ISOT: The Great Game (An ISOT Cold War Spiritual Successor)

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ISOT: The Great Game (A Cold War Spiritual Successor)

"Let every nation know, whether it wishes us well or ill, that we shall pay any price, bear any burden, meet any hardship, support any friend, oppose any foe to assure the survival and the success of liberty."
— John F. Kennedy,

"If you don't like us, don't accept our invitations and don't invite us to come to see you. Whether you like it or not, history is on our side. We will bury you."
— Nikita Khrushchev



Welcome to ISOT: A Cold War! A game centred around my own interest in conflict and Cold War-era style politics, merged with the more typical ISOT format! After the original and the reboot, I've decided that I'd like to address certain issues I had with both games; the drama of the first one, and the passivity of the second. So this is my last, and hopefully best attempt.

Players can choose to apply as one of four types of nations; either a regular Nation, a Vassal Nation of a Superpower or Great Power, a Great Power, or a Superpower

Nations make up the majority of the organized group on this new Earth. They are typically rather medium sized to large in terms of controlled territory, with populations in the several millions to tens of millions, with the largest reaching at least a hundred million (This is fluid and subject to GM discretion. High pop regular nations are allowed depending on specifics). Nations hold several distinct advantages, including (OOCly): being allowed to be from OC Settings, having a lower standard of OOC behaviour and reliability, and (ICly): being allowed to expand immediately from post one, being allowed to ally with whoever they please, and being allowed to not have any critical weaknesses (Though you can optionally add them if you want).

Nations did not come alone onto this world, however. Two major Superpowers also came with. Much larger in terms of manpower, territory, military power, and industry, these Superpowers hold heavy control and influence over their territory. Each of the two Superpowers represents one of two 'Fiefdoms'; the Eastern and Western Superpowers. For all of these advantages, however, the Superpowers hold several disadvantages. Superpowers are not allowed to ally with other Superpowers, and must be opposed to one-another. They must take several critical weaknesses that an enemy can exploit in a war. Furthermore, Superpowers are not allowed to be from OC Settings, and there is a much higher standard of OOC behaviour and reliability.

Superpowers, due to their sheer size, must also split their territory into three categories; Core Territory (The heart of their nation, where they hold most industrial and military advantages), Intermediate Control (A region where they and an attacker hold no specific advantages or disadvantages), and Fringe Territory (A region at the edge of their nation where they hold very little control and an attacker holds the advantage). This allows for wars to be fought against a Superpower without the opponent being crushed immediately, and for build-up in wars to occur.

Also with the Superpowers are six Great Powers; large and powerful nations capable of influencing the world in their own right. Though on-paper they are no match on their own for a Superpower without extraneous factors, Great Powers are some of the most powerful and influential nations on the planet. Great Powers can ally with other Great Powers or Superpowers, but Great Powers also face similar restrictions to Superpowers, including the requirement of multiple exploitable critical weaknesses. Great Powers are also allowed to be from OC Settings, but there is a much higher standard of OOC behaviour and reliability. Great Powers also do not need to divide their territory into Core, Intermediate or Fringe territories like Superpowers do.

Playing as a Superpower or Great Power means that you must communicate and coordinate with the GM (Me) OOCly in order to create interesting challenges and political scenarios, building wars both cold and hot, and deciding on what makes sense and not. You're not playing this game to for your nation to win, but rather, playing your nation as an antagonistic force in someone else's story. Essentially, it is being able to do all the fun worldbuilding parts of a Co-GM without needing to accept the responsibility of a Co-GM.

Vassal Nations are the fourth type of nation available to players. Starting aligned to one of the two Superpowers or six Great Powers, a Vassal State must either ensure their prosperity through cooperation with their controlling superpower, or fight for independence from their oppressors, all depending on player choice. Playing as a Vassal, or being a Nation with a Vassal, is an incredibly high-risk/high-reward playstyle. Vassals are allowed to receive military technology, resources, economic power, and many other benefits and boons from their Tribune State, but in return, are less autonomous, must tithe their own resources onto their chosen Tribune State, and must go to war with any enemy of their Tribune State, otherwise, they may face consequences from their ruling Tribune State.

Players are also allowed to bring both unique resources and unaligned Non Government Organizations (NGOs) with that, with GM approval, will be deposited throughout the world, both in the player's territory, and outside, in order to encourage expansion and conflict with other players with resources, and to provide players with chances to receive foreign aid, technological research, or mercenary support. The environment of your nation itself will also be applied to the ISOT; so if your nation is heavily damaged, flooded, irradiated, or whatever, this will still apply.

The RP itself is freeform, with players allowed to take decisions at any time, carry out diplomacy, and even declare war. Wars themselves will be freeform with arbitration; wars, before they are fought ICly, will be discussed in the Discord Server, where the various players and the GM can debate and decide from both a standpoint of logic and what makes sense for the overarching story of how the war should be fought.



  1. The GM is god. Do not attempt to fight the GM on game rulings. GMs are myself and The Grand Cogitator.

  2. Be civil with other players; fighting in the OOC thread or the Discord will not be tolerated.

  3. In addition to Rule #2, do not self police. If a player notices an issue with a sheet or a player's conduct, they are to bring it up with the head GM privately.

  4. Godmodding and Metagame of any type is prohibited under all circumstances, and will result in an immediate kick from the game.

  5. It is the GM's right to remove a player from the RP if they feel that the player is violating some part of the rules, or generally acting out of line.

  6. Sheets are allowed to be mostly on Google Docs. Include at least the basics on SB, however (I.e. Faction Name, Population, Setting, Nation/Government, and Territory), but if there is too much detail to include on SB or if it is easier to write, the rest can be on a Google Doc.

  7. The lowest technology level a player can go is the Interwar Period. Exceptions will not be made for Schizo-Tech fantasy factions. FTL-capable factions have reached a level of technological sophistication that makes normal geopolitics irrelevant, and will be heavily scrutinized.

  8. A faction's power-level will be screened by the GM prior to being allowed in the game.

  9. Although OC factions are allowed for regular nations, vassal nations, and NPC nations, canonical ones are preferred. If you are going with an OC Faction, please comprehensively explain your techbase so that GMs can understand. Please, if your OC faction is based on another fictional faction, going with said fictional faction would be preferred. Canonical factions are required for Superpowers and Great Powers.

  10. There is a two-faction limit to a particular series. Once this limit has been reached, no more sheets from that series will be accepted. This does not count for destroyed, inactive, or kicked factions. This also does not count for NPC Factions. This rule can be bent in the event of something unique being required.

  11. Superpower Players must coordinate with the GM on all decisions OOCly. You are not quite regular players, you are, in a sense, storytellers. Superpowers facilitate the conflict, but they are not the sole drivers.

  12. Truly space capable vessels have to stick to just out past Low Earth Orbit (LEO) for action. (I.e. Still in range of being forced to "play ball" with dedicated effort when hitting ground targets.) Furthermore, these vessels are not allowed to leave to inherently uncontestable territory to gain an unreasonable advantage (I.e. heading off to Mars or such and building up there where no one can contest that). Larger space-capable vessels (I.e. Halo or Star Wars-scale capital vessels) must be atmosphere grounded and will function as Airships.



IC Link (TBA)
Discord Link



Faction Name: [What is your faction's name?]

Population: [How large is your faction? (Maximum Pop for Nations is 70 Million. Maximum Pop for Great Powers is 200 Million. Maximum Pop for Superpowers is more fluid and subject to GM Discretion on a case-by-case basis.)]

Setting of Origin: [OC is acceptable, but canonical is preferable]

Nation Type: Vassal/Nation/Great Power/Superpower [Bold Applicable]

Government Type: [Monarchy, Democracy, etc]

History: [A basic summary of your faction's history. Please, only include major events, we don't need to know everything]
[Insert brief history summary here]

Military: [A basic overview of all major units/groups of the Faction's Military]
[Insert Details on the Army here. I don't need definitive numbers, just a general summary of what the faction has available and their general capabilities.]
[Insert Details on the Air Force here. I don't need definitive numbers, just a general summary of what the faction has available and their general capabilities.]
[Insert Details on anything that can be considered a 'Navy' here (Be it Seaborne or Airborne). Here, I need both definitive numbers and a general summary of what the faction has available and their general capabilities. Please remember to go with what makes sense for your faction's Navy and Industrial Capacity.]
[Insert Details on the any other military units applicable to the military here that do not fit the prior three branches here. I don't need definitive numbers, just a general summary of what the faction has available and their general capabilities.]
[Insert Details on any WMDs available to your faction, if applicable. Note, WMDs must not be impossible to counter, nor can they be country/continent/planetbusting weaponry.]

Critical Technologies: [A brief list of any major technologies that are considered critical to the Faction. If this is not applicable, feel free to move on.]
[An example list is below]:
  • Cold Fusion
  • Lasers
  • Robots

Critical Resource(s): [A brief list of any major resources that are considered critical to the Faction. If this is not applicable, feel free to move on.]
[An example list is below]:
  • Unobtanium
  • Raritanium
  • Bullshitium
  • Stalinium

Related NGOs: [A brief description of any NGOs related to, but not aligned with, your faction.]
[An example list is below]:
  • Followers of the Apocalypse
  • Diamond Dogs

Critical Weaknesses: [A brief list of any critical weaknesses the nation suffers. Mandatory only for Superpowers (If you play an ordinary nation, this section is purely optional)]
[An example list is below]:
  • Poor Industrial Capacity
  • Devastated Environment
  • Civil Unrest

Location/Land Area: [Maximum Allowed size for Nations is Australia. Maximum Allowed territory for Great Powers and Superpowers is more fluid and subject to GM Discretion on a case-by-case basis.]
 
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NPC Groups New
This is a list of current and former NPC Nations that exist in the Post-Shift World. They are designed to provide players with additional sources of interaction than purely other players; they provide aggressive players with guilt-free targets for war or expansion, cooperative players with potential trade allies or alliance members, and can even serve as inciting incidents or attackers for GM purposes. NPC Nations are not inherently weaker than player nations, but are intended to provide a litmus test as to what to expect from the game.

The best part about this list is that it is open for change, and not just from me. If any of you have an idea or sheet for an NPC Nation that you feel fits the game well; be it wholly original, from another setting, or even a semi-real world nation as used in another setting, feel free to make a write-up similar to the ones below and send it in to me, and I'll integrate it into the list. Without further ado, the NPC Nations of the Post-Shift World. Enjoy:

Nation: Republic of Altis and Stratis
Leader: Colonel Georgious Akhanteros
Population: 44,506
Military Strength: 1,200
Setting of Origin: ARMA
Government Type: Military Junta
WMDs: None
Location: Mediterranean Ocean

History:
An island nation located on the Mediterranean Sea, Altis and Stratis is a former Republic that was overtaken by a military coup led by the AAF's commanding officer, Colonel Georgious Akhanteros, followed by a brutal five-year civil war. With the coup victorious, the Altis Armed Forces (AAF) took control of the country, and with the backing of NATO and CSAT on their native world, established their rule; a rule opposed by the Freedom and Independence Army's (FIA) insurgency, which they have continued to fight to this day. As the years went on, the AAF and NATO began drawing down the NATO coalition, with most withdrawing from Altis and only a small task force remaining on the smaller island of Stratis. After the Shift, Altis and Stratis have found themselves alone, and in desperate need of a new backer to secure their regime.

The AAF is a roughly battalion-sized actionable military force, and represent the main air, land and sea defence of the Republic. Fiercely loyal to the dictator, Colonel Akhanteros, the modern-day AAF is an amalgamation of the various pro-coup troops and militias that banded together during the civil war. The AAF operates a variety of early-21st century equipment bought cheap from other European nations, ranging from several dozen Leopard 2 Tanks to a small fleet of JAS 39 Gripen Fighter Jets. The AAF are a formidable, if oversized defence force.

Altis and Stratis possess some natural resource including raw mineral and renewable energy exports, but its primary value is in its strategic location in the Mediterranean. With control of these islands, one could potentially contest or cement their rule of the Mediterranean Sea, with the two islands serving as naval ports and airbases.



Nation: Kingdom of Sahrani
Leader: Queen Isabella Ximénez
Population: 73,502
Military Strength: 2,800
Setting of Origin: ARMA
Government Type: Monarchy
WMDs: None
Location: Atlantic Ocean, near Spain

History:
Formerly a British colony and naval outpost that saw significant migration from Spain, the Kingdom of Sahrani formally became an independent monarchy in 1898 after recognition from the British Crown. During the Cold War of the mid-20th Century, the northern provinces rebelled against the Kingdom in a violent, pro-Communist revolution, forming the Democratic Republic of Sahrani, which saw significant political and military backing form the Soviet Union until its collapse in 1991. Despite the fall of the Soviet Union, tensions remained high as the Kingdom received military and training support from the United States. Eventually, in 2006, as US troops were departing, the North conducted a full-scale invasion of the South, conquering most of the kingdom until US reinforcements drove them back into the northern provinces. Afterwards, the Kingdom conducted its own counter-offensive into the north with US support, breaking through northern lines to their capital, and reunifying the country. The nation continued to face insurgencies in the north, which managed to kill the Monarch and Crown Prince, leaving his daughter, Princess Isabella to ascend to Queen.

The Royal Army Corps of Sahrani is the primary military force of Sahrani, and includes a smaller Royal Guard force primarily consisting of former law enforcement and paramilitary fighters. Though the army has received extensive training and support from the United States, they are neither a well-disciplined nor formidable fighting force, better suited for parades than frontline combat. The RACS operates using surplus late-20th Century US and Soviet equipment inherited from North, including APCs, Off-Road vehicles, and a small fleet of outdated T-72 Tanks; as well as a small fleet of rotary-wing helicopters.

Sahrani has a large amount of oil reserves, and exports agricultural products; and is also in a strategic position along the coast of Europe, serving as an excellent Naval Base for any nation that can hold it.



Nation: Everon, Nogova, Kolgujev and Malden
Leader: None
Population: 32,107
Military Strength: ~400-1,000
Setting of Origin: ARMA
Government Type: Microstates
WMDs: None
Location: Mid-Atlantic Ocean

History:
A chain of four sister islands that played host to French and Russian colonization; Everon, Nogova, Kolgujev and Malden are four islands located in the mid-Atlantic region that have played host to a myriad of political games between larger powers. Functionally considered microstates, these four states are small enough to have no central leadership, and primarily rely on other states for defence or attack. During the Cold War, these islands played host to violence as the Independent Republic of Nogova fell into civil war, Everon illegally invaded and occupied Malden with the help of the Soviets, and a small shooting war between NATO and the Soviets broke out. Post-Shift, the four states have never been in more dire straits; with no defence force beyond militias on Everon and Nogova, the islands must now reach out for support.

The four islands hold low strategic value, primarily serving as airbases and naval outposts in the Mid-Atlantic.



Nation: Horizon Islands Republic
Leader: President Benjamin Hope
Population: 275,000
Military Strength: 5,500 (Gendarmerie)
Setting of Origin: ARMA
Government Type: Republic
WMDs: None
Location: South-Pacific Ocean

History:
A small island chain in the South Pacific made up of Tanoa, Moddergat, Balavu, Katkoula, and Tuvanka; the Horizon Islands Republic is a small Republic with a vibrant mining industry. The Horizon Islands was invaded and colonized by France, and later by the Empire of Japan. In 1945, the island would be liberated by US Marines, and some time after, the islands won their independence, forming the Horizon Islands Republic. In late 2035, the island suffered a wave of massive tsunamis that devastated much of the country, and led to the rise of an organized band of insurgents known as the 'Syndikat', who opposed the nation's Gendarmerie. NATO worked to stabilize the country, eventually putting down the Syndikat, and exposing a CSAT Conspiracy known as the "Apex Protocol". Since the Shift and the disappearance of both NATO and CSAT, the Horizon Islands has struggled to rebuild, with the Syndikat withdrawn into hiding but capable of rising back up.

The Horizon Islands does not have an army, and instead operates a Gendarmerie, who serve as the nation's paramilitary and law enforcement.

Tanoa's industry consists of rare earth mineral mining as well as heavy shipping. Bananas and Sugar are also part of the nation's major export products.




Nation: Takistan
Leader: Colonel Muhammad R. Aziz
Population: 43,020,175
Military Strength: 364,000
Setting of Origin: ARMA
Government Type: Socialist Ba'athism
WMDs: Chemical Weapons
Location: Middle East

History:
A dictatorship located in the middle east, Takistan is a nation common for serving as a buffer state for larger nations. After the end of the Second World War and the early beginnings of the Cold War, the Monarchy chose to align itself to the West, but would face a crisis as Soviet-backed anti-royalist Socialists led by Muhammad Aziz rebelled against the government in 1988, forcing the Royal Family into exile. Refusing to stand down, Royalist forces engaged the Socialists in a civil war. Supplied by the Soviets, the Socialists, the Socialists emerged victorious in 1992, after which they proceeded to use the riches of Takistan's crude oil exports to conduct a massive arms build-up of military hardware and even conventional ballistic missiles. After the Shift, they have found themselves alone, dealing with insurgencies by Pro-Royalist Tribes.

The Takistani Army is a poorly disciplined but ruthless military body, serving as the right arm of the nation's government itself. Playing host to a large amount of manpower, and vast stockpiles of material purchased from the Soviet Union, Takistan's forces are formidable in their own right, and are well accustomed to fighting guerrilla wars in the nation's mountainous regions. Many militia groups and warlords are also allies of the army, and help to enforce Aziz' rule over Central Takistan.

Takistan has vast strategic crude oil, natural gas and rare earth mineral reserves, and is positioned in such a way it can easily serve as a buffer between states.



Nation: Republic of Chernarus
Leader: Prime-Minister Alexander Baranov
Population: 3,800,000
Military Strength: 61,000 (Active), 205,000 (Reserve)
Setting of Origin: ARMA
Government Type: Parliamentary
WMDs: None
Location: Eastern Europe

History:
A former Soviet territory that went independent after the USSR's dissolution, the Republic of Chernarus is a poor state in Eastern Europe. Heavily divided between the pro-Western Chernarussian majority population and government, and the Russian settler minority, Chernarus' government worked to maintain an amicable relationship with the neighbouring Russian Federation all while aligning itself closer to Western Europe and the United States. Discontent with this decision, a political faction known as the "Chernarussian Movement of the Red Star" or "Chedakis" formed in protest, attracting support from the northern, pro-Russian minority, forming into anti-government militias and fighting forces. In retaliation, pro-Chernarussian citizens formed the "National Party" or NAPA; a coalition of anti-government, anti-Chedaki rebels and pro-government militias, dedicated to Chernarussian independence. The Shift sent shockwaves through the nation, and now Chernarus stands on the brink of violence and civil war.

The Chernarussian Defence Forces are the primary land, sea and air defence force of Chernarus; inheriting much of their arsenal from the previous Soviet Union, ranging from a fleet of Su-25 Frogfoot fighter craft, to T-72 tanks and BMP-2 IFVs, they possess a large arsenal of former Soviet weapons. Poor in morale, they are formidable on paper, but could be quickly overrun in a surprise attack, or with support from the Chedakis or NAPA.

Chernarus primarily exports alcohol, but its primary strategic value is in its location, able to serve as a buffer state or launching point for raids into either side of Europe, depending on who controls Chernarus.



Nation: Republic of Ustio
Leader: President Angelo Emmerich
Population: 17,850,000
Military Strength: 95,000
Setting of Origin: Ace Combat
Government Type: Republic
WMDs: None
Location: Western Europe

History:
Formerly a territory of the Belkan Federation in their home universe, the Republic of Ustio is an independent territory that broke away from Belka in the year 1988 to establish itself as an independent country. Post-independence, Ustio attempted and failed to develop its economy, becoming stagnant and focused on craftsmanship and agriculture. In early 1995, this changed when vast deposits of natural resources were discovered along Ustio's north-western border with Belka. Soon after, the Belkans invaded Ustio to acquire the new resource deposits across the country, and in the span of a few days, nearly occupying the entire country, sparking what would come to be known as the Belkan War. Due to the heavy losses suffered, Ustio began turning to mercenaries to replenish its losses, and joined the Allied Forces along with Osea, Yuktobania, and Sapin to push the Belkans out. With the aid of the mercenary Galm Team, Ustio successfully reclaimed its territory, including the capital of Directus, and advanced into Belka itself, where the war was ended with the Belkan nuclear bombing of the Waldreich Mountains, and the following A World With No Boundaries crisis. Since then and to the shift, Ustio has remained friendly with Osea and Sapin, and have steadfastly maintained their independence.

Ustio boasts a modest but capable military force consisting of 1995 Osean-supplied equipment such as M16A2 Rifles and M1 Abrams Tanks, as well as an air force of Fighter Jets including JAS 39 Gripens and Mirage-2000s.

Ustio is a landlocked state that is rich with basic and rare earth minerals, and strategically, can serve as a buffer state between the East and West of Europe.



Nation: Federal Republic of Estovakia
Leader: The Generals (Military Council)
Population: 63,500,000
Military Strength: 675,000
Setting of Origin: Ace Combat
Government Type: Military Junta
WMDs: Chandelier Railgun, Aerial Fleet
Location: South America

History:
A large country located on the Anea continent in its home universe, the Federal Republic of Estovakia is a large and aggressive military junta, marred by its struggles to recover from the Ulysses Asteroid impact. Previously having been economically prosperous during the 1990s, the nation was devastated during the impact of the Ulysses 1994XF04 asteroid, with the nation's own interception system, Chandelier, incomplete, which left the nation defenceless and utterly devastated by the impact. Due to failures by the neighbouring Emmeria in handling the humanitarian recovery, and Osean and Emmerian sanctions on the crippled nation over internal corruption, Estovakia eventually fell into a civil war fought between the Lyes United Front and a group known as the Eastern Faction, which formed in response to the LUF withholding Emmerian aid to starve out cities opposed to their rule, leading to the deaths of over 200,000 people. In the ensuing civil war, the Eastern Faction overran the LUF with the aid of Belkan Defectors who provided the Eastern Faction with the technology to build their Aerial Fleet and the CFA-44 Nosferatu aircraft, which they used to crush the LUF and take control of the nation. In the lead-up to the Shift, Estovakia had transformed into a military powerhouse, gripped by Revanchism and anger at the neighbouring Emmeria, with all rumours that they were preparing to strike. With the Shift, it is likely Estovakia will need to find a new outlet for this aggression.

The Estovakian Armed Forces are a large and well-prepared force of soldiers armed with advanced Yuktobanian weapons such as Black Eagle Tanks, M167 VADS AA Guns, and Kirov-Class Battlecruisers; as well as weapons of their own design such as the advanced Aerial Fleet and the CFA-44 Nosferatu Advanced Strike Fighter. They also possess the Chandelier railgun platform - initially designed for asteroid defence, but repurposed into a strategic weapon designed for long-range strikes against ground targets.

Estovakia does possess oil reserves, but its main strategic benefits are as an ally or enemy to those positioned on the South American continent. A capable nation could use Estovakia against their rivals with minimal personal losses.



Nation: Urzikstan
Leader: Khaled Al-Asad
Population: 37,250,000
Military Strength: 265,000
Setting of Origin: Call of Duty
Government Type: Theocratic Military Junta
WMDs: Chemical Weapons, One Nuclear Device (25 Kilotons)
Location: Middle East

History:
Originally a Monarchy overthrown in the 90s in favour of an elective republic, Urzikstan had long been a puppet of the Western powers, serving as a wholly extractive economy for the nation's rich oil reserves. In 2011, an Islamic, ultranationalist terror group known as Al-Qatala-Aljahdid successfully amassed enough manpower and armaments to launch a violent coup against the Urzikstan government, quickly absorbing defecting military units and overwhelming unprepared loyalist troops. Led by a charismatic commander named Khaled Al-Asad with ties to Russian Ultranationalist groups, Al-Qatala was well supplied with a vast amount of post-Soviet armaments - enough to overthrow the young Republic and stand as the pre-eminent military power in Urzikstan. Quickly crushing all dissent, and executing President Al-Fulani on live television, Al-Asad rose as the undisputed dictator of Urzikstan. Before an American response could be marshalled, the Shift occurred, leaving Al-Asad to rule his dictatorship. An insurgency known as the Urzikstan Liberation Force rose to oppose Al-Qatala, but lacking arms and support, they were quickly driven into the nation's mountains and wilderness.

Urzikstan's military force, Al-Qatala, is well supplied with a large arsenal of Russian weapons, and a large fleet of Russian BMP-2 IFVs, T-72 Tanks, Mi-8 Helicopters and MiG-29 Fighter Jets. What they lack in training, they make up for in fervour, defending their country with ruthless fanaticism. They also possess a large stockpile of Chlorine Gas weapons, and are rumoured to even possess a single Nuclear Device that they hope to reverse-engineer and copy.

Urzikstan hosts massive stockpiles of crude oil reserves, and is well positioned along the trade route of the former Suez Canal. Should the Canal be re-dug, Urzikstan would be of immense strategic viability.



Nation: Arstotzka
Leader: General Premier
Population: 8,201,000
Military Strength: 85,000
Setting of Origin: Papers Please
Government Type: Communist One-State Republic
WMDs: None
Location: Eastern Europe

History:
A communist state that emerged from their world's Six-Year War along with the nation of Kolechia, Arstotzka is an authoritarian Eastern-European Communist state, currently located near Chernarus. Particularly volatile, Arstotzka has played host to Pro-Kolechian insurgencies, smuggling, human trafficking, and large-scale unrest along its border, which has resulted in the state cracking down against any form of dissent, with capital punishment and forced labour unfortunately common among its population.

Arstotzka's military is fairly basic, operating older Communist tanks and combat vehicles (T-62s, BMP-1s) as well as a small air fleet of aircraft for air defense (MiG-21s). Most of the military is specialized for population control rather than large-scale offensive action, but can fight viciously in defense.

Arstotzka is valuable as a buffer state or launching point for actions into Europe, has significant factory industry that could be repurposed, and large-scale basic resources and nuclear material such as Uranium.



Nation: Kyrat
Leader: Pagan Min
Population: 790,000
Military Strength: 9,400
Setting of Origin: Far Cry 4
Government Type: Absolute Monarchy, Stratocracy
WMDs: None
Location: South America

History:
A small mountainous nation considered a failed-state, Kyrat was previously under the rule of the British Empire's East India Company and the British Empire proper until the country's independence in the 1950s. When Kyrat's natural resources began to dry up, business failed and the country fell into squalor and a civil war between the reigning Royalists and the burgeoning Nationalist forces - a war that was won by Pagan Min; a foreign Royalist officer from a Hong Kong drug cartel, who defeated the nationalists, executed the heir to the Throne, and took control as a self-proclaimed King. Soon after the takeover, Pagan Min's mercenary forces and loyalists crushed any royalist dissent, and began recruiting and conscripting much of the population into their military, facing the remnants of the Royalists now known as the "Golden Path". By the Shift, Kyrat was considered little better than a failed state, with Min's rule considered absolute as a war continues to be fought between the local resistance and his Royal Army and Royal Guard Mercenaries.

The Kyrat Royal Army are a poorly disciplined force of fighters, operating badly outdated equipment and improvised body-armour. They lack dedicated combat vehicles, instead operating a fleet of technicals, but do operate a small fleet of UH-60 Blackhawk Helicopters, and patrol boats for the nation's rivers. The Royal Guard, meanwhile, are a force of foreign mercenaries who serve as Pagan Min's personal enforcers - far better equipped and trained than the Royal Army, they serve to eliminate the greatest threats to Pagan Min's rule.

Due to the lack of strategic resources beyond some remaining gold mines, Kyrat's primary exports are opium and heroin, as well as human trafficking, gun smuggling and prostitution.



This is a list of available Arms Manufacturers and Military Contractors for hire that exist in the Post-Shift World. Most have been ISOT'd in without a nation, some will exist with a nation, but all of them are neutral parties willing to offer their services and equipment to nations willing to pay. This is intended to serve as a means of allowing more primitive nations to "Tech-Up" and equip their military better for the rigors of modern warfare, or for more powerful nations to fill niches in their military capabilities.

Like with the above list, it is open for change, and not just from me. If any of you have either neutral Arms Manufacturers already present, or a Company that you feel fits the game well, feel free to make a write-up similar to the ones below and send it in to me, and I'll integrate it into the list. Without further ado, the Arms Manufacturers of the Post-Shift World. Enjoy:

International Incorporated
Leader:
Yuri Orlov
Focus: General-Purpose Army Equipment
Setting of Origin: Command & Conquer: Red Alert
Available Techbase: Red Alert 3 Tech (Basic)

"There are over 550 million firearms in worldwide circulation. That's one firearm for every twelve people on the planet. The only question is: How do we arm the other 11?"
— Yuri Orlov, Company Founder

The original inventors of the MCV (who were banned from selling it by the early Allies, only to circumvent the restrictions in the form of Dozer technology), International Incorporated is an incredibly prevalent military-industrial company known for selling 'generic' weaponry to second-rate militaries the world over. That II is allowed to operate even behind the Iron Curtain (in a limited capacity) is a testament to just how prevalent and effective their business tactics are. With a mission statement of providing simple, reliable equipment to anyone who can pay, II's No. 11 grey, Scorpion Main Battle Tank, Mechanized Construction Dozers, and incredibly bland prefab warehouses have all become universal staples of every conflict the world over. If there is such a thing as 'True Neutral' in the world of arms manufacturing, International Incorporated is it. Word is they were even willing to contract their mercenaries out to the Machines if the money was good...

International Incorporated can offer a nation their pick of equipment from the Red Alert Universe, for a negotiated price.



CryNet Systems
Leader:
Jacob Hargreave
Focus: Advanced Infantry Equipment, Light Armour Vehicles, SOF Equipment, Nanosuits
Setting of Origin: Crysis
Available Techbase: Crysis 1/2

"This is the future - death's an inconvenience now, nothing more. We are all dead man walking."
— Jacob Hargreave, Former-President of the Board, Majority Shareholder

A subsidiary of Hargreave-Rasch Biomedical intended for arms production for NATO military contracts, CryNet Systems is a technology company and defence contractor that focuses on high-tech solutions to military problems. The company is known to have their finger in many pies through its subsidiaries such as CryNet Armories or Scrutch Industries, including small arms such as the SCAR Service Rifle, M2014 Gauss Rifle; armoured vehicles such as the Repressor APC or Bravo ICV; or aircraft such as the AH-50 Hellcat Attack Helicopter or MV-24 Vulture VTOL. But their most advanced product-line is the CryNet Systems Nanosuit - powerful and extremely versatile sets of tactical-combat armour designed for Special Forces operators in the field, able to augment strength, speed, turn an operator invisible, conduct electronic warfare, and many more functions. CryNet currently sells the Nanosuit 1.0 and Nanosuit 1.5.

Though CryNet is an expensive option to go for, they can provide a nation with extremely capable and advanced technology for use in the field.



Armacham Technology Corporation
Leader:
Genevieve Aristide
Focus: Infantry Equipment, Light Armour Vehicles, Aerospace Engineering, Power Armour Exoskeletons, Military Clones
Setting of Origin: F.E.A.R.
Available Techbase: F.E.A.R. 1/2

"It is the way of men to make monsters... and it is the nature of monsters to destroy their makers."
— Harlan Wade, Former-Chief Scientist of the Origin Program

A technology company and military contractor operating since 1964, Armacham Technology Corporation is a large, multi-national conglomerate at the cutting edge of technology, with a wide focus ranging from aircraft such as the F-22 Raptor, to infantry equipment such as the Patten PK470 Assault Rifle or Type-7 Particle Weapon, Power Suits such as the REV-6 Exoskeleton or Elite Powered Armour walker, to even more esoteric products such as their Replica Clone forces. Armacham offers a large variety of products and a willingness to sell them to the highest bidder.

