Vulgar Engines: A Game About Robots, Revanchism and (Space) Romans

Haven't had the time to sit down and work on my military, but I'll hopefully get the pantsu Panzer Grenadiers, Orbital Hussars, Space GROM, spacePolish Adam Jensen and whatever other stupid thing I'll come up with ready over the weekend.
 
How will the diplomatic aspects of war work? e.g casus belli mechanics, unhappiness penalties from unpopular wars, military support affecting happiness changes from wars, etc.
 
Koschei Federation

Population
Major Orbital (29 Points to spend)

Even in the ruins of the aftermath of the war many held out hope of rebuilding and returning to their daily lives in peace. But as the NUN steadily grew more tyrannical more and more fled. For Admiral Aleksandr Stukov and many of his subordinates, the declaration of the Neo Roman Empire was the last straw. Taking in refugees from Stukov's native homeland of Russia, they fled for the outer reaches of Sol. The newly crowned Emperor could not tolerate such blatant defiance to his authority by one of his senior officers however, and Stukov's Exodus Fleet was pursued by the Empire's 3rd Fleet, freshly blooded on the battlefields of Mars. Only the mysterious intervention of the Mad Engine would save them, whose grinding gears and ever-shifting continents the exodites now called home...

National Advantages
Rank 2 (2 points)

> Superior Infantry
Some can claim to be masters of battle, whether proud legions of Rome, the implacable devotion of the Jihadists, or the zealous warriors of Imperial Space Japan. Yet none of these soldiers have had to face what the people of Koschei have endured for all of their lives, where a nightmare realm of horrors stalk them at every step and their gates sieged daily by inexplicable creatures of all shapes and sizes, each and every one as lethal as the last. Many fail the primordial test of survival, but those who do emerge from Koschei alive stand as unmatched warriors.

> Human Plus
Surviving on the cruel vistas of Koschei was no easy task, tens of thousands would be claimed by the hellish planetoid in the first year alone. In their desperate fight to survive, the people of Koschei would plumb the depths of Visitor technology as they wrought radical changes upon themselves. Cybernetics, genetic engineering, chemical surgery, anything was fair game as long as it let them survive. The end result of this process would be looked upon warily by many as something that was no longer human.

National Disadvantages
Rank 1 (+1 point)

> Engine of Disaster
The Mad Engine Koschei is a machine that breathes and embodies the concepts of hate and desolation. Its continental plates scream daily as they tear across the surface, and its labyrinthine halls are haunted by mutant defense turrets, hypergravitic wells, phase wraiths, and many more hazards. Had Stukov any other choice he would've abandoned the monstrous contraption and set off for fairer waters, no matter what power it offered. Unfortunately the battle that would save them from the 3rd Fleet would strand him and countless others on its surface, and by the time they were to regain the capability to once again build starships Koschei would be home. An insane, hateful home that raged against all others, but at least it hated them less than everyone else.

Prosperity
Rank 2 (3)
A breathable atmosphere, artificial gravity, and after long months of toil, extensive artificial greenhouse complexes. They could do much worse for themselves, especially considering the conditions they started in.

Wealth
Rank 0 (0): Wealth Rating 60
Once a group of stranded refugees, the people of Koschei have managed to cobble together an economy of sorts as the decades passed. They have even managed to attract a trickle of trade via a small trading post thanks to the reluctance of the Imperial Navy to conduct patrols in their region and their advanced technology, though they have yet to go near Koschei itself.

Infrastructure
Rank 3 (3): Construction Rating 150
For all of Koschei's hostility to human life, it cannot be said to be without its boons. Contained within its contortion of armored plates is a bizarre sprawling array of Visitor-derived manufactoria that churn endlessly on for some unknown purpose. Though the Federation have only managed to tame a bare fraction of the Mad Engine, it is enough to allow them to rival all but the greatest industrial powers in Sol.

Military Support
Rank 1 (1)
Though the people of Koschei are militant, they are incoherent by the standards of other polities and only recently have they been organizing attempts to reform themselves into a true state. The military, which constitutes a large part of their efforts, has made it a point to recruit only their best. Something that they plan to further expand in the coming years.

Military Quality
Rank 2 (3)
Every adult on Koschei is a survivor, a veteran of countless attempts by the planetoid's incredibly hostile cybernetic ecosystem to kill them. The Koschei military may be inexperienced as an institution, but each soldier is a posthuman warrior without compare. So feared are the infamously resilient and overgunned Koschei that they have been termed "Immortals", something that they have enthusiastically embraced.

Engine Size
Rank 2 (4)
Their Jailor, Teacher, Predator, Protector, and above all, Home. Koschei produces a multitude of feelings within its people, but none can deny that it has shaped them irrevocably, for good or ill.

Engine Complexity
Rank 3 (6)
The people of Koschei tend to be reluctant to call their terrible and unpredictable protector to war, and for good reason. But when it does it is an engine of destruction without compare, whose mockery of the otherwise ironclad tenets of reality is evidenced by the numerous ships missing from the roster of the Imperial Navy. Such is its awesome might that rumors abound that it is a construct of the Visitors, not something wrought by mere human hands.

Homeland Support
Rank 0 (0)
"Some of us fear that an eventual Reunion between us and those who stayed behind would result in rejection by our mortal brothers. I fear that they would be right to do so." - Aleksandr Stukov

Visitor Adaptation
Rank 2 (8)
The Federation have forged their society from the flesh and bones of the Mad Engine, their technological prowess hard-earned in their bitter struggle for survival against their implacable foe. For their trials they have been rewarded with technology that is second to none within the solar system, possessing the ability to casually weave what would be miracles by the standards of any other society.


Koschei
The Beast
Build Points: 350 (Leviathan-class Engine)
Bonus Points (Infrastructure): 75
Debt (Infrastructure, 2 Quarters): 150
Debt (Wealth, 1 Quarter): 30
Quirk (10% Wealth to deploy): 75
Quirk (10% Infrastructure to repair): 75
Quirk (The entire population is on Koschei): 75
Quirk (Damaging Koschei reduces infrastructure): 75
Quirk (Damaging Koschei reduces wealth): 75
Visitor Adaptation Bonus: 252

Build Points total (350+882) = 1232

------

Firepower: 40
The Devourer Strategic Quantum Distortion Cannon: 140 (Tied to Spatial Warping). A weapon of unreal power, fleets disappear and moons disintegrate at the touch of this impossible weapon. Nothing is left behind in its reality-shearing wake.
Crimson Sun Radiance Quantum Distortion Cannon Network: 120 (Tied to Spatial Warping) A vast array of superheavy cannons that dot Koschei's surface, whose hateful glare distorts and collapses the quantum state of their target. Though they may be lesser kin to the titanic might of the Devourer, they are still more than sufficient to obliterate a starfort with a single strike.
The Maw of Koschei Gravitic Assimilator Array: 100 (Tied to Matter Manipulation and Gravity Control) Koschei is ever-hungry, and nowhere does this apply more than on the battlefield. Koschei has the ability to attach gravity tethers to enemy fleets and crush them into near-oblivion, after which he can reel their newly hypercompact forms into his maw and consume them to repair itself.

Defenses: 50
Rusalka's Cloak Defensive Warp System: 50 (Tied to Spatial Warping and Gravity Control) The Rusalka of folklore is a seductive trickster, wont to lure young men to their dooms. So it will be for the Cloak of Koschei, seemingly vulnerable to bombardment, any who fire upon it will find to their unpleasant surprise their munitions diverted, striking friendly ships or, if they are particularly unlucky, themselves.
Scar-Writ Saga Shield Quantum-Locked Nanite Plating: 200 (Tied to Spatial Warping and Matter Manipulation) The continental plates of Koschei scream in defiance even as the enemy attempts in desperation to bombard its kilometers-thick alloy plating. Koschei has endured eons of such futile attempts, and it will enjoy eons more. For even as they chip away at the mountain the gears underneath grind ever on, restoring what was lost at every screech of their wheels.
Asura's Thousand Palms Singularity Teleportation System: 50 (Tied to Spatial Warping and Gravity Control) Koschei tolerates no intruders into its malevolent sovereignty, whether they be ship, fighter, torpedo, or projectile. If they dare to close with the Mad Engine, they will find a minefield of singularities to blot out the stars, instantly consuming the pathetic invaders as snowflakes would melt in the heart of the sun.

