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

Here's my progress so far on a bizarre Somalia/Pandora/Space Rapture hybrid.

Faction Name: The New United States.
Faction Base: Valley Forge (also called Sanctum and Atlantis depending on who you ask) is a collection of colonies built on top of several crumbled and derelict alien capital ships (which are now known as the USS Valley Forge and the USS McHenry). Based off of the signs of battle damage to the ships and the debris around them it appears the one that's now called the "the USS Valley Forge" had sortied against the other capital ship and eventually rammed it. The other (and its escorts) seems to have taken exception to this. The space around the two ships is utterly clogged with the remains of destroyed ships and shattered Oort mass.

  • Location: The Oort Cloud.
  • Population: Major Enclave (+27 Points, +2 to national advantages, +100 base wealth). Points balance: (27 + 4) - (4 + 4 + 3 + 3 + 3 + 6 + 8)
  • Advantages Rank 4 [2+2] (-4 points):
    • Advantage 1: Adapted to Oort Cloud Toblerone Territory
    • Advantage 2: Human Plus.
    • Advantage 3: Visitor Reclaimers.
    • Advantage 4: Load Bearing State. Although its status as a pirate haven has attracted the ire of factions in the solar interior, the very same laissez faire policies which attracted criminal elements to Valley Forge have also transformed Valley Forge into one of the solar system's biggest hubs for visitor technology and salvage from the Oort Cloud. Mining operations in the Oort Cloud frequently lean on Valley Forge for supplies and refuge from the regional hazards of the Oort Cloud. It doesn't hurt that Valley Forge is the home away from home for a lot of loose lipped pirates and relic hunters...
  • Disadvantages Rank 4 (+4 points):
    • Disadvantage 1: The July Incident. Nine years ago Valley Forge went dark. Life support shut down, all security systems went offline, and communications were jammed. The only reason Valley Forge didn't experience a mass die out was the Boatswains were able to restart basic systems like oxygen recycling and air conditioning. At the same time the colonial security forces were struggling to restore order and boot up their equipment strange phenomena started wreaking havoc across the colony. Hundreds were dead by the time normalcy returned. Because the incident is shrouded in secrecy it's still unclear what caused it but most people agree it had something to do with the Engine... (hint: low morale doesn't end well)
    • Disadvantage 2: Cursed by Space. Your people have been made sickly, weak and infirm by exposure to the rigors of prolonged habitation in space. In practice this has the effect of exaggerating the consequences of any other negative traits you have, as well as any low-rated statistics.
    • Disadvantage 3: Pariah State. Being known as a pirate safe haven and a bunch of crazy radicals hasn't done Valley Forge any favors on the diplomatic front.
    • Disadvantage 4: Pandemonium. Depending on how polite you're feeling you'd probably compare Valley Forge to Tortuga or Somalia. The bigwigs like to pretend they have everything under control but all the locals know a great deal of it is political theater. Relatively few of the pirates answer to Admiral Texas and the colonial congress is surprisingly resistant to his demands. Likewise many of the local smugglers, bounty hunters, and relic hunters pay little more than lip service to Ol' Jack. Splicers aren't exactly model employees to Randolph. Outsiders rarely believe the Americans when they disavow any role in a criminal incident in the solar interior but in most cases the Americans are telling the truth.
  • Prosperity: Rank 5 (-5 point). Your society is a utopia where all needs are met and all wants are fulfilled. Unhappiness is abolished. Adds +2 Wealth.
  • Wealth: Rank 0+2 (-0 points). Wealth Rating: 170 points [100 + 70].
  • Infrastructure: Rank 2 (-2 points). Construction rating 70 [0 + 70].
  • Military Support: Rank 2 (-3 points). Public perception of your military is extremely positive, and recruitment is strong. You have +50% recruitment of normal.
  • Military Quality: Rank 3 (-3 points). Very little ever goes wrong that can legitimately blamed on human error. Your soldiers are generally respected by the Imperials, who see you as showing your own lesser Roman virtue.
  • Engine Size: Rank 0 (-0 points). Standard "hero unit."
  • Engine Complexity: Rank 3 (-6 points). Your engine's design is at the apex, with three metric-adjustment permutations or gimmicks that give it tremendous power and flexibility.
  • Homeland Support: Rank 0 (-0 points). You are landless pariahs, without ties to the people living under the Imperial thumb. With the gulf of space separating you, espionage actions are likely to take very long or be very slow.
  • Visitor Adaptation: Rank 2 (-8 points). Your society casually incorporates advanced Visitor technology at all levels of design. If your Vulgar Engine possesses any metric alteration effects, your regular units may weakly incorporate any single of them in some way.

  • Admiral Texas, the Hero Commander America needs: 10 points (Budget cuts )
  • The Minutemen, Hero Platoon: 25 points.
  • Starlets, Hero Squad: 29 points
  • Boatswain garrison battalion x 2: 20 points
  • Colonial Fleet: 157 points.
    • The troubled Atlantis Consortium Battleships: USS Atlas [13/56 points], USS Heracles [7/56 points] (20 points)
    • Heavy Cruiser Flotilla: USS Alaska, USS Hawaii, USS Philippines (81 points)
    • Task Force Ranger: Blockade Runner (15 points)
    • Open Beta Liberty Ships (Iowa, New Jersey, Gridley Sisters (Budget cuts ) Enterprise, Midway): 41 points.
  • The Monroe Initiative: 69 (discounted price) points.
    • Alamo Starbase x 3: 69 (discounted price) points.

Valley Forge Military Schematics

Total Build Points: 468/468 points spent.
Debt: +136 points build points (2 quarters of wealth debt)
Four Quirks: +232 build points.
Permutations: Eldritch radiation, time-space fuckery, and matter generation.
Code:
Quirk 1: DEFCON One: Costs 10% of wealth each turn it's active. (+68)
Quirk 2: Government Conspiracy: costs 30% of wealth each turn it's being repaired. (+68)
Quirk 3: Poltergeist: costs 10% of infrastructure each turn it's being repaired. (+28)
Quirk 4: No Filter, No Brakes, no Mercy: orders to stand down or deescalate have a chance (independent of morale) to fail proportional to how long the engine has been active and how much danger her friends have been in. (+68)

Total Firepower: 75 points.
Code:
Baseline firepower: 25 points (hand-held weaponry)
Endless Missile Massacre: 25 points (tied to all three permutations)
Manifestations of the Deep: 25 points (Tied to matter manipulation and Eldritch radiation). Alma Wade and Necromorphs would be proud.

Total Defense: 75 points
Code:
Baseline defense: 15 points (passive armor, dark matter shields, and point defense)
Schrodinger's Rules: 35 points (tied to time fuckery and matter manipulation). Significant chance of surviving a killing blow.
Precognitive Evasion: 25 points (tied to time fuckery)

Total Speed: 110
Code:
Baseline speed: 50 (Inertialess drive, gravity-repulsors, time dilation, transforming mecha)
Infernal Jump Drive: 70 (related to all three permutations)

Total Electronics: 30
Code:
Baseline electronics: 0
Screams of the Deep: 30 points (tied to Eldritch radiation). Electronics go dark and logic unheard in the shadow of the Black Cat.

Total Alteration: 145
Code:
Baseline alteration: 0
Area of control: 25.
Flux: 60.
Utility: 60.

Total Morale: 58 (aka probably not enough)
Code:
Big Sister Dee Dee: 25.
Cheshire cat: 23.
Grief Seed: 10.

Code:
FUCKING BELTWAY PANSIES PUT ME ON THE BENCH
Fluff: Admiral Texas.
Code:
Firepower: 3 (Particle beam rifles and applique weapon packages, drone swarm)
Defense: 2 (Headhunter Bioframe)
Speed: 3 (Bioframe integral thrusters, inertia-less countergrav, time dilation device)
Electronics: 4 (Advanced sensors and Electronic Warfare Modules)
    2 (drone launcher and fabricator modules)
 
Morale: 10
    Special Circumstances: 10
    Technical Solutions: 10
    Posthuman Commandos: 5
    Friends of Dee Dee: 0

Fluff: Minutemen. Formed in response to the July Incident.
Code:
Colonial Marine Battalion
Firepower: 1
Defense: 1
Speed: 1
Electronics: 0
Morale: 5
    Posthuman freedom fighters: 10
    Home turf: 10
Code:
Automated Defense System
Firepower: 3 (Sentry guns)
Hunter-killer drones (3 points)
Defense: 2 (alloys and barriers)
Speed: 1
Morale: 10
    Mechanical Persistence: 15
Code:
Starlet (Hero Squad) (29 points)
Firepower: 8 (guns, drugs, and starpower)
Defense: 4 (power armor and personal shields)
    Stealth (2 points)
Speed: 3 (Inertialess drive, graviton repulsors, time dilation device)
    2 (blink drive)
Electronics: electronic warfare suite (2 points)
    Pet recon drones (1 point)
Morale: 5 points
    Superpowered: 10 points
    Mister B.: 10 points
    Wilted Flowers: 5 points
    Friends of Dee Dee: 0
Code:
Boatswain Platoon
Firepower: 4
Defense: 4
Speed: 2
Electronics: 0
Morale: 10
    Mister B: 15 points
    Friends of Dee Dee: 0
87 35 points (Budget cuts )
Code:
Iowa Battlegirl [Boarding Mech] (13 points)
Firepower: 6 (XM16 magnum particle beam)
    Secondary weapons: 3 (particle beam and smart missile batteries) (Coming Soon)
Defense: 3 (boarding shields)
    Point Defense (3 points) (Coming Soon)
Speed: 2 (Inertia-less counter-grav, heavy thrusters)
    Tactical Jump drive: 2
Electronics: 2 (Recon drone launcher)
Morale: 10
    Greatest Generation: 10
    The Fastest Battleship: 5
    Friends of Dee Dee: 0

Code:
New Jersey Battlegirl [Boarding Mech] (13 points)
Firepower: 6 (XM16 magnum particle beam)
    Secondary weapons: 3 (particle beam and smart missile batteries) (Coming Soon)
Defense: 3 points (boarding shields)
    Point Defense (3 points) (Coming Soon)
Speed: 2 (Inertia-less counter-grav, heavy thrusters)
    Tactical Jump drive: 2
Electronics: 2 (Recon drone launcher)
Morale: 10
    Greatest Generation: 10
    The Fastest Battleship: 5
    Friends of Dee Dee: 0

Code:
Enterprise Carriergirl [Assault Ship] 15 points
Firepower: 1 (Point defense lasers)
    Fighter complement: 0 (Budget cuts *crying eagle*)
    Bomber complement: 0  (Budget cuts *crying eagle*)
    Ground Complement: 2 points (2 boarding mechs)
Defense: 5
Speed: 2
Morale: 10
    Greatest Generation: 10
    The Big E: 20
    Friends of Dee Dee: 0
Code:
Midway Secretarygirl 5 points
Firepower: 1 (sentry guns and drones)
Defense: 0
Speed: 0
Electronics: 4 (C&C equipment)
Morale: 25
    Friends of Dee Dee: 0

Fluff:
Code:
Atlas Class Fast Battleship (56 points)
Firepower: 18 points.
Defense: 14 points.
Speed: 2 (inertialess drive and time dilation)
    Tactical jump drive (2 points)
Electronics: 3 points (C&C infrastructre)
    Smart AI with limited precognition (3 points)
    Electronic Warfare Countermeasures (2 points)
Morale: 10
    Flagships of the Union: 10 points
    Posthuman crew: 5 points
    Admiral's finest brawler: 5 points.
Code:
Alaskan Class Large Cruiser (27 points)
Firepower: 8 (360° bomb pumped laser and missile batteries)
    Drone complement: 2 points (scout-fighter squadrons)
Defense: 2 (Shields))
    Point defense: 4 (Lasers and singularity bombs)
Speed: 3 (Intertialess drive and time dilation)
    Tactical Jump Drive (2 points)
Electronics: FTL comms and sensors (2 points)
Electronic warfare and SIGINT suite (2 points)
Morale: 10 points
    Posthuman crew: 5 points
    Admiral's finest Privateers: 5 point
    Precisely applications of violence: 5 points
Code:
American Blockade Runner (15 points)
Firepower: 0
    Ground Complement: 1 (welldeck)
Defenses: 0
    Stealth: 5
Speed: 4 (inertialess drive and time dilation)
    2 (Tactical Jump Drive)
Electronics: Advanced sensors and SIGINT suite (3 points)
Morale: 5 points
    Superspy ship: 10 points
    Kessel run: 10 points

Code:
Alamo Cosmofortress (46 points full price)
Firepower: 5 (Particle beam gun grid)
    Singularity mines and torpedoes (7 points)
    Endless missile massacre (7 points)
Defenses: 15 (dark matter shields and point defense)
Speed: 0
Electronics: FTL comms and sensors (3 points)
    Emergency drydock and barracks (3 points)
    Pre-positioned supply cache and semi-self sustaining infrastructure (2 points)
    Autonomous scout and engineering drones (2 points)
    Electronic warfare countermeasures (2 points)
Morale: 10
    Hornet's nest: 15


Background Fluff:
The self-proclaimed Neo-United States... isn't. It's new, sure, but it is neither united nor a collection of states. Neo-America is little more than a petulant enclave that has taken residence in the debris field of a visitor fleet in the the Oort Cloud. The three colonies it considers its "states" are nothing but petty fiefdoms owned by three men with delusions of grandeur. The remnants of the Visitor fleet had been discovered by an A&P Industries survey ship decades ago but Dwayne Peterson and Randolph Ayers could never agree what to do with it. Their grandfathers might have been loyal business partners but that didn't mean the current generation inherited any of the comradery that had made the A&P business empire possible. Dwayne despises Randolph's selfish corporatism and Randolph regards Dwayne's obnoxious brand of American exceptionalism as childish. Dwayne believes it's his destiny to liberate America from the Romans while Randolph is obsessed with the establishment of a new America beyond the reach of the parasites sucking Earth dry.

