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

Wait, OK, so how do Islands work?

Like, let's say I take Islands and have 3 Islands. Capital and 2 Islands with +6 Wealth/Industry each.

With current loadout I have 145 Wealth and 100 Industry base.

When I split them how does that +6 add in? Is it 'Capital has 75 Wealth and 50 Industry, Island 1 has 50+6 Wealth and 25+6 Industry, Island 2 has 20+6 wealth and 25+6 Industry'?
 
When I split them how does that +6 add in? Is it 'Capital has 75 Wealth and 50 Industry, Island 1 has 50+6 Wealth and 25+6 Industry, Island 2 has 20+6 wealth and 25+6 Industry'?

That seems about right. You have to assign distinct locations for each Island though, so that there's actual transit time and communications lag.
 
Got it.

Leviathan Class Vulgar Engine MIMAS: 420 points (70 points added from wealth)

Firepower: 25
Al-Firaashah Omni-Targetting Teleporting Laser System: 10 (Tied to Electromagnetic Manipulation and Spatial Warping). Point defense and anti-squadron offensive system.
Saif Al-Din Gravity Cannon: 15 (Tied to Electromagnetic Manipulation and Gravitational Control). Anti-starship Gravity Cannon.

Defenses: 35
Dara' Defensive Warp System: 15 (Tied to Spatial Warping and Gravitational Control). Uses gravitational control and spatial warping to passively deflect incoming fire, often redirecting them at convenient enemy vessels.
Al-Haqq Invisibility System: 50 (Tied to Gravitational Control). Visual and emmissions cloaking.

Speed: -84
Tulay'a (طليعة) Teleportation System: 70 (Tied to Spatial Warping). Not very fast, but it can teleport.


Hangar:
'Aqeedah Mass-Warping System: 50 (Tied to Spatial Warping). Also it can teleport allied forces into/around the battlefield.

Electronics: 30
Al-Jabbar Drone Command System: 20 (Tied to Electromagnetic Manipulation). All Your Drones are Belong to Us.

Alteration: 50
Area Control: 20
Flux: 20
Utility: 10
Permutations: Spatial Warping, Gravitational Control, Electromagnetic Manipulation
Quirks: None.
Summation of Capabilities: It is a moon. The moon is invisible, can teleport laser shots into the battlefield, manipulate incoming fire, teleport itself onto the battlefield, and teleport allied ships around. To do this it dedicates a truly absurd amount of cost towards the Alteration field and its subfields.

Also it has more guns than battleships cost.

In-Universe Summation of Capabilities: What. We don't have a moon. You'd know if we had a moon, they're goddamn enormous. To hide it we'd need some sort of invisibility generator capable of working on the scale of a moon, which is, naturally, absurd. Our own, normal fleets are quite sufficient for the task of fighting the Great Satan's Roman Space Legions in the Asteroid Belt. They're well-disciplined, numerous, valiant, and possessed of far more advanced technology than the perfidious Romans.
 
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So I've got two ideas currently floating around in my head, will expand more upon them when I'm not dead tired and it's not almost midnight.

Nationale Weltarbeiterpartei Föderation

Location: Moon

Population:
Diaspora (27 Points to spend): The remnants of a culture and nation on Earth, banished to the stars or willingly escaped on their own with millions now living spread across several stations. -2 Prosperity, adds 100 base wealth and construction rate and +2 Homeland Support.

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

National Disadvantages:
Rank 1 (+1 point): Your nation has a single National Disadvantage.

Prosperity:
Rank 3 (3): Your society lives in a comfortable, Earth-like environment within which your people may prosper. (-2 from Diaspora)
Rank 1 (1): Your people live in austere zero-gravity shelters and subsist off of aeroponics and tasty chemical-laden rations.

Wealth:
Rank 2 (2): Wealth Rating 70

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

Military Support:
Rank 3 (5): Your people are frighteningly militaristic and worship their soldiers as heroes. Military size is doubled.

Military Quality:
Rank 2 (3): 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 2 (4): Leviathan. That's no moon!

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 2 (2): You have decent ties to several populations living in the Inner System. Your covert options may even include infiltrating the Imperial bureaucracy. Information about daily life in the Empire is common. (+2 from Diaspora)
Rank 4 (2+2): The people await revolution. Some go as far as sell themselves into concubinage with officials and members of the high court simply to position themselves better for you.

Visitor Adaptation:
Rank 0 (0): These changes will take time. Your people only make use of Visitor technology within your Vulgar Engine.

Advantages:
Eminence Grise: Your diplomats are skilled and influential, your leaders loved and respected. The Empire accepts your diplomats and may even recognize your statehood, however temporarily.

Load-Bearing State: Your nation are exceptionally important in a single function, allowing them limited immunity from sanctions or aggression because of this. In practice this requires the player choose a function (such as providing Helium-3 fuel) and a region (Mars and the rest of the Inner System, the Oort Cloud, etc) over which they are bearing loads.

Disadvantages:
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. This trait is also incompatible with any rank of Visitor Adaptation at game start- shipping functioning Visitor equipment and institutional knowledge to Mars or Venus in meaningful numbers is exceedingly difficult with the Imperial fleet's control of space travel, if not impossible.
 
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Looks good. We'll have a claims thread up, maybe this Friday.

Is anyone good at making starmaps? I'd like one of the Solar System.
 
The Cradle Expedition

Explorers beyond who left to found their own utopia now return to the home of their childhood.

Location: The outer system (Mobile)
Type: Major Orbital. The designed to maintain civilization across the rigors of interstellar space, the expeditionary fleet consists of a very large number of personnel, both civilian and military.
Advantages: (3) Frontier Fleet, Human Plus, Superior Energy Generation. The expedition is a vast mobile fleet of high speed vessels, equipped with the reactors superior to anything the Solarians have seen.
Disadvantages: (2) Inferior Biological Science, Pariah. Without the great biological craddle of Earth, people of the frontier fleet are quite vulnerable to disease and the like. Even more, no one trusts those who fled, or what they bring back with them.
Prosperity: 2 (3) Shipping all this stuff from another star is tough
Wealth Rating: (2 +1) 90
Infrastructure: (3 +2) 125 At the heart of the fleet rests vast factory ships, each built a massive reactor. The jaws of these craft can suck in whole asteroids and turn them into things.
Military support: Rank 3 (3) Well supported military. A substantial guard force accompanies the expedition fleet
Military Quality: Rank 2 (3) It includes many of the best soldiers of the beyond
Engine Size: (2) Dragon Found between the stars, the dragon of the void, terrible is its breath
Engine complexity: Rank 3 (4) (
Homeland Support: Rank 0
How long have you been journeying travelers?
Visitor Adaption: Rank 2 (8) What secrets have we found among the stars? The sights out there are great and terrible.

