Event Name: The Battle of the Stalwalt Sun Location: Terra Date: 2.553.794.M30 Parties Involved: Legio XIII (now known as Lions Illustris), Emperor of Mankind
The Ethnarcy was a tiny nation in the Caucasus. Their enslaved psykers, mutant hordes and vast stashes of archeotech made them a looming threat. In 794.M30 the Emperor was invited within the Ethnarchy's impenetrable power fields for diplomatic talks at Cappadocia. The 4th Chapter of Legio XIII accompanied him. The invitation was a trap to assassinate the Emperor who received critical wounds from archeotech void blasters. The Custodes valiantly fought off the assailants until the Ethnarchy deployed their trump card, Nuncio Eviscero. Being a nightmarish genetically engineered cyborg superhuman with the null gene this abomination tore through the Custodes even if suffered crippling injuries. The unearthly assassin was preparing to finish his job when Chapter Master Cassiel leading the First Company burst forth.
After an intense fight and dozens of lost Astartes the weakened Nuncio Eviscerio fell and the 4th Chapter of Legio XIII along with the Emperor retreated from the battlefield. Evacuation from Cappadocia seemed impossible unless they manage to pass through the power field. The journey was arduous with the 4th Chapter facing Ethnarchy warriors on a nearly constant basis. Eventually they reached the nearest underground tunnel leading to the power field generator. There they fought hellish archeotech automatons, losing entire companies to them. As they reached the Cappadocia field generator the Emperor took the lead. Utilizing his mastery over the Immaterium he overloaded not just the warp reactor maintaining the Cappadocia field but inducted a chain reaction to temporarily disable the entire power field system covering the Ethnarchy. In the end only the Emperor, a grievously wounded Cassiel and a handful other Astartes managed to escape the Ethnarchy's clever trap.
Time was short since the power field could snap back online any time. In this time of extreme need only the XIII. Legion was availible at their full strength. Moved by the heroism of Cassiel and enraged by the Ethnarchy's treachery Legio XIII alongside the Custodes, thousands of Thunder Warriors and a million soldiers from imperial vassals laid siege to the Ethnarchy with all their fervor. The Ethnarchy put out all stops and unleashed every nightmare known and unknown to man upon the invaders. After ten hours of pitched battle on all fronts the Eugenicists commanding the Ethnarchy fell and the remaining forces were in disarray. Only the XIII. Legion stood in the glorious sunset, numbering less than a thousand. This event lead to the near-annihilation of Legio XIII yet it was also their moment of great triumph. Honoring their valor and sacrifice the Emperor henceforth named them the Imperial Suns and gave them permission to bear the Aquilla.
Name: Hyperion Aigleos Titles: The King of Lions, The Golden Giant, The Second Sun Gender: Male Height: 14'1"
Homeworld:
Planet: Hemera System: Ashvinium Sector: Vesta
Hemera is the only habitable planet of the Ashvinium dual star system. The yellow giant Sulis is orbited by the red dwarf Orcus. Also called the planet of everlasting daylight, every portion of Hemera is illuminated by at least one star. Rather than the usual day-night cycle Hemera is defined by white, yellow, orange and red shifts. It's a knight world home to House Lucienus who also also formed the ruling class of Hemera. The planet itself is under constant peril of the Orchinates, a mysterious breed of techo-biological creatures that are especially active under the pure shine of the red sun Orcus. As the former capital of the Vestan League and later the famous birthplace of Hyperion the planet underwent a rapid growth and became something akin to a Hive World while still being admninistered by House Lucienus. One of Hemera's curious elements are the extensive orbital structures left behind from the Age of Strife. Astrum Vis Conligitor, a gigantic archeotech solar collector array which got reactivated and now powers wide range of orbital structures.
Hemera is where Hyperion grew up yet his seat of power was relocated to the artificial fortress-moon of Heliopolis. Used to be an abandonned archeotech megaconstruct found by Hperion he eventually made the artificial planetiod the new capital of the Vestan League and later the Vesta sector. The surface is dominated by defensive emplacements and sprawling hive cities, having untold miles of ceramite and plasteel as their foundation. The middle levels on the other hand feature an artificial ecosystem with vegetation-rich soil, hydrophonics and residence for the affluent. Some of these levels also act as the Lions' personal training grounds ranging from exercise places to wildernesses made to simulate dangerous environments. The innermost levels are the heart of Heliopolis, featuring engineering rooms and wide range of technological marvels which needs constant care from a legion of Techpriests. Though has its own power source and even capable of erecting void shields Heliopolis is incapable of locomotion, limited to only maneuvering engines needed for orbit corrections.
Appearance:
Hyperion is a statuesque person known to possess an imposing physique even by Primarch standards. He's known to have auburn hair but occasionally it can change anywhere between the shades of platinum blond to deep crimson. His piercing eyes have a sky blue tint but they can be also overtaken by a golden glow. His well-kept mustache is an iconic part of his face. In terms of body shape Hyperion is known for his wide shoulders and frankly overdeveloped upper body. Even compared to his already towering stature his chest rivals that of an Astartes Dreadnought. Even moreso than the other Primarchs he has a difficult time to go through narrow spaces. Hyperion usually needs transport custom fit for his dimensions in order to board them. His brass colored shining armor is accented with blue, its high polish often makes Hyperion a truly radiant giant. Its multi-scaled construction rattles with a distinct melody which broadcasts his approach.
