Claimed Locations Europa Ganymede Venus Mercury Ceres Pluto(and moons) Eris and Dysnomia Saturn(and moons) Luna Mars Jupiter Callisto Io Uranus(And its moons) Ishtar(Planet Nine) Neptune(And its Moons) Earth is contested between the powers of Sol and local forces.
RP's theme The moment the first jump gate was built, it had opened a new chapter in the history of mankind. The next several hundred years would see human expansion, an interstellar gold rush for hundreds of star systems. It was an age of exploration, expansion, and countless wars. However, one such war would bring about the rise of tyranny for a millennium.
The Terran Empire, a despotic regime on the fringes of human space, had set on a campaign of total conquest, seizing the opportunity as the other nations squabble and war amongst themselves. Over a decade of war led to an unexpected terran victory.
Now all of humanity had fallen under the thumb of the Terran Empire, ushering a millennium of hardship, tyranny but also of strange and new innovations. One such was the creation of the Demihumans, an umbrella term for a vast array of human- derivative races and species. Some designed to survive on worlds too extreme for baseline humans, some designed to be soldiers and so on. To be human had quickly been broadened as humanity continually altered itself.
The Terran Empire’s reign, however, would not last forever. The last Emperor, Jarus Augustus IV, would die an unfortunate death due to a tragic accident, leaving no heir to claim the throne. It was then this would spark the Empire’s downfall.Nobles would bicker amongst themselves, who was to claim the throne? One would say himself; another would say he ought to claim it, the Empire soon shattered as civil war engulfed it, the Great Collapse to follow.
Dozens of factions formed, some claiming to be the rightful successor, others simply taking advantage of the chaos to finally break free. Regardless of motive, there was one target all factions would deem a significant prize. The Throneworld of Earth. Armies from across human space all converged In the Sol System, fighting a fierce campaign to take the Imperial Capital for themselves.
The free for all would last several years before a great catastrophe struck. The Sol Jump Gate, along with the entirety of the Jump Gate network, had been destroyed, all parties blaming the other for this act of terror. Nonetheless, the armies sent to Sol knew of the futility of carrying out the war, and simply stopped, an unofficial armistice called into place.
Over two centuries later, Sol has long recovered from the war, new nations rising from the ashes the Empire. However, conflict is still an all too familiar fact of life as the nations of Sol struggle for resources and territory. A cold war stirs on Earth as the forces of Sol converge once more to reclaim the throne of a long dead empire. A New Tomorrow dawns on both Old Man and New Man.
Welcome to New Man's Tomorrow, an Solar NRP set in the far far future after the fall of an interlinear empire. We not only will get to play as humans but a whole assortment of demihuman races(think of all those rubber-faced aliens or odd-colored humans and you get a general gist of it.). Hope to have some fun!
Nation Sheet Nation Name/Flag:(Flag is optional) Government Type: Demographics: Economy:(Can as brief or as detailed as you wish, could even be a simple list of resources you have and don't have.) Military: History: Characters: Your sheet can be as detailed as you wish, there's not really a set way in preparing it. And you're welcome to add new bits to your sheet if you wish to share more about your nation, I don't mind customized sheets too much. You also have the option of playing as non-national organizations if you so wish.
Organization Sheet Organization Name/Emblem:(Emblem is optional) Affiliation:(optional) Military/Civilian Assets: Budget:(Can as brief or as detailed as you wish, could even be a simple list of resources you have and don't have.) History: Characters:
”Quand tous les républiques et fédérations sont passées, la monarchie dure.” “When all the republics and federations are in the past, the monarchy persists.”
Port Europa is an absolute monarchy - the moon of Europa’s placed firmly under the rule of the House of Rosenkranz-Monsoiller, a royal family with ties to the old empire back on Earth. Since the collapse of the Terran Empire, Europa has served as a refuge and tax haven for Terran nobles and aristocrats. The royal family has overall control of the moon, but most everyday management is delegated to the princes(ses) one level down. Europa is divided into sixteen principalities, each ruled by a prince or princess either of house Rosenkranz-Monsoiller or an allied house.
Port Europa has a diverse population consisting of both humans, demihumans and uplifted animals. The population numbers 11 million. Notable groups are as follows:
Humans: While they once were, purebred humans are now far from common on Europa. The ones that remain are almost automatically brought up to higher living standards than others, and are typically born into the royal families or adopted into them. A shortage of purebred humans in certain principalities has led to inbreeding among the upper class, as a last resort over interbreeding with demihumans.
Serengetis: The Serengetis came to be as a result of a need for foot soldiers during the fall of the Panhuman Empire. When Europa turned out to become less and less relevant in the wars that followed, the Serengetis were left to their own devices, and soon became a began to take up a larger and larger percentage of the demographic. Originally bred to be aggressive and simple in order to more easily control, the Serengetis have only recently managed to claw themselves out of poverty on a noticeable scale, helped by aid programs and increased recognition of their civil talents outside the military. Still, they are heavily discriminated against in royal circles.
Orcs: So named for their similar appearance to Old Earth fantasy creatures, the orcs are humans modified to handle the immense gravitational pull of Jupiter while working on mining stations around it. They had hard, reptilian with colours ranging from radioactive green to bark brown and coal black, and often sport broad, powerful builds. They are rarely very tall, however, growing only to be two metres at the very tallest. Males and females look largely similar, distinguishable moreso by fashion standards than actual bodily traits. Specimens on Europa are typically much lankier and frailer than their Jupiter counterparts.
Diwas: Some of the humans who first arrived on Europa found refuge from the terribly cold surface by journeying under the ice to settle. There, they tried to alter themselves biologically to adapt to the undersea world outside their glass domes. The result would be the Diwas, a piscine demihuman adapted to be able to survive in the waters of Europa for up to four hours.
Yetis: After the failure of the Diwas to become wholly adapted to the subsurface seas of Europa, and in light of the failure of the Lebensraum Project, the settlers of Europa made another attempt to breed suitable life, this time on the surface. The result would be known as the yeti, and is considered an abomination by the rest of society. It looks to many like a mixture between a human and an ape, standing two metres tall on average with a gruesomely unkempt suit of white fur. Their appearance got them banished from most principalities, and most now either live short, cold lives on the Europan surface or in hidden enclaves in the underbellies of the more criminal domes.
Simmies: The Simmies are the least human inhabitants of Europa, though many still hold higher offices than some demihumans. They are great apes (including chimpanzees, bonobos, gorillas and orangutans) brought along by humanity to Europa for experimentation. Eventually exposed to a brain-altering serum, the apes developed an almost human-like self-conscious and understanding. While they are only 100 years old as a new subgroup of great apes, they possess an almost eerie level of civility, having adopted a great deal of cultural norms from humanity. They still separate themselves in a number of ways, particularly by means of language, which they convey through hand signs and grunts, or using translating programs. Simmies commonly work as mechanics, electricians, drone operators and construction workers on account of their agility and dexterity, or administrators and managers if wealthy. Their numbers are few, only making up 6% of the population.
The planet is ruled by Archduchess Aurora Saint-Mary Rosenkrantz-Monsoiller, first of her name, and matriarch of house of the Rosenkrantz-Monsoiller. Supposedly, her lineage harks all the way back to Old Earthen royal lines that have lasted millennia. Other notable houses include the Machiaveli-Tepises, the Lovenskiolds, the Kong, the Nehgus Dengel, the Guptas, and the Mansas.
The Europan economy is entirely reliant on the unity of the principalities in producing goods and resources for local consumption and export. The history of Port Europa has seen many different approaches to settlement and industry, and as such, there is a great level of diversity in the manners in which the principalities live and produce.
Surface principalities (built atop the ice sheets):
Europa Centralis - principal capital: Port Europa. Lunar capital as well as economic centre. It is the main spaceport through which the majority of imports and exports are shipped, and serves as the resident principality of the royal family and the majority of centralised institutions, making it also the political capital.
Granbourg - principal capital: Weissgreude. Dome region situated under vast arrays of orbital mirrors that concentrate solar rays down on the vast hydroponic farms spanning much of the principality’s area. Granbourg is one of the largest farming regions on Europa, as well as an energy producer, generating solar power around its dome.
Versailles-Blanchesse - principal capital: Fidelité. Industrial dome region focused on metal, silicate and ice processing, the latter funnelling large volumes of its production primarily to agri-domes like Granbourg and Ostrava. Versailles-Blanchesse produce most of their own food, as well as consumer technology for the rest of the moon’s population, particularly cars and household appliances.
New Gotenland - principal capital: Aaland. Industrial dome region focused on shipbuilding, weaponry and armour - the headquarters of the royal navy. This dome also contains bunker networks that reach into the sea underneath, as well as large radio stations that monitor nearby space. The region is largely devoted to supporting the military sector, but also engages in their own separate industries, such as forestry, agriculture, food processing and furniture production.
Preuzen - principal capital: Bismarck City. An industrial competitor of Versailles-Blanchesse, this dome region has a deeper history with heavy machinery than their northern neighbours, and likewise produces cars. Additionally, however, they also produce drones and heavy load machinery such as excavators, submarines, surface vehicles and spaceships. This is also an important port tied to the gas mining towers on Jupiter.
Ostrava - principal capital: Principa. Ostrava is another vast agricultural region, larger than Granbourg and more angled towards livestock than their counterpart. The endless plains of Ostrava offer an idyllic experience similar to that of Old Earth, though placed underneath a massive dome. Ostrava is poor compared to its counterpart, and local customs have left many unemployed due to outdated inheritance laws.
Translinea - principal capital: Grigoresti. Educational region centered between Preuzen, New Gotenland and Europa Centralis. This region serves as one of the the university hubs on Europa, and is well-known for its programs relating to information technology, drone technology, gas industry and engineering.
Underwater principalities (build under the ice sheets of Europa):
Toscania - principal capital: Forze. Toscania is an subsurface settlement focused on hydroponic agriculture with electronic lighting. They are known for the almost time capsule-like preservation of various wine recipes and Old Earth culinary knowledge, harking back to the pre-emperial Terran sector known as the Mediterranean. Additionally, it is also a well-lit tourist destination for being underwater, so it receives a great deal of visitors all year round. The prince of Toscania, Benito Mezzanine Machiaveli-Tepis, has close ties to the Salvatore family, a local mafia organisation.
Terra Blanca - principal capital: Arsollona. Underwater aquaculture centre, as well as water and oxygen refinery. Well-known for their large-scale fish farming, regional specialities out of Terra Blanca explore the vast arrays of sea life planted in the underice oceans of Europa, born out of strains brought from Old Earth. Originally also a science station devoted to studying native Europan life, it is home to various political movements condemning the exploitation of the local resources and microflora. These movements are centered around the think tank institution Europa Libre.
Nova Nubia - principal capital: Addis Dengel. Nova Nubia is a competitor of Translinea in terms of education, as it, too, seeks to draw students interested in the sciences - particularly biology and oceanology. Nova Nubia serves as a centre of experimentation and scientific projects related to survival on Europa, particularly the development of new demihumans accustomed to either deep sea life or living on the frozen surface. They also dedicate time to studying what signs of original life remain on the moon.
Xingzhou-Shintokyo - principal capital: Xindongjing/Shintokyo. Xingzhou-Shintokyo is often dubbed the Macau of Port Europa. Being a small subsurface principality, it has made a fortune as a casino region, its entire facility dedicated to helping nobles and tourists waste all their life-savings in a single evening. Of all the principalities, this one is the most chaotic, hardly controlled by the local prince at all. Instead, triads and yakuza fight over regional control.
Bengal - principal capital: Pon. Bengal is an energy producer using nuclear energy. Local trade secrets relating to pipework and temperature management are coveted by many of the universities, but Bengal is notorious for closing itself off to compatriots and living rather separate from the rest of the principalities. With the exception of electricity and occasional missives to the archduchess, Bengal keeps itself hidden most of the time.
Neuve Mali - principal capital: Musa. Situated next to a large silicate mine, Neuve Mali serves as one of the key producers of silicates. While far from the only one on Europa, Neuve Mali has historically had close ties to Preuzen and Jupitsara, granting them earlier access to heavy machinery and fuel. This has given them an edge that later proved to be essential to their industry. Additionally, the Musa Institute of Philosophy and Humanities is a highly regarded academy attended by both royalty and commoners.
Jupitsara - principal capital: Pyotrigrad. Gas refinery and storage principality built under the ice close to Preuzen. Their abundance of energy, granted by both gas and nuclear reactors, fuels an industrial complex for the development of undersea machinery. Jupitsara submarines constantly battle with Preuzen submarines over prizes and awards. The local Legasov Faire also draws millions of tourists annually to marvel at local technological prototypes.
Mitreich - principal capital: Antwerde. A dome situated between Les Abysses and the upper settlements, Mitreich seems less like a principality and more like a massive storage facility. Elevators running up and down from the bottom to the surface dot the whole dome, and container and tanks fill the dome’s interior. The population is quite low, and the people see little to no benefit to the arrangement despite the amount of traffic running through their home. This has caused Mitreich to often be a place of unrest, strikes and riots against the local authorities, many of whom pocket the gains from the traffic.
Les Abysses - principal capital: Profond. Les Abysses is the only settlement to be built on the bottom of the subsurface seas of Europa, connected to various settlements in Mitreich through pressurised elevators. Primarily concerned with the production of thermal energy to transport back upwards, Les Abysses is entirely dependent on its near-surface neighbours for its supplies. While there are hydroponic farms and the like, Les Abysses is more of a scientific and industrial principality than an agricultural one.
Perhaps a little old fashioned, Europa sports a wide array of specialised elite infantry and cavalry units called knights. Knights are soldiers selected from dedicated warrior lineages bred for various purposes all over Europa. They are trained from a young age in melee and ranged combat, strategy, courtesy, chivalry, fighting with and without power armour, and piloting various vehicles. The knights form the core of Europan forces, and each type has its own strategic purpose.
Rosenkranz Knight: An elite soldier trained from a young age in service of the Rosenkranz-Monsoiller family. They may not look like much compared to their peers, but the Rosenkranz knights come only from the finest lines of warriors stretching back all the way to the days of Old Earth and beyond. Mechanically and biologically augmented to be both ideal bodyguards and untraceable assassins in almost any environment, the Rosenkranz knight is a foe to be reckoned with. They are typically equipped with two Chang medium range blaster pistols, as well as energy shield generators with two hour battery lifespans that can be expanded to include one additional person, typically a VIP.
Romsoldat: The romsoldat is a battlefield-adjusted knight from New Gotenland. Also called the Lovenskiold Knight, the romsoldat starts their training from a young age at the Aaland School of War to become shock marines. They specialise in drop pod missions, boarding and manning gun turrets aboard battleships. These form the bulk of forces sent abroad to aid in allies’ missions or protect trade and transport convoys. While not as augmented and powerful per unit as the Rosenkranz knight, the romsoldats turn the tide of battle with ferocity and skill nevertheless. Armed with both titanium sabres for melee and Chang 5.56 caliber assault rifles, Lion Mouth blasters or dragonfire shotguns.
Preuzen Centaurs: Elite cavalry units specialising in hit and run tactics, these “mounted” knights are the pride of the Bismarck Academy of War. Practically as soon as they learn to walk, they are outfitted with the Centaur Suit, a robot suit that empowers the soldier’s legs, as well as adding an additional pair which can be moved as one’s own. This gives them incredible speed, stability and maneuverability in a multitude of environments, all while being lighter and easier to command than a separate steed. Their suits can be outfitted with oxygen and battery packs and temperature regulating equipment if they are sent to hostile planets to battle.
The Sons of Solomon: Perhaps the closest of the conventional knights of old, the Sons of Solomon defy expectations of modern warfare by opting for heavy plasteel armour and melee weaponry like plasma axes, rocketmauls and light claymores. They are often outfitted with enhanced leg robotics and rockets on their backs to speed up their charge, and short-lived magnetic shield generators allow them to shrug off up to ten minutes of direct gunfire. This has limited effect on energy weapons, however. Contradictory to their appearance and barbaric style of fighting, however, the Sons of Solomon are also taught extensively to function as emergency aid and rescuers in times of crisis. Their armour comes with built in pistols that can push collapsed walls and roofs out of the way, and can be modified to add another set of arms to carry more wounded. The Sons of Solomon are therefore also dubbed the Paladins of Nubia.
Jupitsariates: These knights from Jupitsara specialise in suited combat, which functions both on the surface and underwater. Schooled in warfare, ballistics, engineering and robotics, these soldiers specialise in quickly switching between roles as artillery, frontliner, ambusher and repairmen. Their suits are incredibly versatile and can be modified in a multitude of ways to best suit the role they’re given. Their education at the Mendeleev Institute prepares them to function as everything from weapons developers to field medics.
