reverse-engineering of alien technology involved.

Secondly, raw power. Arguably the Empire's greatest invention, the Degeneracy Reactor allows the creation of energy from nothing( Ex Nihilo) in quite literally stellar, near-arbitrary quantities, allowing even relatively small, mass-produced 130-meters-tall space warfare mecha to count as kardashev 2 civilizations by raw power output alone. Coupled with the strength of their materials and mastery of gravity, inertia and physics, their warships can mass-scatter gas giant planets with the sidebleed of their laser-fire alone and easily withstand strikes that would shatter planets many times over.

Traits:
-Unbreakable
-Builder

Drawbacks:
-Prejudice (Giant Psychic Space Bio-horrors)

Origin Points: ???

Focuses: ???


Order of Battle:
SPACE:
Superweapons:
While the Buster Machine 3 is the only true Superweapon in their arsenal that the Terran Empire considers worthy of the name, a sufficiently large-scale Degeneracy Reactor, such as what would be mounted in the average warship, including outdated ones such as the Exelion-class or even a Sizzler unit, can be jury-rigged with relative ease into a solar-system-destroying black hole bomb. While the resulting black hole itself will be roughly the size of an Earth-sized planet, "only" large enough to equal a few thousand solar masses, the gravitational shockwaves of its creation will cause anything within 80 AU to be sucked into the event horizon and easily destroy the rest of the system.

The Buster Machine 3 is a massive 869km long black pill-shaped object created using a compressed Gas Giant planet which is equipped with untold amounts of degeneracy reactors, covered in armor, given a propulsion system, FTL and a gravity shielding system. With unequaled technological sophistication surpassing even the Eltreum and a far greater power supply, this is the Terran Empire's ace-in-the-hole last resort.

Designed from the ground up to use the same process that was used to jury-rig black hole bombs from warship reactors on a far greater scale, the Buster Machine 3, upon detonation after an hour-long arming period, engulfs the surrounding ten-thousand lightyear area in a faster-than-light expanding event horizon that, upon reaching maximum size, rapidly shrinks back down (also at faster-than-light speed) into a black hole more reflective of it's actual mass, leaving the affected area utterly empty of all matter. Coupled with a ring of slave sub-units positioned around the ten-thousand-lightyear area of effect, the event horizon can be propagated further to engulf a rough 80% of the galaxy.

Due to the fact it is a bomb and as such meant to be detonated and destroyed, the use of Eltreum (the material) was rejected in the use of it's armor. As such, while still using kilometers of the most advanced armor in the Empire, it is not indestructible; and as the successful usage of the Buster Machine 3 was the Terran Empire's only hope for victory and survival in the great war against the Space Monsters, it was therefore equipped with the single most absurdly powerful shielding system the Terran Empire had ever created to protect it from any potential threat that could attempt to stop it during it's relatively vulnerable arming phase.

Using it's far grander scale and far greater number of reactors compared to even the largest of warships, this gravity shield system used 10^58 GeV as the basic unit by which the strength of the shield was calculated. For context, this number is roughly equivalent to 160 Hypernovas, which translates to 10666 type Ia Supernovas.

The Terran Empire does not currently possess a Buster Machine 3 unit, as the only one of it's kind was detonated during the final phase of the Space Monster war in their home galaxy, nor does the Empire currently possess the resources to construct one. The blueprints remain, however.

Macro-Capitals

-Supercapitals:

The Terran Empire currently holds two ship-classes that the natives of Vyranodasik would put into the Supercapital category: The Eltreum-class and the Super-Exelion-class.

The Eltreum-class, originally designed to act as an Ark-ship that the Terran Empire's population could be moved to in the event that the enemy destroys their homeworld before it was repurposed for military use partway through the construction of the ship, is a 70-kilometers long behemoth of a ship, armed with relatively primitive but absurdly powerful lasers, near-lightspeed missiles in both the Antimatter and Black Hole varieties, photon torpedoes as well as carrying eight hundred Sizzlers. The Eltreum is unique in two ways:

Firstly, The Eltreum's hull is in it's entirety made of a unique man-made non-baryonic material also named Eltreum which acts as a fundamental particle, rendering it immune to any amount of raw physical force from conventional weaponry, such as kinetic weapons, lasers, plasma or any other method, even antimatter, with the exception of pair-annihilation by direct impact with its exact antimatter equivalent. Due to the fact that Eltreum, the material, is fully artificial, nonbaryonic, and unique to the Terran Empire, the chance of an antimatter equivalent even existing is incredibly slim. Due to being essentially indestructible, the Eltreum-class's designers never equipped the ship with any form of energy shielding, viewing it as pointlessly redundant. The damn thing could ram a neutron star at over 99% the speed of light, go out the other side, turn around and ram again and be utterly undamaged. This is a severe understatement.

Secondly, the ship completely lacks a thruster system, using instead the Algorithmic Imaging Drive, where reality and physics is rewritten around the ship using complex mathematical equations carved into the ship, providing near-limitless thrust without expending any fuel. For now, this system is imperfect, in that it destroys causality around the ship, neccessitating that the ship be piloted by genetically engineered precognitive psychics, sometimes with the assistance of uplifted cyborg dolphins for 3d navigation purposes. In the future, this system will develop into the Physics Canceller, which lives up to its name, lacks this flaw, and has far greater application than merely being used as a ship's drive, but this is not currently relevant. As of now, only one Eltreum-class vessel exists, serving as the Flagship of the Galactic Core Assault Fleet as a combination of super-battleship and carrier, though another 3 are planned.

The Super Exelion-class, at 30 kilometers long, barely qualify for the label of a Supercapital, and for good reason. These are the Terran Empire's current main battleship, with one seventh the firepower of an Eltreum-class. Which, as this is the Terran Empire we're talking about, means that their laser broadsides can destroy gas giant planets with their sidebleed alone, (with the implication that a direct hit could destroy a small star) and carries large numbers of black hole missiles. Defensively, while still made of incredibly durable materials capable of withstanding even relativistic impacts, they lack the outright absurd armor of The Eltreum, and therefore come equipped with gravity-shielding capable of entirely nullifying thousands of blasts that would each shatter planets.

-Dreadnoughts: The Terran Empire does not possess any ships of this class.

Capitals

-Battleships: The Terran Empire does not possess any ships of this class.

-Battlecruisers:
The 7205 meters long Exelion-class acts more like a Battleship, but by length belongs in this category. However, the Terran Empire considers them woefully outdated and will generally leave them mothballed. If forced into the field, they will generally be stripped of much of their old weaponry to make room for hangar bays, welded to another Exelion-class and used as Carriers for Sizzlers and flights of Cosmo Attack Fighters. Famously, the Exelion, first ship of the Exelion-class, was rigged to self-destruct after it was pulled from mothballing to destroy an incoming enemy fleet of 250 million Space Monsters, with the detonation of its reactor resulting in the creation of a black hole that engulfed the entire enemy force. Miraculously, the superstructure of the ship was not immediately crushed by the blackhole in it's center, but remained intact as it slowly sank within the event horizon.


Line Ships

-Cruisers: The Terran Empire contains no ships of this class.

-Destroyers: The Terran Empire contains no ships of this class.

Screenships

-Frigates:
The Luxion-class, 320 meters long, is even more outdated than the Exelion-class, but a modernized variant does exist which act much like corvettes do, acting to counter strike craft with point-defense lasers and missiles.

-Corvettes:
The Gunbuster was a unique experimental mecha that would later form the basis for the Sizzler. Made from two different machines with one degeneracy reactor each, Buster Machine 1 and Buster Machine 2, which in their individual states act more like extremely powerful conventional strike craft. At 240 meters tall in its combined form, it was something like an extremely overspecced prototype that designers would throw everything and the kitchen sink into in their desperate attempt to create something that would actually work against the unending hordes of the Space Monsters.

Gunbuster's weapon systems are as follows:

The forehead-mounted Buster Beam, a relativistic particle-beam weapon easily capable of cutting moons in half.
Mounted within the mech's fingers, Buster Missiles, detonating into micro black holes, resulting in an effect where it appears as if a large spherical part of the enemy simply blinks out of existence.

Located within the wrists of Gunbuster's hands lie the emitter lenses for the Homing Laser system, allowing thousands of simultaneous homing laser beams through the use of gravity manipulation to bend the space the laser is travelling through. Each such laser is powerful enough to destroy Space Monsters, creatures that are durable enough to ram planets at relativistic speed and be unharmed as well as live and breed inside the core of stars.

Additional miscellaneous laser emitters of equal strength to said homing lasers are positioned around the entirety of Gunbuster's body.

Within the mech's forearms and legs lie the Buster Collider, a series of extending metal rods that conduct electricity straight from the two main reactors into whatever target is pierced. With the literally stellar output of said reactors, this will make swift work of anything not outright immune to electricity or prepared to handle switching position on the Kardashev Scale.

Finally, (Not really, there are more, but I've got to stop listing weapons at some point so I'm stopping before I hit the REALLY gimmicky stuff) there is the Buster Tomahawk, an axe for melee combat. It's basically the Sizzler Tomahawk, but it's slightly bigger to account for how much bigger the Gunbuster is.

Defensively, Gunbuster is equipped with not only a Gravity Shield and Inertia Canceller like the Sizzler below, which when combined with its sheer strength allows it to fully stop a charging Space Monster over a hundred times it's own size when it was ramming the Gunbuster at speeds close to that of light, but also powerful enough armor to allow it to block a Space Monster's blasts of plasma powerful enough to pierce through a moon with the bare palms of its hands, but also the Buster Shield, an actual cape that acts to deflect energy attacks, which it does effectively enough to leave both the mech and itself utterly unharmed from 20 000 simultaneous Space Monster plasma blasts.

Due to being two machines combined into one, Gunbuster houses two degeneracy reactors where the Sizzler only has one, but the added neccessary complexity of its systems means that Gunbuster is as a whole many times more expensive to build, repair, maintain and operate. For the madmen who designed it, cost was no object, and even the Terran Empire at its greatest, which has effectively arbitrary amounts of energy to spend on anything it pleases, is horrified at the idea of an army of Gunbusters out of the sheer cost it would entail.
Only one Gunbuster was ever built and out of respect for the sacrifice of its pilots, (as well as the sheer cost) this will most likely remain the case.

The Sizzler All-Purpose Humanoid Machine Weapon, coming in one of three colors, black, white or silver is a slightly weaker and smaller mass-production model of the Gunbuster, at 130 meters tall and 2900 tons in weight, this is the Terran Empire's modern standard space warfare mech, with a degeneracy reactor producing 10^26 Joules per second, a close equivalent of a Dyson Swarm by itself, acting much like absurdly fast (Maximum Thruster performance: 91.2 % Lightspeed. Normal cruising speed, 63.7% Lightspeed.) and over-armed Strike Craft. Besides their absurd supermaterial armor, they come equipped mainly with a Gravity shield and Inertia Canceller for defense, capable of allowing the Sizzler to withstand moon-piercing plasma blasts and relativistic impacts by foes larger than themselves.

For offense; the forehead-mounted Sizzler Beam Cannon, a beam weapon with a direct connection to the main reactor, fully capable of cutting the average moon in half. While not measuring up to the main beam weapon, they also come equipped by default with the Vulcan Blaster, an arm-mounted gatling gun that fires near-lightspeed nuclear missiles instead of kinetic bullets, the Chain Knuckle, a wrist-mounted energy-harpoon on a chain that shocks the target with absurd amounts of electricity directly from the Sizzler's main reactor. With the near-literally stellar output of said reactor, this will make swift work of anything not outright immune to electricity or prepared to handle switching position on the Kardashev Scale. There is also the Sizzler Tomahawk, an axe for melee combat. It's just an axe. A building-sized, supermaterial monomolecular-edged axe that can be swung at relativistic speeds with more force than the average nuke, but still an axe. A skilled user can throw the axe in such a way that it boomerangs back to the user after hitting a target, but that's it.
Aerospace

-StrikeCraft:
The Cosmo Attack Fighter is the Terran Empire's main space fighter. While an old design, at a mere 17 meters long and looking much like a normal pre-spaceflight fighter jet, it has remained at least somewhat relevant through one technological revolution after another by the simple fact that it can keep up in near light speed combat, has a single forward-facing laser powerful enough to be relevant and can carry missiles of both the anti-matter and black hole variety.