Personality:
Hyperion is a boisterous yet entirely dignified giant of a man. He's warmhearted and generous person who approaches others lovingly even if he keeps them at arms length. Hyperion rarely uses indoor voices and wherever he's the place almost resonates of his presence. And yes, he has a superiority complex. He consider himself the pinnacle of humanity and second only to the Emperor. There's practically no end to his confidence and he remains positive even when facing grave adversity. Hyperion doesn't look down on other people yet he does pity them for their inferior birth. This extends even to fellow Primarchs, although Hyperion would never make this apparent. Given his complex it's given that Hyperion has a constant desire to prove himself and reaffirm his place in the world. He loves challenges and competitions, sometimes even treating combat like a game. He is a gracious loser who treats failure as something he could learn from to be closer to his ideal self. Hyperion is honorable and dislikes unfair challenges that favor him. On the other hand he is not repulsed by the other side trying to stack the challenge in their favor. He believes the increased adversity and stacked odds only give him more to strive for.
His life philosophy is rooted in texts of Hemeran sages, the so-called Inner Sun Theorem. According to the sages one's inner bastion can be likened to a blazing sun which enriches their life. One has to identify their own sun and kindle it to true radiance. Like the changing shifts of Hemeran day cycle, one's sun has many faces. Discovering new faces to one's sun lead to fulfillment. Hyperion has found many faces to his own sun yet the most radiant facet of it all is the Emperor himself. As the very personification of his sun he serves the Emperor with almost blind faith. Hyperion considers the Emperor the only person worthy of his devotion and unconditional trust. In addition to following this difficult yet dignified path he made sure to teach his interpretation of the Inner Sun Theorem to his own legion and even government officials he had particularly lasting relation with. Hyperion has firm beliefs yet he does not force people to share them. The essence of the Inner Sun Theorem is about self-discovery and Hyperion follows this almost religiously.
Skills:
Hyperion is a mighty warrior known to fight with unparalleled ferocity. Like a whirlwind on legs the giant's swings mow down masses without leaving options to approach him. His bulky build may not make him the fastest warrior but the sheer strength behind each blow leaves no room to exploit before the next strike comes crashing down. Upon analysis the reason behind his whirlwind nature becomes apparent, he never strikes with his full power. Hyperion has an overdeveloped upper body which grants him phenomenal strength even from his arms alone. He does not need to strike with all his might. Nor it's wise for him to do so. Hyperion's body is unbalanced with his huge upper body being barely supported by the comparatively smaller legs. He has a weak foundation and must hold his strength back to avoid being caught flat footed. If he were to deliver strikes with his full strength it'd be devastating yet it would also give a massive opening for his enemies to exploit. Thus Hyperion must fight conservatively. This is the curse of his inhumane strength. On the outset Hyperion may appear to be a simple fighter who relies on their pure muscle to overcome obstacles yet deep down his technique is refined and very nuanced. Normally his body build would make Hyperion a questionable duelist but combined with his unique style he can actually dominate in mock fights against his fellow siblings.
His imposing body and boisterous confidence also lead room to charisma. He's an awe-inspiring figure whose presence and words could be like something spoken by a fierce god. He's a dignified and glorious leader, always capable of commanding respect. Be it in governance or out on the battlefield, Hyperion is a person who could rally people behind him. He may not be the best speaker, nor an absolute genius in tactics but those he interacts with burn with fire likened to thousands of suns. He isn't perfect, nor he pretends to be such. Yet his men cannot help but admire Hyperion, viewing him as their ideal. His faults don't mar this radiant existence, rather complement it.
For those unfamiliar with Hyperion outside his reputation may be surprised to learn this shining giant does not merely revel in war. Hyperion derives the most enjoyment from seeing his work in its destined glory. He's a builder, both of wondrous crafts and whole nations. He has a keen eye for management even if he prefers to leave the paper work to his subordinates. He has eyes to see greatness in people and nurture that to fruition. He likes to surround himself with great people rather than trying to take on a task on his own, appointing the right men for the right jobs. All the while Hyperion is open to new experiences, always ready to improve.
Assignment Grade:
Alpha-class Psyker Hyperion is a massively powerful psyker, taught by multiple disciplines even if never mastered any. His most famous ability is the so-called "battle aura", a mysterious instinctual forcefield which reinforces his body, protects him and can be even expelled as raw psychic energy. When his battle aura is at its height Hyperion's body grows while his muscles bulge even further. More importantly his unseen aura bursts into psychic flames and his body radiates dangerous heat. Obviously maintaining high levels of aura and using large amounts of psychic energy will tire Hyperion out hence needs to use this in moderation. A psyker's mental fortitude can fluctuate but for Hyperion this is extreme. His beliefs are rooted in the Sun and he's remarkably weaker during the night. Conversely his power rises dramatically during the day and reaches its plateau during the noon. It's said that Hyperion is second only to the Emperor during the noon. When the Sun shines the brightest, he is the most radiant.
