Super Robot Wars: Galactic Strike

FORCE ASSESSMENT: THE ORDER OF THE BLACK KNIGHTS (黒の騎士団)

Ground Operation Forces

2 x Special Operations Group (特殊作戦群) - Generation 1 Mechanized Brigade [1P, 4M]
The Order of the Black Knights began as an urban guerrilla force, and the Special Operations Groups are what remains of that heritage. They're equipped with conventional assault weapons, man-portable launchers, and a variety of ground vehicles, mostly either foreign military surplus or otherwise 'liberated' from Britannian troops.

Mobile Weapons
20 x Type-1R Burai (無頼) - Generation 1 Mobile Suit [1P, 1M]
The original purpose-built Knightmare Frame of the Black Knights is little more than a copy of the Britannian Glasgow with a new paint job and a remodeled head. Though the Glasgow-type is a venerable and time-tested design that has served the Black Knights well, it is clearly out of date in the modern era, and has now been mostly relegated to second-tier operations and defensive actions.

10 x Type-05 Akatsuki (暁) - Generation 2 Mobile Suit [1P, 1M]
The Akatsuki is the Black Knights' new mainstay Knightmare Frame and is a simplified version of the Guren Type-02 (and its later derivation, the Gekka) suitable for mass production. Unlike the Burai, the Akatsuki is a wholly Japanese design (if not necessarily Japanese-produced) with cutting-edge weaponry and systems. It is optionally compatible with an Air Glide System, allowing for unhindered aerospace movement, and comes equipped with a Gefjun Disturber stealth suite.

1 x Type-02/F1A Guren Aerial-Type (紅蓮可翔式) - Generation 2+ Mobile Suit [2P, 1M]
The most well-known of the Black Knights' units is the infamous Guren Type-02, now upgraded to bring it fully into the seventh generation of Knightmares with a remodeled Radiant Wave Surger, an Air Glide System, and the newly-designed Gefjun Net, which has been augmented to bypass Britannia's anti-Gefjun countermeasures. Unfortunately, its idiosyncratic design and increasing levels of customization mean it's only pilotable by one woman, though she shows no signs of wanting to give it up.

1 x Type-04 Zangetsu (斬月) - Generation 2+ Mobile Suit [2P, 1M]
An intermediate-stage prototype between the Gekka and the Akatsuki, the Zangetsu is another heavily customized design built for an ace pilot, in this case the leader of the legendary Four Holy Swords. It is unique among the later Black Knights designs in its use of a Brake Sword, which mounts its own thrusters to allow for mid-slash maneuvering or increased cutting power. It is also equipped with the Radiant Wave Shield standard to the Akatsuki Zikisan and the Gefjun Disturber stealth suite.

4 x Type-05S/G Akatsuki Zikisan (暁直参仕様) - Generation 2+ Mobile Suit [2P, 1M]
The "commander-type" Akatsuki is much the same as the mass-production model, but features a higher degree of personalized tuning and more elaborate systems than would be found on a machine built for standard deployment. This includes the Black Knights' signature Revolving Blade Sword, an energy-reinforced melee weapon capable of standing up to a beam saber or MVS, as well as Radiant Wave missile launchers and a Radiant Wave Shield. The four models currently in use are piloted by the Four Holy Swords.

1 x Type-0/0A Shinkiro (蜃気楼) - Generation 3 Mobile Suit [2P, 1M]
Zero's personal unit is just as anomalous as the masked man himself. Capable of transforming into a submersible aerospace Knight Fortress form, the Shinkiro possesses unmatched tactical and strategic flexibility. It is capable of deploying a comprehensive Absolute Defense System of interlocking energy shields using its integrated Druid System supercomputer, allowing Zero to conduct battles with minimal personal risk. It also mounts integrated Hadron Cannons and a Phase Transition Cannon, which can be fired to create either a single penetrating ray or a scattering blast of dozens of lesser beams. The latter effect has, against the masked man's wishes, been dubbed the "Zero Beam."

1 x Type-5R/11G Raiko (雷光) - Generation 1 Mobile Armor [5P, 1M]
Whether kept for sentimentality or simply because no one has had the time or energy to get rid of it, the Raiko is a bizarre kludge of a Mobile Armor dating back to the Japan Liberation Front. The bulk of the unit proper is a high-caliber coilgun, itself the size of a Knightmare Frame, and that weapon is in turn supported by four integrated Burai KMFs, each of which lend their Landspinners and Sakuradite powerplants to the coilgun's operations. That the original was built is baffling; that there were three made is truly mystifying.

1 x RPI-13J/X Sutherland Sieg - Generation 2 Mobile Armor [5P, 1M]
Continuing in the same vein of outlandish Mobile Armor designs, the Sutherland Sieg is a rebuilt version of the Britannian Knight Giga Fortress Siegfried, integrating the upper half of a Sutherland KMF to replace its ruined cockpit and control systems. Armed with two giant cone-shaped Slash Harkens and a belly-mounted Hyper-Velocity Cannon, it is perhaps meant to be an anti-KMF interceptor design. Then again, who can say what the mad designer of the Black Knights truly intends for it?

Naval Vessels
1 x Kokuryu-class Submersible Carrier (黒龍) - Generation 2 Cruiser [10P, 2M]
The Kokuryu is a foreign-built Submersible Carrier designed to silently and steathily convey and deploy Knightmare Frames where they're least expected. Having briefly served as the Black Knights' headquarters until the Ikaruga's completion, it is now a secondary asset that nevertheless provides them with a surprising degree of operational flexibility.

1 x Ikaruga-class Flagship (斑鳩) - Generation 2 Flagship [???]
A truly all-environments vessel, the Ikaruga can traverse the sky, the vacuum of space, and the depths of the ocean with equal ease. It has a surprisingly large carrying capacity, owing to its reliance on an anti-gravity Float System, and is the beating heart of the Black Knights' operations. It is capable of providing fire support through its integrated armaments: Slash Harkens, Radiant Wave missiles, medium and heavy coilgun turrets, and two Heavy Hadron Cannons mounted in the bow.
 
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Part 1



Mechanized Companies: x6 Gen 1
  • The cell-like structure of the anti-Federation movement lent itself to a diverse assortment of armed actors. These ad-hoc groups were fed on a diet of surplus equipment from the One Year War. Their quality often depended on the active support of AEUG in space and Karaba on Earth. These organizations served as a central hub of supplies. Their deep networks within the Federation allowed funds and equipment to be illicitly withdrawn to their affiliated subsidiaries. Counterinsurgent experts in Pendragon described the strategy as a kind of perverse franchise. Much of what was learned by Zeonic remnants and Japanese resistance organizations were integrated into the tactics of the mechanized companies. The most capable in that rank were directly linked with the so-called Class of '85: men and women who followed the example of Commodore Blex Forer and defected from the Federation Forces.



Aircraft Wings: 3x Gen 1
  • Before the Federation was able to pump out their own mobile suits, they had to rely on the FF-S3 Saberfish. The space-superiority fighter was a part of the Year 70 Armament Reinforcement Program, a response by the Federation Assembly to the unique challenge posed by the Republic of Zeon. The Saberfish was made to counteract the Zeonic Gattle, clearing the way needed for the Federation's battleships to destroy whatever resistance they met. It was still a time of the "big gun" doctrine that dominated Federation High Command. Put before mobile suits, however, the Saberfish was woefully inadequate as a weapon system. Not only did they lack the flexibility to match the nimble Zakus, but their original armaments also had trouble piercing super hard steel alloy. The guided missiles they had were rendered useless by M particles as well. Despite the drawbacks, the Saberfish was cheap to produce and easy to train on. AEUG was able to acquire enough to arm three squadrons: Brahma, Siva, and Vishnu.



Mobile Suits: 40 Gen 1+
  • The RMS-179 and RGM-79R GM II was an improved version of the iconic mobile suit that won the One Year War. The visored suit's exterior design remained essentially unchanged under the budget-saving policy of "minimal change, maximum gain." The main physical difference was found in the second-generation Minovsky type ultracompact fusion reactor. The output improved from a previous maximum of 1,250 kW to 1,518 kW. The installation of sub-sensors further enhanced the range from 6,000 meters to 8,800 meters. The learning computer accumulated the data gained from fighting non-human opponents too. Pilots still reported that the mobile suit was "antique" next to up-and-coming models like the RMS-106 Hizack or MSA-003 Nemo.


Mobile Suits: 30 Gen 2
  • During the Gryps Conflict, the combined innovation of Federation and Zeon engineers produced significant advances in mobile suit technology. The center of innovation was the lunar conglomerate Anaheim Electronics, who reaped the benefits of integrating Zeonic Corps. Under the direction of Melanie Hue Carbine, a one-part romantic and two-part war profiteer, the company decided to back the nascent Anti-Earth Union Group. His strong personality came through in endorsing the creation of the MSA-003 Nemo. The state-of-the-art suit adopted the internal movable frame that was tested in the GP series. The technology was combined with Quattro Bajeena's Gundarium improvement plan to create a versatile mobile suit that was able to operate in nearly any environment in or out of atmosphere. AEUG was quick to start replacing their stock of GM IIs with the Nemo.
 
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Axis Zeon OOB

Mechanized Companies: 6 Gen 1

We're going to return to Earth and when we do, we'll be ready.

Aircraft Wings: 6 Gen 1

We're definitely getting back to Earth.

Mobile Suits: 126 Gen 1

Zakus, the AK-47 of Zeon successors.

Mobiles Suits: 200 Gen 2

Gaza-Cs, sure they average out to about three combat deployments, but they are cheap and transform. That's the next big thing, mark my words.

Mobile Suits:12 Gen 2+

Gaza-Ds, we fixed the kinks in the Gaza-Cs, these thing won't fall apart by transforming too much. No, it's not a stupid gimmick.

Mobile Suit: 1 Gen 3

The Qubeley, Haman Khan's personal mobile suit and a force of unparalleled power. So many funnels, drowning its enemies in beams from all angles.

Cruisers: 36 Gen 1+

The Musai late production model- what if we made our workhorse slightly better!

Cruisers: 24 Gen 2

The Musai Kai- ok, so what if we made it even better!

Battleships: 12 Gen 1+

The Gwazine, Zeon's most powerful warship, striking fear into the hearts of the Federation.

Battleships: 12 Gen 2

The Gwanban, a refined and streamlined improvement on the Gwazine. Gwabadaba doo.

Battleship: 1 Gen 2+

The Gwadan, one of the biggest and most powerful warships yet built, but please for the love of God stop starting every battleship class with Gwa-.


I swear I'll make a more serious one for the IC thread, I'm a little drunk and thought this would be funny.
 
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Advanced European Union Force Composition

Conventional Forces


European Ground Divisions - Mechanized Companies

The ground army of the Advanced European Union is mostly made up of conventional vehicles, EUAV-3 Ogre Main Battle Tank, EUAV-2 MLRS, and the EUAV-4 Gorgon Infantry carrier. More Modern AEU field divisions includes the Panzer-Hummel Knightmare Frame, a combat platform focused on mobile fire support.

European Aircraft - Generation 1 Aircraft Wings

Developed long before the outbreak of the One Year War, the backbone of the AEU airforce remains the conventional EUF-77 Gryphon fighter. They also operate a decent number of EUG-12 Harpy VTOL gunships.

Hellion Bomber Type - Generation 2 Aircraft Wings

A simplified and cheaper version of the Hellion's fighter mode, the Bomber type now serves as the premier ground attack craft of the AEU airforce. Despite its role, it remains a capable dogfighter.

Mobile Suits

100 x OZMS-06A Leo Early Type - Generation 1 Mobile Suit

The signature Mobile Suit of the OZ design bureau was first mass produced during the closing months of the One Year War. Rushed into production to meet the demands of war, quality control was sacrificed, leading to the Leo acquiring a reputation as being made of volatile material and exploding if the enemy so much as looked at it. Compared to the GM, the Leo has a weaker generator keeping it from using Beam weaponry, but is far more versatile due to having the capability of being fitting with a variety of mission backs for different environments. It's this versatility that keeps the remaining stock of Leos in service, albeit after some refits to increase survivability.

40 x AEU-05 Hellion - Generation 1 Mobile Suit

The Leo's major competitor amongst the AEU's forces during the One Year War, the Hellion possesses a great number of advantages over the Leo, most notably flight, but also being a much lighter and more agile machine. Its most notable trait though, is being able to be refitted between a Mobile Suit and Fighter mode before combat. Despite this though, several disadvantages kept it from seeing widespread adoption. It's armor was much lighter than the Leo (though this is not as notable due to the Leo's own survivability issues) but more than anything else, the Hellion and its transformation was a maintenance nightmare compared to the simplicity of the Leo.

40 x OZ-08MMS Cancer - Generation 1 Mobile Suit

During the One Year War, it was taken for granted that the Federation would remain dominant on the world's oceans. Zeon's development of a wide variety of amphibious Mobile Suits came as a shock to the various nations of the Federation. The Cancer was a crash development in response, and can more accurately be described as more akin to a small submarine with Mobile Suit characteristics than a Mobile Suit proper. Despite its lack of close combat ability, its superior hydrodynamics and cruise ability gave it an edge over Zeon's.

20 x OZ-08MS Tragos - Generation 1 Mobile Suit

An attempt to create a Mobile Suit that had the strengths of both the Guncannon and Guntank and the weaknesses of neither. The Tragos is a cannon type Mobile Suit capable of using an attached hover unit for rapid travel. Though a fairly capable design, it never truly caught on.

100 x OZ-06MSD Leo Late Type - Generation 2 Mobile Suit

An improved version of the Leo adopted post-war, in addition to having a much higher quality of construction, the Late Type is fitted with a higher output generator, giving it the ability to use Beam weapons.

50 x OZ-07AMS Aries - Generation 2 Mobile Suit

The OZ design bureau's first aerial combat Mobile Suit, the Aries is widely considered by many to be a drastic improvement on the Hellion. Despite lacking its long range strike capability, the Aries is far more maneuverable and reliable than the Hellion, as well as better armored and armed. It's proven extremely popular with the Specials, to the point of some considering the Aries the face of the unit.

40 x OZ-09MMS Pisces - Generation 2 Mobile Suit

Despite its stellar service record during the One Year War, the Cancer had some major limitations. Namely, its complete inability to move onto land, or engage in close combat, highly restricting its use in coastal regions. The Pisces is a massive improvement, and a true aquatic Mobile Suit. It has enough close combat strength to counter Z'Goks while maintaining the Cancer's cruise ability through the use of a transformation mechanism.

10 x AEU-09 Enact- Generation 2 Mobile Suit

The AEU's newest Mobile Suit and successor to the Hellion. The Enact improves on its predecessor, in almost every way, most notably giving it a full on transformation mechanism. However, some have criticized the Enact as coming too late, with the recent emergence of new, next generation Mobile Suits that will likely blow it out of the water.

Mobile Armors

20 x AEU-MA0707 Agrissa Type 7 - Generation 1 Mobile Armor

Rumored to be inspired by the Zeon Adzam Mobile Armor, the Agriss is effectively an large upgrade pack for a Hellion, granting it a large spider like lower body that can transform into a hovercraft. It's most notable weapon is a Plasma Field capable of disabling an enemy Mobile Suit (and it's pilot, very painfully)

10 x AEU-MA07013 Agrissa Type 13 - Generation 2 Mobile Armor

An overall improvement on the Agrissa, developed post-war.

Capital Ships

60 x Zonchio class Cruisers - Generation 1 Surface Cruiser

The backbone of the AEU's wet navy, the Zonchio is a thoroughly conventional cruiser design, with its main innovation mainly being the replacement of several large VLS batteries with facilities for handling Mobile Suits.

5 x Malaga class Aircraft Carriers - Generation 1 Surface Battleship

Always an impressive sight for those spending their evening near AEU military harbors, the Malaga class possess a unique twin hulled design. Though it may appear defenseless to a casual observer, in fact this class is armed with a number of 'pop up' heavy gun turrets.

40 x Medium class Land Cruiser - Generation 1 Surface Cruiser

The smaller cousin of the larger Giant class, the Medium often serves as the backbone of scouting operations overland for the AEU.

5 x Giant class Land Battleships - Generation 1 Surface Battleship

The backbone of the European Army, the Giants are huge moving mountains of armor and artillery.even before widespread deployment of Mobile Suits, they were enough to halt Zeon advances semi-successfully during the One Year War.