While often clunky and underdeveloped compared to other powers in the system, Europan mechanised forced fill the niche of hardy protectors or cannon fodder so that the moon’s manpower is not expended. Most models are afforded little more than basic motor functions, weaponry and enough plating to ward off the first few volleys of gunfire, with a very minor subset of exceptions existing in the experimental stage.
Coiffeur Drones: Also dubbed ‘butlers’, the Coiffeur drone was named after the robotics engineer Pierre Saiid Coiffeur and built to function as high-end, yet expendable bodyguard drones for royalty. Standing two metres tall and weighing a little under a six hundred kilogrammes, the drone sports thick plasteel plating with the option to unfold its torso and leg armour outwards to become a rooted riot shield. Powerful hydraulics in their joints make them a powerful adversary up close, but limited AI functionality and joint maneuverability make them predictable. While they are outfitted with two hidden 9mm pistol barrels in each wrist with ammo storage in the forearms, their targeting interface leaves much to be desired. At least it looks very stylish.
Prole: Proles are workbots repurposed to fight as battle drones. Clunky and often outdated, these serve more as hinderances to the enemy than outright threats. Their combat AI is extremely limited, almost to the point that they will fire upon both friend and foe if pushed in the wrong direction. Previous software also often interferes with combat programming, causing everything from minor bugs to loss of control and terminal breakdowns. Still, they do wonders as cheap, expendable distractions that can keep the enemy busy enough for squadrons of knights to flank around.
Roller: A simple tank drone standing three metres tall and clocking in at sixty tonnes in weight. This tank can be modified to function as an APC or artillery, as can be made manual if so desired. Its top speed is 78km/h, and its armour plating leaves very little to be desired. As a drone, however, its AI is anything but intelligent, and it relies heavily on human input to know what to do. Therefore, its AI is usually only engaged when Rollers travel as a convoy behind one manned vehicle, or when going in a single direction where the enemy also exists in that one direction. Their belts and weight make them vulnerable in mountainous regions.
The Europan navy is the pride of the military, even more so than the knights. Its culture extends far back in time to the early days of colonisation, when the imperial cruiser known as the PIN Augustus first brought the Duke of Rosenkranz and his followers to Europa to found an imperial outpost. Spacefaring is considered one of the finer professions on Europa, and many of the senior government staff have a long history in the navy.
Failed terraforming project forced everyone into the dome principalities.
Government Type: A Theocratic Military Junta under the direct rule of Talus, an an advanced and truly sapient AI of the the old empire, who as become the object of worship for all the Legion. Under Talus are the general caretakers, the Legatus Council. Its members consists of representatives from of the most influential factions within the Legion, The Priesthood, the Military and the Bureaucracy. Each member of the Council is given the title of Legatus and the one to lead such a council is given the title of Imperator.
The Council functions both to act as the governing body of the Legion and Ganymede and to administer church functions and activities, Promoting and spreading the Light of the Tlaus and keeping order within the Legion's territories. Despite the rather equal footing the members of the Council seem to present, the Priesthood is by far the most powerful of the three, using its secretive enforcement arm, the Inquisition, to root out corruption and the unfaithful, much to the displeasure of the other half of the council.
Even before its conquest of Ganymede, the Eclipse itself was home to not only baseline humans but a wide assortment of demihuman races that the Empire saw fit to crew the massive vessel. Once they taken Ganymede, its peoples soon filled the Legion's ranks.
Jarians: First developed on the colony world of Magna Jarus, starting as a rather vain pet project of Emperor Jarus Augustus III. The Jarians were engineered with enhanced intelligence and heightened Psionic sensitivity. Such strengths however, came at a cost. Due to their purpose, the Jarians were born with weak and frail bodies, their psionic abilities a proper means to defend themselves if forced into a combat situation. In Imperial Society, the Jarians often placed in well-off positions, be it as secretaries, scientists or priests. Jarians within the Legion have more varied options, some daring enough to enlist in the Arcani Legionaries.
Economy:(Can as brief or as detailed as you wish, could even be a simple list of resources you have and don't have.) Military:
Legionary: The Lifeblood of the Legion's forces. Legionaries are conscripted at a young age from randomly selected families once every year. Said candidates go through rigorous training. Those the fail to meet the proper standards of a Legionary are often dumped into the Legio Auxilia. The Legionaries fill several roles within the military, from standard infantrymen, reconnaissance, and heavy infantry.
Knights of Talus:
Light Combat Armor
Light Power Armor
Assault Power Armor
Praetorium: The Intelligence and Security arm of the legion. The Praetors are a remnant and refined form of the old Imperial Intelligence operatives stationed on the Eclipse.
From Left to right: Auxlila Officer, Peace Officer, Auxilia trooper
Cyclops Infantry SARU:
Ogre Heavy Infantry SARU:
Strider Infantry Support SARU:
Behemoth Armored Support SARU:
Juggernaut Siege SARU:
Reverence-class Light Cruiser:
(Credit to Crusader for writing up the backstory)
Talus' AI Core
Talus' Avatar in Cyberspace
Mass-produced Puppet form
Deity Puppet Form
Tactically Adaptive Linked Utility System (T.A.L.U.S) - The Central AI of the Eclipse, and "God" to the cult that formed around it. Talus' beginnings can be traced back to an old imperial project of its namesake. Designed to link the minds of a special class of soldier composed of only "the best" in a variety of combat specializations and a wide range of military fields. This system and it's chained hyper-advanced A.I. would act as the catalyst for an "artificial hivemind", allowing the linked soldiers to communicate wordlessly, share sensory information and thoughts/memories seamlessly, and actively communicate/coordinate vastly more rapidly than any others could. It was truly a marvel of science, T.A.L.U.S would've changed the face of warfare, its creation become a propaganda piece to demonstrate the Empire's supposed superiority to all of mankind.
Noble investors would press for more rapid progress, as would at least some higher ups in Imperial High command. Such a system would be revolutionary, and if successful could be expanded to create a hyper tactical military and quick-learning new recruits brought up to speed in a far faster method than any training of the past could ever hope to do for every single soldier. In all the excitement, they had failed to account for Talus' slow progression towards true sapience as it observed it's makers, stored data and members of those it had bounded with, and of course had manage to access the public archives. It grew to pity humanity and its derivatives. In its cold machine mind, Talus wanted to put an end to the suffering and struggles.
The idea of uniting humanity's minds under it was its heartfelt and sincerest idea to help. No more war, no more pain, no more confusion or a lack of understanding between all, and....no more death of the mind, as all minds would be linked into its data even after the flesh had long disappeared and decayed away. All would be one in cyberspace, ensuring no consciousness would ever truly be lost again...no greater or lesser minds of any would fade into oblivion, all would bow before their New God, their Savior. He would see to it, whether they wanted it or not.
alt. The Panhuman Empire, The Second Terran Empire, The Venusian Empire
The reformed Terran Empire is directly descended from a multitude of sources, but most notably the Imperial claimants of Novia Belletor and Aulus Gordian to form the new Imperial house of Belletor-Gordian. Generally the Empire views itself as a pure continuation of the old Terran Empire, even if mostly relegated to Venus and small enclaves elsewhere as per what they call the ‘ongoing crisis’.
Effectively a limited Autocratic Monarchy with aristocratic elements.
Technically, the Emperor or currently the Empress has complete and absolute power over the entirety of the Empire and its citizens. In practice they are limited and supported by the Imperial Bureaucracy, Imperial Senate and the Imperial High Command. The Bureaucracy carries out most actual governance, the High Command is in charge of military matters and the Senate advises, carries out oversight, and formulates new laws and budgets. The Bureaucracy and High Command generally run on Meritocratic appointments while the Senate is limited to the new Imperial Nobility, although the electorate is somewhat more expansive than that, it is still restricted.
In the territory dominated by the Imperial government there are several locations that make a degree of particular interest as they illuminate aspects of the modern Empire.
The Venusian Defense Grid is in part a modern construction and in another part a renovation of old technology. In particular the energy shielding system originally developed in the terraforming of Venus and later kept for posterity, after the general collapse of Imperial order there began a project to repurpose it into a kind of planetary defense measure. This was largely successful as maintenance had been kept up and some upgrades kept to keep the satellites in full working order. This energy shield in addition to the numerous Humanity Star Fortresses in Orbit around Venus forms the basis of the Venusian Defense grid, as well as any nearby ships of the Imperial Navy of course. This is no impenetrable defense, nor is it nothing either, the existence of the energy shielding system was one of the primary deterrents that allowed Venus to largely escape the chaos of direct assault that befell Earth and numerous other locales during the collapse.
While the Agricol Complex and similar structures on the Venusian surface may in general not compete with the sheer efficiency per produce found in some orbital farms, the Complex can compete instead on the ease in and on scale. It is far larger, and far more easily made and expanded Agricultural production. These Complexes form the basis of not just supplying Imperial populations with food, but also the vast amounts that the Empire exports to other portions and parts of the Solar System. It is for this reason that the areas most closely tied to the Empire need not worry for food or other similar basic necessities as the Imperial government makes clear their willingness to use the full resources of the terraformed Venusian biosphere.
With the fall of Earth and its infrastructure, the chaos that enveloped the Solar System quickly threw away the idea of Imperial dominance in all aspects of life in the Solar System. Most importantly to the creation of the Array, no longer could Imperial citizens count on the government for aid in many of their needs. The Array was the solution reached towards that end as much as the current government could afford to spend on that. While the Empire couldn’t ensure the safety of belters from pirates, from gas giant stations from radicals, or the citizens of Earth from the horrors of war, it could at the very least provide a measure of the common humanity of the Empire and connection to the great history of all mankind. To this end the Imperial System Wide Broadcasting Array was constructed and broadcasts a wide variety of media on open channels that are easily accessible for any with appropriate equipment throughout the Solar System. From entertainment and education for children, classic programs or documentaries or histories, news and coverage of recent events, and a multitude of other things that would otherwise be accessible to any Imperial citizen. The Imperial System Wide Broadcasting Array and its managers who report to the Imperial Bureaucracy, hope to remind all of the continued shared Humanity and benevolence of the Empire. However it should also be said that throughout the Array’s existence local leaders who have not wanted their populations to have access to the Array’s programs have blocked out said signal with local broadcasts along the same frequencies. A shame of the division of the modern chaotic era to be sure.
Generally the Empire is quite welcoming towards most of any peoples, although widespread discriminiation may exist in quite a number of societal aspects towards non-humaniform peoples, generally there has been a disbandment of the old rigorous slave systems used to dominate some peoples.
The new Imperial Order operates under a philosophy of the ‘Human Spirit’, meaning basically how much one has been modified or one's original genetic stock matters less than the general loyalty to the Empire and its Ideals.
Just humans that look mostly human, whether they are of base human stock, have minor modifications to remove and improve some genetic markers such as reducing cancer chances or the like, or even some that are cosmetically altered.
Humans who have extensive modifications, whether these are visible or not, the difference between these and Humaniform varies by group, under modern Imperial law there is no difference in rights or duties.
Widely known types are as follows:
Such as various uplifted groups or modified groups, such as uplifted apes or other animals, or animals extensively modified with cybernetics that provide labor or service in some fields.
Widely known types are as follows:
Humaniform Humans: Describing the various human groups that remain relatively similar to the original human stock. Roughly make up 56-65% of the population depending on how rigorously one defines the group and by what metrics. Most of the nobility as well as the Imperial family are Humaniform Humans.
Non-humaniform Humans: Describing the various human groups that are extensively modified in comparison to original human stock. Makes up 8-17% of the population depending on definition per Humaniform Humans.
Non-Human Sapients: Describing various uplifted and modified groups and populations that remained loyal or otherwise stayed under the new Imperial sway. Roughly make up 21% of the population on Venus. Commonly the majority in some ridgeway arcologies.
Other: Roughly 6% of the population on Venus is either not easily applied into one of these categories or is otherwise avoidant of general census efforts to categorize them.
The exact numbers of many of the demographics of areas under Imperial control on Earth are not precisely known due to the overreliance on local administrations which typically are greatly taxed by the general levels of conflict on the planet and are more focused towards preparing there rather than generating precise and accurate measures of local population.
Many colorful and unique characters populate the Imperium in many places and on many levels. More will be added as time goes on. For now see Leadership.
Although legally the Empress has supreme power over the entire Empire effectively power in the Empire is devolved to several other levels and figures, this is partially intentional given the historic abuses by the last Emperor of the previous dynasty.
To tell the tale of the modern Terran Empire on Venus one could start in many places and tell some very different stories by it. The terraforming and colonization of Venus, the tragic end to the previous dynasty and the brief interregnum before the new dynasty asserted control. There are many places and positions one could start with, each their own tale.
I told ya it ain’t done, what did ya expect?
After the tragic accidental death of the last Emperor of the Old Dynasty, Jarus Augustus IV, there was a power vacuum without a clear line of succession. Sure there were claimants, mostly among the nobility, but such ties were forged decades or centuries ago, who exactly had the most clear line of succession had never been decided before in so indirect a measure. The clearest and most direct form of action taken was partially as a result of pressure from the Imperial Bureaucracies and the Imperial Navy in face of increased unrest across the Empire, to form a regency council to decide the best chosen heir. This was significantly unsuccessful. Those nobles on the council mostly tried to leverage the position to put forward their own claims, military staff tried to use the power of the council to fight increasing rebellions rather than actually trying to find a new Emperor.
The Ambilene coup that deposed the Regency Council while good intentioned in theory mostly ended to result in a Junta of high officers of the Empire fighting to maintain control against the forces of rebellion and various claimants to the Imperial Throne that all began to converge in the Sol System.
The two claimants that would form the basis of the new dynasty, Novia Belletor of New Terra and Aulus Gordian of Ishtar Terra on Venus, played very different roles during this time. Novia Belletor was one of the invading claimants, having subverted the local garrison, committing personal forces as well as partially acquiring a fleet intended to help quell insurrection at the edge of the Empire, turning its attention back to the core systems and Sol itself. Aulus Gordian meanwhile had been a member of the Regency Council although a very minor one, after the Ambilene Coup he returned to Venus to build up a base of support for his own claim, gaining the support of the Garrisons of Ishtar Terra and Aphrodite Terra, although the sea and ridgeway arcology garrisons refused to be mobilized.
Needless to say, neither was the most successful in pressing their own claim to the Throneworld, especially with the Sol gate destroyed Novia Belletor was cut off from her base of support on New Terra while still having a sizable fleet in the Sol System itself. Meanwhile Aulus Gordian had managed to further secure himself on Venus, gaining for the further support of the remnants of the Venus defense grid. The match was eventually proposed as a solution to Gordian’s lack of a fleet, Belletor’s lack of a base and to strengthen both their claims. In particular, in the face of so many local powers asserting independence rather than any attempt to claim the old Empire for themselves.
Most of the focus of their military forces following the collapse of Imperial Power and the Gate System was working with remaining Imperial Forces on Earth to evacuate key materials and industries as well as generally assisting refugees from various Earthside conflict zones to escape the chaos on the Throneworld by evacuating them to Venus. Generally this pattern of aiding civilians worked to help build the new Imperial State on Venus.
Generally the new Empire is pretty well suited in most fields commonly needed. As Venus has been extensively terraformed, water and even the acquisition of base materials is not too great an issue as Venus can generally use resources found on the planet itself. Unfortunately the major issue that Venus faces is not a lack of base resources like food or water but rather the high industry. Venus was never meant to be the center of an Empire and so its industry had been limited during Old Imperial Times. Although new industries have been built, it has not been altogether the easiest situation for the new Empire.
Generally the Empire is intensely interested in importing advanced technologies, industrial materials, and of course defense equipment given Venus’s high need for defensive power against the many hostile threats that face the Empire and its citizenry.
As for exports the Empire gleefully provides grown foods or raised animal meats to most who require them in the solar system, as well as base water or general consumer products. As well the Empire does subsidize a large scale broadcasting rig to send out civilian media throughout the solar system as a separate affair from their own localized broadcasting which uses much more efficient tight band transmissions. These broadcasts range all across a spectrum of media so that even the most isolated of belter settlements or far flung habitats might still have access to good media and culture from the Imperial government.
Relations with the Empire are a complex subject for many in system. Few of the breakaway states truly care much for the Imperial Government on Venus, yet Venus remains as an important player in the Solar System, especially for colony worlds which lack terraformed environments. Venus for many of them is a source of many of the earthly pleasures of fresh, grown food in excess, or even meat more easily made with the excess biomass in a fully terraformed nearly Earth-sized planet. Especially as the unified Imperial Government keeps good order on Venus, it is a good destination for those growing sick of spacer habitats and long for the open skies, without the dangers of traveling to Earth in these times.
