Super Robot Wars: Stellar Vector

I have a couple people who have expressed interest and will be posting their claims today, so I'll be closing this out at 6 PM PST.

Right now it's looking like most people will be getting their first pick or their favored write-in, so that's looking good.
 
1. Orb
2. Martian Union
3. Chinese Fed

Excited to participate in a patented "who knows more about giant robot lore" game
 
Sorry for getting in late. A lot of these choices are based on my limited knowledge of mecha anime. Most of the factions I am familiar are listed by multiple people, so please forgive these snowflakes.
  1. Independent task force associated with the DC (could also be Jovians or PLANT) hunting overtechnology in the outer solar system, possibly dealing with aliens. (if you want to introduce them) Most holdings on Saturn including He3 extractors that support their operations and their main boson gate.
  2. PMC that arose after the Gryps conflict with suspicious amounts of war surplus MS and skilled pilots. (Thanks @Silence )
  3. Other faction that you want covered. I've played with the GM before so I figure I won't get screwed.
 
@tankdrop24 - Free Mars Liberation Army
@Jeeshadow - United Earth Sphere Federation
@Aedan777 - BAHRAM
@Azecreth - Vers Empire
@SirLagginton - PLANT
@etranger01 - Divine Crusaders
@SitzKrieg - Migrant Fleet autonomous group
@Ranger - Project Valkyrie autonomous group
@VoidZero - Riah Republic
@Rincewind - Mars Zeon
@JuliusNepos - The Jovian Federation
@willyvereb - Mithril autonomous group
@Skeleton Dandy - Cosmo Babylonia
@Grav - the Enders
@Valleron - Holy Britannian Empire
@Carol - Barghest autonomous group
@Namaroff - Chinese Federation
@DanBaque - Orb
@Silence - Londo Bell autonomous group
@OmegaPaladin - DC Outer Planets Team autonomous group

Now comes the fun part, figuring out how many gundams everyone has. I'll spend a couple days working on this, it's an XL weekend so I have time.

Zanscare is still open, if anyone running an autonomous group wants to move up.
 
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So uh, what's the ruling on aliens? Are we allowed to propose franchises that have em or have some aliens as part of our faction. I mean the Vers Empire technically has alien tech but that's a bit different from having a Gamilas dimensional submarine (love that thing lol).
 
So, for shows / settings that don't span a long period of time like Gundam, do we decide what mecha are old school and what mecha are modern? So I could have say a Cosmolion be gen III ?

Are there any plans for specialties for units, like the numerous aquatic MS, or something to reflect the differences in style between different shows? Or is that too much into the nitty gritty?

Are KMFs are Britannian exclusive tech? I figure something smaller than a MS might be useful for going into ominous relic sites.
 
So, for shows / settings that don't span a long period of time like Gundam, do we decide what mecha are old school and what mecha are modern? So I could have say a Cosmolion be gen III ?

Are there any plans for specialties for units, like the numerous aquatic MS, or something to reflect the differences in style between different shows? Or is that too much into the nitty gritty?

Are KMFs are Britannian exclusive tech? I figure something smaller than a MS might be useful for going into ominous relic sites.
I'm not going to worry too much about specialists, if you want to make some just make a note they're aquatic or something.

I'll be assigning out units by generation, so you can fill in the specifics yourself - there's just way too many options for me to go into the weeds for every setting so it'll be top-level.

KMFs aren't specific to the code geasnoisds no.
 

Global Liberation Army
Formed in the aftermath of the One Year war, the Global Liberation army has it's routes in the Grounded, a common term for Zeonic Remnants trapped on earth once the Earth Federation reestablished space superiority. Forced onto the old home of Humanity, these former spacenoids at first were distraught. Some took their chances with the Vengeful earth Federation, others tried to sneak back into space. Some even entertained going into the criminal underworld. But before all of that...Came Colonel Kurtz. A proud mobile suit pilot and believer in the Zenonic cause, he pushed back the Earth Federation forces assaulting his comrades in the final hours of the One Year war, saving them from the wrath of the Federation. From here, he was able to rally them to keep the good fight going, establishing the foundations of what came to be the Global Liberation Army.

The organization itself is a hodge-podge of various groups, cobbled together over the years after the war. Though Kurtz himself is a major figurehead and rallying cry, he has learned well from the failures of other movements in regards to centering on one powerful charismatic figure. Instead, partially due to compromise, the Global Liberation Army is divided into a variety of cells united by common goals and ideology, from the variety of Zeon remnants and their descendents, diehard socialist movements, to secessionist movements like the African Liberation front. All sticking together in one ultimate goal: the fall of the buercratic imperialist powers of and behind the Earth Federation. By any means necessary, aside from heavily damaging the earth more. They're not complete psychos after all, just heavily fanatic terrorists.
 