12 x Salamis Kai class Cruisers - Generation 2 Cruiser

The venerable Salamis class of federation cruiser has served in various fleets for years. In addition to the standard upgrades present in the latest upgrade of the class, the AEU's fleet modernization program saw a subvariants with Minovsky craft systems in the hopes of greater flexibility. However, that refit's great cost remains controversial, with some arguing that it would have been cheaper to spend the funds on separate surface and space vessels instead.

3 x Magellan Kai class Battleships - Generation 2 Battleship

Though many navies have moved to abandon the old Magellan class in the wake of the One Year War, the Advanced European Union persists with it (rumored at least partially to be from lobbying by the class manufacturer). The latest variant sees the drastic rearrangement of the class' deck, and the addition of full Mobile Suit carrying capability. It has also been fitted with a Minovsky craft system, which again, proved controversial.
 
FORCE ASSESSMENT: UN SPACEY

Mechanized Companies

Generation 2: Linear Gun Tank x6

Aircraft Wings

Generation 2: F-7D Spearhead x5

Mobile Suits

Generation 1: VF-1A Valkyrie x50

Generation 2: VF-11B Thunderbolt x80, Queadlunn-Rau x70

Generation 2+: VF-17D Nightmare x24, YF-19 Prototype x1, YF-21 Prototype x1

Mobile Armors

Generation 1: Destroid x48

Cruisers

Generation 2: Northampton Class Stealth Frigate x10, Arkansas-Class Cruiser x5

Battleships

Generation 1: Thurvel-Salan Class Battleship x8,

Generation 2: Neo Nupetiet-Vergnitzs bis Class Fleet Command Battleship x2

Special Unit

Generation 3 Flagship: SDF-1 Macross
 
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Titan Forces

Mechanized Companies: 12 Gen 2
Titan Command (leadership of the Titans Autonomous Corps), despite its spaceborne focus, has sizable bases across Earth for various purposes, not the least of which being deployment of MS forces to Earth's surface. These men provide garrisons for the surface bases, as well as the Titans' orbital facilities.

Aircraft Wings: 6 Gen 1, 6 Gen 2
The One-Year War has seen the end of aircraft for primary military operations but aircraft do have uses such as reconnaissance and transport capabilities. Accordingly, various bases have access to small air units.

Mobile Suits: 80 Gen 1+, 200 Gen 2, 37 Gen 2+
80x RGM-79Q GM Quel (Gen 1+)
While Titan Command has rid itself of all OYW Mobile Suits, the first MS produced upon the formation of the Titans are still in service. The GM Quel, at the time of its introduction, was a dramatic improvement on most prior Federation but in these days it's rapidly becoming obsolete thanks to the hard work of the Scirocco Division. Plans are already been made to retire them once Titan Command has properly designated a new frontline MS but until then the Quel is close enough in performance to its next generation peers to still give reliable service.

80x RMS-179 GM II (Gen 2)
Intended as a full replacement for the venerable GM (rather than the specialist Quel used by the Titans) the GM II, while it does exceed its predecessor, it has been shown to be unequal to the rapidly changing battlefield. Accordingly, Titan Command has indicated plans to shift focus towards a new MS.

50x RMS-106 Hizack (Gen 2)
Designed to rapidly boost Titan MS totals in the wake of formation of the AEUG, these retrofitted Zakus are capable of performances worthy of the battlefields of 0087. However, by their nature they are not intended as a permanent solution to the Titans' MS issues, instead being a means to supplement their forces until a proper MP MS can be produced.

30x RMS-117 Galbaldy β (Galbaldy Beta) (Gen 2)
Similar to the Hizack, the Galbaldy is a retrofitted Zeon MS designed to rapidly enhance Titan capabilities in the wake of the AEUG's formation during the removal of all OYW MS from the Titans' forces. While its combat capabilities exceed that of the HIzack, they are undermined by the thin armor of the class compared to similar MS.

40x RMS-108 Marasai (Gen 2)
Developed by Anaheim shortly before they would be suspected of backing the AEUG, the Marasai's capabilities exceed those that have come before it in terms of mass-producible MS and Titan Command has ordered that it become the frontline MS of the Titans once production warms up. That being said, Titan Command is said to be concerned about being "scooped" by the other side, technologically, and has ordered development of a new MP MS to be deployed in the near future.

1x PMX-000 Messala (Gen 2+)
The personal MS of lead MS designer and pilot Paptimus Scirocco, it is considered well-armed and faster than any current MS in Federation service. However, this high performance is due to prohibitively expensive engineering done by Scirocco and and any further production has been rejected by Titan Command.

17x NRX-044 Asshimar (Gen 2+)
While Titan Command wishes to focus on space, political demands dictated a small MS force be stationed on Earth at all times. Accordingly, the Earth force has benefited from considerably more R&D per unit, producing the Asshimar, a transformable suit, capable of rapid movement and fierce combat. An elite pilot of the Earth Response Force, Major Buran Blutarch, is particularly pleased with the unit's performance has frequently requested more production, only to be denied.

3x RX-110 Gabthley (Gen 2+)
A powerful long-range unit with transforming capabilities, the Gabthley was designed to meet Titan Command's desire for a new frontline MS. While it would fail in this, due to the over-engineered design, the unit is considered a superb long-range unit , capable of going toe-to-toe in close range as needed.

4x ORX-005 Gaplant (Gen 2+)
A transforming MS, this fast machine unfortunately has been denied mass-production due to high fuel consumption and the immense G-forces placed upon the pilot. That being said, this unit has proved exceptional in all combat trials both on Earth and in space and should prove to be a formible unit even in limited numbers.

6x RX-160 Byarlant (Gen 2+)
The intended replacement for the Asshimar, the Byarlant is newly developed at the Titans' Earth-based HQ at Kilamanjaro. While it's speed and deployment cpabailities are formidable, its overly specialized weapon systems limit its offensive power and there are arguments over whether to stop production and to maintain production of the Asshimar.

3x RX-139 Hambrabi (Gen 2+)
Scirocco's revised Gabthley, the Hambradi trades some of the Gabthley's long-range capabilities for better melee ability and a much comprehensive sensor net. Despite being a formidable combat machine, the Hambrabi is still too costly for mass-production and its use will be limited to elite pilots.

3x RX-178 Gundam Mk. II (Gen 2+)
Designed to provide the Federation with a new Gundam, the Gundam MK. II is designed to have the same level of superiority of its peers as the Gundam had during the OYW. While its long-term ability to do so is unclear the psychological impact of the Gundams on allied and enemy pilots cannot be underestimated. Titan Command has appointed three pilots: Jerid Messa, Emma Sheen, and Kacricon Cacooler, to be the pilots of the new Gundam team and has made a great deal of propaganda around the return of the Gundam to the forces of the Earth Federation.

Cruisers: 30 Gen 2
30x Salamis Kai
A venerable design, the Salamis Kai is the primary light carrier of all Titan operations, each carrying four MSs at any given time as well as the firepower expected of each ship.

Battleships: 15 Gen 2, 1 Gen 2+
15x Alexandria
Designed to be the replacement for the Magellan, the Alexandria brings formidable firepower, along with a squadron of eight MS to any engagement.

1x Dogosse Gier
The command ship of Admiral Jamitov, the Dogosse Gier is considered the finest warship under direct Federal control. Carrying 24 MSs which it can rapidly deploy out of its many launch catapults, the Dogosse Gier is considered the embodiment of the Titans' power.

Special Units:
Jupitris (Gen 1 Flagship)
A modified Heilium-3 freighter, captained by Scirocco, the Jupitris is the Scirocco Divsion's primary headquarters and research base, kept in constant motion to prevent any attacks. While underarmed (even PD weapons were resisted by Scirocco) the ship can carry large numbers of MSs and even manufacture them on-site, making the Jupitis into less a warship than a mobile base.

Solar System (Gen 1 Tactical Superweapon)
Originally an array of four million mirrors designed to devastate Solomon during the OYW, the Solar System has since become more compact, down to a mere 408,000 mirrors. While its attack is powerful and, once launched, can potentially destroy anything it hits even enough time and focus, the complexity of using the array makes it useless against any force smaller than a colony, leaving it serving as the primary defense against a repeat of Operation British. Titan Command desires a more capable anti-Colony weapon and such is already in the works.
 
Turn 1: January UC0087 - NPC Stats
Earth Federation Forces
NPC
Coalition Military
Earth Federation
Capital: Dakar (Africa)
Territories: Africa, South America
Description: The Nation-States of Earth are, for the most part, members of the great supernation called the Earth Federation, which maintains its own military forces levied from its member states, though the constantly feuding Federation Council is loathe to actually use them and prefers separately-funded assets like the Titans. The Federation moves at the whim of the Nation-States that make it up, and isn't a playable nation in itself.
Special Trait: United Military. The Federation Forces are controlled by a majority vote of the Federation Council (currently Britannia, the AEU, and the Far Eastern Republic). Rather than an active faction, the EFF will act in the interests of the current Federation resolutions.

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 2

Units
Mechanized Companies: 20 Gen 1
Aircraft Wings: 20 Gen 2
Mobile Suits: 1000 Gen 1, 100 Gen 1+, 250 Gen 2, 8 Gen 2+
Mobile Armors: None
Super Robots: None
Cruisers: 50 Gen 1, 20 Gen 2, 3 Gen 2+
Battleships: 20 Gen 1, 20 Gen 2, 1 Gen 2+
Special Units: [Redacted]


Wulgaru United Pan-Galactic Empire
NPC
Expeditionary Force
Independent
Capital: ???
Territories: ???
Description: A species of alien invaders from outside our solar system. Little is publically known of them aside from their advanced technology and the fact that, thankfully, they're in conflict with the other invading aliens.
Special Trait: Extrasolar. The Wulgaru are part of a galaxy-spanning organization, and continuously receive reinforcements from outside the solar system. They cannot be fully defeated unless this source of materiel is neutralized.

Technology
Conventional Weapons: 2+
Mobile Weapons: 2+
Super Robots: 2+
Warships: 2+
Super-Dimensional Science
???

Units
Mobile Suits: ??? Gen 2+
Super Robots: ??? Gen 2+
Cruisers: ??? Gen 2+
Battleships: ??? Gen 2+
Special Units: ???


Zentradi Main Fleet
NPC
Roaming War-State
Independent
Capital: None
Territories: None
Description: The parent organization to the 67th Zentradi Fleet that the SDF Macross negotiated a truce with. The Zentradi as a whole do not recognize that truce and their scouts have been sighted in the Outer Solar System, likely intending to pursue the 67th as deserters. As a species, the Zentradi are giants with only a military and no culture to speak of, rendering their attitudes alien despite having a 99.9% genetic compatibility with humanity. Zentradi also reproduce solely by cloning, and their fleets are segregated into male and female (Meltrandi) factions that often war with each other, and they also appear to be hostile to the Wulgaru.
Special Trait: Noculture. Zentradi as a species are focused solely on the prosecution of war for its own sake, and have no other culture, rendering them...unpredictable when it comes to diplomacy.

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 3
Super-Dimensional Science
Genetic Engineering

Units
Mobile Suits: ??? Gen 2
Cruisers: ??? Gen 1/2/3
Battleships: ??? Gen 1/2/3
Special Units: ???


Vega Zone
NPC
Terrorist Organization
Independent
Capital: ???
Territories: ???
Description: The culmination of a decade of attacks by gigantic kaiju, Professor Alrich zu Lando and his cohorts utilize salvaged Dinosaur, Mycene, and alien technology to commit acts of destruction against the Earth Sphere with the apparent goal of world conquest.

Technology
Metal Beasts: 3
???

Units
Metal Beasts: ??? Gen 1/2/3
 

CIRCLE OF GAIA​

Political Leader: Auden Dominica (she/her, AEU French origin, leading ecoscientist)
Paramilitary Commander: Emilio Marindar (he/him, Britannian West Indian origin, veteran geoengineer)


Mechanized Companies: 9 Gen 1 (Gaian Wardens in Bloodhound Hover Trucks)

Aircraft Wings: 1 Gen 1 (Saberfish)

Mobile Suits:

40 Gen 1 (Feddie GM's)


20 Gen 2 (Gaian Galliards, designed from the ground up for aerospace combat by Gaian sympathizers in Earth's intellectual institutions, to assist in population transfer offworld)

Cruisers: 3 Gen 1 (The atmospheric cruisers Phoenicia, Srivijaya, and Ragusa)
 
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Force Assessment: The GDF

Units
Mechanized Companies: 6 Gen 2
5x Star Rose Garrison - The defense force on Star Rose dedicated to defending and staffing the colony.
1x Military Academy Staff
The Staff of the Military Junior Pre-Academy on Star Rose. Technically part of the garrison in case of emergency.

Mobile Weapons:

Mobile Suits: 60 Gen 2
40x ZGMF-1017 GINN
PLANT's current mobile suits, also used by the GDF. Although less effective against the Wulgaru, they are still a capable force to be reckoned with. GINN's are also used for defense efforts against non-Wulgaru combatants

20x Type 82 High Mobility Combat Weapon
The GDF's main mobile weapon. Repurposed from other uses such as construction and asteroid mining, these mechs were used against the Wulgaru with middling results until the introduction of the ASHMB.

24 Gen 2+ Rhinos Type A
ASHMB prototypes equipped with the JURIA system. Originally used for data collection by GDF's Team Doberman for equipment testing, they have since begun to be produced for use amongst the GDF's main forces as Anti-Wulgaru fighters.

Super Robots: 6 Gen 2
Red 5, Blue 1, Purple 2, Rose 3, Gold 4
A set of 5 AHSMBs equipped with the JURIA System. Assigned to a corresponding member on Team Rabbits, each suit is designed with a unique role and is the latest development in the GDF's research into their advanced technology:

AHSMB-005 Red 5 - An all range-capable multipurpose AHSMB designed as a command unit. Red 5 is a highly versatile combat unit, wielding a chainsaw for close combat, a beam rifle for shooting, and a tail gun for bombardment. It's strongest weapon is the Type 89 Variant B Charged Particle Cannon (HEP Beam Cannon)

AHSMB-001 Blue 1 - an all range-capable multipurpose ASHMB. The baseline model for the rest of the AHSMB line, particularly Red 5. Primarily a front line combat unit equipped for close and mid range engagements.

AHSMB-002 Purple 2 - A wide-range strategic recon/control ASHMB. Able to continuously monitor every unit on its team with its data link, it uses the 3D Multisensor and a wide-range Super-Analytic radar to gather information from its surroundings. While it mounts an electronic support unit, two main processors, and enough sub processors to manage the data of up to 10 ASHMB units simultaneously, it has the bare minimum combat load out except for its "Active Guard" mobile particle defense unit

AHSMB-003 Rose 3 - A high mobility assault AHSMB specialized for speed, using a warship class engine as a booster unit. It's main weapons include a particle cannon, a "mega beam launcher" heavy particle emitter units embedded in the wingtips, and missile containers that fire volleys of guided rockets.

AHSMB-004 Gold 4 - A long range support bombardment unit, its entire head is a highly precise targeting sensor. Its basic weapon set is a high energy charged particle cannon and a radiation-guided rapid fire cannon, although it can mount almost any GDF or MJP ranged armament as external equipment. By linking with Purple 2 and using its sensor package it can even hit targets far outside its visual range.

AHSMB-000 White 0 - A prototype that the AHSMB line was based on, in theory this robot could fulfill every combat role on the field as an aggregate model of AHSMBs 001-005. In practice, this left it as an overtuned suit no one was able to pilot. Currently shelved in favour of the current AHSMB line, although if a pilot is ever found it is still on par with the rest.

Cruisers: 24 Gen 2
12 Standard Frigates
Mass produced GDF standard issue ship. Decent escort ship, but nothing extraordinary.

12 Standard Assault Combat Carriers
GDF warships designed for forcible entry during battle.


Battleships: 4 Gen 2, 2 Gen 2+

1x Everest-Class Large Mothership (Gen 2+)
A mobile fortress that functions as a mothership containing supplies, repairs, railguns, and Concealed Charged Particle Cannons

4x Standard Battleship CSV (Gen 2)
A medium sized carrier. Compared to the mothership, it's inferior numerically in terms of its arsenal and block functions, but it's cheaper to produce.

