HELIOS WEEPS - The Tragedy of Sol



Name: Leon Radek

Age: 45

Pronouns & Gender: he/him, cis male

Rank and Service: Army, Provost Marshal of Callisto

Religion: Committee for the Direction of Solar Unification

Archetype: Poverty Levy/Careerist Wart

Disposition:
1. Intuition
2. Erudition
3. Motivation

Bio: Born in the last dying breath of an independent Mars and the so called end of the anarchy, a life growing up in Martian slums taught Radek all he needed to know about the CDSU. He saw the unflinching brutality of their occupational forces and the complete unwillingness to tolerate any leeway from the bottom line. He saw how recruitment efforts and social programs were cynically used to pacify and harness the energies of an increasingly restive population. He saw how the process of recruitment itself was a way to pit Martian against Martian and further indoctrinate those who enlisted out of self interest into genuine loyalty to the regime. He saw all of this, and knew they were right to do so. The CDSU had undeniably delivered humanity from the throes of endless anarchy and infighting. Anyone who disagreed was either too deluded to understand this, or too self-interested to care. In either case, their opinion was to be discarded, and any means used to keep them from undermining the great work justified.

Radek brought this quiet, absolute certainty of belief to his career in the occupational forces of Mars, where he acted with swift decision and without regard for anyone who was not either uniformed CDSU personnel or properly ID'd civilians, in that order. It served him well, as he steadily rose through the ranks, his background unable to truly hinder him. For decades, Radek dedicated himself almost entirely to the sisyphean task of stabilizing the CDSU's problem child, acting precisely and pitilessly, throwing his utmost support behind a procession of superiors and demanding the same from his subordinates. Political maneuvering and subterfuge was never something Radek stained his hands with, and so his promotion and assignment to Callisto came as a great surprise. He was told it was a reward for his long years of service, proof that he had overcome his origins to rise to the highest levels. To go from wrestling with Martian dissidents in the streets to guarding the hallowed castles of Jovian junkers was an incredible rise. He should be deeply honored.

So he was told. And yet, the more he heard it, the less he believed it. He had been given a truly terrifying force under his personal command, but there was no enemy worthy of deploying them. The Guard Divisions were there more as an honor guard than an actual garrison-Callisto would never be the site of such a thing. Not a man previously disposed to introspection or politicking, Radek was given little to do beyond just that. He did not enjoy it. As he interacted more and more with his peers and superiors outside of the bounds of clear crises and duties, in fact, he came to an increasingly unpleasant realization.

There was a clear rot within the higher echelons of the CDSU. Angraham, the Five Point Crisis-he had done his best to stamp out the unrest these incidents had provoked on Mars. In his new position, he was given a front row seat to the way in which they still festered years later within the CDSU itself. Why had those among the highest ranks, those who should have embodied everything the CDSU meant, not acted with the same speed and severity? Did they no longer care? Had they forgotten the dream in favor of their own ambitions?

As he spoke with them more and more, he realized that this was exactly the case. Self interest was the order of the day, now. The true believers were far too few. The CDSU was becoming increasingly rudderless. An insistent hesitancy on actually facing the rot and corruption within it had only made the problem worse, in a way that never would have been allowed among the lower ranks. Drastic action was necessary. And once that conclusion was reached, his course was clear.

Starting Force:
Callistan Dragoons
Guards Division (x3)
Orbital Battery
Officer
Logistic Element

Bored Junker Scions
Strike Team

Politics:
How ought the CDSU be structured at its highest level? (Presidentista)

The issues that plague the current regime are the result of the division of powers and dilution of authority. A clear chain of command with a single head is the answer.
What is the fate of Democracy? (Merciless)
Democracy is a siren song that only leads to chaos, infighting, and corruption. There can be no compromise.
What is the purpose of Survival Economics? (Ideological Survivalist)
What role does the economy play beyond maintaining the CDSU and maintaining humanity?
What is the purpose of faith in the regime? (Pragmatist)
Any belief system that upholds and supports the CDSU's primacy and necessity has a place.
How should technology be reclaimed? (Technocrat)
We cannot, must not, surrender one of humanity's greatest resources to the whims of circumstance and personal avarice.
How should the CDSU deal with regional identities? (Relegationist)
Mars shows the folly of nationalism and regionalism, clinging to dead idols and parochial concerns at the cost of the rest of humanity. Allowing regionalism and the inevitable exceptionalism and chauvinism that follows undermines the CDSU.
What ought to be done about inequalities in the regime? (Meritocrat)
Efficiency and success must be rewarded for a functional system, but that does not mean that we should ignore the instability caused by social issues. Pressure should be eased.
What is the ultimate goal for Earth? (Restorer)
Earth holds important symbolic meaning, but it also is still capable of sustaining an immense population. The planet's biosphere should be improved further to help it sustain itself, and its masses put to work for the good of the CDSU at home and abroad.
What is the mandate of Luna? (Dualist)
The mandate is the reason for the CDSU's existence and the highest calling of any Solar polity. It is also something fragile that must be fought for and defended every day, even from its own flaws. To protect it, sometimes it must be changed.
What should be done with the Pentagov System? (Fifthist)
Pentagov as designed and conceptualized serves able to govern the Solar system. It is the failure to properly uphold it that is the problem. Removing loopholes and oversights and holding officers to a higher standard will fix it far more than wanton overthrow.
What of the Provosts? (Maintenance)
Functionally, some level of delegation is impossible to avoid, and officers on the ground need the freedom to act with initiative in the face of challenges. However, they must be subjected to effective oversight and checks to prevent a slide into warlordism.

Are you Interested in being a part of the Inciting Coup? You may not be selected but this lets us know your interests. [X] Yes [] No
 
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Faceclaim forthcoming
Name: Han Hee-Jin
Age:
Pronouns: She/Her, Cisgender
Rank and Service: Colonel General, IV Sector
Religion: Atheist (Antitheist)
Archetype: Eager Enforcer, One of the Good Ones
Disposition:
  1. Erudition
  2. Motivation
  3. Intuition
A clockwork heart ticks beneath the woman's skin, finely-tuned to perfection. Her ever so slight inclinations of a smile or of a frown are perfunctory imitations, the cold neutrality that forms her most normal expression as close to factory reset conditions as the human face can come. Her uniform is so well-pressed and spotless it seems she never takes it off, the style of her hair the one thing that varies frequently enough to indicate she is anything but a mechanistic enforcer of the CDSU; attempts to glean her emotions are staring into the icy mirror of a frozen lake, and the sound of her voice the frigidity of Mars' long winter.