Speed: -246
Unassailable Voidborne Dominion Teleporter System: 70 (Tied to Spatial Warping) Space itself is subservient to Koschei's imperious reign, and the matters of thrust and inertia concern it little. With a command space twists, stretches, and turns to deposit their master at its desired location.

Electronics: 0
The Sleeper Awakens ???: 50 (Tied to Spatial Warping and Matter Manipulation) Witnessing the hellscape that is Koschei's mind is a singularly bad idea.
Immaterial Seer's Commandants Hypercognitive Sensor Suite: 20 (Tied to Spatial Warping and Gravity Control) The bizarre digital architecture of Koschei is a thing only the unwise would peer into, but behind the madness lay occult predictive algorithms rivaled by only a scant few engines within Sol. The very eddies of space-time is cataloged and processed in ways that none dare question, resulting in a near-total awareness of any potential battlefield Koschei would find itself in, past, present, and future.


Alteration: 77
Area Control: 60
Flux: 70
Utility: 60
Permutations: Spatial Warping, Matter Manipulation, Gravity Control

Morale 0

Morale Gimmicks (bought with build points)
World of Murder 50
It Will Not Die 25

-

The Devourer, the Daemon Engine, the Tyrant Star, the Imperial Navy's monikers for Koschei are many, but all denote the fearful respect they have for the monstrous engine. Its origins are mysterious even to the Federation; the only thing they know is that Koschei chose to save and spare them all those years ago during the flight of the Exodus fleet. One thing they have undoubtedly learned though during their time with it is that it is a weapon without peer, and even as unpredictable as it is, it is very, very good at killing.

Unit Codex of the Koschei Federal Army and Navy
Army Units
Code:
Koschei Guards Regiment
Cost: 8
Firepower: 3 (Quantum Distortion Carbines & HF Monoknives)
Defense: 3 (Drakon Power Armor)
Speed: 2 (Inertialess Countergrav & Thrusters)
Electronics: 0
Morale: 5
    Hold The Line: 5
    Survivor: 10
    Posthuman Warriors: 10
Composed of nominally non-combat citizens of the Federation such as miners, construction workers, and agricultural tenders, the Koschei Guards Regiments are essentially militia. "Militia" however is a relative term, and to survive on Koschei every adult has to learn that essential rule of kill or be killed. While they lack the bleeding edge Akula armor of the infamous Immortals, their older Drakon armor are more than competitive enough to deal with most threats, and their Quantum Distortion Carbines can wound even shoggoths if they're lucky.

Image
Code:
Koschei Immortal Battalion
Cost: 10
Firepower: 4 (Quantum Distortion Cannons & Powerclaws)
Defense: 5 (Akula Power Armor)
Speed: 1 (Inertialess Countergrav)
Electronics: 0
Morale: 2
    Juggernaut: 8
    Survivor: 10
    Posthuman Warriors: 10
Once infamous among mercenary groups for their extreme firepower and seeming inability to die, the Immortals now form the backbone of the Federal Army, a terrifying force which while lacking in numbers, more than make up for it in martial and technological prowess. Their idea of "small arms" are handheld tank-grade Quantum Distortion Cannons, and there are battlemechs that would sooner crumble than their legendarily resilient Akula power armor. More disturbing still are their tendency to get back up even after taking wounds that would gut a tank, making them seem outright unkillable as their moniker would suggest.

Image
Code:
Koschei Ranger Reconnaissance Company
Cost: 10
Firepower: 1 (Quantum Distortion Carbines & HF Monoknives)
Defense: 0 (Vampir Hyperphase Weave Suits)
    Stealth: 3 (Phase Cloak)
Speed: 2 (Inertialess Countergrav & Thrusters)
    Teleporters: 2 (Rarog Personal Teleporters)
Electronics: 2 (Dola Recon Gear)
Morale: 2
    Best of the Best: 8
    Survivor: 10
    Posthuman Warriors: 10
Formed from the first survivors of the Exodus Fleet who would first dare to brave the hyperlethal wilds of Koschei and then return, tens of thousands more would've died to Koschei's grasping maw were it not for the courage of the Rangers. Known for years as troubleshooters, soldiers, and heroes to the Federation, the Rangers are the Federation's most respected institution to this day. Even after the rise of the Federation's military apparatus the Rangers have their role, having endured the wilds of Koschei they are frequently called upon as scouts to display that same expertise against both Koschei's enemies and the unknowns of beyond. The Rangers are the best that Koschei can offer and they serve that role with pride.

Image
Code:
Koschei Data Runner Company
Cost: 10
Firepower: 1 (Particle Accelerator Carbines & HF Monoknives)
Defense: 0 (Vampir Hyperphase Weave Suits)
    Stealth: 3 (Phase Cloak)
Speed: 2 (Inertialess Countergrav & Thrusters)
Electronics: 1 (Bannik Neural Implants)
    Counter-Hacking: 3 (E-War Routines)
Morale: 2
    Digital Jockeys: 8
    Survivor: 10
    Posthuman Warriors: 10
One of the first things that the Exodus survivors learned on Koschei was the difficulties that conventional communications had due to Koschei's numerous astrophysical hazards and random scrapcode broadcasts. Unable to contact the survivors of other ships, a group of Rangers volunteered to contact them directly. These would be the precursors to Koschei's famed Data Runners, even as the people of Koschei adapted Visitor technology into their communications gear the Data Runners would adapt in turn, altering their role from information transfer to E-War specialists as they helped settlements and expeditions alike fend off numerous data assaults from the Mad Engine. One would be hard-pressed to find people better at defeating hacking attempts than these.

Code:
T-95AM Berkut Main Battle Mech Squadron
Cost: 10
Firepower: 4 (Quantum Distortion Cannons, Gravitic Effectors & Hyperphase Blades)
Defense: 4 (Type-64 Hyperalloy Plating & Gravitic Shielding)
Speed: 2 (Inertialess Countergrav & Supercharged Thrusters)
Electronics: 0
Morale: 2
    Juggernaut: 8
    Hunter-Killer: 5
    Posthuman Pilot: 10
Due to the urban jungle that is Koschei's terrain and the incredibly hostile ecosystem that pervades it, Federal battlemechs are a seldom-seen rarity. And thanks to their extreme cost, that status will remain so for the forseeable future. The few that have been built however are considered unmatched throughout the Solar System. The Berkut is a Federation tried and true design, its chassis meticulously upgraded over the decades to be able to compete with more recent designs and more. Possessing inhuman grace and fully capable of flight, yet with enough firepower and armor to put heavy mechs to shame, the Berkut is a hunter-killer without compare, and entire armies dread the shrieking jets that signify the arrival of a squadron of Berkuts to the battlefield.

Comes in squads of three.

Image
Code:
T-114 Armata Heavy Mech
Cost: 21
Firepower: 8 (Heavy Quantum Distortion Cannons & Gravitic Effectors)
Defense: 7 (Type-64 Hyperalloy Plating & Heavy Gravitic Shielding)
    Regeneration: 3 (Reanimation Protocols)
Speed: 1 (Inertialess Countergrav & Thrusters)
Electronics: 1 (Domovoi E-War Suite)
Morale: 5
    Juggernaut: 10
    Posthuman Pilot: 10
Even rarer and more expensive than the Berkut, unlike the Berkut the Armata is a post-Unification design, built in anticipation for combat on planets that don't possess Koschei's insanity-inducing architecture. A fortress of gravitic shields and type-64 hyperalloy armor plating and enough weaponry to gut a starship, all the while maintaining an impressive speed that belies its colossal size. For all its rarity, the Armata has earned every drop of fear from the soldiers unfortunate enough to face it on the battlefield.

