Province 53 The news was dire. Roar of engines in the clouds and walking hunks of metal. While Eléane’s scouting was pretty thorough, some would still wanted more information. Information she couldn’t provide. She stood in the middle of a circular room. Once a temple of the gods of the fallen Holy Lands. The statue for each god had been torn down. Instead a chair was placed, upon which now the older, stronger War-magi sat. After her report, a mere ceremony as everyone had seen a copy of it already, was presented she took up her own chair in the circle. Once again, Alec was silent while the War-Magi among them burst into a murmur. Men and armor they could handle. But marching against a foe they did not know would be suicide. Some started to fear that the agreement they made with the Broken Empire would stretch their troops too thin. They began to suspect that this was the aim of the Broken Empire all along. But it was Alec, who silenced them: “I gave my promise to the dwarven people of the Broken Empire. I will not return on that promise! Dare not say such vile words about betrayal again.” Many wouldn’t say it to his face, but Alec Bredain had been changing the last year. He was once a gentle spirit. But the battle against the Holy Lands changed him. Made him hunger for conquest. He sat back down into his chair. Only then did a lone, small elf step forward. He was once a minor noble of the Holy Empire. Yet now elevated to the rank of Assistant Governor and left to deal with the day to day tasks within the province. His presence within the council was but a formality. Yet he would prove to be useful none the less. “If I may, great lords. These hulking men of metal. I have seen such things before. The Broken Empire used them conquer this land. Once the battle was over, I saw how they filled these machines with water.” This was good information. While the elf could not say how the things worked exactly, one could guess that the contraptions could share certain similarities.
The day of the march came once everyone settled on a tactic. Mages of water were to challenge the marching metal warriors and see if the water (and steam) within them could be frozen, so the machines would stop right in their tracks. As for the roar of engines in the clouds, nobody knew what it could be. Never the less, it was up in the skies. And even those could be commanded by magic. Thus upon the day of the march, mages began to convert the clouds steadily but surely. Over the course of days, weather examiners of Orngat, Limgar and the Broken Empire would see strange movement of the clouds. Every day they’d be pulled towards the same point. Maybe even the outposts on the border of the Broken Empire with New Engelica, as well as the outposts on the border of Limgar and New Engelica would see, in time, a dark converging storm. The people of New Engelica were reading to fight with the Mage Tempest above them.
Garrison Province 58 - 5 Units of Heavy Infantry - 5 Units of Light Cavalry - 4 Units of Magi - 6 Units of War-Magi
Province 59 - 3 Units of Light Infantry - 6 Units of Heavy Infantry - 5 Units of Light Cavalry - 6 Units of Magi - 5 Units of War-Magi
Province 60 - 2 Units of Light Infantry - 4 Units of Heavy Infantry - 7 Units of Magi - 4 Units of War-Magi
Province 55 - 2 Units of Light Infantry - 5 Units of Heavy Infantry - 5 Units of Magi - 6 Units of War-Magi
Province 53 - 4 Units of Heavy Infantry - 5 Units of Magi
Troop movement From 53 to 52 - Conquer intent - 20 Units of Heavy Infantry - 4 Units of Light Cavalry - 35 Units of Magi - 26 Units of War-Magi
From 55 to 53 - Garrison reinforcements - 5 Units of Heavy Infantry
From 58 to 55 - Garrison reinforcements - 4 Units of Heavy Infantry - 5 Units of War-Magi
Production Province 58: Magi Province 59: Magi Province 60: Magi Province 55: Light Infantry Province 53: Light Infantry
Anuria Kol’Kora urban district - West Quadrant Grunt command base Epsilon
Grunt Sergeant Alex Lagran looked down on the scraps of paper with reports on them. Walking through the long corridor of the building they seized and turning their Grunt command base. As grunts had no right to remain at the official outpost, they were sent out to fend for themselves with the simple order: Establish a military presence within the West Quadrant and await to support MSSC army. They were supplied weapons, ammo and food to last half a year and then send out on their way.
Luckily not all Grunts were fools. Alex gathered a huge chunk of the aimlessly wandering Grunt units and put them under his over-arching command. He entered a large hall, probably a dining hall, stock full of Grunt Sergeants and Corporals. He grabbed a chair and stood on it, looking over everyone. “Okay, listen up. The USVI appear to be gathering troops within Kol’Kora. No doubt the UJF will prepare to bolster their troops east from us.” The room exploded in a murmur. One Alex had difficulty silencing. Eventually the murmur died down to a little. “I am sending scouting squads out to the eastern border of this Quadrant. There will be list in the mess hall board. Dismissed.
25 minutes later A chalkboard was rolled into the mess hall. With on it, the names of the squads with their leader and troops. Alex watched as everyone gathered around it. Some looked relieved, others seemed happy and excited, and some sat down with despair in their eyes. The only thing Alex could think of was what MSSC Command Base Alpha was planning next.
@Ozerath Just saying but my missiles are extremely small scale anti-matter missiles. The explosions are not even close to nuke-like power though. But still, a full ban on anti-matter would render my advanced weapons useless. Maybe a ban on weapons of mass destruction?