Beliefs lived in her heart once, many decades ago. She was a low-ranking officer then, commanding little more than a loyal brigade. For the sake of Solar unification, she led that self-same brigade—all Martians then—against the First Republic of Winter without mercy. She served side by side with some of the first Jovians, and when Foster's policemen failed, her troops were there, breaking the uprising his folly had spawned. She was no great hero, no grand example of martial valour and heroism. She spent lives and traded resources. But she was consistent above all. And loyal.

Loyalty won her accolades and awards; it was the foundation for a ladder with which she climbed from a humble junior officer to Colonel General. She is no outspoken ideological partisan, or champion of some obscure cause. Loyalty and quiet are her allies; the CDSU raised her high from Martian dregs and she would never be a snake biting at the hand that fed her. Dissent is to be quashed at the expense of all, loyalty must be enforced. Unwilling to make allies with the Junkers or Viscounts , Col. General Han seems an outsider to the end. But she is a very powerful outsider.

Few can boast a service as long and committed as hers. Few can boast a cadre as devoted and loyal as hers. Commanding a full three Guards Assault Divisions, not to mention an orbital battery, forces such as hers are an armed spearhead of the CDSU aimed directly at separatist intent. And should the CDSU break and shatter under the pressures that align against it? Sol must be united at all cost. There is no sacrifice too great.

Army Command (Will elaborate on tomorrow):
  • Logistical Element (0)
  • Officer (0)
  • x2 Militia (2)
  • x1 Occupation Security Division (4)
  • x3 Guards Assault Brigade (108)
  • Mobile Orbital Battery (30)
How Ought the CDSU to be Structured at the Highest Level=

It is not the purpose of a soldier to opine on politics. Just to carry them out.
What is the Fate of Democracy?

The first time I was asked this idiotic question, I was still a Martian. As I said then; if waging war with the undisciplined is liable to lead to disaster, then how could it be an improvement to hand it off to the undisciplined and the uneducated?
What is the purpose of Survival Economics?

"That every man, woman, and child can rest free of the fear of starvation and deprivation." That is from the Mandate of Luna. They are a means to an end, and must be reconsidered for the purpose of a healthy and disciplined population.
What is the Future of Faith in the Regime?

Like the human tailbone, the vestigial notion of faith is little more than a relict fetishism surviving from its origin as a tool to maintain the primitive perihelion us-them distinctions of tribal states. We should rather perform a surgical operation than let this vestigial organ poison the human body.
How Should Technology be Reclaimed?

Individuals naturally trend towards accumulation. Letting such an important question up to the masses is little more than accepting anarchy. The state alone possesses the capability to rediscover and redistribute as necessary.
How Should the CDSU Deal With Regional Identities?

'Regional identity' is an oxymoron.
What Ought to be Done About Inequalities in the Regime?

Without a clear and ordered society, humanity is doomed. If the CDSU cannot ensure this the CDSU, likewise, is doomed.
What is the Ultimate Goal for Earth?

Terraforming projects have brought nothing but failure. Flight from Earth is little better than the naivety of democracy or doomed economic systems.
What is the Mandate of Luna?

The unification of humanity is our goal. The Mandate is our guide.
What Should be Done With the Pentagov System?

It is not my place to say.
What of the Provosts?

What does one call a soldier who chooses whether he will follow orders? A deserter.
What is the Greatest Threat to Humanity?

Laxity and laziness.
What of the Unity Police?

A start in the right direction.
In Their Economic Struggles, Are You More Sympathetic to Provisionary or SEED?

The eradication of starvation does not mean that humanity must remain a single collective meal from starvation forever.
The CDSU has painstakingly worked on restoring the Ansible, what of it?

In the hands of the right people, a powerful tool. In the hands of the wrong, worthless cross-fraternization.
Advanced Genetic Engineering has been losttech since the Anarchy. It was once restircted to the highest elechons, but its expected return over the next several decades has reignited debate on its role in society?

When the time comes, man will be master of his fate.


Are you Interested in being a part of the Inciting Coup? You may not be selected but this lets us know your interests. [] Yes [X] No
 
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Name: Kirst Azandra
Age: 40
Pronouns: She/Her
Rank and Service: Commissar-Admiral, VI Sector
Religion: Atheist
Archetype: Gambling Dreamer, Merciful Monster
Disposition:

1. Intuition
2. Erudition
3. Motivation

Kirst Azandra was born on Mercury, and her family - through some miracle - were one of the statistically anomalous proportion to earn their way to Venus. Despite the decades of blistering labour, the malfunctioning limbs and Pavlovian conditioning, they were thankful. The system worked, and whatever crime had put them in those sweltering refineries had been justly punished. They were redeemed as only a sinner can be, and zealous in the manner of the convert. A career of service was never in question for Kirst, but they would have been just as happy to see her slaving loyally in a Kube factory as commanding a starship.

A sharp mind, diligent work ethic, and amiable disposition all counted in her favour, but they aren't how she climbed up this ladder. She had a certain... spark. Was it Idealism? Narcissism? Or even just a liberating cynicism? Nobody could really tell, but this drive she had was always what made the difference. That little extra something made her capable of anything - and that made her useful, but dangerous.

A natural fit for Strategic Reconnaissance. The elder sibling of the Commissary trio now serving a largely functionary role; the study of pests, and their subsequent - efficient - extermination. Access to a vast network of information, but with only the narrow remit to make use of it. From the premier threat-assessment and analytics organ of the CDSU, the CSR had been reduced to swatting pirates and squashing dissidents - tiresome and inglorious work which it was agreed someone had to do, just someone else.

Underfunded, undermanned, and underwhelming - but none of it seemed to bother Azandra. That amorphous inner focus of hers provided a clarity of mind that made her a reliable hand for those tasks others found too grimey, too bloody, or just too frustrating. At the start she even relished the chance to go where others would not, and do what they could not. Surveillance in the undercities, just to keep an eye on them; months dark in deep space, chasing non-existent drug runners; and long, endless nights in the interrogation chambers, to find out something that wouldn't even make the footnotes on the report. The dirt, for whatever reason, just didn't stick to her - her superiors didn't quite understand how, but they loved her for it all the same.

Eventually she got attached to the Navy, and became something of a roaming problem-solver. The brass would point her at whatever nuisance they had on their desk, and hope to never hear about it again. Most of the time they got what they wanted, and as long as the garbage gets collected nobody really cares who did it, or why they did it, or even what happens to it afterwards. That was just how Kirst liked it, because as the years rolled on, she got worse at hiding the truth - and if anyone really looked, they might have figured it out.

Because the truth, the real truth, was that Kirst hated this whole damn system. No, not the CDSU system - The Solar system. She didn't want to, but she did. She hated it for greeting her in a sweltering hospital ward beneath a hostile sun. She hated it for the arrogant aeropoli, and for her pathetic, broken parents. She hated it for the the megacity slums, for the shattered moons, for the nuclear waste, and for all the dead and the slowly dying. Most of all, she hated that no matter what, she couldn't escape it. This was life, for everyone, forever. And with every year that passed, she found it harder to tolerate all of it.