Image

Naval Units
Code:
Skrzak-class Fleet Escort Drone Squadron
Cost: 6
Firepower: 0
    Anti-Aerospace Artillery: 3 (Particle Accelerator CIWS)
Defense: 0 (Light Impact Plating)
Speed: 2 (Inertialess Drive)
Electronics: 1 (Networking)
Morale: 5
    Escort: 5
    Beep Boop: 5
    Watch Out Sir!: 10
Cheap, fast, and utterly disposable, the Skrzak-class was designed to supplement the Berezina-class Destroyers with its potent array of AAA weaponry. While it has faced considerable opposition from elements of the Koschei military due to their inherent distrust of unmanned weaponry, the Skrzak has proven reliable and valuable enough that it was allowed to stay as part of the Federal Navy.
Code:
Berezina-class Destroyer Squadron
Cost: 10
Firepower: 0
    Secondary Battery: 3 (Dual-Purpose Gravitic Beam Emitters)
    Anti-Aerospace Artillery: 1 (Particle Accelerator CIWS)
Defense: 2 (Type-64 HYperalloy Plating)
Speed: 2 (Inertialess Drive)
    Teleporter: 2 (Veles Teleportation System)
Electronics: 0
Morale: 2
    Escort: 5
    Hunter-Killer: 8
    Posthuman Crew: 10
Fast and flexible, the Berezina-class is the mainstay of the Federal Navy. Though they primarily exist to cover larger, heavier warships against the threat of bombers and torpedoes, that doesn't mean they should be underestimated by other ships. Indeed, more than one cruiser has found out to its cost that the gravitic beam emitters mounted on the Berezinas were good for more than just swatting fighters out of the sky.
Code:
Ösel Island-class Frigate (Jamming)
Cost: 15
Firepower: 0 (Unarmed)
Defense: 1 (Type-64 Hyperalloy Plating)
Speed: 2 (Inertialess Drive)
    Teleporter: 2 (Veles Teleportation System)
Electronics: 1 (Kikimora E-War Suite)
    Jamming: 9 (Baba Yaga Jamming Array)
Morale: 2
    Digital Jockeys: 8
    Try Looking For Me Now: 5
    Posthuman Crew: 10
Code:
Ösel Island-class Frigate (E-War)
Cost: 15
Firepower: 0 (Unarmed)
Defense: 1 (Type-64 Hyperalloy Plating)
Speed: 2 (Inertialess Drive)
    Teleporter: 2 (Veles Teleportation System)
Electronics: 10 (Morana Enhanced E-War Suite, Likho Surveillance gear)
Morale: 2
    Digital Jockeys: 8
    Try Hacking This: 5
    Posthuman Crew: 10
Based on the hull of the ever-reliable Berezina-class destroyers, the Ösel Island-class frigates are barely protected and completely unarmed, completely at the mercy of anything even vaguely military grade that stumbles upon it. However in exchange the Ösel Island receives tremendous electronic warfare capability that makes it a valuable addition to any fleet. And of course, one would have to get in close with an Ösel Island to take it out, something its powerful inertialess drive and Veles teleportation system would seek to make very difficult for a potential opponent.
Code:
Sevastopol-class Light Cruiser
Cost: 21
Firepower: 4 (Quantum Distortion Cannon Batteries)
    Secondary Battery: 4 (Dual-Purpose Gravitic Beam Emitters)
Defense: 5 (Type-64 Hyperalloy Plating & Gravitic Shielding)
Speed: 2 (Inertialess Drive)
    Teleporter: 2 (Veles Teleportation System)
Electronics: 3 (Leshy E-War Suite)
Morale: 5
    It Only Does Everything: 5
    Hunter-Killer: 5
    Posthuman Crew: 10
Incredibly agile while still maintaining an impressive level of resilience and firepower, the Sevastopol-class was designed from the ground up to escort the Arkhangelsk as part of the expeditionary fleet. It is a ship with primarily with flexibility in mind, from E-War duties to brawling with cruisers, there are few roles that the Sevastopol-class cannot accomplish. A necessary capability considering the unknowns that face an expeditionary fleet.
Code:
Murmansk-class Heavy Cruiser
Cost: 33
Firepower: 10 (Quantum Distortion Cannon Batteries)
    Secondary Battery: 4 (Dual-Purpose Gravitic Beam Emitters)
Defense: 11 (Type-64 Hyperalloy Plating & Gravitic Shielding)
Speed: 1 (Inertialess Drive)
    Teleporter: 2 (Veles Teleportation System)
Electronics: 3 (Leshy E-War Suite)
Morale: 5
    Juggernaut: 10
    Posthuman Crew: 10
Enormously powerful and resilient by the standards of lesser cruisers, as with their brothers the Sevastopol-class with the Arkhangelsk-class, the Murmansk-class was designed specifically with the purpose of escorting the mighty Gangut-class in mind. With its murderous array of firepower meant to deal with a wide variety of threats, from bombers to enemy battleships, it would take a brave admiral indeed to charge a formation escorted by one of these formidable warships.
Code:
Kuznetsov-class Escort Carrier
Cost: 21
Firepower: 0 (Unarmed)
    Aerospace Fighter Capacity: 14 (Rusalka ASF)
Defense: 2 (Type-64 Hyperalloy Plating)
Speed: 1 (Inertialess Drive)
    Teleporter: 2 (Veles Teleportation System)
Electronics: 1 (Striga Aerospace Command Suite)
Morale: 5
    Ace Pilots: 10
    Posthuman Crew: 10
Put forward and championed by Admiral Stukov as plans for the Federal Navy were drawn up, the Kuznetsov-class was designed for one purpose and one purpose only, to provide fighter cover to an accompanying battlegroup. To that end its hangars hold a squadron of advanced Rusalka fighters, built to dominate any battlefield they may find themselves in. A Federal fleet may still be reliant on the guns of its capital ships to finish the job, but it is certainly no easy meat for a wing of bombers.
Code:
Arkhangelsk-class Battlecruiser
Cost: 51
Firepower: 16 (Heavy Quantum Distortion Cannon Batteries)
    Secondary Battery: 5 (Dual-Purpose Gravitic Beam Emitters)
Defense: 15 (Type-64 Hyperalloy Plating & Heavy Gravitic Shielding)
Speed: 2 (Inertialess Drive)
    Teleporter: 2 (Veles Teleportation System)
Electronics: 5 (Triglav Command Suite, ECM Hardening)
Morale: 5
    Juggernaut: 10
    Posthuman Crew: 10
Named after Federation hero Aleksandr Stukov's home city, the Arkhangelsk-class is a deadly mix of battleship-grade firepower and impossible speed and grace, something only made possible by the reality-altering technologies of the Visitors. The only ship so far ordered in the class, the Archangelsk, is currently planned to have her keel set down within the year.
Code:
Gangut-class Dreadnought
Cost: 75
Firepower: 24 (Heavy Quantum Distortion Cannon Batteries)
    Secondary Battery: 7 (Dual-Purpose Gravitic Beam Emitters)
Defense: 26 (Type-64 Hyperalloy Plating & Heavy Gravitic Shielding)
Speed: 1 (Inertialess Drive)
    Teleporter: 2 (Veles Teleportation System)
Electronics: 5 (Triglav Command Suite, ECM Hardening)
Morale: 5
    Juggernaut: 10
    Posthuman Crew: 10
The titanic flagships of the Federal Navy, only one of these awesome behemoths have been completed to date, the Gangut, which is celebrated as the very first ship to be commissioned from New Vladivostok's shipyards. Bristling with a planet-cracking array of firepower and protected by a mountainous jungle of armor plating and shielding, it is quite simply designed to not stop for anything. Not for battleships, not for fleets, and certainly not for the Roman Empire.