1x Godinion (Gen 2+)
A GDF mothership carrying the repair facility and repair teams of Team Rabbits. Contains both a high powered shield and armor similar to those used by ASHMBs. It's other main feature is a solar sail that allows for conversion of sunlight into energy.

Special Units: Star Rose (Generation 3 Mobile HQ)
The home colony of the GDF, Star Rose is also a HQ capable of storing the GDF's arsenal as a mobile fortress. It functions as a command center for the GDF's fleet, as well as a power source for particle weapons such as the Straggle Laser.
 
Part 2

Mobile Armors
: 0
Super Robots: 0
Cruisers: 10 Gen 1
  • The Salamis-class space cruiser was the cruelest victim of mobile suits. The mega particle cannons on board the cruiser would define the new arc of space combat that far outpaced it. Unescorted, they were easy pickings for mobile suits. The first-generation of Zeon aces earned their stripes by battering aside the "tuna cans" although they were less prestigious as a target than the battleships. A scheme by AEUG netted the organization ten cruisers that were set to be decommissioned.
Cruisers: 10 Gen 1+
  • The proponents of the big gun doctrine had one last card to play in the Salamis Kai-class. Admiral Green Wyatt was their strongest champion. He put the terms of the debate: "The full capacities of M particles were unknown to us in 0079. We can assimilate the lessons learned [into the 0083 refit]. Mobile suits are not cost effective as a means to project power in the Earth Sphere like the cruisers are." Bigger beam turrets were installed to counteract the problems with insufficient firepower. A more efficient power supply system was installed. A particular focus was placed on the point-defense system as well. Despite the personal foibles of Admiral Wyatt, the Salamis Kai-class was an asset to the Federation in the fight against the Wulgaru raids. The defection of ten cruisers put AEUG on the map as a major threat.
Cruisers: 12 Gen 2
  • The Alexandria-class space cruiser was an improvement on the Musai-class light cruisers that were a hallmark of Zeon. Unlike the Salamis Kai, the ship was designed with the use of mobile suits in mind. The superiority of the approach was such that its operational capabilities are equivalent to ten Salamis Kai-class ships. In a field exercise conducted by the Titans, the heavy cruisers trounced their hapless opponents. Anaheim shuffled some of the cruisers into the hands of the AEUG to keep the field leveled.
Cruisers: 2 Gen 2+
  • The Argama-class is the latest and greatest part of AEUG's arsenal. The ship was convinced to execute strike-and-fade attacks on vulnerable assets throughout space. Since the Argama was modeled after the famous White Base, the original name was the White Base II or White Base Jr. Melanie Hue Carbine denied the request to appease ex-Zeons in AEUG. He also found the name "ridiculous." Carbine's interest in Hinduism and early Buddhism resulted in the name being changed to the Argama. Being the first ships constructed by AEUG, only the most competent were allowed to be in them.
Battleships:
1 Gen 1+ (Surface)
  • Hayato Kobayashi bought a battleship from the scrapyard on a whim. He thought they were neat.
Special Units: None
 
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So, uh, what's an IC post supposed to look like? First time I've participated in one of these.
Generally speaking, it can be any description of what's going on with your faction. Actual mechanical stuff will be handled in Conversations (working my way through starting those now), but an IC can be anything from a short story about one of your faction's characters to an encyclopedia-style article about what your group is like to open-letter diplomacy like what Etranger just posted. Here is the IC for Super Robot Wars: Stellar Vector, the game that inspired this one, if you'd like some in-genre examples.
 
Force Assessment: Benerit Group

Conventional Forces
Mechanized Company: 1 Gen 2 [1P, 4M]

Mobile Suits
25 x MD-0021 Desultor - Generation 1 [1P, 1M]
Jeturk Heavy Machinery's first foray into the field of mobile suits, the Desultor saw significant proliferation towards the end of the One Year War, the corporation willing to sell to any and every one in order to recoup losses incurred from the Benerit Group's formation. While production has long since been halted, the mobile suit's ruggedness has seen many still employed by Cathedra forces, although stocks have been steadily sold off to any willing buyer. Often, in fact, to the Group's detriment, with terror groups having employed the mobile suit against Benerit holdings at least twice.

10 x CCP-068 Heingra - Generation 1 [1P, 1M]
Grassley Defense System's counterpart to the Desultor, the corporation prides itself in having developed a mobile suit significantly more advanced than Jeturk, beam weapons and nanolaminate shields compared to the projectile armament of the Desultor. However, the relatively experimental technology of the time has resulted in the need for extensive maintenance, and while at peak capabilities the Heingra might outperform the Desultor, more often than not the numerous problems a Heingra inevitably faces puts them on par with the Desultor.

5 x CEK-040 Beguir Beu - Generation 1 [1P, 1M]
Another design by Grassley, a successor to the Antidote-wielding knightmare frames pre-OYW. Lightly armed, it instead is equipped with a non-kinetic pod, allowing it to interfere with GUND Format links and other Permet-based technologies. Despite its long service Beguir Beus are rarely deployed, and mostly serve as a backup option should a Gundam ever be encountered again.

15 x MD-0031UL Dilanza Sol - Generation 2 [1P, 1M]
Used extremely regularly in riot control, the Dilanza Sol is a fixture in the skyline in many of the Benerit Group's special economic zones. Its thick armour and riot guns are an indication of its use, capable of dispersing crowds while withstanding a truly dizzying amount of punishment.

15 x F/D&20 Zowort Heavy - Generation 2 [1P, 1M]
Highly maneuverable in space and atmosphere, the Zowort Heavy is Cathedra's go-to for spaceborne operations, capable of going head-to-head with many of it's competitors with ease. While late to the mobile suit game, Peil Technologies has nevertheless developed a mobile shit on equal parity with the Heindree and Dilanza, in no small part due to liberal use of espionage.

10 x CPF-013 Heindree Sturm - Generation 2 [1P, 1M]
The latest in Grassley's Hein-series of mobile suits, the Heindree Sturm is synonymous with many of Cathedra's more kinetic operations, the face of the Benerit Group against terror organizations. Like most other mobile suits in Cathedra service, the Heindree Sturm has also been sold to other organizations and states, although the sheer breadth of competition has made sales numbers limited.

8 x MD-0064 Darilblade - Generation 2+ [2P, 1M]
The latest design of Jeturk Heavy Machinery, the Darilblade is a heavily armed and armored design poised to become Benerit's new mainline mobile suit. Utilizing assistant AI in order to get around Permet restrictions from the Cathedra Accord, plans are already in motion to ramp up Darilblade production.

3 x CEK-077 Beguir-Pente - Generation 2+ [2P, 1M]
An evolution of the Beguir Beu, modernized to be capable of holding off other mobile suits despite it's bulky anti-kinetic pods. Like the Beguir-Beu, the Beguir-Pente had similarly seen little service, in part due to Dominicus' effective enforcement of the Cathedra Accord.

2 x CFK-029 Michaelis - Generation 2+ [2P, 1M]
A sidegrade of the Beguir-Pente, more combat-capable and equipped with a less comprehensive anti-kinetic system. A limited production model, Grassley Defense Systems has nevertheless entered discussion with various partners in order to ramp up production. Notably, one of it's pilots is Shaddiq Zenelli, heir to Grassley Defense Systems.

1 x FP/A-77 Gundam Pharact - Generation 2+ [2P, 1M]
A result of Peil Technologies' illegal foray into GUND Format research, the brainchild of one Belmeria Winston. Known to the general public as a testbed for various integrated AI technologies, it's test pilot, Elan Ceres, is an eccentric whose personality seems to change every few months.

Warships
12 x Salamis-class Cruiser - Generation 1 Cruiser [10P, 2M]
Purchased from the Earth Federation Space Force after it's demobilization post-OYW, the Salamis-class serves as little more than mobile suit carriers for Cathedra, many of it's missile silos replaced with hangar bays.

6 x Salamis Kai-class Cruisers - Generation 2 Cruiser [10P, 2M]
Modernized Salamis-class cruisers, equipped with more modern weapons.

1 x Ulysses - Generation 2 Battleship [20P, 4M]
Named after the same ship that brought Cathedra acclaim through its operation in the Vanadis Incident, the Ulysses is the only of it's kind and third of its name, bristling with beam cannons and equipped with an extensive hangar bay. It's current commander is one Captain Kenanji Avery.
 
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Turn 1 Deadline Announcement
Alrighty, I've got Orders conversations up with everyone, so I'm going to ask everyone to

-=PLEASE SUBMIT TURN 1 ORDERS BY 11:59 PM US CENTRAL TIME ON SUNDAY, MAY 21=-

Don't sweat it if you need a little more time, just ask. If this is generally too short a time frame, please also let me know that; I'm new to running these things.

On the other hand, if you get in orders sooner, I may be able to do mini-updates as well.

If you have any questions, please do not hesitate to ask them on discord or in the order convos themselves, or in this thread.
 
Battleships:
1 Gen 1+ (Surface)
  • Hayato Kobayashi bought a battleship from the scrapyard on a whim. He thought they were neat.
Special Units: None
Also I realized that "Surface" was a bad way to describe it, but I was thinking of Hayato's big-ass plane, the Audhumla, when I wrote that. Your description actually still fits, though.
 
Turn 2: February UC0087 - Stats
Faction Name
Player(s)
Faction Type
Faction Alignment
Capital:
Territories:
Description:
Special Trait:

Statistics (Nation-State)
Economy: Bankrupt/Depression/Recession/Stagnant/Growing/Strong/Booming/Hegemonic
Reserves: Nonexistent/Tiny/Small/Medium/Large/Very Large/Huge/Overwhelming
Stability: Collapsing/Unstable/Troubled/Stable/Fair/Good/Great/Utopian

Statistics (Autonomous Military/NGO)
Budget: Bankrupt/Penniless/Shortfalls/Funded/Growing/Strong/Overfunded/Runaway
Recruiting: Nonexistent/Tiny/Limited/Moderate/Heavy/Very Heavy/Extensive/Overwhelming
Unity: Fragmenting/Unstable/Troubled/Stable/Fair/Good/Great/Fanatic

Technology
Conventional Weapons:
Mobile Weapons:
Super Robots:
Warships:
Special Technologies

Units
Mechanized Companies:
Aircraft Wings:
Mobile Suits:
Mobile Armors:
Super Robots:
Cruisers:
Battleships:
Special Units


Holy Britannian Empire
@VoidZero and @Valleron
Nation-State
Earth Federation
Capital: Pendragon (North America)
Territories: North America, South America, Japan, Oceania
Description: The pre-eminent military power of Earth, the Holy Britannian Empire is an absolute monarchy claiming to trace its roots back to Pre-Roman Britain. With the largest army on the planet and control of the Western Hemisphere, Britannia dominates the Federation Council, and has only grown in power since the One Year War, their landgrab of the Japanese archipelago, and their sponsorship of the Titans as a tool of oppressing potential Zeonic resurgence. However, their army and navy are huge, unwieldy, and expensive, and palace intrigues make modernization of their aging Knightmare Frames and repression of their subject states problematic despite the country's vast wealth and brutal policies.
Special Trait: World of C. Britannia has access to a unique technology that gives them an edge in espionage, but makes court politics, shall we say, complicated.

Statistics
Economy: Booming (100 Production/turn)
Reserves: Huge (100 Manpower/turn)
Stability: Troubled

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 2
Warships: 2
World of C
Sakuradite Power

Units
Mechanized Companies: 200 Gen 1, 105 Gen 2
Aircraft Wings: 20 Gen 1, 15 Gen 2
Mobile Suits: 470 Gen 1, 195 Gen 2, 11 Gen 2+, 32 Gen 3, 2 Gen 3+
Mobile Armors: 8 Gen 1, 6 Gen 2, 1 Gen 3+
Super Robots: 2 Gen 2
Cruisers: 56 Gen 1 Surface, 20 Gen 2
Battleships: 19 Gen 1 Surface, 10 Gen 2
Special Units: None


Advanced European Union
@tankdrop24
Nation-State
Earth Federation
Capital: Bremen (Europe)
Territories: Europe, North Africa, East Africa
Description: On paper, the AEU is an political union of democratic nations, and a subset of the greater Earth Federation. However, according to some outlandish rumors, true power in the AEU rests in the Romefeller Foundation, an alliance of corporate entities owned by aristocrats dating back to the 19th century. The Romefeller Foundation includes some of the largest arms manufactures in the Federation. Europe's economy has grown to have a massive war industry.
Special Trait: Wings of OZ, Shadows of Romefeller. The Romefeller foundation has established a strong web of influence both with the Federation's political structure, and within the Federation military itself, making it easier for it to manipulate events in its favor.

Statistics
Economy: Strong (80 Production/turn)
Reserves: Large (60 Manpower/turn)
Stability: Good

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 2
Mobile Dolls
Brain Raid System

Units
Mechanized Companies: 99 Gen 1, 50 Gen 2
Aircraft Wings: 11 Gen 1, 8 Gen 2
Mobile Suits: 190 Gen 1, 192 Gen 2, 10 Gen 2+
Mobile Armors: 18 Gen 1, 10 Gen 2
Super Robots: None
Cruisers: 100 Gen 1 (Surface), 5 Gen 2 (Submarine), 12 Gen 2
Battleships: 20 Gen 1 (Surface), 3 Gen 2
Special Units: None


Far East Republic
@Hollewanderer
Nation-State
Earth Federation
Capital: Beijing (Asia)
Territories: Asia
Description: Replacing the defunct Chinese Confederation at the start of the Universal Century, the Far Eastern Republic has weathered aggression from multiple other powers to remain a functioning democracy with de facto control and protection over much of the Asian mainland. At present, its main concerns are the ever-encroaching Britannians and the increasingly worrisome metaphysical distortions north of its borders.
Special Trait: Northern Patrols. FER excursions into the various anomalies in Siberia give them an unpredictable edge in learning new technologies and enhancing their soldiers' capabilities.

Statistics
Economy: Strong (80 Production/turn)
Reserves: Huge (100 Manpower/turn)
Stability: Fair

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 2
Warships: 2

Units
Mechanized Companies: 75 Gen 1, 41 Gen 2
Aircraft Wings: 20 Gen 1
Mobile Suits: 200 Gen 1, 114 Gen 2
Mobile Armors: None
Super Robots: 20 Gen 1, 12 Gen 2
Cruisers: 50 Gen 1 (Surface), 3 Gen 2
Battleships: 24 Gen 2 (Surface)
Special Units: None


PLANT
@SirLagginton
Nation-State
Zodiac Alliance
Capital: Aprilius Colony (Side 1)
Territories: Side 1
Description: Founded as a safe haven and model society for Coordinators, humans genetically engineered for optimal capabilities and living in space, PLANT officially sat out the One Year War as a neutral state. Unofficially, the Coordinators look to Earth's brutal repression of other spacenoids and anti-genetic-engineering rhetoric with rapidly growing alarm, and an equally rapidly-growing army of home-grown mobile suits designed for Coordinator pilots.
Special Trait: Designer Humans. PLANT's Coordinator population is relatively small, but genetic specialization makes them very efficient at executing civic actions.

Statistics
Economy: Booming (100 Production/turn)
Reserves: Medium (40 Manpower/turn)
Stability: Stable

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 2
Genetic Engineering
N-Jammers

Units
Mechanized Companies: 20 Gen 2
Aircraft Wings: 20 Gen 2
Mobile Suits: 270 Gen 2, 115 Gen 2+
Mobile Armors: None
Super Robots: None
Cruisers: 20 Gen 2 (Surface), 20 Gen 2 (Submarine), 40 Gen 2 (Space)
Battleships: 10 Gen 2 (Surface), 20 Gen 2 (Space)
Special Units: Gondwana (Generation 2 Flagship), Gundam GP-02 Physalis (Generation 1 Tactical Superweapon)


Axis Zeon
@Aedan777
Nation-State
Zeonic Successors
Capital: Axis Colony (Mobile)
Territories: Asteroid Belt
Description: After the One Year War, those Zeonic forces that wouldn't lay down their arms but could escape Earth's gravity fled to the asteroid belt, taking with them a sizeable military, population, and gold reserve. Rallied under the recently deceased Admiral Maharaja Karn and behind the last surviving member of the Zabi family, Mineva Lao Zabi, the forces gathered at Axis Zeon are a significant worry for military planners in the Federation, and conflict with the Zeonic Successors is assumed to be an inevitability.
Special Trait: Heir to the Zabis. Axis Zeon commands soft power well in excess of a mining asteroid thanks to the presence of a legitimate heiress to the Principality of Zeon and a whole lot of leftover war loot.