The RX-7 Machine Weapon is the first space warfare mech created by the Empire, and was, before the creation of the Sizzler, the standard combat mech of the Empire's forces. Now, it is hopelessly outdated and no longer deployed, save for as trainers for would-be Sizzler pilots or situations in which the Sizzler is far too large to deploy, such as inside ships.

Still capable of relativistic speed, they were created to intercept and destroy Space Monster parasite-craft before they could land on and infiltrate ships, the RX-7 is armed with a spear that will electrify stabbed opponents. At a mere five point six meters tall, this weapon was the only way for such a small mech to reliably kill the over 50-meters tall crab-like insectoid strike-craft equivalent of the Space Monsters. Other weapons, such as machine guns, knives, batons, rocket launchers, et cetera sized for the mech exist, but were discontinued after the nature of the enemy as exclusively spacefaring became known. Perhaps a temporary purpose can be given to this outdated wargear in some other way...

Space Summary:
In Space warfare, the Terran Empire's doctrine can besummed up as this: Quality Over Quantity.

Warships tends to act in formations so as to saturate the battlespace with absurdly strong laser-fire and nearlight blackhole missiles at long ranges so as to provide the enemy no space in which they will not be hit. Though combat ranges tend to go from high light-seconds to low light-minutes, resulting in less emphasis on accuracy at ranges beyond that.

While this is a known problem, it was put on the back-burner as Space Monsters tend to attack in fleets large enough to blot out the blackness of space, meaning that it did not matter if the intended target was missed, as often they would be destroyed by sidebleed, or if not, it would still hit thousands of other equally valid targets. At long Bombardment ranges such as this, Terran doctrine is more concerned with "churning" the battlespace, forcing enemy forces apart, shattering formations and overall making the other phases of battle easier.

While all of the Terran Empire's ships share incredibly high speeds and absurd maneuverability due to their inertia cancellers, for the most part, they leave their incredibly fast and powerful Space Mechs to Skirmish, with incredible efficiency. Often, the only way for small enemy craft to reach the warships is for them to drown the Terrans in units so as to make it impossible to kill enough of them quickly enough. No easy feat, considering that being swarmed by absurdly overwhelming numbers was the exact tactic the Terran Empire's doctrine was built to counter.

In Clashing, the Terran Empire has no equal. Broadsides are the bread and butter of their main warship classes, with the absurd power of their shields, armor and weapons even the sidebleed of their shots being enough to destroy nearly any foe.

While the fact nearly every single unit in the Terran Empire's fleets can move close to the speed of light and use FTL at a moment's notice would imply that Disengaging would be an easy task, they are in fact merely decent at it.

Space Monsters were not only outright superior to Terran technology in terms of both FTL short and long-range travel, but could engage in combat during FTL transit, while Terran ships flew blind and relatively defenceless. This meant that Terran doctrine avoided mid-battle withdrawal as much as possible, preferring to fight to the death in realspace, where they could at least fight back effectively.

Coupled with the fact most battles in the war carried the risk that a loss would mean extinction for their people, the Terran Empire is in fact incredibly inexperienced in retreating.

Ground

War Engines

-Behemoths:
The Terran Empire contains no units of this class.

-Titans:
While the Sizzler,as above under the Corvette size category, is technically capable of landing and taking part in ground combat, it was designed for space warfare in incredible intensities. As such, when a Sizzler takes part in planetside battle, the main danger is not whatever the enemy is up to, but the risk of the Sizzler accidentally destroying the planet or otherwise rendering it uninhabitable. As such, if deployed in ground warfare, the Sizzler Beam Cannon will be utterly unavailable and it will instead mainly use its Gravity Shield, Vulcan Blaster, Chain Knuckle and Sizzler Tomahawk to battle, alongside their martial arts prowess. They will move significantly slower, as they do not wish to ignite the atmosphere with their passing, but will still move with speed and agility utterly beyond anything one could think would belong on a Titan.

Vehicles
-Superheavies: TheTerran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

-Main Battle Units: With the exception of the Cosmo Attack Fighter, The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth. Unless the RX-7 from earlier and those discontinued weapons made for it could be repurposed for this?

-Lights: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

Infantry
-Supersoldiers: Psychic powers are something that the Terran Empire knows exists, and while not up for competing with their hated enemy, the Space Monsters, in that category, genetic engineering has recently advanced such that precognition can be reliably granted to volunteers. These psychic individuals primarily work as pilots on Eltreum-class starships, but one can assume that that is not the only task fitting for them, should they seek alternatives. Who knows what this can develop into, given a few thousand years or further psychic research with assistance from natives of this new galaxy...

-Elites: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

-Line Troops: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

Individuals of Importance
-Lords and Commanders:

Admiral Tatsumi Tashiro: The effective commander of the whole of the Terran Empire's military, he was there from beginning to end.
Traits:
-Brilliant Naval Commander: Captained the Exelion on it's maiden voyage, where mankind faced it's first large-scale battle with the Space Monster threat. There, despite overwhelming odds, the enemy displaying never-before-seen capability time and time again and the loss of a large portion of his navy during FTL transit due to an ambush, he remained composed and grasping for victory even when all seemed hopeless. Though that particular battle was one he only survived because of the still-incomplete Gunbuster's deployment without his authorization, his competence is unquestionable, as he went on to lead the Terran Empire's military efforts throughout the rest of the war.

He headed the Galactic Core Assault Fleet as captain of the Eltreum in the final battle of the war, entering the core of enemy territory at the center of the galaxy, where he sought to protect the arming superweapon, Buster Machine 3, from wave after wave of billions upon billions of Space Monsters. Despite the enemy hideously outnumbering his forces and outright bypassing the antimatter minefield that had been set up in a never-before-seen move by performing a short range FTL jump straight inside the fleet's formation, removing the Terran range advantage, he led the fleet to victory regardless.

-Heroes:
The Top Squadron is a group of space mecha pilots comprised of the best of the best across Terran territory. Trained on Earth, this relatively small group is where legends like Noriko Takaya and Kazumi Amano/Ohta, the pilots of the legendary Gunbuster, came from. Their skill and fame are such that merely the fact that Jung Freud, the current President of the Terran Empire, was a member of this squadron and best friend of the aforementioned duo, was enough to fuel her presidential campaign to victory. The Top Squadron once used RX-7 space warfare mechs, but, once developed, use Sizzlers.


Support
-Artillery: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

-Infantry Support: The Terran Empire contains no units of this class, beyond what could be expected of 21st​century Earth.

Ground Summary:
While the Terran Empire has waged a war against unending enemies for generations, the Space Monsters, the Terran Empire's Great Nemesis, is an entirely spacefaring species for whom planets amount to irrelevant scenery and collateral damage for when they're too close to a battlefield. As such, while the Terran Empire's ability to wage war in space evolved over time to the great heights it now occupies, ground warfare was, shall we say, neglected by comparison.

That is to say, The Terran Empire flat-out has no Ground Warfare doctrine. They're effectively no better at it than they were before their invention of spaceflight. The moment they encounter aliens that are NOT exclusively spacefaring, they will realize this and swiftly seek to rectify the problem.
I'm going to be editing this sheet as more things fall into place. Again, this faction is not getting into the RP and I am okay with that. I'm just trying to get my depiction of this faction as right as possible so that we can hopefully find out fitting perks and drawbacks. I am debating with myself on wether or not to add Backyard Archnemesis and making a faction-sheet for the Space Monsters... Leaning towards no.

First of all I apologize to the Mods for the double posting and thank them for all their hard work.

Hi again okay I did a look through and here is some of my thoughts.



You have put a lot of work into this and I want to say that I am really impressed before I get into it and to say that I am only familiar with Gunbuster through reputation rather than viewing the media myself.



To get this out of the way I think that Gunbuster's firepower and other feats put it at the level of Shining Jewel of technology. The Argument would most likely be that we try to keep all levels of combat relevant, which I would try and show through story instead of disallowing a sheet. There would be some adjustments for balance but that would be it and not directly relevant to your situation at this time.



Okay to start off with there are a few mechanics that would make things much easier, The first big one is that for a really lopsided military such as this would be that you would want to pick up the Flawed Military trait with a little explanation of ground units and infantry on star ships being about 5 or 6 technology Tiers behind your space forces (As you stated they are at 21st​ century capabilities) and the Sizzler. You might need to take the additional traits of redshirts for them a couple of times for each unit. I think this might be by far the most lop sided sheet in this regard yet.

The Superweapon (Super Buster Machine) would depend on how your GM decides to interpret the size of a sector and the setting overall, Ranging from an endgame Giga Project to a Category 2 Maximus+ Combat planetoid with Primary systems of basically Delete area and shields and a weakness of armour (compared to your faction standard).

There is a little misunderstanding about I think a singular thing in the OOB but I will cover that after I talk about the good stuff

Your space forces look good and written up nicely. They only thing would be that there was a debate about combat at FTL speeds that occurred before I joined that something might run a foul of. But from your sheet that appears to be more a Space Monster Capability than the Terran Empire's feats. It has some clear strengths and weaknesses and your Summery is good.

Similarly your ground sheet is for the most part looking good, if a little repetitive but that is to expected in this situation.

You biggest mistake here is that the OOB is for the generic forces that you would be building and what normally comes in each fleet hoard/warfleet/whatever you wish to term a single unit of forces and there are a few units here that are stated to be unique or there is only one of.

You have mixed this up with Individuals of importance which is supposed to represent your generic command and control operations and operators for the first section, Think the other Admirals and/or that would be devising or carrying out tactics that the Admiral was commanding, how is information relayed back and forth from command and the front lines.

Admiral Tatsumi Tashiro himself would probably go into the Legends category separate from the OOB. Especially if he is crewing the surviving Exelion, But for Lords and Commanders think more about the Terran Empire's ability to train and produce admirals or tactical advisors.

Your Hero section I would say is pretty good and that there is a good bit of overlap between Heros and Legends for the most part with the difference being that the Gunbuster Pilots being legends and your more generic up and comers in the same program.



On to more hypotheticals for what sort of start and how combat would go, you ironically would have a much more generic start with a minimum population and probably a single combat hoard with your tier paid for by the amount of red shirts that you are handing out on mass. I would have suggested that you start in the Warring Galaxies for thematic reasons and to throw opponents that you can handle.

Cause for how your forces would perform in the game it would be VERY SWINGY with you hard countering a lot of forces that we like to colloquially call Monsters, Think Orks, Kroats, Tohx, devouring swarms, bersker probes and other that like to use high numbers and lack of regard for themselves to preform well in battle.

Tohx might be a bit of a problem for you due to being able to steal your stuff and deploy it to their lesser much faster than you can catch your infantry forces up. Note this fact makes the Tohx unplayable NPC faction.

You will crunch through them at a rate maybe a bit more than either the Clans (The Creator of the Game's faction, Their OOB is not on this thread) or CORE.

On the other hand you will be helpless against forces that can either bypass your fleet and attack your planets directly through their FTL, examples being Supcom factions or the native Syrabaric Republics (One of the four big superpowers in this setting) or factions that have ways to bypass shielding for boarding or your ships that do not have Shields, The Exelion being the biggest example, cause once even Primus level infantry get on board they will carve through you like butter with worse case scenarios turn said ships on you. The First Exelion you have some narrative protection from this as a legend.

On top of this that in game everyone has about the same research rate per slot with a particular megastructure or if you come up with one Giga structure able to get you more slots. So you would be able to get your infantry and ground forces to primus and extremis fairly quickly it will be a while for your to get them comparable to your space forces.

This would be a very difficult sheet for someone to GM for to make sure that you have a challenge in combat and diplomacy with not accidently killing your faction.

However this is really good and well made sheet and an ambitious attempt to portray a classic Faction and I hope you do find a game that you can play it in.

@LordViridian
 
First off, thank you for the analysis: I'm going to be continually editing the sheet to fit your suggestions when I have the time. I also will use this post for a hypothetical faction of surviving Space Monsters laterNOW, so look forward to that. Though, I noticed that you seem to have confused the original Exelion with the Eltreum. For a short-hand reminder: Original Exelion was rigged to self-destruct to destroy a Space Monster swarm after it was mothballed for being obselete, while the Eltreum is the 70km current flagship with the absurdly strong (indestructible) armor and no shields. The thing about Original Exelion's superstructure "surviving" was just a thing I added to illustrate that the Empire's materials science is so advanced that even being immersed in the supergravity of a detonating black hole bomb inside the ship wasn't enough to outright immediately break the whole thing; it still eventually sank below the event horizon and broke, apparently I wasn't originally clear enough on that.