Hyperion had learned psychic arts from multitude of places yet his foundation originate from his mother, Agamadea's witchcraft. This unconventional method straddles the line towards sorcery yet never quite passes it. Her mother may had been a sorcerer but Hyperion possesses the iron will to resist the charms of tainted power. One of his unique abilities involve the absorption of raw heat and radiant energies, turning these sources into his personal power. For example he could breach plasma reactors and use them like batteries. Very rarely and with preparation he could also convert some weapons fire into power but this is far less reliable. Aside from that he inherited some of Agamadea's healing talents and has relatively decent expertise with elemental fire or setting up psychic wards. As a psyker he also has premonitions on occasion as well as the capability to communicate telepathically. Yet as far as proficiency goes neither of these are Hyperion's forte.
Wargear:
- Tuagh Solais: One handed axe crafted out of Nemean Lion's very heart. A massively powerful force weapon imbued with Nemea's mysterious xenotechnology. Like any force weapon Tuagh Solais stores, amplifies and directs Hyperion's psychic power which makes it very handy both for combat and also controlling his innately large psyker potential. Tuagh Solais is famously so powerful any mortal it cleaves burst into flames from the raw immaterium. When fully charged with Hyperion's psychic powers the axe is known to be an immeasurably destructive device. Bound to Hyperion the axe at times appear as if it has a will on its own. For example once struck in the ground only Hyperion is worthy to lift it. The axe also flies back to Hyperion once he had thrown it, be it however many miles.
- The Promethean Gauntlet: A giant power fist worn on Hyperion's left. The main body is made of auric-adamantium alloy, the only material assured to never break under Hyperion's strength. Its sheer size allows the gauntlet's wrists to hide a trio of Lastrum Bolters. Over the years the gauntlet was adjusted and upgraded by multiple artisans and even Hyperion himself. The current variant holds only one of the original Lastrum Bolters, a Volkite Blaster a Nova Projector. Power is supplied by a Nemesis Force Bracer replacing the comparatively weak generator and turning Hyperion into the gauntlet's battery. The end result is a very versatile equipment which can be used at all ranges and could even temporarily project refractor fields for protection.
- Orichalcum Scale Mail: By using an extract made from slain Orchinates to cure the steel they can create Orichalcum. The process is labor-intensive and requires a supply of Nemean beast carcasses. In addition the Mechanicus only gave provisional sanction to its production. As a result only Hyperion has permission to wear armor made of this new material. Orichalcum is about on par with high quality personal armors yet when it comes to maintenance the Orichalcum scales are easy to replace even in the middle of the campaign. Another important feature is that they react to Hyperion's psychic power, allowing them to stretch and enlarge as needed to follow the Primarch's temporary size changes. The armor is kind of heavy, almost twice the weight of artificer armor yet provides the same protection. The scale armor flexes better than solid breastplates which gives him a modicum of speed yet also tires him faster, turning Hyperion into a deliberate and well-contained tornado of power.
Weaknesses:
While Hyperion is well-known for his might he also has some less-known yet still understood weaknesses. For starters his imposing physique has a sorts of Achilles heel, it's largerly unbalanced. With the combination of restrained strikes and psychic assistance he manages to keep himself upright but in case he'd need to deliver a strike with all his power it'd unbalance him enough to take painful seconds of recovery. More skillful fighters may also take advantage of his comparatively weak legs to rob Hyperion from his anchor to the ground. Of course the King of Lions may expect your trick but this doesn't change the fact he has a physical weak point in a sense.
His second famed weakness is psychological in nature. He grew up on Hemera of the everlasting daylight and developed a philosophy rooted in the sunlight shining down upon him. As a consequence he feels weaker when caught in the darkness. Depending on the extend of dark and the length of exposure this could sap his strength considerably. Although this weakness is only psychological and Hyperion has shown to occasionally harness alternative sources as his "Sun". The Inner Sun Theorem considers everything that gives meaning to a person their "sun" and by that extension Hyperion considers the Emperor his ultimate sun which always shines upon him. In case he's in a bind Hyperion can use his faith as a sudden burst of power although this forced state may not last indefinitely. Overall it's a wise advice to not poke the Lion unless you are prepared to get burnt.