Image

Hero Units
Code:
Gangut
Cost: 105
Firepower: 24 (Heavy Quantum Distortion Cannon Batteries)
    Secondary Battery: 7 (Dual-Purpose Gravitic Beam Emitters)
Defense: 26 (Type-64 Hyperalloy Plating & Heavy Gravitic Shielding)
Speed: 1 (Inertialess Drive)
    Teleporter: 2 (Veles Teleportation System)
Electronics: 5 (Triglav Command Suite, ECM Hardening)
Morale: 5
    Juggernaut: 10
    Posthuman Crew: 10
    Admiral Aleksandr Stukov: 30
The first and so far only ship of the colossal Gangut-class dreadnoughts, Gangut is the flagship of the Koschei Federal Navy, and perhaps more importantly to the people of Koschei, the flagship of Federation hero Admiral Aleksandr Stukov, who made the Exodus Fleet possible. Not only is he a symbol of liberty from the Roman oppressor, but before his defection, one of the finest strategists that the NUN had in service. Any fleet with Admiral Stukov at the helm can be counted on to go on and above the call of duty.
Code:
Artyom Petrenko
Cost: 47
Firepower: 10 (Custom Quantum Distortion Cannon & Powerclaws)
Defense: 12 (Custom Akula Power Armor)
Speed: 1 (Inertialess Countergrav)
    Teleporter: 2 (Rarog Personal Teleporter)
Electronics: 0
Morale: 2
    Juggernaut: 8
    Posthuman Warrior: 10
    Doomguy: 30
One of the youngest ever recruits of the prestigious Ranger Order, Artyom Petrenko would make himself famous for the slaying of the dreaded Ur-Shoggoth in the madness-inducing geography of the Hades Spires. His star would only rise after he left Koschei to work as a mercenary, where he quickly became feared by imperial legionnaires as the incarnation of Orcus himself after he singlehandedly annihilated an Imperial Legion.

Currently, there are rumors about that he had returned to Koschei in the wake of the Roman Emperor's death, though with how little traffic there was between Koschei and the rest of the Solar System they have been so far unconfirmed.

Armed Forces of the Koschei Federation

Koschei Federal Army

Total Cost: 40 pt
  • Koschei Guards Regiments x5: 40pt
Description: Militia that guard the numerous settlements that dot Koschei's surface, they possess the truly unenviable task of defending those settlements from Koschei's inhospitable ecosystem.

Total Cost: 167 pt
  • Artyom Petrenko, Heroic Commander: 47pt
  • Koschei Immortal Battalions x8: 80pt
  • Koschei Ranger Company x1: 10pt
  • Koschei Data Runner Company x1: 10pt
  • T-95AM Berkut Squadrons x2: 20pt
Description: Commanded by the legendary Artyom Petrenko, the First Expeditionary Brigade is the Federal military's first ground formation following the Unification. As the Federation recruits more people to serve in its infant military, the First Expeditionary is expected to serve as a model for future formations as the Army grows further.

Koschei Federal Navy

Total Cost: 242pt
  • Gangut, Heroic Dreadnought: 105pt
  • Kuznetsov-class Escort Carrier x1: 21pt
  • Murmansk-class Heavy Cruisers x2: 66pt
  • Ösel Island-class Frigates (E-War) x1: 15pt
  • Ösel Island-class Frigates (Jamming) x1: 15pt
  • Berezina-class Destroyer Squadrons x2: 20pt
Description: Headed by Admiral Aleksandr Stukov from the bridge of the titanic dreadnought Gangut, the First Fleet currently serves as the Navy's primary battlefleet, the iron fist of the Federation. Though smaller than the fleets of other space polities, their advanced technology ensures they remain competitive against them.
 
Last edited:
Also
I'm pretty sure you're not allowed to grab yourself extra points by removing them from a category they have been specifically allocated to (via Diaspora).
I don't see anything clarifying either way in the rules. My nation concept requires a homeland support of zero so if taking points out of an area is invalid I may have to remake my nation (Either switch to large orbital or change the concept.). Hopefully Exhack will clarify this.
 
Yeah, sorry. It's an intended feature that diasporas are actually mass-movements of major cultures or provinces on Earth, Venus and Mars.

Anyway, the OP is going up tomorrow morning.
 
Yeah, sorry. It's an intended feature that diasporas are actually mass-movements of major cultures or provinces on Earth, Venus and Mars.

Anyway, the OP is going up tomorrow morning.
Alright, I was planning to have a mass-movement exiled to a number of space station in the belt before discovering visitor tech but I'll either scale it down to a single station or have the lower ranking members of the movement be left behind. Still not sure how I'm gonna set things up so I might not get my nation post updated before tomorrow morning (I do all my editing on a text file and then paste it into the forum when I've finished).
 
House Elemia
Commune:
The remnants of Elemia College (an offshoot of Columbia College in New York that eventually became an independent college after a wealthy billionaire left a rather sizable trust in the Year 2112). It was closed during Languedoc's reign as Emperor Petros I due to becoming an increasing hotbed of resistance as the college students from across the NUN began organizing Pan-Human demonstrations. Although the vast majority of the faculty and the students were arrested, there were certain exceptions due to political expediency (Elemia College had a large section of upper/upper-middle class students whose families were the bedrock of Emperor Petros' I support base). These former students who came together under the banner of "House Elemia," as they would call themselves to mock Petros' Roman pretensions, eventually came to develop a rather close-knit self-help society with college suite-mates Jonathan Xue, Lucas Ramirez, Lily Adams and MAXIMILIAN LORCH THE SEVENTH leading it. During the difficult years leading up to Emperor Petros' assassination, House Elemia did it's best to protect it's fellow alumni (often successfully due to the upper-class nature of their student body) and upon his death, they took the chance to escape from Earth.

"Dad, I'm telling you that we're going the wrong way."
"Oh. I'm sorry I didn't know my daughter was apparently more skilled THAN ME! THE PERSON WHO DISCOVERED THIS ENGINE!"

"KEEP IT DOWN IN THERE! COOKING BACON FOR 860 OF YOU LAZY BUMS IS A PAIN IN THE ASS AS IT IS!"

"Guys...you know studies say we need at least 5,000 to maintain a minimum viable population... We need some new roommates."

"Hey people, where are we holding game night in the next 72 hours?"

"Engine room, whose bringing the cookies?"

"Lily, how's the engines look.'

"^_^"

"Perfect."

Location: Uranus (Mobile)
Commune (24 Points to spend): An isolated group with a few hundred members at most, with few aspirations on the outside world until they successfully built their Vulgar Engine. Prosperity and Visitor Adaptation are half-cost.
Advantages: 2(-2) Visitor Reclaimers, Human Plus
Disadvantages: 0(0)
Prosperity: 5 (-2.5)
"...I am not getting on that spaceship without all the creature comforts that I MAXIMILIAN LORCH THE SEVENTH DESERVE TO HAVE!"
Infrastructure: 2(-2): 70 "I still think we should have recruited more from the technical schools."
Wealth: 5 (-3): 125 "I can't remember. Where are the business students, I've already looked in the posh dining hall area."
Military: 0(0): "I keep telling you guys! There's not enough of us left to risk..."
Military Quality: 0(0): "But I play Starcraft 10! I can totally lead the boys!"
Engine Size: 2 (-4): 'Jonathan -> ( ⌯◞◟⌯)♡'
Engine complexity: 4 (-6): "Yes Lily, I will marry you."
Homeland Support: 0(0): "Repeat after me, F*** THE ROMANS!"
Visitor Adaption: 2 (-4) "Sweet. Lucas, what did you just do?"

Military: 100 points
Elemian Scout Ship (10):
Cost: 10
Firepower: 3
Defense: 3
Speed: 2
Electronics: 2
Morale: 5
Don't F*** With My Nakama: 5
Transhuman Crew: 5
The Engine: Leviathan Elemia
726 Points: (350 Base Leviathan, 73 Wealth Debt (125), Wealth Bonus (125), Deploying into combat costs 10% of quarterly Wealth production (73), Deploying into combat costs 10% of quarterly Infrastructure production (73), (39) 10% bonus from rank 2 Visitor Adaption)
Firepower: 52
Defenses: 100
Stealth (Light Manipulation): 100
Speed -40
(Warp Drive): 150
Electronics: 50
Survey Equipment: 55
Alteration: 56
Area Control: 50
Flux: 50
Utility: 50
Permutations: Warp Drive, Light Manipulation, Matter Manipulation
 
Last edited:
VA Speed Penalties
Okay, final bugfix for a while. VISITOR ADAPTATION now also affects the intervals for speed penalties: at VA 1 your craft gain 1 speed penalty every extra 5 points over 10 (round down, so the penalty starts at 15) while at VA 2 the penalty is every 6 points (and begins at 16).