Abominus Astra

Faction Name: Abominus Astra (The Space Monsters, or STMC from Gunbuster but I gave them a cooler name)

Leader: Not applicable, no distinct leader.

Universe of Origin: Gunbuster

Tier: Maximus

Origin: It was believed to be the end. The hated humans had entered the very center of our power, and despite our efforts, had managed to hold off our kind for long enough for their great weapon to activate, annihilating not only our main spawning grounds, but the entirety of our territory. The galaxy itself was dead. Only a random fluctuation in dimensions,perhaps brought about by our psychic collective will to live, had saved what few of our kind that remained.

Only a small fraction of a fraction of a fraction of a fraction( of a fraction of a fraction of a fraction) of us, about a hundred billion, made it through the transition without being crushed, but once our turbulent passage was over, what we found was almost a paradise. Stars. Unending stars in such number, far eclipsing the numbers that were available to us in our once home, now lost.

Almost paradise. Filth. Filth everywhere, small creatures using artifice to make up for their inferiority, just like the Humans, the targets of our hatred and now our vengeance. Unacceptable. Such Filth cannot be tolerated. Make it clean.

Definitive Trait: Monstrous Faction: 'Infinite' Swarm

Traits:
Increased Tactical Durability:

They nest inside the core of stars and ram things at relativistic speed without harming themselves in the process.

-High Magic:
Psionic and subtly reality-warping.

-Logistical Independence:
Live in space and can generate anything they need using their psionics/reality-warping except stars for their nests.

-Hive Mind:
Not actually a Hive Mind in the sense of the whole species being one big collective conciousness, but they might as well be with their instant psychic comms and insect-hive-like disregard for individuals.

-Explosive Breeders: As detailed in General Information below, Uchuu Kaiju lay immense amounts of eggs inside stars as nests rather than more mammalian reproduction.

Drawbacks:
-Alien Communication Methods: (Psionics)

-Repulsive: You Tell Me.

-Manifest Destiny: They're like a swarm of cosmic locusts, almost. They're driven to spread like all life, but their encounter with the Human Superweapon collectively traumatized them and reduced them to numbers which they consider unacceptably low. Until they have reached what they consider a "reasonable number" (That is, AT LEAST a vast supermajority of the stars in a galaxy being nests) they will continue to expand at every available opportunity.

-Technological Stagnation: Technically, they're not actually using technology in the first place; they're only using the natural abilities that evolution gave them. And not Tyranid or Zerg-like hyper-accelerated directed evolution or genetic engineering, either. Just plain normal evolution.

-Prejudice: (All life that isn't them*5)


General Information: THIS PART'S IMPORTANT, READ THIS.
Abominus Astra, also known as Space Monsters or Uchuu Kaiju are a species of giant spacefaring organic creatures, ranging from as small as a few hundred meters to over a thousand kilometers, coming in many varied shapes, (though they tend to be roughly conical) with features of insectoids, crustaceans, geometric shapes of flesh and chitin and anything in-between or combinations thereof.

While they are in fact individuals and not actually an animalistic Hive Mind, they are easily mistaken for one, as with their general disregard for individual lives and the efficiency of their psionic communication, they act very similarly to one, as well as the fact they never bother attempting contact with anything that isn't another of their own kind. If a humanoid psychic tried it, they would only pick up a horrifyingly intense hatred and antipathy for the humanoid's very existence.

They nest inside the core of stars, breeding and laying eggs there that feed on the star's energy in such amounts that once the new creatures reach maturity a decade later, the mass of the star changes immensly, causing healthy stars like Yellow Dwarfs much like the star of Sol system to enter their Red Giant phase billions of years ahead of schedule.

As the newly grown Abominus Astra emerge from the star, their numbers are such that the clouds of new creatures are comparable in size to the star itself, resembling a rudimentary Dyson Swarm in number more than a conventional fleet.

This fact alone makes the existence of the Space Monsters incompatible with planetbound life, as no planetary ecosystem can withstand the star that it orbits changing phase in a matter of a few short years instead of the eons it normally would take. Unfortunately, this is but one of many reasons the Abominus Astra are such a threat; they are horribly xenophobic, and will generally attack anything that is not another of their kind on sight. One Terran scientist theorized that they were akin to white blood cells for the galaxy itself, acting to keep the body free of viruses and bacteria, with sapient civilizations like humanity taking the role of the bacteria. The scientist may or may not be wrong, but the behavior of the Space Monsters in regards to other life very much matches up, what with their enthusiastic omnicide.

Biologically, they are immortal and will only die through violence, though given their durability and power, that is a difficult task. What with swimming around inside the core of stars and repeatably ramming things at relativistic speed, weapons that deal damage through heat or kinetic impact will do nothing to the Abominus Astra unless above a certain level of power.

Abominus Astra are a psionic, subtly reality-warping species, not only communicating with one another with telepathy, but often using the entropy-defying nature of their powers to fuel themselves without the need to feed on any additional matter or energy, without straining their abilities. This means that a single creature could sustain itself at peak condition indefinitely, with one notable example being a Cruiser-class sustaining itself at full strength for twelve thousand years after narrowly surviving an attack and crash-landing into a moon where it lay buried, without access to sunlight or other forms of nutrition.

The main uses of their psionic reality warping in combat is to change their own apparent mass to give themselves absurd maneuverability, bend space to deflect incoming attacks or even send them back to sender, generate barriers or simply reinforcing their own other abilities, like speed and durability or making their attacks do more damage than they technically should. Their use of FTL travel is also presumably because of using their psionics to perform a process similar to what their hated human enemies do technologically, though with greater skill and effectiveness.



Order of Battle:
Space
Combat Planetoids:
Mothership: The Mothership class is not to be mistaken for some kind of unique super-monster, for this thing is just as mass-produced as all other types of Abominus Astra and will show up in groups of thousands. Shaped like a disk with a thin stick-like body sticking out of it, the One Thousand Kilometers long disk-face is in fact a single huge plasma emitter, with small "hangar bays" on the outside rim with smaller Space Monsters inside. While near-incalculably powerful offensively, this thing is still not able to withstand the firepower of a Super-Exelion-class Battleship.

Needleship: The Needleship is a several hundred kilometer long giant spike that specializes in short-range FTL-warping past enemy defenses to ram priority targets at near lightspeed.


This deceptively simple tactic does not do the Needleship justice, so for the sake of context, know that these monstrosities can withstand several direct hits from Super-Exelions, and can destroy one with a single successful ramming. A few hundred thousand of these working together, upon ramming the barriers of the Buster Machine 3, self destructed upon seeing it didn't work and after a few waves of more hundreds of millions of Needleships did the same, actually broke the shields.


The same shields that could take the full energy output of 10666 supernovas at the same time, broke because of the combined efforts of a few fleets of Needleships. Normally, Needleships aren't part of a standard invasion fleet, so the Needleships will generally only be encountered near the center of Abominus Astra territory, or if they collectively decide that their presence is necessary.
Macro-Capitals

-Supercapitals:
While never showing a specific dedicated class in this size category, Abominus Astra come in all shapes and sizes. You know the drill: Roughly 30% Lightspeed in combat, multi-light-second to light-minute combat ranges, superior in all ways to the Cruiser-class below, but wielding identical weaponry, just scaled up, and with different configurations, such as more cannons, less cannons, more spikes, less spikes, etc.




-Dreadnoughts:
While never showing a specific dedicated class in this size category, Abominus Astra come in all shapes and sizes. You know the drill: Roughly 30% Lightspeed in combat, multi-light-second to light-minute combat ranges, superior in all ways to the Cruiser-class below, but wielding identical weaponry, just scaled up, and with different configurations, such as more cannons, less cannons, more spikes, less spikes, etc.

Capitals
-Battleships:
Most Abominus Astra are in this size category. While not well-described as they come in practically any shape, assume they will either ram a target, or shoot spheres of plasma at it, at least as powerful as the Cruiser-class below, or both. Despite their larger size, they are still roughly as durable as a Cruiser-class, and despite swimming around inside the core of stars and being tough enough to go around ramming planets at 30% lightspeed, going out the other side, turning around and ramming again unharmed, will pop like balloons if anywhere near the likes of a Buster/Sizzler Beam or the likes of a Super-Exelion's sidebleed.

Bombardment-class:
The Bombardment class exists to do one thing. Shoot spheres of explosive plasma at the enemy until they die. With dozens of biological cannons across its body, this is a task it is well suited to. Each projectile is equal or superior to that of the Cruiser-class described below, but where the Cruiser can only fire roughly one moon-destroying blast per second, the Bombardment class has a somewhat greater rate of fire and far greater number of cannons to launch said blasts from, and with greater range at multiple light-seconds-to-light-minutes away. Surprisingly far faster than most other creatures of its size category, it can reach roughly 50% of lightspeed where most non-speed-dedicated Space Monsters can only reach roughly 30% given equal acceleration time.

Crusher-class:
The Crusher-class is a misnomer, as it is actually two seperate creatures that work together, rather than a single one. Crusher-class monsters exist as a specialized ramming weapon, shaped with a flat circle face on one side of its body like a hammer that neatly slots together with a partner of the same class, they seperate from their opposite-faced partner and simultaneously hit the enemy from exact opposite directions at near-lightspeed to crush it between them.

Despite being tough enough to actually survive using this tactic making it seem redundant, the flat face can quickly deploy barriers capable of bouncing away even the likes of Gunbuster's Buster Beam. Though the non-flat sides are comparatively vulnerable, and it holds no special defenses against electric attacks beyond its standard armor, meaning a weapon like the Buster Collider or Chain Knuckle can easily annihilate it.

-Battlecruisers:
While never showing a dedicated class in this size category, Abominus Astra come in all shapes and sizes, so there is no doubt that they exist. You know the drill: Roughly 30% Lightspeed in combat, multi-light-second to light-minute combat ranges, superior in all ways to the Cruiser-class below, but wielding identical weaponry, just scaled up, and with different configurations, such as more cannons, less cannons, more spikes, less spikes, etc.


LineShips
-Cruisers:
Cruiser-Class:
Though still longer than a kilometer long, The Cruiser-class Abominus Astra is the smallest and weakest known "true" Abominus Astra, as any creature smaller than this is generally a drone, born inside larger Space Monster "ships" as a form of living ammunition or disposable strike craft.

The Cruiser-class is capable of moving at approximately a third of lightspeed, with maneuvering similar to that of a dogfighting fighter jet.

Its primary weapon, besides simply ramming a target at a third of lightspeed with the giant spike on its front, is a plasma cannon in its "mouth" that can launch roughly a single explosive projectile per second. One of these projectiles, if launched from the surface of a large moon, can pierce straight through the planetoid entirely, leaving a giant hole through the world as a mere side-effect of overpenetrating, before the projectile detonates on the other side in an explosion of similar size to the moon itself. (sidenote, this manner of projectile is what the Gunbuster can block with its bare hands without shields and Sizzlers can do the same with only slightly more difficulty)

As a form of point-defense, it can also launch organic spikes as a kinetic weapon from nearly anywhere on its body. Each spike is maybe thirty meters long, and they can be launched at extreme speed at a firing rate like a minigun, leading to something like a hailstorm of building-sized spikes that can easily tear apart dozens of spacefighters or small space mechs in a couple of seconds.

It goes without saying that the Cruiser-class Space Monster is also extremely durable, what with swimming around inside the core of stars and ramming enemies at a third of lightspeed without harming itself in the process.

-Destroyers:
As the Cruiser-Class above is the smallest and weakest "True" Space Monster, and this size category is too large for mere drones and living ammunition, nothing exists in this size category.


Screenships
-Frigates:
Boarding Spike: The Boarding Spike is an odd creature. Shaped like a big organic spike, it is launched like a missile from larger Abominus Astra and seeks out enemy ships and rams it at a fraction of lightspeed. Once embedded in an enemy ship, it will rapidly deploy thousands of Grunt-class creatures to not only infiltrate the ship, but also swarm the outside. While durable, it doesn't compare to a true Abominus Astra and cannot survive inside the core of a star, so it does not truly count as a true member of the species. Only vessels as or less durable than the Exelion-class with it's shields down is truly vulnerable to the Boarding Spike, as Humanity's materials science has advanced enough to render it unable to pierce through the armor of newer ships.

-Corvettes:
Nothing exists in this size category.