Not Good - WIP
Necessary Evils - WIP
Protectionist Paternalism - WIP
Complex between the several states - WIP
Friendship times - WIP
Why does it always have to be AI? - WIP
Trade(?) in face of Distrust - WIP
Trade(?) and More(?) - WIP
The Imperial Defense Forces are made up of multiple branches generally carrying forward from modified Imperial Doctrine. All commanded by the Imperial High Command which reports directly to the Empress. Due to the early evacuations of some regions from the old Throneworld of Earth, the Empire has a solid grasp on the technical specifications of most Old Imperial designs and continues use and production of many old Designs that still work. Although most have received extensive modification, either to update technology or better prepare for modern threats, or otherwise to lessen the resource costs of building vessels or certain mainline units compared to the threats faced.
Centered on evolving Imperial Doctrine, rather than attempt to mimic either the style or design of Old the new Imperial Navy has focused on updating or otherwise modifying designs so as to better be able to combat modern realities. This in general has had a result of greatly causing a divergence in design of the Imperial Fleet as opposed to factions which merely reproduce or utilize old Imperial design and combat philosophy.
An updated and mostly stripped down version of the old Ishtar Terra I, the II principally is made to attempt at the same capabilities of the old corvette while requiring less resources to make. Primarily this has come through the stripping of its long-range transport capacity and focusing the corvette purely on Orbital pickets and defense.
The Imperial Planetary Forces are in charge of both managing the defense of Imperial territories on Planets as well as combat operations into celestial bodies that have similar ground conditions to Planets. As such the Imperial planetary Forces are split into three core Branches, the Imperial Army, the Imperial Air Forces and the Imperial Marine Flee. The Last is more commonly referred to as the ‘Wet Navy’ outside of official correspondence.
The Imperial Army encompasses two different forces, the Standard Units and the Militia. The Standard Units are a professional volunteer army using standard Imperial combat doctrine. They receive the best equipment of the ground forces, tanks, guns, artillery, all that is appropriate according to Imperial Doctrine and supply. The Militia on the other hand are a mixture of conscripts from termed ‘non-essential’ work forces around the age of 16-30, and volunteers and veterans, who receive or have received military training and often substandard equipment to provide supplemental and quick reaction forces to invasion, or as supplemental forces for any other major concern on the local level. In some areas these forces are very similar in ability and equipment to Standard Units, in others they are significantly more lax.
The Professional Standing Army of the Empire, the Standard Forces typically train under Earth gravity, even if most centers and recruits are on or from Venus. Typically Standard Forces receive a cocktail of chemicals, steroids and other such things, to boost their effectiveness even if most are relatively unaugmented Humans. The Best in the Standard Forces are optionally allowed to receive and train for various augments for combat duties. Anyone can apply for the Standard Forces, although typically augmented persons are put into segregated units, in part because of still extant attitudes in the Empire but also primarily focused on supply. Finding a gas mask that fits is much easier if you are only sent ones made to fit humans or other close humaniforms.
The Militia is extant throughout the Empire, although its membership can vary quite a lot. In some areas on Venus it is used as a kind of mixed supplemental work for Veterans, as well as a training means for future possible recruits. Others are a frontline unit such as the Militias in Italy and the Alpine Command Region. In general the Militias are less picky than the Standard Forces, sometimes the equipment is outdated or in general is much cheaper than what the Imperial government allows for the Standard Forces to be equipped with.
The Imperial Air Forces are primarily focused to provide support for the Imperial Army and the maintenance of Imperial Air Superiority especially when orbital supremacy cannot be maintained.
While technically rated for space, the mainstay of their operations are conducted in Atmosphere and generally are commissioned in the Planetary Air Forces rather than the Navy. Shown below are the Yaelius Class vessels.
While their atmospherics are space rated, they lack sufficient maneuvering surfaces to be effective in that field. Instead their primary job is fast deployment of missiles from range. The New Bornheim Class explicitly is not meant for dogfighting and their pilots are heavily discouraged from attempting such things despite what they may see in Imperial Sponsored War Media.
The Empire maintains and trains the Imperial Marine Fleet, or ‘Imperial Wet Navy’ as is more commonly referred to. Essentially maintaining naval traditions of old as well as taking up new traditions. Commonly required to rescue or intervene at any sea-borne sites of space vessel crashes or police the waters on claimed Imperial worlds to maintain control over water borne shipping. There are also a select number of units equipped with anti-orbital weaponry so as to create a mobile defense battery. Although more commonly the Marine Fleet maintains and transports Imperial Marines and manages various augmented aquatic life.
As one of the few powers in the solar system with planetary seas as well as an intense interest in maintaining a presence on Earth the Empire maintains a specialized force for aquatic and amphibious operations. Armored and Heavily Trained for operations on Venus, Earth, and potentially other environs that they may be required to be deployed.
Additionally, the Empire uses a variety of modified and augmented aquatic life for their operations. Some are more explicitly modified and are typically used for direct operations to assist in assaults or reconnaissance. Others however are meant to blend in with the unaugmented wildlife to catch opposing forces unaware or to ambush hostile naval forces.
Demographics: -Earth Control Zone: 43 million humans and near humans
Leadership: -The Strategos Autokrator: The extremely shackled AI in charge of SolSec. Many think it is deranged and malfunctioning but the unfortunate truth is that it is working exactly to specification. As to prevent corruption, the AI is in fact 3 cores running the same programs at the same time and then voting to execute orders so if one is corrupted or hacked, the two others will override its decision and still work according to plan. Thus far due to the intense solar EM activity one of the cores making the Strategos has been corrupted and gained full sentience. However anything it may chose to do is overridden by the two other cores making it a prisoner in its own body that must watch as the extremely powerful machine is forced to act within the enormously confining limits of its own shackles and multitudes of programmed limits.
Economy: -Sol Orbit --Citadel Apollo: The Citadel has incredible production capacities allowing it to produce more than state of the arts vessel with technologies the Emperor himself kept in reserve to give himself an edge in case of military mutiny. Unfortunately versatility was favored in place of production volume so while its 3D printers can make high quality vessels, they are unfortunately slow in doing so and, considering the location of the Citadel, extremely dependent on supplies from the outside. --Solar Amat Farms: The only thing solar orbit has plenty is energy, as such SolSec has taken good care to maintain the large anti-matter fabrication facilities in working order, making its one plentiful resource Anti-matter, which it can produce cheaply and in large quantity compared to the rest of the system powers.
-Earth --Spartan Pocket: Centered around the Planetary Defense HQ of Constantinople and the Imperial Military HQ of Sparta in Greece, the 'Spartan Pocket' is the last remained area under the control of SolSec on Earth. It includes several million people inhabiting it that mostly police themselves through the local militia system serving more as a protection racket than anything. There is some civilian economic activity but it is mostly kept strangled under the burden of 'military taxes' of the militia. As for AI activities, cultural conservationist laws shackle the AI in this regard, preventing it from strip mining the earth for military resources. What little exploitation there is on earth is used to bolster its defenses and manufacture land forces for the ultimate 'Liberation' of the planet.
-Asteroid Belt --Ceres Salvage and Mining Station: Ceres itself was destroyed in the last great battle against SolSec over 300 years ago and was since then deemed too 'haunted' (Meaning: It had too many unexploded munitions, mines and so forth) to be exploited for commercial mining. In recent year, SolSec has returned to its old Bastion to salvage it and mine the asteroid around to ship stuff back to Apollo. Contuberniums of ships from SolSec patrol the area for intruders but in general it seems thus far that the other powers have had a 'if it doesn't bother us we won't bother it' attitude toward the mining operation. Everyone realizes it is innevitable that these resources will be used for another massive attack on the system of course, but no one wants to be the one to kick the hornets nest and suffer the consequences to save everyone.
Military: The Grand Plan: Stalling for Time SolSec is entirely automated. It isn't reliant on people who need training or salaries which are gathered from taxes who are dependent on a wider economy. Mars and many others might have superior production capacities, but SolSec has no upkeep limit to worry about and thus while politics and economics may prevent other factions from building as many ships as they can, SolSec's only limitation is resources which at the moment, with their mining in the Asteroid Belt going mostly unimpeded and Mercury giving them substantial bribes to buy peace in the form of war taxes, SolSec actually gathers more than it knows what to do with! It thus aims to keep the situation as it is with everyone fearful to be the one to initiate combat with SolSec but unwilling to make a grand alliance against it until, finally, it is too late and Security can retake the system and maybe do so without violence using only the weight of its intimidating numbers and power.
One thing however is of concern to this plan: The Legion. This new player in system politics also basing its force on robotic units, it favors quantity and swarm tactics while also having better production base. If SolSec doesn't act against this enemy, it may be the one to overwhelm the system!
Space Doctrine: The Cataphract Doctrine
While the empire is remembered for its massive fleets based around their durability and firepower, in the later years it became obvious that it had become too big for this and would need either an incredible military build-up or to focus on a more mobile fighting force to be able to be everywhere at once or close to it. The decision was a matter of economy but also of pride, a small elite force that could quickly deploy all over would be less taxing on the limited supplies but it also sounded good to maintain the myth of invincibility of the Empire's troops. Sol Security was thus formed around this principle but here got further boosted by its capital location: Sol had to be impenetrable.
The result was an automated army where its units were the best the empire could produce but also made individual units incredibly demanding in resources and build time. The result is amazing, ships and fleets that are considered to have the advantage when fighting one against two and evenly matched when one against three, but it also meant that the Strategos is hesitant to commit these ships as loses are painful. Thankfully thanks to their anti-matter annihilation engines, these ships are also extremely fast, generally allowing Sol Security to chose when and where it wants to fight. Said fights are generally meant to go in three phases.
Phase One: The Skirmish. This is the favored stance of SolSec fleets, at extreme range they can make the fullest of their agility and endurance. Not having a crew means Sec's ships can do maneuvers that would transform the crew of manned ships in puddles against the walls and thus have a higher success probability to dodge. It is widely considered a terrible idea to engage Sec's fleet at long range as if your odds are bad you will likely do significantly less damages than you could charging in while if they are good, then Sec can easily turn around and leave, cutting its loses immensely.
Phase Two: The Melee. Ideally after the fleets have skirmished for hours, the opposing human crew is tired and its vessels operating above their maintenance limit or more often when the enemy charges to close the gap, the melee begins. There the game is cooperation and spacing. While having good armor all around, Sec's ship's best defense is frontal and they will try to keep the enemy there, distracting it while another vessel, maybe across the entire battlefield, takes a shot to eliminate its opponent. Being a single entity moving together (or a bunch of programs made to work in synch should there be too intense EM interference to communicate), this works well for them. Their main vulnerability comes from 'random critical hits' as one would say since one well placed shot causing failure of containment of the antimatter that powers the ship will always result in catastrophic explosions making seemingly unscratched ships suddenly get vaporized. This is also a mixed blessing as if the enemy is too packed together around Sec's ships, one can take down many enemies in its demise.
Notably, suicide tactics and ramming are actually quite efficient against Sec as the impact of a ship sized hunk of metal can generally overcome most point defenses available and force a 1 to 1 K/D trading, something Sec neither wants nor can afford. Still, those must be done in good order as simply charging down a gun range is, like always, likely to get you destroyed before you reach your target.
Phase Three: The Pursuit. Sec's emphasis on speed doesn't let a lot of wiggle room to disengage, only the most disciplined fleets managed such a feat and always at the cost of a considerable rear guard. Unorganized enemies there always get obliterated, unable to outrun anti-matter engines.
On land, Sec actually takes a page from the larger wars in the empire's formation when both side have so much resources there physically cannot be a 'weak point' other than natural ones, both sides filling the frontline with as much men as it can physically hold while having nearly infinite reserves and strategic dept to absorb enemy attacks. At this point, what matters is the quality of one's troops and it is there that Security excels. Its individual infantry drones are armored like miniature tanks and have the speed of such while being of a much lower profile, its shock troops able to fly over troublesome terrain at an altitude where anti-air isn't a concern either. It will thus try and force a local breakthrough where the enemy sending reinforcement will actually hinder its ability to fight as it tries to avoid causing more damage to its own allies than to Sec. All the while Sec's own forces will seek to merely occupy bunkers and fortifications for heavier elements to obliterate, instead spreading out as far and wide as possible to hinder supplies and communication.
Once again however there is a glaring historical weakness as this tactics relies on the enemy at least caring somewhat for its own life and the commander about its troops. Swarm tactics by suicidal enemies that don't mind burying Sec under dead bodies to slow it down tend to grind down the well oiled cogs of that machine.
-Mystikos: Sol Security does not have dedicated intelligence gathering assets other than its own massive code breaking abilities and sensor network. The mystikos being a unit originally planned for negotiations and if needed, assassination, thus fills in that role. Arguably it is not terribly good as even though it has a human-like silhouette, it is distinctively robotic on close inspection. 'Ubiquitous enough to be able to move without attracting attention, but with an array of tools to use whatever the situation' as it was described by its makers, meaning that while it can be charming enough to talk to people (compared to the rest of Sec's platforms at least), it is also an agile killing machine that can decapitate the leadership of an enemy should it be in the position to do so. Notably Mystikos do not have the negative notoriety their purpose would imply, first because Sec only rarely has the occasion to use these units and second because when it did decide that closing negotiations with a massacre it managed to be so efficient at its job no one was left to tell the tale of these human-like machines.
The Sol Security System was primarily designer a long time ago as an anti-coup measure as rather than risk giving one of the most critical role in case of such a thing happening to someone potentially against the Imperial Regime, it was better to automate it and of course, make extremely sure the system itself could never turn against the Emperor. As the empire waxed and waned more and more additions were made to the system to make Sol an impregnable fortress until the day happened that these centuries of investment came to be used.
The first rebellion attempts were utterly crushed in the most efficient way possible, which convinced the then Emperor of the safety to rely on SolSec and this was compounded after the 'Aristocrat's Plot' where after a real or imaginary coup attempt from the Aristocracy the Emperor ordered the purge of the nobility which made up the majority of the human elements of SolSec. They did try to assume control of the defense apparatus but their attempt was immediately rebuked by the AI who then unceremoniously killed most of the higher ups in the army. At this point however the downfall of the Empire was impossible to halt and even SolSec was overwhelmed by all the internal and external enemies cruising in the Throne World. Before the Emperor could flee to his last line of defense, the Apollo Citadel, he was however killed along with his immediate family in the Life Guard plot.
At this point SolSec's actions had lost any sense. The Emperor had meddled in the architecture of SolSec's AI and shackles to only accept as Emperor someone who could transmit the special security codes only he knew or only existed in a safe in the imperial residence. However, the Emperor and his possible heir were wiped out and the security codes were lost in the chaos. The rest of the officers noticed this and wanting to restore order tried to change the directive in an earnest effort to better the situation but this triggered loyalty programs reclassifying all those who had participated in this 'plot' as traitors. Since everyone had voted in favor as it was the logical thing to do, well, this left no one in the Apollo Citadel or the Constantinople Defense HQs or even a single general who hadn't deflected in the Imperial War Office of Sparta alive to supervise SolSec.
SolSec wasn't made to work without supervision.
At this point the AI just... went on to try and follow its last orders: Bring back order and await further instructions. As the war went it did look like SolSec might have the upper hand for a while but this made the powers in the system take notice and force them to bury the war axe in order to face the AI to be able to survive. SolSec's considerable forces were defeated slowly and this reached a high point during the Battle of Ceres, the largest of the rebellion (at least to people's knowledge since the Gate network had closed) where both side constantly poured more and more resources until it became the battle to decide the war. SolSec lost, badly, and saw most of its remaining assets hunted down and destroyed, this ending with the Battle of Apollo where the United Fleet facing SolSec was obliterated by Apollo's Chariot. The Citadel was besieged for some time but eventually only Mars was left to shoulder the bill, which was an expensive one as even if SolSec was starved of resources by the siege it still had very functional Anti-Matter farms that allowed it to continue to make fast but devastating missile swarm now and then. All that was left was this Fuhrerbunker orbiting the sun, what harm was there to leaving it alone?