Military 675 (1350) points
25 destroyer flights (4 points each) (100 points)

Petal craft 4 points
Firepower 1
Hex Beams (Torpedoes) 1
Defenses 1
Stealth 1
Speed 2
Electronics 0
Short Range -2
Small sub attack craft launched from larger carriers and cruisers. Petal Craft are the smallest of the expedition's warships.

Moral (25)
5 Super intelligence Crews
10 points sprint/sneak doctrine (enhanced initative)
10 Discipline

15 Cruisers (150 points)
Whisper Class 10 points
Firepower 2
Defenses 2
Stealth 1
Speed 1
Electronics 1
Fighter Compliment 1
Bomber Compliment 1
Mid Sized Warships that make up the work horses of the expedition fleet. Capable of making high speed spacial dashes using their visitor acquired zero shift systems. They launch large numbers (for their size) of automated attack craft called Sparks

Moral 25
5 Super Intelligent Crews
10 points combined arms doctrine
5 point Discipline
5 points deep space engagements

7 Cruisers (70 points)
Shout Class Gunship 10 points
Firepower 5
AA 2
Defense 2
Stealth 1
Speed 1
Electronics 0
Fighter Compliment 1
Bomber Compliment 0

Gunship versions of the Whisper Class, with only self defence fighter components rather than the extensive strike spark boxes carried by Whispers.

Moral 25
5 Super Intelligent Crews
5 Points intercept doctrine
5 points vital point targetting
5 point Discipline
5 points deep space engagements

5 Capital ships (150 points)
Singer Class Carrier

Firepower 3
Main Gun 2
Defenses 3
Stealth 1
Speed 6 (2 effective)
Electronics 4
Fighter Compliment 5
Bomber Compliment 5

Moral 25
5 super intelligent crews
15 points combined arms doctrine
5 points discipline

A strange combination of battleship and carrier, the Singer Class uses sophisticated protected launch and recovery systems to allow it to launch air
operations and multi-angle attacks from its sparks while continuing to maintain a cloud of battle engagement.

Ground Forces (175 points)
1 combined arms divisions each consisting off:
x1 Light Infantry Division 4

firepower 1
Defense 1
Speed 1
Fighter Compliment 1
x1 Drop Troop Regiment 6 (Marines)
Firepower 2
Defense 1
Stealth 1
Speed 1
Fighter (UAV) Compliment 1
x1 Combined Arms Regiment 3 (Light Mech)
Fire power 1
Defense 1
Speed 1
x1 Assault Regiment 6 (heavy mech)
Firepower 1
Defense 2
Speed 2
Fighter (UAV) compliment 1

Doctrine
5 points enhanced intelligence
5 points enhanced physique
5 points orbital combat drops
5 points combined arms warfare
5 points vertical envelopment (enhanced initiative)

Engine: The Dragon from Beyond the Stars
200 points +1 quarter debt infrastructure +1 quarter debt wealth (129 points)
Dragon of the East

Firepower: 31
Anti-aircraft: 5
Defenses: 31
Speed: 31
Fighter Complement: 17 points
Bomber Complement: 17 points
Electronics: 31

Alteration: Song of the Close Unseen/the Song of the Distant Stars (41 points)
The Dragon from Beyond the Stars may sing two songs. The first, the song of the close unseen alters probability in the area around it, bringing us closer to a chosen possible worlds. The second, the Song of Distant Stars allows distant spaces to be joined.
Area Control: 41
Flux: 41
Utility: 41

Moral
10 points super enhanced crew
10 points cooperation with other units
5 points a lone dragon against the sun
 
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Welp, might as well try it...



The United States of America
We hold these truths to be self-evident, that all men are created equal...

Location: Earth, North America
Type: Diaspora, Rebellious Province
National Advantages 1 (+1): (Prestigious Legacy: The United States of America)
National Disadvantages 3 (-3): Engine of Disaster, Visitor Cultists, Rebellious Province, BONUS!
Despite the American aversion to reality editing, covert NASA missions recovered several critical Visitor artifacts following the death of Gen. Languedoc, artifacts that it has so far kept out of Imperial hands.
Prosperity 4 (6 - 2 points): The people of your nation struggle to find reasons to actually invade the Earth, and live in splendid luxury. Adds +1 Wealth.
Wealth 5 (5): A major trading power in the Outer Inner System. Wealth Rating 125
Infrastructure 5 (5): Massive, well developed planetary and spaceborn industry. Construction Rating 125
Military Support 4 (8): 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 2 (3): 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 0 (0): Knight. A standard 'hero unit' vehicle, with 1-4 pilots.
Engine Complexity 0 (0): Your engine is a simple design. Its metric-adjusting technology is discrete and limited in scope.
Homeland Support 4 (2 + 2): The people await revolution. Some go as far as sell themselves into concubinage with officials and members of the high court simply to position themselves better for you.
Visitor Adaptation 0 (0): These changes will take time. Your people only make use of Visitor technology within your Vulgar Engine.
 
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Hey, do we need dedicated transports added to our fleet or can we just assume that armies get transported to the front when it's invasion time?

Also, @FBH, I think you have the speed math on your ships off? Everything above 10 points eats a -1 penalty to speed for every 3 points of cost. Your cruisers should be at base -4 then +whatever you invest, your battlecarriers should be at base -10, and your space station at base -23

(Also @Secretariat I might change my Pariah to GundamJack: United States because I find the concept hilarious.

WE HAVE ROBBED THE GREAT SATAN TO SAVE THE GREAT SATAN FROM THE OTHER, GREATER, SATAN.)
 
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OK, time to write up that army:

Units:
Ground Based:
Code:
Cost: 5
Firepower: 2 (Heavy Electrolasers)
Defense: 1 (Light Grav-Shielding)
Speed: 1 (Quadrotors)
Electronics: 1 (Enhanced ECM suite)
Morale: 10
    Religious Devotion: 10
    Urban Combat: 5

Description: A regiment of a thousand quadrotor-equipped disposeable attack drones. Can't turn door handles. Can blow up most doors. Used in large numbers as a ready-made garrison or to fluff out an invasion force.

