Island Hopping - A GSRPG of Violent Land Grabs (OPEN)

D&D Warforged, Rise Of Legends Vinci Clockwork, Endless Legend Broken Lords, Gears of War DeeBees, Terminator Skynet sans time travel, or you can just create your own robot race as I allow OC factions and we can work out the details together.
Skynet it is then! Which model Terminator will be the the most powerful one I can use?
 
Skynet it is then! Which model Terminator will be the the most powerful one I can use?
At best the T1000000 as a very expensive Super Unit. I'm not allowing time travel due to overcomplexity of mechanics. You should also remember the Escalation Rule in the OP: greater the threat equals a greater response.
 
I'm torn between playing as the broken lords (gotta love my dusty Bois, or my own OC faction wich is more of a nomadic diesel punk kinda deal with flying cities)

it would be funny if the BL acted like their pre-nerf selves and just literally plopped down an empire within the span of like a week.
 
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@Spktr Alpha you said no developed spacefaring factions. What about a nascent one? That is, one that can technically get to space, and is very interested in doing so, but has yet to develop significant space infrastructure. Would this be allowed? I'm thinking Kerbals.
 
I'm torn between playing as the broken lords (gotta love my dusty Bois, or my own OC faction wich is more of a nomadic diesel punk kinda deal with flying cities)

it would be funny if the BL acted like their pre-nerf selves and just literally plopped down an empire within the span of like a week.
I'm fine with either one. We can sort out the details here.
@Spktr Alpha you said no developed spacefaring factions. What about a nascent one? That is, one that can technically get to space, and is very interested in doing so, but has yet to develop significant space infrastructure. Would this be allowed? I'm thinking Kerbals.
...I'm fascinated in how that would work honestly. When I meant Spacefaring I meant groups like the UNSC or 40k, factions with the greatest height and tech advantage possible. But Kerbals? I'm horrified/fascinated at what you got for them.
 
I'm fine with either one. We can sort out the details here.

...I'm fascinated in how that would work honestly. When I meant Spacefaring I meant groups like the UNSC or 40k, factions with the greatest height and tech advantage possible. But Kerbals? I'm horrified/fascinated at what you got for them.

what would you allow between the two factions? Would say the broken lords get their endgame faction abilities being able to basically create dust (super Nanites) on demand?
Or would the nomads be able to bring over a few flying elements (imagine WW2 ships that fly)
 
what would you allow between the two factions? Would say the broken lords get their endgame faction abilities being able to basically create dust (super Nanites) on demand?
Or would the nomads be able to bring over a few flying elements (imagine WW2 ships that fly)
Both are fine but higher-tier powers/tech/units equal extra resource & infrastructure and that is for every faction including the NPC ones. And as always the Escalation Rule on the OP. There are things equal to Dust among the islands ... some more ... vile...
 
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.
 
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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.
Quick question, do you want to play as one of the many expeditions here? Or as the protagonist in some form of Grand struggle that decides everything that matters while we provide a completely meaningless backdrop?
 
Quick question, do you want to play as one of the many expeditions here? Or as the protagonist in some form of Grand struggle that decides everything that matters while we provide a completely meaningless backdrop?
I mean, if this is too much I can always make something else.
 
Oof well since someone is gimping the broken lords whole deal

so many dust memes lost to the oblivion

screw it I'm doing broken lords, let's see if those discount tin cans like getting their souls sucked outa their bodies by ground up infinity stones.

but these are the endgame broken lords so basically steam punk pseudo lost tech using civ with vampiric tendencies, who's ready for dust memes
 
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The Broken Lords by SitzKrieg
Faction Name: The Broken Lords

Source: Endless Legend, Final Age

Technology/Magic: Early steampunk, sufficiently advanced technology as to be indistinguishable from magic (Dust), Soul/life-force draining magic, soul/life-force enhancing magic, basic magic feats drawn from dust, advanced materials science based off of anomaly based materials from Auriga, advanced healing and draining based Magics, advanced energy generation, ancient technology.