It wasn't that she hated the people of this system, or blamed them for what they did and had done - no more than she blamed herself. In fact, the one thing she did love, that she always loved, was the CDSU. It was her replacement for the real thing; its shadow on the wall, the reflection in the water. But it was cold comfort, and finding a way to love this place, the only place, was what drove her. Finding some beauty in the beatings, some nobility in the cowardice, some poetry in the pointless. Some reason for these endless calamities. Ever more distant places, ever more extreme measures.

Slowly, without realising it, she drifted from the heart of Sol to it's furthest outskirts. Now, standing on the edge of existence, staring out into the void most might have thought she was chasing all along, there's simply nowhere left to look. She can't love Sol, not really. But she can love the next best thing - she can love what Sol can still do for her. For her, and for anyone else that can't stand this haunted, decrepit graveyard rotating around that merciless angry sun. Sol can be their ticket out of here.

For us to make it out alive, it could take everything this system has left to give. There will be sacrifices we can't even imagine yet. Some will be afraid, and they'll try to stop it. Yes, they'll build their utopia with blood and bodies - just not here. And if after all that, it turns out there's nothing out there but more of the same? She won't mind, because she'll finally know it really was her that was wrong.

And if Sol can give her that much, she'll at least call it even.

Navy Command:

Logistical Element (0)
1X Destroyer Line (12)
1x Invader Squadron (30)
2x Battleship Force (72)
5x Officers (30)

How ought the CDSU be structured at its highest level?

The center must be strong, but not brittle. All that matters is that it gets things done, and doesn't get in the way. There are more important things than individual egos at stake.

What is the fate of Democracy?

All systems present with elements of consensus and of command. Is the CENTCOM democratic, because it votes on matters before it? Is the Munger commune hierarchical, because the one with the loudest voice gets their way? "Democracy" is an incoherent idea, and as soon as we stop fearing its shadow we can finally be rid of it.

What is the purpose of Survival Economics?

The definition of survival must be expanded - not to frivolous luxuries, but to the imperatives of civilizational progress. We must not languish in the comfort of a full belly, but nourish the spirit with the burning of stars.

What is the future of faith in the regime?

I've looked for their gods in the heavens and the heart, and found nothing. These illusions will lead to nothing good.

How should technology be reclaimed?

The state must bend every sinew towards the recording and advancement of useful technologies, not searching for more flavours of kube or handing the power to split atoms to anyone who asks. Technology exists to serve a useful purpose - and that makes it the responsibility of the state.

How should the CDSU deal with regional identities?

Identifying with a ball of dirt over your own species is a mental defect to be treated and cured.

What ought be done about inequalities in the regime?

Should we not punish corruption and waste?

What is the ultimate goal for Earth?

Human habitation of Earth is both obscene and obstructive. Remove the population from the planet, then burn it for whatever its worth.

What is the Mandate of Luna?

The Mandate of Luna is a roadmap that requires urgent extension.

What should be done with the Pentagov System?

A question for bureaucrats.

What of the Provosts?

Bring them into line with central authority. No deviation from the mission, no egos over the goal.

What is the greatest threat to Humanity?

Stagnation and decay.

What of the Unity Police?

There should be a single security Commission with the simple mandate of ensuring the fullest efficiency of the CDSU and the elimination of obstructions to it. Cultural purity must be codified and cultivated in service of the goals it serves.

In their economic squables, are you more sympathetic to the Provisionary or SEED?

Maximising productive ability is noble and necessary, but wasting production is not.

The CDSU has painstakingly worked on restoring the Ansible, what of it?

The Ansible is critical to our future, second only to ensuring it does not fall into the wrong hands again.

Advanced Genetic Engineering has been lost tech since the Anarchy. It was once restricted to the highest elechons, but its expected return over the next several decades has reignited debate on its role in society

The humanity that reaches out into the stars will not be the humanity of today.

Coup?: [X] No
 
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ROUND ONE APPLICATIONS
==First Round of the Cast of the Final Century==​

Gregers Torgeir, Provost Marshal of Luna @AMTurtle
Valorum, L3,
2 Strategic Warheads, 3 Tactical Warheads

Lance White, Admiral, Outer Force @Another Amoeba
Sol 8, Oberon [Orbit], Sol 13
2 Strategic Warheads, 4 Tactical Warheads

Angelika von Höllenwasser, Admiral, Outerforce @veteranMortal
Sol 12, Saturn [Orbit]
2 Strategic Warheads, 3 Tactical Warheads

Miranda Mor, Provost Commandant of Earth @DogREAL
Brittany, E5, E6, E13
3 Strategic Warheads 3 Tactical Warheads

Mauger Morel, Admiral, Belt Force @natruska
Sol 5, Vesta [Orbit], Sol 10
2 Strategic Warheads, 4 Tactical Warheads
(8pts Left)

Sybille Freisler, Provost Marshal of Ceres @CobaltCloyster
Ceres [Surface]
3 Tactical Warheads

Zakhar Zichak, Provost Commandant of Mercury @Bandeirante
Mercury
1 Tactical Warhead
(2pts Leftover)

William Harper, Solar Marshal @halosammy
Earth [Orbit]
3 Strategic Warheads, 1 Tactical Warhead

Atlantica Reed, Prognostics-General @Gladsome
Rhea [Surface]
1 Tactical Warhead

Aster Dasari, Security-Lieutenant-General (C-CID) @triyon33
Triton [Surface]
1 Tactical Warhead
(-16 for Extra Stack, but still 8pts left)

Drall Nexus, Vice Admiral, Home Force @Aedan777
Sol 9
3 Strategic Warheads, 1 Tactical Warhead

Yahui Anxhela, Prognostics-General @Carol
L8, L9, New Dawn L10, L14
1 Strategic Warhead, 5 Tactical Warheads
4pts Militia

Walter Stradorf, Admiral, Outer Force @Cathari
Titan [Orbit]
Sol 27
2 Strategic Warheads, 2 Tactical Warheads

Dagon Isaiah, Provisionary Marshal @Cetashwayo
Aphrodite
1 Strategic Warhead, 3 Tactical Warheads

Alexander Pierce, General, II Sector @triumph8w
New Cairo, E33
2 Strategic Warheads, 2 Tactical Warheads

Declan Carter, Solar Marshal, Home Force @DeMarcheese
Sol 3
3 Strategic Warheads, 1 Tactical Warhead

Claude DeMarcus, Admiral, Home Force @Azecreth
Sol 22
3 Strategic Warheads, 1 Tactical Warhead