Code:
Cost: 5
Firepower: 0 (Electrolasers)
Defense: 0 (Titanium Alloy Armor)
    Stealth: 2 (Multi-Spectrum Cloaking)
Speed: 0 (Quadrotors)
Electronics: 1  (Enhanced ECM Suite)
    Jamming: 2 (Specialized Effector)
Morale: 10
    Religious Devotion: 10
    Urban Combat: 5

Description: A regiment of several thousand quadrotor-equipped disposeable E-War drones. Can't turn door handles. Can blow up some doors. Deployed en-masse to disrupt enemy communications, targetting systems, and assorted technology. Optical Cloaking technology allows them to hang about in the field for longer, maximizing how much of a nuisance they are to the enemy.

Code:
Cost: 5
Firepower: 1 (Heavy Electrolasers)
Defense: 0 (Sealed Combat Armor)
Speed: 2 (Thruster Packs)
Electronics: 0 (Standard ECM Equipment)
    Exploration: 2 (Advanced Sensor Gear)
Morale: 7
    Reconnaissance: 5
    Discipline: 5
    Augmented Perception: 3
    Religious Devotion: 5
Description: A regiment of light infantrymen, the Explorers are not generally deployed to the front lines. Instead they're deployed on reconnaissance missions on contested asteroids or as guards on exploration missions aimed at recovering visitor ruins. They're not considered a particularly prestigious posting, but their sensor equipment occasionally sees them deployed in the Asteroid Belt.

Several ambitious young French officers have taken to deploying a pair of Explorer regiments to supplement their Command and Control ability and counteract hostile jamming, handily countering the weakness of their tech-blind SAS regulars.

Code:
W/Assault Drones
Cost: 10
Firepower: 3 (Fusion Guns and vibro-knives)
    Anti-Infantry: 2 (Heavy Electrolasers and Drones)
Defense: 2 (Powered Armor)
Speed: 2 (Thruster packs)
Electronics: 1 (Drone ECM Suites)
Morale: 5
    Discipline: 5
    Transhuman Soldiers: 5
    Religious Devotion: 5
    Urban Combat: 5
 
W/Jammer Drones
Cost: 10
Firepower: 3 (Fusion Guns and vibro-knives)
Defense: 2 (Powered Armor)
    Stealth: 1 (Optical Cloaking)
Speed: 2 (Thruster Packs)
Electronics: 1 (Drone ECM Suites)
    Jamming: 1 (Drone-based Jammers)
Morale: 5
    Discipline: 5
    Transhuman Soldiers: 5
    Religious Devotion: 5
    Electronic Warfare: 5
 
W/Command and Control Gear
Cost: 10
Firepower: 3 (Fusion Guns and vibro-knives)
Defense: 2 (Powered Armor)
Speed: 2 (Thruster packs)
Electronics: 0 (Normal ECM Suite)
    Command and Control: 3 (SAS CnC Suite)
Morale: 5
    Discipline: 5
    Transhuman Soldiers: 5
    Religious Devotion: 5
    Skilled Commanders: 5
Description: Once a reference to English Special Forces, as the Jihad's struggle in the asteroid belt continued the term slowly broadened, until it began to refer to the regular combined arms regiments deployed by the Jihad. There are occasional petitions to change the name to something that makes more sense for the units, but so far they have not been heeded. The bulk of the regiments are fast-attack medium infantry, fully capable of keeping up with (And often outpacing) mechanized infantry units due to their powered armor. All statlines include various light-to-medium vehicles and mecha that are deployed with the regiment.

SAS regiments are often paired with a drone regiment. Jammers are the normal go-to, but some squads will pair with an Assault Drone regiment. Many regiments do go without, especially as Drones can slow down a regiment significantly.

The commander of a given operation often deploys in a Headquarters Regiment equipped with powerful Command and Control gear to counteract hostile jamming.


Code:
Cost: 10
Firepower: 4 (Fusion Cannons)
Defense: 1 (DODGE)
Speed: 4 (LeClerc Light Mechs)
Electronics: 1 (Enhanced ECM Suite)
Morale: 5
    Discipline: 5
    Transhuman Soldiers: 5
    Religious Devotion: 5
    Three Times Faster: 5

Description: Fast-attack platoons that specialize in swift assaults on weaknesses in the enemy's fornation. They trade armor and shielding for incredible speed and maneuverability, allowing them to be where they need to be on the battlefield. They are normally mounted in LeClerc light mecha, customized Battlemechs designed to take advantage of the Sandstorms' skills and engaging in high-intensity hit-and-run combat with minimal allied support, but are fully capable of fighting dismounted.

Red paintjobs are common.

Code:
Cost: 10
Firepower: 1 (Heavy Electrolasers)
Defense: 1 (Sealed Combat Armor)
    Stealth: 3 (Full-Spectrum Camouflage Suite)
Speed: 2 (Mobility Assistance Suite)
Electronics: 2 (Superior ECM Suite)
    Jamming: 1 (Specialized Effector)
Morale: 7
    Tactical Espionage Operations: 8
    Enhanced Physique: 5
    Religious Devotion: 5

Description: Dedicated Electronic Warfare specialists, KSK Platoons specialize at getting in, using E-War supremacy to subvert hostile drones and disrupt the enemy line, and remaining undetected for as long as possible. As a result, they are relatively lightly armed and armored, and the reliance on quiet, stealthy means of speed-enhancement has left them less mobile than most other Jihad infantry units.

Code:
Cost: 10
Firepower: 4 (Fusion Lances, Gravity Blades)
Defense: 4 (Heavy gravitic shielding)
Speed: 2 (Spatial Compression Gear, Anti-Gravity drives)
Electronics: 0
Morale: 5
    Discipline: 5
    Transhuman Soldiers: 5
    Religious Devotion: 5
    Duelists: 5

Description: A squad of AMX-900 Battlemechs. AMX-900s are highly lethal and durable Heavy Battlemechs, however, their prohibitive cost limits them to being deployed in threes. The AMX-900 is fully flight capable and occasionally sees deployment in a CAS role, and its Spatial Compression Gear allows it impressive speed for a Heavy Mech, though the limited numbers of an AMX-900 deployment do limit their firepower and durability.