Aerospace
-StrikeCraft:

Grunt-class: Looking somewhat like a cross between a crab and a spider several times the size of a tank, the Grunt-class is the Space Monster equivalent of both a disposable starfighter and disposable basic soldier. With a lifespan of merely hours once spawned from a Space Monster ship, these animalistic creatures swarm targets at low-relativistic speed, chasing down hostile small craft and either ramming them or tearing them apart with their crab-like claws. Despite having only such basic attacks, they are extremely strong, able to tear apart RX-7 Machine Weapons (that can withstand accelerations high enough to send them from a standstill to 90%C in less than a minute) like paper maché once they are caught in its grip. When facing larger vessels, they'll exploit openings to infiltrate and tear them apart from the inside, or when there are no such openings, either ram the targets at suicidally high speed in order to MAKE openings or simply land on the hull and start tearing it apart.

-Aircraft: None. While the Grunt-class is capable of operating in-atmosphere, why would it bother?
Space Summary:
In Space combat, the doctrine of the Abominus Astra can be summed up as "Quantity over Quality", but this view can be quite deceptive, as individual Space Monsters are still hideously powerful, only appearing weak by virtue of comparing them to their absurdly strong enemies.

Generally, they could be mistaken for any generic animalistic hive-mind swarm species, but that only serves to lure their enemies into a false sense of security, as it makes the times they choose to use advanced tactics and strategy more unexpected and more effective. Short-range FTL jumps directly inside enemy formations are a favored tactic of theirs.

A standard invasion fleet for an assault on a hostile solar system is generally (not counting "drone" units such as Boarding Spikes and Grunt-classes.) in the realm of 250 million Space Monsters across a front line of 80 astronomical units, blocking out the blackness of space itself with their numbers, such that one man once described the sight as 80% enemy, 20% black: more akin to an angry Dyson Swarm of planet-destroyers than a more conventional species's fleet, except instead of an actual Dyson Swarm, with a balloon-like hollow shell of units around a central object, this swarm has no central object, no hollow spot in the middle; only more monsters.

Unlike the more generic types of insectoid-ish hive mind swarms like the Tyranids or Zerg however, the Abominus Astra do not slow down to engage enemies in meleé with teeth and tentacle, no; what Space Monsters consider to be meleé is ramming your foe at relativistic speed with spikes carrying the whole mass of the ship behind its impact, turning around once you've moved past them and doing it again. The fact they are durable enough to actually use this as a standard tactic immediately makes them essentially impervious to the weaponry of most lower-tier space civilizations.

In Bombardment range, Space Monsters will generally focus on only one of two things: getting closer to the enemy, wether by short-range FTL Jump or simply rushing forward, almost totally disregarding the casualties they would receive in the process; or coordinating fire on individual priority targets. Even when caught relatively off-guard, twenty thousand Space Monsters can easily arrange for their shots to impact a single target only 240 meters in size while moving at relativistic speed at the exact same time, from light-seconds to light-minutes away.

In Skirmish, the Abominus Astra will swarm their enemy with hordes of Grunt-class parasite-craft and Boarding Spikes, disrupting enemy coordination and even infiltrating enemy ships as the Grunt-class tear ships apart from both inside and outside, while intercepting strike craft with disturbingly high speed. Again, short-range tactical FTL jumps are a favored tactic even among Space Monster Capital ships.


In the Clash, Space Monsters can finally use their favored tactics of drowning their enemy in units spewing world-destroying plasma blasts as they ram their foes with their spike-shaped bodies at high fractions of lightspeed. It matters not how many of them die in the process, as there are always more. Here, tactics break down into a soup of millions of units haphazardly attacking whatever target happens to be closest or most important. Specialist units seek out targets that seem to resist standard tactics or happen to be more effective at killing more standard ships than others and hard targets find themselves facing the combined firepower of thousands or millions of ships simultaneously.

In Pursuit, they generally just continue doing the same things that they do in the Clash section, though perhaps a bit more urgently. Hunting down fleeing targets is simply a matter of chasing them while firing, perhaps prioritizing the victim's engines, supplemented by other Abominus Astra chasing from different directions in flanking maneouvers.

Hm? I'm forgetting something? Disengaging? What's that? Generally, Abominus Astra swarms will not retreat from a fight unless they collectively decide that their numbers are currently too low to accomplish anything against their enemies, and even then, chanses are that the remaining Monsters will decide to ram any remaining foes and self-destruct.

These "standard invasion fleets" tend to not involve Motherships and Needleships, as they tend to stay in central Abominus Astra territory to guard the central nests unless provoked or they are deemed necessary, such as during humanity's Galactic Core Assault, where multiple waves, each consisting of billions of monsters, were drawn to the fight, eventually totalling more than a hundred billion by the time of the battle's end, with more being on the way.
Ground
Nothing. While Abominus Astra are technically capable of landing and operating on planets, they have absolutely no reason to, as Abominus Astra do not utilize planets for any reason. If any form of life existed on one, the Space Monsters would simply blow it up, no questions asked. If, for whatever reason, they were unable to blow up said planet, the Abominus Astra would instead nest inside the local star, causing it to prematurely age into a different phase of it's life cycle, killing the planet's inhabitants that way, instead.
I would like to emphasize that the Terran Empire only won their war with the Abominus Astra because of the Buster Machine 3 superweapon, and even then, the Space Monsters were a hair's breadth away from having damaged it enough that it couldn't detonate, which would have spelled humanity's doom. Without it, humanity would have been doomed to stay huddled away inside their Eltreum-class ships forever, unless the Uchuu Kaiju found a way to bypass their indestructible hulls.
@Velocci
 
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Hi, I'm back. Would just like to state that the Space Monster Faction sheet I talked about earlier has been edited into my previous post. As a fully spacefaring species that doesn't use planets in any way, they're quite different from most factions. I'm thinking it would be NPC-only, if only by virtue of how utterly absurdly unfair they are. Well, if they were to be added into the game, that is. Fully aware that's not happening.

Disregarding that, I'm uncertain how well putting Red Shirts onto every single ground unit in my Terran Empire sheet actually fits. Flawed Military fits, but still.

I mean, it's not like Gunbuster Humanity is actually lacking in the required technology for absurdly powerful ground forces here; they just haven't gotten around to actually making anything. Something that would become a priority the same turn they encounter any sign that life that actually uses or could use ground warfare exists in this new galaxy.

Getting rid of the Terran Empire's lack of a ground game would be a relatively quick and simple thing, realistically. You know, if it wasn't for the rules of the RP.
They can already pack a full star's worth of power into a mech; miniaturizing can be an issue, but if there's anything the Terran Empire is great at, it's packing absurdly huge amounts of power into small packages. Besides, they only need a fraction of a fraction of that output to indefinitely fuel an absurdly strong set of power armor and weapons. They already have absurdly strong artificial muscles from their mech designs, adapting it to work on an infantry scale would be much easier than for a faction designing power armor from the ground up. Same principle applies to all other potential ground warfare gear.

Just as a stop-gap measure, I'm picturing them designing a Space Marine-esque suit of armor made of the same materials as those used for their mechs, with a backpack-like reactor/jetpack with an armored wire sticking out, connecting it to a laser rifle. Just that slap-dash design would immediately be much stronger than any Primus or Extremis-tier faction's infantry from the strength of the suit, armor and power output of the weapons alone.

I mean, in the canon setting, Gunbuster Humanity builds Buster Machine 7 only a few generations after the end of the Gunbuster series. That's not happening here or anything, but the fact they (eventually) build a indistinguishable-from-human android that can no-sell a Cruiser-class Space Monster, split a planet in half and warp reality such that she can casually create hundreds of black holes, each tens of kilometers wide, is still an indicator of where they stand, you know?
 
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Three notes.
Tier: Unknown? Not technically using technology at all?
Tier is less about literal use of technology, and more about... I guess you could call it weight class or power level? It's kind of vibes-based really, which makes it a little difficult to define. Generally it's been more useful to explain what Tiers are through comparison, so here is a quick-reference guide for the Tiers:
  • Ultra: Think The Culture from the titular book series. Clarke's Third Law is in full effect by this point.
  • Maximus: Forerunners, Necrons, and pre-Slaanesh Eldar were used as the examples here, along with the stronger autowar folks like Planetary and Total Annihilation. Advanced enough to be borderline magic even if/when they aren't using actual magic.
  • Extremis: Supreme Commander, The Cult Mechanicus and all the good shit they keep for themselves, Protoss, etc... Powerful but still largely mundane in nature.
  • Primus: Most space opera goes here; Star Trek, Star Wars, the Imperium's more common gear, the Reapers, etc...
  • Secundus: Lower level space opera like Mass Effect, Homeworld, Battletech, etc... If energy shields don't exist or are rare/have caveats, it probably goes here.
  • Tertius: FTL capable but otherwise not much better than modern technology, Battlestar Galactica, Expanse, Firefly, etc...
I'd probably place the Space Monsters at about Maximus Tier, I think. They'd probably punch below weight a bit due to their lack of speed-evolution, but they do still defy entropy as a basic fact of their existence.
Definitive Trait: Monstrous Faction
The Monstrous Faction definitive trait has sub-traits you're supposed to pick one of to specify what kind of monster you are. For the Space Monsters I'd probably say 'Infinite' Swarm fits the best.

Mothership: The Mothership class is not to be mistaken for some kind of unique super-monster, for this thing is just as mass-produced as all othertypes of Abominus Astra and will show up in groups of thousands.Shaped like a disk with a thin stick-like body sticking out of it, the One Thousand Kilometers long disk-face is in fact a single huge plasma emitter, with small "hangar bays" on the outside rim with smaller Space Monsters inside. While near-incalculably powerful offensively, this thing is still not able to withstand the firepower of a Super-Exelion-class Battleship.

Needleship: The Needleship is a several hundred kilometer long giant spike that specializes in short-range FTL-warping past enemy defenses to ram priority targets at near lightspeed.
These would probably be better classified as Combat Planetoids rather than Supercapitals, but since that type of unit is separated from the rest of the units (it can be found in the Kiloprojects tab) and isn't included in the blank or example sheet I can understand why you would have missed it.
 
Hi, I'm back. Would just like to state that the Space Monster Faction sheet I talked about earlier has been edited into my previous post. As a fully spacefaring species that doesn't use planets in any way, they're quite different from most factions. I'm thinking it would be NPC-only, if only by virtue of how utterly absurdly unfair they are. Well, if they were to be added into the game, that is. Fully aware that's not happening.

Disregarding that, I'm uncertain how well putting Red Shirts onto every single ground unit in my Terran Empire sheet actually fits. Flawed Military fits, but still.

I mean, it's not like Gunbuster Humanity is actually lacking in the required technology for absurdly powerful ground forces here; they just haven't gotten around to actually making anything. Something that would become a priority the same turn they encounter any sign that life that actually uses or could use ground warfare exists in this new galaxy.

Getting rid of the Terran Empire's lack of a ground game would be a relatively quick and simple thing, realistically. You know, if it wasn't for the rules of the RP.
They can already pack a full star's worth of power into a mech; miniaturizing can be an issue, but if there's anything the Terran Empire is great at, it's packing absurdly huge amounts of power into small packages. Besides, they only need a fraction of a fraction of that output to indefinitely fuel an absurdly strong set of power armor and weapons. They already have absurdly strong artificial muscles from their mech designs, adapting it to work on an infantry scale would be much easier than for a faction designing power armor from the ground up. Same principle applies to all other potential ground warfare gear.

Just as a stop-gap measure, I'm picturing them designing a Space Marine-esque suit of armor made of the same materials as those used for their mechs, with a backpack-like reactor/jetpack with an armored wire sticking out, connecting it to a laser rifle. Just that slap-dash design would immediately be much stronger than any Primus or Extremis-tier faction's infantry from the strength of the suit, armor and power output of the weapons alone.

I mean, in the canon setting, Gunbuster Humanity builds Buster Machine 7 only a few generations after the end of the Gunbuster series. That's not happening here or anything, but the fact they (eventually) build a indistinguishable-from-human android that can no-sell a Cruiser-class Space Monster, split a planet in half and warp reality such that she can casually create hundreds of black holes, each tens of kilometers wide, is still an indicator of where they stand, you know?


Hi again sorry for taking so long to respond. Real life and such.



Moving on to the sheet and your other comments.