Armacham is willing to sell a variety of products for prices more considerable than International Incorporated or Colossus Industries, but fairer than CryNet Systems.



ArmsTech
Leader:
Unknown
Focus: Drone Warfare, Combat Walkers, Stealth Equipment, Strategic Warfare
Setting of Origin: Metal Gear
Available Techbase: Metal Gear Solid 4

"The age of deterrence has become the age of control, all in the name of averting catastrophe from weapons of mass destruction, and he who controls the battlefield, controls history."
— Unknown

A large and powerful defence subcontractor dating back to their world's Cold War, ArmsTech was the second-largest arms manufacturer in the world. Cooperating closely with DARPA, ArmsTech began focusing heavily on the mass-production of a type of combat walker that had, up until that point, only seen single prototypes; the Metal Gear. Though the Shadow Moses incident killed the Metal Gear REX project, as well as the company's President, Kenneth Baker, ArmsTech was able to survive and continue work on equipment, iterating to produce better gear for the military. Eventually, their product line grew to encompass drones such as the Metal Gear RAY, the Hammerhead Canard/Rotor Wing, the Gekko, and the Dwarf Gekko; as well as capable equipment such as stealth camouflage and strategic rail guns.

ArmsTech is willing to offer their equipment to government and private ventures, for affordable prices.



Arasaka Corporation
Leader:
Saburo Arasaka
Focus: Infantry Equipment, Corporate Security, Light Armour Vehicles, Electronic Warfare, Cybernetics
Setting of Origin: Cyberpunk
Available Techbase: Cyberpunk 2020

"Life, death... and in between... glass. That is what we are doing. Making the dividing line thinner and thinner."
— Saburo Arasaka, CEO of the Arasaka Corporation

An extremely wealthy multi-national megacorporation of Japanese origin, and practically a country in-and-of themselves back home, the Arasaka Corporation of the year 2020 is a powerful megacorporation focused on corporate security, banking and manufacturing; with Arasaka-branded weapons and military vehicles being highly sought after by police and security firms. Back home, it was a corporation to be feared, and well known for covering their tracks using assassins, an army of lawyers and connections with organized crime. They are also known for manufacturing cyberware which can be used to upgrade personnel or to conduct cyberwarfare. The Shift has challenged Arasaka, with the loss of much of their facilities leaving them far less powerful than before, but no less valuable, willing to supply equipment and technology to those willing to pay.



Union Aerospace Corporation
Leader:
UAC Board (Doom 3)
Focus: Aerospace Technology, Shipbuilding, Heavy Small Arms, Power Armour, Mechanized Walkers (No Space-Capable Craft)
Setting of Origin: DOOM
Available Techbase: DOOM 3, and DOOM Eternal ARC

"I'm not the villain in this story. I do what I do because there is no choice."
— Samuel Hayden, Head Researcher

A large aerospace corporation with a focus on weapons research, the Union Aerospace Corporation produces highly advanced equipment for military purposes, with a product-line including firearms, energy weapons, body armour, mechanized armour, and even blue-water warship building for aircraft carrier command posts. UAC equipment is bulky, heavy and lacking in ergonomics, but more than makes up for it with firepower and capability, selling powerful weapons such as their BFG-9000 anti-armour weapon; light anti-personnel combat mechs; and even large siege walkers intended to level large-scale fortifications. The UAC is willing to sell their equipment to the highest bidder.



Colossus Industries
Leader:
Board of Directors
Focus: Advanced Infantry Equipment, Combat Drones
Setting of Origin: Call of Duty: Black Ops
Available Techbase: Black Ops II (2025)

"How far can we push technology, before it starts pushing back?"
— Unknown

A multinational, neutral defence contractor selling to any and all parties, Colossus Industries is one of the most influential drone manufacturers of the 21st century. In their home universe, Colossus Industries became wealthy through deals with both NATO and the burgeoning Chinese-led SDC alliance, securing vast amounts of rare earth minerals off of the latter for the production of various high-end combat drones including the ASD UGV, CLAW UGV, MQ Helicopter Drone, MQ-27 Dragonfire Quadcopter, Avenger UAV, and Lodestar UCAV. Selling to any nation willing to pay, this allowed Colossus to expand into other technologies including high-end firearms, attachment technology such as more advanced optics or personal computers for drone link-ups, stealth suits, and more.

Colossus Industries is surprisingly cheap for what they offer, and are willing to provide enough drones to augment an army's capabilities significantly, for a fair price.\



This is a list of available Mercenaries, Mercenary Squadrons, and Mercenary Companies for hire that exist in the Post-Shift World. Most are from existing nations, some have been ISOT'd in without a nation, but all of them are ready and willing to fight, provided the pay is good. Simply reach out through the grapevine in an IC post, and the Mercenary/Group will respond to your contract. Keep in mind, not all of them will accept, based on circumstance or ideology, but I've done my best to add as many in the initial roster that are open to various contracts from our strange gaggle of nations.

Like with the above list, it is open for change, and not just from me. If any of you have either Mercenaries already present, or a Mercenary/Mercenary Group that you feel fits the game well, feel free to make a write-up similar to the ones below and send it in to me, and I'll integrate it into the list. Without further ado, the Mercenaries of the Post-Shift World. Enjoy:

Sicario Mercenary Corps
Leader:
Arnold "Kaiser" Frenken
Size: ~350 Personnel (All personnel double-shift logistics and combat)
Focus: Aerial Warfare, Air Assault
Contract: Open

"The bigger the foe, the bigger the story. I'm not in this for the money, remember, I'm here for history."
— Arnold "Kaiser" Frenken, CEO of Sicario

Also known as the Sicario Group and Sicario Corp or simply Sicario, the Sicario Mercenary Corps is a mercenary unit of the After Calamity Era known to operate along the Federation Border and the Periphery. It is primarily an aerial operations unit, with supporting ground force, electronic warfare and logistics elements. The group is currently led by Arnold "Kaiser" Frenken; heir to an important mercenary bloodline, who previously served in the military of a now-failed nation-state. He travelled the world and fought in various wars in an attempt to create a personal legend. As Sicario's leader, Kaiser is willing to provide nations with their own small, but elite, air force, or with deniable assets... for a price.

Attracting the downtrodden and social outcasts, Sicario's ranks are filled with oddballs, mavericks and other outcasts from national militaries or other mercenary groups. What Sicario's pilots and paratroopers lack in pure, on-the-job professionalism, they make up for with skill and courage. The sole exception to this comes from their elite Special Operations team, Ronin, who carry out covert operations for Sicario with cold efficiency.

Sicario is currently not under contract and is available for hire.



Militaires Sans Frontières
Leader:
Big Boss/Snake
Size: ~3,600 Personnel (~800 Combat, ~2,800 Logistics and Civilian Personnel)
Focus: Tactical Espionage Operations
Contract: Open

"We're not mercenaries. We're not a foreign legion. MSF's a business. A new kind of business."
— Kazuhira Miller, MSF Sub-Commander

A nation of soldiers, run by soldiers. Outer Heaven is a mercenary state founded and lead by the legendary Big Boss. In a world where soldiers fight for meaningless wars, manipulated by false ideologies and neglected by society Big Boss wanted to bring change. Outer Heaven is originally a term referring to this utopia for soldiers, a safe haven for those who are tired to fight pointless wars and would rather fight for a higher purpose. Over the decades they went by many different names, popped up in many different places while continuing their secret war against a shadow government intent to dominate the world. They were preparing for the ultimate confrontation when... they suddenly popped up in an entirely different universe.

Highly ideologically driven and made up of a large and diverse set of soldiers and operators, MSF's personnel are absolutely fanatical towards Big Boss and any causes Big Boss throws his forces behind.

MSF is currently not under contract and is available for hire.



Shadow Company
Leader:
Phillip Graves
Size: ~3,400 Personnel (~800 Operators, ~2,600 Logistics and Civilian Personnel)
Focus: Security, Black Ops, High Risk Special Operations
Contract: Open

"Shadow Company is called in to clean up the uncleanable messes, and take out targets other outfits can't touch. We're a magnet for missions too sensitive to ever get declassified and too messy for those who don't know when to bend the rules of engagement. To put it bluntly, we get the job done."
— Marcus "Lerch" Ortega, 2IC of Shadow Company

Founded by ex-Special Forces operator Phillip Graves after concerns of Rules of Engagement and international law, Shadow Company is an elite and dangerous PMC dedicated towards the ideal of fighting for the 'free world' through any means deemed necessary. Specializing in Black Operations, Covert and Direct Action, and security in active warzones, Shadow Company operators are highly trained, held to military standards, and veterans of countless conflicts and counter-terror operations. With a battalion of operators standing at the ready, and unusually well-equipped for a PMC, Shadow Company operators are a cut above the ground forces of most other PMCs, rivalling special operations units in their capabilities and skillsets.

Due to Graves' ideology and beliefs, he and Shadow Company do not consider themselves 'Mercenaries', but rather a grim necessity of the free world to continue on. Even without their original country present, Graves continues to believe in this ideal; of fighting for the righteous cause using otherwise unforgivable methods. As a result, he is unwilling to take contracts that may put him into conflict with this ideal, such as a conflict between a Soviet state or Dictatorship and a more Democratic state similar in values to their homeland. Otherwise, however, he is willing to take such contracts if no such conflict is occurring.

Shadow Company is currently not under contract and is available for hire.



ION Services, Incorporated
Leader:
Harold Allers
Size: ~26,500 Personnel (~9,200 Security Personnel, ~17,300 Logistics and Civilian Personnel)
Focus: Private Security
Contract: Open

"ION, Inc. Keeping an eye on your security."
— Company Motto

Originally an aviation security agency known as 'Black Element', what would become ION Services joined the Private Security market in the wake of growing tensions in Afghanistan and Iraq back in their original world. Through the purchases of several smaller rivals, ION Services quickly grew into one of the largest Private Military Contractors in their world, deployed to various conflict zones as security and peacekeeping as a supplement to standard forces. Ever since the Shift, ION Services have been cut off from their original employers in NATO, forcing them to expand their markets to other potential employers. Hiring from a wide range of private security, former-military and former police, ION Services boasts a large amount of trained personnel under its belt, able to provide the resources of an entire Regiment or Brigade to a conflict zone. ION offers a broad array of business and security-related solutions to a wide base of international clients, ranging from providing strategic resource protection, petrochemical mining, as well as safeguarding nuclear facilities.

Though well equipped, ION operators pale in comparison to a true military or competitors like the highly equipped Shadow Company, operating a variety of militarized civilian vehicles such as Mercedes trucks and upgunned civilian helicopters instead of true military variants. Still, this provides them with a degree of flexibility in capability, with their size allowing them to operate as a massive force. ION is also more flexible than Shadow Company in terms of ideology and morals, and is willing to accept contracts from any nation, regardless of ideology.

ION Services is currently not under contract and is available for hire.



Crynet Enforcement and Local Logistics (CELL)
Leader:
CryNet Board of Directors
Size: ~27,800 Personnel (~9,100 Combat Personnel, ~18,700 Logistics Personnel)
Focus: Private Security, Military Action, CBRN Operations
Contract: Open

A Private Military Contractor and subsidiary of arms manufacturer CryNet Systems, CELL offers a full suite of combat and security operations, coupled with their expertise in hazardous environment warfare and CBRN duties. CELL, before the Shift, had a myriad of contracts in security, disaster relief, crisis management, pandemic control, and military operations throughout the world. One of the largest PMCs in existence, with almost a Division's worth of highly equipped troops, most of whom are former Military, CELL is one of the few PMCs that can support multiple simultaneous contracts. Extremely well equipped for their size, all CELL operators are equipped with advanced, military-grade body armour, military grade firepower, and dedicated armour support and air support from attack helicopters, MV-24 VTOLs, and A-10 Warthog Attack Jets. A smaller force of Special Operators equipped with highly advanced CryNet Systems Nanosuit 1.5a suits is also operated by CELL, allowing CELL Operators flexibility in how their operations are carried out.

CELL, however, has been heavily criticized for their heavy-handed practices while on contract, with troops infamous for their lack of care for civilian life, accusations of war crimes, and worse. However, with CELL's excellent rates, track record for mission success, extremely loose morals, and friends in high places prior to the Shift, CELL has always managed to remain as one of the top PMCs in the world.

CELL is currently not under contract and is available for hire.



International Incorporated
Leader:
Yuri Orlov
Size: ~101,100 Personnel (~10,100 Combat Personnel, ~91,000 Logistics and Civilian Personnel)
Focus: Arms Manufacturing, Private Security
Contract: Open

"There are over 550 million firearms in worldwide circulation. That's one firearm for every twelve people on the planet. The only question is: How do we arm the other 11?"
— Yuri Orlov, Company Founder

The original inventors of the MCV (who were banned from selling it by the early Allies, only to circumvent the restrictions in the form of Dozer technology), International Incorporated is an incredibly prevalent military-industrial company known for selling 'generic' weaponry to second-rate militaries the world over. That II is allowed to operate even behind the Iron Curtain (in a limited capacity) is a testament to just how prevalent and effective their business tactics are. With a mission statement of providing simple, reliable equipment to anyone who can pay, II's No. 11 grey, Scorpion Main Battle Tank, Mechanized Construction Dozers, and incredibly bland prefab warehouses have all become universal staples of every conflict the world over. If there is such a thing as 'True Neutral' in the world of arms manufacturing, International Incorporated is it. Word is they were even willing to contract their mercenaries out to the Machines if the money was good...

International Incorporated is currently not under contract and is available for hire.



Legion Security Companies
Leader:
Francesco Medici
Size: ~11,500 Personnel (~3,500 Combat Personnel, ~8,000 Logistics and Civilian Personnel)
Focus: Private Security, Military Operations, Criminal Activities
Contract: Open

"What I have dreamed in an hour is worth more than what you have done in four."
— Francesco Medici, CEO

They don't use that name anymore. Cut-off remnants of a far larger company, these scattered subsidiaries and shell companies are always known by a different name and a different owner, yet they all somehow end up shockingly similar. Shady Italian military contractors with a distinct Greco-Roman theme, a stock of advanced (for 1985) technology such as man-portable railguns, advanced cybernetics, a ubiquitous digital AURA network integrated into every piece of hardware... and a clinging smell of seedy locales and cheap booze that seeps off them. Wherever these suspicious companies go, their pseudo-Italian company town "Sprawls" seem to come along for the ride, and it seems like there's always a new wave of suckers showing up, getting separated from their money, and ending up as another wave of miserable Sprawler dregs that are invariably recruited into the Company's ranks. Like International Incorporated, the Legions will fight for anyone who pays, though their contracts seem to be quite a bit more... Faustian in nature than those of II.

The Legion Security Companies are currently not under contract and are available for hire.



Adventure Capital, Ltd.
Leader:
Lord Walter Paget Wickham/The Bully Baron
Size: ~10,700 Personnel (~2,000 Combat, ~8,700 Logistics and Civilian Personnel)
Focus: Combined Arms Resource Extraction
Contract: Open

"Oppressing foreigners is my job, damn your eyes!"
— Lord Walter Paget Wickham, upon learning PM Margaret Thatcher would be sending Royal Marines to the Falkland Islands and not his men.

One of the most infamous "private military corporations" of the late 20th century, Adventure Capital Ltd. is the brainchild and personal fief of Lord Walter Paget Wickham, also known as the Bully Baron. While taking great care to portray themselves in their own press releases as, at worst, an unfortunate necessity in the "less secure portions'' of the modern world, in practice Wickham and his company are little more than an update of the British Empire's resource extraction strategies for the 20th - and potentially 21st - centuries. Modernized since the mid 1980s, Adventure Capital operates an eclectic mix of NATO castoff equipment and homebrew upgrades, resulting in a force that, while not comparable to a first rate military, could fight at least evenly with the militaries of 1990s Africa and the smaller powers of the Middle East. Attracting cutthroats, brigands, and ne'er-do-wells from all corners of the globe, Adventure Capital Ltd.'s preferred business is stalking the poor and vulnerable corners of the globe, seizing treasures, toppling communities, and inciting conflict wherever it goes. Cut loose from their original sources of capital and resources, Adventure Capital is almost certain to make themselves available to whoever the highest bidder is - regardless of who they have to oppress as a result.

Adventure Capital, Ltd. is currently not under contract and is available for hire.



Apex Predators
Leader:
Kuben Blisk
Size: ~1,120 Personnel
Focus: Security Multirole Operations, Black Ops
Contract: Open

"You kill me, you're better. I kill you, I'm better."
— Kuben Blisk, CEO and Commander

An infamous corporation of war criminals known for taking any contract, the Apex Predators are an elite unit who fight for the highest bidder. Having no boundaries or moral qualms, the Apex Predators attract the most vicious and hardened war criminals to their ranks. Made up of five companies and two aerial squadrons, the Apex Predators provide an elite presence on the battlefield matched by few. Believed to be from the same world as Sicario, the Apex Predators use many of the same equipment, but are very willing to tech up. Unlike other Merc companies their size, the Apex Predators are far more willing to be involved in the organized crime side of their business, taking contracts from less than reputable sources. Each of the Predators' unit leaders is a hardened, and often unstable, soldier.

The Apex Predators are currently not under contract and are available for hire.

404th Squadron
Leader:
Jack "Thunderceptor" Levitt
Size: 15 (12 Pilots, 3 Weapon Systems Operators)
Focus: Aerial Assault Squadron
Contract: Open

"Remember Oceania, Gentlemen. We're the last of an old breed."
— Jack "Thunderceptor" Levitt, Squadron Leader of the 404th

Led by veterans and survivors of the Oceania War, the 404th are among the most high profile remnants of the Mercenary Cabal's forces. Priding themselves as one of the last holdouts of old Mercenary culture, the 404th are willing to fly any job, for a price. Their flight lead's aircraft is unique; one of the only remaining Mercenary-built ACG-01 Chimeras, flown by a pilot known as 'Thunderceptor'. Believed to have been a Mercenary Signature going by a different callsign, Thunderceptor leads a mixed squadron of pilots into battle, specializing in aerial assault, with some ground attack capability. Pilots who sign on with the 404th have callsigns that are used internally within the Squadron. However, to IFF systems, all but two members will be identified as 'Anon', to protect their identities. The exceptions are Thunderceptor himself, and his wingman T. Brady, both of whom have served together for decades.

The 404th will take any contract and any client, for the right price. The Squadron is made up of 1 ACG-01 Chimera, 1 F/C-15, 1 Sk.27, 1 F/D-14, 2 F/E-18s, 1 Sk.25U, 1 F/E-4, 1 VX-23, 1 F/C-16, and 2 SV-37s.



Bad Dudes
Leader:
George "Doppel" Granger
Size: 18 Personnel (18 Pilots)
Focus: Unpredictability
Contract: Open

"You can't know what I'm doing if even I don't know what I'm doing!"
— George "Doppel" Granger, Squadron Leader of Bad Dudes

Just as infamous for their daring actions against large enemy squadrons as they are for their motto "Friendly Fire is Free", the Squadron only known as 'Bad Dudes' is one of the strangest independent Mercenary Squadrons in service. Made up of a vast and diverse set of personalities and skillsets, this Squadron prides itself on its unpredictability in the battlefield, fighting in ways that most hostiles would consider insane or just plain stupid, and living by the phrase "Refuge in audacity".

Lead by George "Doppel" Granger, a pilot with an otherwise unknown history, Bad Dudes has a constantly rotating squadron, constantly finding and losing new members to fill their ranks. Though they can be quite unpredictable, what makes them an attractive hire is their 100% success rate for contracts. They have never failed a mission, which has given them a smug sense of superiority in their skills.

Bad Dudes flies a squadron of 18 upgraded MG-21s, refitted with modern technology to remain competitive in the air. They will take a contract from literally any nation, no matter what the job entails.



Master Goose Squadron
Leader:
Callum "Master Goose 1" Grayson
Size: 8 Personnel (4 Pilots, 4 Weapon Systems Operators)
Focus: Aerial Assault Squadron
Contract: Open

"It's all business. I'm sure you guys understand."
— Callum "Master Goose 1" Grayson

A squadron known for its taciturn professionalism and cooperation in battle, Master Goose Squadron are a group of skilled pilots-for-hire. Holding a reputation for remaining calm under pressure, and affordability among a sea of high prices and elite aces, Master Goose Squadron are still quite skilled pilots, capable of accomplishing their missions.

Led by Callum "Master Goose 1" Grayson, Master Goose Squadron lack any real attachment to a specific fighter jet, and will use anything effective, though their pilots hold a preference towards twin-seater fightercraft. Most typically, they fly F/D-14s into battle.

Master Goose Squadron is currently not under contract and is available for hire.



Thorn Rose Gang
Leader:
Benjamin "Thorn Rose 1" Colter
Size: 15 Personnel (10 Pilots, 5 Weapon Systems Operators)
Focus: Aerial Assault Squadron
Contract: Open

"We're putting you into the ground, we won't let any mook get in our way! Thorn Rose Gang, engage!
— Benjamin "Thorn Rose 1" Colter

A Mercenary Ace Squadron typically operating along the Periphery, the Thorn Rose Gang are a Squadron known for their skill in battle, but also their recklessness and arrogance. Fairly affordable, the Thorn Rose Gang tend to take contracts that put them into the thick of air-to-air combat, though they don't always stick to the written word of their contracts.

Led by Jim "Thorn Rose 1" Colt, the Thorn Rose Gang flies ten planes - five F/D-14s, and five Sk.27s.

The Thorn Rose Gang is currently not under contract and is available for hire.



Varcolac Squadron
Leader:
Milosz Sulejmani
Size: 4 Personnel (4 Pilots)
Focus: Aerial Assault Squadron
Contract: Open

"He's good, alright, I'll give him that, but an ace is better off dead than alive!"
— Milosz Sulejmani, Squadron Leader of Varcolac Squadron

A ruthless band of killers-for-hire under the command of former-Child Soldier Milosz Sulejmani, Varcolac Squadron is a multirole squadron made up of four elite, dangerous specialists; Sulejmani himself, the intercept specialist Faryd Gaviria, the ground attacker Daniel Oruma, and the dogfighting specialist Tolya Kiriakov. Showing little regard for morals, and an eagerness for violence, Varcolac Squadron have a reputation for cruelty and dishonourable behaviour, doing anything to earn their paycheck.

Despite this, Varcolac Squadron are incredibly skilled pilots, able to turn the tide of battle for their chosen side, so long as the pay is good. They are known for hunting hostile aces and targets of opportunity purely for greater pay.

They are made up of four aircraft; Sulejmani's MiG 1.44 Flatpack, Gaviria's MiG-31 Foxhound, Oruma's A-10A Warthog, and Kiriakov's Su-37 Terminator. Varcolac Squadron is currently not under contract and is available for hire.



Mimic Squadron
Leader:
Otto "Rage" van Dalsen
Size: 2 Personnel (Otto "Rage" van Dalsen, Elke "Scream" van Dalsen)
Focus: Aerial Assassination, Misdirection
Contract: Open

"We tried to be heroes too, we really tried!" ~ Otto "Rage" van Dalsen

A two-man Mercenary Flight made up of brother and sister team 'Rage and Scream', Mimic Squadron is a Squadron formerly under the command of the General Resources Guardian Mercenaries, dedicated towards protecting GR shipping lanes. Since the shift, Mimic Squadron now operates on their own, taking any contracts so long as the money is good. Infamous for their mental instability, the Squadron are skilled and fond of the use of advanced technology such as decoys, stealth missiles, radar jammers, and more, disorienting and misdirecting an enemy target to allow them the kill. Believed to have been Belkans from the Waldreich region, who grew up in the aftermath of the nuclear bombing, the brother and sister team are heavily reliant on each other as a result, but work together incredibly well.

They are made up of two Su-47s in dazzle camouflage.

Locus
Name:
Samuel "Locus" Ortez
Focus: Assassination, Battlefield Command, Special Operations
Contract: Open

"When a true soldier is told to kill, he kills; he does not question why, he does not mourn the fallen, he fulfils his role and moves on to the next."
— Samuel "Locus" Ortez

One of the deadliest assassins and special forces operators, believed to have been from the Pacific Federation's world, Locus is a cold mercenary, often likened more to a machine than a man. Effective as an assassin, a battlefield commander, a trainer for special operations techniques, and an operator in his own right, Locus practically lives on the battlefield, travelling from conflict to conflict, fighting for any cause and military, so long as he can continue to fight.

A skilled sniper and infiltrator, Locus wages war in a clinical and mathematical way, focused on breaking an enemy and strengthening an ally through surgical strikes, capable plans and under-the-table supplies at just the right times.

Locus is available for hire, but will only accept contracts in conflict zones rather than in peace-time.



Felix
Name:
Isaac 'Felix' Gates
Focus: Assassination, Battlefield Training, Special Operations
Contract: Open

"At the end of the day, if I'm stronger than you and if I'm faster than you, then I can kill you! And that's better than anything money can buy!"
— Isaac "Felix" Gates

An elite mercenary and sometimes-partner of Locus, Felix is a fellow mercenary operator and in many ways the polar opposite of Locus. Utterly merciless, known for a dry and sardonic wit, and love for manipulation and cruelty, Felix is an unfortunately effective special operator for his personal drawbacks. Absolutely loving his time on the battlefield, Felix is a natural-born killer with a sadistic streak. Despite this unlikeable streak, Felix is extremely reliable, capable for assassination missions, training of soldiers in asymmetric warfare techniques, and special operations.

A capable close-quarters operator, Felix sees war more as a game than a life or death struggle, but will wage war similarly to Locus, with a focus on surgical strikes, capable plans, and under-the-table supplies at just the right times. Furthermore, he works to strengthen allies through his motivational speaking and manipulative techniques, providing hope to his allies, whether true or false.

Felix is available for hire, but will only accept contracts in conflict zones rather than in peace-time.



Reaper
Name:
Aldrich "Reaper" Masterson
Focus: Aerial Dominance
Contract: Open

"Up there, that's where you know who you truly are. What you're truly capable of. So why is it such a problem when I show so many their true selves?"
— Aldrich "Reaper" Masterson

A terror of the sky, totally focused on killing the enemy, Reaper is one of the greatest Mercenary Pilots on the planet. A native to the Pacific Federation's Earth, Reaper's known connections to the Mercenary Cabal are unknown, but many claim that he once flew in the Oceania War against the Federation. For Reaper, war is an excuse for him to show who he really is as a fighter pilot. If more mercenaries were like him, perhaps war would truly never end.

Though a solo pilot, he is available for hire for whatever tasks needed, no matter how grisly or dangerous. Reaper flies into battle using an F/C-15 Fighter, and specializes in facing enemy aces in the skies.



Freya
Name:
Catelyn of the Royal House of Angelieu, "Freya"
Focus: Precision Strike Missions
Contract: Open

"War is merely yet another calculus to be solved. Nothing more."
— Catelyn "Freya" Angelieu

Related to the Emperor of an old, forgotten periphery nation, Freya was once the poster child of their Imperial Military before her desertion, becoming a famed mercenary pilot, fighting for various causes throughout the world. She sees war through the view of philosophy, removed from the reality of conflict as both a fighter pilot and someone who wields a more academic understanding. It is believed that she fought at Oceania, but was never confirmed to have been shot down.

A solo pilot, in battle Freya flies an Sk.35 Fighter, with a heavy focus on solo precision strike missions, quickly and efficiently eliminating single targets to weaken a larger foe. She is open to any contract, but will preference more 'civilized' and advanced nations.



Miracle
Name:
Sarah "Miracle" Dunn
Focus: Escort Missions, High Risk Multirole Strike Missions
Contract: Open

"The innocent are at stake! Leave them out of this!"
— Sarah "Miracle" Dunn

Most pilots and mercenaries pride themselves in how many they felled or shot down in battle. Miracle is not such a pilot. Instead, she prides herself in how many lives she has saved, one way or another. Originally having flown in the air force of a small periphery nation, she earned her reputation flying solo as the last line of defence against a vast attack force from the West African Concordant, saving her nation from conquest after a gruelling aerial battle.

Upon leaving this nation's air force, Miracle became a Mercenary Pilot, choosing to fly for causes others would deem lost, aiding smaller nations against the predations of larger nations. It is believed that she fought at Oceania, but was never confirmed to have been shot down.

Flying not for the money but rather her morals, Miracle is open to hire but will typically side with a war's underdog, defending them from a larger power. Flying into battle with a VX-23 Stealth Superiority Fighter, Miracle specializes in protecting targets on the ground and in the air, and carrying out high risk operations designed to eliminate an enemy's ability to maintain the conflict.



Frost Druid
Name:
Klara "Frost Druid" Rask
Focus: Aerial Assassination and Ambush
Contract: Pacific Federation and Icarus Armories Test Pilot

"Well, I've been around the block. Oceania didn't treat those like you kindly right as the other cheek was turned. I worked for the highest bidder. That's our number one rule, isn't it?"
— Klara "Frost Druid" Rask

An old Mercenary confirmed to have worked for the Mercenary Cabal back during Oceania, Frost Druid is cold, detached and mercenary in personality and demeanour, and often referred to as an Ice Cold Bitch. Known for her ruthlessness, she shocked many during the Oceania War by switching sides and defecting half-way through, siding with the Pacific Federation as a Mercenary Hunter. During the conflict, she would down three Mercenary 'Signatures', and was as feared as she was hated by her old comrades.

Frost Druid maintained her contract with the Federation through Icarus Armories. She believes in fighting for the highest bidder against any foe, no matter who or what they are. Specializing in aerial assassination and dogfighting, Frost Druid's tactics have been likened to that of an ambush predator, with her using environmental factors such as cloud cover to confuse an enemy, allowing for an easier kill.

Frost Druid is currently under contract with Icarus Armories, serving as a test pilot at their Harkema Industrial Park research site. Unlike other Mercenary pilots, Frost Druid holds no attachment or preference towards any singular Fighter Jet, swapping between them more as tools than anything more. However, she does show a preference towards high performance prototype fighters, which has served her well as a test pilot.
 
Superpower - The Pacific Federation New
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It is my destiny to be them:
Faction Name: Kingdom of Atlas

Population: ~12 million

Setting of Origin: RWBY

Nation Type: Vassal/Nation/Great Power/Superpower

Government Type: Democratic-Republic

History:
See, before the Great War, there was no Atlas - there was Mantle. At some point in time, a group of settlers were crazy enough to venture out into the northernmost continent of Solitas. I guess when you're that desperate, a frozen hunk of rock doesn't seem like such a bad place to call home. As a matter of fact, the harsh weather conditions proved to be just as useful as the mountain ranges when it came to keeping the Creatures of Grimm at bay. It also kept the people of Mantle from flourishing.

Humanity's got a neat trick up its sleeve, though. Whenever we're faced with a problem, our inclination is to find a solution. The cold climate of Solitas forced its settlers to adapt. It developed a more advanced technology - and they did it faster than the rest of the world - because they had to to survive. But it was the Great War that really kicked things off.

New forms of Dust application and weaponry allowed Mantle to expand. More and more territory was set aside for Dust mining and research. The territory beside the Kingdom's combat school, Alsius, was the most opportune area to construct a new R&D facility. But by the time things were all said and done, it would be much, much more.