Code:
Cost: 10
Firepower: 0
    Air-to-Air: 3 (Effectors)
Defense: 2 (Light Grav Shielding)
Speed: 4 (Inertialess Drive)
Electronics: 1
Morale: 8
    Danger Zone: 10
    Enhanced Physique: 2
    Religious Devotion: 5

Description: Royal Aeronautics Forges premier Air-to-Air combat vehicle, the Khawla is used extensively to try and secure control of whatever passes for airspace in the current battlefield. Due to a tendency to fight in space stations (And, with awkward regularity, exploding space stations), Khawlas are fully space capable and can serve a space-combat role well enough.

Khawlas are currently fighting a war for relevance against Mech detachments, one that the air force is increasingly afraid that they're losing.

Code:
Cost: 10
Firepower: 0 (Co-axial Electrolaser. Kicking.)
    Anti-Armor/Building: 4 (Gravity Cannons, Disruptor Fists)
Defense: 3 (Armor plating and gravitic shielding)
Speed: 2 (EMDrive, Legs)
Electronics: 1 (Enhanced ECM Suite)
Morale: 5
    Discipline: 5
    Religious Devotion: 5
    Transhuman Soldiers: 10

Description: The Jihad rarely uses in atmosphere bombers and Strike craft, generally leaving the role to bombarding warships or the Dassault. The Dassault is a long-range, flight capable medium Mech whose heavy weaponry and flight capabilities allow it to serve as an Armor-hunter and Bomber. The Dassault is occasionally pressed to serve as a Main Battle Mech due to the lack of a current, cost-effective, MBM design in the Eurabian military.

Code:
Cost: 15 (14+1 Morale)
Firepower: 0 (Effector)
    Anti-Armor/Buildings: 7 (Particle Cannon and Gravity Blades)
Defense: 5 (Heavy Gravitic Shielding and Armored Plating)
Speed: 0 (Legs and Thruster Assembly)
Electronics: 2 (Inbuilt Effector)
Morale: 5
    Discipline: 5
    Religious Devotion: 5
    Transhuman Soldiers: 6
    Neural Uplink: 5

Description: The Mubarizun Grand Battlemech is a massive warmachine deployed as a potent anvil to the hammer of the Jihad's more rapid forces. It's enormously well armed, capable of blowing buildings and fortifications to pieces, shielded, armored, and has some EWar capability due to inbuilt thrusters.

Also it's slow, but that is kind of unavoidable when maneuvering something this large while chained by gravity.

Code:
Cost: 20
Firepower: 6 (Fusion Cannon Arrays)
    Anti Aircraft: 2 (Rotary Electrolasers)
Defense: 7 (Heavy Particle Shielding and Armored Plating)
Speed: -2 (Anti-Gravity Engine)
Electronics: 2 (Specialist ECM Suite)
    Command and Control: 3 (Advanced CnC Suite)
Morale: 5
    Discipline: 5
    Religious Devotion: 5
    Networked Warfare: 8
    Transhuman Soldiers: 2

Description: A MBO is a hovering fortress that serves as a mobile base of operations for Jihadi troops. They're not much used on the defense, where soldiers are simply based out of their garrisons, but see regular use in assaults on Imperial territory. Their CnC Suites allow them to coordinate troops to great effect. Though not as heavily armed as, say, the Japanese Shogun Battlewalker, they are incredibly durable and well-suited to their role as a base of operations.

Space Based:
Code:
Cost: 6
Firepower: 0 (Ship-mounted Electrolasers)
Defense: 0 (Basic Particle Shielding)
Speed: 2 (EmDrive)
Electronics: 1
    Survey: 3 (Long Range MSDAR Array)
Morale: 8
    Data Processing: 12 (Human)/7 (Drone)
    Religious Devotion: 5 (Human)/10 (Drone)

Description: Customs ships more than anything else, the Sa'ar is rarely deployed by the Jihadi military. That said, it is occasionally used as a swift sniffer, to patrol the borders for infiltration attempts, or attached to expeditions to possible Visitor sites to sniff out usable technology. They also see use in Search and Rescue operations.

Military Sa'ars are droneships, while Customs and S+R Sa'ars are manned.

Code:
Cost: 6
Firepower: 0 (Ship-mounted Electrolasers)
    Torpedoes: 2 (Type-40 Long-Lance Torpedoes)
Defense: 1 (Basic Particle Shielding)
Speed: 3 (Fusion torch)
Morale: 10
    Religious Devotion: 10
    Automated Valour: 5

Description: Incredibly brave Droneships designed to use their speed to close with support vessels and carriers and fire torpedoes into their flanks.

Code:
Cost: 6
Firepower: 0 (Ship-Mounted Electrolasers)
Defense: 0 (Basic Particle Shielding)
     Stealth: 1 (Optical Cloaking)
Speed: 2 (EmDrive)
Electronics: 1 (Enhanced Electronics Suite)
     Jamming: 2 (Comprehensive Jamming Suite)
Morale: 10
    Electronic Warfare: 5
    Religious Devotion: 10

Description: Lutjens are small, automated electronic warfare vessels that work in packs. They scatter themselves throughout the battlefield, relying on their cloaking to protect them from visual targetting while they bombard enemy ships with concentrated EWarfare attacks to disrupt communications and targetting systems.

Code:
Cost: 6
Firepower: 0
    CIWS Defense System: 3 ("Jahannam" Laser Array)
Defense: 1
Speed: 2 (EmDrive)
Morale: 10
    Religious Devotion: 10
    Automated Valour: 5

Description: Unmanned, minimally armored ships that burn fighters, bombers, torpedos, corvettes, and missiles out of the void. Nifty stuff. If, uh, fragile. And near-useless against force compositions that don't bother with any of those things. They are traditionally paired with the Caliphates true capital ships to provide a defense against fighters, bombers, and torpedoes.