Yeah as I said you would quickly get up to Primus/Extremis/Maximus level infantry for the Terran Empire simply by applying what you have already have to your ground and air forces.



For how the Redshirt trait works it is sort of a reverse focus on



For the Space Monster/Abominus Astra sheet, You have once again done a very good job with your work and your fleshing out of them. And would work great if you wanted to have a pursuing crisis trait for the Terran Empire. Something that the GM groups would want a player to create themselves.



This one would work as a good NPC sheet rather than a player sheet I would say. There is a big consideration on keeping all sections of warfare relevant including ground warfare so for a player faction there is going to be modifications that would hurt the theme and idea of the Space Monsters.

For the tier I would put them at is Maximus, which would be around Necron level or Kork from the stuff with the Star life cycle stuff and the other details. It would be within the level that could be able to take on a Pinnacle of technology faction. A tech level is approximately worth double the army value, outside of other factors such as Autowar, good planning or details of the OOB.

For the monster defining trait I think the Abominus Astra would qualify for the Infinite Swarm sub trait.

For how I would use this would be a test of a player's ability to handle hordes of tough units and armour and any heavy units (Maximus level is tough this would be tough for most factions in the game).

Sorry for a little less information and details for this sheet that the previous one, but still this is good work and I am happy to see you working to bring these factions to life.
 
I've done the edits you've both recommended.

Gunbuster Humanity and the Space Monsters kind of sit in a weird place, tier-wise. They very specifically don't reach the level of hax that the Culture sits at, where even trying to fight them in the "Conventional Space Opera Way" means you've already lost; and badly enough that it was never really a fight to begin with.

On the other hand, if you added some way to stop enemies from teleporting aboard and just bypassing the ship's defenses that way, I'm pretty sure a Eltreum-class ship or maybe even a Super-Exelion would solo everything in 40K's Materium and a single Cruiser-Class Space Monster (The smallest and weakest True Space Monster that establishes the baseline that all other Space Monster scaling derives from) would solo the entirety of the Tyranids as a faction if given enough time.

Both factions are just such stat-monsters that most things below them don't even come close, while the things above them are so far above them it isn't even a fight.
 
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You have actually touched on something that has been a bit of a problem for the game: how do we deal with factions that are effectively immune to damage from things that are lower tier than them, or that lack a special ability?

We unfortunately had to reject some factions before the game began - which even more unfortunately caused those players to drop the game - because lore-wise they were effectively immune to mundane forms of damage, and it was deemed a) too difficult to balance and b) not very fun to have them play a nerfed version of the faction which wouldn't have that ability. Similarly, there have been a few GM team arguments about The Culture over whether 'Gridhax' makes them untouchable to anyone who can't counter it.

If you were to actually play the Terran Empire, I expect that you'd end up in a situation where you may be invulnerable in the fluff but are 'just' extremely durable in crunch. I also expect that you'd be suggested to play in the Warring Galaxies, since that's the high power quarantine map. :V This is basically what happened for our Krork player, and their durability is the closest in-game equivalent to your factions'.

Oh, speaking of, I'd probably recommend that both factions receive the "Increased Tactical Durability" modifier/trait - which can be found in the OP under the Origin systems tab - to mechancially represent their invulnerability.
 
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Duchy of Dannevirke

Flag of the Duchy of Dannevirke, Displaying a wolf in the corner as the sigil of house Hvide

The flag of the Empire of Aechen, The Royal Sunburst displayed on the shield is the Icon of the royal family.
-Leader: Duchess Henriette Af Hvide
-Definitive Trait: Golden Armada (start with 10 fleets of mag+1 without upkeep)
-Universe of Origin: OC
-Factier Tier: Extremis
-Starting Location: C4 in the Eklemarid Galaxy

-Government: The Duchy of Dannevirke is one of numerous vassals of the Empire of Aechen. The Empire is divided in a series of relatively convoluted (to an outsider) noble titles, ranks, and specializations.
The titles go from lowest to highest, Knight, Baronet, Baron, Count, Margrave, Duke, Viceroy, Prince, Emperor.
-Emperor: The Supreme Ruler of the Empire of Aechen and the direct liege lord of all nobles ranked duke or higher. The current Emperor is Emperor Marcus Ek Valerian who has ruled from the throne world of Aechen for 100 years now.
-Viceroy: While on paper the title of Viceroy exists, Few Viceroys use the title instead refering to themself as Kings, Or Archons, Grand dukes or numerous other titles. A Viceroy skirts the position between common nobility and the throne nobles. A Viceroyalty can be many sizes but in general they are a sign of great trust and, at times, a way for the royal family to hold greater personal power over certain parts of their space.
-Duke: Dukes usually rule over a handful of important systems, though sometimes can rule entire sub-sectorsd. Most often these answer directly to the throne although some dukes instead answer to a particular viceroy or even Throne noble who isn't emperor at the time. Most Dukes are either Sword nobles or Lander nobles, and it is exceptionally rare for any sort of newblood families to achieve this title, thus why the Hvide family is particularly disliked among their fellow Ducal circles
-Margrave: More of a special sort ofd noble title, a Margrave is usually a count who rules a particularly dangerous territory, a strategically important system on the border of an enemy state, or is in charge of fighting space monsters in a particularly important territory.
-Count: The sort of 'Middle of the road' nobility. These are the lowest of the high nobles and usually rule a single planet or perhaps a solar system at best. Ruling an entire planet however does still make them fabulously wealthy and they are expected to support their liege lord, often a duke, in all ways either by providing military force, money, supplies, or other such things in exchange for their lords protection.
-Baron: The Highest of the 'low nobility' and the only 'mantle nobility' that is truly hereditary. Barons can rule anywhere from a city to a continent, some don't even hold land but instead have control of particularly important business ventures or manufacturing centers.
-Baronet: The Sign of a particularly well off Mantle is when they go from being a Knight to a Baronet. As a Baronet they are being considered for elevation to a full Baron, often if a family has 4 or more knights one of these will gain the position of Baronet. A baronet holds no particular land but do recieve a stipend and thus often have their own sizable homes and places to maintain equipment or run their business from.
-Knight: The Lowest rank of nobility and the one awarded to new 'mantle' nobility. They are provided a Stipend and a bit of land if their family had not already had any knights within it and are expected to answer their liege lord, usually a count, when he calls them to war. Either by going to battle himself or doing something else to support his efforts as best he can. Should a single family have 4 or more knights they might be considered eligible for elevation to full nobility by being given a baron title, with a rare few cases like the Hvide family being bumped straight to Count for particular service.
Meanwhile Internal ranks among these titles are numerous based both on seniority, accomplishments, and royal favor and of course one's genetic augmentation.
Among the Empire there is a distinct split between the commoners and nobility not just in terms of wealth and station, but in that the highest levels of personal augmentation are the purview of only the nobility.
While commoners can get a variety of cybernetics to assist day to day should they so wish, things that can make a person truly superhuman is the purview of the high ranked nobility, with genetic engineering only permitted to the nobility of this somewhat transhumanist feudal state.

-Faction Lore:
The Empire of Aechen is one of 3 major powers in its home reality alongside the United Systems of Arcadia and the United People's Republic of Saratov.
Much like the other two, Aachen was originally a breakaway state from the Terran Federation after the sudden unexplained collapse of the federation.
The Duchy of Dannevirke is a relative newcomer, with the Hvide family having originally been a lesser nobility. However, through a series of convoluted plots, accidents, and frankly luck, their family found itself elevated in record time from some two time continent on their homeworld of Dannevirke to being the primary ruling force of their home system as the counts of Dannevirke.
This sudden rise in power had many people jealous and angry at these upstarts who had only been elevated to lesser nobility not even a generation before making them the newest of newbloods. To add Insult to the Injury of these older more prestigious families, When there was a major rebellion in the area surrounding Dannevirke, the efforts of Henriette af Hvide, Heir to the Countess at the time, saw the rebels thrown out of her home system, then pushed further.
Her efforts ensured a royalist victory against an attempted uprising.
For her efforts, and due to the death of so many nobles in the surrounding area, the Hvide family were elevated fully to dukedom.
Now with the opening of 'the gate' within their territory the Family are yet again at the center of numerous events, with rivals circling them like hawks as the discerning eye of the imperial court hangs above Dannevirke like the sword of Damocles.


-Why Are You Here:
As the Portal opened within the Duchy of Dannevirkes borders, the Imperial court decreed that thus the Duchess would be in charge of this cross-dimensional exploration and colonization efforts.
While the Imperial court expects that we spread the will of his imperial majesty and to gain a return on their investment, The Duchess herself hopes to perhaps use this to expand her family's powers and Thus secure them from their numerous rivals at home.
It is likely that other forces will eventually learn of the portal, be it enemies of the empire or rival noble houses, and thus want to make use of it themself or find their own way into this other galaxy.

-Fleets: Under Effect of Golden Armada
--Royal Guard 7th fleet: Magnitude+2 (Divided Obligations)
--House Hvide 1st fleet: Magnitude+1
--House Hvide 2nd fleet: Magnitude+1
--House Hvide 3rd fleet: Magnitude+1
--House Hvide 4th fleet: Magnitude+1
--House Alexios Vassal Fleet: Magnitude+1
--House Hemlock Vassal Fleet: Magnitude+1
--House Ballazan Vassal Fleet: Magnitude+1
--House Monteiro Vassal Fleet: Magnitude+1
--House Edgar Vassal Fleet: Magnitude+1


-Origin Points: 0/80
--Late Start X3 (+30 points)
--Portal Home Origin (4 Points)
--Faction Tier: Extremis (6 Points)
--Unheard of Reliability (6 Points)
--More Starting Pops 10X (10 Points)
--More starting production 10X (10 Points)
--Portal based Baggage Train 9X (9 Points)
--A Steady Stream of Colonists 9X (9 Points)
--We're Gonna Need More Ships 9X (9 Points)
--Homefront Management (+10 Points)
--Fleet Magnitude +2 Upgrade 1X (2 Points)
--Stronger Faction, weaker start 3X (15 Points)


-Traits:
--Age of Legends
--Logistical Independence
--Devoted Population
--Regiment of Renown
--Regiment of Renown
--Fortification Experts
--Additional Specializations [Super Soldiers]
--Additional Specializations [Elites]
--Additional Specializations [Heroes]


-Drawbacks:
--Rules of Engagement
--Divided Obligations
--Stronger Faction, weaker start 3X
-Redshirt Army (Linetroopers)


Focuses
-Strike Craft
-Super Soldiers
-Elites
-Main Battle Units
-Superheavies
-Heroes


Unit Types
Space
Macro-Capitals
-Supercapitals: The Only Example of such a vessel in recorded history was the poorly improvised 'RNS Ursus' which was an enormous generational ship means to travel to another galaxy. It was captured and up-armed by anti-terran rebels of the spinwards front and has long since been destroyed. No attempts at such a ship size has been tried since.

-Dreadnoughts: Generally unheard of outside enormous freighters, transports, or long range colonization vessels. If the Duchy and the empire it serves wanted to construct a dreadnought fleet they would need to start from scratch.

Capitals
While Each Battleship is Unique in construction they all share several common design features, notably their sharp angular hulls and what can best be described as a sort of '3 layers' construction.