Biography:
Early Life Hyperion's capsule drifted to Hemera of the everlasting daylight. His foster parents were the witch Agamadea and the giant mutant Phoronestor. While abominations by the Imperium this pair seemed to be an exception to the rule. They were of upstanding character whose corrupted nature made them ostracized from society. Hyperion spent the next 10 years in the wilderness. He slept among lions, foraged food, competed with Phoronestor and taught witchcraft by Agamadea. Eventually he had learned of his foster parents' sacred duty: they were guardians watching over a wellspring of immense power. The energies of the well permeated the forest which attracted Orchinates and unsavory individuals alike. Once old enough to fight Hyperion patrolled the forest alongside Phoronestor to ward off trespassers. This is around the time when he met Lykourgos the Great, esteemed errant knight. Hyperion mistook the knight for a malicious individual and attacked him, only to be disarmed and forced to yield. Realizing the youth's potential Lykourgos then offered to train him in knightly arts and promised to warn every soul to avoid the woods. The friendship between these two lasted a lifetime. Yet this serene and almost idyllic situation soon shifted for the worse. Agamadea became ill, afflicted by the strain of suppressing the well for so long. Without her input the power of the well only increased, drawing in hordes of Orchinates on the weekly basis. Worse, the forest began to take up frightening shapes and the once peaceful animals gone crazy. One day a horde of unparalleled size assaulted the fortress lead by a giant Orchinate resembling a lion-chimera. They battle was hard fought but the exhausted Phoronestor could not vanquish the lion. With all hope lost Agamadea used the last ounces of her power in a heroic struggle only to end up within the lion's maws. Hyperion just barely escaped with his life yet swore revenge.
Facing the Nemean Lion The forest of Nemea soon became a new nest of Orchinates and the once huge lion-orchinate turned into a borderline invincible beast of colossal size known as the Nemean Lion. The delicate balance between knights and orchinates broke immediately and numerous villages fell prey to the beast's ire. Even when the combined might of the noble houses gathered to face this creature it only produced a standstill. The Nemean Lion was seemingly unstoppable. During this time Hyperion was a wanderer who slowly elevated to the status of a folk hero. He was neither a knight nor a noble, only an enigmatic commoner who fought beasts. Four deadly years passed under the crisis in which time Hyperion's might and skills only grew. With his preparations complete Hyperion was determined to end the Lion of Nemea for once and for all. Hyperion approached the lion's lair, the resting place where the colossal orchinate is kept away from the White Sun Sulis. Carrying an arsenal of mighty weapons Hyperion began his ambush. Yet the creature proved to be beyond his wildest imagination. Weakened as it were the beast still seemed impervious to all mortal means of harm. The fight went on for long hours during which every single one of Hyperion's equipment broke down. He had nothing left. Yet his concentrated efforts managed to break off one of the lion's claws. Capturing his price Hyperion took it for the exit, still chased by the lion. Even if by instinct the Lion of Nemea knew if it loses sight of Hyperion it'll die. The Primarch was counting on the beast's tenacity and so a 7 day long battle of attrition ensued. Hyperion will strike the beast with fervor during the White Sun and will hide in shelter during the Red Sun when Orchinates at the height of their power. Both sides were at their wits' end when the lion's impenetrable armor finally gave out. Using every last ounces of his power Hyperion leaped forth and delivered a vicious series of blows, ending the lion's reign of terror. With the beast vanquished the creature lost its form, turning into a massive puddle. Within the center of this puddle Hyperion saw a pulsing organ, the lion's heart. More than that Hyperion had recognized the wellspring's power. Using the strange amorphous material Hyperion then forged his legendary weapon, Tuagh Solais. [To be continued...]
The Meeting:
TBA
LIONS ILLUSTRIS
Official Name: Lions Illustris Other Names: Suns of Hyperion, The Lion's Pride, The Lion's Legion Old Names: Imperial Suns, Nova Vanguard, Astral Claws, Bronze Dragons, Celestial Champions Legion Number: XIII Primarch: Hyperion Aigleos Legion Strength: exactly 120,000 active Legionaries at all times Warcry: "Praise the Sun!"
Armour Appearance:
Lions Illustris are known to possess the largest supply of Mark II armors. The early cooling issues of the Maximus Armor and the Lions' traditional views made the upgrade unpopular and instead the Vestan armorers began modifying old equipment to meet the new standards, named Mark IIa. This introduced new ceramite plates inspired by the Mark IV, rearranged cabling to reduce exposure, replaced old systems where appropriate and numerous other minor alterations. These changes were quicker than producing new armors but still have drawbacks compared to just equipping the new Mark IV armors thus it's unpopular with other legions. The Lions are easily recognizable for their shiny and highly polished brass and bronze colors, meant to represent the Sun. For more visible accents they use neon blue metallic paint which gives them a will-o-wisp visage while illuminated by fire. While advanced sensors render typical camo pointless there's something to be said of the bravery of the Lions to brandish shining equipment easy to see even with the naked eye. And to be watched they shall. Their old Mark II power armors are known to be highly customized and often feature decorations to awe people.