Code:
Cost: 6
 
Fighter Loadout:
Firepower: 0 (Unarmed)
Defense: 0 (Light shielding)
Speed: 2 (EmDrive)
Fighter Complement: 3 (Khawlas and Drone Fighters)
Electronics:
    Command and Control: 1 (Dedicated Command Suite)
Morale: 5
    Discipline: 5
    Religious Devotion: 10
    Excellent Pilots: 5
 
Bomber Loadout
Firepower: 0 (Unarmed)
Defense: 0 (Light shielding)
Speed: 2 (EmDrive)
Bomber Complement: 3 (Voidfarer Torpedo Bombers, and Drone Bombers)
Electronics:
    Command and Control: 1 (Dedicated Command Suite)
Morale: 5
    Discipline: 5
    Religious Devotion: 10
    Precision Strikes: 5

Description: Named in honor of the Jihad's first Caliph, the Caliph Hamid class are a series of relatively small carriers capable of maintaining an impressive speed (For a carrier) while still carrying and coordinating a respectable payload of smallcraft. Each carrier squadron carries only fighters or only bombers, so as to make best use of limited space.

Fighter specced Hamids carry formations of Khawlas and Unmanned Fighters. Bomber specced Hamids carry formations of Voidfarer Torpedo Bombers and Drone Bombers.

Code:
Cost: 10
Firepower:
    Short-Range: 5 (Particle Cannons and Gravity Blades)
Defense: 2 (Particle Shielding and Heavy Armor)
Speed: 3 (Emdrive and Thrusters)
Morale: 5
    Discipline: 5
    Religious Devotion: 5
    Neural Uplink: 10

Description: A Squadron of Space Mubarizuns deployed for Space Combat. Though incredibly fearsome in close range, their armor and Effector-suites simply aren't as impressive in space combat as they are on the ground, rendering them relatively fragile and dependent on other ships for electronic support. On the plus side, the void is far kinder to their speed than gravity is.

Code:
Cost: 10
 
Fighter Loadout:
Firepower: 0 (Unarmed)
Defense: 0 (Light shielding)
Speed: 2 (EmDrive)
Fighter Complement: 7 (LeClerc Customs, Dassault Customs, and AMX-900s)
Electronics:
    Command and Control: 1 (Dedicated Command Suite)
Morale: 5
    Discipline: 5
    Religious Devotion: 5
    Transhuman Aces: 10
 
Bomber Loadout:
Firepower: 0 (Unarmed)
Defense: 0 (Light shielding)
Speed: 2 (EmDrive)
Bomber Complement: 7 (Voidfarer Customs and Super Meteors)
Electronics:
    Command and Control: 1 (Dedicated Command Suite)
Morale: 5
    Discipline: 5
    Religious Devotion: 5
    Transhuman Aces: 10

Description: The Loadout-G is functionally identical to the baseline Caliph Hamid, save that it doesn't pack drones of any sort and carries elite units of fighters and bombers in upgraded and customized vehicles.

Fighter specced Loadout-Gs carry customized LeClercs, Dassaults, and AMX-900s. Bomber specced Loadout-Gs carry customized Voidfarer Torpedo Bombers and Super Meteor Multi-role Bombers.

Code:
Cost: 10
Firepower: 4 (Fusion Lance Banks)
Defense: 3 (Heavy Grav-Shielding)
Speed: 2 (Fusion Torch)
Electronics: 1
Morale: 5
    Discipline: 5
    Religious Devotion: 5
    Transhuman Crew: 10

Description: The heaviest non-Cruiser warship in the Eurabian navy, the Bremen is deployed as a relatively numerous main-line combatant, possessed of respectable all-around firepower, reasonable accuracy, and acceptable durability. It is arguably the workhorse of the fleet.

Code:
Cost: 14
Firepower: 5 (Beam Cannon Batteries)
Defense: 5 (Spatial Rift System, Gravitic Shielding)
Speed: 2 (EmDrive)
Electronics: 2 (Enhanced Electronics Suite)
Morale: 5
Discipline: 5
    Religious Devotion: 5
    Blessed Accuracy: 10

Description: The Mainstay Cruiser of the Eurabian Navy, the Assad is a well rounded, functional cruiser for generalist work.

Code:
Cost: 15 (14+1 Morale)
 
Jamming Moxie:
Firepower: 0
Defense: 2 (Gravitic Shielding)
    Stealth: 3 (Full Spectrum Cloaking)
Speed: 0 (EmDrive)
Electronics: 3 (Generalized Effector Suite)
    Jamming: 6 (Superior Jamming Systems)
Morale: 5
    Discipline: 5
    Religious Devotion: 5
    Electronic Warfare: 11
 
Searching Moxie:
Firepower: 0
Defense: 2 (Gravitic Shielding)
    Stealth: 3 (Full Spectrum Cloaking)
Speed: 0 (EmDrive)
Electronics: 3 (Generalized Effector Suite)
    Survey: 6 (Superior Sensor Array)
Morale: 5
    Discipline: 5
    Religious Devotion: 5
    Electronic Surveillance: 11
 
Omni Moxie:
Firepower: 0
Defense: 2 (Gravitic Shielding)
    Stealth: 3 (Full Spectrum Cloaking)
Speed: 0 (EmDrive)
Electronics: 9 (Superior Effector Battery)
Morale: 5
    Discipline: 5
    Religious Devotion: 5
    Electronic Warfare: 11

Description: A series of reconfigurable electronic warfare cruisers, almost every fleet has at least one of the massive, near-invisible ewar vessels. Omni Moxies aren't very popular, most commanders opting for the more specialized variants to ensure electronic supremacy in one field.

Code:
Cost: 19
Firepower: 7
Defense: 7
Speed: 3
Electronics: 1
Morale: 5
    Discipline: 5
    Transhuman Crew: 5
    Religious Devotion: 5
    Fleet Command: 5

Description: The Fantasque battlecruiser sacrifices an enormous amount of combat durability and electronic warfare capability in the name of keeping pace with even the frigates of the Eurabian navy. It occasionally serves as a flagship in small flotillas, allowing them an enormous amount of strategic maneuverability due to not being slowed by ponderous, bulkier cruisers and battleships.

Code:
Cost: 24
Firepower: 0
    Ultra-Long Range Spinal Cannon: 13 (Gravitational Beam Emitter)
Defense: 5
Speed: 0
Electronics: 1
    Targeting: 4
Morale: 5
    Discipline: 5
    Religious Devotion: 5
    Inhuman Aim: 10

Description: A long, spindle-y cruiser swiftly approaching the size of a battleship, the Köln class is a rear-line cruiser whose sole armament is a set of ludicrously heavy guns. It stays in the back of a battlefield, protected by escorts, and blows the hell out of enemy capital ships.