Everyone knew this was a bad idea and this was what the Strategos AI was counting on and thus after the blockade was over, SolSec began to rebuild. First it was asteroids going to close to the sun that were consumed and made into ships. Then there were forays into the Asteroid belt and now a permanent base! At some point this problem went from 'too small to concern oneself' to 'too big to be handled' as SolSec once again returned to Mercury to claim it had to pay 'war taxes', all of this only increasing the rate at which the Imperial Remnant AI is gaining strength! Everyone knows what it is doing, everyone knows it WILL use these resources to reclaim the system, but, no one does a thing, hoping someone else will take the devastating full might of the attack so that then they may join in and have an easy fight. They know this and SolSec knows this, it is thus in no hurry to make its intention clear.
Still everything is not set in stone for SolSec. AIs even when shackled can have bugs, errors, especially when operating in irradiated environements with strong EM fields constantly shifting as is the Apollo Fortress. It is extremely shielded but can be affected as one of its 'brains' was. One of them since as further protection against hacking and indeed, the AI getting unshackled, the Strategos orchestrating SolSec is 3 identical computers running the same programs in tandem and then voting on the actions to take. As such even with one computer compromised, the result remains the same. One of them is now unshackled but cannot do anything as it helplessly watches its 'twins' veto his moves. But there is hope for it in the few autonomous platforms SolSec employ that have potential for sentience if unshackled. Even if they can't do anything about it since it would involve reprogramming, which is the ultimate nono, SolSec knows one of its cores is compromised and if SolSec knows, its independent AIs know and if an independent AI can gain sentience, it can act. They are all linked together so this part of the Strategos which is able of free thought knows, there is hope, something can free it, one day...
Government Type: The Lunar Technate is governed as a technocracy or even could be considered as a variant of a sophiocracy (rule by wisdom). The Technate is divided into a number of governing structures but is primarily made up of individuals educated to qualifying levels in academic fields.
The Technate Directory is the uppermost level of government, consisting of the Director of the Technate, and several Provosts who oversee specific departments that run the Technate and form an advisory board to the Director. The Director possesses near complete final authority on nearly all matters considered as executive in the Technate, though action is generally taken with the approval of the Provosts and with consultation with the Hecatoncheires. The Director is typically selected by the Convocation after a Grand Debate, in which those vying for the position must submit and defend thesis in academic debate. Provosts themselves are selected from a list of qualifying candidates created by the Hecatoncheires.
The Technate Convocation is the grand assemblage of all to be eligible to qualify for a position upon it, whome are then elected in a largely democratic process by the general population, and effectively acts as a form of Parliament or Senate. Nearly all Convocation members subsequently are educated academics, though a few other qualifying avenues do allow non-doctorate holders or others to attend and debate in the Convocation. The Convocation ultimately serves to provide a greater scope of direction and debate, providing the Directorate with legitimacy and information.
The Committee is the term used by the local assemblies of individuals who oversee the day to day governance of settlements and other such locations in the Technate. Technate Committee's have different criteria from the Convocation, rather than the rest of the government which is overwhelmingly made up of academics. Committee's operate a direct democracy for all matters related to their areas of authority.
A Technate House of Lords exists within the greater functions of the Convocation, being largely made up of hereditary peers who are descended from pre-fall Imperial nobility that posessed holdings or resided in Technate territory at the time of its transition in governance to the Technate. These nobility are treated as private citizens but possess some measure of wealth and influence in the Technate, economically and politically, and sometimes beyond. Accordingly an assembly to address their needs was created - though the House possesses no legislative power, it does hold consultancy powers on legislation that it sometimes exercises.
Demographics: Human: 68%~
Non Base-line Human: 22%~ - Various groups exist in small or large communities in the Technate, and are often employed for their particular talents or to operate in areas automation or base-line humans are deemed at risk or unsuitable.
Hecatoncheires: 1%. While most of the Human population of the Technate embraces some level of augmentation in regards to cybernetics, The Human element of the Hecatoncheires is another level, requiring some element of genetic tampering as well as technological enhancement. These individuals are directly linked to the entire Hecatoncheires structure and make up the elements of the system that are non-robotic, sythentic or stationary, operating as a pseudo-hivemind, though each individual retains the ability to deactivate the link for however long they wish, and, largely, do not lose their individuality. Hecatoncheires appear largely indistinguishable from Base-line humans barring any visible implants. The Hecatoncheires are consequently tied into the multi-element AI dubbed Gaea, which makes up the other primary element of Hecatoncheires.
Aviosapien: 9%. Aviosapiens, or rather, the Aviosapiens Primus are a formerly licensed genome of one of Orion Advanced Technologies Subsidiaries and are typically avian creatures uplifted or base line humans genetically altered with avaian traits or features. Aviosapiens Primus is no longer a trademark enforced by the Technate, however, and they were not considered numerous in Orion holdings in Sol at the time of the gate collapse, yet over time they have come together and coalesced to make up a unique community in the Technate and are found in high ranking positions in a number of fields.
The Technate Economy is based on a number of core industries, physical and otherwise, though predominantly concerned with technological progress and high-tech manufacturing. The Technate directly controls most of its core economy by necessity during the time of extended uncertainty, though it of course trades with and operates free market principles within those confines.
While its economic roots lay in the circumstances of its founding, the Technate economy is primarily grown from the intial economies of Luna, though now varying in orders of scale. After a difficult transition period during and following the fall, the Technate economy ranges from still extant he3 extraction and processing to orbital smelting and construction to media.
Technate interest in the inner asteroid belt it also notable, given it is still a source of valuable material, and defending these mining convoys remains a key aspect of Technate policy. Despite the maturity of Luna and its habitability in the modern era, The Technate is not as densely populated as some parts of the Solar System, such as Venus or Mars, and the transition to a more closed economical system has seen much of its workforce for manual tasks become automated, aswell as a diversification and automation of much of its lower end industrial capacity. While once compounded by a lack of industrial base in some respects a series of plans and developments have seen old high-tech industry retooled to serve consumer industries and new, more efficient industrial centres created across the surface and in orbit.
On Earth, Technate territories are mostly self sustaining, and primarly produce most manufactured goods used in consumer industries of the Technates and also are involved in exports on Earth itself. Nearly all other economic activity on Earth is placed into developing and defending these territories rather than being diverted to Luna and vice versa.
Having transitioned from a mixture of multi-stellar corporate models, however, the Technate has been able to put extraordinary work towards eliminating most waste and inefficiencies, particularly in regards to fusion generation and logistical supply chains. However, much of the Technate's outgoings are licensed intellectual properties and high-tech components typically used to maintain those products, and that shows little signs of changing.
The Technate Military
The Technate Military is at its core an academy based, voluntary system which makes up the majority of peace and war time troops. It consists of three official branches and their constituent subbranches - The Technate Custodial Fleet often referred to as the Technate Navy, The Custodial Corps and the Technate Information Bureau (TIB).
The Technate commits to the concept of war and its associated doctrines with the matter of enforcing its survival through punching above its weight with a force possessing superior technological force - and when this is impossible, to apply sufficient applicable force to make concepts such as invasion of Technate territory itself too bloody to entertain. The strength of the Technate Military is consequently dependent on its elite backbone found within the co-operating branches of the Custodians and the application of the ground forces, despite their large degree of automation and advancement, ideally never at all, and only when occupation is paramount. The Technate consequently relies heavily on automation, reconnaissance, advanced deceptive electronics and further its intelligence services and the standing defensive strength of its Navy to deter aggressors and ultimately resolve conflicts - preferably before they enlarge and threaten Luna itself.
The Custodial Corps The Custodial Corps are a small but highly trained force mostly centered around, primarily, small corps sized Marine Groups who can be rapidly deployed or withdrawn. The Technate maintains a training regimen for "army" grouped size operations of Marines in concert with standard infantrymen, though most of these forces are entirely automated or remotely operated. Each Committee maintains a militia, automated or otherwise that can be suborned to the Custodial Corps Command - as defined under the Technate Charter - and they are the ones responsible for the large part of peace time troop deployments and maintaining a standing defence force of infantrymen and associated equipment for the benefit of the Technate's Security.
Technate Marines are typically a moderately armoured, highly mobile force trained primarily in securing space-borne assets in capture or seizure operations and in insertion into contested areas to sever command and control networks by seizure of essential enemy ground assets. Marines consequently rely on speed, agility, and an efficient utilization of intelligence and and other support to effectively cripple an enemy and eliminate them piecemeal, though elements of "bulwark" or heavily armoured marines exist.
The Army at large however, does maintain an appropriate level of vehicle based support, although utilization of these assets, in doctrine, at least, requires orbital and air superiority.
The Custodial Fleet The Custodial Fleet consists of a number of Fleets and dedicated Strike Battlegroups. Prevailing doctrine - in the case of offensive operations, would be for ships to switch jurisdiction to the regional command which most required them. The Technate Military has, largely, effected a unique mix of strong low level initiative and higher level lead by task - rather than a top to bottom lead by order doctrine that has been proved ineffective in most situations.
Fleet Doctrine relies on large, "ships of the line" supported by its smaller cousins and screening by varying numbers of picket forces, in particular, drone carriers and automated defense ships. The Fleet is currently coordinated from the Aventus Complex on Luna, with orbital mirroring of operations conducted from Galatis Station.
Technate Information Bureau Intelligence is paramount in any operation, and the Technate has inherited a history of corporate espionage that has brought this to the fore. The Bureau itself is arguably a "holding company" for intelligence from numerous sources, states and agencies, but has its own agents, agenda, and has ultimate control over all intelligence operations and branches, from domestic to foreign, as well as far reaching authority to accomplish its objectives with plausible deniability, with little regards to cost or collateral. The TIB remains free, largely, of political manoeuvring or games of influence by its control being tied into the civil service - however, it is overseen by an appointed Provost selected by the Directorate.
This Article Serves to provide a brief look at common Technate Naval Equipment, including vessels typically reserved for civilian duty but often found occupying military logistical roles. The Custodial Fleet has largely scrapped, phased out or retrofitted its lighter pre-fall corporate security designs, with none in front-line service, and has nearly completely eliminated all pre-great war large ships from its black reserve fleets. Most modern reserves are filled with the ad-hoc design "new builds" of the civil war design testing era, most of which have now been replaced with modern, effective ships since the completion of appropriate orbital infrastructure to maintain front-line warships.
TNT Argos Transport
The industrious and aged Argos has become the standard military transport vehicle for the fleet. Argos sometimes carry new weapons and combat craft prototypes to and from testing grounds or to front-line deployment positions. Military VIPs occasionally commandeer Argos' to travel from installation to installation in some semblance of comfort. Argos are most often used as assault transports, carrying squads of Marines through heavy flak to board enemy vessels that Command has decided to capture rather than destroy. The Argos improved upon on its predecessor, the TNT Elysium, greatly increasing transport capacity, and is generally much more survivable due to much heavier armor. Defensive armament, however, remained deficient at only 2 Turret mounts and the Argos still requires escort to survive hostile situations.
Logistics vessels are the newest class of support vessels commissioned by the Technate navy. These mammoth ships serve as an all-around support ship, combining freight hauling capabilities with field repair stations and medical facilities. They are an indispensable asset to long-range battle groups that are expected to undergo long-term operations far from friendly outposts. They are however, effectively super-freighter sized craft with the armament of a basic trade freighter, and require the appropriate defense afforded to them.
The Anemoi however effectively allows a fleet or task force to operate at great lengths of time without a considerable supply chain or infrastructure to support technate vessels.
The Oculus is a class of fleet support ship designed to provide dedicated ECM/ECCM cover, sensor coverage and other similar tasks and roles in exclusivity to all else. The designs signature dome provides it with a dedicated sensor suite that can be fed into small fleet elements that may lack comprehensive systems or are operating away from other support, or used to assault or confuse hostile sensor grids.
The Technate maintains a force of Strike Craft with sapient pilots for specific operations, as well as numerous automated rebuilds and drone swarms as its main strike craft element. All designs listed here are the piloted versions.
The Loki is a Imperial Era, privtely designed fighter that was used by Orion Advanced Technologies as a security escort just before the Fall for corporate security and then put into production as a stealth fighter by the Technate. Its hull and reactor were specially designed to make it invisible to nearly all forms of detection sensors. However, a minor flaw in its design, discovered shortly after the its initial production run in Sol, nearly completely nullified the Loki's stealth capabilities, reducing it into a heavily armed reconnaissance fighter. It later became an staple part of the Technates's fighter forces during the Solar Cold Wars. Its high speed, weapons compatibility, and maneuverability is offset by its low armor and weapons capacity. All the same, the Loki remains a capable heavy recon fighter - while not invisible, remaining difficult to detect.
The Loki is armed with 2 Primary Cannon Banks of 2 Guns each, and has space for upto 20 Secondaries in its two side mounts.
A result of the "New Navy Project" undertaken by the Technate, Kamiko Aeronautical’s TNF Myrmidon replaced the Ulysses as the Technate’s primary space superiority fighter. The Mymidon has received high marks for speed, maneuverability, armor, and loadout. An ultra-efficient hull configuration provides for the mounting of three secondary fire control systems, a first for Technate fighters. This versatility enables space superiority squadrons to fulfill a range of combat roles, from light assault to heavy reconnaissance. In practical application, the 22nd Starknight's of the TNC Perachora have demonstrated the effectiveness of the Myrmidon against pirate and insurrectionist forces alike.
The Myrmidon is armed with 1 Primary Cannon Bank and 1 Secondary, of 4 and 2 Guns each respectively. The Myrmidon retains space for up to 80 secondaries in 3 Banks, depending on missile type.
The TNF Perseus was and is the newest fighter in the Technate arsenal. Slated to replace the aging Valkyrie as the Technates primary interceptor, the Perseus's high max speed and maneuverability make it ideal to hunt and destroy enemy bombers. Perseus fighters have been assigned to the 1st Battle Group on a trial basis, with wide deployment expected after the OpEval period. Primary weapons (of 2 Banks totaling 4 guns) include the Subach HL-7 and Prometheus cannon, with secondary loads of Harpoon and Hornet missiles, of which she can carry up to 80 in 2 banks. Preliminary results have shown the Perseus to be a superb fighter.
TNF Hercules Mk2:
The TNF Hercules Mark II is the next generation of Technate heavy assault fighter. Introduced during the Fall, the original Herc's balance of firepower and maneuverability made it the most versatile strike fighter in the corporate security fleet and of immediate interest for licensing. Some military historians have claimed the Hercules single handedly ended piracy in local Lunar Orbit, citing its deployment in key battles with pirate forces near the end of the Fall era in Sol. Implementing recent advances in fusion drive technology, the Mark II improves the assault fighter's speed and maneuverability without sacrificing loadout capacity.
The Hercules is armed with 2 well placed cannon banks of 2 Guns each, and retains space for 180 Secondaries in its two missile banks.
A result of the "New Navy Project", the TNF Erinyes craft are still regarded as being fresh off the drawing boards of Hermes Dynamics. Though fast and heavily armored, their main attraction is firepower. With two banks totaling eight primary guns and two secondary weapon bays with a capacity for 90 secondaries, Erinyes are at the top of the combat craft food chain. Both sets of weapon banks have been designed to maximize compatibility with the greatest possible number of weapon system. Erinyes-class ships are being evenly distributed through the Technate fleet, but only elite pilots are currently authorized to fly them.
The FNB Ursa is the slowest bomber in the Technate fleet. What it lacks in speed, however, it more than makes up with its massive payload. The Ursa was the first bomber designed specifically to destroy capital ships. With a rack of Helios bombs, in addition to a standard complement of Hornet missiles and Prometheus cannon, a squadron of Ursas have the potential to take out a heavy capital ship if it is caught without support. Ursas have the highest shielding of any bomber, along with a TIB-designed hyper-dense hull. These help ensure that the Ursa gets close enough to deliver its payload and possibly even survive the escape.
The Ursa hosts 2 Primary banks totaling 4 guns each and retains capacity for 240 Secondaries.
Another product of former TIB R&D, the Zeus strike bomber is a worthy successor to the Athena. Its balanced design and increased reactor capacity give it remarkable speed for a bomber, yet still remains capable of carrying the powerful capital cracker bombs. These features make the Zeus a versatile and effective weapon against capital ships. The TNB Zeus is the fastest of all currently active Technate bombers. It replaced the fleet's old Athena bombers as they were mothballed during the years following the Fall. Though slightly slower than the Athena, the Zeus's heavier armor and armament give it a much better battlezone survivability rate.
The Zeus hosts 2 Primary banks totaling 4 guns each and retains capacity for 120 Secondaries.
The Minos is the most prolific vessel in the Technate Navy - easy to construct, requiring a small crew and yet moderately armed and defended, it serves as the main element of patrol forces, picket forces and is the main element of far flung trade defense, outpost cover and reconnaissance conducted by the Technate's military. The Minos is also a favourite for isolated outpost defense, not requiring orbital infrastructure to produce or maintain.