Alsius was reopened as Atlas after the Great War, to house many of the warriors now seeking guidance. In an effort to "give back" to the citizens, Mantle applied all sorts of new Dust techniques and technologies it had used after the war to beef up the Academy's campus. School grounds expanded faster than they could have imagined and even helped to better secure the surrounding areas. It wasn't long before the Kingdom's military moved in, then the labs, and research facilities. Eventually, even residential areas started popping up.

In time, it became apparent that the city of Mantle was living in Atlas' shadow. And so the decision was made to move the Kingdom's capital. Mantle was old news - and the Kingdom of Atlas was born. "A golden age of prosperity" they called it - but those left behind in Mantle would probably tell you it was the coldest winter they ever knew.
Military:
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Description: Designed to match numbers in battle without risking human soldiers, these advanced robotic soldiers are decent in battle, well disciplined to follow orders. They are incredibly strong, able to punch enemy Grimm several feet into the air, and farther back, while also being durable enough to leap out of an aircraft and land without any assistance.
Weapons: Two dust-ammo assault rifles, built in arm blades
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Description: Regular men with only their weapons, training, and Aura to protect them they have been the backbone of the worlds largest military force. Well disciplined and exceptionally good gunmen and swordsmen.
Weapons: Dust-ammo assault rifle, Dust-ammo Pistol, Collapsible Sword, Missile Launcher
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Description: A medium armored vehicle, it is designed for transporting soldiers into areas that air transport is unavailable while also under hostile attack.
Weapons: Heavy Dust Cannon
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Description: These droids are heavy support for both the Atlas military and the Schnee Dust Company security. They are very agile, able to easily maneuver in tight confined spaces despite their larger size as well as use their legs for an effective melee weapon, and they can take quite the beating, nearly invulnerable to small arms fire,.
Weapons: Four energy cannons that can fold together for an extremely powerful cannon, as well as four sharp legs
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Description: Highly skilled warriors, these are the military equivalent of Huntsmen and Huntresses. Choosing the military life, they serve Atlas as highly elite special forces, small armies in their own individual right. Fast and powerful, each has mastered their own individual Semblance, a special power generated from their Aura to give them an edge.
Weapons: Varies, but it is usually some melee weapon that has a built in firearm
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Description: These heavy mech suits are the Atlesian's answer to keeping men safely on the battlefield. Incredibly powerful, heavily resistant to weapons, and fast and agile for their size and armor, they are more then a match for most opponents they come across, only surpassed by fully fledged Special Operatives. Bristling with weaponry as well as advanced sensors should they fight in conditions the pilot can't see, they also come with an autopilot feature to fight on their own without a pilot.
Weapons: Heavy Cannons, Wrist Machine Guns, Rockets, Fists
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Description: With the realization that changes would be needed and while the Paladin is a very good mech, its nature for high speed and powerful melee options meant it didn't have quite the amount of firepower it could, the Hussar was made. Sacrificing some armor and speed, the Hussar replaces it with massive firepower that can be configured per mission.
Weapons: Machine Guns, Heavy Cannons, Missiles, Railgun
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Description: Designed to provide more anti-Grimm support without sacrificing speed or mobility, the new standard artillery piece is designed for the "shoot and scoot" method, using multiple limbs for fire stability, and being able to walk or use wheels to "skate" along the ground at higher speeds, and designed for ground and air threats.
Weapons: Heavy Artillery Cannon/Missile Artillery Launcher, SAM Missile Pods, Machine Guns
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Description: The standard fighter and transport of the Atlas military, these VTOL capable jets are swift and able to deal with airborne threats as well as providing ground support.
Weapons: Twin Rotary Cannons, Missiles
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Description: These fast airships have been modified to serve for close air support and as gunships, replacing their cargo arear for ammunition storage and armor.
Weapons: Heavy Machine Guns, Missiles
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Description: Only slightly modified from the civilian variant, it is designed for carrying larger or heavier cargo than a normal Manta or other transportation can carry.
Weapons: None
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Description: Meant to provide both transportation and some fire support, this tilt-rotor transport is less heavily armed than a Manta, but it does provide more carrying capacity for troops, able to transport multiple squads with some weapons support as well.
Weapons: Machine Gun
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Description: With the shift in design for the Atlas navy, an update to using the Manta was found. Able to speed past most flying Grimm types, this fighter was a hard but successful design. Incredibly fast with some stealth features, it is also incredibly mobile, even able to just hover in place, or use tall buildings for cover, it is a hard fighter to pilot exceptionally well, but it is one of Atlas' new pride in their air fleet.
Weapons: Missiles, Machine Gun
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Description: With so much more heavy equipment, more transports are required to deploy them from airships to the battlefield, so this was designed to transport multiple Paladins or Hussars in each go.
Weapons: None
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Number: 43
Description: The symbol of Atlas military might, these massive warships lumber over the battlefield supporting entire armies while maintaining aerial dominance, with powerful weaponry to devastate enormous enemies or support on the ground. Their energy cannons and machine gun turrets are accurate enough to hit infantry from the sky, with numerous defenses of energy cannons against flying enemies and hardlight shields.
Weapons: Numerous heavy energy cannons, Heavy machine gun turrets
Appearance
General James Ironwood is the head of both the military and Atlas Academy itself, so in a sense, Ironwood is the de facto leader of the entire kingdom, and on paper the most powerful man in the world. He tries to sway this power in noble ways, keeping not only Atlas but all of Remnant safe from threats. However, recent events and losses have caused a powerful bout of paranoia to grip his heart, leading to tensions deep within the kingdom and its twin cities.

Powers and Abilities:
Leadership: General Ironwood is the leader of the planet's leading military power and the Headmaster of Atlas Academy. These two positions require a lot of leadership, and Ironwood has shown good enough leadership for both. When completely caught off guard, Ironwood was able to make a staunch resistance, even when half of his forces turned on him.

Combat: While a General and Headmaster, Ironwood is also a Huntsman, and as such he is a highly skilled warrior in his own right. He can effortlessly take down higher tier Grimm (such as Alpha Beowolves) relatively easy with his own hands, or defeating the top military fighter in Atlas after being under intense stress and just having been defeated in a fight. He is also a quick thinker in battle, such as when he fought Watts who, despite having complete control of the environment, was unable to keep Ironwood away for long. While his moves tend to be rather simple, they are effective with powerful kicks and punches. His reflexes are equally fast, being able to change course in midair to avoid bullets he was already going straight at. His cybernetics mean he is even stronger than most Aura users, and even without Aura he is significantly stronger.

Aura: Aura is a source of energy found within all living creatures on Remnant, including humanity. Aura is very flexible, and allows for numerous abilities. Superhuman speed and strength, protection from the elements, a light increase in awareness and sensations, and most obviously it creates an energy shield around the person, and objects they hold such as weapons. This can protect them from otherwise lethal attacks, gunshots, high falls, etc., but it is not limitless. Too many attacks, strong enough attacks, or even exhaustion can break the Aura, which can leave them as defenseless as a normal person.

Cybernetic Augments: General Ironwood is incredibly heavily augmented, with almost half of his known body being cybernetic and mechanical. This allows him great strength, even for an ordinarily superhuman Aura user. Ironwood can manhandle an incredibly large Grimm as if it were nothing, and doesn't even flinch when hit in the arm by one of their powerful attacks.

Semblance: The Semblance is a manifestation of one's Aura in the form of a unique power. Ironwood's allows him to shut out all conflicting thoughts and ideas, forcing him to push his will far past any natural bounds. This includes physical, such as when Ironwood's arm was caught in a hard light trap, despite the intense pain, Ironwood forcibly pulled his arm out of it, at the cost of skinning his arm to its flesh.

Iron Will: While aided by his Semblance, perhaps Ironwood's greatest strength and weakness is his impossibly strong will. Of he decides on a course of action, he will suffer any sacrifice to see it through...for better or ill. This makes him nearly incorruptible, but combined with his paranoia and PTSD he can end up shooting himself in the foot and hurt others for a plan that may not be the best, only so in his own eyes.

Gear:
Due Process: A pair of massive hand cannons, these pistols are incredibly powerful despite their relatively humble appearance. The standard bullets are powerful enough to penetrate a strong Grimm's skull at point blank range, while explosive rounds can destroy small groups of military droids in one shot. Gravity rounds can be used to either send opponents flying from a kinetic shot, and Ironwood can use them as a method of travelling. The two also have a massive cannon that they can be inserted into to act as handles. When in the cannon form it fires a massive laser cannon strong enough to destroy a hard light jail cell and the person within, or break past Winter's powerful Glyphs and injure her.
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Abilities:
Semblance: Like most Special Operatives, Winter has unlocked her Semblance, that of the Schnee hereditary Semblance: Glyphs. These Glyphs have a large number of powers, including solid for leaping on, pulling and pushing to pull enemies or launch herself at them, time dilation, speeding her movements, and most impressively summoning defeated foes to fight for her.

Combat Skill: As a trained Special Operative Winter is well versed in combat, being the top in her field. She is well versed in dueling with her blade(s), incredibly fast to the point of moving almost faster then the eye can see, and can flawlessly conform her fighting style to fit with her Semblance. After being granted the Maiden's Powers she only got more powerful and faster.

Winter Maiden: Winter Schnee was chosen and gifted the powers of the Winter Maiden. These magic powers are granted two a young woman upon the death of the previous Maiden, going to the last one in the Maiden's thoughts if they qualify, or someone random if not. These powers not only augment the user's impressive physical abilities, they grant powers such as flight and impressive manipulation of the seasons and elements, from summoning storms to firing powerful blasts of magic or elements (ice, fire, etc.), lightning, and various other abilities. Not only that, but the Winter Maiden is the only one who can open the Vault that houses the Staff of Creation, the device that secretly holds Atlas up.

Equipment: A large dueling saber with a main gauche hidden within.
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Abilities: The Ace Operatives are Ironwood's most elite Special Operatives. The top graduates of Atlas Academy, they work well together as a team and can coordinate with each other very well.

Semblance:

Clover Ebi: Clover's Semblance is passive good fortune. Things tend to go right his way, from chunks of aircraft hitting an enemy near him, to bits of rubble creating a bridge to where he needs to go. It's not infallible though, as Clover relies more on his skills and leadership.

Vine Zeki: Vine uses his Semblance of being able to create large Aura constructs from his arms and legs. They can be as long as a city block or can wrap around an enemy and can be used for mobility or enhancing his strength. In a desperate move, he can use it to engulf a bomb as strong as a nuke inside to keep it from killing those too close, at the cost of himself.

Elm Ederne: Elm's Semblance can essentially root her to the ground, making her immobile. Combined with her strength and heavy weapons, this makes her immobile and able to stop even a rampaging Goliath or fire heavy weapons that would send anyone else flying. To move her then would require the ground she is rooted to breaking.

Harriet Bree: Harriet's Semblance is speed, accompanied by a lightning trail she has the fastest known speed type Semblance, letting her run along ceilings, falling debris, and this means her reflexes are just as fast.

Marrow Amin: When Marrow points at an enemy or even a crowd of enemies and says "Stay" he can freeze them in place. However he can only do this in one direction and must keep pointing to keep them in place. The longer he holds them and the more there are, the harder on his Aura it is until it gives out.

Equipment: All of the Ace Ops have special magnetic bolos that can wrap around an enemy, even one as strong as a seasoned Huntsman, and incapacitate them. They also work as strong handcuffs.

Clover Ebi: Kingfisher is Clover's go to weapon. A strong fishing pole, the hook can be used as a grapple or to hook onto enemies, while the rod is an effective blunt weapon. He also has a horse shoe that can work as a thrown weapon.

Vine Zeki: Thorn is Vine's rarely used weapon, a large shuriken that can be used in a melee.

Elm Ederne: Timber is Elm's weapon of choice. A massive warhammer that can be augmented by jet launchers on it, it can shift into a rocket launcher so powerful each missile can kill a Goliath, massive Grimm that charge through airstrikes.

Harriet Bree: Fast Knuckles are the weapons of choice for Harriet. They augment her power and allow her strength to match her speed, from nearly stopping a charging Goliath, to being strong enough to punch through a collapsed mine shaft.

Marrow Amin: Fetch is Marrow's weapon. A massive boomerang that can be used in a melee or thrown and returning to him, it is also a strong rifle for ranged combat.
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Abilities:
As an android, Penny is significantly stronger than most others even with Aura. Penny is the first artificial human to generate an Aura, so despite being an android she has the benefits of it as well. She has numerous jets in her feet allowing her to fly or augment her combat abilities with them. She is a capable fighter, being charged with protecting Mantle, and so she can match up with even elites like Winter.

Equipment:
Floating Array: A series of swords she keeps in her backpack, these swords are controlled by long thin wires in her backpack connecting them to her. This allows her to hold them around her, launching them at enemies, spinning them in a wheel of blades, create a shield, or use them to hook into enemies to pull down. They can also form up in a circle to fire a powerful laser capable of slicing through aircraft, or creating smaller groupings that can fire smaller but still deadly lasers.
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Abilities:
As a Special Operative, Cordovin is one of the most elite soldiers in all of Atlas, a master with weapons, her Aura, and Semblance. However, she is past her prime and relegated to the Atlas military outpost farthest away from the kingdom. Still, she is a noted commander, and is extremely dangerous when piloting her base's ultimate defense: the Colossus.

Equipment:
Colossus: The Colossus is something of a relic of a by-gone era, the Colossus is a massive, 140 foot tall mech. Mainly designed to fight Leviathan-class Grimm and other Grimm of that size, it can handle fighting smaller opponents, even reacting so fast as to catch a missile in flight and throw it back at the firer. Cordovin is especially adapt at using it to tis full potential. The Colossus is armed with numerous powerful weapons. Her primary weapon is a massive Dust cannon that can lock in various Dust types depending on the situation (Lightning, Earth, Air, etc.), a large missile pod for smaller targets, while its left hand, despite being massive and strong on its own, can also transform into a massive drill for close quarters combat. On the defense, the Colossus is guarded by a Hardlight Dust energy shield preventing considerable damage to even its already strong armor.
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Abilities:
Intelligence: Dr. Polendina is one of the most brilliant minds in all of Remnant's history, only possibly rivaled by his partner Dr. Arthur Watts. He is a master of Aura research, he is the creator of Penny Polendina, her father. He created not only a brilliant weapon and piece of technology, but he also was able to transfer part of his own Aura to her to give her her own unique Aura.
Equipment: Due to his work at creating Penny and having to siphon off more and more of his Aura to her, Dr. Polendina is now unable to walk, so he created a walking chair for himself.
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Abilities:
Robyn Hill is a top class Huntress, one who is on the same level of some of the most skilled Huntsmen in the world like Qrow, Tyrian, and Clover. An easy candidate for the Special Operatives, Robyn instead put her effort into becoming the face of Mantle in regards to their lower status. Able to inspire the lower classes and use her skill to fight anyone, she has the makings of both a decent politician and a skilled warrior. Her Semblance serves as a lie detector, if someone holds her hand while it is activated, a green glow will show when they tell the truth.

Equipment:
Crossbow: A wrist-mounted crossbow, this thing can fire semi-automatic metallic, sometimes Dust infused bolts that she is skilled at ricocheting where she wants them to go. The wings can also fold up and work as a small shield and the edges are sharp to use in a melee if she needs to.
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Abilities:
Combat: Qrow is one of the most skilled fighters on all of Remnant, only matched by other top fighters like Clover, Tyrian, and Winter, possibly even being slightly better than any of them. He is strong with fighting one on one people or hordes of Grimm, although he seems more proficient at fighting people than Grimm. He is also very adapt at weaponless hand to hand combat, throwing powerful punches that can injure even the strongest of fighters.

Teaching: Qrow was a professor at Signal Academy, one of the Combat Schools at Vale, although Qrow wasn't the best as a professional teacher. However he did teach his niece, Ruby Rose, everything she knows when it comes to fighting, turning someone who could barely throw a punch into one of the most skilled scythe-users in the world (...granted who still couldn't throw a punch).

Magic: Qrow is one of the few people on the planet of Remnant who has the ability to use Magic. In his case, like his sister Raven, Qrow has the ability to turn into a crow. This allows him to travel nearly anywhere without being seen, to keep an eye on people, spy on them, gather information. It also gives him the ability to fly.

Semblance: Qrow's Semblance is a mixed blessing and curse. He brings misfortune to those around him, however he has no control over who, how much, and he can't even stop it. When fighting against an enemy, this can be a blessing, causing them to misstep, slip on the environment, have hazards fall on them, miss their shots, etc. But this also means when he is near allies, this can cause something small like something they have to slip or break, but it can also cause those he is close to to suffer...worse.

Equipment: Harbinger: A complex but deadly weapon, this scythe-sword-cannon weapon works with clockwork, allowing it to shift between those three modes, with the sword being good in a one on one, the scythe better against Grimm, and the cannon as a powerful ranged weapon. Although, the clockwork nature of the weapon means that it can have various in-between modes to better serve specific functions.
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Abilities: Team RWBY are among the most gifted prodigies in the history of Remnant, with their leader, Ruby, being the youngest Huntress in history, they are masters of teamwork, being able to work together and cover each other in fights that are far beyond their years, even being able to defeat the Ace Ops through their use of skill and teamwork, as well as being a threat for a fully realized maiden.

Semblances:
Ruby Rose: Ruby's semblance at first glance is a speed semblance, allowing her to move at rapid speeds that only someone like Harriet can match, however in truth her Semblance breaks down her mass into a red blur of rose petals, allowing her to go around people, almost fly to a certain extent, and she can even take four people like that with her, disassembling them and reassembling them at her destination.
Silver Eyes: Ruby Rose is also a silver eyed warrior, a rare group of people with Silver Eyes, a marker of leading the life of a warrior, however when in the presences of Grimm, it fires a ray of light that can destroy, petrify, or injure Grimm and other evil monsters.

Weiss Schnee: Weiss, like her sister and mother, has the Schnee hereditary Semblance: Glyphs. These Glyphs have a large number of powers, including solid for leaping on, pulling and pushing to pull enemies or launch herself at them, time dilation, speeding her movements, and most impressively summoning defeated foes to fight for her.

Blake Belladonna: Blake has the ability to create Shadow Clones, albeit briefly. They most often are used to take a hit for her, allowing her to slip away, and she can also use them to give her a short launch, and she can push off or toss herself with them. She can also combine them with Dust rounds in Gambol Shroud, allowing her to create ice, stone, or fiery clones to act as shields, captures, or shields.
Faunus Traits: As a Faunus, Blake has heightened senses, especially hearing, and she can see in the dark.

Yang Xiao Long: Yang has the ability to absorb energy into her and then deal that energy back even harder. The obvious downside is that it requires her to take damage in order to dish it back, but when she eventually unleashes it, the effects can be completely powerful. It also has the side effect of causing her hair to erupt into flames.

Equipment:
Ruby Rose: Crescent Rose is Ruby's pride and joy, her baby and one of her most cherished things, she created it and has worked hard on perfecting her fighting with it, often to the detriment of her unarmed skills. Being a High Impact Sniper-Scythe, this weapon allows Ruby to be deadly in a melee, slicing through most things effortlessly and acts as a mode of transportation, the high caliber rounds throwing her around, the recoil used in her fights. The scyther rifle is also incredibly accurate, with Ruby being a great shot, both on the run or taking a long ranged shot.

Weiss Schnee: Myrtenaster is Weiss' rapier, an elegant weapon that she has mastered, and it is used for summoning and creating her Glyphs as well as using the various Dust in the chambers, allowing her to create ice, fire waves, gravity, and mixing and using them in different ways.

Blake Belladonna: Gambol Shroud is Blake's cleaver-katana-pistol that serves as her main weapon. The sheath of it is a large cleaver or when unsheathed also works as a second-hand sword, while the sword is fairly sharp and can fold back into a pistol. Gambol Shroud is also tied to a ribbon around her arm, allowing Blake to throw it and have it fire, swing it around to cut enemies, hook onto the environment to swing around, or swing or rescue her allies.

Yang Xiao Long: Ember Celica are a pair of shotgun-gauntlets that Yang can use to punch people while also firing as she punches them, dealing extensive damage, and some rounds are longer shots for ranged combat, they can also plant mini explosives that can be detonated later. The second of the pair is actually an Atlas-made cybernetic arm that replaced the one she lost at the Battle of Beacon, with the weapon built into her arm, while her arm can also detach when needed. The gauntlet can also shrink, acting as a fashionable accessory and keeping her always armed and ready.
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Abilities: Similar to RWBY, JNPR are incredibly talented young Huntsmen, with Jaune acting as one of the best leaders of any team. Despite having lost one of their members at the Battle of Beacon, they have pressed on with a determination matching RWBY's, and accepting young Oscar Pine in as well.

Semblances:
Jaune Arc: Jaune is less skilled with his Semblance, having only gotten his recently, but his is an incredibly useful one. He has the ability to use his Aura, an Aura reserve that is much larger and much faster to regenerate than normal, and his Semblance lets him use his to boost that of others. Whether this means that someone's Semblance can be boosted or used longer than normal, or given to someone to speed up their natural Aura healing.

Nora Valkyrie: Nora Valkyrie is a very strong member, the tank and heavy hitter of the team, and her Semblance allows her to absorb electricity, using that electricity to empower her muscles, letting her jump higher or hit harder. This also gives her more of a tolerance for electricity, however she does have some limits to it.

Oscar Pine: Oscar has not yet discovered his Semblance, however as he is the latest reincarnation of Ozma, he has several compensating abilities.
Magic: Oscar is one of the two main sources of magic, having given magic to Qrow, Raven, and the Maidens, although this is not an easy task, and it takes what magic he has away. Oscar himself is reluctant to use magic himself, as he feels like it hastens the process of merging himself and the previous host Ozpin. However, he can still use magic, such as firing blasts of energy, or creating a shield of magic.
Reincarnation: As the current host of Ozma's reincarnation, Oscar has access to his many lifetimes of experience, combat skill, and magic. He is also partially immortal, as when he eventually dies, he will pass his memories onto a like-minded soul, who will eventually merge with him, forever changing the entity but keeping their memories. Oscar has yet to fully merge with Ozpin, however, and in fact Ozpin himself has gone silent.

Lie Ren: Ren is the calmest, most collected member of the team, although that's partially from his difficulty at expressing those emotions, which feeds into his Semblance. He can mask and hide the emotions of people around him, which is useful and can effectively make people invisible to Grimm. As an extension of this, he can see the emotional state of people, even as they try to hide it or play it off.

Equipment:
Jaune Arc: Crocea Mors is Jaune's weapon of choice. Originally a hand me down from the Great War nearly a hundred years ago, Jaune has become quite proficient with it and even given it some modern upgrades. The shield can fold down to turn into a sheath to be held on his arm or waist for ease of carrying, but it can also extend with a hardlight extra, for more cover and to act as a hang-glider or parachute, with a thing of Gravity Dust in it, so that he can fire it to knock enemy's back or push himself away. When the sword is in the sheath, it can also extend into a long, heavy blade for powerful strikes at the cost of less defense. Jaune also has a small number of disc grenades that he can throw, creating a large hardlight shield wherever tossed.

Nora Valkyrie: Magnhild is a massive warhammer and grenade launcher. The hammer is incredibly strong, able to smash most things apart and send even the strongest enemies flying, and even the end can explode from the grenades for even more power. The grenade launcher can fire numerous powerful grenades, open up to fire every grenade in one burst, and it can even act as a mode of transportation, firing a tril of dust to fly around.

Oscar Pine: The Long Memory is the weapon passed down to Oscar from Ozpin, and from many of Ozpin's previous reincarnations. What looks like a simple walking cane, it serves as an effective physical striking weapon, and with the long history it has it also serves as a comfort for Oscar. It comes with many abilities, such as being able to focus Oscar's magic, and it absorbs every kinetic strike it takes and saves them for later. Over the many, many lifetimes it has served, it has absorbed enough that a majority, but not total, amount of it was able to destroy a city-sized Grimm and an entire Grimm army in an area.

Lie Ren: StormFlower are a pair of machine-pistols with a long blade attached on each end. Ren can hide them in his sleeves for quick deployment, and they have been upgraded to fire the blades out on cables to act as hooks. Ren also has his father's dagger, an old but very sharp blade, that he keeps as a personal memento and as a final back up.
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Abilities:
A skilled Special Operative, Olive Harper has an Aura and Semblance like any other and is a skilled combatant, but her skills in the military are namely handling the logistics of Atlas itself, and because of this she is constantly working between Atlas and Mantle, serving as a sort of link between the two, giving her access to many of Atlas' military technology and equipment as well.

Equipment: Standard Atlas Pistol and Sword
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Abilities:
A very skilled Huntsman who was almost considered for the elite Ace Ops, Bram has turned his time now to helping the settlements outside of Atlas and Mantle, easily being the strongest and most powerful Huntsman outside of the two cities of Atlas, earning him a good reputation in the outskirts and tundra of Atlas.

As a Huntsman, he has access to Aura, and his Semblance allows him to make incredibly fast dashes while also being able to control where his arrows go.
Equipment: A Silver Bow that can split into twin Daggers
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An ad-hoc weapon, this bomb is mostly theoretical and has yet to be built, however it has the destructive capability to wipe out an entire major city.
Critical Technologies: [A brief list of any major technologies that are considered critical to the Faction. If this is not applicable, feel free to move on.]
Robotics
Hardlight Shielding
Gravity Usage
Critical Resource(s): [A brief list of any major resources that are considered critical to the Faction. If this is not applicable, feel free to move on.]
Dust
Related NGOs:
The largest provider and miner of Dust, this global-spanning corporation has fleets of cargo ships, private security, R&D Services, and ties to the Atlas government and military, so that they can control Dust and running the Dust mines.
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Description: Designed to match numbers in battle without risking human soldiers, these advanced robotic soldiers are decent in battle, well disciplined to follow orders. They are incredibly strong, able to punch enemy Grimm several feet into the air, and farther back, while also being durable enough to leap out of an aircraft and land without any assistance. They are not top of the line Atlas military tech, however there are a lot purchased from the military now that they're not needed.
Weapons: Two dust-ammo arm machine guns, built in arm blades
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Description: Regular men with only their weapons, training, and Aura to protect them they have been the backbone of the worlds largest security force. Well disciplined and exceptionally good gunmen, they're not as professional as professional soldiers, and due to their expenses tend to be left to androids.
Weapons: Dust-ammo Assault Rifle
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Description: The Bullhead is a very well designed light transport, similar to the Manta, so Atlas made it good to purchase and modify a few, including the SDC. Providing SDC with some light transportation for Dust goods, it can also transport teams of SDC security and provide air support.
Weapons: Machine Gun
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Description: A civilian variant of the Atlesian Paladin, what it lacks in firepower and speed, it replaces with incredibly thick armor and powerful fists, given the need for safety when working in a high Dust environment.
Weapons: Fists
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Description: Fairly good for smaller long-distance transportation needs, as well as being very common for non-SDC businesses and civilian uses, these Airships can travel from Atlas to Mistral without need for refueling, and are incredibly agile and speedy to avoid Grimm.
Weapons: None
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Description: The backbone of the SDC air fleet, these massive freighters can carry massive amounts of Dust, people, or any other supplies anywhere around the world, while also being completely automated as an option.
Weapons: None
Description: The largest source of transportation for the SDC, these travel by water and not by the sky, and as such have to have some weaponry to defend from seaborne Grimm, but that's standard for civilian vessels, and they can carry massive amounts of cargo around the world.
Weapons: Cannons
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Description: These droids are heavy support for both the Atlas military and the Schnee Dust Company security. They are very agile, able to easily maneuver in tight confined spaces despite their larger size as well as use their legs for an effective melee weapon, and they can take quite the beating, nearly invulnerable to small arms fire.
Weapons: Four energy cannons that can fold together for an extremely powerful cannon, as well as four sharp legs
A group of skilled Atlas graduates, this group serves as protectors of Mantle in areas Atlas can't or won't, while also serving as Mantle's largest political party, working legally and...less than legally to keep pressure on those above to not forget about those below.

The main four are all well skilled Huntresses, and they are good leaders each, whether its mobilizing election campaigns, or running vigilante or anti-Grimm defense works, making them very popular and the de facto leaders of Mantle.
Like anywhere in the world, Atlas has its share of crime and criminals, however with the heavy militarization of Atlas and Mantle, standard street crime finds it hard to thrive. In its absence lies a large, well organized crime syndicate at the heart of Atlas itself. With the economic hardships in Mantle coming from the Dust Embargo and a sudden influx of Atlas military equipment, the Atlas Mob has found itself growing in power, to the point where even units such as the Ace Ops are hard pressed to intervene.
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Abilities:
Able to navigate the delicate politics and the thin line in not crossing a line that Ironwood would come down hard on, while also weaving between Atlas and Mantle politics, Glass has also seen a massive influx in military equipment to his crime group, causing his forces to be a rising power within Mantle and even in Atlas itself.
Equipment:
Glass Cannon Mk. II: A state of the art prototype mech designed to give even an unskilled soldier the potential ability to nearly match a Huntsman on the ground, and Glass is a very skilled pilot. Commanding a claw, drill, and bladed melee weapon as well as an energy cannon, with fast treads for quick speed.
Description: Fairly standard gangster-types, they have access to Aura and are at least willing to take on Huntresses if need be, even if not typically up to that standard, however they have been getting access to military equipment lately.
Weapons: Dust Submachine Guns, Various Melee Weapons
The leading political force in Mantle outside of the Happy Huntresses, the Mantle Worker's Union is the main Union of Dust Workers and also was at one point the largest force for Faunus Rights in Mantle, however these points have begun to sour as the leader of the Union has seen to make things more about himself and his ambitions and less about the rights of the workers.
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Abilities:
Having initially joined the Atlas Military to try and fight for better rights for Mantle and the Faunus from within, he eventually deserted the military after finding himself disgusted by the wealth of Atlas, and he moved to Mantle and formed its largest union, and was able to successfully fight for better rights and working conditions, however he has lately stopped fighting for them and for himself. He is a powerful combatant, using his Semblance and weapon to a terrifying degree.
Having access to Aura he also has a Semblance unlocked, and his Semblance allows him to extract the raw emotions themselves from people, and even has the ability to put the energy of these emotions elsewhere.
Equipment: Arm-Drill
Critical Weaknesses:
Highly Polarized Population: Because of recent struggles in Atlas, including the economy spiraling due to an embargo on exporting Dust and then a full closing of the boarder, the population is starting to suffer and is lashing out more and more, politically and violently. Recent diversions of critical infrastructure away from defenses has only lead to a worsening of the situation, especially with elections coming up. And even in the depths of Atlas society, conspiracies are being formed to take out those they deem responsible.

Paranoia: General James Ironwood is, on paper, the most powerful man on Remnant, the de facto leader of all of Atlas, and he wants to do good. However, severe bouts of PTSD, paranoia, and fear have gripped him, and he sees danger on all sides. He wants to do good, but even the strongest iron will break if it cannot yield.