Nazir Oreillsky, Security-Colonel, Commission for Criminal Investigation and Dispersion @Uniquelyequal
M7, Port Maersk, M13, M14, M22
2 Strategic Warheads, 4 Tactical Warheads

Gabriel Sng, Security-General, Commission for Strategic Reconnaissance @Bucephalus
Walton's Landing, M26
2 Strategic Warheads, 3 Tactical Warheads

Silas Zaratiegui, Provisionary-Marshal @DanBaque
Vorkuta, E8
2 Strategic Warheads, 3 Tactical Warheads
(30pts left)

Kim Ellis Patrice, Glennstaire, Solar Marshal, Belt Force @nachtingale
Sol 10, Sol 15
1 Strategic Warhead, 4 Tactical Warheads

Alexandrie Lucan Valois De La Valliere, Admiral, Inner Force @Scrivener
Sol 2, Venus [orbit]
2 Strategic Warheads, 3 Tactical Warheads

Elizabeth Wels, Deputy Admiral, Inner Force @Lazer Raptor
Sol 20, Sol 21
1 Strategic Warhead, 4 Tactical Warheads

Iwai Kuro, Provost Commandant of Ganymede @<o>U<o>
Speartower, Glamorgan
2 Strategic Warheads, 2 Tactical Warheads

Leon Radek, Provost Marshal of Callisto @Fancy Face
Seaholm
2 Strategic Warheads, 2 Tactical Warheads

Han Hee-jin, Colonel General, IV Sector @Chehrazad
Kurkulla, V7
2 Strategic Warheads, 2 Tactical Warheads

Sulha Waves, General VIth Sector Army @Laplace
Memory of Divinity, T7
3 Strategic Warheads, 1 Tactical Warhead

Oksana Kapule, Colonel Belt Force @Potato Anarchy
Sol 24
1 Strategic Warhead, 4 Tactical Warheads
 
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Chimezie Mmaduneme Aguilar
But such consummate skill, such ability, such adaptability, such numbing ruthlessness, such a use of weapons when anything could become weapon . . .



"The first thing you must understand is that this is not practice. This is not preparation.
You are as ready to die today as you will ever be."

Age: 52

Pronouns and Gender: he/him

Rank, Post and Service: Brigadier, V Sector

Religion: Atheist

Archetypes: Merciful Monster, Branch Partisan

Disposition:

  • Erudition
  • Intuition
  • Motivation

Bio:

War. Lord.

It is a term people utilize frequently without truly asking what it means. If they understood, they would, perhaps, not use it so freely. They imagine, perhaps, some trussed up tyrant, too impotent to influence the world in any other way, who kills to gain what he wants.

In another life, many worlds away, Chimezie studied languages, among other things. Dative, accusative, declension, syntax. He has always enjoyed the power of words. The man he used to be then could have told you that lord is an ancient term -- meaning, generally, master, or ruler over. The root of the word was the Ancient-Earth hlaf, or bread. Food. To control the food was to control the land, the life, the people. So, in the most literal sense, a lord does not simply control the lives of others. He controls, rather, what they need to be alive, and all else follows.

What, then, of the war-lord?

He must understand every facet of the thing, to grasp it by the handle. He must know where the weapons are held -- how many, and in what number, and how securely. How hale the troops are, how hungry, how tired, how cold, how many more hours they may move without rest. He must understand his enemies, too, in much the same detail -- for war requires nothing, if not an enemy. He must grasp, as best as he can, their situation, their provision, and their character.

This last, above all, since to grasp someone's motivations and accurately gauge their potential reactions is to have captured the whole and entirety of conflict. Such understanding must usually be learned, and is never entirely accurate, save in one circumstance only.

Chimezie Aguilar has only fought one conflict in his life, but it is a conflict in which he possesses this final and supreme advantage. The ice plains of Mars have broken many; war on these frigid hellscapes is like war nowhere else in the worlds of man. Death comes easily, and quickly. Here, there is no advantage in superior numbers or superior technology. Certainly, impotent military governments and inneffectual bombardments will do nothing to root out the nationalists burrowed into their ice caverns. Their devotion to their ideas, the love which they tirelessly hold for their dream of a red world made green -- this mad, fanatical, beautiful dream -- will not break easily. But it can break. Any enemy can be broken, and any war can be won. Chimezie knows this, and he knows that he will win, because of this supreme advantage which he holds: he was one of them, once.

And so, he has always won, and he will continue to do so. It is why he has never been promoted from this rock. Certainly, the CDSU cannot fault his methods, or their effectiveness. It is why those units under his command have spent decades deployed among the sleet-shadowed hulls of decaying hulks, fanning out through the greatest desolation the human race has ever known, hunting some of the bravest men and women it will ever produce. The things he has done in the snow and the ice, the measures which he has resorted to...these are the tools which will break his enemy.

These are the weapons which win, and the man who both understands and is willing to use the proper weapons is the lord of any war.


What are the moral limits of the CDSU, if any?

The CDSU is a soldier's construct -- an overgrown army. What success it has achieved, it has achieved by plotting the best effective strategy to its' goals and carrying out the correct course of action. This is to say: armies do not have moral limits.
Should the Ansible be rebuilt?

It would be a powerful resource -- and a powerful destabilizing force. Like most things, it can be both in equal measure. I certainly wonder if those proposing to remake it, for whatever purpose, have considered this.
What of the Pentagov system?

Overgrown, overburdened, overwrought. An animal pulling in five different directions, ready to burst at the seams.
What ought be done about corruption in the CDSU?

To understand a thing, you have to understand its' motives. There are incentives for corruption in the CDSU, so there is corruption.
What is the greatest challenge to the future of humanity?

Lack of vision, clarity, and follow-through. To hesitate is to die.
What is the purpose of survival economics?

One end, one means.
What is the future of faith in the Regime?

History has proven that sustained belief in any cause is the greatest weapon ever formed, behind the atomics. We already maintain a monopoly on atomics. The course seems self-evident.
What is the fate of Democracy?

The fate? We have tried to kill it, and if we have succeeded, it is dead. Let us make it worthwhile.
What of the Provosts?

It is a poor system that confuses size and bureaucracy for efficiency.
What ought to be done with nationalists?=

Division. Destruction. It is not enough to show them there is nothing left to fight for -- you must make them understand there was never anything at all.
How should technology be reclaimed?

In the way that allows the CDSU to best achieve it's goals.
How ought the CDSU be structured at it's highest level?

In a way that works.