Legion Characteristics/Ideology:
The Lions Illustris recruits exclusively from Sector Vesta, Hyperion's own realm. As part of the Tithe every male child is mustered in the sector, seeing if they could offer worthy candidates. Those found worthy will be taken to Heliopolis at ages as early as 6, welcome to the Brotherhood of Sun. Unlike most the Lions' geneseed is preferably implanted in the preteens, leaving plenty of time for growth. During this time the children candidates undergo training, education and constant tests. Aside from learning to be better soldiers they are also taught Vestan arts and philosophies, craftsmanship and skills that are commonly associated with Hyperion. Many of the tests themselves are in a sense recreation of Hyperion's deeds. Of course with such standards not a lot of candidates succeed becoming full Astartes but depending on how far they got these individuals from the Brotherhood of Sun could achieve various heights of prestige in Vestan society. Unlike for many other legions the Astartes also retain their memories and has a vague yet existing connection to their old families.
The Lions Illustris are warrior poets who value both martial prowess and wisdom. They consider life a journey to self-perfection and their ideal being Hyperion. While many Primarchs have strong personal cults what Hyperion established is very much over the top. Lions are nurtured to be staunch atheists but they view their Primarch almost like a walking deity, their unquestioned Sun. They are constantly inspired by Hyperion and consider his words to be law. They all groom their mustaches in the fashion of their Primarch and some even dye their hair or change their appearance in other ways to resemble Hyperion.
Lions are rather sociable yet also keep outsiders at arms length. They are considered prideful yet not unreasonable. Many are eager to compete yet not afraid of actually losing. To them a defeat with the knowledge is almost more valuable than triumph. Yet this changes completely when it comes to the legion as a whole. While the individual legionary is brimming with optimism the entire body of the legion has a certain reputation which they must maintain at all costs. As a group the Lions Illustris struggles with a centuries old superiority complex. They must be better than anyone, the alternative is almost unthinkable. On a good day this could serve as a sorts of inner fire, galvanizing all the legionaries to action. Worst case scenario their wounded pride could send the Lions into an unexpected frenzy and they are willing to do almost anything to remedy it.
Legio XIII's heroics began during the Unification Wars which earned them the name Imperial Suns. Conversely they lost almost their entire legion and recovery took over an entire century. During the first years of the Great Crusade they saw no action and rather posed with various authorities as honor guard. Frustrated by their idleness they were renamed Nova Vanguard and undertook special missions which required swiftness and precision. Of course this didn't satisfy the warrior hearts of Astartes and they have striven for more. By 824.M30 they grew to seven chapters and renamed Bronze Dragons. No longer hiding in shadows they brandished shining bronze armor and were feared as methodological assault specialists. In 842.M30 the legion reunited with Hyperion and using his genes Legio XIII soared up in size.
In 850.M30 they earned the name Celestial Champions with the reputation of undefeated elites. This of course was a fabrication and in effect the Champions were just ordinary Astartes of an under-strength legion. Yet the myth prevailed through artificially low numbers, careful choice of only "worthy" battles and manipulation of records to highlight the Champions. Legio XIII always had a superiority complex but during their time as Celestial Champions this behavior peaked completely. Of course this didn't last forever and they were forced to participate in the Second Rangdan Xenocide. The conflict was a dreadful meatgrinder and the Champions fell like any Astartes. Though records imply superior performance of losing only 10 chapters the truth got laid bare for the Legionaries, breaking their confidence. With moral at its all time low Hyperion's sons faced a colossal crisis. They were "saved" in the last minute by xenos invading the legion's heartland in Sector Vesta. They left for the other end of the galaxy and defeated the aliens in a long yet glorious skirmish. In the conclusion of the war Hyperion made his famous "You are all lions!" speech which lead to their current name, Lions Illustris.
Hyperion's geneseed is known to be stable and does not interfere with any of the implants. That being said this is only if fairly specific course of recruitment is followed. For starters geneseed implanatation must happen at early age, preferably before 8. Second, the recipients need 2-5 years of incubation period which is followed by a painful transformative process. During these points many of the recipients could fail to pass and may wash out from the program early. Worse, if they are unprepared the process may even kill them. As such extensive care is needed to groom these individuals to the right state.
As for quirks the most notable peculiarity is the Lions' infravision. This allows them to accutely discern heat sources and even use it as a simplified IFF between brothers which is indiscernible for others. This also influences their view on flames which they find beautiful. Their acute senses allow them to almost see better in the midst of blazing infernos rather than be overwhelmed by it. Another less explainable quirk is what referred as Incarnation. The exact reasons for why is unknown but Legionaries can gradually turn to resemble their Primarch more. Some claim it has to be spiritual, through aligning one's soul with their progenitor. Others think it's down to physical compatiblity. Either way a number of Legionaries experienced this to various degrees. This can appear in growth spurts, facial resemblance, acquiring skills they never possessed before or in the most rare cases even psychic awakening. The process is gradual and could stop or restart at any moment. Some may only grow a few inches taller while there are extremely rare cases of Marines becoming 10 feet tall. Incarnation is a mysterious yet welcome phenomenon among the Legionaries and soon accompanied with said individual climbing the Legion's social ladder.