Enemies Within: A group of individuals, Cinder Fall, Neopolitan, Dr. Arthur Watts, and Tyrian Callows are hidden in the dark and shadows, completely unknown to Ironwood and his allies, and they are trying their hardest to cause the destruction of Atlas.
Location/Land Area: Victoria Island
 


Faction Name: Russian Federation

Population: 200 millions

Setting of Origin: WW3 fictions ( CoD MW3, World in Conflict, etc.... ), primarly Command and Conquer Zero Hour mod Rise of the Reds

Nation Type: Vassal/Nation/Great Power/Superpower [Bold Applicable]

Government Type: Authoritarian Semi-democratic Dominant Party Federal Republic

History:
The fall of the Soviet Union was particularly hard on the Russians. For much of the early 21st Century, Russia seemed more like a basket case as oligarchs and inept politicians vied for power over what remained of the country's prestige. Not even the momentary ascension of a certain Vladimir Putin was enough to stem the tide before becoming yet another victim of a power play amongst other ex-KGB and ex-Communist Party strongmen. In 2016, it even saw an attempted coup by ultranationalist dissidents, which if not for the actions of the patriotic officers who stopped the rebels at Moscow's international airport could have further plunged the Motherland into chaos. Such was the decrepit condition of the former superpower that the GLA was able to seize Baikonur Cosmodrome with almost pathetic ease, the site becoming even more infamous during the Global War on Terror. Still, it wasn't until when it came to light in 2024 through a covert US operation that those same corrupt elites sold arms and weaponry to the jihadists to further fill their own coffers - despite claims of supporting the Americans and Chinese - that the tide at long last turned.


Leading the call for change was the Russian Rebirth Party and especially its head, the populist opposition leader Nikolai Suvurov. Following a snap election in 2028 - held in the wake of massive protests before the Kremlin - Suvurov became President of the Russian Federation by a landslide and has held on to that title ever since. Several reforms, liberalizations and socio-economic campaigns were launched to finally bring the country's long-dormant potential back into action and finally put the oligarchs back in their place through anti-corruption purges, sometimes with lethal force. As the nations of the Middle East crumbles into further anarchy culminating in the Saudi-Iranian War, Russia becomes slowly more important to the global economy as its immense supply of oil and natural gas becomes more vital. Within a few years, their economy boomed and in turn helped further bolster the country's prestige on the world stage after being dismissed as a borderline "failed state" for so long. At least for a while.


Tensions arise between Moscow and the EU sharply in the background of Western Europe slowly weaning off on Russian gas due to closer relations with the US and the advances of oil alternatives. Russian semi-intervention into Ukraine has now lit a spark. And as Blackout Nodes in the borders secretly conceal entire tank divisions, fire is on the horizons
Military
The Russian armed forces combines heavy armaments with high mobility in order to quickly achieved a 'knock out punch'effect, brutalizing the enemy lines in multiple strike points in order to shock the opponent into disarray before they deployed their heaviest countermeasures. As such their doctrines requires 2 elements - mobility and firepower. Concentrated into a single philosophy - The deployment of massive ammount of firepower in constant mobile. A death-drive sweeping anything before them and does not stops, leaving behind disoriented and heavily mauled enemies.


A key point of said mobility would lies in a seemingly insignificant invention. Advances in material sciences, and designs dating back from classified Soviet projects that thankfully remained classified has given birth to new designs of parachutes that llowed airborne deployment of some of theheabiest objects. As a result, upwards to 80% of Russian armed forces, including entire armored divisions armed with Kodiak MBTs are able to be airdropped from heavy lift aircraft, maintaining unheard of tactical mobility. Russian landing operations are usually a sight to behold, with entire battalions of VDV paratroopers being deployed airborne, supported by tanks and APCs, dropping right on the hwad of a frightened enemy whose air sefense has just recently been silenced. This, combine with unstoppable asvances on lands , and beachheads captured by naval alnding units, serves to establish a multi-prong total offensive boxed the enemy in at the center.


Of course, this would not be effective wirhout a throughout logistic system, and a meticulously planned operarions that requires complex preparation. A lreparation that would go all to waste if the enemy is caught prepared. As such, the Russian military operation is began with a remarkable degree of a concept known as 'Maskirovka'. The key to the success of a Russian operation is to caught the enemy completely unaware before overwhelm them with firepower, as such , they are adept as military deception. Its network of spjes in foreign countries, pitential targets or no, combines with technological support. Electronic hacking for example. But none is as notable as its recenrly developed advanced Jammer technologies. Widespread adaptations to protect vehicle assets and base defense aside, its jammer system is adapted as the Blackout Node network, hiding entire Divisions behind a curtain of electronic fog, all waiting for the order of invasion before striking unexpecredly at the ill prepared enemy

The five primary ground combat forces of the new Russian military are as follows:

The Shock Trooper Force (Shturmovikis, cold, clinical, deadly. )
The Spetsnaz Guard Brigades (Spec Ops, a greater emphasis on subtlety and precise application of force)
The Strategic Rocket Force (The sky will rain upon you)
The VDV (and VVS which works in close cooperation, tend to go light)
The Standard Army (Mechanised Assault/Overwhelming Force, direct sledgehammer to the face)

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Early into his presidency, Nikolai Suvorov enacted a sweeping reform of the Russian armed forces, including a policy to eliminate the systemic abuse of conscripts and the creation of a fully professionalised, better paid and educated corps of non-commissioned officer, as wel further participation of women in its military. Along with it, came the complete overhaul of the army equipment system.
Russian infantry are as such well equipped. Issued with an AK-107 assault rifle, finally replacing the old AK-74, the standard fireteam rifleman is clad in the new Ratnik uniform kit, designed to improves weather protection and better coordination woth new ballistic plates . Alongside an excellent electronic systems, including advanced NVGs, and a communication system allowing each idvidual soldiers to be linked to the battlefield network, facilliating better reaction to the changing status of the current warzone. Each also comes equipped with sidearms and grenades. Atleast 1 members will be issued with an RPG-32 anti tank launcher. More elite formations are trained in airborne operations as well. Comparable equipments ( if different in training ) also accounted to the airborne VDV and the Russian Marines

Each squad is lead by a Sergeant, who thanks to its doctrine, is authorised with the ability to call mortar support from nearby positions. There is a preference of carrying a KS-23 Shotgun, a powerful weapons made from defected anti-aircraft cannon barrels, with them in lieu of the standard rifle. Suvoriv reforms also serves to bring back Politruks. Commissars. Their presence serves to instill discipline and extoll the spirits of the fighting men, while their heavy caliber pistol does not make them lacking on the front

Russian machinegunners comes in every level of organisation, in accordance to their focus on heavy firepower. From squad level PKM support gunners, to heavier Kord equipped soldiers ( which are accurate enough to serve as counter sniper weapons in some cases ) in company level and even heavier fireteam with NSVs and DShK issued, there are are always a hail of bullets waiting.

Russian sharpshooters comes in 2 categories: Squad level marksmen provides support fire in fireteam level, and "proper" snipers. The later often , different from other militaries, rarely act alone. Instead , often entire squad of 5-6 snipers wielding different caliber rifles will set up deadzones and mire enemy advances as they were picked up one by one by sniper fire from different directions

Russian army employed squads of combat sappers . These men and women are often deployed to clear enemy in heavy covers. Amd comes equipped with heavy explosives , flamethrowers and even thermobaric RPO launchers , flushing the most well dug in of foes out with agonizing flames.

Russian employed multiple formations of the infamous Spetsnaz. Deployed to conduct tasks that requires the best of the best, they are trained to elite, extremely well equipped with AS-Val, VSS-Vintorez, AN-94s or whatever wargear required for the mission at hands.

And then there's the Shock Trooper Corps. Project of one general Nikita Aleksandr, the Shock Troopers are initially organised to test out his newest weapons on the condition of the front, and gradually evolve to a feared formation. Heavily armored and armed, they serve as linebreakers ( or terror troops if one foes by the opinion of the critical ). Clad in black titanium alloy body armors , there's a rumor that the men and women behind the gas masks have recieved experimental gene-mod treatment to increases physical strength. Certainly, the heavy weapons they carries around like one does an AK does not serves to contrast it. They comes to battle with a disturbing Zen-like attitude to bloodshed. Machinistic efficiency to slaughter. Their weapons includes:

The Valery Alekseev's Rocket Rifle. A Gyrojet firearms that spats out a barrage of 30mm micro-missile that shreds light body armors and rips apart flesh as they explodes upon impact
Portable Tesla Cannons that unleashes a bolt of electro-lightning at the unfortunate target. The effects usually fries biological matters ( like human flesh ) to ashes in seconds, and even damaging vehicles
PRK-80 Bombardier Rocker Launcher. A portable missile launcher capable of delivering an entire missile barrages upon the enemy. Featuring both sustained and burst fire options to assist their comrades as an on-foot rocket artillery.
RPOK-32 Anti-Garrison launcher. Launches a warhead that is effectively a super-compact "magnetobaric" compression unit capable of producing a cloud of electro-plasma on activation, which will flash-incinerate infantry in the open as well as in cover. Beyond that, the new munition has proven itself effective against buildings and light vehicles.

As mentioned , Russian doctrines values mobility just as much as firepower. As such, Russian infantry are completely motorised, with most frontline units are up to the mechanised standards. Whether the standard and ubiquitious BMP-4s or BTR-80s, the faster MTLB provided to recon units , the more spacious BTRT-55, and even the airdroppable BMDs. The wide variety of APCs allowing Russian infantry to quickly deployed and exploited any gaps heavier tanks and IFV opens. For other requirements, Gaz utility vehicles and Typhoon MRAPs fill its role. Its mobility eequirement is fulfilled as almost all Russian vehicles can be airdropped to vital positions, except only the most massive of heavy tanks.






Russian MBTs relies mainly on its main workhorse: The Kodiak.
The stagnation of the Russian economy in the first two decades of the 21st century turned the full implementation of the much touted Armata programme into a difficult endeavour, which is why President Suvorov decided to scale down the project ( as such, only the T-14 Armata ebtered quite limited productiob for elite frontline 'speartips' units, a position it shared with the T-80UM Black Eagle ) and re-adapt some of its state-of-the-art technologies into the vast fleet of existing vehicles to save costs, for he preferred to improve the nation's crumbling infrastructure, industry, education and healthcare system during the early years of his reign. The result was a massively upgraded version of the T-90s, consists of some of the most advances technologies available at the time . These updates where easy to implement, costing only a fraction of the cost of the Armata program. A fairly conservative design, which sported an entirely new 125mm smoothbore cannon with advanced optics and stabilisation, an improved 1300 hp diesel engine and a turret section that was controlled entirely from within the chassis. The advanced integrated tactical system, Catherine-FC thermal imaging sensor, and GLONASS navigation system on the Kodiak in addition to more effective type of explosive reactive armour, ERA and composite plates give it more combat effectiveness than the earlier generation of Russian tanks. Known as the 'Kodiak' to Western observers thanks to an Economist article about a military excercise in Kazakhstan, the Medved will serves as the workhorse for the Russian tank fleets for decades to come.

Support the primary tank fleet would be the fearsome 'Groza' Tesla Tanks. The most infamous application of the late Aleksandr's invention, the Tesla tanks sports the direct-energy lightining cannons on a decently BMPT chassis . The chassis has been extensively modified to accommodate for a high-voltage power capacitor and the single 'embedded' Tesla coil of the testbed vehicle has been replaced by a set of two smaller coils mounted on a rotating turret.



The 1K17 Szhatie is another newer invention. A fire support vehicle, it mounted in place of the regular turret a huge batterie of laser gun. Designed to fries enemy optics , the beam also are capable of frying any humans in its path.

Russian heavy tanks programs comes only as a result of the experience observing Chinese Overlord tanks overwhelming success in the 2000s, and the process is a mess of corruption, underdelivery and multiple competing designs make worse by the political disturbance brought about by the events leading to the fall of Putin haunting its development ). With Suvorov reforms, Russian superheavy fleet requires over 2 models:

The T-20 Vityaz ( Nicknamed 'Golem' by the press ) an Uralvagonzavod design that is pretty much the mordenization of the old Obyekt 279. Originally designed for surviving a nuclear battlefield, the vehicle was scrapped by the orders of Chairman Khrushchev before getting brought back to life decades later. The already massive 130mm cannon of the original tank was replaced by an excessive 152mm gun and the turret was equipped with two heavy 23mm autocannons for anti-aircraft duty. In addition to its updated weaponry, the new model was also outfitted with the Shtora-2 active protection system, which consisted of two components: An array of powerful electro-optical jammers that prevent any missile or rangefinder from getting a clear lock on the tank and a battery of extremely powerful flash grenades which blind infantry. This combined effect of jamming, confusion and sheer terror makes it momentarily impossible to attack the Golem

The HT-26 Chasovoy ( nickname Sentinel ) , an utterly enormous monstrosity that is its true 'super'heavy tank and proper rival to the Overlord. Equipped with a sturdy, heavily motorized chassis and its signature 220mm cannon, which turned the vehicle into a distinct mix between a tank destroyer and an assault gun, the Chasovoi-Sentinel also carries advance ARENA amti missile systems , which contains a sophisticated Doppler radar which detects incoming missiles and a battery of cassettes which destroy them with an accurate shrapnel-laden counter-charge before they reach their target. As well as a pair of multi-purpose missile launchers.



Russian ground forces possess advanced anti-air system that serves to deny the sky at any levels, from short range Tunguskas, Mid-range Buk 2M, and even theatre covering S-300s.

The key point of Russian doctrine is the massive use of artillery, in order to make up with the disadvantadges in airpower compares to the US Air Force. Russian advances would more often than not be heralded with an apocalyptic hail of artillery barrages. The standard pieces would be the 152mm MSTAs self propelled artillery, supported by heavier 203mm Pion howitzers and various field guns. Along with rocket artilleries like the Uragan and Smerchs, and thermobaric launchers like TOS-1 Buratinos, or cruise missile platforms like Iskander-Ms.

Tactical Nukes are available to use on authorisation as well


Russian military also possess a stockpile of older Cold War era vehicles, available to be brought out of storage so as to patch the holes in case of grevious losses to its armored fleet

A vital component in Russian doctrines are their uses of Helicopters, which embedded in ground forces and naval units as neccessary instead of the exclusive domain of the airforce. Attack helicopters and gunships are used extensively as valuable heavy fire support platforms and tank hunters, all of them products of the Mil and Kamov Helicopter Design Bureau. As the venerable Mi-24/35 Hinds are supported by more dedicated attack helicopters like Mi-28s, Ka-68s and Ka-70s.


Infantry are also be able to deployed by helicopters in air assault operations, and the successful supplement of the Mi-8AMTSh ( and the Ka-68 Helixes with the Marines ) with the Ka-60 Kasatka and the more transport dedicated Mi-42 hunchback has also improved its air mobility capability. As well, the increased production of the Mi-26 Halo provides a massive boon in this regard.

The Russian Navy is a traditionally neglected part of the service branches, in regards to its geographic position and strategic priority. Suvorov military reforms in alleviate this only can works so much. In 2035, this resulted is demonstrates ina 2 newly built aircraft carriers ( Finally putting the old Admiral Kutznetsov out of its misery ), with plans to built more only projected to complete in 2042, a far cry from the US dozens of vessels each, or the 4 carriers operated by the PLA Navy. As such, the Russian Navy only barely retains global strike capability...only just so. Aside from the 2 flagships, the Russian Navy would rely on their fleet of missile destroyers and escort cruisers ( including heavy Battlecruisers ), with the new Sevastopol class equipped with Tesla weapons being one of a few new face . However, there is an increases in production of major amphibious landing ships, signalling the shifting of doctrine mirroring its land counterpart. As well as the establishment of offshore supply stations disguised as oil rigs

Their reliance on submarines of course would not abated in this situation, and as such its fleet of Kilos, Oscar-IIs and Typhoons provided a solution for a wide variety of tactical demands, from attack submarines, cruise missile subs, and of course, ballistic missile platforms. Russian navy has also recieved new Begemot-class Submersible lander, introducing the capabilities of conducting amphibious invasions far from merely deploying special forces, but a full fledge deployment.

Finally, there's the St. Petersburg class submersible carrier. Worthy of being considered a flagship of its own, the sole ship produced of this claass, unveiled and handed over in early 2035, it gave a submarine the capabilities of a light escort carrier, in addition to a stockpile of cruise missile.

The Russian Navy also operates a force of Marine troops, trained for amphibious assault operations. These are, of course, fully mechanised and air mobile, including the exclusively operated Ka-68 Helix helicopter

Summary:.
  • 5 Nuclear Aircraft carrier
  • 5 Battlecruisers
  • 9 Cruisers
  • 37 Destroyers
  • 23 Frigates
  • 81 Corvettes
  • 30 Amphibious Assault ships
  • 40 Heavy Landing craft
  • 18 Special-purpose ships ( mobile jammers, listening stations, etc... )
  • 4 Patrol ships
  • 57 Patrol boats
  • 47 Mine countermeasures vessels
  • 11 Ballistic missile submarines
  • 15 Cruise missile submarines
  • 22 Nuclear attack submarines
  • 22 Diesel attack submarines
  • 8 Submersible landing ships
  • 8 Special-purpose submarines
  • 1 Submersible Carriers
  • 5 Supply 'oil rigs
Along with auxilliary ships ( oil tankers, ice breakers, etc...)
While admitting to unable to wrestle complete air superiority from the USAF during aggression , the VVS attemts is to turn the air space from enemy dominance towards heavily contested, leaving the extensive mobile anti air artillery to turn the tide in aerial engagements. As such Russian fighter jets are focused on speed and maneuverability, and in that context the Su-47 Berkut was deployed.

The Berkut started off as a prototype for many further Russian fighter designs. However, the general ineffectiveness of the actual production units forced Russia to adopt the Su-47 Berkut design as the production unit. Although having reservations at first at the effectiveness of a prototypical plane working at the frontlines, many commanders then praised the Berkut for its ability to destroy their objectives and return to the base in one whole piece, more or less. Having a relaxed stability system, it could do extreme evasive maneuvers that could easily mean life or death for a Berkut pilot.

The revival of the Yak-141 VTOL is also a promising signs , the aircraft, now improved, serves as the mainstay carrier aircrafts of the Navy, in support of their ground counterpart


Russian bomber fleet however, is extensive. Su-25 Frogfoot and their brutal rocket runs, Su-34s equipped with cruise missiles, and the newer stealthed Su-57s all serves as potent close air support for the rapid advanced of ground forces. Alongside it would be a massive fleet of strategic bomber like the Tu-32 Boar ( a scaled down version of the Tu-22M ) as well as its existing fleet of Tu-95 Bears, Tu-22M Backfires and the giagantic Tu-160 Blackjack.

A less-mentioned aspect however is also the Russian fleet of transport aircrafts, which , in lieu of the relatively more limited reach of the Navy, maintain for Russia is ability of 24/7 global projection. . Specifically, with improvements to Parachutes, fleets of T-64s, BRDMs and Shilka anti-air can be airdropped along during an airborne invasion, a valuable force multiplier supplied by Tu-164 Condor "aircrafts"
Russia, as a nuclear power, possess an atomic stockpile of warheads capable to be deployed through the standrad trifecta Ground (Silo launches, mobile launcher, even disguised trains )-Sea(nuclear submarines)-Air (bomber fleet). Its strategic arsenal is coordinated through the Perimetr system , or as called, the Dead Hand. Aside from strategic nukes, smaller tactical nuclear weapons are common in Russian stockpile, and with the Chinese mass use of similar weapons against the GLA , international norms has changed enough for Russia to be less hestitae to utillise the same. Already, Topol-M launchers and tactical silos has been activated



Its chemical weapon stockpile is not to be scoffed at either, with an impressive storage of very nasty elements including Sarin, VX, Novichok , and the oft rumored Nova 6. As well, Kolokol sleeping gas are also available upon authorisation for less than lethal concoction ideal for a limited escalation.

And as 'traditional' WMD presents dangerous escalation, the Russian has more and more relies on the Tremor AGAS.

Designed as a long range ballistic cannon - basically a super-sized stationary version of the Soviet Pion/Malka or WW2 era railway guns - that is used for massed bombardment in preparation of a ground assault, unleashing a massive barrage of 300mm artillery shells anywhere on the battlefield.. The system is capable of firing HE, nuclear and chemical shells but the Russian army refrain from using unconventional payloads for political reasons and because they do not want to pollute the land they will be trying to capture moments after the barrage is over.

The effective range of this new weapon was believed to rival that of even the most advanced short range ballistic missiles and the loading mechanism could feed shells into the system at such a rapid rate that an entire city block could be levelled within seconds
Complete with satellite blinders, radar jammers and microwave scatter devices, the Blackout Node is one of the latest fruits from the Federation's labor in anti-intelligence warfare. The Blackout Node sends extremely volatile signals that jam communications and sensors such as infrared and radiowave finders, making the whole area appear as if it was a void of space. a network of these are able to hide entire battlegroups of armor from any form of electronic surveillances

In short,as mentioned, the Russian military doctrine focused on the usage of heavy fire power in ceaseless mobility. Heavy artilleries covers the rapid advanced of masses tank divisions as the enemy was assault through land, sea and air in accordance with multi-spectrum warfare.
Critical Technology
Tesla weapons - Legacy of the late general Nikita Aleksandr, Tesla weapons and its horrificaly effective adaptations has seen in the hand of the Russian military provide it an effective and surprise punch
Advance Jamming technology - Almost every frontline vehicle in the Russian military is equipped with advance jamming system from BMps to Sentinel tank. Russian jammers comes in various form , form Shtora jammers mounted on vehicles ranging from BMPs to Golems and even helicopters. To signal jammers equipped in Russian stealth aircrafts and ballistic missile. Even the infamous Blackout Nodes.
Critical Weaknesses:

Ultranationalists Remnants:
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The collapse of the Soviet Union lead to the rise of political extremists of various strains. Neo Nazis, Religious fundamentalists of all kinds, ethnic seperatists...all arise in the collapsing political vaccum of the newborn Federation. The Ultranationalist movement is one of them. The ideology, founded and bubbling among disastified Russians who is nostalgic for its superpower past, only further boiling under the incompetent rot of the various failing presidencies. Various groups of this sort has even been running what can be considered insurgencies in Siberia and the Cauxasus, further the destabilisation malaise of the country . The Domodedovo Airport Attack marks a heavy escalation among perceptions, but in truth, it was the last grasp of the dying beast as more moderate elements of the movement has been convinced to lay down the arms after years of bloodshed. However, this present a different problem. The sentiment for the Ultranationalist ideals still running hot among portion of Russian society, including many parts of its military , eben with the deaths of general Nikita Aleksandr nd his closest lieutenants in a helicopter crash decapitated his factions and finally putting the Shock Trooper Corps under genuine government leash. Suvorov's renaissance earn their present support...but, a perceived wakness could prove dangerous for the country fragile order. As well, portion of the extremist Makarovite followers are still at large, planning audacious terrorist attackaiming at the perceived 'traitors'.

Rats in the Silo
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Corruption is, regrettably an inevitable portion of Russian politics. No matter proclaim of purges and anti corruption campaign, it is deep rooted in the nation's society like an uncurable chronic disease. Conscientious politician can only hope to subdue it, and mitigating its worst consecquences, but nonetheless it is impossibel to wipe it out root to stem. None of this is as evidence as the military itself. It is become a rule by now that at every Russian base and military posts, "entrepreneurial" quartermaster officers can provide...managable bits and pieces off the military stockpile for anyonewho can pay the right price. Suvorov corruption purge in the military can only stop the worst excesses, but just as the Russian reality would tell, he can only do so much.



Frontline Officers

- The tradition of Russian officers to fight in the frontline is part "custom" and part neccessity. The various militaries of the regimes that rules over Russia has always been top-heavy. The lacking of NCOs heavily requires higher officers to directly command the frontline, both to maintain effectiveness of command, and general discipline and morale among the troops. This of course present a dangerous vulnerability for a decapitation in an engagement agaisnt...resourceful enemies. During engagements in the Caucasus, and Russian's own anti GLA operations , it is not unusual to see dozens of colonels killed if an engagement gone particularly awful . While this lack of an effective NCO corps resolved with Suvorov's reform , which among the most important includes the reestablishent of a throughout NCO and Lower Officer corps, the culture nonetheless remains. Colonels and even generals would stand in trenches with their men, leading direct assaults, despite the risk. And as this culture is quite rooted in the higher officer corps, it is not easy to get rid of anytime soon, especially as the focus is given to the more effective purge of the much worse custom of dedovschina

Location/Land Area:
Russia, East Belarus, East Ukraine. Puppet governments in the Stans. Scattered bases in Syria and West Africa. All forces abroad transports home


Map later
 
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Here is my submission.

Faction Name: The Empire of Europa

Population: 500,200,000 total Population

Setting of Origin: Original setting

Nation Type: Vassal/Nation/Great Power/Superpower

Government Type:
Empire/HRE-based.

Location: As mentioned in below doc.

docs.google.com

Europa

The Empire of Europa Faction Name: Europa Population: Roughly 500,200,000 in total population Setting of Origin: Original Nation Type: Vassal/Nation/Great Power/Superpower Government Type: Imperial Reich/HRE Successor Territory: As mentioned in the Territories tab History Europe was alw...
 

Faction Name: The New Coalition of Ordered Governments (Official Name, still often just called the Coalition of Ordered Governments/COG)

Population: Around 39 million

Setting of Origin: Gears of War (Slight AU)

Nation Type: Vassal/Nation/Great Power/Superpower

Government Type: Transitioning from Emergency Authoritarian Government to Government-Powerful/Martial-Republic

History:
Jacinto Plateau... named the last bastion of Humanity. Originally when Emergence Day occurred and the subsequent use of the Hammer of Dawn Satellites were ordered- it was this location where the Coalition of Ordered Governments (COG) had withdrawn to; leaving the rest of the planet to suffer the weapons of mass destruction as they were used to try and stop the Locust Horde invading from underground.

And yet, from the start of this concentration, things would go differently then what the future intended.

In a meeting between Chairman Prescott and his various generals and advisors, the Fortification Plan was enacted. Following up to it however was Operation Meadow, a plan deviating from the proposed three days to evacuate Tyrus-based Gears and forces to the Jacinto Plateau. The COG would launch several costly counter-offensives near major cities across their territory, drawing attention to these forces to divert the Locust Horde's focus and to draw as many in as possible. All the while, plans would be enacted to evacuate what civilians they could alongside assets, resources, and remaining military forces- if not to Jacinto then at least to locations nearby or outright outside of the primary targets for the Hammer of Dawn. Designation points would be set for civilians to immediately evacuate to, caches prepared, and routes drawn up. Assets and Resources would be prepared for extraction or destruction, and trusted COG Commanders notified to be readied at a moments notice.

Finally, it would be enacted. Over three weeks some of the fiercest fighting in Seran History would be seen as what seemed to the Locust as a do or die offensive was launched. Eagerly they would respond, wanting to pin down the Human military and wipe them out once and for all. Millions would die on both sides, joined by many thousands of equipment and vehicles.

The deception would work however, and even as the COG was forced to a standstill or made to fall back to nearby cities they would fight on. Finally then, it would be enacted.

The Hammer of Dawn was let loose upon the surface of Sera.

Billions would still die, but thanks to the COG efforts and risky decision many more would survive- either alone or in route to Jacinto. Many Gears and formations would perish, holding their ground instead of retreating when the call came.

And so the surface of Sera was scorched, and in the following weeks and months streams of refugees and surviving formations would stream into the Plateau, joined soon after by vast numbers of vessels bearing resources and people.

The following few years would see low level conflict and a struggle to get food planted for the large populace, yet by 5 A.E these efforts would succeed- using various remaining and untouched islands- especially those beyond the Abyssal Trench to avoid Locust tunneling, alongside many of the fields of the Jacinto Plateau. Hydroponics and aquaculture projects would be built up, providing even more food to bolster the population.

Then, in 10 A.E., the Capitol of Ephyra fell to the Locusts as they launched a new offensive on the plateau. In the following Lightmass Offensive, a Lightmass Bomb was used to attack the Outer Hollow- destroying a large portion of it and temporarily halting the Locust Horde. The last remaining large city on the island not overrun, abandoned, or drained of civilians to turn into a military stronghold, Jacinto City became the last bastion of Humanity as slowly they were pushed back- vast tent cities and slums outside the city itself being readily fortified. The COG braced for an offensive as the outer cities were evacuated of people, equipment, and resources. Then, in 14 AE things changed when Operation: Hollow Storm was launched to preempt the offensive. This attack took the fight to the Locusts and succeeded to an extent- stopping their planned attack in the direction of Jacinto City and ending the potential threat poised by the awakening of the Riftworm by use of a Lightmass Bomb, the same weapon that had awoken it in the first place.

The Locusts changed course here, steering their attack towards Fort Valford- a large naval and manufacturing base where much of the COG navy resided along with their Lightmass manufacturing facilities and stockpiles. Their objective was threefold- to destroy as much of the COG's naval capacity as possible to prevent escape by sea, to destroy their strategic weapon capabilities, and to flood the Inner Hollow once they evacuated to the surface to destroy the nascent but increasing threat of the Lambent deep underground. The fight was long and brutal but, with Delta Squad at the lead, the plan was turned around on them. The Fort was evacuated and purposefully destroyed- flooding the Inner Hollow through the created tunnel to the sea. The fight for this was almost anti-climatic, owing to the Locust having to refocus on the Lambent with a large offensive from them, prompting the Locust to be forced to seal and collapse many sections of the Inner Hollow. As a result, they were caught off guard when their plan was turned against them, flooding and burying the vast numbers of them in the unsealed sections of the Inner Hollow. Follow up detonations and attacks would further collapse the Inner Hollow, plugging the tunnel to the sea in the process as the vast caverns were left collapsed, flooded, and sealed.

Humanity recovered, and with the Locust threat reduced to war bands and small fiefdoms it expanded- retaking the Plateau in various fights against the Savage Locust, which were various surviving warbands and warlords of the Locust Horde now stranded on the surface. Other surviving nations would be met- some being local or national governments formerly part of the old COG or UIR, and others entirely new. While many would at least be cordial or even friendly, the concerns about these other nations combined with the few more standoffish or outright hostile nations would result in the COG's military being maintained and even expanded, as with the Locust War over certain military forces and equipment left depleted or abandoned would be built back up.

By 16 AE efforts had begun to build New Ephyra, and by 20 AE basic re-construction was finished as the first Democratic elections were held- the now New COG Government moving there as the resources and population concentrated at Jacinto City began to decentralize. The population boomed, through both a baby boom and refugees from outside the Plateau flooding in. Now the year is 28 AE, and just as the COG was about to begin efforts to recolonize the mainland besides the far off resort-military city turned fortress-city of Halvo Bay, and attack Savage Locust encampments to make room for resettlement and to alleviate pressure on the Outsider communities, everything disappeared in a flash of blinding light.

Basic Overview of the COG:

The original Coalition of Ordered Governments was formed during the Golden Age, an era started by the discovery of the Lightmass Process which allowed for Imulsion to be refined- solving the energy crisis that had been building during the Age of Silence and at the end of the previous millennia long Age of Armageddon. Formed by an alliance of Imulsion-Rich Nations, the AllFathers (Founders of the COG) strove to bring social advancement in-line with the new age of advancement towards a potential Utopia which Imulsion and other advances promised. This would end up resulting in a mixed Reactionary-Socialist Ideology, with great autonomy granted to the member states, alongside the incorporation of Collectivism, Natalism, and Militarism. This would end up resulting in a mix of Authoritarianism and Democracy, especially as many influential and formerly-aristocratic families would manage to maintain some measure of power and influence. This form of government and indeed the way of life for it's citizens would be shaped by the founding Octus Canon Document, influenced by the Order-Socialist writings of the earlier Austere Canon.