Mars Central Command (MARCENTCOM),
Elements of II, V, and VII Corps,
The Army For The Pacification of the Martian Regions
Northern Pacification Brigade, "Olympus Mons"

x1 Guards Assault Brigade (36)
x1 Regimental Combat Team (12)
x3 Occupation Security Division (12)

Southern Pacification Brigade, "Boreal"
x1 Regimental Combat Team (12)
x4 Occupation Security Division (16)

Eastern Pacification Brigade, "Cold Iron"
x1 Regimental Combat Team (12)
x4 Occupation Security Division (16)

Western Pacification Brigade, "Mantella"
x1 Regimental Combat Team (12)
x4 Occupation Security Division (16)


Bastien Pasha Singh

Age: 44

Pronouns and Gender: he/him

Rank, Post and Service: Provisionary-Marshal, VI (Location on Uranus or Oberon)

Religion: Reformed Tridentian Sikhism

Archetypes: Damned Idealist

Disposition:

  • Motivation
  • Intuition
  • Erudition

Bio:

There are twelve hundred million, five hundred and sixty-six thousand educators at all levels operating under the purview of the CDSU's Provisionary Service. The vast majority of these are overseen by one of three branches: the Educational Mandate, the Bureau of Youth Development, and the Provision for the Development of the Outer Worlds, or PDOW. Over the course of his career, Bastien Pasha Singh has worked in some capacity for all three. He began his career as a Developmentalist, a skill-developing educator for underprivileged adults in his home region in the super-city of Hyderabad, where he taught people basic life skills and helped them find gainful employment with those few they already possessed. When changing winds saw the Developmental Authority dissolved and it's responsibilities folded into the Educational Mandate, Singh found himself promoted to Director of Adult Educational Services within the historically underserved Deccan Districts -- overseeing about four thousand educators, and responsible for the education of roughly eighty-four million people. He did not recieve a corresponding increase in funding to match his newfound responsbilities.

Six years later, when the Educational Mandate lost an interdepartmental conflict with the Bureau of Youth Development, Singh's department was remodeled into the stolidly-named Hyderabad Education Force. He recieved yet another promotion, this time to Provisionary-Colonel, his first ranking office within the CDSU. His direct overseer, Provisionary General Talia Guwaar, noted the ability with which he oversaw his division, and the personal attention which he devoted to designing the curriculums of those educators under his supervision. By the time Guwaar was forced out of the Service two years later, she had fast-tracked Singh through a series of rapid promotions, and he effectively held responsiblity for the educational development of every human being in Hyderabad -- a city of one billion souls.

Singh stalled there for almost twenty years, surviving a nearly routine slate of purgings, firings, mergings, and inter-service firefights. By the time the Hyderabad Education Force was unceremoniously dissolved and it's responsibilities split among three different departments, he had built a reputation as one of the most dependable, dedicated, and hardworking educators on Old Earth, able to develop robust systems which supported students and educators alike.

Considering this, it is a miracle his career survived at all. He was slung between departments and bureaus until he found himself overseeing the educational arm of the Provision for the Development of the Outer Worlds -- the most underfunded and maligned branch of the Provisionary Service's educational departments. He now oversaw more educators than ever before, with a belt of responsibility that stretched across settlements as distant as Titan, Venus, and Oberon, as well as the Colony Sides, with less resources than at any point in his long career.

Given all this, it would be forgiven for Singh to have adopted the defeatist attitude of many veteran PDOW officers -- such as his direct overseer, Provisionary-Marshal Duchamp, who had famously directed his subordinates to 'husband their resources' and 'accept a necessary inequality of educational outcomes' in many of the worlds under their purview. But he did not. He has spent the last half-decade shoring up failing schools, dictating stripped-down curricula for cash-strapped colonies, and shouting his throat raw to claw funding away from corrupt commanders and bloated but flashy commissions. Sometimes, many times, he has gone beyond his remit: selling comissions to ensure that a few thousand students and their families may have heating for a long winter, or divesting from his own shrinking funds to pay for an educator's salary. When Marshal Duchamp was court-martialed for illegal redistribution of the Provision's resources, it was he who stepped up to fill the void, though the rank did not, of course, carry any increase in his pay.

It has been hard, thankless, unrewarding work. Untold millions have slipped through the cracks. The troops under his command are ragged-looking and underarmed soldiers, more suited to bookkeeping than to war, who spend their days pushing through unmapped wastelands to deliver vital resources and educational materials to surely-doomed colonies.

Yet they would do nothing else. He would do nothing else. For if not them, if not him, then who? To the sixteen million or so educators under his direct purview, Marshal Singh has become something of a role model, a figure of unshaking stone amid the uncertainty of life in the outer worlds. To the thousands of Provisionary officers and adjuncts who unflaggingly carry out his directives, he has become a reason to continue their vicious work, something which exhorts them to live and move beyond themselves, for something more than themselves alone. To the many billions whom they serve, he has become something ineffably more.

In his tiny corner of a hopeless universe, Bastien Pasha Singh drives people to believe.



How ought the CDSU be structured at its highest level?

We must have leaders who do not only look towards themselves for something to stand on. Power shared is power minded well.
Should the Ansible be rebuilt?

The ability to connect the universe, to share mankind with itself -- this supersedes any other concern.
What of the Pentagov system?

I wish deeply that I could say it functioned.
What ought be done about corruption in the CDSU?

I've seen funds meant for a hundred million people vanish down a hole and come out as a new vacation home on Luna. There can be no tolerance. None. If the system has to break to make it moral, then so be it.
What is the greatest challenge to the future of humanity?

A failure to care where it is most necessary.
What is the future of faith in the Regime?

I've always said that my faith is what keeps me going. But I am not so selfish as to say this applies to my faith alone. I have seen belief keep people human in impossible situations. And we, the Regime, we must remain human.
What is the fate of Democracy?

Throughout my career, I have found myself unable to do what I do without the assistance and participation of millions. Everything we do, everything the Regime has done, we have done together. I won't give you a hoary moral about the necessity of liberty for a good life. But it seems the best way, out of all the other ways, to let people have a say in how they live.
What of the Provosts?

While I can understand the reasons for their existence, I have often found them more of a hinderance than a help; their hearts are rarely rooted in the work.
What ought to be done with nationalists?=

Whoever would burn everything we have managed to hold together for some lines on ancient maps, or which name is given to a world, lacks perspective and common sense.
How should technology be reclaimed?

With care for what might best ensure the health and safety of all peoples living in Sol.


The Provision for the Development of the Outer Worlds (PDOW)
x2 Regimental Combat Team
x20 Occupation Security Divisions
x3 Officers
x1 Logistics
 
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Rules Patch 1.1
Below are a brief series of Rules Updates and clarifications. None of these effect Character Generation

Movement: All Moves happen Simultaneously, once at a time, until all moves are complete.
Basically, every unit on the map with movement orders moves one step at a time at the same time. Any hostile units that move into each other or another enter a battle and fight. Simultaneously moves will continue until all moves have been complete, movement range remains 'Until Contact', but we reserve the right to say that a force has gone far enough in a turn (for example, if given an indefinite move order or asked to circumnavigate an entire map)

Dirty Bombs: Gained "terrorism" special Rule, doe 10 damage to just IP when used with a Striketeam

Militia/Conversions: Gained "Desperation" special rule. Can be spawned on Red Tiles/Mapped and Unmapped planet orbits that are in contact with hostile forces.