Faction name: The Haldrian Might Faction type: Reactionary/Loyalist Faction leader: High-Commander Arlios Haldrian System: The Ranos System.
Holdings: Ranos Prime Utopia. Ranos Prime is a lush, terran world, just within the goldylock zone yet still close to the sun. The makes for pleasant, warm tempratures on the surface. Ranos Prime is in essence a Vacation World. Many aristocrats often come down here to their own villa's. One of the reasons of Ranos Prime's popularity is due to a more lax law when it comes to otherwise illegal, or grey-area goods. Never the less, while the law may be easy, the convictions are not. Even petty crime can be punished by at least 5 years of obligted labor.
Aer The barren moon of Ranos Prime. Lacking any atmosphere, and in a tidal locked orbit around Rans Prime, Aer was shrouded in secrecy and superstision for a long time. The fact is that Aer is a massive military base. Built for low-gravity training, simulations, grey-zone research, ship construction and other secret projects. The moon also houses the majority of the long-range system-defences. While - under pressure - the Haldrian Might was forced to give up the secret shroud surrounding Aer, it refused to seize any activity on it.
Persaus Station Persaus system used to be exclusively for miners. Yet with the steady decline of the Emire's power the military of Haldrian's Might moved in and expanded the station. The massive station now houses one of the biggest forges of Empire. The mining efforts were quadrupled. But it doesn't end there. Exstensive training rooms have been built to emulate zero gravity combat and movement. It is here where the infamous Haldrian Gladions are trained.
Taurox Jumpgate Ranos' location is still kept in some secrecy and its exact location within the galaxy is only known by a select few. Most of them members of the Haldrian Might. However, to keep traffic flowing Taurox Jumpgate was constructed. The Jumpgate itself can be reached through several simple protocols, standard within most jumpdrives. So everyone can reach Ranos without any trouble. At least, for as long as Taurox remains operational. If, for some reason, Haldrian's Might would inniate a system-wide lockdown, no ship could leave or enter Ranos System.
Lurion Station Orbiting the gas-planet of Lurion. This station supplies all the required gasses for space-construction and flight. Tactically a vital station, as without it the flighttime of all Haldrian Might's ships is fairly limited.
History: High-Commander Haldrian was an honorable general within the Imperial Navy. His many victories gave the emperor of his days great glory. Yet Haldrian himself received little reward for his victories. If anything, the man's might outside the Navy shrank as his victories continued. Eventually he was discharged, to be replaced by a young admiral. A cousin of the Emperor. Haldrian returned to his peaceful, yet poor planet of Ranos.
But he was no man to sit idly by. He was man of violence. He began to gather many of his old friends, veterans of the Navy. Each removed from their post to be replaced by some favored brad. Soon the general started his own army. While still swearing loyalty to the Emperor, Haldrian's Might became a mercenary corps. As the Imperial Navy was getting slowly but surely crippled due to inexperience of its new, young admirals, Haldrian's Might flourished. They were called more and more often into battle by systems who didn't trust the capabilities of the Imperial Navy. Now, a few hundred years later and Haldrian's Might turned into one of the most reknown Private Security Companies of the Empire.
Relations: The Empire There is an active dislike towards the powerhoarding of the bureaucrats and the Emperor. Spawned from the first Haldrian long ago. Yet the crumbling of the Empire, proof of the lethal ineffecieny, is profitable. As more and more systems prefer to pay a hefty sum for protection by a more experienced force. Haldrian's Might will let them worm in the mud for some longer, with smiles on their faces. Soon we answer to nothing but the numbers on a bank account.
Military capabilities:
The legacy to the ancient might of the Imperial Navy. Stretching a massive 4.5 kilometers long, the Seraphim-classes are the biggest, most brutal ships within Haldrian's Might Navy. The Seraphim-class was once an old ship of the Imperial Navy, showcasing it's might. But got too old and too expensive to maintain. Two of the few hulls were bought by Haldrian's Might and retro-fitted with state of the art weaponry.
Seraphim-class carriers: - The Observer, flagship of the 1st Guardian Fleet - Lumeria's Mercy, flaghship of the 2st Guardian Fleet
The fact is, grunts are no offical part of the military. Grunt is the rank you are assigned upon entering Haldrian's Might Army. They come from many systems, in search of a better pay. Grunts are given outdated armor and weapons, and often must fend for themselves. On a battlefield, only through scavanging and looting do they have a chance to survive. After a set period of service, Grunts are allowed 2 months of leave. With the option of either returning home, or 2 months of all-in paid vacation at Ranos.
Standard equipment: - MR-5 railgun - 1 zero-g manuverability suit. Minimum protection. - 1 one-to-5g support suit. Minimum protection. - 2 five nanogram anti-matter grenades.
I'll probably expand on it if more people finish up their sheets.
I'm sorry, school is killing me. And I also fear that I can't get creative enough and write well enough to keep up with the standard here in Advanced. Never the less I hope you all have a good time!