While the alliance-government would place great power in the individual member-states and the legislative Council of Sovereigns, resulting in a decentralized form of government, this would be eroded and eventually abolished due to the Pendulum War, placing more and more power in the previously weak Chairman and the Military.

This would be solidified with the Locust Wars, the mass destruction of prior institutions and the requirements for a war of survival resulting in the Chairman and Military taking firm rulership.

With the end of the Locust Wars and the scandals that rocked the Prescott-ruled surviving government through a mixture of information leaks and no initial attempts to restore rights, he would be ousted in 17 AE. It would only be due to quick efforts and a determination to keep peace and order that the government would 'merely' undergo a radical change and minor collapse instead of it fully collapsing. Rebranded as the New Coalition of Ordered Governments, it's constitution and government would be restructured, with the first votes happening in 20 AE that would see to the election of First Minister Anya Stroud. Helped by the old surviving Families losing much of their power and prominence, alongside the reality of the COG no longer being multi-national and experiencing an influx of local pro-rights Tyrus influence, Authoritarianism is being chipped away at and replaced with Democratic rule- even if evidence of the previous control of the government still remains.

Currently the specifics of what Imulsion is is currently kept secret, although efforts are underway to limit it's usage. Using the case of a much smaller size and population as needing less fuel, efforts have been made to prop up alternative sources- reactivating hydroponic dams, putting down nuclear reactors, and installing fields of solar panels, wind turbines, and tidal generators. More subtle efforts have been made to put Imulsion in a lesser light via some influencing to various minor and a few major publishings, encouraging competitors such as Full-Electric or Solar-Powered cars against Imulsion-Fueled ones. Even over-exposure to fumes causing Rustlung was something that was eventually put off of lockdown and allowed to fully be public knowledge, something that was inevitable either way given the number of cases. While what Imulsion is capable of through the Lambent is known only to a mere handful and not at much of a risk of being leaked, Imulsion being alive is a technically more at risk classified government secret, and something that is being looked into to ease into public knowledge. With effort, once Imulsion evolves to become the threat it can, the public will be ready to leave the seemingly miracle fuel behind as the Countermeasure Weapon is finished and fired.

At the moment, in terms of politics there are several parties to keep note of:

The New-Age Reformation Party (Nicknames: Reformers)(NARP)
Description: The Largest of the Political Parties of the COG government, this party has been the one in charge through First Minister Anya Stroud since the reformations of the COG began after the ending of the old martial-law administration under former Chairman Prescott. This party receives massive support due to their progress and efforts in rebuilding so far, their steady progress in reforming the government, dealing with remnant Locust, and support from a variety of well decorated, well known, and influential people. Their aim is a sort of 'middle of the road' path, maintaining a balance between the central government and the local governments, with protections and renewal of civil rights.

The Unified Order Party(Nicknames: Traditionalists/Prescovites)(UOP)
Description: While having a good deal less support then the Reformers and having more then a few internal differences on opinions, the OCP Party is one that adhears to the values and powers of the Old COG towards the end of the Pendulum War for the most part, and could be considered to be Loyalists to former-chairman Prescott for the most part. While bringing things all the way back into an Authoritarian Rulership isn't on the cards, they nonetheless support a powerful executive and centralized power, along with the maintaining or restoration of broad government powers and control in order to provide security and order for everyone.

The Desipich-Republican Party (Nicknames: Socialists)(DRP)
Description: An egalitarian and Socialist Party, in a couple ways the Socialists could be argued to be the true Traditionalist Party unlike the OCP, owing in their wishes to adhear more to many of the intentions of Alexiy Desipich and the Allfathers. Their primary divergences here are a desire to permanently prevent the return to power of those such as ex-Aristocratic Families that held large sway over society, rule by the wealthy, and such. These efforts have been primarily successful, if needing not too much effort owing to most of said families no longer being around or being greatly diminished in power.

The Veteran's Legion Party (Nickname: The Gears, Veterans, Legion)(VLP)
Description: This Party primarily exists to support Gears and others who fought in the Late-Pendulum and Locust Wars, to give them a voice. They primarily champion the continued Veterans Welfare, support and services for both current and former Gears members, the building of monuments and such to honor them, alongside championing general civil rights pertaining to speech and religion. Currently the Party is experiencing a slight crisis owing to internal debate on maintaining a Pro-Military or Pro-Peace stance, but is expected to recover and align more closely with the Reformers due to the recent elevation of Party Leader Carmine, although some defections to the Traditionalists or Pacificists may occur.

The Pledge for Peace Party (Nicknames: Pacifists, Softies)(PPP)
Description: The Pledge for Peace Party can barely be considered a main party, and are mostly around due to various compromising and joining together in coalitions with larger parties. This is owing to their adamant pacifism that runs counter to both the Militaristic Culture of the COG and the large amounts of war veterans, on top of early scandals and overzealous statements that alienated many potential members. Since then it has moderated itself, but still wishes for a massive drawdown of the military, peace with concessions and little-condition help to the Outsiders, a ban on Weapons of Mass-Destruction, and the reduction if not disappearance of the prevalence of Militaristic Culture in the COG.


Military: [A basic overview of all major units/groups of the Faction's Military]
While having downsized after the defeat of the Locust, a combination of the world still being dangerous, worries of a Locust return, and a militarized society mean that the army continues to have around a million active members, the largest of the branches, and has the capacity to call upon and support millions more- most veterans or one sort or another from the conflict against the Locust or even the old COG-UIR War. The Army itself is primarily composed of frontline infantry nicknamed Gears, with supporting personnel making up much of the rest.

Typical Gears tend to be well armored and equipped, with most of them being Veterans in some manner or another, although recently more recruits that were born after Emergence Day have been added to the ranks. In terms of personal gear, notably COG armor tends to be quite protective, in some cases being better then that of civilizations that are at an otherwise similar tech level (early 21st Century or immediately beyond). Besides that, the typical array of Lancer assault rifles, Gnasher Shotguns, Snub Pistols, and Longshot Sniper Rifles are used with the famous Mk.2 Lancer often still equipped with Chainsaw-Bayonets. Other less notable weaponry is used too, include grenade and rocket launchers, smg's, machine guns, carbines, and a rare but useful type of automatic shotgun being among them. In addition, new weaponry is coming into play too- including the so far rare but increasing in amount EMBAR Railgun, the Tri-Shot Chain Gun, and the Salvo Rocket Launcher.

For land vehicles, the army is well equipped with a variety of them- most being decently mobile. These include Silverback Exo-Suits, M-70 Centaur Light Tanks/IFV, M-44 Manticore Main Battle Tanks, and rarer M-78 Sphinx, Armadillo Armored Personnel Carriers and modernized Caribou Armored Personnel Carriers, Basilisk Infantry/Armored Fighting Vehicles, Mammoth Bridge-Layers, and other vehicles such as trucks, (Hummer-like) jeeps, utility/specialist vehicles, and bikes. Assault Derricks are in much part by now retired or reverted back to civilian use, although some remain along with a military purpose-built model simply called the Advanced Assault Derrick, capable of better transporting troops and launching assaults on underground targets- with configurations either for troop assault or explosive-payload delivery. Robotic units are also present, with examples such as JACK Helper robots and other types in product to assist or even join front-line fighters. In this some of the first bipedal units in the form of Shepherds and DR-1s have been introduced, if for civilian and security purposes for the former, and the later having just moved out from the prototyping and testing stage to begin production. Others are in the works for both military and Civilian, but may take time. Automated Turrets are also usable, both for simply heavy weapons and larger examples that employ cannons, missiles, or torpedos. In addition, in storage are a few various older COG and UIR vehicles and equipment that while not in use are still present for reuse. A few types evacuated in large enough numbers/with tooling are used in limited amounts by the COG, such as a COG-Variant of the ASP Anti-Air Vehicle, using either it's normal armament or different loadouts such as swarm missile launchers, linked auto-cannons, or twin Miniguns.

Artillery and other Anti-Aircraft units are also present, with the former being a mix of field artillery and mortars, some mechanized units/self-propelled artillery, and large stationary guns for static defenses. Recently, this has included the new ERG-2 Railgun Emplacements, which are steadily being put down to defend cities and major military installations.

Design Notes (OOC):
- M-44 Manticore MBT: Changed from having a resemblance to the M26 Pershing to looking more like the M60 Patton tanks, specifically more of the M60A3 SLEP version with COG asthetics and tech. The Platform itself would be designed to be heavily modular and upgradable, allowing it to persist as a usable tank/vehicle for many decades even up to now. Only originally fell out of most use due to production plants having been hit early on.
Image

- M-78 Sphinx: The newest type of tank, being essentially to the COG what the Abrams was to the United States Military. Some minor differences compared to design art due to aesthetic difference and tech level. IC, the tank had entered limited production just before the Locust War, where a scarcity of parts and important material meant production stopping, and only being restarted recently.

- Basilisk Infantry/Armored Fighting Vehicle: Similar in concept to the Russian Terminator BMP, in that it is designed to support armored and mechanized forces in urban areas and similar close-quarters environments. Equipped with an unmanned turret bearing duel 60mm autocannons, 40mm grenade launchers, and additional utility-grenade launchers as a main weapon, it also comes equipped with front-facing duel weapon emplacements and modular automated or unmanned pods above the front tracks.


- AG-55 Talosk Self-Propelled Gun

- AG-49 Scriver Super-Heavy Self-Propelled Gun

The COG Air Corps had originally been founded to support Army operations, and as such it was only into the later half of the Pendulum Wars that it evolved into a true air force. Even then, due to politiking it would be primarily focused around helicopters. Only towards the end of the war would the bought officials responsible for this decision be phased out, helped due to several times where the UIR has established air superiority. And so while an uptick of jet aircraft would appear, it would still be majorly focused around helicopter units as the war came to a close. When the Locust surfaced not long after, it resulted in a lot of the COG Air Force being caught on the ground- resulting in the military branch being heavily decimated and leaving behind mostly more mobile elements. This primarily consists of King Raven multi-purpose Helicopters along with variants such as Queen Raven Attack Helicopters/Gunships and Strategic Transport Helicopters (Special Ordinance, Silverback mech-carrier, etc), as well as the larger Monarch Raven Heavy-Lift Helicopters (Blend between King-Raven and irl CH-53 Helicopter). Also presently are the newer Corvid light-attack and reconnaissance Helicopters. Other aircraft are present, such as newly re-introduced Condor Transport Plane and its variants, Petrel Fighter-Bombers (normal and VTOL-Variant), Hawk-Thunder Interceptors (upgraded COG parallel of F-15E Strike Eagle, which was done after the pressing need for jet aircraft became known), and the rarer Falcon Fighters introduced just before the Pendulum Wars ended, alongside some examples of more specialist aircraft such as Electronic-Warfare aircraft and a few large strategic bombers that had been in the process of being restored to bomb further out Savage Locust groups. Furthermore, several examples of both older COG and UIR Aircraft are present and are either in storage or are used for training.

Corvid Recon-Gunship:

Petrel:


Falcon Fighter:

Besides Marine units and naval aircraft, the COG Navy has surprisingly been doing well. The increased time period before the Fortification Plan was enacted allowed many vessels, both civilian and military, to leave their harbors. During the Locust War the navy would remain decently intact owing to little to no Locust naval activity, leaving them mostly in a fire-support and transport role alongside farther off expeditions to recover abandoned assets and personnel. Nonetheless, original capabilities have been preserved, especially with rumors of more established survivor groups and even nations remaining on Sera.

While little in the way of wholly new ships have been built many old COG vessels have been either fully refurbished from their time either abandoned or assigned to the prepared evacuation fleet, or have undergone complete rehauls including replacements of vast sections of the ships to the point that they are in part new vessels. Not including now firmly civilian vessels, hundreds of Landing Craft and around 142 various Patrol Boats/Corvettes are still present. The Navy also maintains 38 submarines (28 attack Submarines, six Ballistic Missile Submarines, four Seabass Class Midget Submarines), 49 Destroyers/Frigates (Normal and Anti-Air), twelve cruisers, 14 Amphibious Landing-Assault Ships, six Ravens-Nest Class Helicopter Carrier/Amphibious Assault Ships, two Fleet Carriers, and three Flagship Battleships. Alongside all of this are a few dozen various military logistics, tanker, tenders, and transport vessels.

  • Army Engineering Corps: Capable of quick and effective work along with holding their own, the Engineering Corps has become notable in helping to form defenses against the Locust, in maintaining supply lines and critical infrastructure, and in repairing damage left by combat or decay- all the while being able to hold their own with their loadout of mostly shotguns and sub machineguns, along with small explosives.
  • Special Tactics Group (Commandos): These special forces are designed primarily for actions and operations behind enemy lines, and are composed of some of the most skilled and hardy Gears out there.
  • Onyx Guard: A long time elite special operations unit, the unit is made up of loyal and battle-hardened veterans along with those promising enough to be trained into the unit after initial Gear and STG Commando training. They operate outside of the established command structure, answering directly to the First Minister. Equipped with their own supporting air wing and armored regiment, they serve as guards of the First Minister and Central Government structures along with acting as an elite shock-force on the ground. They have recovered moderately well from the Locust War what with both plenty of potential recruits and a solid core of Onyx Veterans formally based at Azura. Their presence is high in Halvo Bay, where their training grounds are, and the capitol New Ephyra.
  • Delta-One: On paper an ordinary squad, in reality it has been one of the most important units in recent COG history- being known for being instrumental in multiple victories against the Locust- culminating in their destruction as an organized force and extinction-level threat. Nowadays it's still around, with it's membership gaining years and shifting a bit as some such as Dominic Santiago, Damon Baird, and Anya Stroud going off to be with their family, form Damon Baird Industries, and become First Minister respectfully. The Squad is currently led by Marcus Fenix, and remains fully capable of whatever is needed.

  • Hammer of Dawn: A series of orbital satellites outfitted with lasers. By use of either a handheld targeting laser or a mobile command center for precision targeting and those not needed for targets the level of large buildings and upwards, the effects of the Hammer of Dawn can be quiet devastating- with the vast network of them having been used in the past to wipe 90% of the surface of Sera of the vast majority of life. Even so, it is scalable- being used from a city-cleansing level in conjunction with other satellites all the way down to platoon-clearing or single-target obliteration. As of the present time, due to age the Hammer of Dawn is reduced some in capability. Nonetheless, it can still scour a decent sized country (size of Germany) over the span of a few days, or highly glass a large city swiftly with a few Satellites to spare. Such Satellites can, if needed, be reorientated towards more spatial threats. Efforts are currently underway to finish and send up newer-built Hammer of Dawn Satellites alongside servicer satellites to repair and maintain the existing network using robotic drones stationed from the carrier satellite.
  • Nuclear Weapons: While no longer in use, the COG know of Nuclear weaponry and if for whatever reason need to make any, they can do so.
  • Chemical Weapons: While no longer in use, the COG knows of many types of chemical weaponry, and if for whatever reason if they need to make some, they can do so.
  • Lightmass Warhead: A Warhead containing condensed and treated Imulsion, this can be fitted onto torpedos, bombs (dropped and stationary), and missiles. While their yields can be lower or higher to turn it from a light WMD to just a higher end strategic weapon, at their strongest they can seriously damage a city. Nowadays highest-yield warheads are only stored in case of emergency, leaving just the low-end yield warheads as heavy explosives and mid-yield warheads as highly destructive tactical/strategic weapons.
  • Imulsion Countermeasure Weapon: Developed by Adam Fenix over the culmination of three decades of first research and experimenting and then actual construction, the ICW is meant as a last-resort WMD against the impending Lambent Plague created from Imulsion. Using targeted radiation, it would reach a Global Scale and wipe out all Imulsion Cells either alone or in a living being, leaving only inert/unliving Imulsion such as crystals left. It is almost complete, however due to a lack of live Lambent Samples it has been left in an almost complete state. That being said, should said examples appear work can quickly be concluded, and the technology can be adapted for other uses,

Critical Technologies: [A brief list of any major technologies that are considered critical to the Faction. If this is not applicable, feel free to move on.]
[An example list is below]:
  • Hammer of Dawn/Lasers
  • Robotics
  • Computer Technology (including somewhat into Artificial Intelligence)
  • Magnetic Technologies (Mag-Lev trains, recent railguns)
  • Shield Technology (Mostly prevalent in the form of Deflector Shielding at static installations and on ships that can afford the power cost)
  • Basic Cloaking Technology
  • Repulsorlift/anti-gravity Technology
  • Imulsion-powered/involved technology
  • Alternate-Energy Sources and uses.
  • Fabricator Tech
  • Genetics
  • Satellites
  • Armor/Weapons
  • Light-Terraforming (Geological Stabilization, weather manipulation, restoring battlefields and destroyed lands, etc.)
Critical Resource(s): [A brief list of any major resources that are considered critical to the Faction. If this is not applicable, feel free to move on.]
  • Imulsion
  • Various Metals (Including Osmium and Uranium)
  • Unique and Exotic Wildlife (not much of a resource, but good to note nonetheless)
Related NGOs: [A brief description of any NGOs related to, but not aligned with, your faction.]
DB Industries (DBi): Founded by ex-COG and Delta Squad member Damon Baird shortly after the end of the Locust War, DB Industries is a prominent Technology, Manufacturing, and Construction company that has become one of the most forefront of such companies, it's influence soon easily competing with that of the remnants of pre-war companies that had survived and other new ones, including those that got contracts to continue producing and servicing equipment and assets previously nationalized. Responsible for feats such as creating the majority of automatons currently in service by the COG and the stabilization of the Jacinto Plateau, which had been rendered geologically unstable due to the various tunnels and spaces carved out by the invading Locust combined with underground Lightmass detonations and flooding. They were also, after an emergency if secretive meeting, the ones primarily responsible for ensuring that the flooded entry into the Hollow was indeed blocked up, preventing any major leakage of pollution and Imulsion-poisoned waters to the surface. The influential company, while COG and government friendly, is all too ready to back Gears and Delta Squad members old and new over the government, and under Damon Baird is willing to do 'what is right', even if that is most often true.

Currently, ignoring incremental research and whatnot, 'major' DBi or joint DBi projects are:

- Watcher Drones, both small and large. Still in research phase, with the first prototype being tinkered with.
- Kinetic Barriers: A massive leap compared to energy-hungry and limited-projection Deflector Shields, Kinetic Barrier Shields are very much still being pioneered in research.
- Railgun Refit: While less of a research project, efforts are currently underway to replace the heavy weapons of various warships with railgun equivalents
- Lancer Mark 3: While not a full on project yet, numerous notes, observations, and sketches have been done on the new weapon. Should it be needed, research and prototyping can begin quite quickly, especially given that the weapon is in many ways merely improvements and upgrades of the Mark 2. Additions can be added and tested on rather quickly too.
- Vulture Gunship derived from the Condor Transport: Prototype currently assembled and undergoing trials.
- Imulsion Countermeasure Weapon: A rather secretive project including Baird himself and the reclusive Adam Fenix, the ICW research and setting up is mostly complete but is otherwise ground to a halt due to the lack of Lambent samples. At this point, final preparations to the weapon are mostly just on standby, waiting for the final data and adjustments.
- Other anti-Imulsion/cleanup methods
- Rust-Lung treatement
- Fusion Power: Having been an old hope for many nations during the energy crisis, this was largely left by the wayside with the arrival of Imulsion and the consolidation of several nations into the COG, only being added onto over the decades by occasional researchers or captured efforts from the UIR. Any minor research fully ended with the emergence of the Locust, destroying or forcing the abandonment of most facilities containing what research there was of it. Interest in it only resumed following the end of the Locust War, prodded secretly by Daimon Baird and others who knew of Imulsion's true risks. Currently it is the topic of research of Adam Fenix, and while there is plenty left to do it is going steadily, with the first testing facilities recently built and sites elsewhere on Sera investigated and looted of any equipment and research.



Location/Land Area: Jacinto Plateu would be ISOT'd onto the Iberian Peninsula and a bit of northwestern Africa.

- Jacinto City at the site of Lisbon.
- New Ephyra at the site of Madrid.
- Halvo Bay at the site of Gibraltar (with Onyx Point island and the smaller archipelago ISOTed a bit further out into the straights).
- The Lesser Island Chain (Including Vectes)(Temperate Climate) are eastward into the Mediterranian.
- Azura (Hawaii-Style Tropical) is directly to the west into the Atlantic
- The South Island Chain (Tropical/Jungle) is to the west/southwest into the Atlantic


Note: Location may be changed depending on talks with another player.
 
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Faction Name: Morgan Industries

Population: 40 Million

Setting of Origin: Sid Meier's Alpha Centauri

Nation Type: Nation

Government Type: Megacorporation

History:
Born to an old noble family in Kenya, Nwabudike Morgan built a world-class business empire from the ground up. Seed money from his family went to buying and selling weapons during the Sahara Burst Wars. Profits from that venture backed a mercenary force that toppled the government of Namibia and gave Morgan control of many of that country's rich diamond mines. From there, he diversified. By the early 2050s, he had a vast empire that included mercenary and security forces, agribusinesses and food-transport corporations, and a worldwide chain of hotel fortresses "for the discriminating executive."

In the late 2050s, the Russian government was a major partner in the Unity project. When the Russian economic system collapsed in 2058, Morgan Industries stepped in to buy out many of the construction contracts previously held by Russian interests. Morgan made public statements on a number of occasions, calling the Unity project '"humanity's last hope." He gave the work his personal attention and won high praise in the world press for his selfless devotion. Then, just before the Unity was launched, Morgan vanished. His lieutenants claimed that he had simply gone into retreat to develop new business ventures. He had not yet reappeared when the Earth's final crisis erupted.

Nwabudike Morgan should not have been on the Unity at all. Yet as the repair crews moved through the ship during its last days, they found an extra cryocell that was not on any of the ship's manifests. The stowaway turned out to be Morgan, the great African tycoon whose business empire had served as a contractor for much of the starship's construction. Apparently, Morgan had used his position to place himself on the Unity at the last moment, thus escaping the death of Earth.

Morgan proved to be remarkably resourceful. He had no official position in the crew and was not accompanied by any of his Earthside advisors, yet he managed to force his way into the senior officers' deliberations, and persuaded a number of crewmen to follow his lead in the final crisis. After arriving on Planet's surface, many of the crew were horrified at the prospect of living a harsh, brutal existence for the rest of their lives. Morgan won many followers, and eventually worked his way into a position of faction leadership by promising wealth and luxury for all. In the end, he reestablished Morgan Industries on the new world and laid long-term plans for the ultimate monopoly over all human endeavor.

Military:
Morgan Security's primary arm is a hybrid between an expeditionary force and a local constabulary. The distinction between these two functions may be difficult to make out at first glance when armed contractors all adhere to the same dress code. However, such confusion quickly dissipates when the brave (and no less greedy) souls from the innocuously named sub-department known as Acquisitions forsake the non-lethal implements of their counterparts in Public Safety. On foreign shores and on the defense, mechanized support is readily available when Morgan Security must assume the trappings of a real military. Most enlistees have found themselves lured in by the promise of keeping their company-issued genetic modifications after the term of their contract expires. Not least among the reasons why is the sheer difficulty of joining the ranks of the Homo Superior on an average employee's budget. What few notice, however, is the fine print's endless options for renewal.

Land doctrine for the Morganites revolves around three types of combat unit. As is the case with other branches of their armed forces, an emphasis on modularity and easing strain on supply lines leaves them with a relatively narrow range of weaponry, scaled up or down as necessary to meet the needs of a given unit. For instance, land-based forces are unique among their sea and air-based counterparts in that the chassis they bring to bear are designed to readily accommodate heavy artillery systems of varying sizes reminiscent of MLRS platforms from the 21st century, taking advantage of advances that allow them to fire and maneuver behind friendly lines with greater speed than their large and unwieldy forebears. Another significant departure from these older implements is the ability for the same chassis to accommodate missiles in both artillery and anti-air configurations.

Dismounted infantry equipped with rifles form the backbone of Morganite defensive strategies. In lacking the morale necessary to hold firm lines, the Morganites' characteristic tendency to retreat under significant pressure has directed them to find a solution through the frequent attacks that characterize a defense in depth.

When logistics allow, however, the image of a Morganite security officer slogging through the modern battlefield on foot is something of a romanticization:
The Infantry Support Track (IST) was one of Planet's stranger military innovations. Infantry support weapons were crucial to success on the battlefield, since they were usually required to punch through the armor worn by battlesuit infantry. However, such weapons were unwieldy in the fluid, fast-moving skirmishes typical of colonial infantry warfare. The IST was one answer. It was essentially an armored scooter, large enough to accommodate a single infantryman in a half-standing position. Quick and agile, the IST could keep up with the front lines - but it also carried substantial armor to the front, protecting its crewman. A turret was mounted on the front of the vehicle, with a modular socket big enough for a support weapon and its ammunition. This made it easy to upgrade weapons systems as weapons technology improved. The IST (also called a "combat scooter" or "mobile pillbox") was a common sight on Planet's battlefields.
Whereas tracked infantry are the foundation of any given offensive, consolidating gains and breaking down stiff resistance, their armored support performs the heaviest duty. Morganite offensive doctrine employs swift hovertank spearheads designed to soften hard targets from maximum range as they close in ahead of defensive artillery barrages:

Morganite hovertanks are the poster child for a recent wave of military modernization in the face of emerging technologies. Air-cushion vehicles are hardly a new concept and predate the Unity project by decades. With the sheer fragility of the propulsion mechanism and difficulties past certain weight thresholds, however, frontline combat applications were nothing short of a non-starter. Increased material tolerances and reduced strain on the chassis have given rise to the first truly original design to emerge from the faction-affiliated workshops of Planet's engineers. The very concept of a hovertank owes its existence to the armored skirt that now covers the surface area of its cushion. Boasting the same long-range capabilities and accident-proof compartments as its rover predecessor, the output from the hovertank's fusion generator offers it a maximum speed of 227 km/h across all but the most jagged terrain. On inspection of the interior, one can immediately tell from the missing bunk that the targeting-assisted MMI has completely eliminated the need for a second gunner despite the continued presence of a coaxial support weapon alongside the primary turret mount.
By far the latest introduction to Morgan Security, the Aeronautics division has worked directly under the purview of Acquisitions ever since cost-effective fossil fuel synthesis methods made air combat as possible as it was before Planetfall. As is typical of Morgan Security, conventional doctrine consolidates aerial units into a narrow, yet versatile range of chassis:

With contested airspace being a concern in both defensive and offensive situations, the most common sight among Morganite aircraft is the Needlejet. This fixed-wing design travels at a cruising speed of 766 km/h whilst factories roll them out in both air-to-ground and air interception configurations. As is the case with aircraft that rely on liquid fuel, needlejets must frequently return to their nearest airbase to stay operational.
A similar principle applies to Morganite helicopters. Long since abridged in common usage as "copters," the rotary fleet of Morgan Aeronautics performs at a modest 523 km/h cruising speed, emphasizing close air support over attempting to compete with faster needlejets. Copters see the most use on the defensive, their more limited range calling for a more extensive network of refueling bases to ensure their ability to travel across a given theatre of war.
Hydrofoils: 50

Cruisers: 8


A well-functioning navy is critical to a well-functioning military unless one finds themselves in a world without oceans. Naturally, the limitations of Morganite doctrine are most evident on the open seas. With naval projection power being a long-term investment that goes above and beyond that of land and air in terms of cost per-unit, the Morganite fleet is as tactically flexible as it is strategically anemic.

To the credit of Acquisitions, their engineers were no less capable of implementing modular chassis designs en masse at a relatively low price tag. Regardless of the ship drydocks produce, each is easily capable of accommodating additional functionality ranging from flight decks, to marine barracks, or even the stealth equipment and pressure seals necessary for deep water submersion.

Such universal compatibility still leaves some chassis to benefit more than others. For instance, the humble hydrofoil lacks the volume to accommodate an entire squadron of needlejets at once and typically only employs a flight deck for emergency refueling. Even then, its emergency response capabilities are hampered by a lackluster top speed of 62 km\hr. On the other hand, the hydrofoil's small profile makes it an excellent candidate for submersible warfare and, when the situation calls for it, a transport for units conducting deniable raids or other covert operations:
As the factions began to compete with each other on land and at sea, they began to construct armed vehicles to project power against each other. The hydrofoil was a typical early design, intended for patrols along friendly coasts and sea transport routes. Some factions (notably the Nautilus Pirates) adapted it for raids against enemy installations.

One crew station is in each turret, the rest in the body. Aside from the crew stations, the Particle Foil has 20 bunks serving as off-duty quarters. Conditions on board are very cramped. The Plasma Foil's delicacy is significantly offset by the regenerative composition of its chassis; at least one full-time maintenance crewman is still required to screen for defects.

Each shard launcher has full stabilization and a universal mount, increasing the vertical arc of fire to 90°. It features a heavy structure with standard materials. The hull is hydrodynamic, with heavy compartmentalization along its body, and has roll stabilizers for additional stability in the water. All sub-assemblies are sealed.
As for cruisers, the sheer amount of empty space in the base chassis makes an overview of its distinctive features somewhat fruitless. These features frequently change depending on the mission profile a given cruiser is constructed for, whether that involve relocating the deck cannons to an inferior position for the sake of its flight deck or larger openings at the base of the hull to dispatch landing boats. Even so, rigorous standards ensure that each cruiser's onboard fusion reactor is capable of achieving no less than 115 km\hr on a clear heading.
A wide degree of standardization across Morgan Security means that certain types of weaponry and protective equipment are prevalent in a wide variety of shapes and sizes.

  • Type: Bonded
  • Tensile strength: 23 × Chobham
  • Density: 2.5 kg/l
  • Thickness: 520 mm
Silksteel is by and large the flagship product of Morganite materials science. As the tools for subatomic manipulation grew ever more sophisticated, it eventually became possible to "optimize" an alloy's durability and rigidity by changing its structure rather than simply relying on its atomic composition as a performance indicator. While an extra process on top of the alloying is necessary to achieve qualities of silksteel's characteristic strength and flexibility, the results speak for themselves on almost every industrial and military product from Morgan Industries. Newer breakthroughs in nanotechnology and specially bred microorganisms have bestowed limited regenerative properties onto the alloy in exchange for remarkable maintenance savings. Though slower than practical on the battlefield, the molecular composition of silksteel can "remember" its original shape and repair minor damage on its own.

  • Type: Phase adjustment
  • Tensile strength: 97 × Chobham
  • Density: N/A
  • Thickness: N/A
A tachyon sheath is a standard-issue deflector shield for infantry and infrastructure alike. When generators are activated, they create a form-fitting field that times its activation for maximum energy efficiency through the use of predictive algorithms. The field protects against attacks from any direction. It covers the protected object and anything within. In other words, Items making contact with the field will not be covered unless enclosed by it. The field fits like a glove over a structure's contours and does not impede its ability to manipulate objects via industrial manipulators. A max-setting tachyon sheath does not allow gas to pass through, so any persons within must have life-support systems available in emergencies. Under normal conditions, the field can be set to "flicker," allowing gas to pass through but reducing protection by one sixth.

Typically used by long-range reconnaissance forces. This system changes color and pattern to match any background. The system also suppresses the wearer's heat signature. It works for 24 hours at a time on a set of 3 power cells.

Reserved most often for frontline breakthrough forces as a means of increasing employee confidence in their ability to survive intense combat. This system distorts light around the wearer, rendering them nearly invisible until a direct hit renders it permanently useless.

Standard-issue in everything from cruisers to combat armor. A web of optical sensors designed to detect the touch of a laser sighting beam and alert the wearer with a warning tone inside the helmet or cockpit.