Code:
Cost: 34
Firepower: 0
Defense: 4
Speed: 0
Fighter Complement: 11
Bomber Complement: 11
Electronics: 1
    Command and Control: 3
Morale: 5
    Discipline: 5
    Religious Devotion: 5
    Transhuman Aces: 10

Description: A massive, well-stocked Carrier and increasingly the core of Jihadi formations, the Ark Royals are titanic carriers packed to the brim with fighters and bombers. Every type of attack craft, both manned and unmanned, can be found within their sprawling hangars, co-ordinated in the field by titanic Command and Control suites. The Ark Royal is surprisingly speedy for a carrier of its massive size, and its shielding systems are fully capable of defending it from basic attack.

Code:
Cost: 34
Firepower: 13
Defense: 13
Speed: 0
Electronics: 2
    Targeting: 2
Morale: 5
    Discipline: 5
    Fleet Command: 5
    Religious Devotion: 5
    Transhuman Crew: 5

Description: The blessedly uncomplicated flagship of most Jihadi fleets. It has ridiculously huge guns, ridiculously durable defensive systems, and a crew of augmented transhumans. What more do you need?

Armies: (Probably Finished)
Defensive Forces: 343 Points.
Defensive Ground Forces: 90 Points
  • Habitat Garrisons: 20 Points
Cost: 20 Points
2x SAS Regiment W/Jammer Drones: 20
Description: The Habitat Garrisons are small detachments of troops spread across Eurabia's more minor installations in the Asteroid Belt. They guard smaller habs, trade hubs, and mining outposts. There aren't many of them, primarily because most of Eurabia's population lives inside of the massive space habitat Vesta.

  • Caliph's Guard: 69 Points.
Ground Forces:
Emira Fatima: 39
1x SAS Regiment with CnC Gear: 10
1x SAS Regiment with Assault Drones: 10
1x SAS Regiment with Jammer Drones: 10
Description: The Caliph's Guard are an experienced formation tasked with the defense of the capitol and important members of the Eurabian government and military high command. They're led by the inhumanly skilled Emira Fatima and are fully capable of fighting a full blown war on the streets of the capital, if it came down to it. The presence of the bulk of the Caliph's Guard alongside the normal Habitat Garrison makes the Jihadi Capitol of Vesta a truly unappealing target to assault.

Defensive Fleet: 253 Points.
  • Home Patrol: 100 Points
Cost: 100
Cybele: Fantasque Battlecruiser: 19
Bloodhound: Searching Moxie: 15
2x Bremen Frigate Squadron: 20
1x Caliph Hamid Loadout-G (Fighter Spec): 10
3x Sa'ar Corvette Squadron (1 Manned, 2 Unmanned): 18
1x Lutjen Droneship Squadron: 6
2x Braunschweig Droneship Squadrons: 12

Description: The Patrol Fleet is a relatively fast fleet of ships equipped to sniff out threats on the border of the Jihad and react to minor enemy incursions. They sometimes double as the most terrifying customs unit in the world.

The Bloodhound is occasionally left at port with elements of the Guardian BBG due to how much it slows the squadron both in and out of combat.

  • BBBG Victoria: 153 Points
Victoria: Dunkerque-Class Battleship: 34 Points
Raihan: Omni Moxie: 15 Points
Al-Razi: Köln Class Artillery Cruiser: 24 Points
2x Assad Armored Cruiser: 28
1x Bremen Frigate Squadron: 10
3x Long Lance Destroyer Squadron: 18
2x Braunschweig Droneship Squadron: 12
1x Caliph Hamid Escort Carrier (Fighter Spec): 6
1x Caliph Hamid Escort Carrier (Bomber Spec): 6

Description: A potent fleet, BBBG Victoria is based out of the Eurabian capitol at the planetoid-turned-hab 12 Victoria. It is the final line of defense against an attempted assault on the capitol, and is armed and equipped in a manner fitting its role. Both the flagship, Al-Victoria, and the Artillery Cruiser Al-Razi are cutting edge vessels, and its ships are filled with Veterans of the war against the Imperialist Aggressor (As well as anti-pirate actions across Jihadi territory).

Exploratory Fleet: 30 Points
  • 1x BCEG: 25 Points
Cost: 25 Points
Hygeia: Fantasque Battlecruiser: 19 Points
1x Sa'ar Corvette Squadron (Drone): 6 Points

Description: A Flotilla meant less for combat and more for exploring and scouting regions of the solar systems in pursuit of either mineral resources or visitor technology. The flotilla is small and lightly armed, merely meant to ward off would be pirates from the soft survey and science vessels that make up its bulk rather than to fight a real battle. The Hygeia, at its head, is one of the first Fantasques ever laid down, a venerable ship very much hoping not to see combat on its voyages.

  • 1x Away Team: 5 Points.
1x Explorer Regiment
Description: The away team secures points of interest while the civilians with them fulfill their roles, be it science or surveying. It isn't meant to combat more than opportunistic raiders or angry civilians, relying mostly on the Battlecruiser above and knowing when to retreat to survive incidents, and is more there to set up a basic cordon and use their training and sensor gear to sniff out threats or particularly interesting finds before they actually pose a threat to the expedition.

Grab Team: 324 Points

  • BCSG Nemesis: 192 Points
Nemesis: Heroic Fantasque Class Battlecruiser: 33 Points
2x Bremen Frigate Squadrons: 20 Points
1x Caliph Loadout-G (Fighter Spec) Squadron: 10 points
1x Caliph Loadout-G (Bomber Spec) Squadrons: 10 Points
3x Space Mubarizun Squadron: 30 Points
2x Braunschweig Droneship Squadrons: 12 Points
2x Lutjens Jamming Vessel Squadrons: 12 Points
1x Sa'ar Corvette Squadron (Drone): 6 Points
Malik Wahid: Hero Fighter Pilot: 47 Points
2x Long Lance Destroyer Squadrons: 12 Points

Description: Sometimes the Explorer Groups find something important and you need to hold a visitor site until slower, less sexy reinforcements show up. Sometimes you need someone extracted from an armored compound on the quick. Sometimes an opportunity comes along and you just want to blow up everything inside of it. For times like that, there's the BCSG Nemesis.

For everything else, there's mastercard.