Traits: Virtual Immortality, Fast growth rate (Can create people from nothing but armor and dust), Vampiric, stalwart legions, eternal Faith, eternal watchman. Endless experience, subduers of Auriga,

Summary/Description: The Broken Lords are a crippled people that exist only as spirits wrapped in their great suits of Dust-enhanced armor. Other nations view them as monsters, for their race was fading when it discovered a deadly secret - that by consuming the life forces of a sentient being they could extend their own life span. This rite of consumption is, obviously, a betrayal of their principles and their history. The greatest hope of the Broken Lords, therefore is develop magic that will break this curse and allow them to live without destroying others.

These Broken Lords are shattered no more, for they have won the great game of Auriga and stand triumphant over all who opposed them. After the stabilization of the world and subsequent canceling of the winter apocalypse the broken lords have discovered a way to no longer require giving in to their vampiric tendencies to survive And have unlocked the secret to create the elusive resource dust.

another anomaly has appeared, nothing new to those of Auriga, this one leads to an entire new world. The question lies as thus, how then will this virgin land fare against Legions Stalwart, and lords no longer broken.



Military: -Common Units
10 legions of Neo Stalwarts-The mainstay and backbone of the Broken Lords' armies, the infantry units learn to take and hold ground at a slow but solid pace. Being touched by the Curse of the Lords, they are occasionally able to heal themselves by reducing the health of enemy troops. Now armed with Dust based muskets.

10 segments of Dust Bishops-holy leaders within the church of the Broken Lords, they are responsible for the well-being of the troops with whom they serve. Able to summon the Blessed Curse in the midst of battle, their capability as healers is important on the battlefield.

5 legions of Auriga Auxiliary-the planet of Auriga contains countless nations now ruled over by the Broken Lords, from from elvish bowmen to clockwork titans these mixed legions fill the many gaps in the Borken Lords legions.

5 segments of Ryders-Riding armored units bearing an appearance similar to themselves, the cavalry of the Broken Lords fall upon their enemies not merely with the force of their charge, but also with the lightning of their zealous faith.


-Elite Units: (Flying/Airborne) 15 Units of Endless Scythes-Created by the Endless in their purge of Auriga - and of any power that might withstand them - the Scythers were designed with one goal in mind: To destroy any beings whose strenght derived from Dust. Only partially effective during the Schism and Dust Wars, the units were left in hibernation when the Endless on Auriga disappeared, Until the Broken lords works them from their slumber and bound them to their will.
-Super Units Titans, manifestations of Auriga will these Colossosi wade through armies and lay waste to entire empires. Demanding complete control over the elements these enormous beings of dust and will bend the knee to the Broken Lords.
-Generic Transports Endless airships, Endless ocean going vessels. Settler caravans.

Heroes:
-Keldron Bor [REDACTED] While generally silent and dour, slow to speak and quite serious, Bor seems lively and more energetic in groups, gaining energy from others."

-Bishop Julian, A most charismatic individual, Bishop Julian honed his rhetorical skills through many a stirring sermon delivered from the pulpit. And had not a certain Lord entered his church, nothing more than that would've been recorded in the annals of Broken Lord history. However when Lord Rowan of House Dain regaled Bishop Julian with the story of a lost Vaulter artifact that could reputedly rebuild flesh, the Bishop found his life transformed. Assembling a party of willing adventurers, for twelve long years the Bishop stalked the subterranean realm seeking the artifact, forging close ties with the Vaulters in the process, while his party slowly dwindled in number. Desolate, the Bishop found his fortunes revived as he became an important advisor to the leader of the large Vaulter settlement, Deepswater. Today he views all the races of Auriga as God's children, and seeks new places to spread his gospel.