Dwayne and Randolph would probably have never been able to find enough common ground to do anything with the debris field if it hadn't been for the famous relic hunter Jack Marshall. Jack Marshall had already made and lost a dozen fortunes by the time he organized an expedition to the debris field. Because of Jack Marshall's infamy as an "entrepreneur" his expedition was solar news almost as soon as he announced his intentions. Within days hundreds of famous relic hunters had begun preparing their own expeditions to what A&P believed was its debris field. The possibility that A&P would lose its claim on the visitor fleet was unsettling enough Dwayne and Randolph agreed to a truce long enough to launch their own ventures before the relic hunters could establish a foothold on their property.

When Dwayne, Randolph, and Jack's people all showed up in force around the fragmented visitor ships it became clear they were trapped in their own version of the prisoner's dilemma. If Dwayne and Randolph tried to destroy Jack here and now Jack would obviously try to get one of them to defect to his side. Jack and Dwayne would be strong enough to destroy Randolph by himself and vice versa. There wasn't enough trust between Dwayne or Randolph for either of them to rule out the possibility the other would defect. The only surefire way any of them could win this game was to simply refuse to play the game. So refuse to play they did.

For now.

PS: None of the Americans know who the fuck Dwayne Peterson is because no one knows (or at least they pretend they don't know) that's his real name. Americans just call him "Admiral Texas" on account of his family's oil baron origins and American exceptionalism. Randolph undoubtedly had something to do with this.
 
Last edited:
A provisional first draft of Babby's First Bioengineered Army, some assembly, genetweaking and such required.

Cost: 10

"Oh, those guys. Yeah, when it comes to busting down doors and shooting up sycophants, rebels, drug dealers, terrorists and the like there's no one else I'd pick. Sure, they are a bit on the loony side, what with all the weird dog motives and the fixation on the honor of the pack....Which is bullshit. I mean they work for the corp with the highest density of biologists for square meter and no one ever bothered to tell them that it's wolves who do the pack thng?"
-J. Le Roi.

Known as Corehounds due to the dog-head-like shape of their helmets and their ample usage of the ARGOS K9 biomorph, those mercenaries are yet another company secretly owned by the Initiative. The Corehounds are used in peacekeeping actions, drug busts, patrolling and a variety of other activities the actual PPERI security corps wouldn't be caught dead doing, and they often throw themselves in with gusto, resulting in...Less than savory rumors about them on various media channels. They are indeed frigtheningly efficient, using wolfpack tactics and an array of sensors to flush out their enemies.



Firepower: 2 (Variable Ammo Rail-Carabines// Back-Mounted Variable Ammo Emplacements)
Speed: 2 (Jump-Packs//Myomer Exoskeletons// Myomer Canine Muscles)
Defense: 2 (Modular Carapace Armor)
Electronics: 1 (CATSeye Tracking System//Enhanced Senses)
-Networking: 1 (AR Overlay)
Survey Equipment: 2 (Muller Scanners)
Jamming: 0

Morale: 8
Pack Tactics: 5
Stalking: 5
Ferocity: 2
Urban Warfare: 5
"The irony of an Initiative bent on saving the environment making mechs based on woodcutting equipment is lost on exactly no one.Yes, it is awful. Yes, using them to raze buidlings and level colonies even more so. Now I could make a long spiel about rebirth from destruction and yadda yadda whatever, but I have to go, as those freaks of nature do not code their own genome by themselves........
Yet."
-Dr. G. Hansley.


Compact, fast and easy to repair and maintain, the Cicada is first and foremost a good reconaissance and construction mech- And secondly, after some muscle retooling and a few crates of 20mmm ammo that fell out of the cargo bay of a Roman freighter, frighteningly efficient harassers. The fact that the modfications can be done in a garage with a box of scraps (And a railgun) and that they can be easily remote- piloted by anyone with even the most basic knowldege of how mechs work have made them a favorite for quick deployment together with Corehounds and non-spec ops forces.

The Cicadas' main attack patterns tend to involve hopping from place to place, using their jumpjets and long legs to maneuver around as they pelt enemy forces with rounds and sometimes pieces of rubble. It is also not uncommon for pilots to just flat-out land on targets- And it's not rare for the engineers modifying the frame to leave in all the various cutting tools, sharp bits and other unpleasant implements, which often leads to a lot of Cicadas having to be hosed down after the battle's over...


Cost: 6

Firepower: 2 (20mmm railgun // Endosteel Cutting Implements.)
Defenses: 1 (Endosteel Plating.)
Speed: 3 (Ungulate-derived myomer-fiber/Jumpjets)
Electronics: 0 (Standard Template Piloting Seat)
Morale: 10
Urban Combat: 5
Jungle Combat: 5
Guerrilla: 5
Cost: 8
"Those things are near damn ubiquitous. They stick them into cruiers, dropships, carriers, APCs, habs, toilets, wardrobes, festival floats..And yet, there's even a surplus, as the Board just...Doesn't even order them anymore. They let the AIs fab the ladybugs in accordance to the projection algorythms, and the buggers always like to err on the side of caution.....
...Which is more or less why we ended up with the "Free Ladybug Sunday" thing."
-Dr. G. Hansley.

If you were to ask the researchers who programmed the ladybugs about their nature, they'd say that the machines run on complex algorythms derived from years of behavioral studies on ants and bees in order to maximize workflow and task distribution- That their chasis is the result of dozen of studies focused on how to make every single part as least ecologically damaging as possible and as cheap as they came, with the drone being designed for a hundred diferent tasks.

If you asked anyone else instead, they'd say that the ladybugs' exact nature is a toss-up between a flying tool box and one of those cheap plastic toys you'd find in meals in some fast food chains. Both answers are equally right, as the ladybugs have been designed to be easy to mass produce, easy to customize and easy to deploy in large quantities in any battlefield- All of this while being cute and spreading brand awareness.There is little that a horde of networked ladybugs can not accomplish, be it ECW jamming or repairing structures and vehicles on the fly..

Of course, "Little" is also the amount of damage a ladybug can take before falling apart like the cheap plastic toys it aesthetically, and the amount of damage they can dish out is similarly nonexistant.


Firepower: 0
Defenses: 0
Speed: 1 (Magnetic Wheels// Hoverjets)
Electronics: 2 (Decentralized IRIS uplink// )
Jamming: 2 (Buzzer (TM) ECW/Monitoring System)
Repair: 3 (Myomer Repair Nanopaste/QuickFoam)


Morale: 10
Urban Combat: 5
Zero-G Maneuvers: 10

Cost: 9


One can say that the PPERI lab-rats underwent a really big quality jump when they were uplifted, going fromn mere lab anomals to frontline infantry and demoliton experts. Thanks to their natural agility, resistance to a lot of poisons and in-built paraonia they are the perfect choice for urban combat and less-than-savory demolition efforts.


Firepower: 1 (Assault Railguns)
Demolition: 2 (Molecular Acid Grenades/Metallic Arachea-Type DemoCharges)
Speed: 3 (Lorentz Forces Limb Micropads// Enhanced Musculature))
Defense: 1 (Silkweave Defensive Wetsuit. )
Electronics: 0 (CATSeye Tracking System//Decentralized IRIS Uplink// Really Big Ears)


Morale: 10
Fighting For Survival: 5
Guerrilla: 5
Tunnel Rats: 5
Cost: 8
"I do not know what freaks me out the most. Maybe it is the way those huge ears of theirs flop around. Maybe it's the red eyes with visible cybernetics.....Or maybe it's just how damn happy they seem to be at the prospect of shooting people up.
I mean, have you seen one of them smile? There is a reason God did not give rabbits facial muscles.."
-Dr. I Morrell.

Sister brigade to the Nezumi-type Light Combat brigades, the Mochis are made up exclusively of one of PPERI's most ingenous and ethically grey creations, the wonderful Lepus+ Biomorphs- Or, as the other brigades often call them, "Gunbunnies."



Firepower: 1 (Silenced Black Widow Anti-Material Rifle//Sub-Sonic Ammunition.)
Speed: 3 (Cybernetically-Enhanced Leporine/Kangaroo Hybrid Musculature.)
Defense: 0 (Lots Of Pouches/Tactical Webbing/ )
Electronics: 3 (CATSeye Tracking System//Decentralized IRIS Uplink// Really Big Ears)
Jamming: 1 (ECW Suite)

Morale: 7
Fighitng Retreat: 3
Tenacity: 5
Guerrilla: 5
Long-distance fighting: 5
Cost: 8

"One more bull joke, and I am quitting this project."
-Dr. I. Morrell.


Firepower: 2 (Variable Ammo Railgun/ Labyrnthia HF Axe)
-Air Defenses: 2 (ICarus AA Missile System)
Defenses: 2 (Minoan Combat Carapace)
Speed: 1 (Stabilizing Platforms)
Electronics: 1 (Decentralized IRIS Uplink)



Morale: 10
Charging In: 5
Urban Deployments. 5
Close Quarters: 5
"Well, on one hand we have solved the energy problem. On the other, I am not sure how kosher the whole "Gigantic humanoid mecha eating people and things" aspect is, and I am not sure what the Board's reaction will be."
-Dr. I. Morrell.

"We need ten of those, and we needed them yesterday."
Boards Of Internal Scientific Review.


Cost: 10

Firepower: 4 (Shoulder-mounted Railgun//Jackhammer Fists)
Defenses: 3 (Reactive Thermal Plating/ Really Big Muscles)
Speed: 2 (Really, /Really/ BigMyomer Muscles)
Electronics: 1 (Back-Up Cyberized Simian Brain)



Morale: 10
Ferocity: 5
Ripping People Apart: 5
Close Quarters: 5
Cost: 8
"Yeah, they are sort of insane. Yeah, using thermal lances against people is warcrimey, and kicking them to deah even more so- Or is it the inverse? Anyhow, yeah, Fireflies do have a pretty bad rep for a pretty good reason. It still doesn't change the fact that they are utterly useful."
-J. Le Roi.

Firepower: 2 (Thermal Lances/Thermite Termite Charges)
Defenses: 2 (EVA/Reentry-Rated Carapace Armor)
Speed: 3 (Jetpacks//Ungulate-Based Landing Exolegs)
Electronics: 1 (EC Spectrum Visor )


Morale: 10
On-Ship-Combat: 5
Zero-G Maneuvers: 5
Bad Tempers: 5

Cost: 11


Firepower: 3 (Narwhal Anti-Ship Railgun// Point Defense Ventral/dorsal Laser Batteries)
-Torpedo: 2 (Barracude Cold-Launched Drone Torpedo)
Defense: 2 (Argentium (TM) Combat Plating)
Speed: 1 (Inertia Dampers)
Electronics: 2 (Centralized IRIS uplink// CATSeye Aiming Array)
Survery Equipment: 1 (Solo Scanning Rig)


Morale: 10
Picket: 10
Orbital Maneuvers: 5
Cost: 13


Firepower: 1 (Point-Defense Dorsal/Ventral Lasers)
Drone Compartment: 2 (Cold-Launched Limpet Suicide Drones.)
Defense: 0
Speed: 1 (Inertia Dampers)
Electronics: 3 (Centralized IRIS uplink//
Jamming: 3 (ECW Suite)
Stealth: 3 (Reflective Coating)

Morale: 15
Boarding Ops: 5
Silent Running: 5
Cost: 14

Firepower: 0
Drone Fighter Compartment: 3 (Remora-Class Airspace Fighter Drones)
Torpedo: 2 (Lamprey-Class Parasite Torpedo, cold-launched)
On Board Detachement: 2 (Firefly Squads)
Defense: 3 ( Argentum (TM) Carapace)
Speed: 1 (Inertia Dampers)
Electronics: 3 (Centralized IRIS uplink//


Morale: 10
Orbital Engangements: 10
Habitat Engagements: 5
 
Last edited:
And, just for fun...

-Koschei
Official:
"Our hearts and minds are with the citizens of Koschei in their constant struggle. PPERI is ready to help themin any way we can, and shipments of medicinals, spare radiation suits and burn gel are already on the way to the planetoid, together with expert crews of biologists and doctors. We sincerely hope that this small gesture will be followed upon by many, many others, showcasing how human beings can be brought together in times of difficulty."

Unofficial:
This is why you don't drink and drive spaceships, everyone. Despite the fact that it can be best summed up as a bunch of crazy Russians on an even crazier planet there is very little that is either romantic or comedic about this- That is, unless you find cathedrals of steaming machinery and dark spires that no human hand could sculpt romantic, and unless endless toil and torment tickles your fancy.