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13th Experimental Battle Group

The EFF possesses many independent testing and evaluation units. Typically, these units report directly to E.F.S.F High Command. The 13th is one of these test units, assigned to test MS developed by the Strategic Naval Research Institute. As of this writing, the 13th is deployed aboard the Ra Cailum-class battleship Admiral Tianem. Their mission - to intervene in the Martian conflict, and to crush underfoot all resistance to federal rule. Amongst their MS is a new-model example of the feared Gundam Type, the versatile F90 Gundam F90.

---

As an autonomous unit, that's my first choice, but I'd be fine with:

2. ECOAS (UC Gundam) - autonomous unit
3. Photon Power Laboratory
 
Stats are up, IC will go up tomorrow this time-ish. If your stats are blank it's because I need a bit more of a feel for what you're playing.
 
Some various ramblings for the benefit of @Shrike.

Alright, so, three things to know about the combat in Dougram:
1) Combat is somewhat more 'realistic', which largely means things are a bit more subdued, not that mechs are just walking tanks. Unlike Battletech (which directly lifted several designs for Dougram) Combat Armors rarely had a billion and one weapons optimized for different ranges, with a typical loadout being something like a wrist or hand carried liner gun and a shoulder mounted missile launcher. They also were agile enough to run and jump without the assistance of integrated rocketry. (Which I think actually makes it somewhat more realistic than battletech. Why use walkers if they're just going to move like tanks, after all?). And notably, when a mech went down, it would rarely end in a big explosion for no reason. They tended to just collapse.
2) Combined arms is a focus. In the show, wheeled tank destroyers and helicopter gunships (actual MBTs and Combat Jets were never deployed to Deloyer for whatever reason) are taken seriously as threats, even if not quite as much as mechs themselves. The standard enemy team would consist of Three Roundfacers and a NotCobra Gunship, the latter of which is usually portrayed as an actual problem, and not just something dealt with in half a second. Most battles have infantry involved somewhere, and a good chunk of Crinn's (Dougram's pilot) teammates have multiple mech kills to their name even thought they mostly fight on foot or with weapons mounted to trucks and stuff. Half of a team of Elite Federal pilots died because the rebels were able to catch them in massive crossfire with an ambush.
3) The role of mech pilots is deemphasized. I think you can count the number of named pilots in this series on your hands. The only one of them to be featured in more than a handful of episodes is Crinn himself. Technically more realistic, but a bit frustrating to work with here.

The Deloyer Liberation Army itself seems inspired by various anti-colonial armed groups during the Cold War, such as the Vietcong. However, in the series itself, their principal backer wasn't ideologically driven, but rivals of the Earth Federation's top nation looking to gain political power for themselves. This won't be the case here (Hi BAHRAM, Mars Zeon, and Vers!) but I put in PLANTS as a potential ally since they seemed to fit the role best.
Compared to the average mech in the series, Dougram isn't really that much more powerful. It's main advantage lies in being specialized in the terrain of Deloyer (or this case Mars) itself. In the series, there was also a thing about Deloyer passing through a nebula that caused interference with electronics and Dougram being adapted to that, but we should probably just say Minovsky particles here and call it a day.
The single offensive thing it has that most Combat Armors don't is a shoulder mounted Linear Cannon strong enough to one shot other Combat armors. Crinn's friends also got some experimental gear in the form of personal Energy weapons called E-Guns, one of which was big enough to be used as an anti-mech weapon.
If I were representing Dougram as an Orbital Frame I'd probably only put it as a Gen II at most, probably only leaning towards a Gen I.
Compared to the average mech in the series, Dougram isn't really that much more powerful. It's main advantage lies in being specialized in the terrain of Deloyer (or this case Mars) itself. In the series, there was also a thing about Deloyer passing through a nebula that caused interference with electronics and Dougram being adapted to that, but we should probably just say Minovsky particles here and call it a day.
The single offensive thing it has that most Combat Armors don't is a shoulder mounted Linear Cannon strong enough to one shot other Combat armors. Crinn's friends also got some experimental gear in the form of personal Energy weapons called E-Guns, one of which was big enough to be used as an anti-mech weapon.

If I were representing Dougram as an Orbital Frame I'd probably only put it as a Gen II at most, probably only leaning towards a Gen I.