-Martin de Ildan de Suluzz, Martin, the youngest de Suluzzo and perhaps the last gained a driving obsession to restore his family and rebuild his nation. The family fascination with the past manifested itself in the exploration of ruins, and one day Martin returned with his servants from a weeks-long journey with a strange artifact in his possession and a wild look in his eyes. Since then his energy and charisma have burned like a star, and many see him as a future emperor

-John Port, Nicknamed "The Shadow" on account of his unfailing ability to catch wind of all the secret alliances, chamber liasions, and underhand plans hatched in the Broken Lord halls of power, Bishop John Presber of House Lucien caught one juicy whisper too many and was summarily banished overseas, stripped of his official titles. Drifting through many lands with a tribe of Roving Clansmen, John Port found his facility for overhearing gossip of great use to Auriga's most renowned traders, and rapidly became on of their most trusted servants.
Alas, "The Shadows"'s great skill became his undoing again, lucky to escape with his life after he learnt of an illicit tryst in the highest circles of Clansmen power. Looking forward, John only wishes to serve a group who will not one day eject him from their ranks.


Notes: Broken Lords
endlessspace.fandom.com

Dust

Dust () is the "currency" of Endless Space. "Dust" is the creation of a highly advanced race, the Endless, that traversed the galaxies tens of thousands of years before the gameplay begins. The Endless developed technology that was so advanced that they were able to upload their minds and...
endlessspace.fandom.com

Endless

The first to travel widely between the stars were known as the Endless. Much is told of the Endless--of their technologies, of their societies, and especially of the uncountable splinters into which their nation eventually shattered itself. Their history is glorious but above all tragic; though...


 
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Your application is good and ready although I would like you to include some links to the Endless Series wikis to help better and quickly inform the rest of the players.

Edit: do you only want 1 Stalwart unit? Or is that a typo?

ok, oof that was a typo it's supposed to be 10, so when and what should I post?
 
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ok, oof that was a typo it's supposed to be 10, so when and what should I post?
Your faction will be part of Wave 2, which will appear on Turn 2. I will notify wave 2 players in an IC post for Turn 2 of their starting scenario.

As for useful links for you application put a link in the notes for The Broken Lords page, Dust, and an entry on The Endless. That way players can quickly get up to speed and as a quick reference.
 
Kerbin Dimensional Exploratory Corps (K-DEC) by I Just Write
Faction Name: Kerbin Dimensional Exploratory Corps (K-DEC)

Source: Kerbal Space Program

Technology/Magic: 21st-century equivalent tech heavily slanted towards space exploration, VERY limited chronotech (basically just time dilation)

Traits: Rocketry Obsessed, Adventurous, Deranged Engineering, FOR SCIENCE!

Summary/Description: An offshoot of the Kerbol Colonization Initiative, K-DEC was founded to explore the opposite side of a mysterious portal that appeared in Kerbin orbit. The fact that the opposite side of the portal was in fact at sea level was little deterrent to the enterprising spacefarers of K-DEC, who modified their vessels to handle the sudden pressure change.

Now, K-DEC is using their vast array of probes, spaceplanes, boats, satellites, and enterprising Kerbonauts to explore this unsuspecting new world. Their mission? To harass the geology with questions, evaluate the locals for habitability, and prospect the climate for useful minerals. Er, wait, that seems to have gotten a bit mixed up.

...Meh, it's probably fine.

Military:
-Common Units

-10* Armed All-Terrain Rover Battalions: These are autonomous scientific probes intended for science and construction work. These rovers are also amphibious. Each rover mounts a heavy machine gun with 400 rounds of ammunition and a pair of wire-guided missiles on a concealed retractable weapons mount. They can service each other with a pair of telescoping robotic arms.

-5* Kerbonaut Battalions: Primarily a scientific, engineering and construction workforce, Kerbonauts are nonetheless equipped with hardsuits, assault rifles, rocket launchers, and a variety of other implements of mayhem. This helps make up for the fact that they're only as tall as a human's waist.

-6* Mini-ship Formations: Mini-ships are unarmed transports for crossing oceans with a few Kerbals and some construction equipment. However, given the potential for hostile wildlife, these Mini-ships have been equipped with a mount for a light autocannon and a rack for a few minimal depth charges.