Cost Changes: Logistics will increase upon Game Start to a flat 12 IP. Chargen Unaffected

Fortress Bonus do apply to Striketeams, but Striketeams can disable Fortresses if successful

Controlling Orbits allows you to throw nukes at any blue tile on a mapped planet or unmapped planet. If the tile is within one movement of or directly on an orbital Battery is attacked in this manner, the Battery can return fire. This is the same on Unmapped and Mapped Planets. Orbital Batteries can be killed by Nuclear Bombardment.

On mapped Planets, Orbital bombardment affects the Battery last. On Unmapped Planets, Orbital batteries always die first
 
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Name: Rudolf Alexander

Age: 37

Pronouns & Gender: He/Him Male

Rank and Service: Admiral, Inner Force

Religion: Orthodox

Archetype: Eager Enforcer, Glory Hound

Disposition: Erudition , Intuition, Motivation

Bio: Propaganda of victories and accomplishments was all Rudolf Alexander grew up on. Raised on tales of the CDSU's dedication to the people of Sol, Rudolf entered the Naval Academy at 18 with a vision to continue those tales. He soon realized this path he chose was not for the weak. Power was for those that took it and would do anything to keep a hold of it.

Rudolf worked diligently, rising to the rank of Overcaptain of the Destroyer Hoplite. His naval prowess was put to the test during Rollo's Ride, where he spent extensive periods in the outer orbits crushing pirate fleets. His tactical skills were relentless leaving very few pirates remaining earning him recognition and respect among his peers.

With his reputation as a seasoned war hero, Rudolf was reassigned to Mercury closer to his home planet of Venus. The transitions brought him both accolades and promotions, culminating to his advancement of Admiral of the Inner Force. Rudolf accepted this with grace but still strived for more.

The scandal of the Five Point Fraud Ring put Rudolf in hot water. While he was not involved it still put a blemish on his impeccable service record. All speculation and unfounded accusations were absolved in time, but rumors still could be heard to this day.

Rudolf was never one for the political sphere, his goal was more power not political clout. Anarchy can only be held back by force. Law and Order must prevail. He lives his life by this old quote.

"Once war is forced upon us, there is no alternative than to apply every available means to bring it to a swift end." -Unknown lost to time
 
Second Round of Applications
== Second Round of the Cast of the Final Century ==

Nikolai Delphiki @Frostbyght
Neptune Orbit Sol 19
1 Strategic Warhead, 4 Tactical Warheads

Ali Hassan Al-Muhajjani @CthuluWasRight
G4 Axeport G8 Ostkeep G15
2 Strategic Warheads, 3 Tactical Warheads

Vasily Vasquez @Theaxofwar
M10, M11
6 Tactical Warheads

Terminus - @Taricus
Armstong
1 Strategic Warhead

Mica Haragau @Haruhi is Waifu
Starmire
1 Strategic Warhead, 2 Tactical Warheads

Mors Agustus - @Tiruin
Caracas, E21
3 Tactical Warheads

September Westwall @AKuz
Lunar Orbit
3 Strategic Warheads

Jack Caine @Weygand
Sol 4, Sol 15, Mars, Sol 27, Sol 23
2 Strategic Warheads, 4 Tactical Warheads

Samuel Ramovas @Thiccroy [Please update sheet with discussed Archetype change]
Ganymede Orbit
1 Strategic Warhead, 3 Tactical Warheads

SUDHARMONO KARNO SUMARNO @Noco
Storms End, C3, Hellwater
2 Strategic Warheads, 3 Tactical Warheads

Special Provost Lanard Malthus @averagename
Victoria [unoccupied]
1 Strategic Warhead, 6 Dirty Bombs

Alexander Izgoyev @F33dBaCK_PLs
T5, Hearth of Ancients, T7
1 Strategic Warheads, 3 Tactical Warheads

Sulha Waves @Laplace
Trade T7 for T9

Sybille Freisler @CobaltCloyster
Gained Vesta

Otto Van Karl @Awetduck
V13, Astarte, V18
2 Strategic Warheads, 2 Tactical Warheads

Kirst Azandra @Marix
Triton Orbit
2 Strategic Warheads

Bastien Pasha Singh @Telamon
Uranus
3 Tactical Warheads

P1378-9.DIA @ChineseDrone
Hellguard
1 Strategic Warheads, 3 Tactical Warheads

Rudolf Alexander @UnethicalHumor [Eager Enforcer, Glory Hound]
Sol 1, Mercury Orbit
1 Strategic Warheads, 3 Tactical Warheads
 
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Unified Rules Update 1
[h1][/h1]


Mechanics of Helios Weeps​


Orders


Orders are the only means by which you may mechanically interact with the world. While we will do our best to take ICs into account, especially for faction forming/dissolving, orders will always take priority, and if you want something to have a mechanical impact, you should put it in your orders, or there is no guarantee it will happen.

Orders have a soft cap of 200 words overall. 50 words, at maximum, may be spent on personal and diplomatic actions, which may have varying impacts depending on GM evaluation. The remaining 150 should be spent on laying out battle plans for your forces, including deployment of forces or the spending of IP. Conditionals (AKA 'If X, then Y') are permitted and encouraged, especially regarding the conditions under which you will deploy nuclear force.

Orders must be submitted via the Conversation function on Sufficient Velocity, in a private conversation entitled 'Helios Weeps - [Character Name]', which includes you, TheMaskedReader, and Furrybacon.

Stacks

Stacks are the base organizational group of units in Helios Weeps. They are made up of a maximum of 5 Combat Units. Each Stack combines the value of the Combat Units within it to calculate their Combat Power. Each Stack can also hold an appropriate Logistical element and an Officer. Stacks are made up of either Ground or Naval units - The two cannot mix. Strategic weapons are not held in a Stack - They can be assumed to be available for any Stack to utilize. For the purposes of this document, a Stack of ground forces can also be called a Corps, while a stack of naval forces may also be referred to as a Squadron. Multiple ground stacks are called an Army, and multiple naval stacks are called a Fleet. There is no cap on the amount of Stacks per tile, however, we reserve the right to inflict IC consequences if you garrison 30 Stacks in one tile.

Mechanical Player Positioning

As players, you all have a physical presence. During Turn One, you will choose a Stack of yours to assign yourself to. If that Stack perishes while cut off without another, undestroyed Stack of yours present, you will die or be captured - Either way, being taken out of the game. This Stack will also be the one that is required to be targeted for the purpose of Strike Team operations seeking to take you out of the game or steal valuable information from you, so it is in your best interest to avoid disclosing this to anyone you do not trust with your life. After Turn One, you may include orders to change your position into any Stack you control that is on the same tile or that crosses your tile.