  • Weapon Mode: Missile
  • Ammo: 15 mm Mass-energy shell
  • Muzzle velocity: Varies; max 4000 meters per-second
  • Rate of fire: 160/min
  • Max range: 16 km
  • Target acquisition: Charged particle
For the sake of clarity, the information above applies to an IST-mounted support variation of the plasma shard launcher. As such, muzzle velocity and penetration will scale in proportion to size when using a carbine or hovertank.

Simply put, a plasma shard gun heats plasma to fusion temperatures and ejects the resulting bolt down a tunnel evacuated by a preliminary laser pulse. In this regard, a profuse array of lasers and accelerators throughout the history of Morgan Security's arsenal has converged into a single weapon that sets new benchmarks in lethality for all but the ever-present stockpile of fusion missiles. Of note is the weapon's reliance on the very same plasma accretion technology that pioneered some of Planet's very first material science breakthroughs, effectively bringing its development cycle to a full circle.

The various applications of plasma weaponry make it difficult to describe the improvement it represents over its predecessors in more than broad terms. Among the factors that stand out to the average Morganite security officer is one that stems from a long-awaited return to kinetic delivery methods. Particle and beam dispersion are no longer a concern on the frontline, making way for the reliability of magnetic containment systems that can maintain their integrity for as long as acceleration keeps them in the air. Hardly noticeable in close quarters and invaluable for those who fought and died by the tachyon bolter's limited range against the heavy vehicles it was designed to counter.

The psychological effect of plasma shards has proven itself as an additional boon in field testing. The magnetic containment field's tendency to explode after penetration is nothing more than a design feature to enhance the projectiles wounding potential. The sight of insufficiently armored infantry exploding on impact, however, has left far deeper scars on the mind than weapons known to rely on burn rate. This has exposed an unfortunate weakness insofar as Morgan's more enterprising foes have found success in devising methods to prematurely detonate the magnetic field.

  • Weapon Mode: Missile
  • Ammo: Mk. 12(t) 'Sabre' missile
  • Velocity: Mach 2.2
  • Rate of fire: 6/min
  • Effective range: 90 km
  • Target acquisition: IR signature
As much as we wish it were so, it is simply impossible to fire lasers in an arc. With continuing advancements in guidance systems and explosive compounds, the Sabre has taken its place as a staple of the Morganite armory when the situation demands precise attacks at long range.

Changes from the MLRS systems of the 21st century go beyond their ability to accommodate different chassis at once. For starters, continuing advances in stable fusion reactions have allowed each missile to pack explosive force far in excess of any mere chemical compound. Few will admit how much of this delivery method comes from downsizing banned "planet buster" schematics. As far as the missile's hardware is concerned, its pre-sentient algorithms offer an unprecedented ability adapt to changes in its environment. It can not only recognize chaff, but even perform rudimentary "guessing" when a target is obscured from view.
WMDs are anathema to Morganite philosophy of maximizing profit per unit of land area.

Critical Technologies:
  • Nuclear Fusion
  • Cloning (LIMBS AND ORGANS FOR ONLY)
  • Monopole Magnets
  • Spatial Compression (1 Meter Limit)
  • Regenerative Silksteel
  • Tachyon Sheaths
  • Plasma Shard Launchers
  • Mind/Machine Interface
  • Molecular/Genetic-Scale Manipulation
  • Radical Geoshaping
  • Retroviral Engineering (BANNED FROM MILITARY APPLICATIONS)

Critical Resource(s): [A brief list of any major resources that are considered critical to the Faction. If this is not applicable, feel free to move on.]
  • Xenofungus

Critical Weaknesses:
  • Much of the Morganite economy is devoted to luxuries and consumer goods. Unable to maintain large military forces.
  • Most Morganites make poor soldiers and usually try to avoid military service.
  • Children are economic liabilities under the Morganite social system. Bases tend to have relatively low populations and suffer labor shortages
Location/Land Area: Horn of Africa/1,882,757 km2
 
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Faction Name: EVAC Industry Co. Ltd. (EI Corporation)

Population: 86 million

Setting of Origin: Ketsui

Nation Type: Vassal/Nation/Great Power/Superpower [Bold Applicable]

Government Type: Corporate military dictatorship controlled by board of directors

History and Territory: Formed in 2030 by a cabal of ex-generals, corporate executives, and slightly unhinged scientists, EVAC Industry Corporation (Limited) was initially contracted to build patrol ships for naval security for the pirate-infested waters of the rapidly changing world, with climate change bringing about mass rise in sea level. Then, after wars began to break out, these became escort ships for naval fleets, and soon, EVAC found itself branching out to all manner of military production too.

A combination of business acumen and military sense propelled the company to the top echelons of the arms industry, no small feat in an era where war was vicious and competition between suppliers equally so. Yet EVAC had greater plans. So while its engineers contented themselves with missiles, its executives, possessed of grand vision, of a new order ruled by strength and science, began an entirely different process altogether.

Land was purchased, and construction companies bought and integrated to build them up. Corporations from every single relevant field to everyday life soon found EVAC as either a stakeholder or owner. What were company towns became company cities, and then what could only be called a company country. As refugees fled internecine conflict caused by ecological devastation, they swelled the population to tens of millions, all ostensibly employees of what was now less of a mere arms dealer and more of a government.

In recent years, EVAC had even begun steps towards becoming a key player in global affairs, at least more than it was already. The destructive struggle of interstate conflict was deliberately inflamed by executive decision–arms were supplied at discount, new ones were developed as needed, and EVAC troops–part of a rapidly burgeoning security force–were even deployed on more than one occasion. By the time the United Nations had stepped in to try and halt the company's machinations, it had grown wealthy and powerful enough to possess the world's strongest armed forces, its leading sciences and weapons development, and one of its least-shattered economies, and was able to simply refuse all negotiations.


EVAC Security Services (EISS)

Of EVAC's eighty-six million wards, slightly over three million are employees of the EVAC Industry Security Services–EISS. Serving as the corporation's guarantee against nosy competitors, outraged governments, or whatever other issues might pose a threat, EISS uses exclusively in-company equipment, with foreign employment serving as a testing ground for future use. It receives the lion's share of funding by far–while EVAC might be reticent at times to accept that it has assumed the role of a state, it is immeasurably proud of its own military and its cutting-edge strength.

EISS is a surprisingly loyal and professional organization for a glorified PMC; its troops are veterans, often recruited from EVAC-sponsored armies, who go on to spread their expertise to those inducted directly from corporate subjects. Its leadership is wholly businesslike, with a shared pride in the institution's technology and skill and a definite hatred of incompetence and corruption, and the depth of affection between the Board of Directors to the Security Services can sometimes give the impression that EVAC is an army with a company, not the other way around. Certainly–bar some competition in Research and Development–EISS are the most committed to EVAC's militaristic goals, and are willing to be the spearhead for true greatness.

Nor does it mind mercenary work. With EVAC's sanction and command, EISS were deployed all across the earth for various contracted operations, fighting in Turkey, Korea, South Africa, Belgium, Mexico, and more. While charging heavy cost, EVAC ensures benefits tremendously even without the payment–it gains experience for its military, ingratiates itself with one side or the other, and ensures it can show off the performance of its equipment to prospective buyers.

The premier branch of EISS, the Land Forces (or more commonly, the Army) is one of the most heavily mechanized forces in history. Basing its power upon its massive armored divisions and equally massive superheavy tanks, the doctrine of the army revolves around spearheading assaults with overwhelming force, employing copious air and fire support as necessary to smash opposition aside.

EVAC does not believe in mere personnel carriers. Every combat vehicle in its arsenal, bar those specialized for anti-air, is either capable of fighting toe-to-toe or better with average tanks, or is physically capable of crushing them beneath its treads. Furthermore, its bases–heavily fortified and developed, and often seamlessly melded into civilian infrastructure–boast a dizzying array of various defensive weapons, which most prominently includes a solid variety of railguns.

Infantrymen

NameRoleDescriptionRarity
GuardSecurityAlthough, much like the corporate cities themselves, these men are armed and protected far more than the average metropolitan police officer, EVAC security fulfill most of the same roles nonetheless; their militarization mostly stems from the fact that they're additionally expected to supervise various factories and blacksites.Common
Private SoldierInfantryIn the 2050s, the average trooper anywhere is heavily reliant on his transport vehicles, spending much of his time calling for fire support rather than dealing with a problem himself. EVAC men are no exception–in fact, the cult of the armored vehicle means that the company's infantry are more often than not glorified accessories to IFVs. Nonetheless, they remain disciplined, well-trained, and occasionally lucky with ATGMs or MANPADs.Common

Static Defenses

NameRoleDescriptionRarity
30mm DiggerDouble-Barreled Anti-Aircraft GunA mass-produced air defense unit, the Digger is an omnipresent sight at EVAC facilities. It's a simple design–two 30mm autocannons, the stabilizing legs that give it its name, a gun shield and integrated radar kit, and some wheels on the base of its chassis so it can be towed about by armored vehicles. Though designed to be effective against helicopters, the Digger is also handy in dealing with infantrymen or the occasional light vehicle, though it withers against heavy opposition.Common
45mm SlasherDouble-Barreled Linear GunThe solution to the Digger's limited firepower, and EVAC's counterpart to standard SAMs, the Slasher mounts two 45mm linear guns for an extreme punch. Though incapable of the same rapid fire as its smaller counterpart, the far higher speed of its projectiles gives it a much greater chance to hit, and its heavily armored control capsule grants it a good deal more durability as well. It does lack the same ease of transport, however, forcing it to be carried around and unloaded by dedicated haulers.Common
60mm WarriorEight-Barreled RailgunThe Warrior is an extremely common weapon system, though its emplacement forms take up only a small percentage of the total–the its primary form is as a main battery for heavy tanks. Nevertheless, it persists as a static defense, capable of both anti-air and anti-ground targeting, and while mildly slower and shorter-ranged than the Slasher, its eight barrels give it quite a barrage.Limited (as Emplacement)
40mm Mad DogTwin-Barreled Gatling GunUsed for missile defense and fire support, Mad Dogs are mounted on elevated positions in EVAC army bases, their advanced targeting systems enabling them to shred both tank and drone alike. However, the sheer amount of ammo their two gatlings use rather limit their capability, resigning them to only the most built-up positions.Limited
200mm A.D.R.GQuad-Barreled Air Defense RailgunThe flashiest of EVAC's air defenses, the A.D.R.G is typically mounted atop a tall building or tower, bringing death upon any aircraft arrogant enough to fly into its range. Firing four bursts of slugs with each barrage, the A.D.R.G is unmatched by any other emplacement in speed, electronics, or sheer power. It does require a vast amount of electricity to function, however, limiting it to environments such as cities or fortresses.Limited
200mm A.D.R.G PlusQuad-Barreled Air Defense RailgunAn upgraded version of the A.D.R.G, the eponymous Plus is mostly just basic improvements to the frame–lighter yet stronger construction, more efficient wiring, slightly longer barrels, and so on. It does have mildly improved electronics, but that really doesn't count for much in the way of changed performance. Consequently, most A.D.R.G emplacements have yet to be upgraded, though EVAC headquarters themselves have gone to the expense.Limited
EM-64LShort-range 8-VLS SAMWhile most people would think of some form of gatling gun when told of a naval system adapted for land use, EVAC instead decided on a warship's missile cells. And, honestly, it worked out quite well–unbound by the limitations of maritime construction, the EM-64L is able to mount many more missiles in its stores than a frigate, letting it pour out waves and waves of short-ranged missiles to annihilate attacking aircraft.Limited

Light Vehicles

NameRoleDescriptionRarity
M10A21 ArmadilloInfantry Fighting Vehicle/VariableEVAC's basic transport, fighting vehicle, assault gun, ambulance, tank hunter, mortar carrier, scout car, self-propelled howitzer, and more, the Armadillo is a mass-produced six-wheeled combat vehicle. In its typical IFV configuration, the M10A21 is armed with a 120mm cannon, along with a handful of machine guns, allowing it to provide fire support to its nine troops–or, just as commonly, serve as a main combatant in its own right, able to attack all manner of enemy vehicles or low-flying air targets.Common
M4 MegatheriumMain Battle TankAlongside the Armadillo, the M4 is one of EVAC's two armored staples, the duo often being deployed in large armored formations. Fitted with an impressive 150mm railgun alongside a coaxial machine gun, the Megatherium is a maneuverable, well-rounded, well-protected vehicle, capable of firing a variety of rounds and posing a solid threat to any similarly-sized enemy tank it might encounter. Like almost all EVAC vehicles, its targeting systems also allow it to act as an impromptu anti-aircraft gun, as the speed of its railgun constitutes a surprisingly dangerous threat to unwary pilots.Common
AAV720 BeaverAmphibious Fighting VehicleArmed with the same dual-purpose 150mm as the Megatherium, the Beaver is a fully amphibious, heavily-armored marine transport, capable of carrying up to ten troops, and consequently weighing considerably more than its land-bound counterparts. However, it's a small price to pay for full retention of all features in water, even if it presents a larger target. In fact, the Beaver is sometimes used as a very small gunboat of sorts, as it's fully able to fire while swimming, and its two rear-mounted engines let it keep up with ships at lower speeds.Common
M11 CoonMissile CarrierDeployed alongside armored formations, the M11 Coon is a very odd vehicle–taller and wider than the tanks it escorts, with no visible main weapon but a single pintle-mounted machine gun. However, hidden underneath panels and the Coon's bulky form is no less than a total of thirteen vertical launch cells, with six on the chassis astern of the cockpit, with four smaller ones beside the cockpit and three mounted on it. While those latter seven are useful, firing a variety of countermeasures or small anti-air missiles, the rear battery is the main draw–capable of launching cruise missiles, SAMs or even ATGMs, and with room for multiple volleys, the Coon is an invaluable escort for tanks, providing integrated air and artillery support in a single package.Common
M11S5 AnteaterAir Defense Missile CarrierA bit of an odd creature, the Anteater is a modification of the Coon that strips away the original's versatility in favor of a single-minded dedication to anti-air. Removing the side VLS cells for four SAM box launchers, the M11S5 can rapidly raise these into firing position like an anteater's prehensile nose–hence the appellation. Combined with a rear autocannon turret, the Anteater is certainly an effective air defense unit, but its increased cost and limiting specialization have kept it in less service than the M11.Limited
Truck, GenericLogistics, AssortedWhile the design may have shifted somewhat, the basic tenets of supply trucks haven't really changed in a century. Even in 2054, EVAC relies upon a large and often unseen network of logistical vehicles to keep its war machine running. It lacks trains entirely, however.Common

Heavy Vehicles

NameRoleDescriptionRarity
M04 RhinoHeavy TankWith its treads alone the height of most other tanks, the M04 Rhino is the oldest amongst EVAC heavies, and although it's long since begun to show its age, the old blue giant still remains a valuable asset in leading armored assaults. Armed with a 360mm short-barrel in its main turret, and below in a forward-fixed position, either a 40mm gatling gun or four 150mm guns, the Rhino, while surprisingly incompetent at fighting other tanks of smaller size, can be relied upon to bring heavy firepower (and anti-air capability, as all EVAC vehicles do). Recent modifications have also retrofitted a massive three-tube armored box launcher on both sides–each capable of firing off cruise or large anti-air missiles–though while the rest of the tank is heavily shielded, the missile magazines (carried in the launchers) tend to be a bit more decidedly explosive.Limited
M07 DrillHeavy TankLess an evolution of the Rhino line than a cousin, the Drill absconds with many of the typical rules of tank design–its immense tracks are mostly exposed, it has no main gun, and the extent of its armor, while impressive, is quite smaller than its Rhino or Hipopo brethren. However, it's been very successful nonetheless, counted upon as an impressive anti-air platform and fire supporter. Unlike the M04, the M07 was mounted with missiles from the start; the Drill carries nine forward-facing tubes, and sixteen total vertical launch cells, along with a 60mm Warrior emplacement fitted in lieu of a turret.Limited
M048 HipopoHeavy TankThe Hipopo is the direct descendant of the Rhino, fulfilling the same roles and bearing the same features, at somewhat higher cost and capability. For example, it keeps the 360mm turret, but swaps out the lower mount for the sake of ergonomics, and rather than unwieldy and vulnerable box launchers, it neatly packs sixteen VLS cells instead, each set of eight concealed under a heavy shield fitted with a chaingun turret.Limited
ACLV01 Land MasterHovercraft Combat VehicleAn odd little machine, the somewhat ostentatiously named Land Master is EVAC's answer to especially hard terrain–simply ensure the vehicle doesn't technically touch it at all. Hovering off the ground by means of four jet propulsors, the Land Master occupies an odd position between light vehicles and EVAC's proprietary heavy tanks in terms of armament, with eight missile launchers and a turreted cannon atop each engine, but neither the heavy guns nor VLS rows of its ostensible compatriots.Limited
M90S Crimson TeethMulti-Turret Heavy TankAn odd and consequently uncommon machine, the Crimson Teeth is a generally unsatisfactory design–it was intended for air defense, yet is firmly outclassed in that regard; it was supposed to be heavily armed, yet has distributed these capabilities too thinly to be of exceptional use; it was supposed to be relatively cheap and that was an outright failure; it was supposed to be mass-produced and yet the few actually built languish as mostly sedate base protection. But while its high profile and unusual appearance may not endear it to commanders, it does deserve credit for the ingenious way in which its weapon systems–bar the 60mm Warrior atop its head–were cleanly integrated into the frame, with its claws, protruding chassis, and "head" all containing concealed small-caliber cannons and chainguns.Rare
M108 DefenderSelf-Propelled GunArmed with a massive 914mm railgun, the M108 Defender is a very simple vehicle at its core, despite being the size of a small apartment building. It fires the massive gun (which, naturally, has anti-air capability) as indirect long-range artillery support, or, if the enemy has gotten much too cocky, as direct fire. It has–taken directly from the M07 and placed on a turret–a large missile array to deter close-range attackers or provide additional firepower at moderate distances. It's huge, lumbering, ugly, and completely beloved by troops of all stripes.Limited

Superheavy Vehicles

NameRoleDescriptionNumber
MAMB-02 Gem and IniArticulated Superheavy TankComprising two portions, the eponymous "Gem" and "Ini", the MAMB-02, having lost trials to the Sphinx, is now typically used for various forms of weapons testing out in EVAC bases. Nevertheless, it's a capable vehicle in its own right–decently fast and armored, even if inferior in all those qualities to the Sphinx. "Ini", the rear section, boasts a 120mm autocannon, alongside an eight-cell VLS system that dispatches a form of aerial mine–though these hover in air and fire on attacking enemies themselves–and finally, two fifteen-cell VLS systems to each side of those. Gem primarily consists of a massive turret, bearing a 540mm railgun, and various other guns of lesser caliber protruding from odd angles in the turret to provide hypothetical full coverage. It also has six unique VLS cells of its own, which can fire a surprisingly massive amount of missiles in a short time. But despite all this firepower, Sphinx triumphed over it in most every way, and the lesser cost of Gem and Ini was found insufficiently for wide-scale production.2
XM177 SphinxMulti-Track Superheavy TankOver 36,000 tons of armor and horsepower, the Sphinx mounts, without exaggeration, two of the largest guns in human history, 6564mm direct-fire mortars. So large are they, in fact, that the tank usually keeps them stowed on its back–in case it needs to deploy them, it must retract (or destroy) its main turret and flip the mortars into firing position, where they can launch a total of ten or so rounds before running dry, each hitting as hard as a heavy bomber's entire bay. Even without its monstrous main weaponry, however, the Sphinx is armed to the teeth. The aforementioned main turret, a short-barreled 360mm railgun with a pair of attached dual cruise missile launchers to its left and right, isn't even the most of it–further below are two six-tube swarm missile launchers, one on each side, and a total of three more turrets, each containing two 150mm autocannons, are positioned on its front glacis or on each corner of its back. In its sides, a pair of retractable vertical launchers on each side can be extended horizontally and fire off rapid blazes of middling accuracy but vast quantity, while a larger launcher behind each can release large, slowly gliding "aerial mines", capable of destroying any unwieldy attacking aircraft, or floating down to the ground and explode. A 120mm railgun on the cover of each tread round it off, and all of it is anti-air capable, with even the mortar shells having an airburst mode. However, this immense power comes at a cost–while the tank is undeniably very well armored, its vast munitions require a bit more of a lightweight, unprotected frame than its creators might have preferred. That's not to say it's an easy kill, as any opponent will attest, but it is not invincible.11
MAMB-040 BlackdraftCliff DefenderAn extremely odd craft, the Blackdraft is intended entirely to function within the heavy cliffs and ravines that surround EVAC's mountain headquarters and main production facilities. It is carried upon six massive wheeled legs, which bend and extend as necessary to keep the vehicle suspended between two cliffsides, and is armed with a 60mm Warrior mount upon its turreted head, two immense 40mm gatling guns, and, within its armored shell, a row of aerial torpedoes, essentially the same as huge unguided rockets, of which six can be fired at any time before it must retract and reload. Finally, its protruding main "bridge" actually contains flak railguns in its three ports, which can blast huge waves of shrapnel through the air.2
Cinderella AmberModular Combat VehicleDepending on who you talk to, Cinderella Amber is either a forward-thinking juggernaut or a four thousand ton waste of money. While the actual vehicle only carries a singular missile launcher, some drone launchers, and a gatling gun between its front "jaws", Cinderella Amber's real strength is its modularity. Upon its back, a multitude of different weapons systems can be fitted with ease by helicopter airlift, the massive pieces slotting in with remarkable ease. These range from four angular moving panels which can detach and fire on their own while wildly maneuvering, two extendable "wings", each bearing five heavy railguns, and more. Often remarked upon for its buglike appearance, Cinderella Amber has so far proven to be a mild disappointment–it requires Susam helicopters on beck and call, and is wildly expensive for what is seen as a novelty capability–so the singular prototype remains at EVAC headquarters.1
Trafalgar IGSInternal Guard StationNot described as a moving skyscraper for its dwarflike stature, the Trafalgar is built, first and foremost, to be the finest anti-air platform EVAC Industries has ever conceived. With two EM-R7 railguns on its head, a pair of two-wheel revolving Phalanx II flak guns–the barrels are mounted on a wheel that continuously spins, hiding and revealing each one in turn–and, concealed within its frontal shielding or in the protrusion below, three rotatable six-barrel 40mm gatlings, the Trafalgar tends to slaughter most unfortunate aircraft that climb into low altitude. Still, it is of limited utility against ground forces, and the lack of missile weapons relegates it to a medium-range role at best; hence its designation as a mobile guardstation.

EVAC air power is fundamentally linked with that of land. At day's end, the purpose of EISS's air contingent, no matter how well funded, how top-of-the-line, is to support the armored thrusts made by Land Forces, not to pose a strategic threat itself. As such, EVAC air forces, though massive, feature disproportionate numbers of attack helicopters, transports, gunships, VTOLs, and more, with dedicated air superiority units considerably outnumbered.

But this could change–recent development has led to quite a revolution in the capabilities of air power, and with the debut of the Evaccaneer program, the Directors friendly to the air force hope to demonstrate a capability to take a leading role in the Security Services. They presently remain subordinate as the project remains experimental, but there's hope for the future–though the army's sympathizers have begun to roll out its own special programs in response. All this backseat machination remains beyond the scope and thought of the actual everyday pilot or aviation commander, however, who is very much content with the hand he's been dealt.

Light Aircraft

NameRoleDescriptionRarity
AH-111A StormLight Attack/Scout HelicopterThe standard-issue attack helicopter for EVAC Security Services, the AH-111A is light-weight and short-ranged, armed with a pair of twin missile launchers for both anti-air and anti-ground duties and an underslung autocannon, along with flares and chaff for a semblance of countermeasures. While not all that special, the Storm can be deployed in massive numbers with relative ease, under the idea that a foe can be swarmed and destroyed before they can retaliate in much force. They also serve well in scout roles, or as an agile complement to heavier air units.Common
AH-24S ThunderboltVTOL FighterWhile incapable of reaching the sound barrier, the Thunderbolt makes up for its lacking speed with a surfeit of maneuverability; an AH-24S can bob and weave with ease thanks to its two rotating jet engines, allowing it to dogfight otherwise superior opponents. That's not to say it's strictly a fighter, however–aside from air-to-air missiles, its four pylons can accept a wide variety of weaponry, from bombs to rocket launchers, and its centerline cannon is capable of tearing up many things unfortunate enough to get in its way.Common
AH-Y72 Tiger SchwertAdvanced Attack HelicopterOne of four helicopters developed as part of EVAC's new program, the AH-Y72 is the one of the most advanced aircraft ever built. Capable of flying at high speeds above cloud cover as if it were a fighter jet, and bedecked with a wide variety of electronic instruments to ensure careful targeting, the Tiger Schwert is armed with four 30mm autocannons that fan out in a spreading pattern, as well as a heavy wide-beam laser which deals massive damage to all caught in its way. That's not the main weapon systems, however–the Tiger Schwert also carries a set of four drones, each of which can fire their three machine guns in synchronization with the main aircraft, or, when locked onto a target, open up on it with unerring accuracy, though this can only be activated alongside the laser. Finally, the Tiger Schwert carries up to six "bombs", which, despite the innocuous name, are large-yield thermobaric rockets, capable of destroying warships and vaporizing planes in airbursts.Rare (Prototype)
AH-172-A Tiger HakenAdvanced Attack HelicopterA development of the Tiger Schwert, the Tiger Haken trades the elaborate laser-and-gun system for missiles, with the drones and the helicopter capable of firing massive swarms of air-to-air/surface missiles instead. The Tiger Haken also boasts advanced armor, which lets it taker heavy punishment for an aircraft its size, and is expected to be the form of the helicopter sent into mass production, if possible.Rare
FH-X4 Panzer JägerAdvanced Combat HelicopterMuch the Tiger Schwert, the Panzer Jäger was developed as part of the new advanced helicopter program, and shares most of the same traits; its weapon systems are the same (though the autocannons all face forward instead of out), and its drones take a little longer to lock onto a target than the Tiger Schwert. On the flipside, it is moderately faster than its cousin.Rare (Prototype)
FH-5-A Panzer SchneiderAdvanced Combat HelicopterMuch like the Tiger Haken, the Panzer Schneider fires missiles instead of guns, bombs, and lasers, and like the Panzer Jäger, it's faster than its Tiger line counterpart, this time in exchange for lessened armor. The Panzer Schneider is intended to act as a rather unorthodox answer to enemy jet fighters, intended to compete against speed by means of maneuverability and heavy firepower, though its current high production price leaves this only a hypothetical.Rare
UAF SkyfishSuicide Drone/FighterThe gold standard for suicide drones, the Skyfish is the most common unit in the entire EVAC arsenal, providing an effective and economical countermeasure to just about everything. Though quickly produced and easily maintained, the Skyfish contains an advanced onboard flight calculator, allowing it to perform loops and rolls at top speeds, and ensuring it can do a fine job of evading air defense and chasing down fleeing targets right up until the moment it hits with explosive supersonic force. Should it prove too sturdy, the Skyfish's ubiquitous nature means another wing can easily be scrambled to finish the job. Furthermore, if a user is disinclined to use them in their kamikaze role, the Skyfish can also be equipped with a pair of air-to-air missiles and converted into a drone fighter on the cheap.Common
Evaccaneer DoomSuperfighterNobody bar a select few knows where Evaccaneer Doom's massive swarms of bullets come from, nor how they achieve such delicate precision, or how it takes such immense damage and flies nevertheless, or how it's piloted, or flies at supersonic speeds without a single visible jet. Nobody knows the workings of the sixteen missiles that is somehow stores within itself–or how they can themselves fire from revolving cannons, acting as drones to surround and engulf an enemy with fire. Nobody knows how its gossamer wings propel it through the air, or how it activates an energy shield upon any massive detonation nearby. It remains an enigma, locked within the head of Evaccaneer, and will continue to be so. But it works.Rare (Prototype)

Medium and Heavy Aircraft

NameRoleDescriptionRarity
AH-2V PufferAttack/Transport HelicopterWhile outwardly a typical, if heavily armed transport helicopter, the Puffer can also be converted into an attack craft by the addition of two heavy sponsons, each bearing a large turreted autocannon capable of both anti-air and anti-ground. When combined with a chin-mounted gun and the rocket pod on each side of the helicopter, the Puffer becomes a proper assault machine, capable of both landing (an albeit lessened number of) troops and providing them proper fire support as well.Common
AH-15 DolphinAttack/Transport HelicopterAlthough originally intended as a general-use utility chopper, EVAC executives personally stepped in, expressing concerns about lacking firepower. Now, in addition to general utility and transport, it also functions as a gunship or combat helicopter, mounting a heavy missile launcher in each of its wings and a pair of underslung cannons or rocket pods.Common
ACH-00 SusamTransport HelicopterAlthough given a cursory armament of a turreted autocannon on its front, the Susam is first and foremost a transport chopper, with a belly cargo hook and an extremely high carrying capacity. While slow and lumbering, humble ACH-00s are the backbone of much of EVAC's logistics, to the point where they've become color-coded; red Susams are for general loads, purple Susams have been especially cleared and prepared to carry extremely high explosives, and yellow Susams, with their front turret removed, are the personal attendants of the Cinderella Amber program.Common
AH-55D SpearAttack HelicopterArmed with two missile pods below its cockpit and two medium flak railguns in back turrets, the Spear does exactly what it's named, acting as a heavy-duty spearhead for aerial assaults against heavy opposition. While slower than some of its smaller compatriots, its size–much larger than that of the Dolphin or Puffer–helps it in the end, permitting it to carry vast quantities of both ammunition and armor. It is also a capable anti-air unit, with its railguns and missiles putting up formidable screens of fire.Limited
VF-70 ScissorsCombat/Transport VTOLA transport, assault, and anti-air machine, the VF-70 is frankly a a rather orthodox vehicle by EVAC standards. It carries tanks and troops, sure, but it's only distinguishable in overall performance from the other dual attack-transport helicopters in EVAC service by the fact that it's a VTOL, not a helicopter, and that instead of rocket pods, it carries four large missile launchers, along with mounted a turreted autocannon on its head instead of below its wings.Limited
F-50 Wyvern IIV/STOL FighterBuilt to fight enemy aircraft first and foremost, the Wyvern is a bit large and somewhat slow for a fighter, but it makes up for it; firstly, with the exceptional maneuverability granted by its four jet engines, secondly, with its comparatively heavy armoring, and thirdly, with its heavy armament; the Wyvern carries a pair of traversable small railguns in its wings, and within its retractable "mouth" is a third, larger railgun that can fire formidable bursts of metal at high speeds. In combat, the Wyvern is sometimes used as a commander of Thunderbolts, though they also deploy in individual squadrons.Common
F-300 Golden BatAir Superiority Fighter/BomberA four-engined flying wing, the Golden Bat is an odd hybrid; firstly, it's supposed to be a somewhat stealthy long-range heavy bomber, carrying vast quantities of explosives within its inner bay, but it is simultaneously an air superiority craft, with each of its engines mounted below a fully traversable autocannon turret, and carrying six backwards-facing reloadable tubes, which can spit out a veritable swarm of air-to-air missiles in a combat scenario.Limited
F-720 Golden Bat ERAir Superiority Fighter/BomberAn extended-range modification of the Golden Bat, the F-720 mounts a considerably heavier engine for speed and endurance, while narrowing the fuselage and wingspan in order to increase its stealth capabilities. It's also received hardware upgrades, with faster-firing autocannon turrets, more missiles in its back launchers, a deeper bomb bay, and moderately heavier armor.Limited
F-1400 Silver WhaleAir Superiority Fighter/GunshipAnother one of EVAC's odd "air superiority" planes, the Silver Whale resembles a typical cargo plane-turned gunship; it has an autocannon turret nestled above each engine, able to fire on both land and air targets, and is sufficiently up-armored to survive heavy ground fire. What sets it apart, however, is its tail-mounted heavy railgun, far heavier than most anything else carried by a plane its size, which can be used to demolish unfortunate structures and insufficiently maneuverable planes alike.Limited
F-800 NightmareV/STOL Fighter/GunshipCarried by six large engines, the Nightmare is meant to be the eponymous phenomena for aircraft and vehicles alike, with powerful armament, heavy armor, and a genuinely massive frame for a vehicle its size, dwarfing all other heavy aircraft in EVAC inventory. Armed with four heavy autocannons in a ball turret, four heavy railguns (one on each side of each wing) and a set of fourteen small VLS cells in the back, the Nightmare is predominately used to eliminate aerial opposition with overwhelming force, though it also makes for a good attack plane as well.Limited
F-972 Coral MantaAir Superiority FighterRare
KC-125 RangewinderTankerThe Rangewinder is a very simple aircraft, converted from civilian airliner to serve as a mid-air long-range refueler, capable of refueling up to four aircraft at a time. Its one odd trait is that, like the passenger plane it came from, its two jet engines are mounted atop its wings, rather than below them, where the refueling booms are instead.Limited

Superheavy Aircraft

NameRoleDescriptionNumber
AHB-01 SeahorseAmphibious Assault HelicopterThough classified as a "medium" helicopter, that's within the EVAC superheavy classification scheme; the Seahorse weighs over three-and-a-half thousand tons and carries a company of tanks plus dozens of troops. Armed with a head-mounted turret and two launchers on each sponson that dispatch smaller gun-armed drones, the Seahorse is intended to carry and support a full armed unit into battle, though it can also be used as an anti-air machine in a pinch.12
AHB-02 BullfrogAir Dominance HelicopterWeighing close to four thousand tons, the Bullfrog is EVAC's answer to experienced pilots and advanced fighters–it is there, simply put, to blow them out of the sky. While not as fast at jets, it's quite fast, and certainly far better armored than any of them. Its main armament are missiles, with two systems–four retractable launchers at the front of each rotor pod and a more advanced set of eight missiles stowed underneath–which, rather than instantly firing off, can maneuver around the Bullfrog and fire shots from internal ammunition, serving as a deployable turret for a little while–before then closing in on the target as fuel runs low. All this isn't to say its guns aren't impressive, with six wing-mounted chainguns, three autocannon turrets, and a pair of rotating machine guns in each of its rotor pods, even though they aren't the Bullfrog's main draw. In fact, should the wings and their associated propellers be damaged or crippled, the Bullfrog can jettison them entirely and deploy a second rotor kept atop its main fuselage, keeping it in the fight even with heavy damage.20
AHB-03 JamadharAttack/Transport V/STOLArmed with two massive "Crusher" rail cannons, a pair of nine-barrel missile pods, two turreted 30mm gatling guns, two turreted 30mm chain guns, twelve wing-mounted autocannons, and, should all that fail, a high-power flak gun in its main rotor, the Jamadhar mounts a massive arsenal on a frame of over a thousand tons, and can still transport an entire company of paratroopers. While highly expensive and an uncommon sight in EVAC skies, the Jamadhar is still capable of taking on almost everything–heavy targets can be neutralized with its mighty railguns, lighter ones by its bristling artillery–and any aerial attacker foolish enough to face one head-on will find themselves drowned in a mighty tide of fire. However, it does need to switch between weapon sets–it can't use the railguns and missile pods with the gatling and chain guns, and vice versa, forcing it to swap as necessary to counter the current foe.8
EvaccaneerMobile Fortress1

The EISS Naval Forces are the smallest and least funded of the three branches, though that's not to say much. Posing an impressive threat with a full line of battleships and a large fleet of escorts, along with a dozen attack subs, the EVAC navy is mainly focused on providing fire support to the land and air forces, with which it works extensively–though it is certainly not above engaging in naval combat.