Statistics
Economy: Stagnant (40 Production/turn)
Reserves: Medium (40 Manpower/turn)
Stability: Great

Technology
Conventional Weapons: 1
Mobile Weapons: 2
Super Robots: 0
Warships: 2
Psycommu
Cyber-enhancement

Units
Mechanized Companies: 6 Gen 1
Aircraft Wings: 6 Gen 1
Mobile Suits: 115 Gen 1, 160 Gen 2, 52 Gen 2+, 1 Gen 3
Mobile Armors: None
Super Robots: None
Cruisers: 36 Gen 1+, 24 Gen 2
Battleships: 12 Gen 1+, 12 Gen 2, 1 Gen 2+
Special Units: Axis (Gen 1 Mobile HQ)


Martian Union
@Spktr Alpha
Nation-State
Independent
Capital: Chryse (Mars)
Territories: Mars, Deimos
Description: During the chaos of the One Year War, the manufacturing and resource-extraction operations on Mars were left adrift, with a population long resentful of colonial rule and economic dependence on Earth. With their parent companies cut off, or even annihilated in the conflict, the League of Ruling Companies declared Home-Rule. With the aid of their own self-manufacted security forces, PMCs such as Tekkadan, and Mars's various liberationist militias and Earth Federation deserters, the League was able to force recognition of their independence after the dramatic coup within and defection of the Outer Earth Orbit Joint Regulatory Fleet. On paper, Mars is a democracy, while in practice it is a chaotic collection of factions: the League of Ruling Companies is the main economic power, held in check by the iron-willed and extremely popular President Kudelia Aina Bernstein and her loyal militias and PMCs, while the state's formal military under charismatic General McGillis Fareed is made up almost entirely of Earth Federation defectors who seek an orderly society. Even the League itself freqently clashes with each other, fighting proxy wars with their clandestine mercenaries known as 'Ravens'. All of this means that Mars is a land of infinite opportunity, whether for profit, power, or chaos.
Special Trait: League of Ruling Companies. The League of Ruling Companies, a semi-cooperative trust of major corporations, holds significant power on Mars and extends influence all the way back to Earth and Jupiter. Luna-based Anaheim Electronics, the Jovian-based Teiwaz, and the 'Martian Three' comprised of Balena, Emeraude, and Zio Matrix are all a part of this league. Mars's independence is guaranteed by the League's economic influence over politics, the law, and the very means of production throughout the Solar System.

Statistics
Economy: Booming (100 Production/turn)
Reserves: Small (20 Manpower/turn)
Stability: Troubled

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 2
Cyber-enhancement

Units
Mechanized Companies: 31 Gen 1, 8 Gen 2
Aircraft Wings: None
Mobile Suits: 139 Gen 1, 29 Gen 2, 84 Gen 2+
Mobile Armors: 12 Gen 1
Super Robots: 1 Gen 1
Cruisers: 40 Gen 1
Battleships: 8 Gen 1
Special Units: None


Titans Autonomous Corps
@Ceslas
Autonomous Military
Earth Federation
Headquarters: Gate of Zedan (Side 3)
Territories: Side 3, Side 7
Description: Founded by the Federation to deal with Zeon stay-behind forces and repress any resurgence of independence movements in space, the Titans have an effective carte blanche to rule space with an iron fist. With the elite of Earth's militaries in their command and the brightest mobile suit developers in the Earth Sphere at their disposal, the Titans are almost unopposable.
Special Trait: 31 July Proclamation. The Titans are backed by the full authority of the Federation, and no action they take to guarantee peace is considered unlawful. It would take a unanimous vote of the Federation Council to revoke their supreme authority.

Statistics
Budget: Overfunded (50 Production/turn)
Recruiting: Heavy (30 Manpower/turn)
Unity: Good

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 2
Cyber-Enhancement
Psycommu

Units
Mechanized Companies: 11 Gen 2
Aircraft Wings: 6 Gen 1, 6 Gen 2
Mobile Suits: 74 Gen 1+, 211 Gen 2, 40 Gen 2+
Mobile Armors: 1 Gen 2+
Super Robots: None
Cruisers: 29 Gen 2
Battleships: 15 Gen 2, 1 Gen 2+
Special Units: Jupitris (Gen 1 Flagship), Solar System (Gen 1 Tactical Superweapon)


AEUG-Karaba
@Carol
Autonomous Military
Independent
Headquarters: None (Guerillas)
Territories: None (Guerillas)
Description: Needless to say, someone exists to oppose the Titans nevertheless. Comprised of defectors from the Earth Federation military and deserters from Zeon stay-behind forces, the Anti-Earth Union Group and its associated paramilitary Karaba exist to oppose the current state of the Federation and its enforcers, while still holding onto the Federation's mandate of protecting humanity. With the backing of powerful economic actors, they might even have a shot at making real change.
Special Trait: The Moral Alternative. While the Titans have full legal authority, the AEUG exists specifically in defiance of that, and the more damage the Titans cause, the more defectors the AEUG will get from them and the Federation's other forces.

Statistics
Budget: Funded (20 Production/turn)
Recruiting: Heavy (30 Manpower/turn)
Unity: Great

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 2
Psycommu

Units
Mechanized Companies: 6 Gen 1
Aircraft Wings: 3 Gen 1
Mobile Suits: 20 Gen 1+, 47 Gen 2, 1 Gen 2+
Mobile Armors: 2 Gen 2
Super Robots: 0
Cruisers: 10 Gen 1, 10 Gen 1+, 12 Gen 2, 2 Gen 2+
Battleships: 1 Gen 1+ (Surface)
Special Units: None


Delaz Fleet
@Shrike
Autonomous Military
Zeonic Successors
Headquarters: Garden of Thorns (Side 5)
Territories: Side 5
Description: A maverick Zeon remnant force formed around the Zabi family's Imperial Guard. Possessing mostly outdated mobile suits and a handful of large warships and specialty units, they have nonetheless become experts in guerilla warfare and terror strikes against the Federation in the intervening years.
Special Trait: Nightmares of Solomon. The One Year War veterans and experience in the Delaz Fleet mean that despite its small size, all of its elite units can fight more efficiently.

Statistics
Budget: Funded (10 Production/turn)
Recruiting: Heavy (15 Manpower/turn)
Unity: Fanatic

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 2

Units
Mechanized Companies: 3 Gen 1, 2 Gen 2+
Aircraft Wings: 2 Gen 2
Mobile Suits: 67 Gen 1, 38 Gen 1+, 26 Gen 2, 18 Gen 2+
Mobile Armors: 12 Gen 1, 1 Gen 1+
Super Robots: None
Cruisers: 20 Gen 1, 20 Gen 1+
Battleships: 3 Gen 1+


Cima Fleet
@Rincewind
Autonomous Military
Independent
Headquarters: None (Pirates)
Territories: None (Pirates)
Description: In UC 0080, a crack Marine Amphibious Unit was exiled from Axis by a military court for a crime they didn't commit. These men and women promptly escaped the Federation mop-up operation to the Side 5 Shoal Zone. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help you, and if you can find them, maybe you can hire the Cima Fleet.
Special Trait: Wetworks Experts. Attempting to locate or ambush the Cima Fleet is much more difficult than other factions.

Statistics
Budget: Shortfalls (10 Production/turn)
Recruiting: Tiny (5 Manpower/turn)
Unity: Fanatic

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 1
Corax Laser

Units
Mechanized Companies: 1 Gen 2
Aircraft Wings: None
Mobile Suits: 25 Gen 1, 20 Gen 1+
Mobile Armors: None
Super Robots: None
Cruisers: 8 Gen 1+
Battleships: None
Special Units: None


The Order of the Black Knights
@Etranger
Autonomous Military
Independent
Headquarters: None (Guerillas)
Territories: None (Guerillas)
Description: Led by the enigmatic masked man known only as "Zero," the Order of the Black Knights is a paramilitary terrorist group whose membership is mostly comprised of Japanese nationals and other anti-Britannian dissidents, as well as a few foreign advisors and Britannian expatriates. They are curiously well-funded and operate a small number of modern Knightmare Frames, along with a handful of next-generation prototypes. Having won several propaganda victories against Britannia's Area 11 occupation forces, including assassinating the governor-general, their campaign for independence now shifts outside Japan and onto a more global stage.
Special Trait: Man of Miracles. With Zero's leadership, the Black Knights have a major advantage in ambushes, tactical retreats, and hit-and-run operations...as long as they're flashy.

Statistics
Budget: Funded (20 Production/turn)
Recruiting: Moderate (20 Manpower/turn)
Unity: Good

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 1
Warships: 2
Sakuradite Power
Gefjun Disturber

Units
Mechanized Companies: 2 Gen 1
Aircraft Wings: None
Mobile Suits: 12 Gen 1, 8 Gen 1+ 10 Gen 2, 6 Gen 2+, 7 Gen 3
Mobile Armors: 1 Gen 1, 1 Gen 2, 2 Gen 3
Super Robots: None
Cruisers: 1 Gen 2 (Submarine)
Battleships: None
Special Units: Ikaruga (Generation 2 Flagship)


United Nations Spacy
@theguynamedwafer
Autonomous Military
Earth Federation
Headquarters: Macross City (Mobile)
Territories: None
Description: With the discovery of Alien Starship 1 (unfortunately abbreviated as ASS-1), a concerted scientific and military survey was conducted to uncover the secrets of both its origins and its exotic technologies. It was dubbed the SDF-1 Macross after a surface-level understanding of its systems and technologies was achieved and reconstruction was deemed possible. After it inexplicably vanished from the surface of the planet on the dawn of the One Year War shortly after reconstruction was completed, it has drifted back into the Earth Sphere along with allied alien ships, warning of an alien fleet bent on torching the Earth for reasons unknown...
Special Trait: The Power of Culture. Through an understanding of a crystalline substance known as Fold Quartz and Sound Wave Energy that it produces and interacts with, the idol singers of the Tactical Sound Units of the Macross can turn the tide of battle by either bolstering the morale of their allies or making the opposition question everything they know through their singing.

Statistics
Budget: Strong (40 Production/turn)
Recruiting: Very Heavy (40 Manpower/turn)
Unity: Great

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 3
Super-Dimensional Science
Song Energy

Units
Mechanized Companies: 6 Gen 2
Aircraft Wings: 5 Gen 2
Mobile Suits: 44 Gen 1, 175 Gen 2, 26 Gen 2+
Mobile Armors: 49 Gen 1
Super Robots: None
Cruisers: 15 Gen 2
Battleships: 8 Gen 1 (Space), 3 Gen 2
Special Units: SDF-1 Macross (Gen 3 Flagship)


Global Defense Force
@Shade31415
Autonomous Military
Zodiac Alliance
Headquarters: Star Rose (Side 4)
Territories: None
Description: In the wake of the fighting on Earth came the first appearance of the Wulgaru, hostile aliens from beyond Jupiter who immediately inserted themselves into the conflicts around the Earth Sphere. Indiscriminately attacking any faction and succeeding in pushing closer to Earth, the Global Defense Force was formed as PLANT's response to fight against their encroachment through the use of AHSMB (Advanced High Standard Multipurpose Battle Devices), advanced mobile suits that have had the best results against the Wulgaru.
Special Trait: Gifts from Abroad. The GDF has access to unique technologies that allow them to fight on an even footing with the Wulgaru, as well as insight into their culture, from covert contacts with Wulgaru defectors.

Statistics
Budget: Funded (20 Production/turn)
Recruiting: Limited (10 Manpower/turn)
Unity: Good

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 2
Warships: 2
Genetic Engineering
JURIA System

Units
Mechanized Companies: 6 Gen 2
Aircraft Wings: None
Mobile Suits: 50 Gen 2, 39 Gen 2+
Mobile Armors: None
Super Robots: 6 Gen 2
Cruisers: 24 Gen 2
Battleships: 4 Gen 2, 2 Gen 2+
Special Units: Star Rose (Generation 3 Mobile HQ)


NISAR
@Sara
NGO
Independent
Headquarters: Khao Khiao Mountain (Asia)
Territories: None
Description: After the attack on the Photon Power Labs in January of 0087, both of Japan's venerable Super Robot Labs evacuated the archipelago with the assistance of the Black Knights. Dr. Hayato Jin struck a deal with the South Asia Treaty Organization to build a new headquarters in Thailand and serve as that superpower bloc's defense against the depredations of the Metal Beasts, and flippantly renamed his organization Nihon Kokusai Kōkū Uchū Gijutsu Kōdan, or Japan International Aerospace Corporation.
Special Trait: Power of Evolution. Getter Rays can warp reality, for good or ill, and paradoxically, that means the tougher a situation the Saotome Institute's robots find themselves in, the stronger their units are. There's also a non-zero chance they'll just rip open a portal to the Heian era or something.

Statistics
Budget: Funded (20 Production/turn)
Recruiting: Limited (10 Manpower/turn)
Unity: Fanatic

Technology
Conventional Weapons: 1
Mobile Weapons: 0
Super Robots: 3
Warships: 1
Getter Rays

Units
Mechanized Companies: 1 Gen 1
Aircraft Wings: 1 Gen 1
Mobile Suits: None
Mobile Armors: None
Super Robots: 6 Gen 1, 6 Gen 2, 1 Gen 2+
Cruisers: None
Battleships: 1 Gen 1 (Surface)
Special Units: None


Science Fortress Laboratory
@Nemesis_Scar
NGO
Independent
Headquarters: Science Fortress Laboratory (Mobile)
Territories: None
Description: Britannia's attack on the Photon Power Laboratories in January 0087 led to a hasty evacuation with the help of the Black Knights. With Professor Yumi captured and the original PPL mostly destroyed by Celestial Being's intervention, Acting Director Kouji Kabuto re-established Mazinger's organization aboard the submersible laboratory created by his father, escaping to Oceania and continuing to work to protect Japan and the world.
Special Trait: Ancient Secrets. The power of the Mazingers, although modern, is connected to an ancient alien civilization that's barely known of, let alone studied, and finding additional information about the Mycene can pay dividends in research.

Statistics
Budget: Shortfalls (10 Production/turn)
Recruiting: Limited (10 Manpower/turn)
Unity: Great

Technology
Conventional Weapons: 1
Mobile Weapons: 0
Super Robots: 2
Warships: 0
Sakuradite Photon Power
Super-alloy Engineering

Units
Mechanized Companies: 1 Gen 1
Aircraft Wings: 1 Gen 1
Mobile Suits: None
Mobile Armors: None
Super Robots: 3 Gen 2, 2 Gen 2+
Cruisers: None
Battleships: None
Special Units: None


Circle of Gaia
@Namaroff
NGO
Earth Federation
Headquarters: Paris (Europe)
Territories: Ecological Recovery Zones throughout the Earth
Description: Descended from eco-terrorist monkeywrenching groups of the 20th century, the Gaians emerged as a united movement in the intense ecological rehabilitation necessitated by the Colony Drops and other planet-rending catastrophes of the One Year War. They are a fanatical sect strongest among the Federation's institutions of applied sciences. After receiving an ongoing grant of funding from the Federation legislature, the Circle immediately moved from prioritizing the environmental engineering of damaged terran biomes to the social engineering of terrestrial humanity towards hardline preservationist ends. In the rehabilitation zones the Circle has been entrusted to manage, refugees are sometimes forced at Mobile Suit-scale bayonet point to emigrate to space, to lessen the population burden on the precious Earth. Despite their own mixed reputation, strong support for the colonization of areas of space lacking their own living ecosystems has made the Gaians butt heads with the Titans.
Special Trait: Headhunter Contracts. The Gaians' political pull and the nature of their work has led to them becoming the official enforcement arm of the Federation's population relocation program. Through selective enforcement of these policies, the Circle of Gaia can expropriate extra budget, or negatively affect other faction's recruiting.