There is very little this place has to offer and/or export besides misery, misery, cautionary tales about drunken spaceship handling and several how-to guides for extreme survival nutcases. Its imports are probably best descrbed as misery, misery and weirdly cherry-flavored space vodka. Relationships with the governement are sort of tenous ever since their ambassador spiked a ladybug into Le Roi's scrotch while screaming about how it was ready to pounce.

Their VE is....Come on, I do not need to tell you. Yes, it counts as a VE. You'd be surprised how many battle-moons are just sort of...Hanging out in the Sol System. Yes, we do not have a precise grasp of what it can- Or rather- Can not do. No, our contigency plan for it still involves kissing our asses goodbye. Military-wise, they are almost a reflection of the planet they hang onto: Brutal, fast, alien and sort of insane.
Commentary:

"Well kids, the good news is that God exist. The bad news is that he's a fucking planet-eating mega...Space..Station..Planet...Thingy. And he's Evil with a capital E. I mean, I am no believer but that thing makes me want to look for God in the bottom of a bottle every time I hear about it, and I am not even near it physically! Just imagine the kind of massive benders the people living on its surface must undertake in order to forget how shitty their lives are...Hell, they went H+ so they probably just.... Rerouted the alcohol straight to...Their...Brains..

....I need to see a man about a power armor modification. "

- J. Le Roi.

"Some of the Ursas tried to apply for citizenship on Koschei because something something helping the Motherland's other children and we all are tovarisch in space (Seriously fuck you for that history book, Morrel.) and...Well, we let them sort of run a few research cycles on the place.

This is the fifth night that one of them asked me to check the closet for Immortals.

And this is the fifth night I refused, because come on you have adamantium claws and myomer muscles...

.....That, and teleporting deathbots are not exactly that far fetched."
-G.

"Ah, Koschei. Sometimes, when I am in my office, being forced to listen to a presentation about how to turn squids into gunships and dolphins into even more murdery but less rapeymachines...Sometimes, when a morph literally pukes half a digest animal on my desk as a thank you....I like to lie back, close my eyes, and think about it.

It always brings a smile to my face, because I can bask in the knowledge that, no matter how many tonnes of intestines I must reassemble, no matter the horrible stories I hear...

At least I am not on Koschei. "
-M.

-New Imperial Japan

Official: PPERI does not condone the theft of large landmass- But as a sovracultural association we must also recognize the rights that a culture has to express itself to its full potential, and so we welcome our Japanese friends to the sea of stars. We hope that we can manage to entertain amicable relationships based on mutual respect and a deep love for things of the past while striving for a better future for all..
Unofficial:
Another day, another insane subculture hellbent on bringing Rome to its knees and then parade its severed head. They are also contenders in the big crazy race that is stealing pieces of Earth and whole planetoids, with an entry that is pretty damn respectable despite being not as flashy as, say, a whole moon. (Here's hoping Japan doesn't miss Okinawa that much.) Like many other demented groups determinated to see the Roman Eagle plucked they have somehow attained a state of social quasi-utopia through zen mediation and the art of channelling all of their negative emotions into frothing hatred for the Romans. Their technology is just Ye Olde Boring H+ Cybernetic Pacakage.

Their VE is a battleship that I am pretty sure has twice the amount of guns that our whole force has at their disposal, and a proportionally invrse amounts of fucks given for things like being shot at by several killsats and pesky limitations like inertia. Their forces are composed of so, so so many ugly drones who lack the natural curves and ecocompatibility of our ladybugs.....



Commentary:

"I just came back from some research cycles on GreeNet , and... You know what's awesome, kids? Vibroblades.
You also know what the Initiative is lacking? Guess. Okay, I admit that asking for a fully functional, self-repairing and EVA/reentry capable suit of power armor modeled on Samurai armor might have been a bit too much but....
I am seriously offended that our nerd hordes did not go all kawaii ugu sugoi and start fitting Cicadas with spiral drills and beam katanm sabers. You guys had one job (and one stereotype to fit) and you flunked that- Hell, you copied their cybernetics, but you couldn't even be half-assed to get some sweet vibratin' love?"
-Le Roi.


"Phrasing, Jean. Also fuck you too and fuck Morrel I guess. I mean it's not lile we are trying to make a half-decent army there, and it's not ike those guys are legit crazy! The way they treat their AIs is totally normal and not at all creepy in the slighest! Sure, and I am the Queen of NeoEngland.
You guys should be thankful that I slapped down the programming teams when they made that proposal about the ladybugs and that I sort of keep a close eye on what kind of media the morphs are consuming. Do you really want our front troops to believe that using drills to ram thing is a viable strategy?

Plus, they eat freaking whales! SPACE WHALES. "
-Hansley.

"Le Roi? You are coming across as a bit obessed there. Hansley? Take more cultural sensitivity seminaries. "Foreign" Earthborn cultures are to be analyzed without bringing our prejudices and misconceptions to the table. Right now, you are sounding like a crazed bigot The culture of Imperial Japan might look and feel alien to us, but it is still worthy of study as any other. Plus, it's not like it is some sort of mind-virus or memetic hazard. Exposure to concepts and tropes taken from it can only broaden the horizons of our little army of freaks.

ALso, do you realize that Cicadas do ram things to death?

Also also, that awfully sounds like censoring what morphs consume. Are you trying to stunt their ability to think on their own?
-Morrell.


"() am i kawaii sempai ( ͡~ ͜ʖ ͡°)"
-Nezu01

"Nevrmind sorry Gordon here's a list of GreeNet filters."
-Morrell.
 
Okay, IC is up. I'm going to warn everyone in advance that you can post in if you want, but I'm still in the process of reviewing sheets so you may be forced to reshuffle things mid-game. Since we're in the low-intensity phase of the game this shouldn't be too bad.

I promise to not be a tyrant but some elements that have been brought up to me in the past will need veto.
 
The Free Republic of Syrtis


Syrtis Major has always had a troubled history, constantly under the control or influence of outsiders who wished to control the region's abundant natural resources for themselves. First it was the United States on earth, shipping various undesirable minorities to the growing colony as a way to dump those they didn't want in the "New America"; then it was the the United nations as whole. When the first revolution came, Syrtis Major's movement for autonomy was subsumed by the radical nature of the Tharsis revolutionaries, exchanging a brutal master on earth for a brutal master on Mars. With the populace rising against the Tharsis government, Syrtis declared independence then and there and fought alongside the Earth to stop Tharsis' insanity... Only to be rewarded with even more oppression by Earth. Time and time again, the people of Syrtis Major and its surroundings have been the whipping boy of Earth and other Martians. And that is about to change.

The simple fact is that Syrtis Major is one of the wealthier, more independence minded portions of Mars. The rich waters of the Isidis Sea, combined with heavy investment into agriculture has made Syrtis into the food basket of mars. When combined with the equatorial spaceport and heavy industry in the region, its obvious to see why everyone wants that region of Mars for themselves. The people of the region, populous and fairly prosperous despite the brutal boot of everyone else being on them, have had enough with being the tools of others. Led by a combination of disaffected veterans from the previous war, local businessmen, and a small number of rebellious locals, the Free Republic of Syrtis Major declared its independence at the most opportune time following a wave of unrest across mars in protest of environmental destabilization. Even now, the Republic fights for survival against the crushing weight of the empire.


Population

Minor Orbital Martian Region (30 Points to spend): Syrtis Major covers the actual region of Syrtis Major as well as a few surrounding regions on the eastern side of the Arabia Terra on the coast of the Utopia Ocean and Isidis Sea. Adds +1 Wealth and +1 Infrastructure

National Advantages
Rank 4 (6 points): Your nation has Four National Advantages.

National Disadvantages
Rank 2 (+2 points): Your nation has two National Disadvantages.

Prosperity
Rank 3(3): While much of Mars' environment is degenerating due to excessive surface mining, the environment is still habitable. If a bit chilly. Syrtis Major was never as gloriously earthlike as the important roman cities of Tharsis and Olympus Mons, but is still a reasonably nice place to live. The region's climate actually resembles that of eastern Sweden to a degree, particularly on the coast of the Isidis Sea.

Wealth
Rank 4 (3): Wealth Rating 110. Thanks to it's position and relatively high population, Syrtis Major is actually a fairly wealthy region of Mars. In addition to the mining that takes place in the western highlands, much of the economy relies around shipping refining raw materials, shipbuilding, and food production using both agri- and aquaculture.

Infrastructure
Rank 6(5): Massive, well developed planetary and spaceborn industry. Construction Rating 140. Syrtis Major's Infrastructure is well developed, both on land, in the sea, and in geostationary orbit. This heavy industry capacity helped arm the initial revolt, and now churns out ships and materiel to liberate Mars.

Military Support
Rank 3 (5): Syrtis Major is a state under siege, the only saving grace being the Roman Empire's divided attention. Still, the nation must have a strong military if it is to liberate Mars. Military size is doubled.

Military Quality
Rank 2 (3): The Syrtans are very, very good at warfare. Not just at Very little ever goes wrong that can legitimately blamed on human error. Your soldiers are generally respected by the Imperials, who see you as showing your own lesser Roman virtue.

Engine Size
Rank 0 (0): Knight. A standard 'hero unit' vehicle, with 1-4 pilots.

Engine Complexity
Rank 1 (2): Your engine displays the basics of metric-adjustment technology borrowed from the Visitors, allowing for some control over a single physical phenomenon.

Homeland Support
Rank 4 (4): Mars is a primed tinderbox, ready to be lit with the fires of the revolution! The people of Mars cry out to be free of the Empire's tyranny, and the Republic of Syrtis Major answers!

Visitor Adaptation
Rank 0 (0): Hahaha we have no idea what the fuck is up with this alien technology

National Advantages

Engine of Pride
Your Vulgar Engine is not merely seen as a machine, but an emblem of national might and features heavily in your propaganda pieces. Your unit morale is effectively unbreakable on battlefields where your Vulgar Engine is deployed, short of extreme casualties or the loss of your unit.

Load Bearing State (FOOD)
Despite Mars' now mostly hospitable climate much of the Planet's agriculture relied on a few breadbasket regions. The most important of these regions was Syrtis Major and the Isidis Basin. Now that Syrtis has secured its borders the young republic controls much of the Mars' homegrown food supply, requiring The Romans to import food to their loyal holdings.

Human Plus
Your population freely adopts transhuman technologies such as genetic engineering, cybernetics and pharmacopoeia to improve the state and function of the human being. The effect of this is dependent on your national statline, but in effect your strengths and national advantages are somewhat exaggerated in gameplay.

Prestigious Legacy

The current Free Republic of Syrtis is not the first one: in the early insurrections against the NUN Syrtis was one of the more important martian regions that rose up in rebellion against them alongside Tharsis, only to be beaten back when atrocities committed by Tharsis turned the war against the Martians. Now the new Free Republic has risen again, and intends to free all of Mars without becoming as bad as the Romans.

National Disadvantages

Sole Activator
As powerful as Gunstrider Sword is, it's major weakness is the simple fact that as of now, there is only one person who has both the skill and military training to use the machine effectively. The son of one of the scientists who helped create it and it's first pilot, Cyrus Jones is the only person capable of using it. Not just because the machine only recognizes the genetic and memetic descendants of the original pilot, but also because he was the only one of the original pilot's children to both join the military and become a Mech Runner.

Rebellious Province
Your nation is not an exodite orbital or enclave, but one of the Inner System's provinces on the heartland worlds of Venus, Earth and Mars, or a satellite like the Moon or the Mars Trojans. This starts you in a state of war with the Empire, which will not accept your sovereignty unless absolutely pressed and leaves you effectively surrounded on all sides.