For the rest of the Liberation Army, there are two main periods. The second is after an enemy base mutinied and defected, trigging a snowball effect where local enemy military forces would switch sizes, giving them a fairly sizable military contingent. I was leaning towards this taking place before that, but if Shrike would prefer a more conventional force for the FMLA, that's an option.

For the first two thirds of the series, the Liberation Army operated on a semi-decenteralized cell based structure mainly using conventional guerilla forces. The Fang of the Sun (Dougram's unit) was one of these. Another was that of J. Locke, a man who can best be described as Eyepatch Che Guevara in space. His team utilized a number of light wheeled combat vehicles fitted with missile launchers, and they were actually considered a serious threat on the battlefield. (Basically, imagine if that one desert resistance group from SEED had stuck around and was allowed to accomplish things) Another key member of the army would be Jackie Zaltsev, a skilled Federation tactician who defects to the rebels after being imprisoner by Von Stein. (feel free to have him start on whoever's side).
The Liberation Army also had a scheme to mass produce Combat Armors in Bonar, a city notable for having a car culture, including factories, I think. However, this gets a bit confusing. It's initially indicated that the plan is to mass produce Dougram itself, However, the Federation forces move in on the area, and the plan has to temporarily be shelved. When they finally do build their own models and they show up as cavalry one episode, that's where the weirdness starts.
A few episodes ago, a new Federation model showed up, a big chunky boi called the ironfoot. Pretty standard enemy of the week stuff, and they pull back without losing one. A couple episodes later, as I've mentioned, the base the Ironfoots (Ironfeet?) were operating from defect, giving the rebels their first Combat Armors outside of Dougram.

Now, this all seems normal, until the next big battle takes place, and the Combat Armors the Liberation Army was making itself shows up. And every single one of them are Ironfoots, despite the fact that the Federation army just introduced them. The Federation army actually never uses Ironfoots again in combat, for no adequately explained reason in universe, while the rebels in most case use nothing but them, even though they're clearly shown to have acquired other models in non-combat scenes. The out of universe reason is obviously that the animators wanted the sides to be fielding different models of mech so it wouldn't get too confusing, and were too lazy to design an MP Dougram version. I'd probably just go with making up a Dougram MP, or saying that for whatever reason, the Ironfoot IS the MP version, to keep things simpler.

Overall, since starting with only a single very okay OF is probably not practical, I'd suggest a force starting with a few defecting Mobile Weapons, but a deceptively small number of them, but a conventional force surprisingly capable in guerilla combat.

Now, if I had bring in stuff from other series to give the Free Mars Liberation Army more of a fighting chance, there are a couple of characters from Gundam SEED Destiny Astray that would fit the bill. Edward 'Ed the Ripper' Harrelson from the United States of South America would join his home country against the Earth Alliance for generally just being evil bastards. He famously piloted the Sword Calamity. I think you could probably adapt him to defecting to Mars. A comrade and lover of his, Jane Houston, would also later defect. She was noted as a skilled underwater Ace, and piloted a Mobile Suit designed for that role, which probably isn't yet that useful on Mars. But Ed did bring a Raider Full Spec with him when he defected, so that's a Suit she could plausibly use.

Some MAHQ links for FMLA equipment:

Dougram
Ironfoot
Roundfacer
Blockhead
Native Dancer
 

MITHRIL

Name: Mithril
Type: Autonomous Group
Actions: 1
Morale: Very High
Economy: N/A
Contolism: Very Low
Hotbloodedness: Very Low


View: https://www.youtube.com/watch?v=w1CCzrzhAZ0

Mithril is a secret paramilitary organization founded by wealthy individuals and involved with numerous private corporations. They possess cutting edge technology yet to be fielded by national government and hire elite mercenaries whom they find to be of decent morals. Their intended purpose is to secure peace, fight large organized crime and protect the weak. They are independent organization free from the influence of national governments and they try their best to remain politically neutral. They believe themselves to be impartial yet their preference for status quo and willingness to only talk with "reasonable" governments means they are ultimately hypocrites. Mithril has offices, facilities and bases across the Earth, Luna and even the colonies. They have close connections to high-end military contractors while also possessing their own R&D facilities. They have three main divisions: Research, Intelligence and Tactical. Due to their secrecy Mithril prefers actions over activities when it comes to dealing with issues. They would not police a region but if they discover the hideout of a major crime group they would strike at the soonest opportunity. They won't maintain peace but when a terrible dictator rises in a small country they might pay him a quick visit. In this sense Mithril's behavior is somewhat blunt, treating most problems with a hammer. That being said most members fully dedicate themselves to the mission and are genuinely good people. Still, as a secretive nebulous organization claiming to do good with questionable means Mithril has both people who like them and those who think they're a menace.
Arm Slave: Shortening of Armored Mobile Master Slave System, further abbreviated to AS. They are miniaturized Mobile Suits focusing on agility and quick motor functions. They are light and nimble, especially the new 3rd generation models.