It is possible to move independently of your Stacks, as a method of last resort and/or deception. However, if you come across any hostile unit in your path while doing so, you will be immediately captured/killed and removed from the game.

Officers

For the Stacks that you are not personally present in, coordination is required to ensure they answer your orders and are properly organized. This is where Officers come in. If an Officer is present in a Stack, they will follow your orders. If not, they cannot move and thus will serve solely as garrison and defense forces in whatever location you have them in.

Officers are also capable of organizing small, capable forces, known as Strike Teams, and leading them, removing them from being able to command your forces. These Strike Teams, each counting as 12 GP/NP, are capable of Special Operations, which if they collectively outnumber the targeted Stack's Combat Power or the targeted Location's Combat Power (taking into account Fortress bonuses/multiple Stacks), can accomplish a multitude of different things, from sabotaging/destroying IP to disabling Fortresses to deploying Dirty Bombs to assassinating officers (or even other Players). Talk to the GMs about what you want to accomplish with these - Creativity will be rewarded. Strike Team actions may only target within the Orbital Region of the Player. In terms of order processing, Strike Team actions will take place at the end of the turn, post-Movement but pre-Deployment of new Units.

Officers cost 12 IP, which may be reduced by one for every Warschool you control.

Assassinations

You can kill other players via Striketeam assassinations. This will likely be a key use of them, but, as a method of player-killing which does not rely on battle and strategic planning as much as flat-out death in battle does, we recognize that this may cause issues. Thus, we are laying out how it will work in advance, so that people are aware of the best way to deal with and prevent it, or at least to attempt to.
  1. You will pick a Stack to target.
  2. You will allocate Strike Teams to attack that Stack.
  3. We will measure the Strike Teams against the Stack's Combat Power. If they beat it, the mission proceeds. If not, the mission fails.
  4. If the Stack holds the relevant Player, the Player is captured or killed. Mission success.
  5. If the Stack does not hold the Player, the Officer in charge of the Stack is killed instead.
  6. If the Stack neither holds an Officer or a Player, the Logistical Element is killed.
  7. If the Stack holds none of these, nothing will happen.

Logistical Elements

Logistics is a key element of warfare, and that has not changed in the Final Century. When a Stack operates without Logistical Elements, its combat power is halved on both offense and defense, representing its undersupply. However, it is not halved when calculating defense against Strike Teams, representing that the manpower is still present. Logistical Elements can be utilized as either Naval or Ground - Unlike all other units, there is no distinction between them. Logistical Elements cost 12 IP, which can be reduced by 1 per war school.

Unit Production


Industrial Points

Controlled locations will produce Industrial Points (IP) per turn, at the rate indicated by the Economy Sheet. IP are spent to purchase Missile Points (MP), Naval Points (NP), Ground Points (GP), and Officers. At base, it takes 6 IP to purchase 1 point of MP, NP, or GP, so a Battleship's 36 NP would cost 216 IP. However, for every Arsenal, Shipyard, Barracks, or Warschool controlled, the relevant rate is reduced by 1. For example, owning 2 shipyards would allow you to purchase naval points at a ratio of 4 IP to 1, and reduce the cost of a Battleship from 216 to 144. The lowest exchange rate that can be achieved is 1 to 1. Officers start at an IP 6 to 1 ratio trade, but the effect of specialized buildings remains the same. IP does not carry over from turn to turn.

Unit Deployment


Ground units may be deployed from any occupied tile controlled by you or your faction unless it is either cut off from a Red Tile (AKA a city) or is directly in contact with a tile occupied by enemy forces. Naval forces may be deployed into any controlled tile, so long as you control a Red Tile on a planet that you are not cut off from (or, in the case of single-tile planets, simply the planet itself), but this is subject to the same restrictions as Ground units - If you are cut off or on a tile in direct contact with enemy forces, you will be unable to deploy.

However, there is the Desperation Exception - Militia/Converted units are able to be deployed into Red Tiles/Planetary Orbits that are in contact with hostile forces. In the case of Converted units, this includes if Orbit is occupied, though this will immediately initiate combat.

Depots

On Turn One, you will designate any one controlled tile of yours as your Supply Depot. Any unassigned Logistical Elements, Officers, and Strike Teams will be 'placed' there, and will automatically be able to be assigned to reinforce any new Stacks or Stacks who lose their officers/logistical elements, though this can be overridden with orders. If this Depot is taken by an enemy faction, however, you will lose all stored Logistical Elements, Officers, and Strike Teams. Depots can be moved freely to any controlled tile via orders. Factions share depots, and they control one per planet.

Designing New Units

You are permitted to create variable units, rather than sticking to the GM-provided 1-4-12-36 units, representing the professionalization of irregular units and other such factors of war. To do so, simply inform us that you are spending X amount of points to generate a Y power unit, with the ratio being equivalent to whatever amount of Ground, Naval, or Missile Points you wish it to have. We request that you do not go crazy with this, though, as otherwise we'll have to restrict it to prevent bloat on the GM side, since we have to track and account for all your varying point values.

Projects

Projects are VPs attached to specific locations representing long term research the CDSU was engaged in before the start of the game. None of these projects will affect the game directly - they simply operate on too long of a timescale, but they will require investment if you want them to keep running. Every project will require a maintenance cost from your IP that increases each turn in order to keep it active, which is laid out in full on the Economy sheet. Inactive Projects will provide no VP and may affect the epilogue. Projects can be reactivated by paying the complete cost of what it would have been to keep it active since it was deactivated. Projects have 3 'hp', which means they can survive up to 3 MP being detonated on the location where they are present.

Ground Gameplay


Tiles

There are two types of tiles on Ground Maps - Red Tiles, which are Cities and which contain large concentrations of IP, VP, Buildings, or Projects, and Blue Tiles, which are transit tiles, representing the rural and desolate spaces between large megacities. There are several Fortresses on the maps, which double the combat power of garrison forces when defending.

Movement

When you move a unit in Helios Weeps, it's as simple as picking a destination on the map and ordering your force there. So long as your force does not run into any opposing units, you have a functionally unlimited in-map movement range. However, you are able to give more complex orders to take advantage of any unique factors, such as taking a specific route or splitting your forces as they move.

All moves happen simultaneously, one at a time, until all requested moves are complete. GMs reserve the right to say that a force has gone far enough in a turn (for example, if given an indefinite move order or asked to circumnavigate an entire map). You cannot order your forces to avoid any combat scenarios.

Moving from a Ground Map into the Naval Map takes a turn, and you must be on a Red Tile not in direct contact with an enemy force. However, you do not need to start on the Red Tile - Moving to it and then ascending is acceptable.