Statistics
Budget: Strong (40 Production/turn)
Recruiting: Limited (10 Manpower/turn)
Unity: Fanatic

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 1

Units
Mechanized Companies: 9 Gen 1, 2 Gen 2
Aircraft Wings: 1 Gen 1, 1 Gen 2
Mobile Suits: 40 Gen 1+, 20 Gen 2
Mobile Armors: 0
Super Robots: 0
Cruisers: 3 Gen 1 (Surface)
Battleships: None
Special Units: None


The Benerit Group
@Nanolyte
NGO
Independent
Headquarters: Benerit Front (Side 4)
Territories: Special Economic Zones in Asia and Africa
Description: Formed in the crucible of the One Year War by old-guard defense contractors banding together, the Benerit Group is a corporate conglomerate with strong ties to the military-industrial complex and the exploitation of the Earth's damaged hinterlands. Its current president, PMC veteran Delling Rembran, maintains an iron grip on the Group through force of money and personality, and on the proliferation of exotic technologies and weapons in the Earth Sphere through his enforcement contracts with the Federation.
Special Trait: Permet Monopoly. Controlling the underpinnings of interplanetary communications greatly enhances the Group's ability to gather or suppress information, as well as giving access to alternative paths to certain man-machine interface technologies.

Statistics
Budget: Runaway (60 Production/turn) - Going over the top of the budget scale gives +20 production for this turn only
Recruiting:Moderate (20 Manpower/turn)
Unity: Unstable

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 2
GUND Format
Cyber-enhancement

Units
Mechanized Companies: 1 Gen 2
Aircraft Wings: None
Mobile Suits: 20 Gen 1, 20 Gen 1+, 70 Gen 2, 15 Gen 2+
Mobile Armors: None
Super Robots: None
Cruisers: 12 Gen 1, 6 Gen 2
Battleships: 1 Gen 2
Special Units: None



As a note of clarification, upgrading a Gen X unit gives a a Gen X+ unit. Upgrading a Gen X+ unit gives you a Gen Y unit, where Y is the next generation. Hope I parsed out everything correctly based on that.
 
Last edited:
Turn 2: February UC0087 - NPC Stats
Earth Federation Forces
NPC
Coalition Military
Earth Federation
Capital: Dakar (Africa)
Territories: Africa, South America
Description: The Nation-States of Earth are, for the most part, members of the great supernation called the Earth Federation, which maintains its own military forces levied from its member states, though the constantly feuding Federation Council is loathe to actually use them and prefers separately-funded assets like the Titans. The Federation moves at the whim of the Nation-States that make it up, and isn't a playable nation in itself.
Special Trait: United Military. The Federation Forces are controlled by a majority vote of the Federation Council (currently Britannia, the AEU, and the Far Eastern Republic). Rather than an active faction, the EFF will act in the interests of the current Federation resolutions.

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 3

Units
Mechanized Companies: 19 Gen 1
Aircraft Wings: 19 Gen 2
Mobile Suits: 968 Gen 1, 90 Gen 1+, 290 Gen 2, 2 Gen 2+
Mobile Armors: None
Super Robots: None
Cruisers: 49 Gen 1, 20 Gen 2, 3 Gen 2+
Battleships: 20 Gen 1, 20 Gen 2, 1 Gen 2+, 1 Gen 3
Special Units: [Redacted]


Wulgaru United Pan-Galactic Empire
NPC
Expeditionary Force
Independent
Capital: ???
Territories: ???
Description: A species of alien invaders from outside our solar system. Little is publically known of them aside from their advanced technology and the fact that, thankfully, they're in conflict with the other invading aliens.
Special Trait: Extrasolar. The Wulgaru are part of a galaxy-spanning organization, and continuously receive reinforcements from outside the solar system. They cannot be fully defeated unless this source of materiel is neutralized.

Technology
Conventional Weapons: 2+
Mobile Weapons: 2+
Super Robots: 2+
Warships: 2+
Super-Dimensional Science
???

Units
Mobile Suits: ??? Gen 2+
Super Robots: ??? Gen 2+
Cruisers: ??? Gen 2+
Battleships: ??? Gen 2+
Special Units: ???


Zentradi Main Fleet
NPC
Roaming War-State
Independent
Capital: None
Territories: None
Description: The parent organization to the 67th Zentradi Fleet that the SDF Macross negotiated a truce with. The Zentradi as a whole do not recognize that truce and their scouts have been sighted in the Outer Solar System, likely intending to pursue the 67th as deserters. As a species, the Zentradi are giants with only a military and no culture to speak of, rendering their attitudes alien despite having a 99.9% genetic compatibility with humanity. Zentradi also reproduce solely by cloning, and their fleets are segregated into male and female (Meltrandi) factions that often war with each other, and they also appear to be hostile to the Wulgaru.
Special Trait: Noculture. Zentradi as a species are focused solely on the prosecution of war for its own sake, and have no other culture, rendering them...unpredictable when it comes to diplomacy.

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 3
Super-Dimensional Science
Genetic Engineering

Units
Mobile Suits: ??? Gen 2
Cruisers: ??? Gen 1/2/3
Battleships: ??? Gen 1/2/3
Special Units: ???


Vega Zone
NPC
Terrorist Organization
Independent
Capital: ???
Territories: ???
Description: The culmination of a decade of attacks by gigantic kaiju, Professor Alrich zu Lando and his cohorts utilize salvaged Dinosaur, Mycene, and alien technology to commit acts of destruction against the Earth Sphere with the apparent goal of world conquest.

Technology
Metal Beasts: 3
???

Units
Metal Beasts: ??? Gen 1/2/3


Celestial Being
NPC
Private Armed Organization
Independent
Capital: None
Territories: None
Description: A mysterious organization who proclaimed a mandate to end all armed conflict with the mobile weapon Gundam. Little is known about them besides the advanced technology that allows them to appear and strike without warning with small teams or sometimes solitary advanced mobile suits.
Special Trait: ???

Technology
Mobile Weapons: 3+
???

Units
Mobile Suits: ??? Gen 3
 
Turn 3: March 0087 - Stats
Faction Name
Player(s)
Faction Type
Faction Alignment
Capital:
Territories:
Description:
Special Trait:

Statistics (Nation-State)
Economy: Bankrupt/Depression/Recession/Stagnant/Growing/Strong/Booming/Hegemonic
Reserves: Nonexistent/Tiny/Small/Medium/Large/Very Large/Huge/Overwhelming
Stability: Collapsing/Unstable/Troubled/Stable/Fair/Good/Great/Utopian

Statistics (Autonomous Military/NGO)
Budget: Bankrupt/Penniless/Shortfalls/Funded/Growing/Strong/Overfunded/Runaway
Recruiting: Nonexistent/Tiny/Limited/Moderate/Heavy/Very Heavy/Extensive/Overwhelming
Unity: Fragmenting/Unstable/Troubled/Stable/Fair/Good/Great/Fanatic

Technology
Conventional Weapons:
Mobile Weapons:
Super Robots:
Warships:
Special Technologies

Units
Mechanized Companies:
Aircraft Wings:
Mobile Suits:
Mobile Armors:
Super Robots:
Cruisers:
Battleships:
Special Units


Holy Britannian Empire
@VoidZero and @Valleron
Nation-State
Earth Federation
Capital: Pendragon (North America)
Territories: North America, South America, Japan, Oceania
Description: The pre-eminent military power of Earth, the Holy Britannian Empire is an absolute monarchy claiming to trace its roots back to Pre-Roman Britain. With the largest army on the planet and control of the Western Hemisphere, Britannia dominates the Federation Council, and has only grown in power since the One Year War, their landgrab of the Japanese archipelago, and their sponsorship of the Titans as a tool of oppressing potential Zeonic resurgence. However, their army and navy are huge, unwieldy, and expensive, and palace intrigues make modernization of their aging Knightmare Frames and repression of their subject states problematic despite the country's vast wealth and brutal policies.
Special Trait: World of C. Britannia has access to a unique technology that gives them an edge in espionage, but makes court politics, shall we say, complicated.

Statistics
Economy: Strong (80 Production/turn)
Reserves: Very Large (80 Manpower/turn)
Stability: Unstable

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 2
Warships: 2
World of C
Sakuradite Power
Apple of Idun

Units
Mechanized Companies: 198 Gen 1, 100 Gen 2
Aircraft Wings: 14 Gen 1, 25 Gen 2
Mobile Suits: 385 Gen 1, 165 Gen 2, 8 Gen 2+, 46 Gen 3, 3 Gen 3+
Mobile Armors: 8 Gen 1, 6 Gen 2, 1 Gen 3+
Super Robots: 2 Gen 2
Cruisers: 42 Gen 1 Surface, 16 Gen 2
Battleships: 12 Gen 1 Surface, 8 Gen 2
Special Units: None


Advanced European Union
@tankdrop24
Nation-State
Earth Federation
Capital: Bremen (Europe)
Territories: Europe, North Africa, East Africa
Description: On paper, the AEU is an political union of democratic nations, and a subset of the greater Earth Federation. However, according to some outlandish rumors, true power in the AEU rests in the Romefeller Foundation, an alliance of corporate entities owned by aristocrats dating back to the 19th century. The Romefeller Foundation includes some of the largest arms manufactures in the Federation. Europe's economy has grown to have a massive war industry.
Special Trait: Wings of OZ, Shadows of Romefeller. The Romefeller foundation has established a strong web of influence both with the Federation's political structure, and within the Federation military itself, making it easier for it to manipulate events in its favor.

Statistics
Economy: Strong (80 Production/turn)
Reserves: Large (60 Manpower/turn)
Stability: Good

Technology
Conventional Weapons: 2
Mobile Weapons: 3 🧙‍♀️
Super Robots: 0
Warships: 2
Mobile Dolls
Brain Raid System

Units
Mechanized Companies: 97 Gen 1, 50 Gen 2
Aircraft Wings: 11 Gen 1, 8 Gen 2
Mobile Suits: 153 Gen 1, 180 Gen 2, 13 Gen 2+
Mobile Armors: 12 Gen 1, 10 Gen 2
Super Robots: None
Cruisers: 92 Gen 1 (Surface), 5 Gen 2 (Submarine), 12 Gen 2
Battleships: 19 Gen 1 (Surface), 2 Gen 2 (Surface), 3 Gen 2, 2 Gen 2+ (Space)
Special Units: None


Far East Republic
@Hollewanderer
Nation-State
Earth Federation
Capital: Beijing (Asia)
Territories: Asia
Description: Replacing the defunct Chinese Confederation at the start of the Universal Century, the Far Eastern Republic has weathered aggression from multiple other powers to remain a functioning democracy with de facto control and protection over much of the Asian mainland. At present, its main concerns are the ever-encroaching Britannians and the increasingly worrisome metaphysical distortions north of its borders.
Special Trait: Northern Patrols. FER excursions into the various anomalies in Siberia give them an unpredictable edge in learning new technologies and enhancing their soldiers' capabilities.

Statistics
Economy: Booming (100 Production/turn)
Reserves: Huge (100 Manpower/turn)
Stability: Fair

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 2
Warships: 2
Modern Stealth

Units
Mechanized Companies: 75 Gen 1, 45 Gen 2
Aircraft Wings: 18 Gen 1, 6 Gen 2
Mobile Suits: 167 Gen 1, 102 Gen 2
Mobile Armors: None
Super Robots: 16 Gen 1, 16 Gen 2
Cruisers: 39 Gen 1 (Surface), 6 Gen 2
Battleships: 18 Gen 2 (Surface)
Special Units: None


PLANT
@SirLagginton
Nation-State
Zodiac Alliance
Capital: Aprilius Colony (Side 1)
Territories: Side 1
Description: Founded as a safe haven and model society for Coordinators, humans genetically engineered for optimal capabilities and living in space, PLANT officially sat out the One Year War as a neutral state. Unofficially, the Coordinators look to Earth's brutal repression of other spacenoids and anti-genetic-engineering rhetoric with rapidly growing alarm, and an equally rapidly-growing army of home-grown mobile suits designed for Coordinator pilots.
Special Trait: Designer Humans. PLANT's Coordinator population is relatively small, but genetic specialization makes them very efficient at executing civic actions.

Statistics
Economy: Hegemonic (120 Production/turn)
Reserves: Medium (40 Manpower/turn)
Stability: Stable

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 2
Genetic Engineering
N-Jammers

Units
Mechanized Companies: 20 Gen 2
Aircraft Wings: 20 Gen 2
Mobile Suits: 270 Gen 2, 110 Gen 2+, 40 Gen 3, 5 Gen 3+
Mobile Armors: None
Super Robots: None
Cruisers: 20 Gen 2 (Surface), 20 Gen 2 (Submarine), 40 Gen 2 (Space)
Battleships: 10 Gen 2 (Surface), 20 Gen 2 (Space)
Special Units: Gondwana (Generation 2 Flagship), Gundam GP-02 Physalis (Generation 1 Tactical Superweapon)


Axis Zeon
@Aedan777
Nation-State
Zeonic Successors
Capital: Axis Colony (Mobile)
Territories: Asteroid Belt
Description: After the One Year War, those Zeonic forces that wouldn't lay down their arms but could escape Earth's gravity fled to the asteroid belt, taking with them a sizeable military, population, and gold reserve. Rallied under the recently deceased Admiral Maharaja Karn and behind the last surviving member of the Zabi family, Mineva Lao Zabi, the forces gathered at Axis Zeon are a significant worry for military planners in the Federation, and conflict with the Zeonic Successors is assumed to be an inevitability.
Special Trait: Heir to the Zabis. Axis Zeon commands soft power well in excess of a mining asteroid thanks to the presence of a legitimate heiress to the Principality of Zeon and a whole lot of leftover war loot.

Statistics
Economy: Growing (60 Production/turn)
Reserves: Large (60 Manpower/turn)
Stability: Great

Technology
Conventional Weapons: 1
Mobile Weapons: 2
Super Robots: 0
Warships: 2
Psycommu
Cyber-enhancement

Units
Mechanized Companies: 6 Gen 1
Aircraft Wings: 6 Gen 1
Mobile Suits: 115 Gen 1, 120 Gen 2, 92 Gen 2+, 1 Gen 3
Mobile Armors: None
Super Robots: None
Cruisers: 36 Gen 1+, 24 Gen 2
Battleships: 12 Gen 1+, 12 Gen 2, 1 Gen 2+
Special Units: Axis (Gen 1 Mobile HQ)


Martian Union
@Spktr Alpha
Nation-State
Independent
Capital: Chryse (Mars)
Territories: Mars, Deimos
Description: During the chaos of the One Year War, the manufacturing and resource-extraction operations on Mars were left adrift, with a population long resentful of colonial rule and economic dependence on Earth. With their parent companies cut off, or even annihilated in the conflict, the League of Ruling Companies declared Home-Rule. With the aid of their own self-manufacted security forces, PMCs such as Tekkadan, and Mars's various liberationist militias and Earth Federation deserters, the League was able to force recognition of their independence after the dramatic coup within and defection of the Outer Earth Orbit Joint Regulatory Fleet. On paper, Mars is a democracy, while in practice it is a chaotic collection of factions: the League of Ruling Companies is the main economic power, held in check by the iron-willed and extremely popular President Kudelia Aina Bernstein and her loyal militias and PMCs, while the state's formal military under charismatic General McGillis Fareed is made up almost entirely of Earth Federation defectors who seek an orderly society. Even the League itself freqently clashes with each other, fighting proxy wars with their clandestine mercenaries known as 'Ravens'. All of this means that Mars is a land of infinite opportunity, whether for profit, power, or chaos.
Special Trait: League of Ruling Companies. The League of Ruling Companies, a semi-cooperative trust of major corporations, holds significant power on Mars and extends influence all the way back to Earth and Jupiter. Luna-based Anaheim Electronics, the Jovian-based Teiwaz, and the 'Martian Three' comprised of Balena, Emeraude, and Zio Matrix are all a part of this league. Mars's independence is guaranteed by the League's economic influence over politics, the law, and the very means of production throughout the Solar System.

Statistics
Economy: Hegemonic (120 Production/turn)
Reserves: Small (20 Manpower/turn)
Stability: Troubled

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 2
Warships: 2
Cyber-enhancement, Psycommu

Units
Mechanized Companies: 31 Gen 1, 8 Gen 2
Aircraft Wings: None
Mobile Suits: 86 Gen 1, 30 Gen 1+, 20 Gen 2, 83 Gen 2+
Mobile Armors: 12 Gen 1
Super Robots: 1 Gen 1
Cruisers: 36 Gen 1, 6 Gen 1+
Battleships: 8 Gen 1
Special Units: None


Titans Autonomous Corps
@Ceslas
Autonomous Military
Earth Federation
Headquarters: Gate of Zedan (Side 3)
Territories: Side 3, Side 7
Description: Founded by the Federation to deal with Zeon stay-behind forces and repress any resurgence of independence movements in space, the Titans have an effective carte blanche to rule space with an iron fist. With the elite of Earth's militaries in their command and the brightest mobile suit developers in the Earth Sphere at their disposal, the Titans are almost unopposable.
Special Trait: 31 July Proclamation. The Titans are backed by the full authority of the Federation, and no action they take to guarantee peace is considered unlawful. It would take a unanimous vote of the Federation Council to revoke their supreme authority.