Favored Tactics/Battlefield Role:
The Lions Illustris is considered an assault focused legion which methodically tears apart their opponent. Most of their equipment is colored in highly polished brass which denies camouflage for sheer intimidation factor. They put the enemy forces into disarray before conducting precise and timely strikes to collapse the enemy's ability to fight as a group. To do this they gather lot of intelligence and give fair degree of initiative for individual squads. They rarely fight in full strength, preferring to keep reserves in such state they could be deployed rapidly. The discipline of the Lions is perhaps their most remarkable aspect, able to coordinate to such degree the enemy has little time to adapt. Their flexible chain of command further capitalizes on this, allowing them to mix and match soldiers from different units when necessary. For example they can immediately merge two under strength squads or even chapters which then would continue the relentless assault. Alternatively they can absorb reinforcements rapidly as if the unit never suffered any loses, a characteristic they share with the Immortals. The Lions Illustris rarely attacks from the same direction as other forces of the Imperium. It's believed that the erratic nature of other armies would only disrupt the Lions' own maneuvers. The only exception are Solar Auxilia and Questor Imperialis from the Vesta sector who trained alongside the Lions.
Equipment-wise the most obvious quirk of the Lions is their preference for fire. They have a large stock of Volkites which they maintain excellently. This allows them to carry Volkite Charger as their standard weapon rather than the Bolter. Be it flamer, volkite or melta it's likely the Lions use an obscene amount of them. They associate the flames with the Sun and are outright exhilarated when surrounded by fire. Their own craftsmen and rock-solid relations with the Sollex cult of Mechanicum also provide them with some weapons unique to the legion. Most notably the Drakon Casters that can expel their content of Prometheum either as tongues of flame or intense streams of Melta. In melee the Lions chiefly use their Labyris, a more compact chainaxe distributed for all legionaries. On the other hand the artificial gravity of Heliopolis makes grav-vehicles unstable and as such the Lions Illustris uses little if any hovercraft due to the poor training environment.
-Labyris: A relatively small type of chainaxe that hangs off the belts of every Lions legionary. It has a short handle of only 60-70cm, ending in a relatively small head and compact power source. Labyris originates from Hemera's knighthood and the weapon is compact enough to be wielded by ordinary humans. Their smallness makes them easy to carry and they are the universal melee weapon among the Lions Illustris. The short chain spins the diamantine teeth at literally blazing speeds, often producing sparks and orange glow. The weapon is resilient enough to block other chainswords and bites into armor better. On the other hand the ordinary chainswords do a meaner damage so Labyris requires more finesse. As a backup and utility tool the Lions still use high-quality knives albeit of more modest size (35-40cm) referred as combat daggers. In spite of their smallness their tapered monomolecular blades make them into really effective stabbers.
- Labyris Varys: A larger variant of the compact Labyris chainaxes, designed for heavy melee combat. It's 150cm long with long guard-rail protecting almost the entire shaft against glancing blows. In comparison the head is relatively small and sheated within a pair of monomolecular blade sections. The idea is that the conventional head delivers the impact, biting into the armor after which it is pushed back thus allowing the chain teeth to grind through the target. This combination gives the weapon remarkable performance against armor, albeit a bit tricky to handle. Thanks to the great strength of Astartes it's possible to wield a Labyris Varys in one hand, although both hands are recommended for delivering the most powerful blows. As such it's more common to combine the Labyris Varys with a combat shield.
- Sollex Pattern Power Weapons: Sollex is a sub-cult of Mechanicum found within the Vestan Sector. While not sharing the Vestan beliefs they are similarly obsessed with light&heat related studies to understand the Sun, regarding each other as kindred spirits. Sollex power fields are unique in their blazing quality which vaporizes rather than disrupt matter and known to coat the weapon in a visage of flames. Sollex powerfields are less stable and hence are only recommended for weapons where the field covers less than half the weapon surface. Axes are common but they also produce various hammers and maces where the field only intensifies at the moment of impact. One such example is the Sollex Morning Star, usually a one-handed mace with ball shaped head protruded with numerous triangular spike blades. The weapon's Sollex power field explodes on impact while the remainder of the energy helps the spikes to punch deep into the target. Thanks to the power field the spikes are never stuck and they tend to explosively vaporize flesh or even metal in their immediate vicinity.
- Dawnbringers: Two-handed power weapon resembling pollaxes wielded by ancient knights. The weapon is a sophisticated mixture of a Sollex powerfield generator and a Volkite Caster. It can hack like a power axe, thrust like a power spear and bash like a power mace. While there are weapons excelling in each of these roles better than the Dawnbringer the combination what makes this a truly remarkable weapon. The Volkite Caster itself is built into the shaft and perfectly in line with the weapon. It lacks aiming devices thus less useful as a ranged weapon but it sees excellent use during combination attacks. As the blade tears through the target or the spike punctures the armor the user can unleash a point-blank Volkite blast to incinerate the vulnerable internals. Obviously the proper use of a Dawnbringer requires immense amount of skill and even more practice thus only Champions and similarly accomplished fighters are allowed to use them. This and the fact the Dawnbringer's successful swings can incinerate people like Hyperion does with Tuagh Solais means the mere appearance of these weapons commands adoration and respect among the Lions Illustris.