Working on the OP as we speak.
 
Okay, I've updated and completed my regular military, and managed to work in Orbital Refrain (Jupiter Torus, the biggest doughnut in history! Now available to eat in small-scale replica!). I still need to do my engine and actually stat out the Torus, but I'll do that tomorrow. I presume that stuff like hugely expansive farming habitats would be applicable to wealth or prosperity.

I've done the calculations for this shit whilst high out of my skull on painkillers, so I don't guarantee the accuracy of my maths. :)
 
Okay, I've updated and completed my regular military, and managed to work in Orbital Refrain (Jupiter Torus, the biggest doughnut in history! Now available to eat in small-scale replica!). I still need to do my engine and actually stat out the Torus, but I'll do that tomorrow. I presume that stuff like hugely expansive farming habitats would be applicable to wealth or prosperity.

I've done the calculations for this shit whilst high out of my skull on painkillers, so I don't guarantee the accuracy of my maths. :)
Uh.

Uh.

Okay, I probably should've pointed this out earlier since I've discovered at least two people who've apparently missed it but you only get half of your maximum command as your starting units.
The wiki said said:
All nations begin with half of their maximum Command to fill out with starting units.

pls don't strangle me
 
Just to be sure, the -1 speed for every 3 points penalty only kicks in after ten points, right?
 
Okay, final bugfix for a while. VISITOR ADAPTATION now also affects the intervals for speed penalties: at VA 1 your craft gain 1 speed penalty every extra 5 points over 10 (round down, so the penalty starts at 15) while at VA 2 the penalty is every 6 points (and begins at 16).
Welp, I'm going to have to go and update all of my crunch and possibly respec some stuff after I deal with what RL needs doing this week.
 
Ground Drone Units
Code:
Firefly-class Suicide Drone Regiment
Cost: 3
Firepower: 1 (Fusion Grenade)
Defense: 0 (J-Titanium Armor)
Speed: 2 (Inertialess Countergrav)
Electronics: 0 (Minimal C4 Networking)
Morale: 5
    Bushido: 5
    Urban Combat: 5
    Network Integration 5
    That Others May Live 5
A regiment of five thousand Firefly class suicide drones built around fist-sized fusion grenades. Cannot open doors, but can accelerate through walls or through doors before blowing up. Also uses swarm tactics to avoid fratricidal explosions.
Code:
Mirai-class Assault Drone Regiment
Cost: 4
Firepower: 2 (Fusion Autoblaster, Vibroblades)
Defense: 0 (J-Titanium Armor)
Speed: 2 (Inertialess Countergrav)
Electronics: 0 (Minimal C4 Networking)
Morale: 5
    Bushido: 5
    Urban Combat: 5
    Network Integration 5
    That Others May Live 5
A regiment of three thousand Mirai class drones configured with anti-infantry fusion autoblasters and man-hacker vibroblades. Cannot open doors, but can cut through them with its vibroblades or melt through walls with its fusion autoblaster. Limited C4 network integration due to space concerns.

Code:
Mirai-class Shield Drone Regiment
Cost: 4
Firepower: 0 (Armored frame)
Defense: 2 (Particle Shield Projector)
Speed: 2 (Inertialess Countergrav)
Electronics: 0 (Minimal C4 Networking)
Morale: 5
    Bushido: 5
    Network Integration 5
    That Others May Live 10
A regiment of five thousand Mirai class drones configured with particle shields that can be set to overlap. Inevitably deployed together with other forces, and highly disposable. Used for establishing forward strongpoints. Limited C4 network integration due to space concerns.

Code:
Mirai-class EWar Drone Regiment
Cost: 5
Firepower: 0 (Armored frame)
Defense: 0 (J-Titanium Armor)
    Stealth: 1 (Thermoptic Cloaking)
Speed: 2 (Inertialess Countergrav)
Electronics: 1 (C4 Networking)
    Jamming: 1 (Specialized Effector)
Morale: 5
    Bushido: 5
    Urban Combat: 5
    Network Integration 5
    That Others May Live 5
A regiment of one thousand thousand Mirai class drones configured with electronic warfare equipment. Larger and bulkier than the other Mirai class drones due to the enhanced electronics, and commensurately more expensive, they use an effector suite licensed from the Eurabian Jihad for jamming purposes.
Code:
Takeda-class Drone-tank Brigade
Cost: 6
Firepower: 2 (Fusion Cannon, coaxial Fusion Autoblaster)
Defense: 0 (Vehicle-grade Light J-Titanium Armor)
Speed: 3 (Inertialess Countergrav)
Electronics: 1 (C4 Networking)
Morale: 5
    Bushido: 5
    Network Integration 5
    Shock Attack: 5
    That Others May Live: 5
An armored brigade using the light Takeda-class fast-attack hovertanks. Minimally armored for combat vehicles, cheap to produce, easy to replace and maintain, the Takeda-class hovertanks are meant to exploit gaps in enemy lines created by battlewalker formations, and the drone programming prioritizes ravaging back-line elements to facilitate this.

IMPERIAL INFANTRY
Code:
Imperial Space Japanese Army Space Marine Division
Cost: 5
Firepower: 1 (Fusion Autoblasters)
Defense: 2 (Powered Armor)
Speed: 1 (Thrusters)
Electronics: 1 (C4 Networking)
Morale: 10
    Bushido: 3
    Network Integration 5
    Cyborg Soldiers: 3
    Holding Ground: 4
Imperial Naval Infantry, drawn from the descendants of naturalized ex-Americans that happened to refuse the orders to evacuate Okinawa before lift-off into space. Before the Imperial reforms put into place by HIH Crown Prince Hohiro took effect, they were a largely marginalized and looked-down-upon minority in Imperial Space Japan, but with his Highness opening the doors, the Imperial Marines are of strong spirit, even if they still struggle with the fine points of Bushido. Nevertheless, they are widely used to garrison Imperial installations, to free up the bulk of the ISJA for offensive duties.
Code:
Imperial Line Infantry
Cost: 8
Firepower: 2 (Fusion Autoblasters, Vibrokatanas)
Defense: 2 (Powered Armor)
Speed: 3 (Intertialess C-Grav, Thrusters, 360° Maneuvering Assistance)
Electronics: 1 (C4 Networking)
Morale: 8
    Bushido: 5
    Network Integration 5
    Cyborg Soldiers: 5
    Combined Arms: 2
Imperial Line Infantry. Extraordinarily fast, with a lot of training spent on using all three dimensions. Cybernetically enhanced soldiers with full C4 network integration, linked into the Imperial battle network. Fast, agile transhuman warriors that will bring down the Perfidious Roman, trained to operate in concert with all other Imperial formations.

Code:
Imperial Assault Infantry
Cost: 10
Firepower: 3 (Fusion Storm Blasters, Vibrokatanas)
Defense: 3 (Heavy Powered Armor)
Speed: 3 (Intertialess C-Grav, Thrusters, 360° Maneuvering Assistance)
Electronics: 1 (C4 Networking)
Morale: 8
    Bushido: 5
    Network Integration 5
    Cyborg Soldiers: 5
    Shock Assault: 2
Imperial shock troopers, the first ones into the fray. Wrist-mounted storm blasters and vibrokatanas, wearing heavy J-Titanium powered armor and retaining the same speed of the Line Infantry, these folks are deadly when unleashed.

Code:
Imperial Line Infantry
Cost: 10
Firepower: 2 (Fusion Autoblasters, Vibrokatanas)
Defense: 2 (Powered Armor)
Speed: 3 (Intertialess C-Grav, Thrusters, 360° Maneuvering Assistance)
Electronics: 1 (C4 Networking)
    Command-Control: 2 (Biocybernetic C4ISR Enhancement)
Morale: 8
    Bushido: 5
    Network Integration 5
    Cyborg Soldiers: 5
    Field Commanders: 2
In the Imperial Space Japanese Army, every woman and man is expected to fight. Thanks to the biocybernetic parallel-processing enhancements, fighting and commanding at the same time are not mutually exclusive.
Code:
Imperial Combat Engineers
Cost: 9
Firepower: 1 (Fusion Carbines, Vibrokatanas)
Defense: 2 (Powered Armor)
Speed: 3 (Intertialess C-Grav, Thrusters, 360° Maneuvering Assistance)
Electronics: 1 (C4 Networking)
    Construction: 2 (Portable Nanofabs)
Morale: 8
    Bushido: 5
    Network Integration 5
    Cyborg Soldiers: 5
    Expert Engineers: 2
Combat engineers of the Imperial Army. Lightly armed, but equipped with portable nanofabs that can rapidly construct forward bases. Usually working in conjunction with Drone support.