Statistics
Budget: Overfunded (50 Production/turn)
Recruiting: Heavy (30 Manpower/turn)
Unity: Good

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 2
Cyber-Enhancement
Psycommu

Units
Mechanized Companies: 12 Gen 2
Aircraft Wings: 5 Gen 1, 6 Gen 2
Mobile Suits: 53 Gen 1+, 207 Gen 2, 41 Gen 2+
Mobile Armors: 1 Gen 2+
Super Robots: None
Cruisers: 25 Gen 2
Battleships: 14 Gen 2, 1 Gen 2+
Special Units: Jupitris (Gen 1 Flagship)


AEUG-Karaba
@Carol
Autonomous Military
Independent
Headquarters: None (Guerillas)
Territories: None (Guerillas)
Description: Needless to say, someone exists to oppose the Titans nevertheless. Comprised of defectors from the Earth Federation military and deserters from Zeon stay-behind forces, the Anti-Earth Union Group and its associated paramilitary Karaba exist to oppose the current state of the Federation and its enforcers, while still holding onto the Federation's mandate of protecting humanity. With the backing of powerful economic actors, they might even have a shot at making real change.
Special Trait: The Moral Alternative. While the Titans have full legal authority, the AEUG exists specifically in defiance of that, and the more damage the Titans cause, the more defectors the AEUG will get from them and the Federation's other forces.

Statistics
Budget: Funded (20 Production/turn)
Recruiting: Very Heavy (40 Manpower/turn)
Unity: Great

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 2
Psycommu

Units
Mechanized Companies:4 Gen 1
Aircraft Wings: 2 Gen 1
Mobile Suits: 77 Gen 2, 1 Gen 2+
Mobile Armors: 1 Gen 2
Super Robots: 0
Cruisers: 10 Gen 1, 10 Gen 1+, 12 Gen 2, 2 Gen 2+
Battleships: 1 Gen 1+ (Surface)
Special Units: None


Delaz Fleet
@Shrike
Autonomous Military
Zeonic Successors
Headquarters: Garden of Thorns (Side 5)
Territories: Side 5
Description: A maverick Zeon remnant force formed around the Zabi family's Imperial Guard. Possessing mostly outdated mobile suits and a handful of large warships and specialty units, they have nonetheless become experts in guerilla warfare and terror strikes against the Federation in the intervening years.
Special Trait: Nightmares of Solomon. The One Year War veterans and experience in the Delaz Fleet mean that despite its small size, all of its elite units can fight more efficiently.

Statistics
Budget: Funded (20 Production/turn)
Recruiting: Very Heavy (40 Manpower/turn)
Unity: Fanatic

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 2

Units
Mechanized Companies: 3 Gen 1, 2 Gen 2+
Aircraft Wings: 2 Gen 2
Mobile Suits: 39 Gen 1, 29 Gen 1+, 18 Gen 2, 23 Gen 2+
Mobile Armors: 8 Gen 1, 1 Gen 1+
Super Robots: None
Cruisers: 12 Gen 1, 17 Gen 1+
Battleships: 2 Gen 1+


Cima Fleet
@Rincewind
Autonomous Military
Independent
Headquarters: None (Pirates)
Territories: None (Pirates)
Description: In UC 0080, a crack Marine Amphibious Unit was exiled from Axis by a military court for a crime they didn't commit. These men and women promptly escaped the Federation mop-up operation to the Side 5 Shoal Zone. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help you, and if you can find them, maybe you can hire the Cima Fleet.
Special Trait: Wetworks Experts. Attempting to locate or ambush the Cima Fleet is much more difficult than other factions.

Statistics
Budget: Shortfalls (10 Production/turn)
Recruiting: Limited (10 Manpower/turn)
Unity: Fanatic

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 1
Corax Laser

Units
Mechanized Companies: 1 Gen 2
Aircraft Wings: None
Mobile Suits: 25 Gen 1, 20 Gen 1+
Mobile Armors: None
Super Robots: None
Cruisers: 8 Gen 1+
Battleships: None
Special Units: None


The Order of the Black Knights
@Etranger
Autonomous Military
Independent
Headquarters: None (Guerillas)
Territories: None (Guerillas)
Description: Led by the enigmatic masked man known only as "Zero," the Order of the Black Knights is a paramilitary terrorist group whose membership is mostly comprised of Japanese nationals and other anti-Britannian dissidents, as well as a few foreign advisors and Britannian expatriates. They are curiously well-funded and operate a small number of modern Knightmare Frames, along with a handful of next-generation prototypes. Having won several propaganda victories against Britannia's Area 11 occupation forces, including assassinating the governor-general, their campaign for independence now shifts outside Japan and onto a more global stage.
Special Trait: Man of Miracles. With Zero's leadership, the Black Knights have a major advantage in ambushes, tactical retreats, and hit-and-run operations...as long as they're flashy.

Statistics
Budget: Strong (40 Production/turn)
Recruiting: Moderate (20 Manpower/turn)
Unity: Good

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 1
Warships: 2
Sakuradite Power
Gefjun Disturber

Units
Mechanized Companies: 2 Gen 1, 2 Gen 2
Aircraft Wings: None
Mobile Suits: 12 Gen 1, 8 Gen 1+ 10 Gen 2, 18 Gen 3
Mobile Armors: 1 Gen 1, 2 Gen 3
Super Robots: None
Cruisers: 1 Gen 2 (Submarine)
Battleships: None
Special Units: Ikaruga (Generation 2 Flagship)


United Nations Spacy
@theguynamedwafer
Autonomous Military
Earth Federation
Headquarters: Macross City (Mobile)
Territories: None
Description: With the discovery of Alien Starship 1 (unfortunately abbreviated as ASS-1), a concerted scientific and military survey was conducted to uncover the secrets of both its origins and its exotic technologies. It was dubbed the SDF-1 Macross after a surface-level understanding of its systems and technologies was achieved and reconstruction was deemed possible. After it inexplicably vanished from the surface of the planet on the dawn of the One Year War shortly after reconstruction was completed, it has drifted back into the Earth Sphere along with allied alien ships, warning of an alien fleet bent on torching the Earth for reasons unknown...
Special Trait: The Power of Culture. Through an understanding of a crystalline substance known as Fold Quartz and Sound Wave Energy that it produces and interacts with, the idol singers of the Tactical Sound Units of the Macross can turn the tide of battle by either bolstering the morale of their allies or making the opposition question everything they know through their singing.

Statistics
Budget: Overfunded (50 Production/turn)
Recruiting: Very Heavy (40 Manpower/turn)
Unity: Great

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 3
Super-Dimensional Science
Song Energy

Units
Mechanized Companies: 6 Gen 2
Aircraft Wings: 5 Gen 2
Mobile Suits: 53 Gen 1, 207 Gen 2, 26 Gen 2+
Mobile Armors: 47 Gen 1
Super Robots: None
Cruisers: 2 Gen 1, 15 Gen 2
Battleships: 8 Gen 1 (Space), 3 Gen 2
Special Units: SDF-1 Macross (Gen 3 Flagship)


Global Defense Force
@Shade31415
Autonomous Military
Zodiac Alliance
Headquarters: Star Rose (Side 4)
Territories: None
Description: In the wake of the fighting on Earth came the first appearance of the Wulgaru, hostile aliens from beyond Jupiter who immediately inserted themselves into the conflicts around the Earth Sphere. Indiscriminately attacking any faction and succeeding in pushing closer to Earth, the Global Defense Force was formed as PLANT's response to fight against their encroachment through the use of AHSMB (Advanced High Standard Multipurpose Battle Devices), advanced mobile suits that have had the best results against the Wulgaru.
Special Trait: Gifts from Abroad. The GDF has access to unique technologies that allow them to fight on an even footing with the Wulgaru, as well as insight into their culture, from covert contacts with Wulgaru defectors.

Statistics
Budget: Growing (30 Production/turn)
Recruiting: Limited (10 Manpower/turn)
Unity: Good

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 2
Warships: 2
Genetic Engineering
JURIA System

Units
Mechanized Companies: 6 Gen 2
Aircraft Wings: None
Mobile Suits: 50 Gen 2, 39 Gen 2+
Mobile Armors: None
Super Robots: 6 Gen 2, 1 Gen 2+
Cruisers: 24 Gen 2
Battleships: 4 Gen 2, 2 Gen 2+
Special Units: Star Rose (Generation 3 Mobile HQ)


NISAR
@Sara
NGO
Independent
Headquarters: Khao Khiao Mountain (Asia)
Territories: None
Description: After the attack on the Photon Power Labs in January of 0087, both of Japan's venerable Super Robot Labs evacuated the archipelago with the assistance of the Black Knights. Dr. Hayato Jin struck a deal with the South Asia Treaty Organization to build a new headquarters in Thailand and serve as that superpower bloc's defense against the depredations of the Metal Beasts, and flippantly renamed his organization Nihon Kokusai Kōkū Uchū Gijutsu Kōdan, or Japan International Aerospace Corporation.
Special Trait: Power of Evolution. Getter Rays can warp reality, for good or ill, and paradoxically, that means the tougher a situation the Saotome Institute's robots find themselves in, the stronger their units are. There's also a non-zero chance they'll just rip open a portal to the Heian era or something.

Statistics
Budget: Funded (20 Production/turn)
Recruiting: Limited (10 Manpower/turn)
Unity: Fanatic

Technology
Conventional Weapons: 1
Mobile Weapons: 0
Super Robots: 3
Warships: 1
Getter Rays

Units
Mechanized Companies: 1 Gen 1
Aircraft Wings: 1 Gen 1
Mobile Suits: None
Mobile Armors: None
Super Robots: 6 Gen 1, 6 Gen 2, 1 Gen 2+, 2 Gen 3+
Cruisers: None
Battleships: 1 Gen 1 (Surface)
Special Units: None


Science Fortress Laboratory
@Nemesis_Scar
NGO
Independent
Headquarters: Science Fortress Laboratory (Mobile)
Territories: None
Description: Britannia's attack on the Photon Power Laboratories in January 0087 led to a hasty evacuation with the help of the Black Knights. With Professor Yumi captured and the original PPL mostly destroyed by Celestial Being's intervention, Acting Director Kouji Kabuto re-established Mazinger's organization aboard the submersible laboratory created by his father, escaping to Oceania and continuing to work to protect Japan and the world.
Special Trait: Ancient Secrets. The power of the Mazingers, although modern, is connected to an ancient alien civilization that's barely known of, let alone studied, and finding additional information about the Mycene can pay dividends in research.

Statistics
Budget: Shortfalls (10 Production/turn)
Recruiting: Limited (10 Manpower/turn)
Unity: Great

Technology
Conventional Weapons: 1
Mobile Weapons: 0
Super Robots: 3
Warships: 0
Sakuradite Photon Power
Super-alloy Engineering

Units
Mechanized Companies: 1 Gen 1, 2 Gen 2
Aircraft Wings: 1 Gen 1
Mobile Suits: None
Mobile Armors: None
Super Robots: 5 Gen 2, 2 Gen 2+
Cruisers: None
Battleships: None
Special Units: None


Circle of Gaia
@Namaroff
NGO
Earth Federation
Headquarters: Paris (Europe)
Territories: Ecological Recovery Zones throughout the Earth
Description: Descended from eco-terrorist monkeywrenching groups of the 20th century, the Gaians emerged as a united movement in the intense ecological rehabilitation necessitated by the Colony Drops and other planet-rending catastrophes of the One Year War. They are a fanatical sect strongest among the Federation's institutions of applied sciences. After receiving an ongoing grant of funding from the Federation legislature, the Circle immediately moved from prioritizing the environmental engineering of damaged terran biomes to the social engineering of terrestrial humanity towards hardline preservationist ends. In the rehabilitation zones the Circle has been entrusted to manage, refugees are sometimes forced at Mobile Suit-scale bayonet point to emigrate to space, to lessen the population burden on the precious Earth. Despite their own mixed reputation, strong support for the colonization of areas of space lacking their own living ecosystems has made the Gaians butt heads with the Titans.
Special Trait: Headhunter Contracts. The Gaians' political pull and the nature of their work has led to them becoming the official enforcement arm of the Federation's population relocation program. Through selective enforcement of these policies, the Circle of Gaia can expropriate extra budget, or negatively affect other faction's recruiting.

Statistics
Budget: Strong (40 Production/turn)
Recruiting: Limited (10 Manpower/turn)
Unity: Fanatic

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 1

Units
Mechanized Companies: 9 Gen 1, 4 Gen 2
Aircraft Wings: 1 Gen 1, 1 Gen 2
Mobile Suits: 57 Gen 2
Mobile Armors: 0
Super Robots: 0
Cruisers: 3 Gen 1 (Surface), 1 Gen 2 (Space)
Battleships: None
Special Units: None


The Benerit Group
@Nanolyte
NGO
Independent
Headquarters: Benerit Front (Side 4)
Territories: Special Economic Zones in Asia and Africa
Description: Formed in the crucible of the One Year War by old-guard defense contractors banding together, the Benerit Group is a corporate conglomerate with strong ties to the military-industrial complex and the exploitation of the Earth's damaged hinterlands. Its current president, PMC veteran Delling Rembran, maintains an iron grip on the Group through force of money and personality, and on the proliferation of exotic technologies and weapons in the Earth Sphere through his enforcement contracts with the Federation.
Special Trait: Permet Monopoly. Controlling the underpinnings of interplanetary communications greatly enhances the Group's ability to gather or suppress information, as well as giving access to alternative paths to certain man-machine interface technologies.

Statistics
Budget: Runaway (60 Production/turn) - Going over the top of the budget scale gives +20 production for this turn only (again)
Recruiting:Moderate (20 Manpower/turn)
Unity: Unstable

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 2
GUND Format
Cyber-enhancement

Units
Mechanized Companies: 1 Gen 2
Aircraft Wings: None
Mobile Suits: 15 Gen 1, 88 Gen 2, 35 Gen 2+
Mobile Armors: None
Super Robots: None
Cruisers: 12 Gen 1, 6 Gen 2
Battleships: 1 Gen 2
Special Units: None
 
Last edited:
Turn 3: March UC0087 - NPC Stats
Earth Federation Forces
NPC
Coalition Military
Earth Federation
Capital: Dakar (Africa)
Territories: Africa, South America
Description: The Nation-States of Earth are, for the most part, members of the great supernation called the Earth Federation, which maintains its own military forces levied from its member states, though the constantly feuding Federation Council is loathe to actually use them and prefers separately-funded assets like the Titans. The Federation moves at the whim of the Nation-States that make it up, and isn't a playable nation in itself.
Special Trait: United Military. The Federation Forces are controlled by a majority vote of the Federation Council (currently Britannia, the AEU, and the Far Eastern Republic). Rather than an active faction, the EFF will act in the interests of the current Federation resolutions.

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 3

Units
Mechanized Companies: 20 Gen 1
Aircraft Wings: 20 Gen 2
Mobile Suits: 950 Gen 1, 90 Gen 1+, 326 Gen 2, 2 Gen 2+
Mobile Armors: None
Super Robots: None
Cruisers: 49 Gen 1, 20 Gen 2, 3 Gen 2+
Battleships: 20 Gen 1, 20 Gen 2, 1 Gen 2+, 2 Gen 3
Special Units: [Redacted]


Wulgaru United Pan-Galactic Empire
NPC
Expeditionary Force
Independent
Capital: ???
Territories: ???
Description: A species of alien invaders from outside our solar system. Little is publically known of them aside from their advanced technology and the fact that, thankfully, they're in conflict with the other invading aliens.
Special Trait: Extrasolar. The Wulgaru are part of a galaxy-spanning organization, and continuously receive reinforcements from outside the solar system. They cannot be fully defeated unless this source of materiel is neutralized.

Technology
Conventional Weapons: 2+
Mobile Weapons: 2+
Super Robots: 3+
Warships: 2+
Super-Dimensional Science
???