There is very little interservice competition in EISS, in no small part because the three branches simply have to cooperate–the Air and Naval Forces provide fire support for Land, and Land and Air, in turn, provide Marines for the Naval Forces. Escorting and protecting amphibious equipment of other branches, whether those are massive airborne attack-transports or swimming infantry vehicles, is a fundamental principle of the navy's operation, and keeps bullheaded rivalry to a minimum.

Warships

NameRoleDescriptionNumber
Zharky-classGuided Missile Frigate (FFG)A ubiquitous ship in the many wars EVAC has contributed to, the Zharky is a fast, long-ranged, and very versatile ship–capable of being a sub hunter, patrol boat, fleet escort, air defender, or even an anti-ship surface combatant. Following the general gun-centric paradigm of modern warfare, the Zharky only mounts eight VLS cells in exchange for three 130mm naval railguns, with two mounted in turrets along the bow and the other behind the helicopter landing pad (capable of launching AH-111As, among others) along the stern, topped off with a 57mm anti-air cannon on the bridge and assorted small mounts dotted around the hull.93
Vinogradov-classRailgun Battleship (RBB)Originally designed for the Russian navy, the Vinogradov was eventually commissioned into EI's own naval forces, providing a source of dependably heavy firepower against land and sea. To say the class is heavily armed would be an understatement, to say the least. As its engineers would so proudly tell you, the battleship boasts four triple 360mm EM-R5 railguns, ten twin 150mm EM-R7 railguns, eight large VLS cells, and a whole host of small anti-air guns. Combined, all this constitutes a deadly threat to just about anything in range–and thanks to railgun technology, range is very far, not to mention the ballistic missiles it can muster too. Furthermore, anyone hoping to take it out from the air is in for a bad time—not only are all batteries capable of firing on aircraft, its VLS cells can rapidly dispense huge swarms of SAMs at a moment's notice. And while its raised prow does restrict its firing arc somewhat, it permits it to serve as an effective icebreaker, allowing it to operate in all conditions.8
Severstal-classAttack Submarine (SSN)A rare sight in EVAC fleets, the Severstal-class was originally commissioned, like the rest of EVAC's fleet, by Russia, this time for hunting NATO battleships in the North Sea. EVAC built four of the class, and prepared to deliver them, only for Russia to be unable to pay up. Aggrieved, EVAC seized them for itself, and when combat data proved them to be actually rather useful, it built eight more. The Severstal is specialized for stealth, first and foremost–it possesses no missile weaponry, just eight torpedo tubes. While originally designed as a ship killer, EVAC has repurposed it into a fleet defender, using the class to hunt down and sink attacking submarines while the battleships do their work.12

  • Name and RankVehicle TypeUsual Escorts
    Captain Mathew WayneM10A21 Armadillo2x M10A21 Armadillo, 1x M4 Megatherium
    Former electrical engineer and weapons designer, Mathew Wayne had an impressive total of close to forty vehicles he had worked on. After a dispute with a supervisor, he transferred to the Land Forces, where he distinguished himself by killing six enemy tanks in six minutes during EISS's South Africa deployment.
  • Name and RankVehicle TypeUsual Escorts
    First Lieutenant Manabu UraM10A21 Armadillo1x M10A21 Armadillo
    Rebelling against the Japanese government in the name of local secessionists, Manabu Ura stole a tank–which, it turned out, he was quite good at commanding. After eleven kills, including one helicopter, EVAC poached Ura for its military, where he settled into a comfortable role.
  • Name and RankVehicle TypeUsual Escorts
    First Lieutenant Godwin PapeM4 Megatherium3x M4 Megatherium
    The second-in-command of a tank squad during the South Africa deployment, Pape proved himself useful after the commander's tank was cored, rallying the survivors and adeptly crushing the larger enemy force, as well as the flight of VTOLs sent to defend them.
  • Name and RankVehicle TypeUsual Escorts
    Captain Gray YurekAAV720 Beaver2x AAV720 Beaver
    Nicknamed "Lunatic" by his colleagues, Yurek is most notable for his stint in northern Belgium, where, spotting a transport ship, he drove off the border into the waters of the submerged Netherlands, chased it for kilometers, sank it with his main gun, then returned to shore and destroyed an enemy tank squad he spontaneously happened to encounter.
  • Name and RankVehicle TypeUsual Escorts
    Second Lieutenant Sang LinM4 Megatherium1x M10A21 Armadillo
    Sang Lin is most famous for shooting an armor-piercing dart out of his main gun and, by a stroke of luck, straight down the barrel of another. The impact made the enemy crew into mush, and Lin went on to massacre the rest of their convoy, having turned their lead tank's barrel into something resembling a cauliflower.
  • Name and RankVehicle TypeUsual Escorts
    Major V. Hillary BraunM04 RhinoNone
    Braun was a pioneer in using the Rhino on its lonesome; in the battle of Puerto Vallarta he single-handedly pushed through the enemy fortifications near the waterfront and physically ran over eight of their tanks, splattered another ten with his fire, and engaged in a gun duel with a Brazillian battleship.
  • Name and RankVehicle TypeUsual Escorts
    Captain Ram CliveM4 Megatherium4x M10A21 Armadillo
    An embittered member of the American military, Clive didn't let his dissatisfaction with his salary keep him from killing over six hundred enemy troops in various counterinsurgency operations up until his discharge. Seeing no need to let that brutality go to waste, EVAC hired him as soon as they could.
  • Name and RankVehicle TypeUsual Escorts
    Second Lieutenant Kaspar TrudyM4 MegatheriumNone
    The archetypal lone wolf, Trudy killed seventy-three tanks and one-hundred-one other armored vehicles during his one-year stint in the Turkey operation, earning him the title of EVAC tank ace of aces. While since surpassed, none have done it in the same time, nor alone as he did.
  • Name and RankVehicle TypeUsual Escorts
    Lieutenant Colonel Hayate MiamaM11 Coon6x M10A21 Armadillo, 5x M4 Megatherium
    Hayate Miama is known for one of the most impressive set of kills in EVAC history, having manually guided a missile without radar into an enemy tanker waiting above cloud cover, before doing the same to its bewildered escorts. For these achievements, he was granted the privilege of advising the design of the Anteater.
  • Name and RankVehicle TypeUsual Escorts
    Major Eastman NeidenM048 HipopoNone
    Though famously unstable, Neiden is an excellent tanker, having destroyed a full squadron of enemy Drills in the battle of Stellenbosch, before massacring an erstwhile air cavalry assault at the same battle, and more or less winning the engagement on his own. It is enough for command to overlook his more insane proclivities.
  • Name and RankVehicle TypeUsual Escorts
    First Lieutenant Jan GowronM10A21 Armadillo2x M10A21 Armadillo
    Jan Gowron is a rather unimpressive ace, as far as that category goes. In Korea, he destroyed five tanks and two IFVs over the course of his deployment, though he has no stellar accomplishments to his name besides that. He's a good pilot, of course, he just lacks panache.
  • Name and RankVehicle TypeUsual Escorts
    Captain Leonard RedbarnM11 Coon2x M10A21 Armadillo, 2x M4 Megatherium
    Noted for his anti-air expertise, Redbarn was part of a helicopter-hunting unit in the Mexican intervention, bringing down a confirmed eleven enemy aircraft and claiming twenty-seven more. While he only has a meager four ground kills under his belt, he remains an expert in handling all aspects of the Coon.
  • Name and RankVehicle TypeUsual Escorts
    Major Fujihara MotohikoM07 Drill5x M10A21 Armadillo, 1x M4 Megatherium
    Fujihara Motohiko is known for being infamously unkillable, the Major having lost ten vehicles and both his arms, legs, and almost every vital organ in one engagement or another, yet somehow never dying. His ace status doesn't reflect some innate born skill, but simply the sheer amount of battles he's fought.
  • Name and RankVehicle TypeUsual Escorts
    First Lieutenant Aldo SagamiM4 Megatherium4x M10A21 Armadillo
    Aldo Sagami defected during the South African war just as EVAC entered, paranoiacally suspecting that his superiors intended to poison him. While there was little truth to these claims, EVAC, whose customers had lost eleven tanks to Mr. Sagami, welcomed him and his skill with open arms.
  • Name and RankVehicle TypeUsual Escorts
    Captain Iceman DialloACLV01 Land Master2x ACLV01 Land Master
    One of the few men to master the infamously fickle Land Master, Diallo led a squad of the vehicles across the desert of Mexico, assaulting enemy lines of communication or exploiting the vehicle's superior maneuverability to coordinate otherwise unadvisable attacks from rocky or steep terrain.
  • Name and RankVehicle TypeUsual Escorts
    Colonel Sander WardnerM07 Drill4x M10A21 Armadillo, 2x M4 Megatherium
    Sander Wardner appeared in a tank one day, seemingly out of the blue, and proceeded to distinguish himself with ninety-three confirmed victories over mercenary and rebel vehicles during war in Eastern Europe. While strongly suspecting he was not actually named Sander Wardner, EVAC didn't let that get in the way of a job offer.
  • Name and RankVehicle TypeUsual Escorts
    First Lieutenant Wallis GrodM4 Megatherium2x M10A21 Armadillo
    [EXPUNGED]
  • Name and RankVehicle TypeUsual Escorts
    First Lieutenant Mitchel RaeM4 Megatherium1x M4 Megatherium
    A former member of the Terra Company mercenary unit, Mitchel Rae destroyed almost fifty EVAC-built vehicles in battles across West Africa. Not wanting such expertise to go to waste, EVAC assassinated Terra Company leadership and hired Rae for themselves.
  • Name and RankVehicle TypeUsual Escorts
    Captain Victor IconioM11 Coon4x M10A21 Armadillo, 1x M4 Megatherium
    Victor "Vic" Iconio is famous for once causing a small landslide with judicious missile fire, killing over one hundred enemy troops in one fell swoop. He would later notch a dozen aircraft kills under his belt, though while other Coon aces typically shot these down, Iconio, an inveterate pragmatist, simply ambushed them at base.
  • Name and RankVehicle TypeUsual Escorts
    Lieutenant Colonel Malden StammetzM11S5 Anteater2x M4 Megatherium
    Renowned as the "ace killer", Stammetz is responsible for the shootdown of eight famous enemy pilots: the reigning helicopter ace of aces in an M4 Megatherium, the three "trump cards" of Russian mercenary forces in an M11 Coon, and four renowned Korean pilots in his current M11S5, the last of whom was hit while trying to fly down a tunnel.
  • Name and RankVehicle TypeUsual Escorts
    Colonel Kevin KilsteinMAMB-040 BlackdraftNone
    One of the two commanders of a Blackdraft, Kevin Kilstein is infamous for his exceptional arrogance on the battlefield, having held an utterly dismissive attitude towards allies and enemies alike while still a tank leader. It is not exactly unfounded, however, with Kilstein currently holding a record of twenty-one for most enemy aircraft shot down in one hour.
  • Name and RankVehicle TypeUsual Escorts
    Colonel Ryota ShimonidaMAMB-040 BlackdraftNone
    The other Blackdraft commander, Shimonida is extremely taciturn, lacking even the colorful expletives of most soldiers. This stern demeanor is backed with skill–as commander of an M048, Shimonida and his squad routed the entire 15th Armored Brigade in a mere seventeen minues.
  • Name and RankVehicle TypeUsual Escorts
    Second Lieutenant John N. YardM10A21 ArmadilloNone
    One day, John Yard tallied up his kills and realized with a start that he had become an ace. Though otherwise somewhat unimpressive, Yard had distinguished himself by taking on and killing seven enemy armored combat vehicles, though he dismissed all offers of special treatment and returned to his unit.

Critical Technologies

Railguns:
EVAC has turned the railgun into a focal point of its armed forces; to that end, it has successfully managed to precipitate a revolution in the weapon's development. EVAC railguns use far less power for similar performance, on durable frames that don't wear down nearly as easily as previous iterations of the technology. They typically fire one of two rounds–a slug, explosive or not, used for anti-ground activities, or shot, which can blast a wave or cone of shrapnel at high speed for anti-air duties.

Simulators: EVAC possesses extremely intricate virtual reality systems, allowing for nervous and phenomenal feedback nigh indistinguishable from the veracious world, and the extended recreation of even complex physical systems down to a sub-visual level. Apart from combat experience, this serves as the main mechanism by which EVAC pilots are trained, with vast facilities matriculating armored corpsmen in combat situations only differentiated from actual war by the prior knowledge that they're not real.

Related NGOs

None with true autonomy. EVAC does not tolerate large independent operations within its borders, so all companies of interest (VAL Cargo, EVAC Mart, Flag Ships, etc.) are EVAC-owned, though the corporation allows its subsidiaries to compete in order to prevent the case of a de facto command economy.

That's not to say they're not prominent, however. As a corollary to its military production, EI Corporation has amassed a vast transportation and retail network, which it uses to its fullest extent to pump vast amounts of consumer goods throughout the world economy. Given the devastation of 2054's Earth thanks to sea level rise, EVAC was able to seize the top role in this regard; in its current state it faces rather more competition.


Operating close to two thousand container ships and ferries, three thousand passenger and cargo aircraft, hundreds of thousands of trucks, and millions of employees, VAL Cargo is is lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.






Critical Weaknesses

Hypermilitarized:
EVAC is an extremely armed corporation-state, to say the least. Almost all prominent buildings in its cities conceal turrets or play host to aircraft hangars, over three-and-a-half percent of its population are enlisted in the military, and the rest work for a conglomerate whose main business is and has always been the production of weapons of war at massive scale.

The downside of this, however, is that EVAC lacks much capability to militarize further. Sure, it can conscript some unwilling employees into the corporate security services and reassign some civilian manufacturing to weapons. But unlike most other states, it won't be anything close to drastic–EVAC is as close to running a war economy as can be in the first place. Consequently, in an actual conflict, heavy losses in men would be much harder to replace without some form of outside source, though EVAC's industrial capability is powerful enough that materiel isn't as much of a problem.

Location/Land Area: The Caucasus region[/tabs]
 
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The Empire of Erebonia will claim France and Switzerland, with Crossbell being located in Switzerland:

docs.google.com

Erebonian Empire Mk 3

The Empire of Erebonia Erebonian/Erbonia Population: Roughly ~68 Million Origin: Nihon Falcom's Trails Series (AU as of roughly Cold Steel 2) Location: France Background The Empire of Erebonia: Pre-Shift Overview Before the Great Shift, the Empire of Erebonia was a dominant super...
 
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Faction Name: European Economic Community

Population: 410 million

Setting of Origin: Cyberpunk (Slight AU)

Nation Type: Great Power

Government Type: Representative Union Council

Location/Land Area: Argentina, Chile, Paraguay, Uruguay, and Brazil (Southern and Eastern territories); Orbital Assets; Underwater Assets

Sheet: EEC
 
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Faction Name:
Sovereign Nation And City of Solo Nobre

Population: 218 Million (This number is known to be innacurate due to the vast undocumented populations of slum-dwellers)

Setting of Origin: Brigador

Nation Type: Nation

Government Type:
Military Dictatorship

History: [A basic summary of your faction's history. Please, only include major events, we don't need to know everything]

Solo Nobre is the largest city-state on the colony world Novo Solo. First established as a mining colony by a nebulous and many-fold distanced megacorporation represented by the Solo Nobre Concern. For many years, the inhabitants of Novo Solo were unhappy with the corporate rule imposed by the SNC. This unrest sparked the creation of the Novo Exército do Povo, or New People's Army, who aimed to take control of the colony from the SNC, using technology mostly unchanged from the colony's birth.

During the harsh violent uprising known as The Troubles, Great Leader and the NEP managed to drive the SNC from Solo Nobre, freeing the colony from corporate control. After securing his dictatorship, Great Leader began introducing dramatic, increasingly isolationist policies; nationalizing industry, instituting tight controls on travel, resettling citizens, closing spaceports, and spurring rapid development to make up for the decades of neglect under SNC rule. Expecting the SNC to return, he expanded the Nobrean defense, instituting civilian conscription and building a vast network of orbital defenses to prevent any spaceborne interference with the newly liberated colony. He also began a fierce crackdown on the rampant crime throughout the city, using the newly expanded military to enforce strict law and order throughout the colony at the expense of the rights of its citizens. While crime has plummeted, this ongoing repression has not been met with universal approval.

Though corporate propaganda paints Great Leader's NEP as a violent regime that controls all aspects of society, suppresses civil rights, and conscripts Solo Nobre's civilians into mandatory military service (which is all admittedly true), most residents can appreciate the vast improvements to social order, food security, and quality of life compared to the exploitative pre-revolution conditions under the thumb of the Solo Nobre Concern.

Solo Nobre is still not a great place to live under the NEP, with plenty of 'haves' and 'have-nots' (hence the popular uprising of the Corvids), but it's the closest the colony has ever been to a stable, functioning society and has without question made the citizenry better off than with the SNC in charge. The Loyalists know that, and are willing to fight to maintain it.

Despite this heavy-handedness and contrary to the claims of corporate rhetoric, by most accounts Great Leader is in fact a fairly successful ruler; life on Novo Solo is hard, but improved immeasurably for the average citizen under the NEP. He is liked by much of the population for the stability, food & water security, and infrastructure development brought about by his edicts.

Military: [A basic overview of all major units/groups of the Faction's Military]

The NEP army is built upon the colonial mechanized force deployed by the SNC when Solo Nobre was first founded. Elements of this force are still in service, and it served as a basis for improved designs once Great Leader declared Solo Nobre's independence. Despite a fair amount of their own innovation, the redesigns are fairly modest in the grand scheme and still feature a comparatively high proportion of 'pre-colonial' tech. Despite this, the army is substantial enough to prevent any direct action by the SNC.

Key Features:

» Olive Drab Body Armor (useless)

» Light Laser Rifle (more liable to kill armored targets by embarrassment)

» Multi-Spectrum Vision Goggles

» Grenade Sash (carries 4 grenades)

» Death Wish

Earnest, loyal, and doomed. NEP Infantry is filled with a dying breed of hard-asses. They're a dying breed because most of them get killed, because they're infantry on a battlefield crowded with heavy metal. That doesn't stop them sneering at basically every other branch in the military. The way they see it, everyone else is trying to hide their deathwish behind armor plating and hardshields. The grunts just like to get there faster.

Key Features:

» Olive Drab Body Armor (still useless)

» "Faker" 107mm Heavy Infantry Mortar

» Multi-Spectrum Vision Goggles

» Fortification Equipment (sandbags, sans sand)

» Death Wish

Only a mild step up from their laser-toting counterparts, Mortar Infantry carry versatile "Faker" heavy infantry mortar cannons, with fragmentation rounds that can deal solid damage against both shielding and hull plating without being overly concerned about collateral damage. The infantrymen themselves are still paste before the might of armored vehicles or their power-armored counterparts, but these ones at least seem to understand enough to realize that an infantryman outside of an entrenched position is little more than dead meat. Mortarmen tend to serve as both squad leaders and combat engineers for the NEP's foot-infantry, as incredibly archaic as that very concept is on the modern battlefield.

Key Features:

» Rating-30 Armored Hull, Rating-20 Hard Shield

» 2x 'Small' Weapon Hardpoints

» Internal Heads Up Display (fed by external cameras)

» 8-foot profile

» NBC Sealing (suspect)

A Novo Solo variant on the basic pattern of powersuit/heavy lifter that's served all over the outer colonies. The average NEP Mongoose, or Mog, has been decommissioned, retrofitted, rebuilt, scrapped, demilitarized and recommissioned so many times they have a bad reputation with recruits. Even after a complete rebuild, the cranial jack tends to retain... a certain personality, let's say. Rookie Mog drivers would call it a ghost, but that's being dramatic about issues with biofeedback. Tough, versatile, the Mog is the backbone of mechanized infantry, and so ubiquitous that 'mog' became a catch-all for powersuits as a whole. They may just be so much scrap underfoot of a Touro, but coordinated attacks from an entire squad is no joke.

Key Features:

» Rating-40 Armored Hull, Rating-20 Hard Shield

» 1x 'Auxillary' Weapon Hardpoint, 1x 'Small' Weapon Hardpoint

» Onboard Command Suite

» Arm-mounted Glacis Shield

» Civilian Brutalization Training (not official, keeps happening)

Somewhat more uncommon powersuit with an Auxiliary mount and the distinctive left hand "shield" plate, the Pellinore is better equipped than a Mongoose and can take twice the beating. Basically a command variant. Better comms, longer range, better than a Mongoose in most respects save the much larger profile. It can't keep pace with larger leg units, and so tends not to be paired as frequently for escort like the Mogs, but will take a Carlos on the chin without breaking stride.

Key Features:

» Rating-50 Armored Hull, Rating-25 Hard Shield

» 1x 'Main' Weapon Hardpoint, 1x 'Auxillary' Weapon Hardpoint

» Rangefinding Radar

» Back-Mounted Autoloader

» Sloped Armored Frame (cone-shaped)

Not content with mounting the weapon on every other vehicle imaginable, Central demanded a powersuit capable of fielding Stubbies, the short-barreled Balão variant. The Design Bureau delivered a giant metal shuttlecock with the 240mm Mortar on its shoulder.

At first everyone figured it for a death sentence, punishment detail when Mog drivers get out of line. It's slow, difficult to pivot around, none of the traditional virtues of a powersuit and little of the protection of heavier mechs. Leg actuators fail on you and you'll probably bleed out from crushed femurs, honestly. But while it costs nearly as much to maintain as the Buckmaster, the Dorothy earned a reputation after Corporal Chet Govender stumbled back from the Bolero Wells ambush, only survivor of an attack that wiped out a full Mog patrol and their Touro support. When in combat with powersuits the enemy expects a peppering of 8mm, not the 40mm slugs from a Duchess. They found an entire highway exit ramp crowded with Rolstons that Govender has eliminated single-handedly.

Staple light mech of the NEP. Build in such high numbers I've seen a few in police colors and roof lights. Significantly lighter and faster than a Touro, but also much more lightly armed and armored by comparison. Touro drivers can't stand them, can't get their head around maneuver warfare over dealing blunt force trauma. Great turning radius and speed plus a wicked little stomp.

Official designation is the Vorwerkhuhn, but nobody has ever liked saying or writing that.

Where the Buckmaster was built around the Zeus, the Marlowe was built around the Galinha. Once NEP Brass got over the whole uproar about the Galinha and realized it's the best thing the Design Bureau has produced since the blockade, they ordered two mechs to be built entirely around it. The heavy variant became the Mantis, the light variant is the Marlowe. Doesn't have the flexibility of the Fork, but keeps most of its speed, at least on a straightaway. Packs a punch without killing your mechanics with maintenance either, unlike with the Buckmasters.

The Sparrow has barely enough armor to be called a mech, but then it's not usually deployed in the typical fashion. Stripping all but the front armor from the chassis allows it to pack some decent artillery and a plentiful magazine while retaining excellent mobility. Sparrow teams are unmatched in how quickly they get in, launch ordinance, and move on. Skilled drivers are even able to hop obstacles, just don't tell the engineers they're doing that.

Where Sparrow drivers are the real cowboys is when, en route to position they break through contested lines rather than go around. It's a proud tradition among their drivers to travel "as the Sparrow flies". You can tell seasoned drivers by the odd ski crouch they do when under fire. Even happens at parties when a loud noise goes off.

A pure killing machine. Nearly as heavily armed as a Touro but much lower profile, built for speed and stealth. Not the most expensive development program, but one of the longest running. Ruthless in elimination of redundancies and aggressively streamlined systems, which is rare in a Loyalist design. Drivers love them, the responsiveness is what you'd expect from a light mech, but it's so much more than a Fork. Recon battalions can't get enough of them. You pay the price on maintenance though, since it's about as heavy of a stress you can feasibly put on a Fork chassis without going full Corvid on it.

The newest addition to the Loyalist roster of heavies, the Mantis straddles the gap between light and heavy chassis. Though still retaining a fair degree of flexibility when it comes to loadout, the Mantis was originally designed around a dual Galinha housing. The lighter mounts plus the combined knowledge from prior mech designs drops the upper chassis tonnage to nearly half that of a Praetor despite using the same power plant. Can't quite keep pace with a Fork or Sparrow, but that higher foot speed means recon spears can actually roll in with heavy support, support that can take a beating. Mantis drivers tend to be lightning rods both on and off the battlefield—it's why they're always seen cozy with Fork drivers off duty.

Whatever team designed this was so in love with the weapon housing they forgot to leave room for the pilot. Driver height maxes out 1.68m, and even that's pushing it. The seat straddles the generator housing with far too little insulation, so taking a Swede out for a jog will max out the cooling system and still leave the driver in a puddle of their own sweat.

As a result Swede drivers suffer the double indignity of being both short and unhygienic, a lethal combination against hopes of promotion or romance. They're an idiosyncratic lot, and Fork drivers in particular pride themselves on always having jokes at the ready about how to "kill a Swede." The only redeeming quality is that it's actually quite effective in the field, which explains the continued deployment despite shortfalls on cockpit design.

The Touro is a heavy NEP Mech, bearing one Main and one Turret hardpoint. With a respectable armament and enough armor to cushion any unfortunate piloting errors, this vehicle makes up the backbone of the NEP mech arsenal, and is more than capable of smashing an entire force of rioting Corvids to bits beneath its' mighty feet.

Every year, General Bursov tries to get the Touro mothballed and every year he gets laughed out of the War Council. The Touro's combat legacy is completely justified. Maintenance gets a bit messy with the successive upgrades to the combat jack and fire control systems on these things but the chassis lasts forever, which is usually what the NEP is worried about. Only thing that wears out on this classic legs unit are the shoe pads.

In other words, believe the stories about noite das pedras chorosas.

It's the nature of military engineering to take things too far. The Praetor represents that limit, as least as far as NEP are concerned. Touro's stouter younger brother, the Praetor is a command variant with major firepower and the ability to take a little more on the chin. Pays for it in tight corners though. Praetors are slower and can't turn for shit, but you can ride the thing straight through an enemy line and out the other side. Design Bureau laughed at Chief Engineer Halleck after that "maneuverability is for cowards" rant, but Praetors have plowed though walls and even minefields without a dent before, so who's to say? Besides, Halleck is second only to the Founders in the Praetor driver set.

The Monarch is an Ultra-class Loyalist mech, equipped with dual modular Auxillary hardpoints and 4 gunner-targeted 57mm HE Auto-Loaded "Pitbull" rocket launchers.

Corvid design is still Corvid design, doesn't matter if it's got a fresh coat of NEP green. The idea was to create as narrow a profile as possible on a support mech so you could stick it on the front line and worry less about it getting shot. Which is fine, except for the part where stuffing all the guts in a line out the back gives you a side profile the size of Central. It can throw a lot of firepower from a good vantage, but the unique interface design requires a separate driver and gunner, rare on a Loyalist mech. Personally they're an eyesore, but someone in the Brass must love them because they keep getting built.