Invaders are a special unit, which are mostly utilized for Orbit to Ground invasions, which are covered later. However, in this section, it is important to clarify that Invaders cannot move on Ground Maps, as they are naval units.

Occupying Territory

Tiles on ground maps require forces to occupy them. The simplest method of doing so is leaving a stack behind on every tile you cross. However, if you have garrison forces at two Red Tiles, you will be considered to 'automatically' occupy every Blue Tile between the two, following the straightest path to it. If this path is interrupted by enemy forces, any non-garrisoned Blue Tiles will flip to 'neutral'.

Orbital Batteries

Orbital Batteries are special units that can fire on Space Battles, contest Orbit to Ground landings, and fight Orbital Bombardments. To fire on Space Battles in orbit, they cannot have moved that turn, and they suffer a 50% strength debuff due to having to adjust fire to avoid friendly ships. In Orbit to Ground Invasions and Orbital Bombardment, they can engage in battle if the Invasion or Bombardment is occurring on their tile or in a tile adjacent to them. See the relevant sections for more details.

Naval Gameplay


Tiles

There are three types of tile on the Naval Map, being Purple, Blue, and Red/Pink. Purple are mapped planets, Blue are transit tiles, and Red/Pink are unmapped planets. Fortresses have the same mechanics as they do on Ground Maps.

Movement

Movement works the same as on Ground Maps. However, you can move along both green and black lines - There is purely a visual distinction between them for aesthetic reasons. Ground Forces, upon leaving a Ground Map, can move independently on the Naval Map without requiring a Naval Unit escort, but they are vulnerable to destruction by enemy forces if they do not have one. If an engagement occurs and all friendly Naval Units in the location of the Ground Units are defeated and/or destroyed, the Ground Units will be destroyed as well, IF the victors have any ships remaining. If they do not, the Ground Units will halt movement, but not be destroyed.As with ground movement, all moves happen simultaneously, one at a time, until all requested moves are complete. GMs reserve the right to say that a force has gone far enough in a turn

Occupying Territory

There is no automatic occupation in space. If you wish to occupy territory, you will need to garrison it.

Controlling Orbit

Controlling orbit allows you to deploy missiles on any tile on a mapped planet or unmapped planet as desired. If the tile is directly on or adjacent to an Orbital Battery, the Battery can return fire, and will first fire against the 'stack' of MP, following standard battle rules but not taking casualties (unless the bombs are aimed at their Stack, in which case, they will take casualties as normal). If it succeeds, it will then engage in a standard battle against the Naval Stack, not taking casualties. Orbital Batteries can be killed by bombardment, however, they are always affected last.

Orbit-to-Ground Invasions

There are two kinds of landings, both of which take a full turn to conduct - Opposed and Unopposed. Unopposed landings take place when depositing troops in friendly controlled locations, and do not inflict the 'landing' debuff on naval forces. Opposed landings mean you are landing and attacking at the same time. Under this scenario, you are required to have actual Naval units in orbit, rather than just Invaders and/or Ground units. Any Naval units in orbit suffer a 50% power decrease while they support the landing, which does not contribute to the landing, and stacks with any logistical power decreases that they have. There is no Power Decrease if an Invader Squadron is Present.

Opposed Landings have slightly different rules depending on the location you land on. Landing on a Blue Tile limits the infrastructure you can rely on, meaning you may only land with a single stack + Invaders. Landing on a Red (City) tile has no limits on the number of stacks you can throw at the enemy - However, in addition to being more predictable and possibly defensible, you will run the risk of collateral damage inflicting IC consequences, especially if nuclear weapons are utilized by either side.

Orbital Batteries can contest these landings, by virtue of firing on the ships. If the tile is directly on or adjacent to an Orbital Battery, the Battery can open fire, and will engage in combat with the relevant Fleet Stacks, following standard battle rules but not taking casualties. If it succeeds, the Ground Stacks will retreat to Orbit without taking casualties.

'Dry-Docking'

It is, theoretically, possible for a naval ship to do the reverse, and spent a full turn to descend to the ground on a controlled, uncontested (AKA not in direct contact with a tile with a hostile garrison) Red Tile, where they will be unable to move from on the Ground. This is, in almost every single scenario we as GMs can imagine, completely useless. If you find a use case for doing so, however, feel free.

Missiles


Using Missiles

Using Missiles is simple. When entering into a combat engagement, either via conditionals or by informing the GMs, deploy a chosen number of missiles. These missiles will be added to your overall point total and will be a unique 'first' Stack, which will deal damage as per normal and be removed.

Collateral Damage

However, Missiles cause quite a bit of collateral damage, in addition to their strategic uses. They damage VP in the location equivalent to their MP. If the VP damage exceeds that, it spills into IP. It only damages the tile it takes place on, unless it is a Godbomb. There will also be IC consequences for utilizing strategic nuclear weapons and above on major civilian populations (Red Tiles on Mapped Planets). IP and VP lost in this way cannot be regained.

Dirty Bombs, being explicitly terroristic weapons, have a special rule - When deployed via Strike Team, they deal 10 IP damage and nothing else.

Godbombs

There has been one Godbomb detonated, and it killed an entire planet's atmosphere. Nobody knows what will happen for sure when you use another one on a different planet, or, for better or worse, somewhere else entirely. It will go beyond mechanics. It will be bad. Use them with care.

Factions, Allies, and The Magic of Friendship


Factions

Factions are groups of players who are publicly and formally aligned. They share a collective IP pool which requires Strike Teams to disrupt. They also share their VP - When the end comes, they will negotiate together…or rip themselves apart over their differences.

However, Factions are also being watched by more than just their fellow players - NPCs can and will watch your factions and those who aren't in a faction, and will approach those who are seemingly ideologically aligned with them or partial to their goals to offer aid or request coordination, or simply to offer their services as mercenaries.

Donating IP

Even if you aren't in a faction, it might be in your interests to donate IP to others, to fund Projects or simply to prop up your enemy's enemy. However, donating IP to players not in your faction is inherently more risky than in-faction coordination, as NPC and enemy action can more easily disrupt it without needing to utilize Strike Teams - But it could be worth it, under the right circumstances.

Change log 9/25 2024

General Changes
Officers and Logistics cost 12pts Each. Warschools reduce the cost of Officers and Logistics by 1 each.

Calculator Changes
Smallest Unit in a Stack dies first, except for MOBs, which are 'last viable' priority (AKA, 20 stack attacks MOB+Battleship, MOB dies, but otherwise it dies last).

Invader Buff
The use of Invaders negates the 50% penalty for Naval Fleets participating in a landing.



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Economy Sheet with FACTIONS added


====



First Orders Due Date will be October the 8th
 
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