Command


1800 Points!

First through Fourth Volunteer Militia Divisions: 4x Volunteer Militia Divisions (20 Points)
First Penal Regiment: 1x Syrtis Penal Regiment(10 Points)
First through Second Mechanized Infantry Divisions: 2x Mechanized Infantry Divisions (20 Points)
First Airborne Cavalry Division: 1x Airborne Cavalry Division (10 Points)
First through Second Tank Division: 2x Tank Divisions (20 Points)
First through Second Artillery Division: 2x Artillery Divisions (20 Points)

Fifth through Eight Volunteer Militia Divisions: 4x Volunteer Militia Divisions (20 Points)
Second Penal Regiment: 1x Syrtis Penal Regiment(10 Points) Destroyed
Third through Fourth Mechanized Infantry Divisions: 2x Mechanized Infantry Divisions (20 Points) Recovering from Causalities- 3 Industry each to repair
Second Airborne Cavalry Division: 1x Airborne Cavalry Division (10 Points)
Third through Fourth Tank Division: 2x Tank Divisions (20 Points)
Third through Fourth Artillery Division: 2x Artillery Divisions (20 Points) Third Destroyed

Ninth through Fourteenth Volunteer Militia Divisions: 6x Volunteer Militia Divisions (30 Points)
Third & Fourth Penal Regiments: 2x Syrtis Penal Regiments(20 Points)
Third & Fourth Airborne Cavalry Divisions: 2x Airborne Cavalry Divisions (20 Points)
Fifth Tank Division: 1x Tank Division (10 Points)
Fifth & Sixth Artillery Divisions: 2x Artillery Divisions (20 Points)

Fifteenth through Eighteenth Volunteer Militia Divisions: 4x Volunteer Militia Divisions (20 Points)
Fifth Penal Regiment: 1x Syrtis Penal Regiment (10 Points)
First through Fourth Marine Divisions: 4x Marine Divisions (40 Points)
Sixth & Seventh Tank Divisions: 2x Tank Divisions (20 Points)
Seventh Artillery Division: 1x Artillery Division (10 Points)

Second through Fourth Ground Attack Squadrons: 3x Aerospace Attack Craft Squadrons (30 Points) (Second Squadron requires 5 Industry to Repair)
First through Third Fighter Squadrons: 3x Aerospace Fighter Craft Squadrons (30 Points) (Third Squadron requires 1 Industry to repair)
First & Second IRBM Divisions: 2x Nuclear Deterrent (20 Points)

SRS Enterprise: 1x Enterprise class Naval Carrier (60 Points)
Independence class Cruisers SRS Independence and SRS Liberty: 2x Independence class Cruisers (80 Points)
2x Missile Boat Squadrons: 4x River Class Naval Missile Boat Squadrons ( 40 Points)
Fifth & Sixth Marine Divisions: 2x Marine Divisions (20 Points)

Stiletto Class Heavy Orbital Combatant x1: RSV Stiletto(50 Points) (Heavily damaged. 7 Industry to Repair)
Defender Class Orbital Combatant x1: RSV Defender (25 Points)
Vigilant Class Orbital Combatant x2: RSV Vigilant(Crippled, 20 Industry to Repair), RSV Challenger (50 Points)
Alliance Class Light Orbital Combatant x2: RSV Alliance, RSV Union (20 Points)
First through Third Hunter-Killer Squadrons: 2x Falcon class Autonomous Hunter-Killer Squadrons (30 Points), 1x damaged and requires 3 to repair

base 20 Morale

Firepower - 1
Defenses - 1
Stealth - 1
Speed - 1
Electronics - 1
Morale - 10
Guerrilla Warfare - 5
Enhanced Physique - 2
Defending Their Homeland - 3

Firepower - 3
Air Defense - 1
Defenses - 1
Speed - 2
Electronics - 1
Morale - 10
NOT ONE STEP BACK - 5
URRAH - 2
Enhanced Physique - 2
Defending Their Homeland - 3

Firepower - 2
Air Defense - 1
Defenses - 2
Stealth - 1
Speed - 2
Electronics - 1
Jamming - 1
Morale - 10
Combined Arms Operations - 5
Enhanced Physique - 2
Defending Their Homeland - 3

Firepower - 2
Air Defense - 1
Defenses - 1
Stealth - 1
Speed - 2
Mars VTOL - 1
Electronics - 1
Jamming - 1
Morale - 10
Airborne Operations - 5
Enhanced Physique - 2
Defending Their Homeland - 3

Firepower - 3
Air Defense - 1
Defenses - 2
Stealth - 1
Speed - 1
Ship-to-Shore Transports - 1
Electronics - 1
Morale - 10
Amphibious Assault - 5
Enhanced Physique - 2
Defending Their Homeland - 3


Developed specifically for the conditions of mars, the Type-02 Martian Armored Combat System (MACS) is the mainly armored vehicle in use by the Republican Army. Fast and agile, the MACS lacks the heavy armor of other, traditional tanks, replacing them with its own strengths.

Firepower - 3
Air Defense - 1
Defenses - 2
Stealth - 1
Speed - 2
Electronics - 1
Morale - 10
MOUT Warfare - 5
Enhanced Physique - 2
Defending Their Homeland - 3


Simple and rugged, the Linear Artillery Cannon is a hexagonal barreled long range artillery piece normally mounted on a variety of wheeled chassis to provided mobility. The guns are highly accurate and even capable of being used for anti-air and counter-battery fire.

Firepower - 4
Air Defense - 1
Defenses - 1
Speed - 1
Self-Propelled Artillery - 1
Electronics - 1
Counter-battery Targeting - 1
Morale - 10
Grand Battery - 5
Enhanced Physique - 2
Defending Their Homeland - 3


A decent combat aircraft in its own right, the RF-01 "Griffon" Is a sturdy and agile combat aircraft designed to support ground troops. While specialized in the ground attack role, the Griffon is more than capable of holding its on against most enemy aircraft in a fight.
Firepower - 1
Cluster Munitions - 1
Defenses - 1
Stealth - 1
Speed - 4
Electronics - 1
Jamming - 1
Morale - 10
Ground Attack - 5
Enhanced Physique - 2
Defending Their Homeland - 3


The RF-02 "Strigon" is the second natively produced combat aircraft in use with the Republican Air Force, and is a dedicated aerospace superiority fighter. Fast, agile, and stealthy, the Strigon is designed to sweep the skies clear of hostile aircraft.

Firepower - 1
Quick Maneuver Anti-Air Missiles - 1
Defenses - 1
Stealth - 1
Speed - 4
Electronics - 1
Jamming - 1
Morale - 10
"As we are now, there is not a woman in the world who can resist us" - 5
Enhanced Physique - 2
Defending Their Homeland - 3


The Pride and Joy of the Republican Space Force, the RSV Stiletto is the first of her class of ultra Heavy Orbital Combatants, meant to engage Roman ships armed with spinal mass drivers from up close and personal, using superior stealth and speed to close in and open fire with its armament of nuclear missiles, lasers, and smaller mass drivers.

Firepower - 6
Air Defense - 5
Intermediate Range Nuclear Missiles - 5
Defenses - 5
Stealth - 3
Speed - 2
Fighter Complement - 4
Bomber Complement - 2
Electronics - 3
Jamming - 2
Morale - 10
Encouraged Initiative - 5
Enhanced Physique - 2
Defending Their Homeland - 3


Following the battle of Zanzibar Station, it was obvious to Republican fleet planners that Space Force's pride and joy lacked the ability to defeat a roman Battleship in a straight up fight, given the amount of support that it would receive. Therefore the Stiletto, and all future ships were upgraded to the Block 2 variant.

Unlike the Roman Tessarakonteres, the Stiletto is not a stand up slugger meant to trade hits. Instead it is meant to ambush and attack from a range with its long range missiles and mass driver and bomber squadrons.

Firepower - 6
Air Defense - 4
"Battle Axe" Spinal Mass Driver - 2
'Long Spear' Rapid Fire Anti-Ship Nuclear Missiles - 8
Defenses - 6
Stealth - 2
Speed - 2
Fighter Complement - 4
Bomber Complement - 2
Electronics - 5
Jamming - 3
Morale - 10
Encouraged Initiative - 5
Enhanced Physique - 2
Defending Their Homeland - 3



The smaller and faster sisters to the Stiletto class ships, the Defender class of high efficiency Orbital Combatant are meant to operate in the space between Mars and her moons as a mainline combat ship, meant to go toe to toe with Roman Cruisers with her superior firepower and stealth.

Firepower - 4
Air Defense - 2
Torpedoes - 1
Defenses - 2
Stealth - 3
Speed - 3
Electronics - 2
Jamming - 3
Morale - 10
Encouraged Initiative - 5
Enhanced Physique - 2
Defending Their Homeland - 3


The Block 2 upgrade to the Protector greatly increases the combat abilities of the Defender, allowing it to excel in striking in concert with other ships of its class, using a combination of the Long Spear Rapid Fire Anti-Ship Missiles and a single Spinal Mass Driver, along with a small fighter bay.

Firepower - 3
Air Defense - 2
"Battle Axe" Spinal Mass Driver - 2
'Long Spear' Rapid Fire Anti-Ship Nuclear Missiles - 3
Defenses - 3
Stealth - 3
Speed - 3
Fighter Compliment - 1 or Bomber Compliment - 1
Electronics - 2
Jamming - 3
Morale - 10
Encouraged Initiative - 5
Enhanced Physique - 2
Defending Their Homeland - 3


Built along the same lines as the Defender class, the Vigilant class of Orbital Combatants are dedicated attack ships designed to counter roman bombardment vessels with their own artillery railguns

Initial Construction
Firepower - 4
Air Defense - 2
Anti-Ship Railguns- 2
Defenses - 2
Stealth - 2
Speed - 2
Fighter Complement - 1
Electronics - 2
Jamming - 3
Morale - 10
Encouraged Initiative - 5
Enhanced Physique - 2
Defending Their Homeland - 3



The Block 2 Upgrade to the Vigilant greatly increases the forward firepower and combat capabilities of the Vigilant, allowing it to stand toe to Toe with Roman Hexaremes.

Firepower - 2
Air Defense - 2
"Battle Axe" Spinal Mass drivers- 6
Defenses - 4
Stealth - 2
Speed - 2
Fighter Compliment - 1 OR Bomber Compliment -1
Electronics - 2
Jamming - 3
Morale - 10
Encouraged Initiative - 5
Enhanced Physique - 2
Defending Their Homeland - 3



The Sky Eye class of Orbital Electronics vessels are a direct result of constant Roman Superiority in Electronic Warfare in the spatial realm. The Sky Eye is, naturally, designed to put an end to that problem, as well as to the problem of Roman ships hiding in civilian traffic.

Firepower - 1
Air Defense - 2
Defenses - 1
Stealth - 2
Speed - 2
Electronics - 10
Jamming - 6
Morale - 10
Encouraged Initiative - 5
Enhanced Physique - 2
Defending Their Homeland - 3


Built to avoid direct combat and instead to make its way past the blockade of Mars by Roman forces, the Jupiter class of starships are high speed stealth blockade runners.

Firepower - 1
Air Defense - 2
Defenses - 1
Stealth - 4
Speed - 4
Fighter Complement - 1
Cargo Capacity - 6
Electronics - 1
Jamming - 2
Morale - 10
Encouraged Initiative - 5
Enhanced Physique - 2
Defending Their Homeland - 3



Designed as a lightweight, easy to produce combat vessel to serve the RSN, the Alliance class of Light Orbital Combatants are workhorse ships of the fleet meant to accompany larger vessels into combat. With their lack of gravity, the Alliance class of ships tend to be uncomfortable ships more suited to short range actions.

Firepower - 1
Air Defense - 2
Defenses - 1
Stealth - 1
Speed - 2
Electronics - 2
Jamming - 1
Morale - 10
Encouraged Initiative - 5
Enhanced Physique - 2
Defending Their Homeland - 3


Even the Alliance class received the post-Zanzibar refits. The Alliance Block 2 increases the stealth and firepower of the Alliance, while adding in new missile launchers.

Firepower - 2
Air Defense - 2
'Long Spear' Rapid Fire Anti-Ship Nuclear Missiles - 1
Defenses - 1
Stealth - 2
Speed - 2
Electronics - 2
Jamming - 2
Morale - 10
Encouraged Initiative - 5
Enhanced Physique - 2
Defending Their Homeland - 3



Meant to be used against roman small craft and on mass against larger vessels, the Falcon class of Hunter Killers are the latest generation of unmanned autonomous kill vehicles in use by the Republican Space Force.

Firepower - 2
Suicide Kinetic Impactor- 1
Defenses - 1
Stealth - 2
Speed - 2
Electronics - 1
Jamming - 1
Morale - 10
Advanced Combat Algorithms - 10


The Apollo is the RSF's primary fighter craft.



The Artemis serves as the RSF's primary anti-ship and anti-installation bomber.





One of the largest vessels ever put to sea on Mars, the Enterprise class naval Carrier serves as the core of the Republican Navy's first fleet. Capable of carrying a large number of aerospace craft, as well as well defended by her own armament, the Enterprise is surprisingly fast for her size. For whatever reason the ship is incredibly lucky, having managed to survive a roman assault upon her launching.

Firepower - 2
Air Defense - 4
Torpedoes - 0
Defenses - 6
Stealth - 4
Speed - 1
Naval Movement - 3
Fighter Complement - 6
Bomber Complement - 8
Electronics - 6
Jamming - 3
Morale - 10
The Grey Ghost - 5
Enhanced Physique - 2
Defending Their Homeland - 3


Built alongside the Enterprise, the Independence class Naval Cruisers are dedicated surface combatants and escorts for the supercarrier. Each one is equipped with a plethora of long range missiles and guns, matched up to a powerful AEGIS system.
Firepower - 4
Air Defense - 6
Torpedoes - 2
Martian AEGIS System - 2
Defenses - 4
Stealth - 3
Speed - 2
Naval Movement - 3
Electronics - 2
Jamming - 2
Morale - 10
Naval Tradition - 5
Enhanced Physique - 2
Defending Their Homeland - 3

The River class Missile Boats are cheap and relatively easy to produce smallcraft, meant to lob anti-shipping missiles at roman craft and then dart out of range.
Firepower - 1
Air Defense - 1
Anti-Shipping Missiles - 1
Defenses - 0
Stealth - 1
Speed - 2
Naval Movement - 2
Electronics - 1
Jamming - 1
Morale -
Naval Tradition - 5
Enhanced Physique - 2
Defending Their Homeland - 3

Firepower - 0
Security Team- 1
Intermediate Range Nuclear Missiles - 5
Defenses - 1
Buried Silos - 1
Speed - 0
Electronics - 1
Anti-Orbital Targeting - 1
Morale - 10
Launch the Missiles - 10


The true pride and joy of the Republic of New Syrtis, and the symbol of the Third Martian Revolution, Gunstrider Sword is the pinnacle of Syrtan Engineering matched with a Vulgar Engine core gifted by allies from beyond Phobos. Fast and heavily armored, the Sword is capable of winning entire battles against the Romans on its own. But its true strength lies in the simple fact that by not being destroyed, the Sword keeps the revolution alive no matter what.