One tank tread, an Auxiliary gun, and a lot of horsepower, Troubadours are what made the Outriders famous. Originally built as a glorified police vehicle, a kind of forward slung cargo sled, it took Corvids running rampant through narrow alleys to convince NEP Brass they needed to let the Design Bureau run loose on a version of their own. Stripping out the cargo harness, replacing it with an Auxiliary mount, and doubling the engine size was their answer. Since then it's lived in a recon, patrol, assault, and as a loaner for any action flick that needs a good chase scene role. There's not a damn thing on the ground that can match the Troubadour for speed, and a tread over wheels means even difficult terrain can't stop it

The Pantryboy is a modified Troubadour chassis with the driver pushed forward and lower, for a better view of the road, and the gun mount moved up and back. Better balanced, but with the position of the gun and recoil/stability concerns it gets a Turret instead of an Auxiliary mount, giving it a full 360 field of fire. Pantryboy riders get razzed for the "training wheels" outrigger configuration, but it takes a lot less time to get proficient in riding one compared to the accident-prone Troubadour. There's a story of a Pantryboy driver taking down a Julius in single combat, but the names change every time I hear it, just like the origin of the name "Pantryboy".

An up-armored treadbike that offers the speed and flexibility of a treadbike without the common downsides. The Viper is new and quickly becoming a Loyalist darling. Allegedly designed by Chief Engineer Halleck in a dream. Also allegedly stolen from Corvid blueprints. Suggesting the latter is considered a punishable offense.

Lightly armoured, but reasonably well-armed for the time, and with far better mobility than other contemporary tank designs. Designated BT33s, the moniker 'Betka' or its diminutive 'Betushka' came from the acronym and stuck. You can tell how long a driver and their BT have been together based on which they use. It's an intimate relationship, BT drivers loving their 'Betushkas' better than most love their spouses.

The Antänzer is a retrofit of the Betushka, contracted out to an offshore arms company that botched the job so hard they were fired immediately. But not before the NEP took receipt of more than a few Antänzers. Still has the speed of a Betka, but the up-armoring actually froze the upper hull into place. Visibility is poor. A hobbled BT tank, but the NEP still pressed them into service anyway. Cross your superior, and a BT driver ends up in an Antänzer.

A mobile guard/listening post straining an engine and chassis entirely unsuited for it. I've seen them used as police boxes or even as makeshift vaccination clinics, in better times. One of the only Loyalist vehicles you could actually consider roomy on the inside. They try and punish losers by giving them Doorman patrol duty out in the Deads, but they usually end up passing out candy to the local kids and smoking on that lefthand rear deck with a brick on the gas pedal. Not suited for combat in really any way, despite the excellent sensors and comms package they come equipped with, but nobody conscripted ever really expected to see combat in their lifetime, now did they?

NEP Brass likes the heavy stuff, but once in a while the Design Bureau can slip past a real versatile design like the Prowler. The trick is to give it some kind of bullshit designation like "Rapid Assault AFV" and then stuff as much power plant in it while they're not looking. A nice low profile, operates well in urban environments.

The Prowler balances speed and armament well. Open up the engine on a straightaway and the speed is there, perfect for flanking, even if the boost is only for short bursts.

Essential, ubiquitous tank destroyer. Outdated control surfaces, but tough, reliable, and easy to service. A low slung Abbot cannon on treads and not much else, with a larger crew than is now typical for a tank its size. A common variation you see is torching off the stowage railings up top for an even lower profile. Not regulation, but smart, and the more abuse an Addax takes the better it blends in with the outer sectors you see them haunt. The left-hand side sheath for unditching planks might be my favorite design feature on a tank ever. Not a lot of armor, but Addax crews know they shouldn't be hanging around in any one place for too long anyway. Off-duty is another story—you'll always find them loitering on their vehicle, basking in their special brand of humor and vulgarity.

The NEP warhorse. Two Main gun emplacements, heavy ramming damage, and everything else set standard. Once upon a time it was the default for armored conflict, but heavy mechs have increasingly taken over that role. These days the Tinker largely serves on the domestic side—everyone knows the design so if the NEP needs to muscle someone they'll just send a few Tinkers over, tell them to get ready to have their house plowed under. Still, most of these units remain combat-ready, and more than deserve their current status as second line vehicles around the colonies. When it comes to all-round combat utility there are tanks that can match the Tinker, but none that really top it.

Nobody remembers or cares about this shit besides me, but the entire fleet of Drummonds are actually just obsolete Vilbels with a comically ugly but functional glacis plate bolted up front. The Vilbel was one of those completely misbegotten early colonial designs. You know, the good old days when everyone was just head over heels in love with living on a new planet, and by that I mean trying not to get killed by their new planet. More interested in basic survival than steadily recreating the worst that life in Earth's cities had to offer, that kind of thing.

Anyway the Vilbel was this cheap, underpowered and undergunned IFV that was used for basic peacekeeping and occasionally even for expeditions beyond the wall; it was light enough that it didn't get mired down in mud anywhere nearly as often as other tracked vehicles heavier than a treadbike.

Under the reign of Great Leader Vilbels got torched regularly during The Troubles. So much so the whole fleet got mothballed, but only for a time. Riots and Corvid strikes got bad enough they just needed more vehicles on the line, and with just enough armor on the front only to keep them from exploding as quickly as they did before without needing an improved powerplant. Give it a new designation to throw off all the tankers that would rather go AWOL than crew a Vilbel, and you get the Drummond.

Proof that some things can't be improved on easily. It's too heavy, sits taller than it ought to, turns slower than it ought to, and yet tankers adore it. The handling is charitably "spongey" at best, but the mountain of hull armor and good shielding mean that rookies and veterans alike get that many more precious seconds to bring their gun to bear against their foes. During The Troubles these things were both scourge of dissidents and reassuring symbols of real permanence, the kind of thing we've all been trying for in this city. Probably because the design of the tank predates the founding of Solo Nobre by several years at least. The Canmore will continue serving this regime and the next, and whatever's after that, too.

The Baltimore is a cost-cut version self propelled gun platform built on a Canmore chassis. Shares about the same firepower as a Canmore, but with the exposed crew, it just can't take the punishment that a Canmore or most NEP tanks can. It shouldn't need to, an SPG like it should never see the front lines, but the NEP has been overextended for too long. Everything makes it to the front.

Scarab duty is anything but glamorous, yet I find Scarab drivers (who simply refer to themselves as 'Scarabs') are held in quiet esteem by their mechanized peers. The advent of combat rechargeable shields meant that on top of their mechanics, vehicles operating on the front need their own medics as well. Given a properly maintained rotation Scarab teams are able to field-reset at regular intervals the shielding arrays of a force several times their number, dramatically increasing the survivability and operational capacity of the receiving drivers. However this utility also makes them the first targets pursued in any conflict, which is why it's no wonder Scarab drivers suffer one of the highest mortality rates in the NEP.

Scarabs themselves have a bizarre internal culture, most notably in their intense gallows humor and inscrutable rhyming slang. For example Scarabs will never acknowledge a former crewmember as dead, they're simply "with Holly' - a reference to Holly Hill, one of the original Texas 7 dancers, which rhymes with 'butcher's bill', that crew member having paid it.

Other drivers, at least the smart ones, tend to be very deferential towards their Scarab support, even if they don't understand what they're saying most times.

Cheap, even for a Loyalist tank. A leftovers buffet of surplus components from a series of antiquated light mechs and tanks, fitted to a Lowmil chassis, and extra armor to make up the difference. The end result is operationally competent, decent enough armor/shielding and weapon hardpoints. Visibility isn't great. Driver and gunner compartments are the same size as they were on the original light mech component designs. You're probably going to survive driving one, but you're not going to like it. At least the thing runs reliably.

The Leviathan program was successful beyond expectation, but as impressive as the design is, cost overruns and production capacity stopped it cold. Leviathans were produced in such low number compared to their requested quota, they ended up filling out the rest with a compromise design: the Lowmil. The name has several disputed origins, now lost to history, but it remains a glorious Leviathan upper attached to a low profile hull. The fifth stage of grief is acceptance, and that's exactly what happened to Lowmil drivers. They might not be pushing a crazy scary Leviathan around, but they are gunning with nearly as much firepower, which is what really counts.

Every location of strategic value in Solo Nobre bears the marks of a Citadel's heavy treads. It's a mobile fortress and command/comms center rolled into a single vehicle. Other planets have kept to huddling their tanks as low to the ground as possible, all old-school defilade fire dogma etc. They don't know what they're missing. The Citadel model was one of the early hallmarks of Great Leader's reign, and one of the most lasting. These things are terrifying to see in person; force projection is the name of the game. Failing that, that brutalizing point defense laser mounted to the forward hull coupled with heavy armor and shielding tends to get the point across. Do not cross a Citadel's forward arc.

What the Leviathan sacrifices in maneuverability and humility it gains in sheer intimidation factor. Unquestionably an arms procurement boondoggle and cash grab led by the late General Kraics, the Leviathan surprised everyone during test trials by actually kind of working, and not just for psyops. It's huge, and stupid tall for a tank, I mean Corvid-stupid tall, but the backroom guys they thought they'd just throw on the project to get it rammed through procurement ended up doing an incredible thing. It's a deeply wrongheaded concept realized better than all possible expectation. They built a tank even taller and more heavily armed than a Citadel, and it's actually seen combat several times, not just rolled out for grand parade in front of Great Leader. There are rumored to be less than fifty total produced, which makes sense; this thing is insane.

The NEP's 'Air Force' is rather unique. Instead of being composed of Helicopters or fixed-wing aircraft (both of which are rather obsolete in modern times), the NEP makes use of technologically-advanced anti-gravity vehicles that are capable of a far greater degree of mobility than conventional aircraft. Not dissimilar in principle to tilt-rotorcraft like the Osprey, most Agravs aren't really able to match against jet aircraft in a dogfight- outside of the terrifying machines employed by Spacers- but when it comes to close-to-ground operations, Agravs can't be beat.

The agrav sibling to the Doorman. Duty flying a Canary is often a punishment, but the flunkies that end up piloting them don't seem to mind. In fact I hear that Canary assignments are sought out because of the sophisticated comms/surveillance/optics package. Late night Canary patrols are usually just a binge of eavesdropping and voyeurism, except no one's the wiser because you're just the night watch. Not that I'd know. But I got some tapes if you want to trade: Telephoto shots from showers in high rises of the Outer Core, splash-down of Harvester rounds on a crowd shot in thermal. Canary pilots got all kinds of tapes if you got a little extra scrip.

It's ugly, it's slow, and it floats. NEP platoons use these as punishment details and, on rare occasions when a handful are available, as recreational vehicles. It turns out flying two of these things into each other is a lot of fun, as long as you wait a few hours after your last meal. I've also heard there's something with Rooks called "shanty bowling", but I haven't seen it myself. If you come across any of these in combat, take pity on the pilot but remember that they build these things to last.

The Tomahawk traces its fuselage heritage directly back to pre-colonial helicopter designs. Which you think would put it at a disadvantage, but aside from the indirect-vision equipped armored canopy (evolved further in the Buckler) this bird remains a favorite of pilots. The drive/plant are fairly primitive and demand more fuel than a lot of agravs, but its simplicity means it spends more time in the air than in maintenance. The main hardpoint underslung along the center of balance keeps recoil manageable. Its got one of the best lateral speeds of any agrav. They've recently forced a garrison-wide repaint to cover up, but Tomahawk pilots are known for their increasingly elaborate (and explicit) canopy and nose art.

The latest and greatest for the NEP. Grav-tanks give you the maneuverability of an agrav with the firepower and versatility of a tank, with cost overruns of both. Unfortunately the Brass decided they were best kept leading parades for Central, rather than deployed to any companies that could really use them. Despite being show ponies, the crews that get to run them have uniformly high marks. The maintenance crews will give you a litany of profanity.

Take the Fritz, toss out most of its more sophisticated components and weld a Sparrow on top. There you go, Schultz at your service. I don't know if this was a case of making the Fritz more maintenance friendly, an odd solve for excess Sparrow uppers, or just a symptom of the NEP's perpetual desire to upgun its arsenal.

Regardless, the Schultz makes for an odd but workable large caliber tank destroyer. Design Bureau keeps messing with its gyros, doesn't always mean something's wrong - plenty of revisionists in that crowd, tinkering for its own sake.

Broadswords are the result of a competing bid for the contract that gave the NEP the Fritz. The Brass was so impressed with this design it earned its own separate contract. More expensive to produce than the Fritz, but fractionally easier on maintenance, enough to earn dedicated admirers.

If the Broadsword wasn't explicitly modeled after the Prowler, it may as well have been. Can't match its older sibling's speed or durability, but both weapon mounts have been upscaled, gives it a real nasty bite. The two designs complement each other well enough that they're often deployed in concert, makes for a friendly rivalry between the crews. Prowler vets decry the lack of speed and platform stability, while Broadsword teams swear by the superior firepower and flanking potential. Both are solid designs regardles

There are faster agravs out there, and there are more heavily armed agravs too, but few can do so much as well as the Buckler can. Airframe has mercifully few retrofits on its service record, the big Burham power plant keeping its big ass off the deck nicely, Mongoose-style indirect vision system keeps the pilot cocooned in titanium sheathed in ablative armor. Some pilots get a bit panicky in there, that's about the only thing you can say against it. It's got a long service life ahead of it.

Also known as the Horseshoe, the Raider was designed for long range reconnaissance and patrol missions. Big equipment rails and and overspec'd agrav drive unit means you can load them up with weeks worth of supplies without losing maneuverability, huge antennae to keep touch. But after The Troubles, not a lot of interest in the Novo Solo beyond the walls, the punishing flora and fauna. Most raiders got uparmored and tuned for the job they'd be doing in the future: serving as local command and comms relay, particularly in the outer districts. Older pilots still cling to them as they cling to the dreams of running missions beyond the walls of the city, but that's not where Great Leader has had his sights for years now.

Great Leader has no need to rule the stars above, so the NEP absorbed a lot of the old ship technology that got left in the necropolis. The Bombucha, as they refer to it, is just a repurposed frigate torpedo with a civilian anti-grav drive thrown in to make it function in the gravity well. The controls are slaved to an onboard IFF computer, making them into deadly fire-and-forget anti-armor units. Despite the crude solution, don't mistake these things for easy prey. Naval durability specs and countermeasure defeat systems make this thing able to take a ton of punishment before going down. The NEP are definitely counting on their enemies' ignorance of that fact.

Originally just a heavy lifter, workhorse for settlements beyond Novo Solo, before Eixo was founded. Fuel and load capacity in spades. After the shortfall in overall combat readiness following The Troubles, the NEP took to putting in Heavy mounts and up-armoring the Huss, and a beloved transport agrav became a beloved rear line/defensive agrav. It'd take come real colhões to take one of these things out and fight in it unsupported.

Possibly the ugliest vehicle in the Loyalist army, the Kettle is an older agrav originally spec'd for rear echelon support work. Designed to bring in cargo and supplies while providing fire cover as needed, but I've heard reports of these things being used like medieval siege towers, battering rams. Pilots drive them straight into enemy bases with a posse of stimmed-up infantry clinging to the rails. If they survive the collision, the element of surprise usually means they can capture whatever's still standing.

`

Everyone calls them panic walls but I think the official NEP designation is something like Emergency Reactive Fortification Grid Network. That doesn't make for any kind of decent acronym, which is weird since that's the bread and butter of military lingo. These things got laid down about the same time as the Orbital Gun network. For years there was construction equipment all over the place, you just prayed that you didn't live in a district where it ran 24 hours a day.

Most people have never seen a panic wall activate, but it is terrifying. Like you didn't feel locked up tight enough with the district gates. I was in a bar out in the Deads once when one of those Corvid riots got bad enough that they locked the whole place down. Suddenly, all anyone could see were these huge red chevron walls. We were stuck in there for hours until a pair of Forks in police colors and lights came through, and the panic walls just slid right back up in place behind them. They stood with their guns trained on the crowd until they got enough reinforcements to check papers and make arrests. Even after I joined the Corvids, I made sure to stay away from that kind of scene.

High Rise-scaled and armored to hell and back, these building-sized minifortresses are one of Solo Nobre's many deterrents to conventional invasion. Usually, they mount a Sparrow turret, or weirdly the top gun of a Citadel for some reason. Theoretically, they can be controlled remotely since most of the equipment inside is fully automated, but the NEP likes the idea of using these things as guard posts, which is why you'll see them studded throughout the city even in places where their guns aren't much use, the NEP has men everywhere, even if the nicer districts like to hide the things behind those descretely-armored hedge walls they love so much.

What better demonstration is there of Great Leader's power than the Sector Walls themselves? Rated to survive just about anything short of a nuke, these skyscraper-sized abominations lock off the internal sections of the city from one another. They're nothing compared to the Outer Wall, but they're pretty much the next-best thing. They extend unreasonably far underground, and are high enough to even keep most Agravs out since you have to fly straight into the SAM network to get over them. The only way through is the equally-tough Sector Gates, which are big enough to run an entire highway through and do little except hold up traffic at the NEP's leisure. Then again, if the Corvids could go wherever they wanted with those awful excuses for mechs of theirs, the city would probably be in a state of civil war right now.

Big, imposing, concrete. These things are like the guard towers on a prison camp, but scaled for a city. They loom over anything short of the Outer Core skyscrapers and serve as the main hub of NEP urban policing. They aren't armored like the Sentry Turrets, and they don't pack the gun, but rest assured, that concrete base of theirs is little more than a vertically oriented barracks crammed to the gills with NEP infantrymen ready to swarm out and... well, probably get stomped on by a Broodmother or something.

It should say something about the NEP's campagin of 'turn the entire city into a giant fortress' that almost every District has four of these things now. Big, ugly things that hold enough ammo in reserve to rearm an entire division worth of NEP heavy metal, and knock down the next three blocks worth of habs next to them if anybody saw fit to blow them up... but what does Great Leader care about some tenants out in the Deads if his thugs can get all the bullets they need to gun down the next wave of rioters at the right time?

Don't tell anyone, but there's no IFF sensors on the automated dispensing equipment, it's entirely on the crews inside who gets bullets and who doesn't, and considering the bad pay most NEP logistics techs have to put up with...

These things... oh boy these things. They look like something out of a cartoon if I'm being honest, big, ugly, and crammed full of enough radio equipment to download most of the Old Earth internet in one go. These things are actually as much civillian infrastructure as they are millitary, same with the electrical substations. They've got enough bandwith to get pirated movies and cat videos to every sorry shlub in the district and still have enough space leftover for the crispest millitary radio chatter this side of the Inner Colonies.

The NEP always gets priority though, so whenever your connection goes to shit, you can be rest assured that some shit's going down, and some stupid Corvid has probably tried bombing the nearest Opression Center again.

The joke is that a clerical error or a misplaced decimal point is how we got Solo Nobre standard gauge rail, but the truth is simpler. Even before there was a Great Leader, the founding interests in Solo Nobre (the same that have come back to reclaim it) knew that the colony held great potential for military and economic interests. You need to move a lot of raw material, and also a lot of materiel.

All the old railways on Earth had a lot of nasty retrofits to deal with in the age of putting a squad of heavy mechs on the same freight train, but Solo Nobre's railways were built that way from the ground up, with enormous trains to match. Rails set as wide as a lane of car traffic, locomotives as tall as an apartment block. I doubt Great Leader's quest for complete orbital gun coverage of the city would have been remotely possible without our oversized railroads and engines. Helps that the vast majority of Solo Nobre was already flatter than hell to begin with, it's a railroad dream. Trainspotters' paradise. Nobody has photos of the giant war trains that rolled in from Eixo decades ago, but that's a different subject.

Few criticisms can be made more easily of Great Leader's social policies than to point out the spread of Texas 7 franchises. A combination casino, roadhouse, buffet, strip club, and by most accounts bordello, Texas 7 is a national embarrassment and ineluctably twined to Solo Nobre's compulsory military service. The tall Texas 7 neon signs visible throughout the city are known sarcastically as "NEP guardposts," because any NEP base is sure to be within half a click of a Texas 7.

Similar comments have been made regarding the disproportionate percentage of soldiers' earnings spent inside Texas 7. Visit one if curiosity demands, but at all cost avoid them on any soldiers' payday.

Mothballed and left to rust for decades after the Troubles, the NEP for a long time had little interest in the stars, they could not hope to match the Corporation in the sky after all... but nonetheless, a variety of orbital vehicles still dot Solo Nobre, waiting quietly in walled-off spaceports for someone to come and make use of them.

Big'n Yellow, these things are big enough to haul an entire armored battalion straight to orbit. Hell, if Great Leader thought he stood a chance in hell against the Corporate Cruisers sitting just beyond the range of his Orbital Guns, they probably would. As it is? These things have rusted away in spaceports all over Solo Nobre for the last few decades, it's a good thing they were built to last though, most of 'em could probably be launched remotely if you got control over the launch apparatus. But personally, I wouldn't want to touch one that hadn't gotten some TLC beforehand.

Orbital Guns are massive defensive artillery found in Solo Nobre, built by Great Leader to be used as a deterrent against both orbital spacecraft and any long-range terrestrial threats approaching the city. Capable of tearing apart approaching orbital craft, or shelling troublesome neighbors anywhere on the continent, Solo Nobre's Orbital Guns were mighty enough to scare off even the omnipotent Solo Nobre Concern with the long shadows of their mighty barrels. Scattered throughout Solo Nobre in a massive decentralized network, no form of bombardment is sufficient to destroy these cannons before they fire back. Indeed, their only weakness is being engaged up-close, where they are incapable of firing. But, of course, to do so would require nothing less than a full-on assault of Solo Nobre.

Critical Technologies: [A brief list of any major technologies that are considered critical to the Faction. If this is not applicable, feel free to move on.]

[An example list is below]:

  • Anti-Gravity Vehicles
  • Hardshields
  • Powersuits
  • Mechs
  • NEP Armor
  • Massive-Scale Tank Construction
  • Cranial Jacks
  • Lasers
  • Railguns
  • Tubarão (Corrosive Chemical Weapon)
  • Sonic Weapons
  • Anti-Orbital Artillery
  • Active Camouflage (Cloak, even works on the Leviathan)
  • EMP Weaponry

Critical Resource(s): [A brief list of any major resources that are considered critical to the Faction. If this is not applicable, feel free to move on.]

[An example list is below]:

  • Solo Nobre is self reliant! The Great Mines of Great Leader are the only source of material Solo Nobre needs.

Related NGOs: [A brief description of any NGOs related to, but not aligned with, your faction.]

  • Corvid Uprising- Though living conditions improved considerably following Great Leader's revolution against the Solo Nobre Concern, the strict military control and isolationist policies of the NEP that made these improvements possible also chafed a growing number of dissidents who felt that Solo Nobre should be a more equal, open society. Confrontation between these rebellious factions and the NEP escalated, growing into a bitter resistance against Great Leader in the hopes of restoring power to the people. Initially a guerilla force operating with little more than scrap, the increasingly-formidable Corvid Uprising was mostly built on salvaged NEP or civilian hardware, kit-bashed together and frequently up-gunned, with enhanced drive systems pushed to their limits at the expense of armor plating and maneuverability. With a recent influx of disillusioned NEP veterans bringing high-caliber engineering and maintenance personnel into Corvid ranks, they have also begun to produce truly original designs in a direct challenge to the NEP Design Bureau. Now that Solo Nobre's situation has... changed, the Corvids seem to have become a bit more... international. What is an army of hardened revolutionaries who suddenly had their iron curtain removed to do with a world full of Horrible Oppression and People In Need of Freedom? In short, the Corvids are a well-armed* guerilla force with enough of a troubleseeking streak to end up in just about any conflict zone on Earth, and stupid enough to always end up aiding and abetting whoever would be the most inconvenient to suddenly find armed with a bunch of high-tech flying technicals with energy shields and laser cannons.
  • SPC Contractors- Great Leader always feared the return of the SNC, and as such has always searched for a way to arm his NEP with more advanced weapons with which to fend off the Corporation's inevitable return. As a result, he turned to... dark places to facilitate mightier means of bringing death. The Spacers were those dark places. As the saying goes, "Spacers' blood is so cold it froze blue decades ago." Spacers are the elite, the part of society that walled itself off in tiny communities until even that got too close to being human for their comfort. Now, the closest any of them get to an Earth-like planet is getting sent to one for boarding school (and puberty) so their organs don't implode whenever they enter a gravity well as an adult. The planets that you and I spend our lives on are only interesting to them for the resources and capital they can extract to keep their opulent resorts and luxury economies running. How Great Leader managed to court creatures who call anyone who dares grow up under gravity "Dirt-Eaters" into willingly trading technology with him instead of trying to ransack Novo Solo for goodies is beyond any but him... but since the Spacers flitting around Solo Nobre can no longer return to their relativistic luxury-liners to spend the next 400 Nobreian years snorting turbo-coke and eating poached fetuses (that one actually happened by the way, just in case you thought Spacers had any morals to speak of), they now really have no choice but to offer their services as mercenaries, tech-brokers, and anything else their long lives of high society might give them skills at to anyone who will buy, because the coke budget is running slim, and if there's one adage from the Spacers' dirt-eating past they still live by, it is that money makes the whole world go round.

Critical Weaknesses: [A brief list of any critical weaknesses the nation suffers. Mandatory only for Superpowers (If you play an ordinary nation, this section is purely optional)]

[An example list is below]:

  • SOLO NOBRE MUST FALL- Solo Nobre is held together primarily by the iron-fisted will of Great Leader, were he to die... well, the city would likely fall on hard times. While Great Leader has a successor lined up (a figure frequently referred to as 'Littlest Leader'), it seems likely that the dictator's death would spur a civil uprising that would put peaceful transfer of power out of the window.
  • Fortress-City- Novo Solo was not a pleasant planet, during the early days of colonization so many died that modern Solo Nobre has entire districts of nothing but mausoleums to the Founders. As a result, the City was built like a fortress long before the rise of the NEP and Great Leader's isolationism. With massive barrier walls closing the city in, all that lays beyond is blighted wasteland and vicious native fauna. For the NEP to break from their isolationism now would require them to push out past their own defences... and the band of blighted Novo Solo wasteland they brought with them.
  • Troubles- Great Leader's regime is not without its' detractors. Throughout the great city of Solo Nobre, violent rebels called "Corvids" have risen up with makeshift rattletrap vehicles and weapons in the hopes of breaking open Great Leader's stranglehold on the spacelanes, and perhaps even getting the Millitary Police to use non-lethal methods of riot suppression more often.
  • "Spacer" Interstellar Contract Company- A band of mysterious, technologically advanced hedonists from the void between stars, the Spacers came to Solo Nobre to negotiate with Great Leader for an exchange of their advanced technology for... something. What that something is remains secret, but these literally baby-eating spacefarers languish around the edges of Solo Nobre, waiting for their payment... or else.
  • Squalor and Misery- Solo Nobre is... not a nice place. There's a strained smile that people here give each other. They do it over everyday things, like the native-colonial hybrid fruit at the black market merceeiro, and they do it to express an understanding: "This is awful," they're saying, "but it's better than it used to be." The cost of water plummeted after Great Leader came to power, but it never went to 0, violent crime was curbed, but it was done through deploying brutal military police to every street corner. Even now, massive slums leer out of the alleyways and between the Sector Walls, filled with the undocumented and undocumentable teeming masses of the less-than-poor, even as NEP-favored elites languish in sprawling, Earthlike villas just a kilometer away in one of their gated havens, where the guards never patrol. Life is hard in Solo Nobre, and the Nobreans' lot is to make do.

Location/Land Area: Columbia+Venuzuela


Borrowed with permission from AshlingWaltzes
 
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WIP




Faction Name: African Zeon Remnants "Gehennas Gates"

Population: 70 Million

Setting of Origin: UC Gundam

Nation Type:
Vassal/Nation/Great Power/Superpower [Bold Applicable]

Government Type: Stratocracy

History:

(somewhat AU)
The One Year War led to the Zeon Occupation of Africa. One met with A surprising acceptance of the local population who had long since become Minorities in their own lands due to Federation resettlement and freedom of movement. The Federation capital is on the African continent itself for example.

To summarize The southern remnants dug in, building factories taking control of and expanding initial military bases and fully integrating the population. The Ideology of Zeon was soon forgotten in a race for survival, the local population signing up in droves and quickly becoming a majority in the Zeon Remnant infantry and aerospace forces. Large elements of Zeonic and other smaller military manufacturers and scientists fled to the Remenants after a number of notable victories against federation offensives. The African Zeon remnants are dug in with a supportive population, building fortresses, factories and are generally been deemed to difficult to uproot by Federation commanders until further Federation buildup.

Military: [A basic overview of all major units/groups of the Faction's Military]
Generally, the Zeon infantry are comparable to their real-world counterparts except possibly far more mechanized. Oversized APCs and IVFs, MANPADs and so on.

The real show-stoppers are the vehicles

Mobile Fortresses

Mobile Armors such as the homegrown and developed Genbu

Mobile suits The Zeon remnants maintain a number of Zaku variants and homegrown and produced innovations such as the High mobility Zaku That the Zeon Remenants are producing as a replacement now that they are cut off from the Lagrange point colonies.
and so on. such as the Hidolfer used as a main battle tank replacement.
Aerospace forces are limited in quality compared to Mobile armors Mobile suits and the flying transports associated with them.

Transports are generally oversized and SSTO capable for example Example

Supersonic fighters, bombers, transports, and helicopters exist and are used competently.

of note the Zeon Remenants have (and this is a slight AU in terms of compression of space there were multiple remnants I am drawing from) the Zeon Remenants maintains at much expense a number of atmosphere to Low Earth Orbit direct anti-ground support weapons mainly the Z'od capable of flying into low earth orbit and directly supporting ground elements as a type of long-range artillery.
It Exists
Nuclear Warheads, Nuclear Rockets, and Nuclear ballistic missiles.

Chemical weapons, Nerve agents ect.

Critical Technologies:
[An example list is below]:
  • Mobile Suits
  • Minovsky reactor
  • Minovsky Physics
  • psycommu Prototype system
To name a few

Critical Resource(s):
  • N/A

Related NGOs: [A brief description of any NGOs related to, but not aligned with, your faction.]
[An example list is below]:

Critical Weaknesses:
[An example list is below]:
  • N/A

Location/Land Area: Southern quarter of Africa, From South Africa to a bit above botswana.
 
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These two are my pics.

Zilkhstan nation template

Overview Full Nation Name: Kingdom of Zilkhstan Short Nation Name: Zilkhstan, Land of Warriors Universe of Origin: Code Geass Motto: Namjala latak. Everything goes as we dream Flag / National Symbols: Government Type: Theocratic Monarchical Diarchy Official Political Ideology: Theoctatic...

Kivotos Nation Template

Overview Full Nation Name: The Academy City State of Kivotos Short Nation Name: Kivotos Universe of Origin: Blue Archive, slight AU, there are adults and male humans in Kivotos, just curently all political positions are held by females Motto: Every day a school day Flag / National Symbo...

The Empire of Erebonia will claim France:
Have you thought of making Erebonia a bit bigger, at least 2,5 times bigger.
 
Not particularly… I've considered taking Switzerland for Crossbell State, but setting wise France fits perfectly.

I honestly doubt anyone would be taking Switzerland at this point, with the applications posted and what I know is on the way, Europe is pretty crowded already

What with me taking up the eastern half and all. :p
 
As a few people suggested in the Discord, I will be throwing in my sheet although it is currently in the WIP stage. About 75% done.

docs.google.com

The Great Game -- New Helghan-Vektan Sheet

Faction Name: New Helghan-Vekta Coalition Authority (NHVCA) Population: [How large is your faction? (Maximum Pop for Nations is 70 Million. Maximum Pop for Great Powers is 200 Million. Maximum Pop for Superpowers is more fluid and subject to GM Discretion on a case-by-case basis.)] Setting of O...
 
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