-Elite Units

-6* Armed Spaceplane Squadrons: Primarily kept in orbit at staging space stations between missions, armed spaceplanes are equipped with internal bays for a sizable payload of missiles and guided bombs; they've also got a decently effective infrared laser weapon, and corner MUCH better in atmosphere than anything else the Kerbals fly. Armed Spaceplanes are largely autonomous drones.

-2* Modular Frigate Formations: Warships constructed from pre-built modules shipped into orbit and through the portal, Modular Frigates are equipped with about a dozen cruise missiles, a couple autocannons, an infrared laser for air/missile defense, and some autonomous scout helicopter drones. They're also powered by a nuclear reactor because of course they are.

-1* Submarine Formation: Another piece of equipment ostensibly meant as a scientific tool, K-DEC's small force of submarines is primarily meant to map undersea hazards. The fact that the tubes used for deploying aquatic exploration drones are also usable for launching torpedoes is a complete coincidence.

-Super Units:
-1* High-Penetration Orbital Probe Deployer: A scientific instrument for deploying probes to explore otherwise inaccessible subterranean areas, some may claim this space station is actually just for orbital bombardment with nuclear bunker busters. K-DEC disagrees emphatically with this statement, as the specifics of orbital mechanics render it extremely difficult to hit any target that doesn't obligingly sit still for several hours.

-Generic Transports:
--'Skipper' Bushwhacking Spaceplane
An example of Kerbal overengineering, the skipper is a VTOL-capable orbital spaceplane built for both passenger and cargo use. On top of that, it's equipped with drills and refineries to extract Hydrogen propellant for its nuclear thermoelectric engines wherever it happens to land.

--Duna Buggy
Coming in six-seater and two-seater flatbed models, these electric buggies are powered by radioisotope power cells, using slow-time technology in order to mediate radioisotope decay. As such, Duna Buggies can maintain travel speeds of 25 m/s over rough terrain for months without needing a new fuel cell.

--'Waypoint' Frontier Navsat
A standard design for satellites deployed over newly-explored words, waypoints are designed to provide GPS, mapping, digital communications, and station-keeping with minimal fuss or added complexity.

Heroes:
-Jebediah Kerman: Practically the mascot of the earliest efforts to settle the rest of the Kerbals' home solar system, Jebediah is getting up in years, but he's still just as fearless as ever. As such, he is the nominal leader of K-DEC, bringing decades of field experience to the table, though he's never had to deal with first contact before.

-The Engineers: Want a downright insane flying machine built? You go to the Engineers. Want someone to poke this weird spacetime anomaly until it does something useful? You go to the Engineers. Want new and exciting implements of mayhem? You go to the Engineers. They'll get it working, and they'll get it working right.

-Void Rangers: The Kerbonaut equivalent to Navy SEALs, Void Rangers are trained to carry out covert combat operations in a variety of environments, and with the greatest possible effectiveness. While much of their training is sadly inapplicable here, Void Rangers can still be trusted to reliably carry out high-risk operations with minimal support.

Deadman's Switch: Amazing news! A warp drive for interstellar travel has been perfected, and all of K-DEC's resources and personnel have been recalled! Also, that portal seems to be irritating the Deep Space Krakens we've domesticated to run our new FTL drives, so best close it before something problematic happens.

Notes:
-This is about as far as I could pare down the sheet's word count without losing actual content.
-I interpreted the 'revert to launch' and time-lapse mechanics as indicating that Kerbals have some ability to screw with time.
-KSP wiki
 
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Faction Name: Kerbin Dimensional Exploratory Corps (K-DEC)
Traits: Rocketry Obsessed, Adventurous, Deranged Engineering, FOR SCIENCE!
I think this is better. Just to let you know since you are the first and perhaps only space-capable faction your adversaries will be of the tougher side of things due to the Escalation Rule and there will likely be some spectacular engineering catastrophies. Otherwise you are good to go.
 
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