"The vessel emerged in a flash of golden lightning, its hull was made of sharp angles, like a sword pointed at your heart, the blade like structure was of shining silver, with lines of gold running along the edges of the 'blade', inscriptions along the vessel and decorations that should have seemed excessive instead simply drew the eye to the enormous turrets arrayed along both the upper and lower sides of the hull, and running along the edges of the blade were serrations that upon closer look were openings into this cavernous vessel, hangar decks running along the center of the vessel holding untold mechs that would bear down upon us in moments." -Pirate Captain Vilhelm upon his encounter with the royal navy battleship 'formidable'

The colors of the ship is often dependent on which house owns and operates the battleship with the royal family having a silver color with golden trim.
as stated they often consist of 3 layers.
The upper layer holds the retractable bridge as well as large parts of the ships super structure. Usually dotted by numerous turreted weapons emplacements, often 8 super-heavy turrets, and then numerous heavy and smaller turrets. This will be layed out in a way so all fire can be focused into a forwards arc if needed.
The Middle layer is most often either many enormous cavernous hangar decks, or a smaller number of hangar decks combined with one form or another of massive forwards facing spinal mount.
The Bottom Layer is mostly identical to the upper layer, though it lacks the bridge section. Usually carrying 6 to 8 super heavy turret mounts and numerous lesser turrets they ensure that all sides of the ship can fire their deadly loadout in all directions should anyone be foolish enough to surround these behemoths.
-Magnetic Accelerators: Enormous magnetic accelerators mounted in the ships super-heavy turret mounts, these things are able to fire across immense distances in moments, ensuring that once the enemy E-Haze is dealt with a volley of magnetically accelerated slugs or spikes will see the enemy ships annihilated. Smaller versions of these weapons are also present in heavy and medium sized turreted designs.
-PPC: Also often mounted as one of the options for super-heavy turret mounts, PPC's pack devestating power beyond that of the Magnetic Accelerators but also have a significantly shorter range. These are often equipped on 'fortress breaker' battleships which tend to jump in close to an enemy and unload hell on them before they can react properly. Smaller versions of these weapons are also present in heavy and medium sized turreted designs.
-Missiles: Commonly equipped on battleships, Missiles can come in a variety of forms, however due to the E-Haze they are more of a means of ending a fight rather than starting it. They are also excellent for planetary precision bombardment.
-Flak Turrets: One part of the massive defense grid that makes up a Battleships weapons systems, these function by firing out shells that explode into massive fragmented clouds creating a veritable wall of steel that anything has to try and get through to reach the ship.
-Laser Defense Grid: The second part of the ships defense grid, should things slip through the enormous flak barriers one will have to contend with pinpoint laser defense weapons. As a ship has much greater room for heat sinks, they are capable of employing laser type weapons such as the LDG without the fear of overheating that mech mounted or vehicle mounted lasers have to worry about.
-Spinal Cannons: Some Capital grade ships equip enormous spinal mounts that would make smaller ships blush with envy. From enormous particle cannons to spinal super accelerators to in one rare case an enormous spinal laser weapon, spinal cannons are almost all unique constructions with the ship designed around said gun in those cases where they are present.
-Battleships: Despite the term Battleship, The Royal Navy primarily makes use of enormous 'battlecarriers' due to their heavy focus on Mechanised frames in space and on the ground seeing a ship without some carrier capacity is something truly strange.
Often battleships might be comparable to a vastly oversized battlestar to use such a comparison, often carrying swarms of the most elite mechs of the empire.
These ships are almost all unique in their construction, as the nobles in charge of them customize them for their preferred style of command, and as each one recieves decorations and new markings for their victories.

-Battlecruisers: A Form of 'Economy Battlecarrier' the Battlecruiser equivalent was produced Both to circumvent various treaties limiting the number of battleship tonnage vessels but also to be able to push out ships with greater firepower than cruisers at an economic scale.
They are viewed as something of a 'had to make do' solution and are considered a less prestigious posting for those sword nobles stationed aboard them. They are also less customizable compared to normal cruisers and battleships thus making them a bit unpopular with the high nobility, while the lower nobility are more than happy if they can even get a posting on such a ship.


Line Ships
-Cruisers: As is expected these are the most common vessels deployed during war time and are sort of considered the minimum that any of the higher nobility should strive to gain command of. Like most Royal Navy vessels they carry numerous mechs and are usually somewhat customized to their captains preferences as is common with many ships within the royal navy should the captain be a sufficiently ranked noble.
"The ships snout was angular and wide, like a shark or an alligator perhaps. The body was long and rectangular, hangar openings were visibly on pods hanging off of its lower sides while turrets dotted its back like spines or spikes running along the back of a porcupine or great beast. Twin Cannons was hanging from the maw of the forwards beast like prow, a pair of energy cannons almost like the impression that the vessel was breathing deadly energy. This vessel was as much a beast of war as a display piece though, golden ingravings ran along it like a decorated collar, imagery of mechs flying through the void artfully decorated the underslung hangar pods. Then the vessel opened fire. It lacked great super heavy turrets, it lacked great super heavy weapons or primary spinal weapons, but those forwards ion cannons and the many turrets instead resulted in an unrelenting hail of death." -Account from a Saratovan crewman recounting facing an Aechenian Heavy Cruiser

-Destroyers: The Smallest ship commanded by a noble. These things often carry only a single team or two of mechs, and instead carry long range missiles or high powered railguns. These are meant to take out much larger vessels while their onboard mechs screen for both the destroyer and other ships in the formation. It is somewhat customizable.
The Destroyer Was as a ship not large enough to waste ostentatious displays on or create with symbolic meaning. The true advantage of the destroyer was as a mass produced ship just customizable enough to make its noble captains not complain.
Sometimes compared to a mace or a hammer Destroyers are squat and blocky, often their main ornamentation is simply the ships name and the house it serves insignia both on the sides of the ship. The Blockier exterior is still doted with weapons ports, lines of missile ports that often run along their spine, And a gaping front facing maw containing their primary prow weapon.
These are ships not built for display, or to impress, only for battle and their violent appearance and uncomfortably swift movement makes that very clear.
-Spinal Cannon: Destroyer mounted spinal cannons are most often enormous magnetic accelerators that allow them to act as a sort of long range support sniper ship, taking out enemy vessels when the E-Haze fades. Against larger ships these tend to function more as a shieldbreaker than as a way of destroying enemy ships thus allowing for larger ships or for volleys of missiles to do the enemy in.
-Turret Weapons: Often these are magnetic accelerators but some replace their lines of magnetic accelerator guns with PPC's feeling that they might provide more for the destroyer should an enemy get too close for comfort.
-Missiles: Destroyers mount rows of high powered missiles along their upper and lower spinal sections. Useful both for planetary bombardment as well as crippling enemy ships. The spinal cannon may be the thing people notice, but the missiles are the real threat a destroyer brings to the table.

Screenships
Screenships often are of a slim almost flat pointed design with swept back wing like weapons pylons that gives them an appearance of a bird of prey or a swift arrows head. They dart about their enemies in great masses unleashing fire from magnetic accelerators. They lack much else in description, little lights glittering around them as they are meant to act as simple unseen support for much greater vessels, congregating in their great shadows.
-Frigates: Usually in charge of patrol units or lesser system defense fleets, Frigates are at best commanded by a lesser noble but usually commanded by a commoner who has been granted such a privilege by his lord. These things are support vessels through and through where they usually act either as massive sensor boats, anti-ship railgun platforms who carry those guns and nothing else, or enormous point-defense platforms, Or even massive E-WAR platforms creating an electronic fog of war for the enemy to force them into close combat. A Few have been outfitted with fabrication units and had room made for mechs so they can act as support tenders.

-Corvettes: These do exist but mostly for planetary operations where they enter the atmosphere and provide extremely heavy support for ground elements. They are also excellent as E-WAR platforms. No Noble would accept being assigned to a Corvette and thus are usually the purview of the men-at-arms and Royal Army.
More than one enemy has been taken out by some suicidal corvette captain carrying out a Kamikaze strike.

Aerospace
-Strike Craft[FOCUS]: The Primary Strike Craft of the royal navy are a variety of Mechanised Frames Commanded by the knights and nobility of the realm. Each machine can greatly vary in height depending on their weight class carrying plasma swords, plasma axes, and a variety of ranged armaments from railguns to Magneto-hydrodynamic cannons to simple burst rifles.
For anti ship duty these can be equipped with a variety of weapons but most notably for use against capital ships are those that are permitted to carry nuclear ordnance.
The most elite of these are the imperial royal guard piloting Mechs such as the 'Angel' heavy mech or the 'Valkyrie' Medium Mech.
-Angel: The Signature heavy Mech of the royal Guard. The 15 meter tall "Angel" is designed for high customizability, high MMI Compatibility (to the point where without a high class MMI you can't even pilot it) with larger wing like thruster units. Combining these aspects with their grav systems embedded throughout the machine and you achieve a heavy mech capable of dancing like a medium mech. Each Angel is however ludicrously expensive and is confined entirely to the royal guard, royal family, and those select few individuals given one as a gift for their service.

-Valkyrie: The royal Guards designated Medium Mech. Meant mainly to support the larger Angel is is often outfitted as something of a sniper unit or equipped with other fire support or just general support equipment such as advanced E-WAR Packages. Much like the Angel it isn't even possible to pilot a Valkyrie properly without an MMI.

-Voidhammer: the most 'common' heavy mech in use by the royal navy, the voidhammer is built as a heavy weapons platform first and foremost. Usually carrying a massive battlecannon in one arm and a mighty chain cannon in the other, the voidhammer lives up to its name as a blunt force instrument meant to crush enemies with overwhelming firepower. It comes equiopped with a pair of large fusion torch engines in place of lower legs and has such fusion torches mounted across its frame. These can be predictably used as a terrifying melee weapon though with difficulty.

-Thunderbringer: An Assault Class Mech, The Thunderbringer comes equipped with twin Fusion Blasters of twin PPC's depending, While being covered in a large variety of missiles and support weaponry. Most notably it has a pair of hardpoints for massive shoulder mount weapons, most commonly a pair of rapid fire assault class magnetic accelerators, but if authorised a Thunderbringer is capable of carrying nuclear ordnance into battle for use against enemy warships.

-Man-at-Arms: The Mass-production light mech utilised in space by the royal navy. These usually act as scouts, harassers, and use their combination of low mass and high acceleration to keep distance. They are most often equipped with simple self defense autocannons and shields if not equipped with some sort of support gear. These are, as the name implies, piloted by professional men-at-arms in service to a noble.

-Star Knight: A Medium Mech produced specifically for nobles. These are highly customisable with internals, what weapons they have, to the point entire limbs can be swapped out if needed. It is quite expensive and maintenance intensive however, as expected of such a machine. All Star Knights come equipped as standard with a magnetic accelerator and a plasma sword but most pilots like to customize their star knight to their own style.

-Gnat: The Bargain bin of Mechs. "Gnat" is a term for any sufficiently militarised labormech frame or equivelant machine and is often used as a stopgap by planetary militias for space defense. As the saying goes 'any mech is better than no mech' though the numerous commoner pilots who've died piloting a poorly constructed Gnat might disagree with that statement.

-Aircraft: Despite the best attempts of the Empire, a way to allow a mech to fly in an atmosphere has still not been developed. Due to this the Empire makes use of a large variety of conventional aircraft, many of which are capable of short periods of space travel for deployment from their invasion ships. These craft usually have stealth capabilities and can command a variety of support drones allowing a single pilot to command an entire Flight or even Squadron if he is equipped with a sufficiently strong MMI

Ground
War Engines
-Behemoths: No Dedicated Behemoth craft exists but it is not unheard of for frigates to enter into atmosphere to provide support and act something like a behemoth craft

-Titans: Much like with the Behemoth situation, This role is usually filled by close Corvette support rather than a dedicated titan scale units.

Vehicles
-Superheavies[FOCUS]: The Location of heavy, and Assault category units. All mechs whether 'superheavies' or 'Main Battle Units' are highly mobile machines carrying immense firepower. If a mech looks humanoid it can usually move like a humanoid with even heavy and assault mechs capable of doing handstands if the pilot is skilled enough or has a sufficiently advanced mind-machine interface.
Mechs however are not the only superheavy units, much less prominent and usually used in a purely defense role are a variety of heavy and assault combat vehicles. Massive tanks carrying firepower meant to take down unaware mech pilots. These machines rarely require the highly expensive fusion engines and require much less training thus making them quite useful for planetary defense forces and a nobles private men-at-arms.
-Angel: The Signature heavy Mech of the royal Guard. The 15 meter tall "Angel" is designed for high customizability, high MMI Compatibility (to the point where without a high class MMI you can't even pilot it) with larger wing like thruster units. The Mech also has a number of grav suspensors to help out with maneuverability in atmosphere as the Angel is designed for in and out of atmosphere usage. In atmosphere it is unable to achieve flight but is still immensely mobile for a machine its size. All Angel mechs come equipped with directional energy shielding

-Guardian: A Purely ground based machine, it is the closest to "Standard" as you can get when every noble wants to customise their machine to exactly their specifications.
Standing at about 17 meters tall the guardian is an assault class mech through and through as it lacks jump jets of any kind instead making do with a high sprint speed, thick armor, and an arsenal that someone would deem unreasonable even on an assault mech.
The Guardian is a quadruped juggernaut armed with a pair of warship-grade coilguns on arm mounts and a array of heavy ordinance on shoulder, torso, and leg mountings

-Cataphract: A Heavy Class Ground type mech meant for close combat assault. If the Guardian is a wandering artillery defense installation then the Cataphract is meant to be a heavily armored trooper either wandering in with shields and oversized rifles, or shields and blades. not energy shields just regular shields. Unlike the Guardian the Cataphract has jump jets which allows them deceptive mobility when commanded by someone with an MMI

-Main Battle Units[FOCUS]: The Realm of Medium and the lighter end of heavy mechs. Not as heavily armored as the superheavy category they however make up for this with greatly increased speed while maintaining strong firepower. Like superheavy mechs if a mech looks human it can likely move like a highly agile human. Like their larger cousins they also carry high yield boosters allowing for rapid dashes and incredible jumps for something their size as they unleash death upon their enemies.
Common Mainline tanks also exist much like their superheavy equivalents, and are usually utilized by planetary defense forces and men-at-arms for being much cheaper and easier to train with than a mech.
-Valkyrie: Much like the Angel, The Royal Guard Valkyrie is perfectly capable of operating inside of an atmosphere thanks to multiple mass and gravity control mechanisms spread throughout the frame of the machine. On the ground it carries out much the same role as in space of supporting the angels, with one angel usually accompanied by 2 valkyries.