Units
Mobile Suits: ??? Gen 2+
Super Robots: ??? Gen 3+
Cruisers: ??? Gen 2+
Battleships: ??? Gen 2+
Special Units: ???


Zentradi Main Fleet
NPC
Roaming War-State
Independent
Capital: None
Territories: None
Description: The parent organization to the 67th Zentradi Fleet that the SDF Macross negotiated a truce with. The Zentradi as a whole do not recognize that truce and their scouts have been sighted in the Outer Solar System, likely intending to pursue the 67th as deserters. As a species, the Zentradi are giants with only a military and no culture to speak of, rendering their attitudes alien despite having a 99.9% genetic compatibility with humanity. Zentradi also reproduce solely by cloning, and their fleets are segregated into male and female (Meltrandi) factions that often war with each other, and they also appear to be hostile to the Wulgaru.
Special Trait: Noculture. Zentradi as a species are focused solely on the prosecution of war for its own sake, and have no other culture, rendering them...unpredictable when it comes to diplomacy.

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 3
Super-Dimensional Science
Genetic Engineering

Units
Mobile Suits: ??? Gen 2
Cruisers: ??? Gen 1/2/3
Battleships: ??? Gen 1/2/3
Special Units: ???


Vega Zone
NPC
Terrorist Organization
Independent
Capital: ???
Territories: The Arctic Circle
Description: The culmination of a decade of attacks by gigantic kaiju, Professor Alrich zu Lando and his cohorts utilize salvaged Dinosaur, Mycene, and alien technology to commit acts of destruction against the Earth Sphere with the apparent goal of world conquest.

Technology
Metal Beasts: 3
???

Units
Metal Beasts: ??? Gen 1/2/3


Celestial Being
NPC
Private Armed Organization
Independent
Capital: None
Territories: None
Description: A mysterious organization who proclaimed a mandate to end all armed conflict with the mobile weapon Gundam. Little is known about them besides the advanced technology that allows them to appear and strike without warning with small teams or sometimes solitary advanced mobile suits.
Special Trait: The God of Wisdom. As long as they control Veda, Celestial Being chooses orders after reading every other human faction's orders for the turn.

Technology
Mobile Weapons: 3+
Warships: 3+
Quantum Supercomputing

Units
Mobile Suits: ??? Gen 3
Cruisers: ??? Gen 3
 
Turn 4: April 0087 - Stats
Faction Name
Player(s)
Faction Type
Faction Alignment
Capital:
Territories:
Description:
Special Trait:

Statistics (Nation-State)
Economy: Bankrupt/Depression/Recession/Stagnant/Growing/Strong/Booming/Hegemonic
Reserves: Nonexistent/Tiny/Small/Medium/Large/Very Large/Huge/Overwhelming
Stability: Collapsing/Unstable/Troubled/Stable/Fair/Good/Great/Utopian

Statistics (Autonomous Military/NGO)
Budget: Bankrupt/Penniless/Shortfalls/Funded/Growing/Strong/Overfunded/Runaway
Recruiting: Nonexistent/Tiny/Limited/Moderate/Heavy/Very Heavy/Extensive/Overwhelming
Unity: Fragmenting/Unstable/Troubled/Stable/Fair/Good/Great/Fanatic

Technology
Conventional Weapons:
Mobile Weapons:
Super Robots:
Warships:
Special Technologies

Units
Mechanized Companies:
Aircraft Wings:
Mobile Suits:
Mobile Armors:
Super Robots:
Cruisers:
Battleships:
Special Units


Holy Britannian Empire
@VoidZero and @Valleron
Nation-State
Earth Federation
Capital: Pendragon (North America)
Territories: North America, South America, Japan, Oceania
Description: The pre-eminent military power of Earth, the Holy Britannian Empire is an absolute monarchy claiming to trace its roots back to Pre-Roman Britain. With the largest army on the planet and control of the Western Hemisphere, Britannia dominates the Federation Council, and has only grown in power since the One Year War, their landgrab of the Japanese archipelago, and their sponsorship of the Titans as a tool of oppressing potential Zeonic resurgence. However, their army and navy are huge, unwieldy, and expensive, and palace intrigues make modernization of their aging Knightmare Frames and repression of their subject states problematic despite the country's vast wealth and brutal policies.
Special Trait: Cold-Blooded Strategist. Under Schneizel and Cornelia's leadership, Britannian forces keep cooler heads and stronger contingencies. Ambushes and guerilla warfare are less effective in battles where they are present.

Statistics
Economy: Growing (60 Production/turn)
Reserves: Large (60 Manpower/turn)
Stability: Unstable

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 2
Warships: 2
Sakuradite Power, Apple of Idun, FLEIJA

Units
Mechanized Companies: 172 Gen 1, 70 Gen 2
Aircraft Wings: 7 Gen 1, 16 Gen 2
Mobile Suits: 220 Gen 1, 75 Gen 2, 6 Gen 2+, 40 Gen 3, 2 Gen 3+
Mobile Armors: None
Super Robots: None
Cruisers: 28 Gen 1 Surface, 10 Gen 2
Battleships: 8 Gen 1 Surface, 4 Gen 2
Special Units: None


Advanced European Union
@tankdrop24
Nation-State
Earth Federation
Zodiac Alliance
Capital: Bremen (Europe)
Territories: Europe, North Africa, East Africa
Description: On paper, the AEU is an political union of democratic nations, and a subset of the greater Earth Federation. However, according to some outlandish rumors, true power in the AEU rests in the Romefeller Foundation, an alliance of corporate entities owned by aristocrats dating back to the 19th century. The Romefeller Foundation includes some of the largest arms manufactures in the Federation. Europe's economy has grown to have a massive war industry.
Special Trait: Wings of OZ, Shadows of Romefeller. The Romefeller foundation has established a strong web of influence both with the Federation's political structure, and within the Federation military itself, making it easier for it to manipulate events in its favor.

Statistics
Economy: Strong (80 Production/turn)
Reserves: Medium (40 Manpower/turn)
Stability: Good

Technology
Conventional Weapons: 2
Mobile Weapons: 3 🧙‍♀️
Super Robots: 0
Warships: 2
Mobile Dolls
Brain Raid System

Units
Mechanized Companies: 97 Gen 1, 50 Gen 2
Aircraft Wings: 10 Gen 1, 8 Gen 2, 5 Gen 2+
Mobile Suits: 133 Gen 1, 156 Gen 2, 10 Gen 2+, 20 Gen 3, 5 Gen 3+
Mobile Armors: 12 Gen 1, 10 Gen 2
Super Robots: None
Cruisers: 90 Gen 1 (Surface), 12 Gen 2, 7 Gen 2 (Submarine)
Battleships: 19 Gen 1 (Surface), 3 Gen 2, 2 Gen 2 (Surface), 2 Gen 2+ (Space)
Special Units: None


Far East Republic
@Hollewanderer
Nation-State
Earth Federation
Zodiac Alliance
Capital: Beijing (Asia)
Territories: Asia
Description: Replacing the defunct Chinese Confederation at the start of the Universal Century, the Far Eastern Republic has weathered aggression from multiple other powers to remain a functioning democracy with de facto control and protection over much of the Asian mainland. At present, its main concerns are the ever-encroaching Britannians and the increasingly worrisome metaphysical distortions north of its borders.
Special Trait: Northern Patrols. FER excursions into the various anomalies in Siberia give them an unpredictable edge in learning new technologies and enhancing their soldiers' capabilities.

Statistics
Economy: Booming (100 Production/turn)
Reserves: Huge (100 Manpower/turn)
Stability: Fair

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 2
Warships: 2
Modern Stealth

Units
Mechanized Companies: 75 Gen 1, 55 Gen 2
Aircraft Wings: 15 Gen 1, 24 Gen 2
Mobile Suits: 140 Gen 1, 132 Gen 2
Mobile Armors: None
Super Robots: 12 Gen 1, 14 Gen 2
Cruisers: 39 Gen 1 (Surface), 6 Gen 2
Battleships: 18 Gen 2 (Surface), 1 Gen 2
Special Units: None


PLANT
@SirLagginton
Nation-State
Zodiac Alliance
Capital: Aprilius Colony (Side 1)
Territories: Side 1
Description: Founded as a safe haven and model society for Coordinators, humans genetically engineered for optimal capabilities and living in space, PLANT officially sat out the One Year War as a neutral state. Unofficially, the Coordinators look to Earth's brutal repression of other spacenoids and anti-genetic-engineering rhetoric with rapidly growing alarm, and an equally rapidly-growing army of home-grown mobile suits designed for Coordinator pilots.
Special Trait: Designer Humans. PLANT's Coordinator population is relatively small, but genetic specialization makes them very efficient at executing civic actions.

Statistics
Economy: Hegemonic (120 Production/turn)
Reserves: Medium (40 Manpower/turn)
Stability: Stable

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 2
Genetic Engineering
N-Jammers

Units
Mechanized Companies: 20 Gen 2
Aircraft Wings: 20 Gen 2
Mobile Suits: 202 Gen 2, 98 Gen 2+, 94 Gen 3, 5 Gen 3+
Mobile Armors: 1 Gen 3+
Super Robots: None
Cruisers: 20 Gen 2 (Surface), 20 Gen 2 (Submarine), 40 Gen 2 (Space)
Battleships: 10 Gen 2 (Surface), 20 Gen 2 (Space)
Special Units: Gondwana (Generation 2 Flagship)


Axis Zeon
@Aedan777
Nation-State
Zeonic Successors
Capital: Axis Colony (Mobile)
Territories: Side 3 (Contested)
Description: After the One Year War, those Zeonic forces that wouldn't lay down their arms but could escape Earth's gravity fled to the asteroid belt, taking with them a sizeable military, population, and gold reserve. Rallied under the recently deceased Admiral Maharaja Karn and behind the last surviving member of the Zabi family, Mineva Lao Zabi, the forces gathered at Axis Zeon are a significant worry for military planners in the Federation, and conflict with the Zeonic Successors is assumed to be an inevitability.
Special Trait: Heir to the Zabis. Axis Zeon commands soft power well in excess of a mining asteroid thanks to the presence of a legitimate heiress to the Principality of Zeon and a whole lot of leftover war loot.

Statistics
Economy: Growing (60 Production/turn)
Reserves: Large (60 Manpower/turn)
Stability: Great

Technology
Conventional Weapons: 1
Mobile Weapons: 3
Super Robots: 0
Warships: 2
Psycommu
Cyber-enhancement

Units
Mechanized Companies: 5 Gen 1
Aircraft Wings: 6 Gen 1
Mobile Suits: 115 Gen 1, 118 Gen 2, 122 Gen 2+, 1 Gen 3
Mobile Armors: None
Super Robots: None
Cruisers: 36 Gen 1+, 24 Gen 2
Battleships: 12 Gen 1+, 12 Gen 2, 1 Gen 2+
Special Units: Axis (Gen 1 Mobile HQ)


Martian Union
@Spktr Alpha
Nation-State
Independent
Capital: Chryse (Mars)
Territories: Mars, Deimos
Description: During the chaos of the One Year War, the manufacturing and resource-extraction operations on Mars were left adrift, with a population long resentful of colonial rule and economic dependence on Earth. With their parent companies cut off, or even annihilated in the conflict, the League of Ruling Companies declared Home-Rule. With the aid of their own self-manufacted security forces, PMCs such as Tekkadan, and Mars's various liberationist militias and Earth Federation deserters, the League was able to force recognition of their independence after the dramatic coup within and defection of the Outer Earth Orbit Joint Regulatory Fleet. On paper, Mars is a democracy, while in practice it is a chaotic collection of factions: the League of Ruling Companies is the main economic power, held in check by the iron-willed and extremely popular President Kudelia Aina Bernstein and her loyal militias and PMCs, while the state's formal military under charismatic General McGillis Fareed is made up almost entirely of Earth Federation defectors who seek an orderly society. Even the League itself freqently clashes with each other, fighting proxy wars with their clandestine mercenaries known as 'Ravens'. All of this means that Mars is a land of infinite opportunity, whether for profit, power, or chaos.
Special Trait: League of Ruling Companies. The League of Ruling Companies, a semi-cooperative trust of major corporations, holds significant power on Mars and extends influence all the way back to Earth and Jupiter. Luna-based Anaheim Electronics, the Jovian-based Teiwaz, and the 'Martian Three' comprised of Balena, Emeraude, and Zio Matrix are all a part of this league. Mars's independence is guaranteed by the League's economic influence over politics, the law, and the very means of production throughout the Solar System.

Statistics
Economy: Hegemonic (120 Production/turn) - Going over the top of the budget scale gives +20 production for this turn only
Reserves: Small (20 Manpower/turn)
Stability: Troubled

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 3
Warships: 2
Cyber-enhancement, Psycommu

Units
Mechanized Companies: 31 Gen 1, 8 Gen 2
Aircraft Wings: None
Mobile Suits: 56 Gen 1, 60 Gen 1+, 101 Gen 2+
Mobile Armors: 12 Gen 1
Super Robots: 1 Gen 1, 1 Gen 2
Cruisers: 28 Gen 1, 12 Gen 1+
Battleships: 8 Gen 1
Special Units: None


Republic of Japan
@Sara
Nation-State
Earth Federation
Zodiac Alliance
Capital: Tokyo, Japan (official); Kyoto, Japan (de facto)
Territories: Japan
Description: Declared in March UC0087 after the liberation of Britannia's "Area 11" by a coalition led by Zero the Black Knight, also known as Prince Lelouch vi Britannia. By agreement among the coalition, Japan was restored as an independent democracy with immediate Federation representation, and former radical and Getter Robo pilot Hayato Jin was swiftly proclaimed Interim President as the nation reconstructs itself after a decade of occupation.
Special Trait: Rising Sun of Democracy. With the successful overthrow of the Britannian regime, and a decade or more of experience running guerilla warfare among its leadership, revolutionary élan rules the day in Japan, vastly increasing national morale in fights where Japan's fledgling independence is threatened, especially by the old guard of Federation imperialists.

Statistics

Economy: Recession (20 Production/turn)
Reserves: Small (20 Manpower/turn)
Stability: Troubled

Technology

Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 4
Warships: 1
Getter Rays, Sakuradite Power

Units
Mechanized Companies: 3 Gen 1
Aircraft Wings: 1 Gen 1
Mobile Suits: 12 Gen 1, 8 Gen 1+, 4 Gen 2
Mobile Armors: None
Super Robots: 6 Gen 1, 6 Gen 2, 1 Gen 2+, 2 Gen 3+
Cruisers: None
Battleships: 1 Gen 1 (Surface)
Special Units: None


Titans Autonomous Corps
@Ceslas
Autonomous Military
Earth Federation
Headquarters: Gate of Zedan (Side 3)
Territories: Side 3, Side 7
Description: Founded by the Federation to deal with Zeon stay-behind forces and repress any resurgence of independence movements in space, the Titans have an effective carte blanche to rule space with an iron fist. With the elite of Earth's militaries in their command and the brightest mobile suit developers in the Earth Sphere at their disposal, the Titans are almost unopposable.
Special Trait: 31 July Proclamation. The Titans are backed by the full authority of the Federation, and no action they take to guarantee peace is considered unlawful. It would take a unanimous vote of the Federation Council to revoke their supreme authority.

Statistics
Budget: Strong (40 Production/turn)
Recruiting: Heavy (30 Manpower/turn)
Unity: Stable

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 2
Cyber-Enhancement
Psycommu
Colony Laser

Units
Mechanized Companies: 11 Gen 2
Aircraft Wings: 5 Gen 1, 6 Gen 2
Mobile Suits: 53 Gen 1+, 171 Gen 2, 33 Gen 2+, 24 Gen 3
Mobile Armors: 1 Gen 2+
Super Robots: None
Cruisers: 18 Gen 2
Battleships: 13 Gen 2, 1 Gen 2+ (in drydock)
Special Units: Jupitris (Gen 1 Flagship)


AEUG-Karaba
@Carol
Autonomous Military
Independent
Headquarters: None (Guerillas)
Territories: None (Guerillas)
Description: Needless to say, someone exists to oppose the Titans nevertheless. Comprised of defectors from the Earth Federation military and deserters from Zeon stay-behind forces, the Anti-Earth Union Group and its associated paramilitary Karaba exist to oppose the current state of the Federation and its enforcers, while still holding onto the Federation's mandate of protecting humanity. With the backing of powerful economic actors, they might even have a shot at making real change.
Special Trait: The Moral Alternative. While the Titans have full legal authority, the AEUG exists specifically in defiance of that, and the more damage the Titans cause, the more defectors the AEUG will get from them and the Federation's other forces.