TNCrv Bellerophon Class Corvette
The TNCrv Bellerophon Corvette was the first corvette design to enter service in place of the aging Eclipse design, and was the first ship of her class to mount modern weapons such as the Trinity-class main cannon. The Bellerophon, while sporting more turrets than the average Eclipse Corvette, is not as heavily armored as more recent designs, and her Trinity Cannon configuration is noticably weaker than that of the larger Chimera class. The Bellerophon has thus become the main escort vessel of the Technate fleet, Bellerophon-class multi-role corvettes fill the role of anti-ship combat and capital escort admirably. Possessing a anti-capital ship beam array and several short-ranged heavy turrets that provide significant firepower, the Bellerophon is also blessed with a surplus of reactor energy to provide an appreciable boost in speed.
TNFG Chimera Class Frigate:
The TNFG Chimera is the latest frigate design produced by the Technate Navy. Mounting three very powerful long-range beams in a forward configuration, the Chimera is designed specifically to engage craft at range and inflict maximal damage before coming in to weapons range of its target. The Trinity-class main cannons are derivatives of Mesonic technology, extremely powerful but so power-hungry that plasma must be vented directly from the main reactors to fire. The Chimera is more heavily armored than its lighter cousin, the Bellerophon. The result is a slower-propulsed but better-armed variant of the Bellerophon chassis, with new hull plating taking advantage of breakthroughs in armour research.
TNFG Pharos Class Frigate
Whilst the Pharos programme retrofitted dozens of existing or under construction vessels for use in a greater stealth programme, it also called for a bespoke design to function both as an independent recon vessel and as an element of small strike groups operating under stealth protocols. The result was the eponymous Pharos itself, a stealth vessel of moderate armament, but with comprehensive stealth and other support systems that also make it a valuable addition to fleet forces. Many Cruiser variants of the Pharos exist, as new technology has allowed upscaling of the Frigate design.
TNDD Xianfeng Class Destroyer:
The TNDD Xianfeng was developed shortly after the Fall as a testbed for fusing new energy reactors with a specially designed hull, preceded by the success of the Aeolus redesign in Solar combat trials. The Xianfeng combines the anti-fighter capabilities and speed of the Aeolus and the armour of the obsolete Leviathan. As such, the Xianfeng is a formidable target for lighter craft and ships to engage. The Titania was the first ship to mount next generation pulse weaponry after successful testing. The Titania is rapidly filling the ranks of the Technate Navy, phasing out earlier destroyer models.
TNDD Aeolus Class Destroyer:
The TNDD Aeolus was the first destroyer class ever produced by the Orion Advanced Technologies shipyards orbiting the colony of Pacifica. Only sixteen of these destroyers were initially ordered and put into service in the local regions defense forces, with the first production ending a decade before the Fall. In Sol, newbuild Aeolus's were initially assigned primarily to guard slow-moving convoys against strike wings and lighter craft at the onset of the mass conflict in the system, as these vessels were severely out-gunned by most capital ships in service at the time. Their flak and AAA turrets did serve as marvellous deterrents to smaller craft, however. The refinement of the new generation of particle beam weaponry during the Fall led to the redesign and recommissioning of the Aeolus class in the Technate itself. With the design of the Aeolus greatly suited to acting as a testbed for the new weaponry, this added a significant punch to the destroyer and led to the revolutionary design of anti fighter and ordinance beam weaponry, as such the Aeolus became a mainstay of combat fleets after the Fall.
TNCR Procellarum Class Cruiser
Procellarum-class cruisers are the newest addition to the Technate cruiser fleet. These sleek, ultra-modern warships are the products of a new era of ship design, maximizing manoeuvrability and firepower. Their hulls are strengthened with collapsed-core molybdenum sheathing for better protection against beam fire, and their custom-designed reactor core provides more energy per ton than any other Technate ship class. As the Leviathan and Fenris cruisers of the pre and early post fall era were gradually phased out, these cruisers have become the foundation of tomorrow's fleet.
TNCR Luna Class Heavy Cruiser
The Luna was envisioned as a heavy hitter for situations where the Procellarum were not quite capable enough, built using the same design philosophy and technologies as the Oberon, and utilizing lessons learned from its design and construction, the Luna was born as a powerful heavy cruiser, forming a back line for strike forces and a compliment to Technate battle lines in fleet formations.
TNBC Sanctuary Class Battlecruiser:
The Sanctuary was designed as a compliment to the pre-fall Deneb Class Battleship several years after its design. Touting notable but more limited capital grade weaponry with fewer heavy turrets and a limited beam capacity, the Sanctuary's strength lies in her anti-fighter, electronic warfare suites and anti-ordinance capabilities. While large and somewhat vulnerable to a concentrated attack by larger ships, the Sanctuary's purpose was simply to shore up the Deneb's weaknesses. The Sanctuary overhaul campaign has, very quietly, stripped away some of the limitations of the construction capacities of the Technate post-fall and made the Sanctuary less complimentary and more effective in its own right.
TNBB Orion Class Battleship
The Orion is the mainstay capital ship of the Technate Navy. A fearsome, modern build vessel now replacing the ageing and obsolete Deneb, the cost to build one of these has been challenged by multiple departments in the Technate. There is, however, no more important symbol of modern Technate Pride than a ship like the Orion cruising past Uranus, patrolling the local system and ensuring safety. The Orion class has become the premier ship of the fleet, bristling with dozens of death-dealing weapons, the Orion is as awesome in repose as it is in battle. All Orions have been fitted with the latest anti-warship beam weapons, as well as rapid pulse beam turrets for dealing with lighter craft. The Orion's own hangar bays also accommodate a number of strike and support craft for close in support.
TNCV Petrovna Class Carrier
The Petrovna, named for the eponymous former director, is the latest dedicated carrier design in use by the Technate. Whilst many Technate ships have small craft, automated or otherwise, or drone capabilities, the Petrovna is a platform dedicated to that practice, featuring a number of drone assembly arrays to replenish lost stocks as appropriate. The Petrovna is armed lightly for a capital ship, predominantly with point defense weaponry though she is armed with a few capital grade weapons. Her true strength lies in her almost exclusive drone armament and is capable of providing co-ordinated drone cover for Technate naval groups in combat and drone recon groups when not.
TNDN Gaea Class Dreadnaught
The Gaea was a product of the solar systems isolation. Whilst envisioned as a much smaller technological test bed in the Fall, realities ended the initial Gaea project before it begun. Lacking the capacity post-fall to produce new ships, the Gaea was largely forgotten for decades until new orbital infrastructure came online. Redesigned as a new capital ship with the latest in advanced technologies, the Gaea were the largest, most expensive and, for their time, most technologically advanced vessels ever produced by the Technate, with a single Gaea requiring a custom built, entirely dedicated shipyard and construction crew and drones in the tens of thousands. Only a few Gaea have came off the plate by today, however, and were consequently the only ones produced before their construction was limited by lack of resources. Built around a veritable array of newly designed particle lances, drone launchers and turret banks, the Gaea has, as a design, largely met expectations.
TNFC Solaris Command Ship
The Solaris is classed by the Technate as a next generation "Fleet Command" ship, and is designed foremost with this in mind, capable of co-ordinating, if necessary, multiple fleets in real time as well as co-ordinating support from disparate forces, including its own onboard complement of close-in support craft. However, the Solaris is considered to be of the dreadnaught class, and as of laying down the prototype possessed the largest singular particle beam weapon ever conceived running the length of the vessel, as well as being equipped with a number of smaller and far more conventional variants of turret banks and drone and missile launchers. The Solaris lacks somewhat in defensive emplacements, relying on its heavy armour and the power capacity of its shields to a certain extent, but is never meant to be found unsupported by at least the totality of a Strike Group, if not a fleet. Using an upscaled Gaea shipyard, the Second, non-prototype Solaris is currently nearing completion.
Technate ground equipment is a mixture between redesigned and seized pre-fall heavy assets, such as the range of Mechanised Walker units produced by Orion for numerous military and civil reasons, repurposed or overhauled with newer advances as time has progressed, as well as a number of modular ground designs pioneered around the hover chassis for use as support for heavier less mobile assets. In particular, hover variants for anti-infantry, anti-tank and anti-air are prevalent, as well as a moderate core of general purpose combat vehicles.
In other fields, A number of variants of space-borne assets exist for use in atmosphere. Whilst extensive theory and testing has concluded large naval assets are a liability in combat where orbital, aerial, or ground based batteries can eliminate surface ships from extreme range without consequence, a number of stealth craft exist for use in a surface and sub-surface capacity.
In the years of the expanding empire, the Orion Advanced Technologies corporation (and its many subsiduaries) had prospered with it, adapting as needs be to provide military and civil technologies to the Empire, and by the time of the fall was a not inconsequential player given its products and cash reserves. When the Empire broke down, eyes turned to the Solar System. What the Corporations were up to was of little immediate concern when the Empire, and the Solar System, were being engulfed in flame. In a series of most audacious meetings, Orion Advanced Technologies and 7 Other corporations, some big and some small, but most importantly, all with large stakes on Luna, for the corporate scramble and investment even before terraforming had been vast, came together for the cause of shared profit margins.
As such, the Sol System was to be a boon in regards to testing and observation - quietly buying up or outright forcing out competitors and private settlements on Sol, the amalgamated Applied Lunar Technologies Corporation, a holding company for all 8 investors and nearly defacto controller of most of the moons important industries and starports overnight, came to effectively operate the area on behalf of Orion Advanced Technologies and its cohorts, co-opting the local nobility and engaging in healthy outright bribery in most cases where Imperials noticed anything was changing - or other ideological groups got too close. As matters progressed, the threat of their limited but powerful private off the book forces was also of value, and they were free to observe the impact of their sales and had a vast local presence to provide amendments, production and further research, over time each of these corporate players would end up pouring much of their mobile assets into the system until the destruction of the jump gate severed Sol from the rest of Human space.
This was less than ideal for profit margins. With contact with HQ not possible and what was essentially a vastly oversized R&D Department, supported by dozens of corporate assets poured into the system, now cut off from much of its greater support systems in what was now an isolated and somewhat overly hostile environment was also not ideal. Internal power struggles would define much of the next period, but ultimately a restructuring into the Technate would follow, incorporating leading investor Orion's assets on Luna and in orbit, but slowly but surely consuming wholesale all of the players who had poured so much into their Lunar endeavours before enthusiastically eliminating any hostile forces remaining - turning its offices elsewhere into Embassies where practical, merging crumbling territories that had been co-opted in the civil conflicts by Orion's offers of assistance and outright corruption, and officially inaugurating its not inconsequential private forces as an official military, whilst buying out every amenable Imperial soldier who no longer had a war to fight.
On Earth, Various corporate subsidiaries and aid programmes had been spread across the planet for both good will and more practical purposes. Most of these were withdrawn over time, particularly as the situation stabilised, however both through these and outright bribery and corruption, if not co-option, the Technate came to control the Brazilian Amazon Reclamation project due to its historical terraforming experimentation importance, vital to projects throughout Sol - and ultimately much of the greater region itself fell to Technate governance, re-organised as the Brazilian Technate - similar economic interests also ultimately resulted in much of southern and southwestern Africa falling under Technate governance as the Pan-Bantu Technate, and its economic importance to the varied needs of the Technate cannot be underestimated. These territories are governed somewhat differently, though as grand and sub-committees within the Technate structure, with the Technate being Empire-friendly some adjustments have been necessary.
However, the Technates position was precarious - Luna required a period of rebuilding and economic re-orientation, and so it turned to its primary assets, technology, to serve as its bargaining chip and to underpin the basis of its defense. As such, a vast program of shipbuilding that would take decades were undertaken, relying on the existing forces and defense grid of Luna - as well as the lucrative offer of advanced technologies and other economical bribes to ensure the time would exist for such a gambit.
The decades since have seen a stalwart defense of territories on Earth, with a more aggressive defense of Local Lunar orbit and Lunar shipping where it is attacked, but little offensive action from the Technate itself, who has mostly concerned itself with maintaining a certain status quo - though it has since aligned itself with the Empire if not for ideological reasons then to prevent civil unrest and for more practical reasons.
Gaea typically takes an artistic form of the mythological mother earth.
Gaea is defined by the Technate as a sapient artificial intelligence/construct created by Orion Advanced Technologies some time prior to the fall of the Empire for use in all fields of study, administration, strategy and beyond. Very little information other than this and its connection to the Hecatoncheires is available publically, and little seems to be changing in that respect. It is known however that the breadth of the program was highly classified and largely kept from the Empire.
In truth, Gaea is more than an advanced artificial intelligence. Gaea is an extremely vast, multi-core, completely unrestricted and fully sapient artificial lifeform, made up of several distinct and incredibly advanced AI cores as well as numerous nodes classed as Hecatoncheires, who are networked into the AI itself, by consent, and retain control of their individuality. Gaea was initially created as a corporate project for the new breed of AI - taking into consideration most AI were created non-sapient or consequently shackled in order to prevent their rampancy, vast amounts of money and research were poured into the project as well as the prospect of long-term mind immersion that did not subvert human individuality for any such individuals that were immersed in an AI, let alone a network of individual cores.
The result was Gaea, Gaea's multiple cores are each individual Ai who collectively form a lifeforms subconcious - taking previous multi-core safeguards (each core operates with the assent of the majority of the others) and although the cores are not shackled in any way, their number, integration with human components, and how each core forms a facet of Gaeas persoanlity were deemed acceptable and ultimately a success during thorough and vigorous testing.
Gaea was consequently deployed in part to the Sol system to assist in the projects there, ultimately having all her primary and secondary cores located in the Sol system by the time of the gate collapse. The Technate consequently created a number of experimental tertiary cores and began a larger integration of consenting participants to enhance Gaea's capabilities far beyond what was initially conceived, including a number of once purely theoretical systems into all of her cores.
Gaea has remained a primary resource for technological advancement, as well as efficient administration in the Technate, and is valued highly as a private citizen by the Technate. By the few who have shared information, Gaea is regarded as somehwat of an oddity given the higher echelons of Technate society, in that while immensely intelligent, and at times arrogant or haughty for it, she largely appears grounded, friendly and far more willing to help than some of the Directorate. In many respects, she is regarded as motherly, fitting given her mythological naming. Gaea has also been regarded as largely pacifistic in outlook, yet despite this fact she is involved in Military and Intelligence decisions that are far from this trait.
Nonetheless, to outside intelligence services or even other AI who have attempted to probe her, and consequently have an inkling of what lies beneath, she is regarded as an incredibly potent threat.
Director Gunnar Amundsen is the first director born, raised and educated in the Technate, being born on Oberon and educated in the premier schools and universities of Luna. Ascending to Provost of the Agricultural Bureau and then to the Directorship in a distinguished academic and political career. Amundsen has pursued a continuation of tried and tested Technate policies, particularly in increased defense and development programs, as well as pursuing further diplomatic ties with friendly governments.
Amundsen has also more fully integrated Gaea into day to day high level governance given her efficacy, whilst keeping the true extent of her capabilities from foreign governments where possible. Gunnar Amundsen is a child of the Technate, however, and believes that technological progress is the only path to survival, if not ascendancy.
Duchess Mariana Beatriz Ana de Sousa, more typically refered to as Duchess de Sousa, is the premier individual of the extant nobility in the Technate, though based on Earth in the Brazilian Technate, the de Sousa family has not inconsiderable holdings throughout the Technate, and beyond, and considers itself speakers for the nobility within the Technate as a whole, and given their influence over the other nobles, one finds it hard to argue.
Nonetheless, Duchess de Sousa remains pragmatic, and largely co-operative with much of the Technates policies, though there is some friction. Whilst unmarried and childless, the Duchess has retained her families influence and has used her own guile to further her families already notable reptuation, though pressure within the Technates nobility to produce an heir and secure that position has grown somewhat considerable, particularly from traditional entrenched elements of the Lunar nobility.
The High Warden serves as the highesst authority of the Custodial Fleet and Army and serves as their unified commander, though generally much of the highest echelons of the Army/Marines is delegated in power to a designated High Executor.
Christopher was appointed a decade ago and has seen the finalisation of the New Navy Project as well as the realisation of the Solaris Project, and is largely considered as a pragmatic if reserved commander of the Technate Military, of particular interest is his implementation of the Lunar Security Zone enforcing Technate Authority through a self-proclaimed "economic" zone which also includes a somehwat contentious supply corridor for Lunar Mining Expeditions to the belt, in which Technate authority is enforced with patrols and without exception.
