Faction Name: The Clockwork Knights
Source: Titan of Steel... so technically OC, since that's my original work.
Technology/Magic: Clockwork Knights are a highly lethal and extremely refined fusion of magic and technology, built from the atomic level up to protect the innocent from literally apocalyptic threats. Their internal reactors use magic to conjure impossibly unstable elements that immediately destroy themselves in a burst of nuclear fire. Their structure is made from nanotube-enhanced steel enchanted to ludicrous degrees, and almost entirely armor by volume. Their weaponry freely mixes hyper-velocity impactors, particle beams, Holy-aspected magic, and matter-deletion fields for a horrendously lethal impact. When their ability to run at speeds illegal on most highways proves insufficient, they teleport by travelling through a place that literally does not exist. Their motor system can exert enough force to rip a battleship in half, if they get a good grip on the keel. And every last tick of processing time is devoted to both combating iredeemable evil, and the betterment of society. For a more concrete look at what a Clockwork Knight can do, the OP of my Quest
Mass-Produced Heroes provides an exhaustive rundown.
Traits: Unyielding Idealism, Unstoppable Engine of Justice, Mechanical Malleability, Conjuration For Everything
Summary/Description: The Battle Of The Hellrift could have been the end of the world, were it not for the Titan and the Clockworks. A massive Daemonic invasion of Terra Magnus was bad enough, but the growth of the Hellrift threatened to plunge the entire universe into Hell. Instead, through the actions and sacrifices of millions of Clockworks and Paladins, along with the Titan of Steel themselves, the Hellrift was forced closed at the cost of scattering all who had been fighting there across the multiverse.
By chance, one Clockwork Knight happened to impact in the ocean just off the coast of one of these islands. After self-repairing (pretty much everything but their brain, a repair core, and a few reserve crystals were totally slagged), this Clockwork Knight hauled herself out of the waves to investigate the strange land she found herself in. After a few days, Clockwork Knight Elizabeth stumbled onto a village and quickly made herself useful, quickly becoming a beloved figure among the villagers.
Then suddenly, the village that Elizabeth had joined was attacked without warning. Immediately, it became clear to Elizabeth that this world was not one where the innocent could be certain of safety without being actively defended. Fending off the raid was effectively trivial for a war machine of Elizabeth's caliber, but afterwards, Elizabeth didn't stop. Instead, she self-replicated, going to talk to the attackers and resolve whatever grievance lead to the raid. One thing lead to another and now Elizabeth is the not-exactly-a-leader of a massive movement of Clockworks dedicated to freeing this world from poverty, deprivation, illness, fear, and senseless violence.
Military:
-
Common Units:
--15 ntegrated Ground Forces Battalions; this is a mix of Knight, Proton Tank, Artillery, and IFV platforms intended to provide a versatile force wherever they may be needed to protect the innocent.
--10 Engineering Battalions: Like the Integrated Ground Forces, except they also build things, including houses, roads, hospitals, soup kitchens, schools, water purification facilities, etc...
--5 Autoflyer Wings: Fighter jets capable of hitting Mach 8 while making pinpoint turns, hovering in place for effectively arbitrary lengths of time, and carrying two tons of cargo/passengers each. In addition, they are heavily armed, and about as tanky as an actual tank. They're generally called upon to perform most aerial tasks near combat zones. Autoflyers tend to have humanoid remote-controlled avatars they use when off-duty
-
Elite Units
--Medium Airships (10 formations): Lacking the omni-present Grand Dragons of their homeworld, the Clockwork Knights have only bothered to make lightly armed Airships. Well, lightly armed by the standards of their homeworld. They're still bristling with nuclear beam cannons and railguns by anyone else's standards, but these airships are primarily used for logistics.
--Submarines (5 wolfpacks): Relatively normal, these submarines are primarily used for scouting possible underwater hazards... And also happen to be armed with supercavitating nuclear torpedoes, just in case.
-
Super Units
--3* Realm-Sealers: Effectively a single massive Dimensional Jammer with a HUGE Mana Crystal to power it and a Teleportation device able to jump it anywhere on the planet, a Realm-Sealer is intended for the sole purpose of slamming shut the dimension gates the invaders are coming through, if it proves absolutely necessary. Since a Realm-Sealer is intended to perform this task while inside the rift to maximize effectiveness, there is effectively no chance of retrieval once deployed.
--2* Aegis Bombardment Platforms: Currently concealed on the seafloor, the Aegis Platforms are kilometer-wide disc shaped aerospace craft able to both put out and tank firepower measured in hundreds of megatons per second, while teleporting with global range every 250 milliseconds. These are the last resort, and will ONLY be deployed in the event of an apocalyptic threat so drastic that the only way to have a chance of saving
anyone is to immediately blast it with so much firepower that the entire region is slagged completely.
-
Generic Transports The most common logistical unit the Clockworks use is the humble Teleportation Arch, which can make an easily traversed portal between two units with a range of several thousand kilometers.
Heroes:
(How Clockworks think of Heroes: "To be a hero is to do the right thing, even if the entire multiverse is trying to crush you for it." )
-Clockwork Knight Elizabeth: The unofficial leader and mom of the entire Clockwork Army. In terms of direct combat, she's just a normal Clockwork Knight. Clockworks don't believe in dividing elites vs. line troops, all units are as badass as they can be for their size.
-Diplomatic Corps: More of a PR wing, the diplomatic corps doesn't talk to diplomats all that much. Instead, they talk to the ground-level civilians anywhere the Clockworks move into to get a feel for how the community works and get the locals used to having Clockworks around and glad to help. They do occasionally talk to diplomats, though.
-Educational Corps: One of the most valuable gifts it's possible to give is knowledge. The educational corps is devoted to giving that gift free of charge and with the greatest possible degree of quality. As such, the educators are tasked with setting up schools and libraries, then gladly staffing and teaching at them.
-Medical Service: Healing the sick and injured is an admirable trade, and one that Clockworks are glad to take part in. Without consideration of compensation or nominal allegiance, these Clockworks will do everything in their power to ensure those at death's door recover.
-Nutrition Specialists: Education and Healing do little good if the people will simply starve anyway. These Clockworks make it their personal mission to prevent that outcome. As such, they will gladly help farmers increase crop yields, take measures to prevent food spoilage, and make damn sure to get food to anyone who is starving.
Notes (OPTIONAL): Post any additional information including image links or hyperlinks. Please make it a reasonable amount and
spoiler the images!
Deadman's Switch (OPTIONAL): In the event of me leaving the game, the Clockwork Knights will splinter into a number of smaller organizations still devoted to justice, but with no over-arching coordination between regional chapters. At the very least there will still be a few NPC Clockworks around trying to do good in the world.
TL;DR a faction that
could just obliterate everything in their path, but would never do so, since that would destroy everyone they're trying to save.