Tactical Surface Fighters: Abbreviated as TSF these mechs focus on the speed and maneuverability of thw boosters to maximize the unit's capabilities. They tend to be lighter than MS and faster but have less room for internal weapons or similar features. Every-TSF also comes equipped with sub-arms which can hold and even aim weapons. First generation models look very similar to Mobile Suits while later generations gather more inspiration from Arm Slaves and use composites alongside Hypercarbon in their construction. TSFs in the third generation also always have anti-beam coating which allows them to take a few hits from beams.

Lambda Driver: Special device which allows Normals with special training to manifest psychic powers akin to Newtypes but more predictable. Only Arm Slaves can equip these and some suggests this is the true reason they were developed. Lambda Drivers can allow a mech to raise protective barriers, change its mass at will and use forcefields in various offensive measures. It does not give precognitive abilities and Newtypes can't use this device. Lambda Drivers consume a lot of energy which can easily lead to overheating the mech.

Fairy Eye: Newly developed sensor upgrade which allows ordinary pilots to spot gravity and psychic phenomena. These abilities were previously invisible and imperceptible which made fighting them virtually impossible. Fairy Eye now gives them a slim fighting chance. Equipped on Gen III mechs and above.

Palladium Reactor: Cold fusion alternative to the Minovsky-type reactors. It can be more compact and has barely any heat signature. On the other hand refueling the reactor is long and expensive as it isn't as simple as refilling containers.

Electronic Concealment System (ECS): Electronic warfare and stealth system which actively prevents sensor return signals and could also include holographic projectors to render the machine invisible. Arm Slaves equipped with this system can become complete ghosts on the battlefield unless the opponent has superb sensors to counter it. ECS isn't exclusive to mechs, though. Aircraft, land vehicles and even space ships can equip it. Since ECS does not include Mirage Colloids this system is currently not restricted by any treaty. ECCS is an abbreviation referring to sensor systems designed to counter ECS.

Moorcock-Lechte Engine: Unique device meant to harness the very power of gravity. This can be used for levitation, protective forcefields but potentially even offensive uses. The engine also produces electricity from its operation, giving plentiful power to the unit. Developed before the One Year War research was indefinitely halted when the engine immediately spaghettified the crew. Yet recently Mithril scientists developed a new prototype which overcame this issue.

Military Power
Conventional Forces: Limited
Naval Forces: Limited

Mecha
  • 20 x M9E Gernsback (Guntank G4)
  • 40 x F-4EJ Gekishin (MS G2)
  • 20 x M9D Falke (MS G3)
  • 10 x YF-22A Raptor (MS G4)
  • 5 x Type-00 Takemikazuchi (OF G3)
  • 5 x ARX Projects (OF G4)
  • 2 x XG-51 Behemoth-M (Super Robo G3)
Space Navy
  • 5 x Lepanto Kai class missile frigates (Escort G2)
  • 5 x Northampton-class stealth cruisers (Cruiser G2)
  • 4 x Girty Lue prototype carriers (carrier G3)
  • 1 x Tuatha De Danann supercarrier (carrier G5)
Other Forces
  • 5 x AV-51E Harrier Groups (Fighters G4)
  • 10 x Special Response Companies (HEC G3)
  • 5 x Bonta-kun Companies (HEC G4)
Mecha

F-4EJ Gekishin (Gen II MS): First generation TSF derived from the GM line of mobile suits. Compared to the GM they are faster and much more responsive in maneuvers. They carry Assault Cannons, a mech rifle which normally fires 36mm caseless rounds at immense rate of fire but can also accept grenade launcher or beamgun attachments. Though worse than the typical rifles GMs carry this is more optimized for dogfights and also TSFs can use as much as four of these at the same time (although requires expert pilot). While they can equip beam sabers Mithril prefers to give them maser vibration knives and katanas for melee which cause far less collateral damage.

YF-22A Raptor (Gen IV MS): Third generation TSF designed for quick infiltration and various special operations. It is the first TSF to be equipped with a full-spectrum ECS and Jump Units mounting reactionless engines. This is giving it excellent ambush potential and great difficulties for the enemy to target them. As third generation TSF they are also remarkably fast and agile in the air or when fighting in space. While compatible with the usual packs and additions TSFs can equip the YF-22A sacrifices some of its stealth capability for that alongside the usual trade in speed.