Code:
Imperial E-War Specialists
Cost: 9
Firepower: 1 (Fusion Carbines, Vibrokatanas)
Defense: 0 (Light Smartweave Armor)
    Stealth: 2 (Multispectrum Cloaking)
Speed: 3 (Intertialess C-Grav, Thrusters, 360° Maneuvering Assistance)
Electronics: 1 (C4 Networking)
    Dronejacking: 1 (Multispectrum Datajacks)
Morale: 8
    Bushido: 5
    Network Integration 5
    Cyborg Soldiers: 5
    Data Angels: 2
The self-named "Data Angels" of the ISJA, these sleek, sneaky combat ninjas have been forbidden from wearing trenchcoats - but have been allowed to keep their regulation-issue Vibrokatanas.

Code:
Imperial Reconaissance
Cost: 9
Firepower: 1 (Fusion Carbines, Vibrokatanas)
Defense: 0 (Light Smartweave Armor)
    Stealth: 3 (Full Spectrum Cloaking)
Speed: 3 (Intertialess C-Grav, Thrusters, 360° Maneuvering Assistance)
Electronics: 2 (C4 Networking, Argus Recon Gear)
Morale: 8
    Bushido: 5
    Network Integration 5
    Cyborg Soldiers: 5
    Unseen Eyes: 2
Invisible, taciturn, sneaky as hell, these are the men and women of the Imperial Reconaissance. Seeing without being seen is to them not just good practice, but a way of life.

Imperial Battlewalkers
Code:
Imperial Flame Ashigaru Squad
Cost: 7
Firepower: 3 (Mimetic Polyalloy dual-purpose flamestorm cannon/close combat weapon.)
Defense: 0 (Light J-Titanium Armor)
    Stealth: 1 (Thermoptic Camouflage)
Speed: 2 (Intertialess C-Grav, Thrusters)
Electronics: 1 (C4 Networking)
Morale: 8
    Bushido: 5
    Network Integration 5
    Transhuman Pilots: 5
    Urban Combat: 2
Ashigaru-class light battlewalkers configured for anti-infantry duties. Flying, cloaked, capable of unleashing horrific amounts of fire from their Flamestorm Cannons.

Code:
Imperial Yari Ashigaru Squad
Cost: 7
Firepower: 2 (Fusion Spear, Fusion Blaster Pods)
Defense: 2 (Light J-Titanium Armor)
Speed: 2 (Intertialess C-Grav, Thrusters)
Electronics: 1 (C4 Networking)
Morale: 8
    Bushido: 5
    Network Integration 5
    Transhuman Pilots: 5
    Holding The Line: 2
Ashigaru-class light battlewalkers configured with fusion spears and anti-infantry fusion autoblasters. Considerably better-armored than the Flame Ashigaru, they are the Battlewalker of choice for garrison and second-line duty.
Code:
Steel Samurai
Cost: 10
Firepower: 4 (Fusion Beam Rifle, Head Vulcan Fusion Gatlings & Beam Katana)
Defense: 3 (Heavy J-Titanium Armor, Particle Shielding)
Speed: 2 (Intertialess C-Grav, Thrusters)
Electronics: 1 (C4 Networking)
Morale: 8
    Bushido: 5
    Network Integration 5
    Transhuman Pilots: 7
The Mitsubishi S-2 Steel Samurai is the primary heavy battlewalker of the Imperial Space Japanese armed forces, widely used in both ground and space combat. Heavily armed with a fusion beam rifle capable of penetrating battleship-grade armor, Head Vulcan fusion gatlings and the beam katana that gave the Steel Samurai its name, they are a force to be reckoned with whereever they appear.

Code:
MBP Divine Wind
Cost: 8
Firepower: 4 (Fusion Bombard, VLS Tactical Cruise Missile system.)
Defense: 1 (J-Titanium Armor, Light Particle Shielding)
Speed: 2 (Intertialess C-Grav, Thrusters)
Electronics: 1 (C4 Networking)
Morale: 8
    Bushido: 5
    Network Integration 5
    Transhuman Pilots: 5
    One Shot One Kill: 2
Mobile artillery platform of the ISJA, the MBP "Divine Wind" is very lightly armed, but equipped with considerable long-range armaments that allow them to stay out of the line of fire while raining down terrible punishment upon the foes of the Empire.
Code:
K-200 Mobile Command Post
Cost: 19
Firepower: 1 (Self-Defense Fusion Autoblasters)
Defense: 3 (Heavy J-Titanium Armor, Particle Shielding)
Speed: 2 (Intertialess C-Grav, Amplified Thrusters)
Electronics: 4 (C4ISR Network Node)
    Command/Control: 5 (QSC Strat- and Taccomp)
Morale: 5
    Bushido: 5
    Network Node: 10
    Transhuman Commanders: 8
Land-based army command posts. Armed only for self defense but heavily armored and shielded, they bristle with all manner of command-control-communications-computation equipment.

Code:
K(AES)-200 Command Post
Cost: 14
Firepower: 0 (Unarmed)
Defense: 0 (Duraluminium-J-Titanium alloy)
    Stealth: 4 (All-Aspect Cloaking)
Speed: 2 (Intertialess C-Grav, Amplified Thrusters)
Electronics: 4 (C4ISR Node)
    Command/Control: 4 (QSC Strat- and Taccomp)
Morale: 5
    Bushido: 5
    Network Integration: 5
    Transhuman Commanders: 10
K-200 type command nexus installed in a full-spectrum cloaked aerospace capable dropship. Forgoing armor for one of the most impressive cloaking suites known to mankind and maintaining most of the command-control capability of the ground-based K-200. Very useful.

Naval Drone Units
Code:
KAITEN Naval Suicide Drones
Cost: 4
Firepower: 1 (Fusion Suicide Charge)
Defense: 0 (J-Titanium Armor)
Speed: 3 (Inertialess Countergrav, Heavy Thrusters)
Electronics: 0 (Minimal C4 Networking)
Morale: 15
    Network Integration 5
    That Others May Live 5
KAITEN-class suicide drone swarm. Thousands upon thousands of these roughly man-sized drones, little more than thrusters, fusion warheads and a framework to mount it, flit at the flanks of all Imperial Space Japanese naval engagements, mobile, semi-intelligent minefields that can accelerate and wreak havoc upon light and even medium enemy vessels. Dirt cheap, inherently disposable, and very useful.
Code:
NODE-class BattleNet Commsdrone Squadron
Cost: 5
Firepower: 1 (Fusion Lance Turret)
Defense: 0 (Light Particle Shielding)
Speed: 2 (Inertialess Accelerator)
Electronics: 2 (C4 Networking, ER Scanners)
Morale: 8
    Bushido 5
    Network Integration 5
    That Others May Live 5
    ER Scouts
AKITA-class drone warships used for Naval outrider duties. Lightly armed, fast, disposable, and bearing good scanners.
Code:
SANSHIKI Fleet Escort Drone Squadron
Cost: 6
Firepower: 0
    Anti-Aerospace Artillery: 3 (Fusion CIWS Blaster, Starburst Shockwave Cannons)
Defense: 0 (Light Particle Shielding)
Speed: 2 (Inertialess Accelerator)
Electronics: 1 (C4 Networking)
Morale: 8
    Bushido 5
    Network Integration 5
    That Others May Live 5
    Intensify Forward Firepower 2
Small drone warships used for fleet escort duties, studded with AAA guns, capable of laying down a ludicrous curtain of defensive fire against smallcraft, torpedos and battlewalkers.
Code:
NODE-class BattleNet Commsdrone Squadron
Cost: 6
Firepower: 0
Defense: 0 (Light Particle Shielding)
    Stealth: 1 (Thermoptic Camouflage)
Speed: 2 (Inertialess Accelerator)
Electronics: 3 (Full Spectrum Sensor Suite, C4ISR Network Amplifier)
Morale: 8
    Bushido 5
    Network Integration 5
    That Others May Live 5
    Network Amplification 2
Imperial BattleNet amplification drones equipped with sensor banks and C4ISR feeds to allow Imperial fleet assets to coordinate in realtime even in massive space battles.
Code:
MUTSUKI-class Torpedo-drone Squadron
Cost: 6
Firepower: 0 (Unarmed)
    Torpedos: 3 (Heavy Fusion Torpedos)
Defense: 0 (Light Particle Shielding)
Speed: 2 (Inertialess Accelerator)
Electronics: 1 (C4 Networking)
Morale: 8
    Bushido 5
    Network Integration 5
    That Others May Live 5
    Impetuous 2
Based on the AKITA-class hull, the MUTSUKI-class torpeodboats carry considerable torpedo armament, forgoing the upgraded sensor package and shielding in favour of enormous front-loaded strike power.