- Drakon Weapons: A complex yet ingenious weapon uniting the features of Flamer and Melta type weapons, making use of the fact both relies on the same source of prometheum fuel. The end result is a somewhat bulky but versatile weapon of questionable origins. According to the Sollex sub-cult the Drakon weapons are entirely canonical, assembled based on STC fragments while filling up some of the blanks. In the eyes of the Mechanicum as a whole it's to be decided thus only the Sollex sub-cult, Lions Illustris and House Lucienus are authorized to make use of such weapons. There are three main variants: Drakon Caster, Drakon Projector and Drakon Siege Array. Being the smallest the Drakon Caster is essentially combining Hand Flamers with Melta Pistols in effectiveness, lacking range but decently portable. Drakon Projectors on the other hand are bulky heavy weapons that equate Melta Guns and Heavy Flamers. Lastly the vehicle exclusive Drakon Siege Array functions both as a Multi-Melta and Inferno Cannon. The multi-functionality obviously adds bulk and complexity thus they aren't a perfect replacement to their parent weapons. Still, the added convenience is decently useful for the Lions Illustris.
- Melta Beamers: While Drakons were merely something Sollex improved upon the Melta Beamers truly bear their handiwork. Using a long acceleration tube and ionizing lasers it allows the searing hot streams of fusion matter to retain their potency for greater ranges. The first product was the Inferno Rifle which shoots fusion streams for many hundreds of paces. While not an anti-vehicular weapon its power is sufficient to breach most personal armors. Next they developed the Thermal Beamers, a type of Melta Cannon with dramatically increased range. Melta weapons usually have a niche for very short range punch against hardened targets but the beamer technology broadened these horizons. For now the Melta Beamers are still under Mechanicum evaluation thus only the Sollex sub-cult and their typical affiliates are using these.
- Sabre Strike Tank: While most legions utilize them the Lions are especially fond of these small vehicles which seems to thrive in assault. While not particularly well-armored they are fast and carry hard-hitting weapons. Aside from the usual loadout of Volkite Sakers and Neutron Blasters the Lions also install them with Drakon Siege Arrays which allow the Sabres to pretty much melt their way through any opposition or belch out massive tongues of flesh-boiling flames. They also have the Sabertooth Recon Tank which uses the same chassis but replaces the heavy weapon with Auspex and has a top-mounted heavy weapon turret as its sole armament.
- Arquitor Bombard: Sabre with even heavier ordinances mounted backwards for higher stability. They are called for close artillery support and the Lions have a few unique munition types for them. Spicula for example could equip Phosphor Warheads which cover large swathes in unquenchable fire to deny entire hive blocks from the enemy. Morbus meanwhile has the limited option to load Nova shells which contain their own melta core for overwhelming effect.
- Predator Eradicator: Medium tank which mounts a Drakon Siege Gun instead of the standard autocannon turret and usually carries a pair of Volkite Culverin sponsons into battle. It's meant to be a frontline vehicle thus outfitted with reinforced front armor and flare shield. They are meant to excel in assaults where they melt bunkers, tanks and fortification alike while the flame thrower function allows them to ignore cover.
- Wolfram Lykaios/Skoll: More obscure variants of the Wolfram MBT these tanks enjoy quite the popularity among the Lions Illustris. Lykaios replaces the Battlecannon with the more arcane Volkite Demi-Cannon and has a hull-mounted Volkite Demi-Carronade (short range gun that incinerates all in its way regardless of obstacles). Wolfram Skoll features a melta cannon and melta siege array for evaporating all obstacles although the Lions utilize the more exclusive Sollex Pattern. It uses a Thermal Beamer (which has more than twice the range of Melta Cannons) and a Drakon Siege Array (which also doubles as a flamethrower). The Sollex Pattern is more versatile but requires more frequent maintenance from specialists. This does not deter the Lions Illustris to utilize them in almost every battle.
- Hemeran Lions: Native beasts of Hemera these creatures are renowned as noble pets and loyal partners. They possess sharp claws and fangs which could tear through even metal and their thick hides can be surprisingly resilient to weapons. Hemeran Lions exist in various breeds and their ferocity combined with their unusually high level of cunning meant they also found utlity as weapons of war. Hemeran Lions are organized in prides and commanded by an Astartes Pridemaster.
- Lion-Knights: Hemeran Lions that grow to giant proportions (Dire Lions) can function as mount for Astartes. These beautiful creatures only accept a select few who forged strong bonds with their respective Lion. These so-called Lion-Knights are well-decorated elites who literally charge into the enemy lines using their power lances and the fiery breath of their Dire Lions. Though not so fast compared to jetbikes the Dire Lions are very nimble and could climb and traverse terrain normally difficult to reach with vehicles. They almost always strike from unexpected angles and without leaving time for the enemy to prepare.
