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

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.

 
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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-9 Central-South 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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