Statistics
Budget: Funded (20 Production/turn)
Recruiting: Very Heavy (40 Manpower/turn)
Unity: Great

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 2
Psycommu

Units
Mechanized Companies:4 Gen 1
Aircraft Wings: 2 Gen 1
Mobile Suits: 86 Gen 2, 1 Gen 2+
Mobile Armors: 1 Gen 2
Super Robots: 0
Cruisers: 7 Gen 1, 10 Gen 1+, 12 Gen 2, 2 Gen 2+, 10 Gen 3
Battleships: 1 Gen 1+ (Surface), 1 Gen 3
Special Units: None


Delaz Fleet
@Shrike
Autonomous Military
Zeonic Successors
Headquarters: None (Guerillas)
Territories: None
Description: A maverick Zeon remnant force formed around the Zabi family's Imperial Guard. Possessing mostly outdated mobile suits and a handful of large warships and specialty units, they have nonetheless become experts in guerilla warfare and terror strikes against the Federation in the intervening years.
Special Trait: Nightmares of Solomon. The One Year War veterans and experience in the Delaz Fleet mean that despite its small size, all of its elite units can fight more efficiently.

Statistics
Budget: Shortfalls (10 Production/turn)
Recruiting: Moderate (40 Manpower/turn)
Unity: Fanatic

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 2
Mirage Colloid

Units
Mechanized Companies: 3 Gen 1, 2 Gen 2+
Aircraft Wings: 2 Gen 2
Mobile Suits: 14 Gen 1, 23 Gen 1+, 10 Gen 2, 22 Gen 2+, 5 Gen 3+
Mobile Armors: None
Super Robots: None
Cruisers: 8 Gen 1, 14 Gen 1+, 1 Gen 2+ (Space)
Battleships: 1 Gen 1+


Cima Fleet
@Rincewind
Autonomous Military
Independent
Headquarters: None (Pirates)
Territories: None (Pirates)
Description: In UC 0080, a crack Marine Amphibious Unit was exiled from Axis by a military court for a crime they didn't commit. These men and women promptly escaped the Federation mop-up operation to the Side 5 Shoal Zone. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help you, and if you can find them, maybe you can hire the Cima Fleet.
Special Trait: Wetworks Experts. Attempting to locate or ambush the Cima Fleet is much more difficult than other factions.

Statistics
Budget: Funded (20 Production/turn)
Recruiting: Moderate (20 Manpower/turn)
Unity: Fanatic

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 1
Corax Laser

Units
Mechanized Companies: 1 Gen 2
Aircraft Wings: None
Mobile Suits: 20 Gen 1, 20 Gen 1+, 2 Gen 2
Mobile Armors: None
Super Robots: None
Cruisers: 8 Gen 1+
Battleships: None
Special Units: None


The Order of the Black Knights
@Etranger
Autonomous Military
Zodiac Alliance
Headquarters: Flying Battleship Shrike (Guerillas)
Territories: Western South America (Guerillas)
Description: Led by the enigmatic masked man known only as "Zero," the Order of the Black Knights is a paramilitary terrorist group whose membership is mostly comprised of Japanese nationals and other anti-Britannian dissidents, as well as a few foreign advisors and Britannian expatriates. They are curiously well-funded and operate a small number of modern Knightmare Frames, along with a handful of next-generation prototypes. Having won several propaganda victories against Britannia's Area 11 occupation forces, including assassinating the governor-general, their campaign for independence now shifts outside Japan and onto a more global stage.
Special Trait: Man of Miracles. With Zero's leadership, the Black Knights have a major advantage in ambushes, tactical retreats, and hit-and-run operations...as long as they're flashy.

Statistics
Budget: Strong (40 Production/turn)
Recruiting: Moderate (20 Manpower/turn)
Unity: Good

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 2
Warships: 2
Sakuradite Power
Gefjun Disturber

Units
Mechanized Companies: 25 Gen 1, 22 Gen 2
Aircraft Wings: 4 Gen 1, 5 Gen 2
Mobile Suits: 60 Gen 1, 45 Gen 2, 1 Gen 2+, 23 Gen 3, 1 Gen 3+
Mobile Armors: 2 Gen 3
Super Robots: 1 Gen 2
Cruisers: 3 Gen 2 (Submarine), 4 Gen 2
Battleships: 2 Gen 2
Special Units: Ikaruga (Generation 2 Flagship)


United Nations Spacy
@theguynamedwafer
Autonomous Military
Earth Federation
Headquarters: Macross City (Mobile)
Territories: None
Description: With the discovery of Alien Starship 1 (unfortunately abbreviated as ASS-1), a concerted scientific and military survey was conducted to uncover the secrets of both its origins and its exotic technologies. It was dubbed the SDF-1 Macross after a surface-level understanding of its systems and technologies was achieved and reconstruction was deemed possible. After it inexplicably vanished from the surface of the planet on the dawn of the One Year War shortly after reconstruction was completed, it has drifted back into the Earth Sphere along with allied alien ships, warning of an alien fleet bent on torching the Earth for reasons unknown...
Special Trait: The Power of Culture. Through an understanding of a crystalline substance known as Fold Quartz and Sound Wave Energy that it produces and interacts with, the idol singers of the Tactical Sound Units of the Macross can turn the tide of battle by either bolstering the morale of their allies or making the opposition question everything they know through their singing.

Statistics
Budget: Overfunded (50 Production/turn)
Recruiting: Very Heavy (40 Manpower/turn)
Unity: Great

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 3
Super-Dimensional Science
Song Energy

Units
Mechanized Companies: 7 Gen 2
Aircraft Wings: 5 Gen 2
Mobile Suits: 53 Gen 1, 201 Gen 2, 19 Gen 2+, 17 Gen 3
Mobile Armors: 40 Gen 1
Super Robots: None
Cruisers: 2 Gen 1, 15 Gen 2, 2 Gen 2 (Space)
Battleships: 6 Gen 1 (Space), 3 Gen 2, 2 Gen 2 (Space)
Special Units: SDF-1 Macross (Gen 3 Flagship)


Global Defense Force
@Shade31415
Autonomous Military
Zodiac Alliance
Headquarters: Star Rose (Side 4)
Territories: None
Description: In the wake of the fighting on Earth came the first appearance of the Wulgaru, hostile aliens from beyond Jupiter who immediately inserted themselves into the conflicts around the Earth Sphere. Indiscriminately attacking any faction and succeeding in pushing closer to Earth, the Global Defense Force was formed as PLANT's response to fight against their encroachment through the use of AHSMB (Advanced High Standard Multipurpose Battle Devices), advanced mobile suits that have had the best results against the Wulgaru.
Special Trait: Gifts from Abroad. The GDF has access to unique technologies that allow them to fight on an even footing with the Wulgaru, as well as insight into their culture, from covert contacts with Wulgaru defectors.

Statistics
Budget: Strong (40 Production/turn)
Recruiting: Moderate (20 Manpower/turn)
Unity: Great

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 2
Warships: 2
Genetic Engineering
JURIA System

Units
Mechanized Companies: 6 Gen 2
Aircraft Wings: None
Mobile Suits: 50 Gen 2, 39 Gen 2+, 5 Gen 3
Mobile Armors: None
Super Robots: 4 Gen 2, 1 Gen 2+
Cruisers: 24 Gen 2
Battleships: 5 Gen 2, 2 Gen 2+
Special Units: Star Rose (Generation 3 Mobile HQ)



Science Fortress Laboratory
@Nemesis_Scar
NGO
Zodiac Alliance
Headquarters: Science Fortress Laboratory (Mobile)
Territories: None
Description: Britannia's attack on the Photon Power Laboratories in January 0087 led to a hasty evacuation with the help of the Black Knights. With Professor Yumi captured and the original PPL mostly destroyed by Celestial Being's intervention, Acting Director Kouji Kabuto re-established Mazinger's organization aboard the submersible laboratory created by his father, escaping to Oceania and continuing to work to protect Japan and the world.
Special Trait: Ancient Secrets. The power of the Mazingers, although modern, is connected to an ancient alien civilization that's barely known of, let alone studied, and finding additional information about the Mycene can pay dividends in research.

Statistics
Budget: Shortfalls (10 Production/turn)
Recruiting: Limited (10 Manpower/turn)
Unity: Great

Technology
Conventional Weapons: 1
Mobile Weapons: 0
Super Robots: 3
Warships: 0
Sakuradite Photon Power
Super-alloy Engineering

Units
Mechanized Companies: 1 Gen 1, 2 Gen 2
Aircraft Wings: 1 Gen 1
Mobile Suits: None
Mobile Armors: None
Super Robots: 5 Gen 2, 1 Gen 2+, 1 Gen 3
Cruisers: None
Battleships: None
Special Units: None


Circle of Gaia
@Namaroff
NGO
Earth Federation
Headquarters: Paris (Europe)
Territories: Ecological Recovery Zones throughout the Earth
Description: Descended from eco-terrorist monkeywrenching groups of the 20th century, the Gaians emerged as a united movement in the intense ecological rehabilitation necessitated by the Colony Drops and other planet-rending catastrophes of the One Year War. They are a fanatical sect strongest among the Federation's institutions of applied sciences. After receiving an ongoing grant of funding from the Federation legislature, the Circle immediately moved from prioritizing the environmental engineering of damaged terran biomes to the social engineering of terrestrial humanity towards hardline preservationist ends. In the rehabilitation zones the Circle has been entrusted to manage, refugees are sometimes forced at Mobile Suit-scale bayonet point to emigrate to space, to lessen the population burden on the precious Earth. Despite their own mixed reputation, strong support for the colonization of areas of space lacking their own living ecosystems has made the Gaians butt heads with the Titans.
Special Trait: Headhunter Contracts. The Gaians' political pull and the nature of their work has led to them becoming the official enforcement arm of the Federation's population relocation program. Through selective enforcement of these policies, the Circle of Gaia can expropriate extra budget, or negatively affect other faction's recruiting.

Statistics
Budget: Overfunded (50 Production/turn)
Recruiting: Limited (10 Manpower/turn)
Unity: Fanatic

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 1
Mesozoic Terraforming

Units
Mechanized Companies: 9 Gen 1, 4 Gen 2
Aircraft Wings: 1 Gen 1, 1 Gen 2
Mobile Suits: 47 Gen 2, 10 Gen 2+, 5 Gen 3
Mobile Armors: 0
Super Robots: 0
Cruisers: 3 Gen 1 (Surface), 1 Gen 2 (Space)
Battleships: None
Special Units: None


The Benerit Group
@Nanolyte
NGO
Independent
Headquarters: Benerit Front (Side 4)
Territories: Special Economic Zones in Asia and Africa
Description: Formed in the crucible of the One Year War by old-guard defense contractors banding together, the Benerit Group is a corporate conglomerate with strong ties to the military-industrial complex and the exploitation of the Earth's damaged hinterlands. Its current president, PMC veteran Delling Rembran, maintains an iron grip on the Group through force of money and personality, and on the proliferation of exotic technologies and weapons in the Earth Sphere through his enforcement contracts with the Federation.
Special Trait: Permet Monopoly. Controlling the underpinnings of interplanetary communications greatly enhances the Group's ability to gather or suppress information, as well as giving access to alternative paths to certain man-machine interface technologies.

Statistics
Budget: Runaway (60 Production/turn)
Recruiting:Moderate (20 Manpower/turn)
Unity: Unstable

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 2
GUND Format
Cyber-enhancement
NT-Disruptor

Units
Mechanized Companies: 1 Gen 2
Aircraft Wings: None
Mobile Suits: 10 Gen 1, 86 Gen 2, 55 Gen 2+
Mobile Armors: None
Super Robots: None
Cruisers: 10 Gen 1, 2 Gen 1+, 6 Gen 2
Battleships: 1 Gen 2
Special Units: None
 
Last edited:
Turn 4: April UC0087 - NPC Stats
Earth Federation Forces
NPC
Coalition Military
Earth Federation
Capital: Dakar (Africa)
Territories: Africa, South America
Description: The Nation-States of Earth are, for the most part, members of the great supernation called the Earth Federation, which maintains its own military forces levied from its member states, though the constantly feuding Federation Council is loathe to actually use them and prefers separately-funded assets like the Titans. The Federation moves at the whim of the Nation-States that make it up, and isn't a playable nation in itself.
Special Trait: United Military. The Federation Forces are controlled by a majority vote of the Federation Council (currently Britannia, the AEU, and the Far Eastern Republic). Rather than an active faction, the EFF will act in the interests of the current Federation resolutions.

Technology
Conventional Weapons: 2
Mobile Weapons: 3
Super Robots: 0
Warships: 3

Units
Mechanized Companies: 20 Gen 1
Aircraft Wings: 20 Gen 2
Mobile Suits: 900 Gen 1, 110 Gen 1+, 350 Gen 2, 2 Gen 2+
Mobile Armors: None
Super Robots: None
Cruisers: 43 Gen 1, 20 Gen 2, 3 Gen 2+
Battleships: 20 Gen 1, 20 Gen 2, 1 Gen 2+, 1 Gen 3
Special Units: [Redacted]


Wulgaru United Pan-Galactic Empire
NPC
Expeditionary Force
Independent
Capital: ???
Territories: ???
Description: A species of alien invaders from outside our solar system. Little is publically known of them aside from their advanced technology and the fact that, thankfully, they're in conflict with the other invading aliens.
Special Trait: Extrasolar. The Wulgaru are part of a galaxy-spanning organization, and continuously receive reinforcements from outside the solar system. They cannot be fully defeated unless this source of materiel is neutralized.

Technology
Conventional Weapons: 2+
Mobile Weapons: 2+
Super Robots: 4+
Warships: 2+
Super-Dimensional Science
???

Units
Mobile Suits: ??? Gen 2/??
Super Robots: ??? Gen 3+, ??? Gen 4+
Cruisers: ??? Gen 2/??
Battleships: ??? Gen 2/??
Special Units: ???


Zentradi Main Fleet
NPC
Roaming War-State
Independent
Capital: None
Territories: None
Description: The parent organization to the 67th Zentradi Fleet that the SDF Macross negotiated a truce with. The Zentradi as a whole do not recognize that truce and their scouts have been sighted in the Outer Solar System, likely intending to pursue the 67th as deserters. As a species, the Zentradi are giants with only a military and no culture to speak of, rendering their attitudes alien despite having a 99.9% genetic compatibility with humanity. Zentradi also reproduce solely by cloning, and their fleets are segregated into male and female (Meltrandi) factions that often war with each other, and they also appear to be hostile to the Wulgaru.
Special Trait: Noculture. Zentradi as a species are focused solely on the prosecution of war for its own sake, and have no other culture, rendering them...unpredictable when it comes to diplomacy.

Technology
Conventional Weapons: 2
Mobile Weapons: 2
Super Robots: 0
Warships: 3
Super-Dimensional Science
Genetic Engineering

Units
Mobile Suits: ??? Gen 2
Cruisers: ??? Gen 1/2/3
Battleships: ??? Gen 1/2/3
Special Units: ???


Vega Zone
NPC
Terrorist Organization
Independent
Capital: ???
Territories: The Arctic Circle
Description: The culmination of a decade of attacks by gigantic kaiju, Professor Alrich zu Lando and his cohorts utilize salvaged Dinosaur, Mycene, and alien technology to commit acts of destruction against the Earth Sphere with the apparent goal of world conquest.

Technology
Metal Beasts: 3
???

Units
Metal Beasts: ??? Gen 1/2/3


Celestial Being
NPC
Private Armed Organization
Independent
Capital: None
Territories: None
Description: A mysterious organization who proclaimed a mandate to end all armed conflict with the mobile weapon Gundam. Little is known about them besides the advanced technology that allows them to appear and strike without warning with small teams or sometimes solitary advanced mobile suits.
Special Trait: The God of Wisdom. As long as they control Veda, Celestial Being chooses orders after reading every other human faction's orders for the turn.

Technology
Mobile Weapons: 3+
Warships: 3+
Quantum Supercomputing

Units
Mobile Suits: ??? Gen 3
Cruisers: ??? Gen 3
[/QUOTE]
 
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