Type-00 Takemikazuchi (Gen III OF): Third generation TSF chiefly designed in ORB. They wanted the best TSF money could buy, sparring no resources in the process. Turned out it was not the best idea when trying to arm a military so the project is kept on the backburner. Mithril is loaned these mechs for gathering combat data. Compared to the Raptor the Takemikazuchi is a league on its own when it comes to speed, agility or close combat ability. Instead of anti-beam coating as normal on 3rd generation TSFs these mechs brazenly coated in shiny beam-reflective coating, making them quite the sight.

M9D Falke (Gen II MS): Third generation Arm Slave derived from the XM9 Clarke. At 8.5m height the mech is dwarfed by most mobile suits yet its compact Palladium Reactor allows it to remain fairly competitive. The Falke features an integrated Air Glide System which reduces its performance compared to the original prototype but it's still a remarkably agile mech, able to sprint at 220km/h. Their standard armament is the OerlikonGDC-B AS Rifle, firing 76mm caseless munitions. They can also equip BOWA-98/6BC Beam Carbine, Bofors ASG96 127mm sniper rifle, AE-97-2-BR Long Beam Rifle, Raytheon K1 Anti-Armor Bazooka, Versaile II missile tubes and so forth. Worrying about collateral damage Arm Slaves usually carry monomolecular cutters as their melee weapon of choice.

M9E Gernsback (Gen IV Guntanks): Top of the line Arm Slaves specialized for terrestrial operations. They can run at 300km/h, climb hills, swim like a human and jump like a grasshopper. Their advanced ECS renders them into ghosts, giving immense difficulties for the enemy to spot them. In addition inspired by the Federation's Strike Gundam the Gernsback is able to accept various modular packages to quickly change their loadout if needed even on the battlefield. This includes a beam cannon, full armor, artillery, aerial maneuverability and some other packages. That being said while superior to the M9D Falke this mech is only qualified for surface operations. The "M9F Huxley" is rumored to be a variant meant to overcome this limitation in the future.

ARX Project (Gen IV OF): The driving point of the Arm Slaves secretly always have been to field Lambda Drivers. The ARX Project involves a series of successive models of third generation AS equipped by the coveted Lambda Driver. This device allows translating thoughts into power, performing abilities previously only rumored for Newtypes to have. This includes telekinetic barriers, changing the mass of the vehicle to defy gravity or move faster than normal and also various methods to use telekinetic forcefields for offensive purposes. There are currently five ARX models: ARX-2 Warhammer (Cucuruz Doan) , ARX-3 Zweihander (Throwa Barton), ARX-5 Francisca (Belfangan Clouseau) , ARX-6 Halberd (Neil Dylandy) and the ARX-7 Arbalest (Sousuke Sagara) .

XG-51 Behemoth-M (Gen II Super Robo): 40m tall Arm Slave designed when scaling down the Lambda Driver wasn't feasible. Mithril captured an intact Behemoth model and reverse engineered it as the improved XG-51 Behemoth-M. It has a wide range of possible weapons, including mounting entire batteries of missiles or artillery on their shoulders. They can also carry giant swords and rifles. Most importantly though they are equipped with an uniqur two-stage Lambda Driver. The first stage reduces the Behemoth's mass, allowing it to be significantly more nimble in combat. Second stage is similar to how Lambda Driver is used with other mechs, it can generate barriers or use forcefields for offensive purposes. Due to its size and power the Behemoth's forcefields are more powerful but also strain the pilot significantly more. As such the second stage is chiefly used for defensive purposes.

Spaceships

- Lepanto Kai class missile frigates (Gen II Escorts): These 180m long frigates pack an impressive arsenal of various missiles, meant to lay down long range supporting fire or screening for larger ships. Lepanto Kai is a modernized version of this equipped with a Minovsky Craft to also operate in the atmosphere. Missiles used by Mithril also have advanced guidance involving networked behavior and laser markers to somewhat combat environments with high Minovsky particle concentration.

- Northampton-class stealth cruisers (Gen II Cruisers): 250m vessel trying to balance being a warship and an escort carrier. They have two heavy beam cannons and a quartet of twin beam cannons of significantly lighter caliber. They also have lasers and missiles as auxiliary weapons. Less than the norm but more optimized for the generalist defense role. As stealth cruisers the Northamptons are designed to have minimal sensor returns and mild ECS technology can improve this further.