The Gunstrider Sword is piloted by a true son of the revolution, Cyrus Jones: a Syrtan youth who saw his parents killed when they refused to hand over his sister to a corrupt noble. Having received pilot training to drive one of the Empire's battlemechs, the wily and talented Cyrus serves as the flag of the revolt.

Cost: 128+28 Points
Firepower: 10
Lance Driver: 20 (Tied to Gravity Control)
Singun Bazooka: 20 (Tied to Gravity Control)
Defenses: 10
Speed: 20
Gravity Wave: 6
Electronics: 10
Jamming: 10
Alteration: 20
Area Control: 5
Flux: 20
Utility: 5
Permutations: Gravity Control
"Cyrus Jones" Ace Pilot: 10
Discipline: 5
Augmented Physique: 5
Dedication to Free Mars: 5
Ace Pilot: 15
Quirk: For all of it's amazing power compared to your average Battlemech, Sword is heavily limited by its power source: A small scale degeneracy reactor. That reactor makes the Sword heavy, making it hard to change the direction of travel due to inertia. Not to mention the heating problems, which necessitate an intricate system requiring liquid cooling, only making the machine heavier and more unwieldy.
 
Last edited:
@Exhack

(If there are still spaces I mean, if not I'm totally cool chilling on the reserve list heh. Looks kinda full up already.)

The Devouring Sun/Proteans

Bio
They came from everywhere, fleeing the ecological collapse of Earth and the N.U.N's ascension. They came from flooded Korea and windscoured Russia and whatever was left of Brazil. A refugee fleet of titantic proportions banding together in the outer dark for convenience and security, formed around a cabal of some of the planet's best and brightest. Semi-nomadic amidst the crumbling order they were there when the Visitor's artifacts were uncovered. And, like so many others, they had a dream, a grand vision for this new power. They would create a new home. More than that: they would create new Earths, build them in the span of days and weeks rather than years and decades. And all the conflict, the horrible civil strife that had wracked the Solar System would eventually just...melt away. There would be plenty of resources, plenty of living space for all to share. Even the barren asteroid belt would be made green, dwarf planets hollowed out and turned into habitats. Everyone could be free.

They were Project: SUNLIGHT and Proteus was their secret. Proteus was their cherished dream. They settled it. Changed it. Turned it into an enormous network of installations and rough metropolises, hewn from the freezing rock itself. Home for the melange of cultures and millions who had fled Earth. They towed it beyond the Plutonian line. Moving it free of Neptune's orbit and as far from prying eyes as they could. They completed it in the Oort Cloud. An Engine, not for war or destruction, but for the creation of new life. A new genesis.

Out there, in the dark, they turned it on.

Curious observers saw only a pulse of light. A spike of radiation, barely a pinprick against the cosmic background. And then...nothing. And in the twenty years that passed: more nothing.

Proteus out there in the empty. Silent and still. The subject of the usual rumors and the odd bit of speculation. Occasionally an explorer crew would brave the cold expanse to survey the body. Few returned, reporting that they had been fired upon by autonomous systems. Proteus became another legend, one of many phantoms in the Outer System. Fading from public interest as other, more pressing, concerns: the movements of the Neo-Roman Empire, the politics of the Eurabian Jihad, the rising cost of food and fuel and the perpetually declining quality of booze.

At least, until a month ago; when Proteus began to move. Slowly at first, but then with gathering speed and greater purpose. Angling for an intercept course with Neptunian orbit. There are murmurs and there are rumors, some noise has been made about gathering pickets to investigate what may be a hostile entity, but few have the energy or spare resources to devote to a thorough investigation of Proteus. And so it remains an unknown. Nobody aware of the truth, of what is coming; of the things that live beneath Proteus's skin. The pseudobiological mechanisms pushing through the icy crust. The biofactories and genefoundries and the scuttling horrors mustering in vast vaults in Proteus's heart.

Despite what people think, SUNLIGHT didn't die out there in the dark and the empty space. The Engine just changed them. Altered them. Stripped away their humanity and twisted what was beneath. And after two decades of searching, two decades of study and failure and ceaseless, gnawing, hunger, SUNLIGHT has decided that that was just fine by them.

Location: Mobile (Oort Cloud start).

Population:
Major Orbital (29 Points to spend): A massive station with hundreds of thousands of residents living in a fully-formed terrascape with discrete towns and cities inside these spaces, a metropolis in space. The largest possible size without being dispersed, 60 base wealth and construction rate, but receives -1 to Prosperity.

Advantages and Disadvantages
Net 1 Points (-4, +3)

Human Plus
Your population freely adopts transhuman technologies such as genetic engineering, cybernetics and pharmacopoeia to improve the state and function of the human being. The effect of this is dependent on your national statline, but in effect your strengths and national advantages are somewhat exaggerated in gameplay.

Superior [Infantry]
Your country has a particular strength in one general field, improving their effective advancement level by one in it. Broad fields such as 'weapons', 'armor', etc are acceptable.

Visitor Reclaimers
Your people are experienced at looting Visitor artifacts and putting them to practical usage. Locating and harvesting Visitor relics is of greater benefit to your research apparatus than most.

Cursed by Space
Your people have been made sickly, weak and infirm by exposure to the rigors of prolonged habitation in space. In practice this has the effect of exaggerating the consequences of any other negative traits you have, as well as any low-rated statistics.

Engine of Disaster
Something went wrong with your engine. It crackles, it howls. Pilots die frequently at the controls, or are driven insane with rage. Sometimes the plating buckles and twists open to reveal oozing viscera, tangled wires or furious plasma conduits. Your Vulgar Engine is functionally uncontrollable save for choosing when and where it will be deployed- but on the bright side is exceptionally difficult to defeat.

Pariah State
Thanks to some past (or current) actions, your state is quite unpopular among the greater community of nations. Most others will treat you with suspicion and bad assumptions are paramount.

Inferior [Agriculture]
Your country has a particular weakness in a broad field, such as weapons, electronics, etc, making them operate at one rank lower in that field.

Prosperity:
1 Points/Rank 0. Lacking even the most basic means to produce food and other provisions, and completely exposed to the elements. Your people desperately need to invade the Empire and claim territory, or starvation and ruination from cosmic radiation are all but inevitable. Raids on other colonies is a fact of life. Adds +1 Military Support.

Wealth:
0 Points/Rank 0 (80 Wealth). Yours is a pauper nation that was nearly bankrupted by its Engine. Wealth Rating +20.

Infrastructure:
5 Points/Rank 5 (185 Construction Rating). Massive, well developed planetary and spaceborn industry. Construction Rating +125.

Military Support
7 Points/Rank 4. Everyone fights! Nobody quits! Your non-Engine military is 250% of the normal size, and the penalty for going over your limit is an extra 50% every interval instead of a full 100%.

Military Quality
3 Points/Rank 2. Very little ever goes wrong that can legitimately blamed on human error. Your soldiers are generally respected feared by the Imperials, who see you as showing your own lesser Roman virtue Oh Gods kill it kill it kill i

Engine Size
4 Points/Rank 2. Leviathan. That's no moon!

Engine Complexity
4 Points/Rank 2 (Terraforming/Bioreformatting). Your engine is especially advanced and can effect two types of phenomenon at once. Such machines are widely feared for their versatility, although conflicting systems may create weaknesses if their functions can only be accessed one at a time.

Leviathan-class Vulgar Engine
Leviathan-class Vulgar Engines are behemoths of the battlefields, star forts mistaken for small moons and capable of housing entire populations, massive super dreadnoughts and the like. They have an initial base of 350 points and begin with a -70 point Speed penalty that increases by 1 for every 5 points. A nation may add 50% of their Wealth or Infrastructure production to their spending pool.

Homeland Support
0 Points/Rank 0. You are landless pariahs, without ties to the people living under the Imperial thumb. With the gulf of space separating you, espionage actions are likely to take very long or be very slow.