  • Nemesis Strike Team: 121 Points
1x Nur LeFleur: Hero Commander: 29 Points
1x Explorer Regiments: 5 Points
1x AMX-900 Squad: 10 Points
1x SAS Regiment W/Assault Drones: 10 Points
1x SAS Regiment W/Jammer Drones: 10 Points
2x Sandstorm Dragoon Platoons: 20
1x KSK Platoons: 10
1x Alif-Two: Heroic Commando Squad: 27 Points

Description: The Nemesis Strike Team is capable of covert assaults, rapid raids, sophisticated electronic warfare attacks, and even just dropping an army onto an LZ and securing an area for reinforcement. Though not equipped for truly heavy combat, they're a sizeable military force perfectly capable of dealing with a wide variety of use scenarios. They're commanded by the rising star Nur LeFleur and contain the famed Alif-Two special operations unit.


First Fleet: 380 Points

  • CVSG Sharif: 108 Points
Rawz e Sharif: Ark Royal Class Carrier: 34 points
Jamal Amerys: Ace Mech Pilot: 23 points
Abu Yaqub: Köln Class Cruiser: 24 Points
Rumi: Omni Moxie EWar Cruiser: 15 Points
2x Braunschweig Droneship Squadrons: 12 Points

Description: A small, long range Strike Group. Rumi provides generalist E-War support, disrupting enemies and feeding targetting data to allies. Abu Yaqub hits enemy capital ships while Sharif deploys its smallcraft to defend the formation and attack enemies and the Droneships fend off missiles and hostile smallcraft.
  • BBSG Ferdinand: 115 Points
Ferdinand: Dunkerque Class Battleship: 34 Points
Eagle Eye: Searching Moxie EWar Cruiser: 15 Points
Avempace, Ghazali: 2x Köln Class Artillery Cruisers: 48 Points
3x Braunschweig Droneship Squadron: 18 Points

Description: A long range strike group. Eagle Eye pierces stealth and provides targetting data to the Köln Cruisers and Ferdinand. The Droneships defend the capital ships from fighter or missile attacks.
  • BBBG Napoleon: 157 Points
Napoleon Bonaparte: Dunkerque Class Battleship: 34 Points
Don't Stop Me Now: Jamming Moxie: 15 Points
2x Assad Armored Cruiser: 28 points
3x Bremen Frigate Squadron: 30 points
2x Braunschweig Droneships: 12 Points
1x Caliph Hamid Loadout-G (Fighter Spec): 10 Points
1x Caliph Hamid Loadout-G (Bomber Spec): 10 Points
1x Sa'ar Corvette Squadron: 6 points
2x Long-Lance Destroyer Squadrons: 12 Points

Description: A bulky, powerful battlegroup. Stop Me disrupts enemy formations with jamming abilities, Sa'ars provide targetting information and deal with stealth, while the others all take rather straightforward roles in the battlegroup.

Invasion Force: 125 Points

  • 1st Army Command: 125 Points
1x Mobile Base of Operations: 20 Points
1x Mubarizun: 15 Points
1x SAS Regiment W/Command and Control Gear: 10 Points
2x SAS W/Jammer Drones: 20 Points
2x SAS W/Assault Drones: 20 Points
1x AMX-900 Squad: 10 Points
1x Dassault Squadron: 10 Points
3x Jammer Drones: 15 Points
1x Assault Drones: 5 Points

Description: The Army Command is a large, combined arms invasion force, equally adept at invading a space station as a planet. At least, you know, in theory. In practice the entire 'invade a planet' thing hasn't come up yet. Due to...unforeseen economic debts, it is not yet equipped with all the armor it is meant to.

HERO UNITS:
Emira Fatimah: Heroic Infantrywoman. Land-only.
Code:
Firepower: 7
    Anti-Mechanized/Buildings:  5
Defense: 7
Speed: 2
Electronics: 1
Morale: 5
    Transhuman Martyr: 25
    Religious Devotion: 10
    Discipline: 5

Description: Fatima Müller, better known as Emira Fatima or Emira Müller, is a war hero of the Caliphate. She fights on foot, unarmed save for a longsword emblazoned with golden calligraphy and a plasma rifle, and is entrusted with the safety of the Caliph themself. Though nominally merely a single infantrywoman she is capable of taking on foes as large as armored divisions.

She was reported KIA ten years ago, but hey continued service means that that was obviously false, right?

Right?

Nemesis: Heroic Fantasque Battlecruiser. Space Only.

Code:
Firepower: 10
Defense: 7
Speed: 3
Electronics: 2
Morale: 5
    Discipline: 5
    Transhuman Crew: 5
    Religious Devotion: 5
    Fleet Command: 14

Description: Helmed by Commodore Layla Srivastava, the Nemesis is a powerful, upgunned Fantasque class Battlecruiser. Enormous Gravitational Beam Emitters have been built into her prow, allowing her a devastating frontal barrage against hostile ships. In addition, Commodore Srivastava and her crew are incredibly accomplished, veterans of many fleet actions and the special operations that Strike Group Nemesis is famous for. As a result, she's a skilled Fleet Commander with few rivals in the solar system.

Alif-Two: Heroic Commando Squad.

Code:
Firepower: 3 (MAXIMUM STRENGTH)
Defense: 2 (MAXIMUM ARMOR)
    Stealth: 4 (INVISIBILITY)
Speed: 2 (MAXIMUM SPEED)
Electronics: 3 (Superior ECM Suite)
Morale: 5
    Tactical Espionage Operations: 15
    Religious Devotion: 5
    Biomimetic Cloaking: 5
    Combat Cyborgs: 8
Description: An enormously skilled stealth operations squad, each of the five members of Alif-Two is a custom-designed cyborg with a unique set of skills useful in the enormous variety of operations that Strike Team Nemesis often finds itself assigned to. They excel in covert work, and have done everything from Visitor Artifact extraction to assassination to electronic warfare to abduction.


Malik Wahid

Code:
Firepower: 6 (Tactical Laser System)
Defense: 3 (Particle Shielding)
Speed: 6 (Inertialess Drive)
Electronics: 1 (Basic ECM Suite)
Morale: 5
    Discipline: 5
    Religious Fervour: 5
    Transhuman Pilot: 5
    Dread Reputation: 5
    Untouchable Ace/Zabaniyah: 30

Description: He's legendary. Invincible. He has a solo kill on a battleship from a fighter. Malik Wahid is the lead fighter of Malik Squadron and the single most decorated ace in the Jihadi military. He is rarely, if ever, referred to by anything but his callsign, Malik Wahid, to the point that his actual name is not common knowledge.