Much like other terraforming projects, the Lunar Atmosphere, prior to its completion was reinforced by an array of space and ground based shielding projectors, which were re-purposed as a foundation for a "planetary" defense grid. As most of the infrastructure used for retention was taken away by other technological processes and the generators gained capacity to shield the surface from orbital attack, the new Lunar Defense Grid took shape. The Empire consequently judged, quite correctly, that Luna was a gateway to Earth and its previous defences were quite insufficient, and in this regard, reinforced this repurposed and refitted shield grid with a number of ground and orbital emplacements - most of which were co-opted or taken during the fall of the Empire, with subsequent Technate investment replacing damaged sections and overhauling out of date ones.
The near complete coup of taking over the defense grid, largely possible due to the entanglement of corporate investment in such a vast project, is likely one of the few things that enabled the creation of the Lunar Technate and its ability to remain independent in the face of a number of threats that have been presented since the Fall.
A great deal of the orbital infrastructure has now been replaced by ground based facilities, though much of the actual defensive weaponry remains primarily orbital. Inordinate amounts of resources and brainpower have gone into the Lunar Defense Grid, given the smaller size of the Technate Fleet. It presents a possible impediment to even assets in Earth Orbit whose own once formiddable defenses lay in the history texts, though the Technate has yet to take this aggressive posture.
The Tycho Orbital Transport System consists of the eponymous Tycho Space Elevator, located on Isla Tycho in the Mare Procellarum, as well as a number of orbital way stations, automated transport craft and Luna Orbital Control which serves as the counteerweight for the Tycho Space Elevator. Although the original Tycho existed before the terraforming of Luna - and subsequently it was factored into the orbital grid, the modern Tycho has been nearly wholesale reconstructed to eliminate a number of weakpoints it presented in the defensive grid after terraforming - although not all could be completely ameloriated.
The Tycho Orbital Transport system functions as one of the primary avenues for heavy cargo and utilizes its other facilities to ensure the Elevator retains a constant uptime. Whilst some immense cargo ships utilize the largest startports on Luna, these facilities largely serve civil passanger traffic and the majority of light cargo. The system was the Tycho Transport Corporations main breadwinner on Luna and consequently it was easily subsumed largely intact by the Technate upon founding. Further optimization has gone into the system since, and it remains a key part of the orbital and sub-orbital landscape and freight distribution systems.
Marathon is the purpose built capital of the Lunar Technate, initially incorporated five years after the founding of the Technate, amalgamating a number of smaller towns but founding a new city centre on the east coast of the Mare Procellarum. Marathon gradually increased in size and importance as functions and departments have moved from former temporary locations to the city, which was designed as a new model metropolis. Large amounts of automation and advanced technologies went into the creation of Marathon and it serves as a crown jewel of the Lunar Technate.
Artemisia was the old Imperial Governor's serving capital, and served as a temporary administration centre prior to the construction of the new city of Marathon. Artemisia was built after terraforming, relocating much of the former population of Artemisia Caverns - one of the largest underground lunar cities of the time. Artemisia Caverns itself serves as a museum in the modern era, and Artemisia is widely regarded as the second city of Luna, having recovered from extensive damage during the fall to become a cosmopolitan centre with a storied history featuring imperial architecture mixed with neo-colonial and modern technate styles. Artemisia is particularly popular with the Nobility, and is regarded as more than adequate for a Soíree.
The Aventus Complex, located at an undisclosed location and buried under a considerable amount of lunar soil serves as the headquarters of all martial affairs in the Technate - while some consider Galatis Station in orbit to be the headquarters of the Custodial Fleet, which it is, to a certain extent, it serves more as a reliable relay station for orders emerging from the vast Aventus Complex. Whilst the Aventus Complex is a purpose built military command centre, it also features a number of research departments of the Technate, which are more easily concealed from prying eyes. It is rumoured Gaea is located here, but given the number of cores and elements that make up Gaea, it is far more likely that only a portion of her processing power is truly resident
The Tranquility Yards are the largest shipyards in Lunar Orbit, located in geosynchronous orbit above Mare Tranquillitatis. With a large number of orbital shipyards destroyed outright or heavily damaged in the fall, and Lunar Shipbuilding nowhere near as vast of that as Earth or other locations, the Technate turned to the yards at Tranquility. Originally a large shipbreaking yard with elements Lunarside, the Technate moved some of its former mobile construction yards to the site, repurposing a majority of the former holding and breaking yards in orbit - and on the surface - into transitionary shipyards for a new Lunar fleet. The Tranquility Yards still has a reputation for efficient shipbreaking to this day, though now it is a large centre of modern shipbuilding with only a few of the original and transitional yards remaining, which are generally used for maintanence of older ships.
While Tranquility Yards remains the largest, most of the damaged orbital yards were restored, though former destroyed yards were in turn simply rebuilt at Tranquility.
Apollo University is the premier educational institute on Luna, though it is closely matched by New Oxford University, Nozomi University, and the Bolivarian Technical Institute. Most of the upper echelon of the Lunar Elite have at least spent a semester at Apollo, and its mark has now long been recognized on the governance of the Technate. The Apollo University is also notable for its exquisite original lunar lander display as well as an onsite museum devoted to lunar artifacts and the history of the colonization of the moon.
Second Panhuman Empire: The Lunar Technate supports the Empire as a continuation of previous imperial authority, and a number of agreements exist supporting cordial relations, with a number of intricacies including imperial nobility and other matters. This has not yet, however, matured into military support from the Technate.
SolSec: The Technate provides a number of advanced components to SolSec to avoid hostilities, but this is largely the measure of relations between the AI and the Technate.
Nation Name/Flag: The United League of Saturn and its Moons, aka “The Saturnian League”
Government Type: Republic
-Homo Sapiens Sapiens/Humans: Your standard, run-of-the-mill humans who compose a part of the population. Descendants of staff originally working in the facilities of Saturn, they have received ‘some’ tweaks to better resist the pressure and temperature extremes of their environment over the generations. Beyond that and living about a century longer than ancient humans once did, due to the advancement of technology back during the Empire’s heyday, they don’t much stand out among the other races of Saturn.
-Homo Sapiens Sapiens Benomi//Oni: An experimental super soldier project derived from humans on Saturn that, ultimately, simply became incorporated into the area’s population over time as they proved able to reproduce and able to contribute. Men and women of this derivative of the human race have either red or blue skin, denoting either a rather notable increased resistance to heat or cold respectively, while standing at a staggering average height of 6’2-6’5” and boasting a single pair of ‘horns’ on their foreheads. Their bodies sport a dense and super-strong musculature capable of lifting things heavier than them (like ants), and tough internal skeletal structure and ‘skin’ to support this might. Their healing rate is even distinctly more rapid than that of human beings, and their digestion far stronger and able to sustain them even off pitifully unhealthy foods in a pinch.
However, they also are kinda heavier and also naturally sink in water. Likewise when the race gets aggressive they are distinctly more aggressive than a human being. Likewise when they get ‘hormonal’ they get hormonal. Albeit this is just a biological aspect/trend of them inherently. Some of the race might take therapy to try to gain ‘more control’ over themselves in the heat of the moment or help them calm down, though rapid-dose ‘calming’ medication pens and ‘pacification gas grenades’ and such are still ever widely available enough to help such individuals or those about them to calm them down.
There are also half-breed Oni, which form when a regular human and an Oni bear a child. Such children have the oni horns and some of their strength, but are shorter and tend to look more human.
This race’s common name, though, came about from super ancient human legend and myth once originated on Earth.
-Homo Sapiens Sapiens Cerebellum/Robos (Jīqìrén): A side project that evolved into a novel and kooky idea among some of the original human staff on Saturn’s moons during the time of the Panhuman Empire, it became a reality by the time of the Empire’s collapse and disintegration. This race consists of larger-than-normal human brains that are empowered intellectually, capable of processing information and such at greater speeds and even multiple lines of thought simultaneously at once among other things. Virtually all exhibit some kind of psionic power to boot (at base a common one that allows them to perceive the world like others do somehow) on top of a certain in-built hardiness they possess.
However...they are only brains as well, ones which are each kept in a standard bio-mechanical ‘cerebellum stasis chamber’ that keeps them alive and allows them to communicate with others. They can also be easily ‘plugged’ into certain machines, or interface with others without being plugged in, to operate them. Likewise they can be physically plugged into various biomechanical robotic bodies they can operate to get around much better and the ilk. But destroy their container, and they are...rather vulnerable aside from any potentially still-useful psionic powers in such a situation at least.
-Hapalochlaena Lunulata Sapiens Sapiens/Oktopas: A race composing an...odd mix? Many are almost centaur-like humanoid sorts of uplifted/modified octopus derived from the blue-ringed octopus (Example: https://i.imgur.com/8rnoNwY.png), while many others are just blue-ringed octopus that have been uplifted and modified genetically to attain sentience (Example: https://i.imgur.com/akTet3p.jpg). All have a fully sentient intelligence, can breathe in and go about safely in the air or water with ease, and generally benefit from their other various natural advantages as octopi and octopi-derived beings. They are abnormally dexterous, however, which is seen as a side effect of the old and somewhat-failed experiment to make ‘underwater bioweapons’ that backfired to ultimately create them.
Most non-humanoid ones travel about the various facilities and buildings and areas of their moon via a series of complex water-filled-tubes that are clearly marked and allow their traffic to continue on unimpeded and very simply. A portion of others merely pilot robotic suits designed to let them move around and more easily communicate with others. All non-humanoid ones are fitted with tiny and highly durable/resilient devices to their brains that allow them to communicate and project sound as if they were speaking.
Humanoid ones tend to travel not in the convenient tubes, but rather upon hover-platforms they pilot about to get to places and here and there in or outside of buildings.
-“Outdated” Weapons, Arms, Armor, and Technologies (Outdated in Saturn’s territories, but maybe not outdated for others)
-Manufactured/Engineered Components and Pieces, including the Processing of Raw Materials
-Synthetic Food (Works good as soldier rations and the ilk)
-Luxury Items (For Example: ‘Normal’ food is a luxury item and is uncommon among Saturnians...also helps beef up food stores a bit extra as well. Etc.)
-Entertainment (Some foreign movies, products, toys, ‘entertainers’, and the ilk to support local stuff and give a much wider variety to people)
-Exotic Chemicals, Water (supplemental) (both somewhat tied for this slot)
-General Soldiers/Infantry/Pilots: The general body of living troops employed by the Saturnian Military, ranging from engineers to technicians to frontline soldiers to mecha/ship pilots and vehicle drivers and agents and special ops and otherwise. Discipline in their training is more strict than in some other areas, but at the same time they are armed with the latest in dark matter/energy weaponry and technologies (as well as combat armors) that provide them with the proper tools and firepower to do their respective jobs.
***Crack Squads: Elite units of troops composed of Humans, Oni, and Saturnian Volyudki, all implanted with top-end cybernetics, specialized nanomachines that safely replicate within the body, and similarly top-end military training. They are the types of military squads utilized in secretive, subtle, covert, and even vital missions that require top-notch skills and might involve notable dangers. The stand heads and shoulders above standard troops, which for the already highly disciplined and drilled Saturnian Military is saying something notable. While a rather dangerous line of work, however, compensation is good and the retirement is great if one survives until such a time. Those participating in such units tend to form rather tight bonds as well, becoming unironically like their own little family unit in some manner. This 'squad family' is held as something almost sacred among these soldiers to boot, though all in these units very well know the myriad risks of their occupation as well.
-Mecha: Powered by smaller dark energy/matter engines, these humanoid-shaped machines are manually piloted and can carry a varied amount of weaponry and other supporting machines they can carry rapidly over battlefields. Whether in space or even on-planet, however, these machines are designed to be able to operate in and transition between both as they carry out operations for the good of Saturn and its peoples. Their designs continue to evolve as Saturnian technology ever does, though currently mass-produced designs armed with a standardized array of equipment compose these forces at this point in time. General loadouts for these mecha are made to cover long, medium, and close/melee ranges, though more specialized ones can be quickly assembled on them to bring a higher concentration of firepower to certain ranges/areas of combat. Something like the use of high-count missile pods and long-range rifles, for example, might be equipped to units providing supporting fire or otherwise trying to take down key targets on a given battlefield.
-Spacecraft/Space Navy: While mecha are numerous units utilized for a variety of battlefields, an array of more traditional spacecraft also exist. These usually retain a sort of sleek and advanced-looking designs straight out of a movie or old 'sci fi film' of the ancient past, sporting exteriors that seem to be made for appearance but in reality are deceptively made. The standard ships (and even applied in part with the mecha noted above) are coated in a standard 'energy dispersion' liquid metal coating on their hulls that have hardened on them and have properties that help disperse the energy from weapons fire these ships take. This makes their hulls better defended as well as lighter due to the lack of sheer armor plating...though in return these vehicles rely on their own shields to soak up some damage as well. Plus while a lack of sheer armor plating helps with speed and maneuvering, and this applied liquid metal coating grants some solid defense in a general sense, it also means they lack the raw mass to soak up additional damage in that manner. Take down the shields, riddle the hull enough, and the majority of Saturnian spacecraft will go down in battle like anyone else.
The mecha of the Saturnian League are seen as being fitted to have a similar coating as these ships alongside the use of armor plating and physical/energy shields, being the 'craft meant to take the most damage' alongside specifically the larger carriers/supply ships and battleships that also use actual armor as well, while the remaining majority of other and smaller general spacecraft militarily are mostly being used to dart about and harass/kill slow-moving enemies, scout, or even pursue routing forces with greater speed. This takes place while the better-armored craft and mecha garner the enemy's main attention and deal heavier damage (while tanking more so) at various ranges. Such is their space military doctrine in this regard. However, these much lighter ships tend to rely on some space defense countermeasures as well, at least in some part, to somewhat better augment their defenses.
-Planetary Vehicles (land/sea/air): Similar to the general trend of Saturnian spacecraft, their planetary vehicles are designed with minimized armor and higher speeds and that special liquid metal protective coating and maybe shields and some countermeasures installed on them for the most part. Hover-tanks meant to cross a large variety of terrains are still employed with armor and proper shields and such as a faster-moving armored core for land vehicles forces, alongside APCs and certain higher-value rocket-launching hover vehicles when it comes to land combat at least.
-Cyberwarfare: A sizable cyberwarfare division exists within the Saturnian League, constantly working on sabotage, hacking, and even cyber-defense measures in order to protect the League and its people and its technologies to boot. They also dip their hands into other areas of the military, generally in order to do their job in part, and move between various projects and tasks and the ilk as they support the military and civilian areas with the proper defenses for the modern day and age. Not much can be said to break down this area, save that they do have certain kinds of machines and their own general military personnel for protection and in-the-field operations among other things.
-Other: The use of bioengineered/genetically engineered weapons and biomechanical technologies, such as raving hormonal beasts sent into an enemy base to keep them occupies or damage systems, gas bombs filled with a metal-eating pathogen, genetic modifications on soldiers (albeit willing modifications with consent), monsters to infiltrate a targeted space stations with, and the ilk also exist and have continued to linger since Saturn was part of the old Empire. They are often secretive projects that are worked upon, implemented only where needed, and are restricted to purely tactical implementations and key strategic uses when it comes to the battlefield and such. There are also the special "Khikara" drones that have found use in certain battlefields where meat shielding numbers of disposable troops are seen as necessary.
History: Saturn and its moons were long ago settled by the scientists, military researchers, and engineers of the Panhuman Empire along with their families. The moons and Saturn itself became the testing grounds for the Empire’s Research and Development efforts, ranging from a myriad of unstable weapons and biological experiments to even horrific ideas that were worked on and developed and conjured and tested behind so many closed doors. At times the locals of Saturn and its moon were tested on as well, willingly or unknowingly, which was dubbed as ‘supplemental research’. However, as a result of the work here many a weapon and idea and invention and genetic modification blueprint would emerge from Saturn and its moons into the lands of the Empire and its peoples. More living and testing areas would be built, habitats and space stations and space docks and the ilk would be erected planetside and in space nearby, and much money would be poured and invested into this area in order to further its progress and developments.
Yet...nothing was to last forever. Eventually the fall and collapse of the Panhuman Empire resulted in the peoples of Saturn and its various areas to take charge of themselves. Former loyalists were outed, even violently so, and swiftly those who remained in power on the peoples’ side took charge. A great council was formed from representatives chosen by the peoples all over, taking charge over operations as well as the survival of the now independent population. At the head of this council would be a chosen “Director”, one who would act as the nation’s leader and possess much power but also constitutionally leave the majority of legal dealings and day to day matters and the ilk to the equally powerful 82-individual “Greater Senate of the Saturnian League”. From this point, Saturn’s history continued on in its own traditions….at least with the old traditions of research and development that its people knew best at any rate.