Visitor Adaptation
4 Points/Rank 1. Some advances have begun to percolate. At this level your standard units have the same basic material composition and structure as your Vulgar Engine and incorporate Visitor conveniences like innertialess drives and artificial gravity.
Code:
Hive Spores (Division)
Cost: 3
Firepower: 2 (Narcotic Injectors)
Defense: 0 (Disposable Biology)
Speed: 1 (Tailored Metabolism)
Electronics: 0 (Wetware)
Morale: 15
    Networked Hivemind: 10
    Close Quarters Combat: 5
Description: Part insect, part plant: Hive Spores are the stuff of nightmares. The vast swarms accompany any infantry push by the Proteans, syringe-like injector-claws linked to gauzy wings and twitching tendrils. Their purpose is, ironically enough, nonlethal in nature. Immobilizing and chemically restraining enemy soldiers so that they may be subject to Convergence.
Code:
Necrophagic Auxiliaries (Division)
Cost: 5
Firepower: 3 (Razored Claws and Bioplasmic Spittle)
Defense: 1 (Regenerating Tissues)
Speed: 1 (Reanimated Physiology)
Electronics: 0 (Wetware)
Morale: 15
    Parasite Controlled: 10
    Mass Wave Tactics: 5
Description: Waste not, want not. Animated corpses of enemies and loyal forces alike controlled by a Harvester's parasites. Protean features have pushed through the once-human frame; claws from the fingertips, chitin from the grey flesh, and an alien, mandibled visage where the infested's face used to be. Alternately ablative shock troops, a labor force, or emergency rations depending on the immediate need of the Devouring Sun.
Code:
Protean Scouts (Division)
Cost: 7
Firepower: 0 (Toxic Spurs)
Defense: 0
    Stealth: 2 (Self-regulating Biology and Chromatophores)
Speed: 1 (Integrated Wing-skeins)
Electronics: 0
    Jamming: 2 (ECM Organ)
    Scanning: 2 (Electroreception and Thermographic Pits)
Morale: 10
    Transhuman Infiltrators: 15
    Psychological Tactics: 5
Description: Lean and mantis-like. Protean Scouts rarely engage the enemy directly, preferring instead to survey for cloaked troops and hidden equipment; relaying the information to the main attack force. The EM signal they emit from a specialized organ often precedes the proper assault by mere minutes. Are not above picking off a light snack for themselves.
Code:
Protean Lance (Division)
Cost: 7
Firepower: 2 (Spinelaunchers and Razored Claws)
Defense: 3 (CNT-laced Chitin)
Speed: 2 (Deep Oxygenated Musculature)
Electronics: 0 (Wetware)
Morale: 10
    Augmented Shocktroops: 10
    Boarding Actions: 10
Description: The bulk of the Devouring Sun's army behind the masses of reanimated war dead; used to give support and stability to the endless waves of Necrophagic Auxiliaries and Hive Spores. The echoes of humanity can still be seen in their builds. They are bipedal (if digitigrade) and the hide around their living armor is flesh toned albeit pallid. But the corruption pokes through with spurs and spines, with antennae and sleek chitin. Their skulls are angular and their faces lack any human features.
Code:
Protean Honor Guard (Division)
Cost: 10
Firepower: 4 (Fragmenting Biomunitions and Bioplasmic Flares)
Defense: 3 (Exotic Materials Carapace)
Speed: 3 (Augmented Adrenal Response)
Electronics: 0 (Wetware)
Morale: 10
    Enhanced Insectile Elite: 15
    Urban Combat: 5
Description: The elite of the Devouring Sun, insofar as they have such a thing. Their black armor gleams like an oil slick, rippling with prismatic light. Their bodies more ornate, the carapace daubed with crimson hues. Generally comprised of "upgraded" lancers who have distinguished themselves before the Hive, the Honor Guard are ruthless, viscous, and implacable. But they are far from dumb animals, often using the general chaos of Protean attacks to execute specific objectives.
Code:
Conqueror Worm Triat (Division)
Cost: 10
Firepower: 5 (Excavator Claws)
Defense: 4 (Ablative Matrix)
Speed: 1 (Burrower)
Electronics: 0 (Wetware)
Morale: 5
    Ambush Hunter: 15
    Robust Physique: 5
Description: By all appearances the unlovely offspring of a snake and a spider, blown up to the size of modern construction equipment. An apt comparison all things considered given their secondary function of excavating bases and constructing fortifications for the Hive. Much of the later expansions to Proteus Hive were made by Conqueror Worms. In combat they are frequently used to counter enemy armor, entrenched positions, and breach superstructures.
Code:
Manticore Launchers (Division)
Cost: 8
Firepower: 4 (Artillery Spines and Electrokinetic Spear)
Defense: 0
    Stealth: 2 (Self-regulating Biology and Chromatophores)
Speed: 2 (Arthropodal Locomotion)
Electronics: 0 (Wetware)
Morale: 10
    Patient Predator: 10
    Urban Combat: 5
Description: Quadrupedal and slight, Manticore Launchers look uncomfortably human for all that their limbs are glossy chitin and sharp. A thicket of tails sprout from the basis of the Launcher's spine; capable of launching showers of explosive quills. For specific or hardy targets the Launcher can propel an electrified spike from a specialized organ along it's armored spine.
Code:
Harvester Complex
Cost: 14
Firepower: 3 (Electrokinetic Tendrils and Concussive Airborne Symbiotes)
    Support: 1 (Parasite Colonies)
Defense: 5 (Self-directed Mutation)
Speed: 2 (Arthropodal Locomotion)
Electronics: 0
    Scanning: 3 (Electroreception and Thermographic Pits)
Morale: 10
    Dedicated Scavenger: 10
    Urban Combat: 5
Description: Harvester Complexes resemble nothing so much as Manticore Launchers doubled in size, absent the tails (with a thicket of tendrils at the joints of it's "shoulder" instead), and sporting two additional sets of limbs. Over the course of a conflict a Harvester Complex will devour the the dead and incapacitated from both sides, swallowing them whole. Their ghostly forms seen, sleeping, in the Harvester's translucent gut. Intact dead are implanted with a parasite and quickly regurgitated as Necrophagic Auxiliaries. The incapacitated are returned to Protean C&C centers for repair or conversion depending.
Code:
Titan Assault/Terraforming Walker
Cost: 19
Firepower: 6 (Devastator-class Bioplasmic Cannon plus Point-Defense Spinelaunchers)
    Terraformer: 2 (Atmospheric Processors and Fungal Seeding Arrays)
Defense: 7 (Exotic Materials Carapace)
Speed: 3 (-1/+4) (Arthropodal Locomotion and Burrower)
Electronics: 0 (Wetware)
Morale: 10
    Urban Combat: 10
Description: A quadrupedal combat walker of enormous size, armed with weaponry typically seen on space craft. Distinct among the Devouring Sun's arsenal in that they are not, in and of themselves, alive. Albeit more akin to a gigantic, ambulatory, structure than any particular vehicle. The decks of Titans are often crawling with Lancers and Necrophagic Auxiliaries, with Honor Guard Units protecting the bridge.
Code:
Sunmote Aerospace Superiority Squadron
Cost: 6
Firepower: 2 (Hyperaccelerated Spines)
Defense: 1 (Treated Chitin Shielding)
Speed: 3 (Articulated Plasma Venting)
Electronics: 0 (Wetware)
Morale: 10
    Organic Drone: 10
    Blitz: 5
Description: A central, tear-drop shaped chassis, a pair of heavy Spinelaunchers flanking the sealed cockpit, and an undercarriage bulging with outsized thrusters and a central jet. The Sunmote is cheap, simple, and easily replaceable. The cloned mass of cerebral tissue wired into the system is just happy to fly and shoot things.
Solar Wind Bomber Squadron
Cost: 6
Firepower: 3 (8th-Gen Sakong-Oliveira Torpedoes and Hyperaccelerated Spine Turret)
Defense: 2 (Crystalline-Chitin Matrix)
Speed: 1 (Plasma Venting)
Electronics: 0 (Wetware)
Morale: 10
Organic Drone: 10
Blitz: 5
Description: The core of the craft is a thick diamond of slick chitin, the back edges bulging with engines and thrusters while the front flattens down to an almost razor point. Muscular filaments and arthropodal limbs trail behind the craft, shaping and modulating the outflow. The weaponry is retracted within internal bays when not in use. The brain wired to the Solar Wind's systems considers itself ever so superior to the brains within the Sunmote Fighters. The monstrous ravenous insect-person cat to the monstrous ravenous insect-person dog as it were.
Code:
Landing Spires (Squadron)
Cost: 6
Firepower: 0
    Kinetic Strike: 2 (Electrokinetic Impact Generators)
Defense: 2 (Ablative Chitin Plating)
Speed: 2 (Gravity plus Plasma Venting)
Electronics: 0 (Wetware)
Morale: 15
    Shock and Awe: 10
Description: A giant spike of glossy organic material. They aren't so much "landed" as "fired" at a potential battlefield.
Code:
Mantis Frigates (Squadron)
Cost: 10
Firepower: 4 (Hyperaccelerated Spine Turrets and Symbiotic Hive Complex)
Defense: 3 (Thickened Crystalline-Chitin Matrix)
Speed: 3 (Shaw Engine)
Electronics: 0 (Wetware)
Morale: 15
    Integrated Network: 10
Description: A trio of three heavy sections, fanning out from a central joint on a horizontal plane behind the bridge. Curved and almost delicate looking it is deceptively robust. The first of the Protean craft to be manned in the traditional sense it is ubiquitous in Devouring Sun space. Filling almost every kind of niche.
Code:
Harrower Cruiser
Cost: 14
Firepower: 5 (Reaper-class Bioplasmatic Void-Projector Array plus Hyperaccelerated Flak Turrets)
Defense: 4 (Matured Crystalline-Chitin Matrix)
Speed: 2 (Shaw Engine)
Electronics: 0
    Scanning: 3 (Cerebral Dendrites)
Morale: 10
    Standard Bearer: 10
    Fearsome Craft: 5
Description: The Mantis but more. Larger wings, longer wings, with a central node larger than the entire Mantis ship. The segments split off from it, dividing and separating. The youngest Harrowers have twelve wings. The oldest (and therefore largest) can have upwards of three dozen. All colored in that organic grey-green-brown so common to Protean units and buildings.
Code:
Maw Star Fort
Cost: 19
Firepower: 7 (Famine-Class Bioplasmatic Cannon, Hyperaccelerated Flak Turrets, and Primary Spine Launchers)
    Hangar: 2 (Spire Launch Mechanism)
Defense: 7 (Elder Crystalline-Chitin Matrix)
Speed: 2 (-1/+3) (Shaw Engine Complex)
Electronics: 0 (Wetware)
Morale: 10
    Command and Control: 10
    Onboard Army: 5
Description: It looks, for all the world, like the product of an unholy union between a manta ray and a squid. Broad-winged and trailing massive tendrils it's hide-plating is thick with recessed turrets and hidden launchers. Within the inorganic guts of the craft lay the vast hangars for Landing Spires and the labyrinthine barracks for the Devouring Sun's armies.
Code:
Proteus Hive
Firepower: 50 (Primordial-Class Bioplasmatic Void-Array, Hyperaccelerated Flak Turrets and Primary Spine Launchers)
    Offensive Terraformer/Bioreformatter: 140 (The Convergence Effect linked to Terraforming/Bioreformation Ability)
Defenses: 61 (Progenitor Crystalline-Chitin Matrix and Exotic Materials Plating)
Speed: -125 (+0) (Shaw Core)
Fighter Complement: 50 (Sunmote Air Superiority Squadrons)
Bomber Complement: 25 (Solar Wind Bomber Squadrons)
Electronics: 0
    Jamming: 25 (ECM Organs)
    Scanning: 25 (Cerebral Dendrites)
Alteration: 75
    Area Control: 75
    Flux: 50
    Utility: 50
Moral: 0
Permutations: Terraforming, Bioreformation
Quirk: Proteus houses all critical functions of the Devouring Sun and the overwhelming majority of the Devouring Sun's population.
Description: From a distance the thing that has grown within Proteus, grown through Proteus looks almost graceful. Armored chitin and cyrstalline tissue flows around the rigid rock and ice. The body proper extends behind the craggy lunar helm. Twining around itself, power conduits and mock-musculature winding through each other. A vast hoop sits around the equator of the craft for docking and repairs, almost like a halo. It resembles some deep sea creature; at once alien and fragile, frail.

The sheer scope of the thing puts such ideas to rest and the details only accentuate the truth. Even the most slender spar is a titanic construction, hundreds of meters across. The little spires are enormous arcology-hives. The mottling of the skin, vast banks of bioplasmic projectors, spineturrets, and rail-cannon. The twinkling lights, beautiful from a distance, are the unstable, often lethal energies that course through the immense superstructure. And within? Hundreds of thousands of ravenous Proteans. Intent on reshaping the Solar System in their own image.
Base: 350
+92 Bonus
+92 Infrastructure Debt
+92 From Quirk
626
Not fielded as of yet.
Code:
He-Who-Has-Stolen-Fire
Cost: 49
Firepower: 15 (RULES OF NATURE)
    Offensive Terraforming: 5 (Mantle of the Devouring Sun)
Defense: 10 (Adaptative Biology and Xenometamaterial Scaffolding)
Speed: 4 (-5/+9) (Mutated Myofilaments)
Electronics: 0 (Wetware)
Morale: 15
    Faction Leader: 20
    Still Hungry: 5
Description: Clad in ragged pants and a grimy, tattered coat that was (once upon a time) probably white, He-Who-Has-Stolen-Fire is rarely seen outside Proteus Hive. When he is he wields nothing but a naked, grey-green blade, ritual in nature. Rumored to have been one of the more recent pilots of Protean Hive and one of the few survivors.
Code:
The-Standing-Seer
Cost: 24
Firepower: 3 (Hyperaccelerated Spine Turrets and Symbiotic Hive Complex)
Defense: 4 (Thickened Crystalline-Chitin Matrix)
    Stealth: 2 (Exotic Carapace Plating)
Speed: 3 (-2/+2) (Shaw Engine)
Electronics: 10 (Neural Cords)
Morale: 15
    When You Least Expect It: 10
Description: The-Standing-Seer is at first glance unremarkable. It is lean, almost gaunt, but there are plenty of Proteans who do not have enough to eat. It has heat-regulatory implants sunk into its skin and external dendrite jacks hanging from the back of its head like dreadlocks but among a transhuman faction pushed far, far past merely "human" this is almost pedestrian. Even its prized ship, a luxury afforded to it by the Devouring Sun is little but a mundane Mantis with a cloaking system and mediocre weapons; identical in all other respects. But in truth The-Standing-Seer is a testament to an impossibility. In an entire faction it is the only one with a CompSci degree. Fear it.
Code:
Still-Starving
Cost: 24
Firepower: 10 (Modified Hyperaccelerated Spine Cannon and Viral Blade)
Defense: 7 (Exotic Materials Chitin)
Speed: 5 (-2/+2) (Xenobiological Muscularskeletal Reinforcement)
Electronics: 0 (Wetware)
Morale: 15
    Hive Leader: 10
    Survivor: 5
Description: Even by the standards of the Proteans, Still-Starving's story is immensely unpleasant. Trapped in a cave in while working on a remote Protean installation, Still-Starving was forced to subsist for weeks without relief. Feeding on the dead and the living it could kill. Now a massive, centaur-like beast. Still-Starving brings the same ferocity and will to live to the battlefield.

Standing Armies
Command: Total 2250
Starting 1122/1125
Total Cost: 561
Eternal Majesty of the Devouring Sun: Proteus Hive Defense Fleet
287 Points
3x Maw Star Forts (-57)
5x Harrower Cruisers (-70)
7x Mantis Frigate Squadrons (-70)
10x Sunmote Aerospace Superiority Squadrons (-60)
5x Solar Wind Bomber Squadrons (-30)

Unyielding Resolve of the Devouring Sun: Proteus Hive Garrison
274 Points
10x Hive Spore Division (-30)
9x Necrophagic Auxiliary Division (-45)
5x Protean Scout Division (-35)
10x Protean Lance Division (-70)
5x Protean Honor Guard Division (-50) [+4 Morale per unit from Ritual Sacrifices Project]
2x Manticore Launcher Divisions (-16)
2x Harvester Complexes (-28)
Total Cost: 187
Naval Forces: 113
1x Maw Star Fort (-19)
3x Landing Spires (-18)
2x Harrower Cruiser (-28) 1x Harrower Cruiser
3x Mantis Frigate Squadron (-30)
1x Solar Wind Bomber Squadron (-6)
2x Sunmote Fighter Squadron (-12) 1x Sunmote Fighter Squadron

Ground Forces: 74
4x Hive Spores (-12) 3x Hive Spores
3x Necrophagic Auxiliaries Divisions (-15) 2x Necrophagic Auxiliaries
1x Protean Scout Divisions (-7)
2x Protean Lancer Divisions (-14)
1x Conqueror Worm Triat (-10)
2x Manticore Launcher Divisions (-16)
Total Cost: 187
Naval Forces: 113
1x Maw Star Fort (-19)
3x Landing Spires (-18)
2x Harrower Cruiser (-28) 1x Harrower Cruiser
3x Mantis Frigate Squadron (-30) 2x Mantis Frigate Squadron
1x Solar Wind Bomber Squadron (-6)
2x Sunmote Fighter Squadron (-12)

Ground Forces: 74
4x Hive Spores (-15) 2x Hive Spores
3x Necrophagic Auxiliaries Divisions (-15)
1x Protean Scout Divisions (-7)
2x Protean Lancer Divisions (-14)
1x Conqueror Worm Triat (-10)
2x Manticore Launcher Divisions (-16) 1x Manticore Launcher Divisions
Total Cost: 187
Naval Forces: 113
1x Maw Star Fort (-19)
3x Landing Spires (-18)
2x Harrower Cruiser (-28)
3x Mantis Frigate Squadron (-30)
2x Mantis Frigate Squadron
1x Solar Wind Bomber Squadron (-6)
2x Sunmote Fighter Squadron (-12)

Ground Forces: 74
4x Hive Spores (-15) 2x Hive Spores
3x Necrophagic Auxiliaries Divisions (-15) 1x Necrophage Auxiliaries
1x Protean Scout Divisions (-7)
2x Protean Lancer Divisions (-14)
1x Conqueror Worm Triat (-10)
2x Manticore Launcher Divisions (-16)

@Havocfett told me to do it. :(
 
Last edited:
Since everyone else is fielding those questions:


@Exhack , SirLagginton and someguy16 brought to my attention the fact that taking EoD and Sole Activator together is sort of suicidal. They voiced a few concerns that I ended up agreeing with fully.
Reviewing the list of quirks I could swap out EoD for made me realize that none of them really fit wth the initiative both fluffwise and crunchwise- And after seeing what someguy16 did, I thought about making up my own quirk(s). Here's the first one:




A House Divided:

The various sectors and aspects of your nation- Such as wealth, infrastructure, military and such- Are controlled by different, often opposed political factions with their own agenda and guidelines. Failing to meet them during every quarter will be met with a loss of efficiency in a specific sector.
 