- Girty Lue-class carriers (Gen III Carriers): Prototype special forces carrier abandonned after treaties outlawed the usage of mirage colloids. Or so it was told because then Mithril acquired a number of these hulls and continue conducting tests on them. Unlike the planned design this variant of the Girty Lue has no beam cannons whatsoever, it only has VLS and CIWS installed. As the derivative of the Archangel the Girty Lue class has laminated armor and hover capabilities. As a carrier it also got fairly decent MS hangar capacity. Lastly while Mirage Colloid systems were outlawed Mithril installed ECS to replace that function.

- TDD-1 Tuatha De Danann class stealth supercarrier (Gen V Carrier): Prototype vessel and perhaps Mithril's secret trump card. Foreign intelligence refers to it as "Toy Box", they consider it a gargantuan submarine traveling the oceans virtually undetected. Yet in truth the TDD-1 is an experimental space carrier which also happens to be capable operating underwater. It's a 540m long supercarrier with additional weapons meant for strike and long range support purposes. Its largest weapon is an 2700mm railgun meant to deliver guided shells of various type to strike practically anywhere on Earth. It also has a pair of 120mm rapid-firing railguns for self-defense and 12 CIWS firing intense wall of 36mm rounds. If we looking at main armament the TDD-1 relies mostly on its 40 VLS tubes, each being reloadable and capable of using a wide range of anti-air, anti-ship, anti-surface or more specialized missiles. They also have 12 SLBM launch tubes which can also be used for rapid deployment of mobile suits. Lastly it of course has 12 torpedo launchers which can also be used to launch missiles or special operatives when needed. Yet way more than half the space is dedicated entirely to the Tuatha De Danann serving as a carrier. It has runways, catapults and also facilities to support assault operations. Tuatha De Danann can conduct entire military operations by its lonesome. TDD-1 has conventional reactors and propulsion systems only as backup as the ship is run by the world's first fully operational Moorcock-Lechte gravity engine. This provides power as byproduct of its operation but more importantly the engine manipulates gravity in various ways. It allows the ship to defy gravity and hover in the air, generate barriers but it can potentially do even more. The engine is in control thanks to Kaname Chidori who merged with the ship's TAROS system to accomplish this. Since then she's comatose within the depths of the ship but still conscious as she sees and experiences everything through the ship's systems. She effectively acting as the AI of the ship.

Naval Vessels
These aren't specifically numbered so there aren't any tiers or such featured. Just mentioning the types of ships and watercraft Mithril have, no specifics on how many.

Splenger-class carrier: An old but still trusty naval carrier used by the Federation but also bought by Mithril. They tend to be flagships in each sea theater they are present.

Richelieu class carrier: Europian counterpart of the Splenger-class. It's more advanced with better support for Mobile Suits but otherwise largely comparable. They are 269m long, can carry 15 ordinary sized MS/TSF and equipped with SAM turrets, laser CIWS and eight light beam cannons for anti-MS purposes.

Osumi-class Assault Ships: Tanker converted into the assault ship role. Often used by Mithril for its versatility and easily concealable nature. They are 180m long and depending on configuration can deploy mechs, VTOL fighters or even conventional marines.

Zumwalt-class stealth destroyers: Advanced stealth destroyer designed with Mithril's subtle involvement. They have 80 VLS tubes, a 300mm linear gun for shoreline support, four light beam cannons and eight laser CIWS. They often act independently and can deploy small forces if needed.

Other Frigates & Destroyers: The Zumwalt-class is too expensive to be deployed in large numbers so Mithril uses mundane escort vessels more often to keep their carriers safe. These use missiles as their primary equipment with some sorts of modest gunnery (beam & conventional) as addendum to it. Their primary role is air and submarine defense with everything else secondary.

Other

AV-51E Harrier (Gen IV Fighter Group): Aerospace VTOL fighter utilized by Mithril. It's a single seater and 9 meters long. Its main armament is a Beam Vulcan and has six wing and two centerline hardpoints to equip various armaments or extra equipment. Depending on loadout it can perform various roles. Recon type has ECS, ECCS and enhanced sensor equipment. Strike variant carries anti-surface missiles against ships and key targets on ground. Super pack allows the Harrier to leave the atmosphere on its own and E-Caps allow mounting additional beam weaponry. Launcher pack installs a beam launcher which has a limited number of shots but packs a mean punch. Interdictor pack uses ECS and new targeting module alongside with laser guided bombs to cause havoc on the surface and RTB without being seen. Meanwhile the Interceptor pack uses similar loadout but with anti-air missiles to mess up air wings from afar.