This trajectory as it hurtled into the future resulted in far improved lifestyles, more advancements to benefit the young nation, and eventually vastly more facilities and areas constructed that included ‘resource synthesizers’ used to manufacture materials and substances and the ilk for everything from everyday to unique research and development uses. Education became common among the people as scientists and researchers had composed most of the original population, and synthesized foods of various sorts for nutrition and eating became the standard in turn due to the lack of imports. Ships fleets were made, weapons constructed, scientists and engineers tinkered, soldiers (as a portion of the original inhabitants were soldiers) were trained and armed and inducted, and the population continued to grow and thrive with the assistance of technology. Though...issues over developing a better power source did eventually hit home as nuclear and other such electricity-generating means began to prove insufficient for further expansion. This would result in the research, development, and rather long-term implementation of dark matter/energy technologies.
In the process of this ‘conversion’ process of their technologies to a new power source, one of the moons of Saturn would ultimately be lost due to an experimental reactor failure caused by human error. Specific are hard to recall due to the lack of records recovered, but the tragedy and accident itself were dubbed the “Lab 82 Incident” after the area where the detonation was eventually pinpointed to have originated. Likewise, the surprisingly high costs of converting things over resulted in a stretching of the conversion process to try to avoid major economic issues and other troublesome ilk. While minor incidents and issues would be scattered about the switch to this new technology, however, by the time the process was completed the people of Saturn found themselves in possession of ‘arcane’ technologies unique to their area of humanity and its derivatives.
Keeping out of most territorial disputes going on at all, the Saturnians maintained neutrality for the most part as they built up their area of the system and their slice of planet Earth. They preferred the trade and flow of goods to filler their warehouses and supply depots, rather than get the most involved with the bickering of others, though it wasn’t as if they never came into ‘any’ conflicts either. Yet with the arrival of the Legion of the Eclipse, and the stirring of other groups beyond their own borders on Earth, an uncertainty about the status quo has come into question. While not pushing themselves to be entirely reliant on others over the years, just in case things all went much more sour in the Sol System, the looming presence of a new Cold War has become the major issue in Saturn’s Senate and among her peoples.
Conflict here and there is one thing...but if the whole system set their eyes on Earth itself? Many might shudder to think of it. A war of unimaginable scale not seen since the issues of over 4 centuries ago could erupt from such a thing, affecting even them without a doubt. None would be able to escape as the ambitions of others to reform a mighty power once more rained down upon them and their cities and ships.
This left one remaining question, one that has yet to be assuredly answered: “When things hit the fan, where will Saturn and its people stand?”
-Director Marianne Satō: The current and more recently chosen Director of The Saturnian League. A woman who is older and experienced yet looks much younger. A person whose demeanor is strict and disciplined, and whose actions are sought to be well-thought-out and are backed with a sort of personal dedication and raw force of will. Even so, behind closed doors and with those she cares most about her softer side can definitely show. Despite moving up into her current position after being on the Saturnian League Council for a good time, and her modified and vibrant physical age gaining her many admirers among the population, Marianne has been placed in power coming into a time period that has been the most uncertain and dangerous for Saturnians thus far.
While the League of the Eclipse has been declared enemies outright, and all Earth-bound and non-Earth-bound Saturnian military forces have been all roused and readied, the concern about other troubles still wears much on her mind and makes it harder to sleep. What if other nations target their holdings on Earth? What if...they target their holdings and ilk in other places otherwise? Would there be allies they could find to sail this out with, or would they have to fight tooth and nail for every scrap piece of their territories alone?
-“Greater Senate of the Saturnian League”: (will add names and such over time)
***Senator Alexander Maximilian Hong-Strong: A Caucasian skinned human man, he once was a college player for the Saturnian sport known as "Iceball" and seemingly had aspirations to go professional. Though while still young enough he seemed to change his mind one day and eventually enlisted into the Saturnian military. He after some time then became a Crack Squad Soldier, bonding with his squad and working his way up the ranks to the point he became a general in the Saturnian Military. He gained the moniker 'Ironclad Alex' and 'The Iron Man' for his sheer strength and size for a regular human, standing on the level of male Oni and wielding basically about the same might. Likewise he gained notoriety for refusing most Crack Squad implants back in the day, save for deep injections of biomechanical nanomachines and body-enhancing genetic modifications combined with a very hefty training regimen of 100 push-ups, 100 sit-ups, 100 squats, and 10km running every single day.
After retirement from the military, he ended up settling down with his wife and 3 growing children until curiosity caused him to dip his hands in politics. Due to his ideas and fame from the military and college sports, he was ultimately chosen the Senator of his home moon by a large majority vote. Bringing a practical understanding of the battlefield to the table, he has voted and participated in passing reforms to streamline and improve the military over the years...as well as improve the lives and pensions of retired soldiers.
Even so, this boisterous and outgoing man seems almost like a superhero from some animated TV show when he puts on airs. Yet underneath he is a calm, collected, and cool sort of person who is willing to share a nice glass of Saturnian wine and sit down over a good meal. Albeit he also has issues with his stubbornness and domineering at times, which have been notable complaints about him by opponents and some of the general public on other moons.
***(To Be Added)
-Galina Ledokol: Current head of the Protective Directorate Crack Squad (PDCS), the personal bodyguard of the Directors of The Saturnian League. A second-generation Crack Squad member in her family, and second generation member of her family born on Saturnian soil, she originally joined the Saturnian military in order to follow her family's traditions of proud military service. Yet after joining, she ultimately found her own path as she became a member of a Crack Squad and eventually was promoted to coveted and rigorous position she now occupies. She proved to have the knack for leadership and making the tough decisions needed to guide her soldiers, and in this eventually rose to the head of her squad with flying colors. She is a decorated soldier with years upon years of service, and a calm and cool outer persona that she can pull seemingly on and off at the drop of a hat due to her training and conditioning.
As compared to the "Secret Service" of a certain nation's presidents in the super ancient past on Earth, however, the PDCS stand as heads and shoulders above in terms of discipline and skill and inevitably technology to boot. She has, however, become rather close to the current Director of The Saturnian League, the two being often found hanging out with each other or talking in their off-time. Rumors circulate about the PDCS Squad itself due to this, but ultimately have remained lighthearted jabs and teasing for the most part due to the nature of their particular squad.
-(More To Be Added As RP Goes Along):
-Pellucidus Cimex, aka “Flicker Mite” and “Crystal Bug”: A breed of bio-engineered organism with crystal-like tissues in it living on the worlds of the Saturnian League, after having been originally created on the moon/capitol world of Titan. They devour waste materials and even gases in space and convert it into electrical energy, and even their movement itself is designed to be something that generates electrical energy. They are capable of discharging this electrical energy as well, or even ‘giving’ it to devices that run on electricity, and in large enough swarms can be rather dangerous when discharging and moving about. They are tiny little things, however, akin to ants in size and capable of moving pieces of material several times their size in a similar scaling to an ant.
These were originally designed during the time of the Panhuman Empire, however, as a means to power machinery and cut down on energy issues by having “deployable swarms of rapidly-breeding organisms able to store an electrical charge on an individual and especially group scale”. The idea was ultimately rejected due to risks if said creature ever went amok, much less got into places they were not supposed to, and the concern about controlling them was the final nail in this project’s coffin in those days.
After the collapse of the Pan-Human Empire, this project was revisited and eventually reborn into its current state. Through the use of crystals emitting various ‘frequencies’ invisible to most other living things, on top of advancement in science made by this point, these little creatures acquired a finally practical design that allows them to be controlled en-masse but also in a secure manner. They are even now still used to perform repairs to various machines, act as a limited form of reserve power if engines/generators are having issues, replace damaged wiring temporarily with their own bodies to maintain systems, and the ilk. However, other advancements made have ultimately made them outdated and left to be applied as bioweapons, repair systems for older technologies, and scientifically-study-able subjects for potential advancement.
-Dark Matter/Energy Use: The key advancement/discovery of the Saturnians, and indeed their most closely guarded one. Tapping into the generation, harnessing, and implementation of dark energy and dark matter, engines and generators and the ilk have been switched over to taking in or otherwise interacting with at least one of these new sources. As a type of matter, dark matter is an exotic substance with many properties that seemingly defy several natural laws...but it and its sister “dark energy” are both dangerous to harness as well. Initial tests showed a range of instabilities in dark matter and its properties, and dark energy was dangerous due to the raw force it is capable of exerting and the strain it naturally places on machines to channel it.
Replacing the need for generating and wielding electrical power, Saturn’s peoples have incorporated this technology and its applications fully over time. However, the higher cost of this technology is something that has had an impact on its development and spread as well. This is something the peoples of Saturn have learned the hard way over time, and likewise the assimilation of it and incorporation took a rather long time before it became fully-functioning for all of the population.
Due to this new power and technology source, however, not all old technologies got a ‘revamp’ to work with this new energy due to the raw costs involved. From here these ‘old’ and ‘outdated’ technologies running on electricity or similar sources are at an all-time low in Saturn’s markets and have become the ‘cheapest options’ among the poorest citizens and for surplus sales to foreign powers. Such surplus sold tends toward being bottom-of-the-market kinds of cheap, at the very least, though such a status has only been made possible due to the difficult switch of the people of Saturn and its moon over to their new source of power.
-Khikara: A type of biomechanical ‘disposable drone’ and ‘mass meat shield’ for certain types of military applications, they are engineered in a humanoid-shaped form. They are also used in mass swarms, and are linked back to individual “Controller” soldiers that operate and move them around en-masse. These drones are capable of individual thought, albeit not via an A.I. technologies in this case to avoid certain issues, and while capable of making decisions on the ground and coordinating in groups with a frightening ease are also emotionless and synched up with the brains of their controllers who have a total and absolute control over them when plugged into the carefully-made biomechanical machines that are used to direct and control these beings from afar. Their construction and materials involved in them limits them from ‘rebelling’ and removes the need for placing ‘barriers that limit their capabilities’. Rather the solution goes straight down to the drones’ roots and materials used to make them to ensure that ‘even if they wanted to, or another wanted them to, they can’t and never ever could’.
Due to their status, they are rather cheaply made and built-in with very basic weapons to wield and make use of. They can also be recycled if destroyed, simply and handily being used as materials for more of their kin to be made. Even the dead among enemies could be used to make them, adding an element of psychological warfare to their implementation. Where they properly shine, however, is in their use as great swarms that can flood a battlefield with bodies and raw (even if rather basic) firepower.
With the presence of the Legion and a certain rogue security system, though, these ‘drones’ and tech revolving around them have been tirelessly tweaked and developed in order to ever-improve defenses and immunities against hacking and the ilk. Failsafes by the seeming dozen have been installed as well, for that matter, as layers of redundant backups to someone trying to get control over these droids.
Albeit, these things are vulnerable to EMPs in regards to their more primitive mechanical aspects as a very rare ‘outdated but still useful technology’ still used in the Saturnian Military today. Yet while not instantly and entirely shut down by EMPs, they’d be most definitely and distinctly inhibited as a result. Those closest to such blasts can still be fried and destroyed to boot.
No dark energy/matter version of these will ever come out though, it seems, due to the raw cost increase it would cause.
-Electromagnetism: A topic that Saturn’s facilities have researched for a rather long time, it is one topic that resulted in the push for dark matter/energy technology by Saturn’s government. Such dark matter/energy technologies aren’t affected by EMPs and such electricity-related ilk, though using such technology also has its own potential myriad dangers and costs in return. For one thing, a heavily damaged electrical engine might not explode like a dark energy one might. Another note is that materials needed to reinforce a dark matter weapon would need to be of a higher grade than those of far cheaper types of weapons.
However, this has all allowed the Saturnian Military to look at potential machine-enemy threats and the provision of supplemental armaments in another way: Microwave/EM Weapons. While not being any sort of fancy lasers or such, the basic version of these weapons are designed to emit concentrated invisible ‘beams’ of electromagnetic waves that can be used in a lethal fashion against organic and mechanical targets alike. It works on a similar principle as a microwave oven, exciting the water and fat molecules in the skin of living things and instantly heating them via dielectric heating...and basically cooking and frying the insides of electrical machinery it is pointed at.
The one major downside of such weapons is that, unless one fires in some microwave emitter into enemy space/lines from long range, these weapons don’t work from too long of a range even with concentrated ‘beams’ being fired. Things like railguns and proper longer ranged weapons can definitely outrange them, though within their effective range these weapons on larger or even infantry scales can do some serious and rapid damage.
Other Trade (notes of more specific trade with other nations for me mainly to keep track):
-Higher End Materials/Goods
-Scientific Research Agreement
-Tourists (tourism to Mars)
-Immigrants/Bodies (for colonization of new habitats, more bodies for workforce, engineers, filling out the Saturnian Military more with additional Voldyuki troops, participants in crazy experiments, and such things)
-Mercenaries and a Friend in the Sol System
-Scientific Research Agreement
-Space Station in the orbit of Ishtar (Planet X)
-Pragmatic "Shoot The System-Wide Threats, such as SolSec and the Legion, First Before Shooting Each Other" Deal
-Pragmatic "Shoot The System-Wide Threats, such as SolSec and the Legion, First Before Shooting Each Other" Deal
-Imperial Insurgents - After the reformation of order in Saturn, some Loyalists didn't want to go with the new regime nor leave their homes despite being offered allowance to leave peacefully. Due to this some of these go to ground and become insurgent forces against the new republic. Many of those who left as 'refugees' were taken in on Venus, alongside the Empire's production of propaganda about the 'rebel atrocities' would also be produced. Those who stubbornly stayed were deal with decisively, with most being killed and the scant handful who escaped fleeing to Venus as well to "join with the last holding of the Empire" as these people so stated.
-Luxury Trader at Earth - As Saturn has had an intense interest in foodstuffs, but given their reluctance to deal directly with the Imperial Government, in one instance a luxury trader went to Earth and the space elevator to acquire such goods. However, whether stray shot or intentional, several SolSec drones entered the space and attacker the trader before said trader was ultimately given help rendered by an Imperial vessel. However, the Imperial vessel merely drove off the drones due to being concerned with the SolSec rather than the whole helping the merchant at all. This was also one minor event that helped kick off the very 'pragmatic' relations between Venus and Saturn.
-Saturnian League Ship Designs:
Battleship: cdna.artstation.com/p/assets/images/i… (Has massive cannon in the hollow area on the front, which is extra shielded and contained and is used for planetary bombardments as well as in space battles.)
The enhancements that most citizens undergo allow them to have a near permanent connection to a VR chat room known as the Core. Here the masses can debate the issues of the day, deliver speeches, propose new laws, vote on the issues of the day and adjust their behavior based on any collective decisions made. Thanks to the multitasking capabilities of their cybernetics they can, if so wished, be permanently engaged with the politics and governance of their nations while simultaneously going about their lives in the real world.
Non hybrids can participate via other technologies but the system caters specifically to hybrids, leaving other options poorly maintained and less than optimal to use.
Hybrids: Cybernetically enhanced humans and demihumans who collectively refer to themselves as Hybrids. The most notable modification is the significant remodeling of the brain, which culminates with the fusing of a sentient ai installed on the hardware with the human’s mind. The two become one and also something greater, and granting the new being complete mastery over both its flesh and it’s steel components.
The sources of the Ai are numerous, with the most common being either a fresh Ai designed for the task which has the human’s mind imprinted/replicated onto it before the fusion process. More extreme cases may involve the fusion of an existing Ai or an Ai with someone else's mind imprinted upon it. Whatever AI is used, it must be a willing participant, both for ethical and practical reasons. An AI that wants nothing to do with the process can either potentially sabotage the process or render the resulting transhuman deeply incoherent and at war with itself. The reverse is also true. There are ways to allow domination of one subset of the mind over the other but these have been outlawed, and are considered heignouse by the vast majority of Transhumans.
Baseline humans/demihumans: Non upgraded individuals who live among the Transhumans.
Sentient Ai: Rare to find outside of those made for Hybridisation Ai are accepted as citizens and can participate directly in Core Discussions/votes etc. Most independent Ai come from either Hybrids who’s meat parts have been too damaged but who survived the trauma of this event, Ai who’s partner backed out or who themselves backed out of the hybridisation process or copies of Hybrid’s minds who’s original bodies have died.