Navy Crewed Vessels
Code:
Kirika-class Frigate Squadron
Cost: 10
Firepower: 3 (Fusion Lance Batteries)
    Anti-Aerospace Artillery: 1 (Fusion Blaster CIWS)
Defense: 2 (J-Titanium Armor, Particle Shielding)
Speed: 2 (Inertialess Accelerator)
Electronics: 2 (C4 Networking, ER Scanners)
Morale: 8
    Bushido 5
    Network Integration 5
    Cyborg Crew 5
    Go-Getters 2
The most common ship in the Imperial Space Japanese Navy, the Kirika-class frigates are excellent allround ships, capable of providing escort duty to capital vessels, extended range patrols and fire support during major engagements.
Code:
Samidare-class Light Cruiser
Cost: 12
Firepower: 3 (Fusion Lance Batteries)
    Anti-Aerospace Artillery: 1 (Fusion CIWS, Starburst Shockwave Cannons)
    Torpedos: 1 (Fusion Torpedos)
Defense: 3 (J-Titanium Armor, Particle Shielding)
Speed: 2 (Inertialess Accelerator)
Electronics: 2 (C4 Networking, ER Scanners)
Morale: 8
    Bushido 5
    Network Integration 5
    Cyborg Crew 5
    Wolfpack Leader 2
Light cruisers designed to supplement Kirika-class deployments, the Samidare-class are, much like their charges, highly versatile vessels, albeit an order of magnitude more expensive (and larger) than the frigates.
Code:
Taiyou-class Escort Carrier
Cost: 13
Firepower: 0 (Unarmed)
    Aerospace Fighters: 3 (ZERO-class Drone Fighters)
    Aerospace Bombers: 2 (Twin Inertial Accelerator Drone Bomber)
    Battlewalkers: 1 (Steel Samurai Platoon)
Defense: 2 (J-Titanium Armor, Particle Shielding)
Speed: 2 (Inertialess Accelerator)
Electronics: 3 (C4 Networking, Aerospace Command)
Morale: 8
    Bushido 5
    Network Integration 5
    Cyborg Crew 5
    Aerospace Mastery 2
Escort carriers designed to give expeditionary fleets fighter/bomber/battlewalker coverage without requiring the commitment of a major fleet carrier, the Taiyou class are always welcome additions to any Imperial detachment.
Code:
Amamiya-class EWar Cruiser (Jamming)
Cost: 14
Firepower: 1 (Fusion Lances)
    Anti-Aerospace Artillery: 1 (Starburst Shockwave Cannons)
Defense: 1 (J-Titanium Armor, Particle Shielding)
Speed: 2 (Inertialess Accelerator)
Electronics: 2 (C4 Networking, ECM Warfare Suite)
    Jamming: 7 (Shrieker Array)
Morale: 8
    Bushido 5
    Network Integration 5
    Cyborg Crew 5
    J-j-jam the Waves 2
Code:
Amamiya-class EWar Cruiser (Surveillance)
Cost: 14
Firepower: 1 (Fusion Lances)
    Anti-Aerospace Artillery: 1 (Starburst Shockwave Cannons)
Defense: 1 (J-Titanium Armor, Particle Shielding)
Speed: 2 (Inertialess Accelerator)
Electronics: 9 (C4 Networking, Enhanced ECM Warfare Suite, Talos Surveillance Gear)
Morale: 8
    Bushido 5
    Network Integration 5
    Cyborg Crew 5
    Eye of Sauron 2
The Amamiya-class EW cruisers come in two types: The Shrieker Jammer/Denial configuration and the Talos surveillance/panopticon configuration. Both are centerpieces of ISJN naval doctrine, denying the enemy information while providing the fleet battlenet with all information they can.
Code:
Ashigara-class Heavy Cruiser
Cost: 19
Firepower: 5 (Fusion Lance Batteries)
    Torpedos: 1 (Fusion Torpedos)
    Anti-Aerospace Artillery: 2 (Fusion CIWS, Starburst Shockwave Cannons)
Defense: 5 (J-Titanium Armor, Particle Shielding)
Speed: 2 (Inertialess Accelerator)
Electronics: 3 (C4 Networking, ECM Hardening)
Morale: 8
    Bushido 5
    Network Integration 5
    Cyborg Crew 5
    Ferocious Wolves 2
Everything that the Samidare-class cruiser is, except harder, better, stronger, faster. The crews of the Ashigara-class vessels are invariably ferocious fighters, as the Ashigara-class were for a long time the heaviest vessels in the ISJN, fearlessly leading strike formations.
Code:
Nagato-class Battleship
Cost: 34
Firepower: 10 (Heavy Fusion Lance Batteries)
    Anti-Aerospace Artillery: 5 (Fusion CIWS, Starburst Shockwave Cannons)
Defense: 10 (Superheavy J-Titanium Armor, Heavy Particle Shielding)
Speed: 2 (Inertialess Accelerator)
Electronics: 3 (C4 Networking, ECM Hardening)
Morale: 8
    Bushido 5
    Network Integration 5
    Elite Cyborg Crew 7
The heavy punch of the ISJN. The glorious flagships of the future expeditionary fleets. The little sisters to the true queen of battleships, the Yamato-D.
Code:
Taihou-class Fleet Carrier
Cost: 34
Firepower: 0 (Unarmed)
    Aerospace Fighters: 8 (REPPU Aerospace Supremacy Fighters)
    Aerospace Bombers: 7 (Twin Inertial Accelerator Avenger Bomber)
    Battlewalkers: 2 (Steel Samurai Platoon)
Defense: 2 (J-Titanium Armor, Particle Shielding)
    Anti-Aerospace Artillery: 5 (Fusion CIWS, Starburst Shockwave Cannons)
Speed: 2 (Inertialess Accelerator)
Electronics: 4 (C4 Networking, ECM Hardening, Fleet Command)
Morale: 8
    Bushido 5
    Network Integration 5
    Ace Cyborg Crew 7
The hearts of the future Reunion fleets. Only the lead ship of the class, Taihou, has been completed to date.