-Landsknecht: A purpose-built army ground mech. The Landknecht is similarly modular to the Star Knight, while expanding upon it with expanded degrees of armoring (referred to as quarter, half, full, and double-plate) and typical usage of heavy ordinance. It is also purpose-built for the high E-haze environments of planetary battles, utilizing shielded and retrograded control systems to resist jamming while also mounting ground-to-space transmitters to broadcast through storm cover.

-Oliver: The Medium to heavy Weight Oliver was designed to work alongside teams of Holger light mechs as a drop capable second-wave mech with the express purpose of violently decommissioning enemy superheavy tanks or fortifications. For this purpose both are equipped with a 'ground effect system' which through a combination of low intensity thrusters and repulsor grav fields allows the mech to scate across the ground, something traditionally accomplished more through brute force or wheels or what not than sophisticated grav tech.

-Knight: The Star Knight chassis commonly used by the nobility is equally capable in ground as in space with the right mission modules to reinforce the legs and replace backpack thrusters with mission gear. The design is even drop-capable with an external heat shell, though this occupies external hardpoints. Land Knights typically outfit themselves with external ablative armor panels to compensate for gravity-weight on mobility, while carrying heavier weapons than space knights.

-Lights: The Domain of men-at-arms and nobles still in training. These are low maintenance, low armor, and low firepower however they can sprint at incredible speeds.
They usually end up taking something of a cavalry role where they dash about and act as either E-WAR Support units or highly efficient scouts.
Various light harassers and scout hovercraft also exist in this category but are significantly less prominent even compared to other tank like vehicles.
-Samurai: A drop-capable first-wave mech design made to penetrate orbital defense grids and crack hardpoints alongside pathfinder troops. Samurai are built for assault-raid tactics with lightweight frames and weaponry suited for blitz attacks. However like most pathfinder designs they suffer from short operational endurance compared to Landsknechts and depend upon reinforcements to hold their targets.

-Squire: Lightweight mechs predominantly used in gendarme roles as the most common patrol and operations mechs during peacetime used in substitution of large formations of armed commoners. These mechs are typically higher-grade per unit than most lightweight chassis and possess considerable mobility and power-weight ratios even in gravity whilst able to utilize the same plasma swords as heavier mechs along with supplemental weaponry, though not drop-capable.

-Locust: Despite sharing a bug name, the Locust has no real relation to the Gnat. Instead the Locust is a non-typical mech in that it is not a humanoid design. Made as a rapid maneuver scout mech the Locus is essentially a cockpit on legs with guns attached making it exceedingly easy to produce. Usually piloted by commoners these act as scouts, harassers, and in support of Squires as the Locus is not drop capable much like the Squire.

-Holger: A Rapid maneuver second-wave drop capable mech, the Holger makes use of an exprimental 'ground effect system' and was designed to operate alongside the medium weight 'Oliver'. Both are made to be fast with overstrength actuators and muscles to allow them to plant a melee weapon into the engine of any heavy weight ground vehicle they might encounter.

Infantry
-Supersoldiers[FOCUS]: The Only way to describe the elite Castellans and the royal guard are as super soldiers. Each one augmented far beyond human capability, clad in heavy power armored plates and wielding the most terrifying weapons while trained from the moment they could hold a weapon.
The more normal 'Castellan' are the sword nobles. These are given the highest grade of augmentation second only to the throne nobility and have access to some of the best equipment.
However the more specialists are the royal Guards. The Royal Guard are all Biosynths, a form of bio-engineered clone built from their conception for a purpose, given top of the line augmentation and equipped by the imperial court.
Both Castellans and Royal Guards are often both skilled foot combatants and elite mech pilots, their enhanced mind-machine-interface systems allowing them to move both power armor and mech like it was their own body.

-Elites[FOCUS]: While not as enhanced as Castellan sword nobles, Lesser nobility and even elite men-at-arms still enjoy the full use of cybernetic and light genetic enhancement as well as elite training and equipment. Thanks to their augmentation, equipment, and training, The Imperial Elite are capable of matching any but the most determined foe, either on foot or in the cockpit of a mech.
These include both augmented humans and of course combat biosynths and are equipped with lesser MMI's often linked to a higher nobles MMI.

-Line Troops[NEGATIVE]: Conscripted commoners. The Levy. whatever you call them the common foot trooper is rarely well equipped, with outdated guns and mass produced or foreign bought gear. These are usually relegated purely to planetary defense and if Levies get deployed either as pilots or foot soldiers it is usually as a dark form of military darwinism to find people to fill out lost positions within the lesser nobility who may become elites.

Individuals of Importance
-Lords and Commanders: Most often being of the higher nobility, the imperial court, or the royal guard, These all have in common their high grade command type MMI's. These allow them a close connection with other MMI's linked into the battle network and thus allows them to rapidly react to the changes in the battlefield.

-Heroes[FOCUS]: Great Emphasis is placed on individual capabilities among the Imperial Armed Forces. From the high skill of individual Royal Guard leaders to even some commoner earning himself high positions or a lesser non-hereditary noble title for meritorious service.
This heavy focus on personal battle accomplishment does sometimes lead to a slight loss of coordination but this is usually made up for by battle turning heroics.


Support
-Artillery: Nothing much to state here. From self-adjusting artillery shells to guided missile munitions to enormous direct fire railgun artillery it can be considered rather 'mundane'

-Infantry Support: The Primary Infantry transport of the royal army is the 'Eris' Infantry fighting Vehicle. Armed with a variety of anti-infantry and support combat weapons the Eris is expected to stick around and support the units it is deployed with.
Should the Eris be unsuitable the large 'Ganesha' assault Transport is in use. A Rolling assault weight fortress capable of carrying an entire platoon by itself of fully power armed Castellans while carrying enough firepower to level the defenses it has to barrel through giving it the nickname 'rolling fortress'
Aside from these Transports other support exists in the form of a large variety of infantry support drones. These hovering little robots can be outfitted for a large variety of tasks. From creating a shield bubble around troops, to carrying squad support weapons, to marking targets and spotting, To Medical Assistance. These little fellows are a soldier's best friend. These are most often linked to the MMI Of their operator or handler.
While not specifically infantry support, as it also exists on the mech scale, combat fabricators are of crucial importance for all aspects of the Imperial military as they allow for immediate on-site repairs or emergency medical equipment or what else. All you need to do is provide a URB, Universal Resource Block, And the machine can provide anything for which it has the built in blueprint of license to produce.


Legends
-Princess Kara Et Carmill: (Divided Obligations)
The current 5th in line for the Imperial throne, Princess Kara is a relatively young throne noble and thus has not yet undergone some of the more extensive and body altering modifications that some of her family favors. She is a skilled Mech Duelist and commander leading the Royal Guards 7th fleet personally while piloting her customized Seraphim Heavy Mech, A Machine designed to operate both in and out of atmosphere with equal efficiency.
With the opening of the extra-dimensional Gate her father, Emperor Marcus Ek Valerian, Has ordered her and the Royal Guard 7th Fleet to oversee that the newly appointed Ducal family carry out their tasks properly in accordance with the wishes of the Imperial court. She is a skilled negotiator and diplomat on top of her extensive combat capabilities.

-Nikolaj Af Hvide:
Heir Apparent to the Hvide Family and thus future Duke of Dannevirke. He Is a skilled Mech Pilot and seems to have far more luck than he really should have. Most notable for his pirate hunting antics he, like any high ranked sword noble, has extensive genetic augmentation and a high grade command MMI.
His Personal Mech is called the 'Atropos' and is a surprisingly agile heavy mech wielding what can best be described as a mech sized gravity hammer or thunderhammer, while each arm is equipped with a pair of light railguns.

-Epsilon 1-6 "Athena":
Athena is a Royal Guard Biosynth Originally in Service to Princess Kara. Following the Royal Guards 7th Fleets assignment to Support the Duchy of Dannevirkes newly assigned colonial mission, "Athena" was assigned to keep an eye on the heir of Dannevirke, Nikolaj, and ensure he or his family did not start harboring potential rebellious ideas.
Despite this mission she and Nikolaj get along fairly well and she, piloting her Angel Heavy Mech, is more than happy to provide close combat support and tactical advice.

The Royal Family is most often known simply as the 'house of Aechen' But Each member also recieves a surname based on their parentage. Kara Et Carmill Means Kara of Carmill, As that is the planet on which she was born, while "Marcus Ek Valerian" Means "Marcus of Valerian" as he was the son of the previous emperor Valerian. For the Royals 'Et' is used for female Throne nobles while 'Ek' is used for male nobles.

Most Noble families will have some sort of noble particle, such as Von, El, De, or in the case of the Hvide Family "af" these are simply meant to be a way of saying 'this person is of this noble family'


Tech Descriptions
-Fabricators:
A form of Industrial-scale 3-D printer, the Fabricator is capable of churning out a number of products is supplied with the right resources pretty much autonomously. Once industrial printer technology became capable of intermixed composites and early-21st century level microprocessor production, it would usher in the era of the adaptive assembly line.
These Machines will work together on enormous factory floors to both produce parts and then see them assembled rapidly for deployment. Most supply ships also carry fabricators which then permits them to produce all parts, ammunition, and replacement equipment that a fleet or army would need during a long protracted campaign.
One thing fabricators can't produce however is food thus other methods such as hydroponics are used to solve the "Need" for food.
the "Want" For more specialised foods is of course an ever present driver of the economy and thus entire worlds thrive on simply exporting good food stuffs such as providing people with affordable beef.
They are also not able to carry out complex assembly entirely by themself thus requiring them to either create smaller things such as guns or be part of a larger automated assembly line.

-Biosynths:
Biosynths are not quite clones and yet that is the closest comparison. Often grown in enormous facilities in Batches Biosynths are usually denoted for having a variety of animal traits so that they are easily distinguishable from baseline humans.
During their production in these facilities a Biosynth will be grown with a variety of important genetic and bio-mechanical augmentations to make them best suited for their task.

Digital sentient intelligence was a potent asset for the early colonies, but most early generation AI was rigid and useful primarily for routine tasks. Biosynthetic labor was a critical bridge in automated workforces to create manufactured adaptive workforces capable of rapidly scaling to colonial projects even as digital AI caught up.
More than the convenience of a workforce-print-on-demand, Biosynths had the advantage of being more "politician-proof" to manage than digisynths with greater capacity for fuzzy logic and creative decision making.

Reproduction through Iron Wombs is also considered seperate from creating Biosynths simply due to differences in the growth and learning processes as by the time a Biosynth is Decanted they are ready to learn further about their given task.