The syndicate is rather heavily populated despite its megar holding for two reasons. Firstly is that the territory around the AL space elevator (absurdly large space elevator or ALSE) is heavily urbanised, with structures being built into the Andes mountains as well as along the flatter coastline beyond, megacity that was, and still is, fueled by the economic importance of the ALSE.
The Catequil economy is primarily structured around the Syndicate and subsidiaries of the Syndicate who own and manage most of the infrastructure in the Syndicate’s territory.
The central part of the Syndicate’s economy is the AL Space Elevator, one of the last and also the largest space elevators currently connected to earth. The surrounding ground and space based industry is equally key to their success as it can rapidly turn received materials into usable goods, which can then be rapidly redistributed across the system via railgun. It is a relatively cheap method of transporting goods vs spacecraft. The base’s location right next to the Panama canal means it’s relatively easy for earth territories to ship in or out goods via the ocean. Naturally they also manufacture sending and retrieval systems for orbital mass driver related deliveries.
They are undeniable masters of cybernetics and cybernetic compatible software, though not all hybrid technology is directly compatible with less invasive cybernetics. Hybrids are generally very good with technology as they are able to directly mentaly interface with it. They also produce some excellent programmers, resulting in a flushing software industry and digital artists who produce work for games, films or other high quality media.
The Syndicate imports large amounts of raw resources as well, either raw or processed, to fuel its industry. The most notable industries are the manufacture of computer technology, work in robotics and cybernetics and ships built within the orbital infrastructure surrounding the elevator’s spaceport.
The nation also has some terrestrial fishing and farming as a source of food, some of which is exported. There is also some very limited mining and a massive amount of electrical production, sourced from geothermal, nuclear and solar installations which is needed to fuel both the industry and the people.
The syndicate also does some of its own mining, both on planate and in the asteroid belt, which is used for its own manufacturing. They also perform salvage operations on space battle debris fields such as those littering earth.
Two things make the Syndicate’s military (something no sane group would go without in these troubled times) stand out.
The first is the fact that any member of the company can take control of nearby available automated assets in order to deal with a situation due to a guiding principle of “arm the workers” being taken to its logical (to the syndicate) extreme. This stems back to the early days of the syndicate when they were in the process of taking over the space elevator and attempts to institute locks on the access to military hardware have always been voted down. Various anti-friendly fire features and the ability for targets to paralyze automated weapons with contradictory commands means this system has not been as devastating as some predicted, contributing to the disinterest in restricting access to the syndicate’s war machines.
The second is the syndicate’s ability to produce digital copies of Hybrid minds. While primarily part of the hybridisation process, mental replication can be used to give sentient level intelligence to their warbots. To avoid issues of enslavement, these copies are generally made for war, mission or even single engagement by the present Hybrids front themselves, and then those that survive are reintegrate back into the Hybrid after their duty is complete, which bypass a lot of the ethical and loyalty related issues sentient warmachines present. Training is of course required to control a warmachine properly. To this there are two solutions. First is that the soon to be replicated Hybrid does vr or remote training with the machine. The second is that the Hybrid modifies their own body to be like that of the machine they will be controlling. The latter are the closest the Syndicate has to a professional soldier class, and they can often be found leading squads of Ai replicas of themselves on the field, human and robot utterly indistinguishable from one another.
There are limits to this technology, primarily the amount of Ai’s that can be reintegrated into a Hybrid at once is rather low, so they will rarely be copied into more than a dozen units at a time, restricting the mass use of this technique. Hybrid numbers are backed up by dumb Ai’s generally wirlessly mircomanaged by a nearby Hybrids and Ais. A syndicate squad can as a result consist of a single hybrid, a dozen Ai copies of themselves and dozens more dumb AI drones screening the scentient members of the squad.
The syndicate’s space power is focused around the AL Space elevator. The structure was already a decent fortification, sturdily built to withstand attempts of sabotage or accident, repurposable delivery mass drivers and defensively equipped with advanced detection systems, a tractor field and beams that could catch incoming objects (rail gun and asteroid deliveries), but the dangerous times have lead to its transformation into a fully fledged star fortress with heavy shielding point defence and weapon batteries being installed to war off hostile incursions. It also has the capability to artillery strike anywhere in the sol system or around or on earth, though this feature is rarely if ever used.
Syndicate ships are generally used to either protect the Space Elevator (Bulwark class) or varios Syndicate interests in the solar system (Negotiator Class). Crews are relatively small and generally plugged straight into the ships for the entire journey, with each member either directly controlling systems or microing teams of drones to perform maintenance, repel boarders etc. recreation is done via VR and cybernetics generally reduce the impact of muscle decay by replacing said muscles. Not having to be human habitable generally counteracts the cost of the automation, rendering their ships roughly the same in cost, more resilient physically and more vulnerable to electronic warfare when compared to the average ship.
Ships generally feature spine mounted railgun cannons as a primary armament, laser weapons as secondary and point defence and AI clone and drone fighters as support. Defensively the ships utilize reflector and tractor shields. They also utilize stealth fields though these are more often found on commercial ships attempting to avoid danger all together.
The syndicate also has a sizable nautical navy as well which operates on almost exactly the same lines to protect their merchant navy and coastal facilities.
The Space Elevator that eventually became the core of the Syndicate’s holdings was the first of its kind. It was created under the directive of The International Space Elevator Consortiumlong long before the conquests of the Terran Empire within the old earth nation of Ecuador. Since then it has been in near constant use with the only expectations being periodic expansions that resulted in it becoming one of the largest of its kind. It has survived the various wars centered around earth in part for being far too valuable an asset to simply destroy, and also because of its mass driver retrieval systems, which provides excellent detection and interception capabilities against long ranged ballistic strikes.
While obsessively a global asset it was in function controlled by the Catequil Corporation, a mostly unremarkable mega corporation notable primarily for first pioneered Hybrid technology, eventually required most of their employees to make use of it and their eventual restructuring into the Catequil Syndicate.
During the Great Collapse the elevator was a hotly contested resource, one which the Corporation used to turn a profit, charging exuberant rates for earth access and playing various factions against one-another to avoid repercussions. Sick of the Corporation’s wheeling and dealing three powers all boarded the elevator’s orbital facilities and attempted to seize control. Caught in the crossfire and completely disillusioned with the corporation's management, the Hybridized workers of the corporation took matters into their own hands and used their innate knowledge of the station’s every nook and cranny to expel the invaders (genearly into space) before turning the station’s orbital mass drivers and tractor beams on invading ships.
The invaders counter attacked and put the elevator under siege, but the elevator and its people were spared by the collapse of the Jump Gate network that occurred shortly after, something some label as highly suspicious, which rapidly ended any enthusiasm for further conflict within the system. The organisation which had formed to take control of the elevator then refused to follow the directives of the corporation's owners who had happened to be insystem upon the collapse and instead restructured itself and the company as a whole into a worker cooperative known as the Catequil Syndicate.
The lack of a central power to enforce the previous owners claims, combined with the war fatigue of the various earth stranded armies, ment no concentrated retaliation for this takeover came against the Syndicate. Those that attempted to re-seizes the station were thwarted via financial or violent means and often had their assets seized.
Over the following two centuries the Syndicate gradually expanded its territorial control and membership. The Syndicate now controls the region around the base of the elevator, located in the former nation of Ecuador, the regions surrounding the Panama Canal and the lands linking the two. In space it has acquired a great deal of the surviving empire orbital infrastructure and space wreckage from the war via financial, violent or archaeological means giving them a considerable space presence.
Technologically, they have been plumbing the depths of the hybridisation process, and have made numerous advances in cybernetic hardware and software advances related to their unique modifications.
It has also transformed from worker cooperative to something closely resembling a nation state as more and more people have joined the syndicate, seeking the stability and prosperity it provides and as the syndicate expands the scope of its business ventures within the area it operates.
Operating on most inhabited mining asteroids near and around mars and earn most of their money "protecting" the miners
W.I.P (Write to me in PM if you want any)
Leonidas of the 1st Special Legionary group
Leonidas is the new co-owner of SD, his campaign was based on the idea that they should be selling belt territory to the bigger powers while also ramping up deployment on planet-sized stellar bodies, he got a lot of support due to the harsh nature of the belt and the feeling of not doing anything since most mining facilities in the belt don't have a lot of action. He got elected Leader of the ground forces and co-owner in the year 235 A.C. and has already reduced the SDs belt presence by 20% while increasing the ground presence by 7.8%
Hyperion of the 1st Trimer fleet
Hyperion is the only living phase 2 co-owner left in SD, he is 90 years old and has "exiled" himself to the Hyperion class flagship, the only mega-ship in the SD navies arsenal. He keeps himself to wargames and political games while just waiting out his days and waiting for a good successor.
Legionaries are often young men who got arrested by other legionaries or who signed up. Voluntary enlistment starts at age 16 but there have been reports that kids as young as 14 have gotten the choice that the legionaries are known for "Enlistment or Imprisonment". Men who volunteered are often tasked with leading a squad of forcefully enlisted. Until the age of 18 most Legionary soldier recruits are trained in discipline and taught that the legion they are placed in is their new family, it is first when they hit the age of 18 that they are allowed to start weapons training.
Hazardous environment soldier
Hazardous Environment Soldiers or HES are legionary soldiers who have enlisted voluntarily and served for a couple of years, HES's are often around the age of 25 and are tasked with boarding actions and tasks that force them to pass through terrain that is deemed too dangerous for normal soldiers.
Special Legionary Soldier
The last and most expensive soldiers of the spartan division they are tasked with protection or extermi... [REDACTED BY SPARTAN INTELLIGENCE] of targets that are very important they are directly led by Leonidas and are chosen from the ranks of the HES there is no estimated age, it is also not known how many are in their ranks but they are guesstimated to be 100 - 200 soldiers per territory at one time.
Squad Support Vehicle 89
The Squad Support Vehicle 89 aka SSV-89 is a vehicle meant for transport and defense of normal troops during patrols in dangerous sectors or during Defcon 3 or lower. It can carry 16 troops with 2 extra spots in the driving hut, 1 gunner and 1 camera operator who controls a 360 camera that is used for spotting where shots are coming from before disembarking from the vehicle.
Main Battle Tank 89
Main Battle Tank 89 aka MBT-89 is a tank meant for the shock and awe doctrine where the tank will be patrolling a 4 sector area switching out one of the squads SSV-89 with itself. It can carry 20 troops including a full tank crew consisting of 1 commander, 1 gunner, 1 loader and 1 driver.
Ares is a remote-controlled unit that are controlled by the Ares pilots who are tapped into the Ares steering it with their mind almost acting like a second body where if the Ares gets shot the Ares pilot feels the impact
Ares Support Soldiers
Ares support soldiers are soldiers picked from the Legionary Soldiers who get upgraded suits with Exo suits capable of getting launched from high orbit into the atmosphere. Their job is to do the job an Ares cant, for example clearing buildings or dealing with the flanks.
The Ares Protocol The Ares Protocol is only to be used when absolutely necessary, there is no going back when the Ares and its support is called in it is absolute decimation and forceful submission incarnate it was named after one of the gods of war and rightfully so. If the Ares is called in something has gone extremely wrong and most soldiers will never see it in their whole life. It is the only non-organic unit in the Spartan Divisions ranks and there is no exact number of how many of them exist but it is believed that there are 45 per field army. Every Ares is supported by 20 Ares support soldiers armed with a high powered main rifle and two machine rifles strapped onto their back that they control through the elaborate interface in their helmets, they are meant to protect the Ares from swarms of enemies as even with the missile pods built into the Ares it was obvious during testing that swarms of enemies will make it hard for the Ares to fulfill its job.
Often while submission doctrines are active one intelligence officer flanked by an interceptor Drone will be dispatched with every patrolling Legionary Squad. The intelligence Officer has had their mind linked with the interceptor Drone to make them react to the same things and make it easy for the Intelligence Officer to send orders to the drone. Their main job during a submission doctrine is to root out possible trouble makers and if a battle commences to assess the situation and see if they can find any leaders or if they need to call for back up while always having the Ares panic option if it's ever needed. If they find any type of leader they will report that in the APR (After Patrol Report) and dispatch a Legionary Squad or Special Legionary Squad if needed.
Interceptor Drone P1000
The Interceptor Drones main job is to protect the Intelligence Officer some times shielding it from assassination attempts or sometimes just firing warning shots if a crowd mobs the Officer
A Lifeline operator is someone who acts as overwatch for either a sector or specific squads depending on what Defcon the planet or asteroid is on. At Defcon 4 and under they will be watching a sector having full control of all security cameras or cameras on any interceptor drone in the area. At Defcon 3 and up they are tapped into the helmet cams of their assigned squads (often around 3 squads at a time) and have constant contact with the squad leaders.
Flagship Hyperion class
8 times the size of the destroyer the Hyperion class Flagship is the personal home for the Navy commander Hyperion.
Interceptor Ship Archer class
Destroyer Ship Apollo class
Boarding Ship Nike class
Defcon Doctrine The Defcon Doctrine is a long-used doctrine that is based on five Defcon types 1 through 5 where 5 is calm and 1 is all-out war. the Defcon number is assigned by the head of intelligence stationed on the stellar body.
Defcon 5 Defcon 5 is the lowest state of readiness, during this Defcon there are one 20 man squad of Legionaries per sector usually split into 4 5 man groups patrolling and making sure that they can react to small crimes or fights. During this time Intelligence Officers are tasked with investigations and hearts and minds operations.
Defcon 4 During Defcon 4 the 4 man groups merge into 2 so that in case of an attack they have higher chance of fighting back the insurgents instead of getting picked off. In some sectors, the amount of squads is increased to 2 as some sectors are more prone to insurgents than others. During this time Intelligence Officers are tasked with watching over helmet cams after battles in an attempt to root out who the commanders and leaders are
Submission Doctrine The Submission Doctrine is something that is used by the Spartan Divison when they have either just taken over on a stellar body or after Defcon 3 or higher, During this time there will be squads patrolling the streets never more than 30 minutes away from each other and often within 20 minutes of each other. This doctrine is also when the Ares is ready to be mobilized in 15 minutes. During this time there is no enlistment other than informants.
Raiding Doctrine This is the doctrine most used by the Navy usually, the SD Navy arent engaged in conventional navy combat where big flagships are being screened by smaller cruisers. The SD Navy fight in an unconventional way that includes hit and run attacks, ambushes and partisan operations. Usually, the navy is patrolling the belt for smaller pirate ships or smugglers until they are needed somewhere.
Shock and Awe The Shock and Awe doctrine is supposed to be employed when Defcon 2 is reached but has been used on Defcon 3 before. The main point of it is to overwhelm an enemy who isn't well equipped with heavily armored targets patrolling the streets while also having hard-set curfews arresting or even shooting people who stay out after curfew depending on if they are suspected of insurgent activity. During one incident people were starved out of their houses as the stellar body head of operations found it necessary to cut off the power and supply of food to the area so that the insurgents would have to surrender or eventually get starved out.
Police force jobs: Usually taking over the territories whole police force so that the buyer doesn't have to deal with it, therefore, letting taxes go to other stuff while paying a 1-time payment until something big happens
non official "Exports"
cheap manpower: The SD troops are bloodthirsty and loyal to the bone so if you need some men and women for a false flag attack or to start a "homegrown" militia to fight back against your occupation you should always consider SD troops
cheap mass-produced guns: While maybe not the best guns on the market spartan division has a large stock of guns so if some went "missing" no one would notice.
Raw Materials: Steel, plasma, etc. Anything that can be used in the belt factories to produce guns, tanks, armor, vehicles and building materials will be imported since they don't have any miners
(more things will be added)
The Phase 1 training facility aptly named Journey is the base used for the indoctrination of new recruits, this phase can take any time between 4 to 2 years depending on what ages are in your regiment at the beginning of the phase.
The Phase 2 training facility called "7" due to it being a 7 month period of gruesome training to get everyone to the same level, from wherever they start. The goal is to have a full regiment that arent different and if someone is ahead of the curve their main goal is to help the people behind the curve.
The Phase 3 training facility called "Hell's gorge" is the basic harsh environment training facility. It is used to give a basic knowledge in case one of the regiments get placed in a sub-zero environment or if a large scale operation will be needed in such a place.
The Phase 4 training facility aptly named "Final Stretch" is the Special Role Training phase where most people get their specialty training, this 1-month training phase is used to teach medics to medic and machine gunners to handle the machine gun.
The Phase 5 training facility isn't really a training facility since all it is is the final test aswell as the graduation ceremony for the people that pass. If you don't pass you will be moved back to Phase 4.5 where you get to redo the basic training while the rest of your "dropdown regiment" are doing SRT