Special Response Companies (Gen III HEC): Mithril's mission profile has high demand for elite specialists so of course they hire a lot of such people. A portion of these end up working in the backlines like hackers and other experts, another portion are piloting mechs (and not just Orbital Frames). Yet a large portion of them end up doing commando-work as part of the Special Response Teams (SRT). They carry unique body armor which protects not just from gunshots but stabs, fires, dangerous falls and also regulates body temperature while monitoring their health. They can also equip jetpacks as it's usual with Hazardous Environment Companies. What is unusual that all of the SRT equipment are non-metallic which makes them almost invisible to threat sensors. They also have displays directly into their retina relaying either their on-board sensor or data-link information, less cumbersome than the usual HUD. Weaponry-wise they have a wide range of choices but powerful explosives and very compact missile launchers are always present as option.

Bonta-kun Companies (Gen IV HEC): Mithril managed to scale down Arm slave technology to infantry level... and it only cost the operatives' dignity. Bonta-kun is an adorable mascot from Wonderland, the children's favorite. For some reason the designer thought about imitating this mascot's appearance and even replicate his cute catchphrase. Due to an inexplicable bug the external speakers only work with this voice changer, rephrasing everything into "Fumoffu". That being said once you get past the suit's... characteristics, you get an extremely competent system. The suit is bullet and blast proof to an extent, has extensive sensor array and dramatically improves the wearer's strength and agility in combat. The AGS-01M "Bonta-kun" may look like a joke but they can very well make you into one if you keep disrespecting them!
 
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Ok everyone's had a few days to start making evil plans and get comfy so orders are now due Friday November 26th

Please make a PM with the title 'SRWSV [your faction] orders' to submit them.

Remember everyone also gets one order for military/espionage directions.
 
Ok everyone's had a few days to start making evil plans and get comfy so orders are now due Friday November 26th

Please make a PM with the title 'SRWSV [your faction] orders' to submit them.

Remember everyone also gets one order for military/espionage directions.
Few questions I ask here so people can easily see them.

So everyone got their normal actions (however many) alongside a war/military action and an espionage action each?

Also can war/military action involve replacing loses? Otherwise I feel it'd be a vicious cycle of abusing action economies. In the end all construction and other actions are down to being sensible first.
 
The military action can also be used for espionage.

During wartime productivity will go up greatly, I'll take that into account.

And due to relevant upcoming events.

Mars Union
Morale: Low
Economy: Moderate
Hotbloodedness: High
Contolism: Low
Forces
•Guntanks: 1200 Gen I, 50 Gen III
•Mobile Suits: 600 Gen I, 120 Gen II
•Orbital Frames: 72 Gen I, 7 Gen III (mostly in private hands)
•Mobile Armors: None
•Super Robots: 1 Gen IV

•Escorts: 30 Gen I, 10 Gen II
•Cruisers: 16 Gen I, 2 Gen III
•Battleships: 2 Gen I
•Carriers: none
•Flagship: none

•Fighter Groups: 35 Gen I
•Bomber Groups: 10 Gen I

•HECs: 18 Gen I
•Landships: 22 Gen I

•Conventional Forces: Large

•Naval Forces: N/A
 
The Jovian Federation
Leader: Genichiro Tsukiomi
Capital: Ganymede, Jupiter

Ganymede Squadron
CO: Genichiro Tsukiomi
Base: Kagurazuki-class battleship Kagurazuki; Ganymede, Jupiter

1 Gen IV Super Robot (Daimajin), Genichiro Tsukiomi

500 Gen I Mobile Suits (Joro)
9 Gen IV Super Robots (Majin)

20 Gen IV Escorts (Chulip-class)
3 Gen IV Cruisers (Katonbo-class)
1 Gen IV Battleship (Kagurazuki)
1 Gen IV Battleship (Yanna-class)

30 Gen I Fighter Groups (Batta)

4 Gen II HECs (Passion Slashers)
1 Gen V HEC (Gekigan Fires)

Callisto Squadron
CO: Genpachiro Akiyama
Base: Kagurazuki-class battleship Kannazuki; Callisto, Jupiter

1 Gen IV Super Robot (Daimajin), Genpachiro Akiyama

500 Gen I Mobile Suits (Joro)
9 Gen IV Super Robots (Majin)

20 Gen IV Escorts (Chulip-class)
3 Gen IV Cruisers (Katonbo-class)
1 Gen IV Battleship (Kannazuki)
1 Gen IV Battleship (Yanna-class)

30 Gen I Fighter Groups (Batta)

2 Gen II HECs (Passion Slashers)

Europa Squadron
CO: Tsukumo Shiratori
Base: Kagurazuki-class battleship Fumizuki; Europa, Jupiter