17:46 TenfoldShields Bugmen from Neptune's got a good ring to it :V
I hereby move that we amend "Space Necrophage's" official title to "Bugmen from Neptune." All in favor?
 
Without much further ado, here's mein starting army and a few extra unit profiles. More to come tomorrow.

Cost: 41

Codename RED was the crown jewel of Project Primordia, the Initiative's attempt to tap into the long-gone biospheres of Earth through genetic engineering in order to create morphs as smart as humans and as strong and durable as the animals used for their base. The teams working on it were carefully handpicked from the smartest, most dedicated and faithful scientists PPERI had on its payroll, and they were given access to state-of-the-art equipment and the most advanced laboratories Gargantia housed, for the task was nothing short of Herculean: Dozens of biologists and DNA specialists had to sift through hundreds of different genetic codes and iron out every single imperfection as behavioralists and AI researchers designed interfaces and enhancements that would further bootstrap the specimen's intelligence. Eventually, the first batch of specimen was decanted, andf...

Not a single speciman could be forced to do anything but feed and sleep after being decanted. They were supposedly flawless both biologically and mentally, but yet they were utterly feral- Unwilling or incapable of communicating. The whole batch snapped and growled at each other when in the same enclosure, interacting only when there was something to eat. . Injections of dozens of terabytes of information through their augmentation were met with blank stares, and any and all attempt to instruct them resulted in them rolling over to nap. MRIs and direct neural links revealed what appeared to be blank states, devoid of any sort of personality.

The scientists were ready to pull the plug when one of them suggested a fairly straightforward solution: Go over to the enclosure and try to interact with them. This was followed by mockery- And stunned silence as the man proceeded to suit up in a light mech and head out to the pen. He took a hesitant step into the jungle-like environ, turned to the nearest specimen and-



He was promptly jumped over by the six other specimen, who proceeded to dismantle the mech's tools and use them to force the door open.

Three hours, sixty titanium-tipped tranquillizer darts and billions in damage later, the members of Codename RED realized that they had in fact succeeded beyond any expectation. The specimen were in fact intelligent enough to understand such concepts as "Playing dumb" and far, far more technologically apt than the scientists ever imagined- To the point of being able to understand how to best us and replicate the camouflage system they had been implanted with, how to open door despite the fact that they were nearly three meters at the time of their hatching, and how to operate computers and AIs. In fact, they were just bored with their enclosure. The Initiative's board was thoroughly pleased with them, and offered them a place in PPERI's army.

Renamed to SCARLET CLAWs, the specimen are equipped with state-of-the-art railguns packing smart projectiles, molecular acid canisters, high-frequency blade and a technorganic power armour reverse-engineered from the Harbinger's own carapace, together with an inertia-dampering jetpack mixed with Cicada-derived jumpunits. They are tenacious and smart combatants, capable of adapting on the fly to any battlefield situation- Called in to deal with only the most dangerous foes, their tactical capabilities are said to incite fear in even the most hardened veteran.


Others think that it might be due to the fact that they look like and act like antropomorphic T-Rexes with a dash of raptor, dolphin and crocodile DNA throw in.






Firepower: 4 (Twin-Linked Anti-Tank Railguns// Molecular Acid Spitters// Anti-Ship HF Blade]
-Artillery: 3 (Apex Tactical Twin-Linked Plasma Mortars)
Defence: 5 (Regenerating Smartmatter Carapace// Caduceus Self-Repairing Nanohive)
Speed: 3 (Buzzard Personal Inertialess Jetpack// Myomer FIber Musculature)
Electronics: 5 (IRIS Uplink// CATSeye Sensor Array.)
Jamming: 2
Stealth: 8 (Smartmatter Armor Coating/Light Distortion Holoprojector)

Morale : 5
Ferocity: 10
Awe-Inspiring-Appearance: 10


[/spoiler]
Cost: 29

Firepower: 5 (H.A.R.P. Direct Laser Defenses//Tsunami Plasma Accelerator)
Defense: 5 (Kalua Defensive Scale Plating// Regenerating Superstructure.)
Speed: 3
Electronics: 9 (IRIS Command Pod.)
Survey Equipment: 4 (IRIS Scanner)

Morale: 10
Fleet Command: 10
Orbital Maneuvers: 5

Armies:
182/325
Internal Affairs Security Division X 1 (10)
Corehound Division X 5 (50 pts.)
Ladybug Support X 3 (24)
Cicada Light Mech X 4 (24)
Porpoise-Type Frigate Group X 2 (22)
Manta Drone Carriers X 1 (14)
Oceanus Command Ship X 1 (28)


112/325
Orca Light Cruiser X 2 (26)
Manta Drone Carrier X 1 (14)
Nezumi X 2 (18)
Mochi X 2 (16)
Oceanus Command Ship X 1 (28)
Codename SCARLET CLAWS X1 (41)

I have also added two quirk to my engine.
 
Last edited:
National Profile:
Code:
Order of the Thule::Nationalsozialistische Mond Arbeiterpartei
Class: Diaspora
National Advantages: Rank 3 (4 points): Toblerone Territory, Load-Bearing State, Eminence Grise
National Disadvantages: Rank 2 (+2 points): Rebellious Province, Visitor Cultists
Prosperity: Rank 1 (3-2)
Wealth: Rank 1 (1) (Wealth Rating 45+100)
Infrastructure: Rank 5 (5) (Infrastructure Rating: 125)
Military Support: Rank 3 (5)
Military Quality: Rank 2 (3)
Engine Size: Rank 2 (4)
Engine Complexity: Rank 1 (2)
Homeland Support: Rank 4 (2+2)
Visitor Adaptation: Rank 0 (0)