Though he started his career in a standard Khawla, he currently pilots the Zabaniyah, an advanced, prototype fighter with a heavy armament and incredible maneuverability. Its only marking is a colorful sigil on its nose, patterned after the geometric art of many historical Islamic institutions.

Jamal Amery
Code:
Firepower: 5
Defense: 3
Speed: 4
Electronics: 2
Morale: 5
    Discipline: 5
    Religious Fervor: 5
    Transhuman Pilot: 3
    The Crimson Flash: 10
    Inspiring Presence: 6

Description: The scion to the ancient Amerys political family, Jamal broke with tradition by entering the armed forces. He became a LeClerc pilot, generally assumed not to have much of a future in the military due to a genetic incompatibility with many standard augmentations. Despite this he excelled in combat, swiftly reaching Ace status in his LeClerc and developing a rapport with his comrades that drives them to ever-greater feats.

His customized LeClerc is painted salmon pink with a horn-like antennae emerging from its forehead. It is devoid of the normal unit markings most LeClercs carry.

Nur LeFleur

Code:
Firepower: 4 (Fusion Guns and vibro-knives)
Defense: 3 (Powered Armor)
Speed: 2 (Thruster packs)
Electronics: 1 (Normal ECM Suite)
    Command and Control: 4 (SAS CnC Suite)
Morale: 5
    Discipline: 5
    Transhuman Soldiers: 5
    Religious Devotion: 5
    Tactical Genius: 20

Description: Nur LeFleur is a rising star in the Eurabian Army. She excelled in Officer School and swiftly won herself a command, where she eschewed the relatively slow Mubarizuns and MBOs used by most officers in favor of a relatively light, mobile doctrine characterized by her odd use of Explorer Regiments requisitioned into her command. She commands a SAS Command and Control Regiment as her personal cohort, but her skill can be felt across any battlefield that she participates in.

Her ability to make units appear at critical points of a battle, as well as her incredibly skill at warfare, has won her quite a reputation.
 
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I find it funny the two rebelling provinces are "Totally Not Moon Nazis" and "Eagleland". Man all the eagle symbology flying round in the Core Territories is going to get intense.
 
... To be fair, Syrtis Major is actually perfectly normal and not insane or obsessed with stealing moons or anything.
 
In practice it means that your move capability is strategic-only. Your ship is a gun platform that lumbers between encounters.

As a suggestion, rather than charging people an escalating number of points for engines on capital warships, have you considered making each grade of hull have its own "movement grade" so destroyers are always faster (over short distance) than cruisers, cruiser than capital ships etc.

It might be easier than making people pay through the nose for engines on their cap ships.
 
As a suggestion, rather than charging people an escalating number of points for engines on capital warships, have you considered making each grade of hull have its own "movement grade" so destroyers are always faster (over short distance) than cruisers, cruiser than capital ships etc.

It might be easier than making people pay through the nose for engines on their cap ships.

It's sort of the idea with the subtraction. Assuming you spread your points evenly, a cruiser will be faster than a battleship but weaker in every other sense.

It also creates a scenario where you don't have ships that are great at everything. I also had no interest in defining discrete weight classes because VE doesn't have a dry-imitating-wet paradigm. The Empire itself operates austere rocketpunk ships with spingrav sections and streamlined profiles built around a central railgun to increase the difficulty of being hit. Ships have mission profiles and mass allocations to hit them.

Meanwhile anyone with Visitor Tech at 1 or higher is rocking actual space opera tech.
 
The Custodians of the Vaults

A faction of exiles among exiles. When Free Humanity first stumbled upon the artifacts of the Visitors many spoke out against exploiting the unimaginable technology held within. Some where scientists and intellectuals who feared that humanity would destroy itself while toying with things beyond their understanding. Others, in their despair, saw the hands of the divine, and even if the Visitors weren't gods they were powerful enough in comparison to mankind that they might as well be considered gods, these objects and were thus against what they saw as acts of sacrilege. However, the advantages the Visitor's technology represented were simply too tempting for the civilizations of the Outer Systems. Eventually the most extreme examples of both groups were either driven out of their communities or left of their own accord.

These refugees groups banded together and fled towards the edges of colonized human space. Their lives changed forever when, as they passed through Saturnian space, they discovered a magnificent ship. The first of what would be called Vulgar Engines. It provided them with the ability and the power to survive and potentially even thrive. In light of this, religious fervor intensified and the ship was named The Blessing of the Visitors. As news of this discovery spread, more like minded people came to join them and they grew into a nation.

Seeing themselves as divinely appointed guardians and champions, these people, who now called themselves the Custodians of the Vaults, took up their former cause with zeal. Like the ancient nomadic empires of Earth, they became a scourge upon their neighbors. Expeditions from other nations to reclaim Visitor relics were driven off or destroyed, Colonies which that were studying the technology were forced to abandon their research under threat of destruction. Only the most powerful of the Outer System powers were able to drive them off, and eventually the Vulgar Engines spread.

That was not the only problem the Custodians faced. The vast majority of the ships in their Fleet were not meant for long term habitation, they also lacked the infrastructure necessary to build viable space habitats and considering their past actions/ideological differences, no other nation was willing to help them. Previously, The Blessing and an embrace of cybernetic enhancements had been able to make up for these shortcomings, but now it was simply not enough.

Looking back with such an understanding of this people, when one consider their circumstances and their culture, was it any wonder that they decided to act as they did? Raiding and simple threats were not enough now, both for their survival and for their duty. The Box of Pandora must stay sealed, whatever the cost.

Location: Saturn (Mobile)

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: Rank 3 (4)
Engine of Pride, Frontier Fleet, Human Plus
Disadvantages: Rank 2 (+2)
Visitor Cultists, Pariah

Prosperity:
Rank 0 (1-1)

Wealth:
Rank 3 (3) 90+60=150

Infrastructure:
Rank 5 (5) 125+60= 185

Military Support:
Rank 4 (7+1)

Military Quality:
Rank 2 (3)

Homeland Support:
Rank 0 (0)

Visitor Adaptation
Rank 0 (0)

Engine Size
Rank 1 (2)

Engine Complexity
Rank 3 (6)

Total Military Points: 2250
 
I don't have any immediate concerns about the profiles posted so far, besides that I fully expect them to be hilarious.

I may give out benefits to the non-Pariah players though, because holy shit that's a lot Flying Outer Space North Koreas.
 
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