1 Gen IV Super Robot (Daimajin), Tsukumo Shiratori

500 Gen I Mobile Suits (Joro)
9 Gen IV Super Robots (Majin)

20 Gen IV Escorts (Chulip-class)
3 Gen IV Cruisers (Katonbo-class)
1 Gen IV Battleship (Fumizuki)
1 Gen IV Battleship (Yanna-class)

30 Gen I Fighter Groups (Batta)

2 Gen II HECs (Passion Slashers)

Io Squadron
CO: Saburouta Takasugi
Base: Kagurazuki-class battleship Hazuki; Io, Jupiter

1 Gen IV Super Robot (Daimajin), Saburouta Takasugi

500 Gen I Mobile Suits (Joro)
9 Gen IV Super Robots (Majin)

20 Gen IV Escorts (Chulip-class)
3 Gen IV Cruisers (Katonbo-class)
1 Gen IV Battleship (Hazuki)
1 Gen IV Battleship (Yanna-class)

30 Gen I Fighter Groups (Batta)

2 Gen II HECs (Passion Slashers)

Forces
Mobile Suits: 2000 Gen I
Super Robots: 40 Gen IV

Escorts: 80 Gen IV
Cruisers: 12 Gen IV
Battleships: 8 Gen IV

Fighter Groups: 120 Gen I (space)

HECs: 10 Gen II, 1 Gen V

Mobile Suits
Joro: Technically more a "mobile weapon" than a Mobile Suit, the Joro is a bright red arachnoid machine armed with eye beams and a missile launcher mounted in the "mouth." Cheap and unmanned, Joros are the disposable cannon fodder of the Jovian army.

Super Robots
Majin: A gangly humanoid machine with oversized forearms and an odd face, the Majin is the mainstay Super Robot of the Jovian forces. Granted only to the most elite and committed Jovian pilots, who must be able to recite entire episodes of Gekiganger by heart, these are powerful combatants with defensive gravity fields, internal Boson jump capability, and the ability to freely move through air and space. Majins are armed with mouth lasers (Gekigan Beam), launchable forearms (Gekigan Punch), and a torso-mounted gravity cannon (Gekigan Shoot).

Daimajin: Largely identical to the Majins, these commander-type Super Robots are piloted by the so-called "Four Heavenly Kings" of the Jovian forces.

Escorts
Chulip: Over-Technology relics from the Jovian moons, the Chulip is a monstrous-looking pod capable of extruding numerous tentacles to defend itself, as well as engulfing and consuming smaller ships entirely. Chulips are equipped with light-speed communication arrays and can generate Boson Jump Gates, allowing Jovian forces instant long-range movement. Like most Jovian units, they're equipped with gravity field generators for defensive purposes.

Cruisers
Katonbo: Missile-armed middleweight ships with heavy armor, the Katonbos serve as the Jovian Federation's long-range fire support. They pack a heavy missile-based armament as well as a heavy gravity cannon and can defend themselves with a gravity field.

Battleships
Kannazuki: Massive vessels of roughly humanoid shape, the Kannazukis look more like space stations than proper battleships. Despite this, they are both mobile and very dangerous, with missiles, a super-heavy gravity cannon, and teleporting bombs. They also have a surprisingly large carrying capacity.

Fighters
Batta: Agile and locust-like, the Batta is a teleporting unmanned unit armed with back-mounted missiles and head-mounted machine guns. Considered disposable by Jovian commanders, they are used to provide both air and space support in large numbers.

HECs
Passion Slashers: Elite Jovian infantry equipped with powered exoskeletons decked out in garish colors. Notable for their use of hyper-vibrational monomolecular swords, which they wield with various loud and demoralizing attack calls.

Gekigan Fires: The elite of the elite, the Gekigan Fires are fully committed to a hot-blooded defense of the Jovian people. Equipped with ultra-rare personal Boson jump technology and energy weapons, they represent a serious threat to any combatant on foot.


With thanks to @etranger01
 
Prince of Darkness-era Jovian warship:


Jovian Lizard War era warship (small):


Large (armed with gravity blast cannon)


Commander-type super robot


Standard super robot
 
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Hi all. Turn 2 orders due Sunday night, Dec 12. If you happen to be missing any secret orders, give me a poke in the PM.
 
*wanders over from spacebattles*

Hi Shrike, Valleron mentioned that I should offer my services as an assistant mod. If you don't need/want one then I'll just lurk and watch the big robot blasty action :)
 
If this is still open, I'd be interested in playing whatever flavor of Neo-Zeon we're having this week. Etranger hiatusing one of his quests has left me blue-balled for insane militarism.
 
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