Vulgar Engine:: Totenkopf
Class: Leviathan
Base Cost: 350
+ 50% Wealth/Infrastructure: (72.5/62.5)
+ Quirk: Repairs after Deployment cost an addition 10% Infrastructure Cost
+ Quirk: Main cannons have chance to malfunction and turn nearby crew into zombies
+ Quirk: The Mind Control Field and SEP Field cannot be used at the same time
Total Cost: 890
Permutation: Mental Manipulation
Stats:
- Firepower: 50
-- 120: Z-1a Neural Polarity Capacitor Cannons (Permutation: Mental Manipulation): The primary offensive weapons of the Totenkopf, however, unlike conventional weapons these monstrous weapons are far more insidious. Anyone caught in the blast effect has their brain and memories forcibly rewired, first resulting in an intense hatred for what once brought them joy. This is only the first stage of the memetic infection though, neural degradation rapidly sets in, reducing infectees to shambling, feral, cannibalistic animals who hunger for the flesh of their fellows.
- Defenses: 60
--175: Z-37c Mental Actualization Dominance Field (Permutation: Mental Manipulation): The Dominance Field, although a passive and largely defensive in orientation is actually the Totenkopf's greatest weapon. Anyone caught inside the field will gradualluy, by degree, find their goals and aspirations aligning with whatever the operators of the Totenkopf wish them to be. In most cases this is used to turn once staunch enemies of the Order of the Thule into slavish lapdogs with no thoughts beyond their loyalty. All traces of their old personality and free will replaced with blind obedience and near worship of the Totenkopf.
-- 130: Z-12m Self-Rationalization Defense Array (Permutation: Mental Manipulation): While not as flashy, nor as powerful as the Dominance Field, this instrument is no less important for the success of the Totenkopf. The Dominance Field is not an instantaneous transition, especially if one wishes the converts to not be rendered into brain-dead husks. That is where the Array comes into play, it causes anyone who views the Totenkopf to dismiss it as irrelevant, or convinces them it is not their role to handle it. It will always be somebody else's problem.
- Speed: -151
- Electronics: 70
--45: Z-99x Mental Fortitude Propagation Module (Permutation: Mental Manipulation): Though terrible to face for its enemies, the Totenkopf is not just an engine of mental torture and terror. In fact it uses it's prodigious strengths in the mental realm to reinforce the will of nearby (for a given definition of "nearby") allied troops, to free them of such meager drawbacks such as fear, pain, doubt, mental trauma or any other mental inhibitors that could negatively effect their ability to fight.
--40: Z-87x Mental Aptitude Acceleration Array (Permutation: Mental Manipulation): In addition to preventing the development of negative mental processes, the Totenkopf can also boost positive ones. Troops under the effects of the MAAA experience drastically increased memory retention, pattern recognition, reaction times, decisiveness and problem-solving skills.
- Alteration: 50
- Area Control: 90
- Flux: 30
- Utility: 30
- Morale: 5
-- 10: For the Fatherland
-- 5: Command and Control
Mondwehr
Code:
Landesschützen
Cost: 3
Firepower: 1 (Autorifles)
Defense: 0 (Layered Neo-Kevlar Uniforms)
Speed: 1 (Integrated Jump-packs)
Electronics: 1 (External Voice-Coms)
Morale: 10
- 5: For the Fatherland!
- 5: Last Line of Defense
The Landesschützen are the territorial guard units of the Order of the Thule. Much of the population has at one point or another served as members of the Landesschützen, and it typically serves as a stepping stone for those who wish to continue service in one of the professional branchs of the Mondwehr. Lightly armed and armored, the Landesschützen aren't intended to be anything more than delaying force until professional units can arrive, or as a desperate last ditch defensive line if all else fails.
Code:
Sturmtruppen
Cost: 8
Firepower: 4 (Heavy Autorifles, Chem-throwers, Panzerfausts)
Defense: 1 (Light Powered Armor)
Speed: 2 (Integrated Jet Pack)
Electronics: 1 (External Voice-coms)
Morale: 5
    For the Fatherland: 5
    Impetuous: 5
    Shock Assault: 5
The Sturmtruppen are the shock troopers and marines of the Mondwehr, heavily armed and highly mobile, they excel at rapid assaults on fortified positions and close-quarters fighting. Though they have something of a reputation as overly-eager, and often time near-suicidal in their willingness to press forward in the face of heavy fire.
Code:
Füsiliere
Cost: 10
Firepower: 4 (Rotary Autocannons, Heavy Chem-throwers, Integrated Panzerfausts)
Defense: 4 (Heavy Powered Armor)
Speed: 1 (Integrated Jump-pack)
Electronics: 1 (External Voice-Coms)
Morale: 5
    For the Fatherlands: 5
    Fanatical Zeal: 5
    Hold the Line: 5
The Füsilieres are the primary line infantry of the Mondwehr, heavily armed and armored, it is their job to hold positions taken by the Sturmtruppen. Though they are not as mobile as their brothers and sisters in the Sturmtruppen, they make up for it by being far tougher, with heavy powered armored that allows them to shrug off everything up to light anti-tank rounds.
Code:
Pioniere
Cost: 9
Firepower: 1 (Autorifles)
    Demolitions: 1 (C21 Detonator Packets)
Defense: 2 (Powered Armor)
Speed: 2 (Integrated Jetpack)
Electronics: 1 (External Voice-Coms)
    Construction: 2 (Portable Engineering Kit)
Morale: 8
    For the Fatherland: 5
    Network Integration 5
    Teutonic Engineer: 2
The Pioniere Corp serve as combat engineers for the Mondwehr, setting up temporary fortifactions, as well as providing demolitions when pure firepower isn't enough to remove pesky obstacles in a satisfactory way.
Code:
Schutzstaffel
Cost: 10
Firepower: 3 (Light Autocannons, Chem-throwers, Panzerfaust)
Defense: 3 (Powered Armor)
Speed: 3 (Integrated Flight Pack)
Electronics: 1 (External Voice-Coms)
Morale: 8
    For the Fatherland: 5
    Fanatical Zeal: 5
    Those Uniforms: 2
The Schutzstaffel are the paramilitary arm of the Order of the Thule party proper, and are fanatical in their devotion to the state. Occupying a middle ground between the Sturmtruppen and the Füsilieres they can often be found guarding VIPs and other high-value targets as well as performing politically expedient objectives that require a delicate hand.
Code:
Spezialoperativs
Cost: 9
Firepower: 1 (Light Autorifles)
    Demolitions: 1 (C21 Detonator Packets)
Defense: 0 (Neo-Kevlar Weave Bodysuit)
    Stealth: 2 (Optical Background Cloaks)
Speed: 3 (Integrated Flight Pack)
Electronics: 1 (External Voice-Coms)
Morale: 8
    For the Fatherland: 5
    Professional Operator: 5
    Those Uniforms: 2
The Spezialoperativs officially does not exist. These shadowy agents work in the shadows, led by the mysterious Col. Otto Kroenen, they carry out the dirty laundry of the Order of the Thule outside of the light of day. Assassinations, kidnappings, sabotage and espionage are all allegedly part of the repertoire.
Code:
Schrein-Class Gehhilfe
Cost: 7
Firepower: 2 (Light Autocannon, Integrated Chem-thrower, Integrated Panzerfaust)
Defense: 1 (Class-2 K-Steel Armor Plating)
Speed: 3 (Integrated Jet Trusters)
Electronics: 1 (External Voice-Coms)
Morale: 5
    KRUPP STEEL: 5
    For the Fatherland 5
    Impetous: 5
The Schrein is the only walker employed by the Order of the Thule, a short and stout creation, it is not much larger than a suit of heavy powered armor, but what size advantage it does have is used to carry a bounty of weaponry and jet propulsion system that also allows the Schrein to be used in EVA operations.
Code:
Luchs-Class Panzer
Cost: 7
Firepower: 2 (Heavy Autocannon, Guided Panzerfaust Launcher)
Defense: 2 (Class-1 K-Steel Armor)
Speed: 1 (Treads)
Electronics: 2 (Strategic Networked Intelligence Module)
Morale: 8
    KRUPP STEEL: 5
    Panzer Corp: 5
    Holding The Line: 2
The Luchs-Class Panzer is the most commonly seen armored vehicle used by the Order of the Thule, it is designed to shred any infantry or light armored vehicles it encounters, as well as maintaining the capacity to at least contest the field against heavier armored vehicles and walkers.
Code:
Bär-Class Panzer
Cost: 10
Firepower: 4 (Anti-Armor Autocannon, Light Rotary Autocannons, Guided Panzerfaust)
Defense: 3 (Class-0 K-Steel Armor, Reactive Defense Grid)
Speed: 1 (Treads)
Electronics: 2 (Strategic Networked Intelligence Module)
Morale: 5
    KRUPP STEEL: 5
    Network Integration 5
    Panzer Corp: 5
The Bär is an absolute beast of an armored vehicle, it is far more difficult and costly to produce over the Luchs, so it is much rarer. Typically only seen in the thickest of fighting or large offensives it is designed to be the king of any battlefield it finds itself on.
Code:
Kanone 72
Cost: 8
Firepower: 4 (Heavy Bombardment Autocannons)
Defense: 1 (Class-2 K-Steel Armor)
Speed: 2 (Treads)
Electronics: 1 (Integrated Voice-Coms)
Morale: 8
    For the Fatherland: 5
    Death From Above: 5
    KRUPP CANNONS: 2
The Kanone 72 is the primary artillery unit of the Order of the Thule, based around tried and tested railgun artillery patterns firing self-guided munitions, it is a trusty and reliable if slightly aging design that is likely to see much more use before retirement.
Code:
Orbitalkanone 59
Cost: 10
Firepower: 6 (Anti-Orbital Autocannon)
Defense: 1 (Class-2 K-Steel Armor)
Speed: 0 (Towed)
Electronics: 3 (Sub-Orbital Targeting Relay)
Morale: 8
    For the Fatherland: 5
    Clear the Skies: 5
    KRUPP  CANNONS: 2
The Orbitalkanone 59 is designed for precisely one thing, and this is allowing terrestrial forces to put up at least a token fight against orbital forces instead of simply being slaughtered with impunity from the ultimate high-ground. Everything else in the design is secondary to the massive railgun that can absolutely ruin the day of anything in orbit with enough batteries online.
Luft- und Raumfahrtwaffe
Code:
Blitz Fighter Squadron
Cost: 8
Firepower: 1 (Autocannons, Anti-Aerospace Missiles)
Defense: 1 (Class-2 K-Steel Armor)
Speed: 4 (Fusion Torches)
Electronics: 2 (SIDAR Module)
Morale: 8
    For the Fatherland 5
    KRUPP STEEL 5
   Professional Pilots: 2
Sf 177 is an aerospace fighter in the traditional mold, powered by an onboard fusion plant that allows the fighters to operate both in atmosphere and low-orbit if necessary. There have been some proposals to build a true space carrier, but the actual utility of fighters in non-orbital with current technology has been disputed.
Code:
Gewitter Aerospace Bomber Squadron
Cost: 10
Firepower: 1 (Autocannons)
    Bombs 2: Guided Fusion Missiles
Defense: 2 (Class-2 Ks-Steel Armor)
Speed: 4 (Fusion Torches)
Electronics: 2 (SIDAR Module)
Morale: 8
    For the Fatherland 5
    KRUPP STEEL 5
   Professional Pilots: 2
Much like its sister airframe, the Sf 102 is capable of operating in both atmosphere and space, however unlike the Sf 177 which is designed to engage other aerospace frames, the Sf 102 is designed to engage and destroy ground targets and ships in low orbit.
Weltraummarine
Code:
Zerstörer 1856 Class Squadron
Cost: 10
Firepower: 2 (Autocannons)
    Torpedoes: 1 (Fusion Torpedoes)
    Anti-Aerospace Artillery: 1 (Light Autocannon Batteries)
Defense: 2 (Class-2 Ks-Steel Armor)
Speed: 2 (Fusion Torches)
Electronics: 2 (Strategic Initiative Information Module)
Morale: 8
    For the Fatherland: 5
    KRUPP STEEL: 5
   Death and Glory: 2
The Zerstörer 1856 is the most numerous ship operated by the Order of the Thule and for good reason, it is cheap, versatile, and still manages to pack a punch with its heavy armament of fusion torpedoes. They are typically operated in wolfpacks under the command of a Jäger, often times as commerce raiders and other ambush tactics.
Code:
Jäger-class Light Cruiser
Cost: 12
Firepower: 2 (Autocannons)
    Anti-Aerospace Artillery: 1 (Light Autocannon Batteries)
    Torpedos: 1 (Fusion Torpedos)
Defense: 3 (Class-2 Ks-Steel)
Speed: 2 (Fusion Torches)
Electronics: 3 (Strategic Information Initiative Module, Local TacNet Relay)
Morale: 8
    For the Fatherland 5
    KRUPP STEEL 5
    Wolfpack Leader 2
The Jäger is the trusty NCO of the Weltraummarine, contracted to ride herd on the sterotypically younger and more impetuous Zerstörer crews they are often paired with, or serve as escorts for the larger ships that form the back-bone of the Weltraummarine battleline.
Code:
Adler-class EWar Cruiser
Cost: 14
Firepower: 1 (Autocannons)
    Anti-Aerospace Artillery: 1 (Light Autocannon Batteries)
Defense: 1 (Class-2 Ks-Steel Armor)
Speed: 2 (Fusion Torches)
Electronics: 2 (Strategic Information Initiative Module)
    Jamming: 3 (EM Refraction Array)
    Surveillance: 4 (EM Amplification and Capture Array)
Morale: 5
    For the Fatherland 5
    Intelligence Operations 5
    We are Watching 5
The Alder is the odd ship out in the Weltraummarine, not generally designed for the straight-up battle. Instead the Alder is designed specifically for the intelligence. They often skulk on the edges of the battlelines, sifting through the storm of EM emissions that signify a modern space battle for something of substance.
Code:
Ameise-Class Assault Transport
Cost: 14
Firepower: 0
    Anti-Aerospace Artillery: 1 (Light Autocannon Batteries)
    Sturmtruppen Battalion: 3
Defense: 5 (Class-1 Ks-Steel Armor)
Speed: 2 (Fusion Torches)
Electronics: 2 (Strategic Intelligence Initiative Module)
Morale: 8
    For the Fatherland: 5
    Into the Breach: 5
    Guts and Glory: 2
The Ameise is a very lightly armed spacecraft, though it maintains an extensive array of defensive options, instead its offensive component is supplied by the hundreds of Strumtruppen who reside in its assault holds, ready to swarm out and overtake the defenders on hostile space stations and disabled ships.
Code:
Ritter-class Heavy Cruiser
Cost: 21
Firepower: 4 (Heavy Autocannon Battery)
    Torpedos: 2 (Fusion Torpedoes)
    Anti-Aerospace Artillery: 2 (Light Autocannon Batteries, Micro-missile pods)
Defense: 5 (Class-1 Ks-Steel Armor)
Speed: 2 (Fusion Torch)
Electronics: 3 (Strategic Intelligence Initiative Module, Local TacNet Relay)
Morale: 8
    For the Fatherland 5
    Backbone of the Fleet 5
    Courage Under Fire 2
The Ritter forms the primary backbone of the Weltraummerine battleline, especially since it is almost half as expensive as the keystone of the fleet the Führer battleships. And while it cannot compare to the sheer firepower and toughness of those ships, quantity has a quality all its own, and those two Ritters can be in more places than the one Führer.
Code:
Führer-class Battleship
Cost: 39
Firepower: 10 (Superheavy Autocannon Batteries, Fusion Missile Batteries)
    Anti-Aerospace Artillery: 5 (Light Autocannon Battery, Micro-missile pods)
Defense: 10 (Class-0 Ks-Steel Armor)
Speed: 2 (Fusion Torches)
Electronics: 3 (Strategic Intelligence Initiative Module, Local TacNet Relay)
Morale: 8
    For the Fatherland: 5
    Thunder of God: 5
    Teutonic Engineering: 2
The pride of the Weltraummarine and the heart of any major battle fleet, the Führer is a veritable island in space, almost a mile of super heavy autocannon batteries and fusion missile silos, as well as the heaviest armor load in the entire fleet. They serve as local nexus for command and control and the foundation of modern battleline theory.
Hero Units
Code:
Col. Otto Kroenen
Cost: 32
Firepower: 2 (Silenced Autorifle, Vibroknife, Shaped Charges)
    Demolitions: 2 (C21 Packets)
Defense: 1 (Light Powered Armor)
    Stealth: 2 (Optical Background Module)
Speed: 3 (Integrated Flight Pack)
Electronics: 3 (Experimental Tactical Information Module, EM hardening)
Morale: 10
    Professional Operative: 15
    Improbable Skill: 5
    Kroenen, Otto Kroenen: 9
Otto Kroenen is the shadowy leader and greatest field agent of the Spezialopertivs division of the Mondwehr. His very existence is nothing more than a rumor to all but the highest echelons of the Order of the Thule but what can be pieced together tells a tale of daring assassinations, daring escapes and a blood-soaked trail leading all over Luna.
Code:
Matilda and Eva Strasse
Cost: 30
Firepower: 2 (Light autocannons, guided missiles)
Defense: 1 (Class-2 K-Steel Armor)
Speed: 10 (Custom-tuned Fusion Bloom Thrusters)
Electronics: 2 (Strategic Intelligence Module)
Morale: 5
    For the Fatherland: 5
    Twin Intuition: 5
    Ace Pilots: 15
    Deadly Beauty: 5
Matilda and Eva Strasse are two of the greatest heroes of the Order of the Thule. The twin daughters of the Mondführer Wilhelm Strasse, they are aerospace pilots bar excellence, and their faces are known throughout the Order of the Thule for their piloting skill, beauty and propaganda appearances.
Code:
Wilhelm Strasse
Cost: 40
Firepower: 7 (Rotary Autocannons, Pulse Lasers, Disintegration Field)
Defense: 6 (Class-X K-Steel Armor)
Speed: 2 (Integrated Jump-pack)
Electronics: 3 (Strategic Intelligence Module, Local TacNet Relay)
Morale: 5
    For the Fatherland: 5
    Fanatical Zeal: 5
    Ace Pilot: 15
    Disturbed Brilliance: 10
The Mondführer himself, Wilhelm Strasse and his custom heavily armed battlemech. The mastermind and leader of the Order of the Thule. Wilhelm Strasse is a undeniably brilliant and absolutely ruthless man who has built the Order of the Thule into what it is today, gathering like-minded men and women together towards their glorious vision of the future. Although he is undeniably aged past his prime, Wilhelm Strasse is still a phenomenally dangerous man, especially when in the cockpit of his personal Schrein-class battlemech, which has been heavily upgraded past the baseline.
 
Last edited:
@samdamandias @ImperialRocketeer @Screwball @Deadly Snark @Secretariat @Shrike @Alectai @MightyDwarf @HellHound01 @Lucienz

In case people missed it, the game started.

We're also on IRC at #VulgarEngines on irc.systemnet.info.
I've been holding out making a second post in IC until @Exhack confirms that the nations are up to standard, will that happen anytime soon or should I just focus on story over anything related to mechanics for now (So only establishing backstory, no present events)?
 
A note: I will probably switch out Probability Manipulation for Electromagnetic Manipulation, because as it stands it's the metric alteration I am not using at all in my units and VE plans.
 
I am aware the game started. I'm seriously thinking of dropping out, because I ought to have my sheet and military in order before posting IC, and I don't really have a lot of time right now to do so.
I've been holding out making a second post in IC until @Exhack confirms that the nations are up to standard, will that happen anytime soon or should I just focus on story over anything related to mechanics for now (So only establishing backstory, no present events)?

I was going to reply separately but the answer's sort of the same as I understand it. :V

You can but you don't have to. You can have your army in order but there's a couple of players who have been active in #VulgarEngines or in the thread while still editing their unit lists. You can wait to have your nation vetted but as long as you're open to retroactive edits and aren't deciding the outcomes of battles or anything you're good.

(Like, @Isaacssv558 your army's mechanically okay I'm guessing? But your Engine's probably going to get beaten in a back alley with a nerf bat for example. So being cognizant of stuff like that.)

And since the leading cause of death of pbp RP's is slow rate of posting I'm sort of just erring on the side of "At least pop into #VulgarEngines so there's more people talking about plans and stuff and maybe posting". At a minimum it helps with brainstorming and stuff so we're all ready to go when Ex is good to start. :p
 
Back
Top