An early trend among the colonies was the rapid reduction of humanform cloning across most worlds and installation of more distinctive non-human features to differentiate from the general population. Kemonomimi cosmetic modification would be among the most broadly utilized, splicing animal features into biosynths as explicitly non-human identifiers and making it clear who were tank-born and who were natural. (The outrage of the "Furry" cultural movement by these decisions is a point of massive sociopolitical dispute even today)
-Common Synth: The most common classification of biosynths are those meant to work for the betterment of the organization that created or acquired them. These run across a wide spectrum, but are broadly within human ranges of ability and training via programming, coupled with social conditioning.
-Specialist Synth: Biosynths optimized for limited superhuman capability in a given field. Mentat organic computers, empathic diplomatics, tailor-made leaders, or combat-prepared military biosynths.
regulations permit their usage as individuals but not as distinct social classes or in positions of absolute authority above baseline humans, as well as more stringent control mechanism requirements than common worksynths. A general rule of thumb for Talents is their gifts require equal counterbalance, and they are not to exclude humans entirely.
-Artisanal Synth: These are the highest grade of biosynth and are the kind that the Royal Guard fall under. Each one is a Specialist synth taken to their natural extremes, Combat synths strong enough to punch through metal, capable of consuming reactor coolant like recreational alcohol. They are built to be well above the human baseline to a superhuman degree, often in multiple areas where as specialist synths usually cover only one or two.
1) Genetic editing to reduce or amplify some characteristics. Typically this means dialing up empathy and violence-aversions, while increasing inclinations to obey orders via positive feedback triggers. There is no singular "obedience gene" but proper genemodding can give a lot of context to obedience.
1a) In more ruthless cases, genetically engineering flaws into biosynths is a more drastic control option used to handle biosynths that were superhuman in specific skillsets. Mentats with dependence on medications, high-strength industrial biosynths having hardwired short lifespans to maximize productivity in the time they got, warsynths tailor-made for combat and living on a cocktail of combat drugs to retain sanity are all in this category.
2) Conventional education: Biosynths are meant to be SKILLED labor, not menial workers. Proper education and upbringing can impart pride and fulfillment that they were born with a purpose, job, and valued place in society from day one, and among many worlds biosynth workers are treated in some ways better than the mass human population.
3) Psychotherapy: mental conditioning, hypnotic triggers, order implantation. While humanity only has a first-approximation understanding of the "spark" of sentience within the human brain, there are still many ways to manipulate emotion to material end.
4) External conditioning implants: implants like datajacks and MMI's can install new programming into biosynths, albeit with less effect on older ones who have more life experience and are less blank-slate to imprint upon.
5) External control measures: Nerve-staple collars were commonly used in more ruthless states for micro-managed Pavlovian therapy and control. Other methods such as medication dependencies, reward mechanisms, citizenship terms, and other social/economic constructs are also used.
6) Lifespan Manipulation: As a general rule, the faster a biosynth is made to grow, the shorter their overall lifespan. While this can be counteracted to a degree by modern medicine, most designers emphasize maintaining a prolonged physical peak rather than total quantity of life. Most biosynths have half the lifespan of a baseline human without significant medical and technological intervention.

-Mechs
One of the first factories built by nearly every arkship on their destination world would be a mechforge, building large exoskeleton labor-multiplication engines to enable a single pilot to do the work of hundreds with human precision. Combined with the ease of producing labormechs and adapting them to local conditions and resources, mechs have a presence on every world and system of human space.
These Labormechs would form the basis for future mech designs, as with the development of the Neuro-Helmet and later the Mind-Machine-Interface The Mech turned from merely an all terrain vehicle to an enormous mechanical extension of the pilots own bodies. If a combat mech has a roughly humanoid shape expect it to move like a human with fluidity granted by its advanced artificial muscles and the natural movement of its pilot.

Mechs usually come in 4 weight categories, Light, Medium, Heavy, and Assault. Various nations use different names but these are the commonly used terms within the business world.
A Mechs height tends to be based on their weight class with light mechs being as small as 5 meters with the largest assault mechs reaching as tall as 18 meters.
Mechs Tend to be either build for Exo-Atmospheric combat or in-atmosphere combat, With a few rare machine being build to handle combat in both environments equally well.
There are numerous types of mechs throughout human space meant for fighting in war.
All mechs however have a few things in common. the first is their reliance on a direct interface, be it a neuro-helmet or an MMI. These allow the mech and pilot to become almost one as the mech uses the pilots sense of balance and the pilot recieves a consistent input of information from the mech which he can then react to the moment he receives the input.

All mechs are also built on a skeleton, commonly called a 'frame' which in turn is coated in a series of immensely strong artificial muscle fibers which allow the mech to move with the same precision as a human while being immensely strong even for something its own size.
Finally all mechs require a power source. Most commonly this takes the form of an incredibly advanced fusion reactor which acts as the beating heart of the mech. These reactors can continue to run for decades even if under consistent combat use and the only thing needed to fuel the fusion reaction is water. The same can not be said of a mechs thrusters which often require additional fuel to remain functional.

Groundside mechs are often built around a mix of heavy armor and strong firepower (somewhat like battlemechs from battletech or imperial knights) while still retaining a decent level of mobility either through strong legs or through thrusters that allow them to glide over the ground in an almost skating motion (the mechs either run fast or move like an armored core/Gundam Dom)

In Space mechs are reliant on the force of their thrusters and rely on their speed and maneuverability, Making the personal skill of the pilot even more important than on the ground where it already plays a large part.

Due to the prevailing E-WAR Fog and other reactor emissions combat in both space and on the ground tends towards close quarters meaning all mechs tend to carry a melee weapon and most weapons are designed to be line of sight with artillery support mechs being reliant on any data sent back by allies marking targets for them.

-E-WAR And the Fog of War:
Due to years of development an era has been reached in which electronic warfare measures have greatly outpaces electronic countermeasures. This has resulted in a form of warfare where due to constant sensor disturbances battle has to be conducted in close combat as each side tries to neutralise the others E-WAR Advantage so that ship targeting comes into play with only reactor-emissions causing some deviations in target accuracy once that occurs.
This in turn has even further cemented the use of mechs both as spotters and combatants aiming to take out enemy systems further cementing the mech as the best tool for the current warfare situation.

-Mech Scale Weapons:
Mech Scale weapons have always been a difficult thing to get entirely right as it isn't as simple as just sizing up a conventional weapon to mech scale. Despite this numerous weapons both built into a mech or handheld have been designed over the centuries.
Due to the E-WAR haze and general mech mobility these weapons are designed for relatively close combat or at the very least line of sight fire, Burst fire rifles, Mech Scale Shotguns, Magnetic accelerators, and several more that will be detailed in the section below.
-Autocannons: Mech scale "autocannons" aren't so much autocannons as a general term for conventional ballistic weaponry. enormous burstfire rifles firing 120mm's, machine guns utilising 76mm, or enormous mech scale shotguns. All these somewhat 'conventional' ballistic weapons fit under Autocannons. Their biggest advantage is their low maintenance, reliability, and ease of logistics.
These along with magnetic accelerators are the most commonly seen weapons mounted on armored combat vehicles.

-Magnetic Accelerators: A Magnetic Accelerator does exactly what is says on the tin in that it accelerates a metallic projectile to incredibly speeds making them able to fire nearly anything as long as it's metallic in nature and fits down the guns barrel. Numerous magnetic accelerators exist but they are usually used either for extreme range cannons or large heavy cannons though smaller ones meant to act like Autocannons exist.
while they are Ammunition Agnostic the gun itself is not as easy to produce as an autocannon and due to wear and tear upon the magnetic coils and rails depending on model the thing requires more maintenance man hours than a similarly sized autocannon making it a trade off where additional work is needed in exchange for greater range and power.

-Plasma Rifle: Not a Plasma rifle in the traditional sci-fi sense where it fires globs of super-heated gas. Instead these Plasma Rifles use the power of the fusion engine or power amplifiers to power an electromagnetic accelerator to a stream, pulse, or toroid of plasma (i.e. very hot, energetic, and excited matter). The plasma is created by using a lasing process to flash cartridges of plastic foam into white-hot projectiles that cause thermal, as well as physical, damage.
The primary damage mechanism is thermal transfer; the weapon causes serious burns, and often immediate death of living creatures, melting or evaporating other materials.
These Weapons while incredibly useful are however rare and usually limited to atmospheric deployments for numerous reasons and is relatively short range. Many a light mech has however enjoyed taking these into battle to delete some poor unsuspecting platoon of infantry.

-Fusion Blaster: Also sometimes called a 'shunt gun' or 'heat ray' these weapons focus by creating a blast or beam from material rapidly ignited by the mechs own fusion reaction. This is then projected as a blast which can burn through almost anything, with greater effect the closer to the target.
These things are relatively short range and quite dangerous due to their close connection to the mechs reactor but the sheer devestating power they offer is unmatched.

-Particle Projection Cannon: Also called a "PPC" or an "Ion Cannon" is One of the rarest weapons available outside of the Imperial Royal guard.
The Weapons Operates by firing a concentrated stream of protons or ions at a target with damage resulting from both thermal and kinetic energy. These particles react explosively with the target, transferring tremendous energy at the atomic level and ensuring few things can survive a direct hit from these deadly weapons.
These guns are however incredibly maintenance intensive and at risk of overheating with continued use.

-Missiles: While Long range missile artillery is increasingly uncommon upon the modern E-Haze filled battlefield various guided and short range missiles still have roles. From the power of a burst of short-range-missiles to the rain of guided in long range missiles. But in general one needs to be very close or use laser guidance to get a proper lock for missile fire.

-Close Combat Weapons: A Term used for mundane melee armaments used by mechs. These can range from large heavy hammers, axes made from rare alloys, or monomolecular swords. Every mech carries some form of close combat weapons, and if they lack a specialised one they will usually be carrying one of these.

-Heat Blades: A Variation of the standard close combat weapon that functions by super-heating the blade allowing it to partially melt its way through enemy armor. Most often these are in the form of axes, tomahawks, or swords meant for chopping.

-Plasma Blades: Relatively rare, unlike the Plasma rifle these are proper plasma technology somewhat comparable to a Lightsaber or beam saber in their function. Not much else to say, it is a mech sized lightsaber usually with a blade somewhat shaped to appear as a proper blade.

-Fusion Blades: More of a sidegrade of the fusion blaster, with the right mix of gravitic control and regulators, a fusionblaster can create a consisten stream of energy that can then be contained for use as a melee blade. These are more unstable than a properly made Plasma blade but are also far more capable than even them of carving through enemies.

-Gravitic Hammers: While not all such weapons make use of gravity manipulation to achieve their effect all these enormous blunt force weapons have in common that upon striking their enemy the blow is enormously enhanced, be it by a series of rockets on the back, a gravity manipulation field, mass alteration, or a simple short lived energy field surrounding the head of the hammer at the moment of impact. These are thus the single best means of crushing an enemies armor.

-Shields: Not necesarily a weapon but many mechs carry large handheld shields. These shields can also be used to store additional ammunition, carry large rockets, or store ones melee weapon in.

-Energy Shielding: Incredibly rare on the mech scale energy shields is usually relegated to use on starships. However some attempts have been made to create mech scale energy shields. These are usually directional, akin to the shields of an imperial knight or the energy shields used in Armored Core 6 in that they can only ever face one direction and thus can be overwhelmed by sustained fire. not all mechs or vehicles equip these but the royal guard are all equipped with energy shielding.

-Gravity Controls: While Limited in its scope ships do come equipped with some gravity control mechanisms as do mechs. Grav technology is both used to regulate gravity in sections of a ship, allow Corvettes and frigates to enter atmosphere although sluggishly, is used in both mech and infantry gear to act as a sort of gravity parachute, and of course the Gravitic Hammer type weapon got its name from early models using carefully tuned gravity manipulation fields to create their notorious impact force.
It is a complex technology but when employed correctly can result in terrifying effects.

-Augmentation: Genetic and Cybernetic Augmentation is rather self explanatory. Using Genetic engineering or extensive cybernetic reconstruction it is entirely possible to turn a normal human borderline superhuman. From a brain like a supercomputer to being tall and strong as a space marine.
Obviously there are limitations, the more one adds the larger a person usually gets, more muscles will usually be visible, increased durability oddly enough often comes with increased height. Redundant Organs or cybernetic implants need places to fit. Some Augmentation is also so extensive that if you were not grown with it then it simply is not possible to implement without severe risk of over-stressing your nervous system.
Augmentation is often classed in a letter scaling, F, D, C, B, A, S. These range from baseline to 'barely legally human' due to such extensive things as permanent internment in their mech or their mind being connected to a network of multiple bodies or other such things.
Within the Empire of Aechen the highest levels of augmentation are reserved exclusively for the nobility, with the low nobility and commoners only permitted cybernetic augmentation if any at all.
Often these will be offered in 'augmentation packages' to people, often meant to serve specific purposes or for those new or unskilled with augment customization. Some common packages include things to assist you as a ground combatant such as increased physical size and strength(Spartans or space marines), packages meant to help your mental capabilities turning you into essentially a super computer (think a Mentat) so on so forth.
 
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