Hero Units
Code:
SHOGUN, Hero Battlewalker
Cost: 32
Firepower: 10 (Heavy Fusion Lances, Beam Katana, Gatling Fusion Autoblasters, Flamestorm Cannons)
Defense: 9 (Yamato-C Test Type Armor, Omnidirectional Energy Shield, Electric Smoke)
Speed: 2 (Intertialess C-Grav, Amplified Thrusters)
Electronics: 3 (C4 Networking, ECM Hardening)
Morale: 10
    Perfect Samurai: 15
    Network Integration: 5
This technological terror is the outgrowth of HIH Princess Ayako's Institute for Artificial Intelligence. The enormous battlewalker, produced from Yamato-C Test Type parts barely rejected for use in the Yamato-D, houses the revolutionary warfare AI SHOGUN, patterned off the neural imprints of the Empire's greatest, most valorous, wisest and most insightful soldiers, leaders and champions over the last century. SHOGUN knows no human fear, is devoted entirely to serving the Emperor, cannot ve bargained with, reasoned with, feels no remorse, pity or hate when killing the enemies of Imperial Space Japan and will never, ever, stop until Reunion has achieved or the Emperor commands SHOGUN to stand down.
Code:
Takayoshi Fuchida, Explorer Hero
Cost: 25
Firepower: 0 (Vibrokatana)
Defense: 1 (Light Powered Armor)
Speed: 3 (Inertialess C-Grav, Thrusters )
Electronics: 4 (C4 Networking, Imperial Cognitive Enhancement)
Morale: 5
    Bushido  5
    Network Integration 5
    Visitor Savant 17
    Transhuman Genius 10
Doctor Takayoshi Fuchida is the greatest living scientist living in Imperial Space Japan. The man behind deciphering the secrets of the visitor relics much of the Yamato-D's drive system is based on, the man has been gripped with nigh-on religious fervor for the Reunion, resigning his tenure in the Okinawa University Department of Visitor Technology in favour of enlisting with the ISJN. Now, Rear Admiral Fuchida leads the first Explorator Fleet, ever in search of more Visitor relics to further upgrade his beloved masterwork, the Yamato-D.

------​

Armed Forces of the Japanese Empire in Exile
Imperial Space Japanese Army
  • Imperial Guard x1: 60 pt
  • Home Guard x1: 94 pt
  • Garrison Troops x5: 45 pt
Total Cost: 60pt
  • SHOGUN, Hero Battlewalker: 32 pt
  • Steel Samurai Squad x1: 10pt
  • Imperial Assault Regiment x1: 10pt
  • MIRAI-class Shield Drone x2: 8pt
The guardians of the Imperial family, oathed never to leave Okinawa unless it is to accompany the Emperor or his family. The core of the Home Guard.
Total Cost: 94pt
  • Steel Samurai Squad x1: 10pt
  • Yari Ashigaru Squad x3: 21 pt
  • MIRAI-class Shield Drone Regiment x2: 8pt
  • MIRAI-class Assault Drone Regiment x2: 8pt
  • MIRAI-class EWar Drone Regiment x1: 5 pt
  • Imperial Command Regiment x1: 10pt
  • Imperial Assault Regiment x1: 10pt
  • Imperial Line Infantry Regiment x4: 32pt
Currently assigned to the Home Guard, many of these forces are slated for eventual redeployment on the Reunion Crusade. But for now, they are quartered on Okinawa.
Total Cost: 9pt
  • Imperial Space Marines x1: 5 pt
  • MIRAI-class Shield Drone Regiment x1: 4pt
Cheap and widely used for home defense, second-class formation intended to hold ground above all else.

Imperial Space Japanese Navy
  • First Fleet: 441 pt
  • Second Fleet: 101 pt
  • Explorator Fleet: 175 pt

First Fleet: 441 pt
  • Carrier Battlegroup Taihou: 118 pt
  • Battleship Strike Group Nagato: 121 pt
  • Cruiser Division Ashigara: 85 pt
  • Cruiser Division Samidare: 72 pt
  • Destroyer Division I, II and III: 45 pt
Currently the only Imperial Space Japanese fleet capable of massive action because of massive cancellations of ships designated for Second Fleet due to the extreme expense of building the Yamato-D. The Imperial First Fleet is a well-rounded force.

Total Cost: 118
  • Taihou-class Fleet Carrier Taihou: 34pt
  • Ashigara-class Heavy Cruiser Myouko: 19pt
  • Amamiya-class EWar Cruiser (Surveillance) Amamiya: 14pt
  • Taiyou-class Escort Carrier Taiyou: 13pt
  • Kirika-class Frigate Squadron x2: 20pt
  • SANSHIKI-class Fleet Escort Drone Squadron x2: 12pt
  • NODE-class Commsdrone Squadron x1: 6pt
First Fleet's Carrier battle group, centered around the ISJN Taihou, lead - and only - ship of her class.
Total Cost: 121
  • Nagato-class Battleship Nagato: 34pt
  • Ashigara-class Heavy Cruiser Haguro: 19pt
  • Amamiya-class EWar Cruiser (Jamming) Yuuhi: 14pt
  • Kirika-class Frigate Squadron x3: 30pt
  • SANSHIKI-class Fleet Escort Drone Squadron x2: 12pt
  • MUTSUKI-class Torpedodrone Squadron x1: 6pt
  • NODE-class Commsdrone Squadron x1: 6pt
First Fleet's heavy punch, a no-nonsese fleet element centered around ISJN Nagato and Haguro.
Total Cost: 85
  • Ashigara-class Heavy Cruiser Ashigara: 19 pt
  • Samidare-class Light Cruisers Amamiya, Yuuhi: 24 pt
  • Kirika-class Frigate Squadron x3: 30 pt
  • MUTSUKI-class Torpedodrone Squadron x1: 6 pt
  • NODE-class Commsdrone Squadron x1: 6 pt
First Fleet's does-everything division. Not as powerful as the primary elements, but still versatile all-rounders.
Total Cost: 72
  • Samidare-class Light Cruisers Samidare, Asahina, Hisame: 36 pt
  • Kirika-class Frigate Squadron x3: 30 pt
  • NODE-class Commsdrone Squadron x1: 6 pt
Mobile asset for First Fleet, intended to support the major strike groups.
Total Cost: 15
  • AKITA-class Drone Outrider Squadron x3: 15 pt
The pickets of the Imperial Space Japanese Navy. Cheap and easily replaceable, virtues for high-danger positions like theirs.

Second Fleet: 91 pt
  • Fleet Reserve Framework: 91 pt
At present largely unfinished, most of the resources originally slated for Second Fleet diverted to the construction of the Yamato-D.

Total Cost: 91 pt
  • Ashigara-class Heavy Cruiser Aoba: 19pt
  • Samidare-class Light Cruisers Hangetsu, Akitani, Inatika, Mikazuchi, Zan Amaru: 60 pt
  • NODE-class Commsdrone Squadron x1: 6 pt
  • MUTSUKI-class Torpedodrone Squadron x1: 6pt
Second fleet, alternatively known as the Imperial Fleet Reserve.

Explorator Fleet: 175pt
  • Explorer Group Fuchida: 73 pt
  • Explorer Group Kearny: 48 pt
  • Explorator Ground Forces: 54 pt
Total Cost: 85 pt
  • Dr. Takayoshi Fuchida, Hero Explorer: 25 pt
  • Samidare-class Light Cruisers Crezant: 12 pt
  • Kirika-class Frigate Squadron x3: 30 pt
  • NODE-class Commsdrone Squadron x1: 6 pt
Headed by renowned genius and newly promoted Rear Admiral Dr. Takayoshi Fuchida, Explorator Group Fuchida is the premier force of Imperial Space Japan to find and claim Visitor relics.
Total Cost: 48 pt
  • Samidare-class Light Cruisers Shinonome: 12 pt
  • Kirika-class Frigate Squadron x3: 30 pt
  • NODE-class Commsdrone Squadron x1: 6 pt
Headed by Rear Admiral Fuchida's lifelong friend, research partner and newly-promoted Commodore Dr. Thomas Kearny, Explorator Group Kearny is the other arm of the Imperial Visitor reclamation efforts.
Total Cost: 54 pt
  • Imperial Command Infantry x1: 10pt
  • Imperial Line Infantry x2: 16pt
  • Imperial Combat Engineers x1: 9pt
  • Steel Samurai x1: 10pt
  • MIRAI-class Shield Drones: 4pt
  • MIRAI-class EWar Drones: 9pt
Ground forces assigned to the Explorator Fleets.
 
Last edited:
Small question in the Engine design part of the Wiki , it says that Ranks of Visitor Adaptation give a X% in Rank 2 and Three , but there is only Rank 0,Rank 1 and Rank 2
 
Small question in the Engine design part of the Wiki , it says that Ranks of Visitor Adaptation give a X% in Rank 2 and Three , but there is only Rank 0,Rank 1 and Rank 2
I'm fairly sure that means Rank 1 and Rank 2. It's probably just a typo or an artifact from an older version (Maybe there used to be 3 ranks?)
 
Back
Top