- Sky-Dragoons: A term used in reference to the Lions' own type of jump infantry. Their main duty is to spew fire and send enemy units into chaos. They wield Drakon Casters, a short-ranged weapon uniting flamer and melta functions. Said weapons can be put on mag-holsters during close combat where the Sky-Dragoons employ a wide range of melee weapons. Every fourth squad may even eschew Drakons for various power weapons, heightening their close combat prowess. Sky-Dragoons are meant to attack locations that normally are difficult to approach and quickly put them out of commission. The combination of flames and heavy-hitting yet point blank ranged melta means they could immediately accomplish their primary objective after which they engage in close combat and prevent the enemy to recover.
- Shieldbreakers: Lions' own version of the Breachers. They wear reinforced version of the Mark III power armor rather than adopting the boarding shield. Though this doesn't provide the same defense it means the Breachers of the Lions Illustris are more nimble and have more decisive actions rather than just holding up in a firefight. Rather they use relatively heavy weapons like the Labyris Varys or torrents of flames and melta via Draken Casters to eliminate threats. While the core of the Shieldbreakers are assault veterans their main bulk is composed of the so-called "forlorn hope", shamed individuals who try their hardest to restore their honor in such grim battlefields. Shieldbreakers are heavy assault infantry who carry twice as much equipment compared to their peers and are expected to lose quadruple the count. They aren't meant for prolonged combat but they are quite dashing when seen in the fight. With the advent of Tactical Dreadnought Armor the Shieldbreakers really only seem as cannon fodders, meant to add more bodies since equipping entire chapters as Terminators is costly.
- Eclipse Watch: Elite recon troops and also special agents whose history dates back to the Legion'a formative years. They wear midnight black armor with symbol of the Nova Vanguard and lead by veterans from Terra. Tactics wise they share more with the Night Watch than the rest of the Lions and viewed somewhat as outsiders. Since the leadership is Terran from the early years of the Great Crusade this isn't that surprising. In terms of battlefield role they are the scouts, seekers and secret agents of the Lions. Their midnight black armor is outfitted with cameloine to meld into the surroundings and they wear customized Mark II armors to be the most silent. They prefer to act alone in support of the larger legion and even Hyperion at times finds them difficult to control.
- Saturnine Pattern Terminator Armor:The Mark II Tactical Dreadnought Armor "Saturnine" was in a fierce competition with the Mark II, later known as the popular "Cataphractii Pattern". Those involved with the development of the "Saturnine" soon migrated to Vesta and kept refining the armor rather than work with the Mark III. As such the Forgeworld of Sollex eventually became the Saturnine Pattern's primary maker, although the low numbers meant they chiefly produced Terminator armors for the Lions Illustris. Defined by its giant pauldrons that make up a hemisphere the Saturnine Pattern is robust with practically no weak points at the front. The shoulder pads hide auxiliary generators and combined with the suit's sheer bulk it can support a wider range of functions. The drawbacks are in its size, agility and vision. Though the Saturnine pattern has even more limited vision than the Cataphracti the Lions Illustris learned to fight in groups to cover that. The lack of upper arm movements may be restrictive at first but given the sheer strength of the Saturnine's servos it actually doesn't limit melee combat. The top part between the two pauldrons can also house various special weapons. There are two variants, normal and fire support. The normal variant houses weapons that are fixed to a forward arc and usually house weapons like Phosphor Launchers or other special munitions deployment measures. There's also a bulkier option where the suit houses an semi-automated turret thus allowing the Saturnine to lay down fire from any directions. This makes the Terminator a literal walking tank and even carrying autocannons or stripped down lascannons is not outside the possibility. On the other hand the "fire support" optimized Saturnine misses the main purpose of a Terminator which is to lead assaults. Yet just as the Deredeo Dreadnought there are some situations where a turreted Terminator is just what you'd need.
- Phoenix Guard: The elite of the elite, these 120 individuals are selected from the best of the Lions Illustris. Each of them bears title named after the 120 competitions Hyperion fought against the Emperor. They are usually picked from the Legion's champions and if a Phoenix Guard falls, another takes his place. They wear artificer armor embedded with Orichalchum scales gifted by Hyperion and they act as his personal retinue of bodyguards. Their weapon of choice are Phoenix Halberds which are actually Force Chainaxes with each teeth extracted from the psycho-active Orchinates. Though the majority of the Phoenix Guard aren't powerful Psykers they have training to exercise their power in groups and support Hyperion in combat. As sidearms the Phoenix Guard usually carries Volkite Casters on their off-hand wrist and may even replace that for Inferno Casters or similar attachments if necessary. Phoenix Guards are also remarkable for their height as they are rarely shorter than 8 feet and may even approach 10 feet on occasion. This is thanks to that without an exception all Phoenix Guards have experienced high degree of the Incarnation phenomenon.
- Magius: Effectively the Librarians of the legion who are taught somewhat differently from the norm. Magius are heavily influenced by Vestan clergy, white wyches and Hyperion's own experiences. They are a relatively new addition although psykers to some shape were always present in the legion. Magius do maintain cordial relationship with the Librarius department but they aren't strictly part of it.
- Skald: A role which is akin to the Chaplain mixed with duties of Remembrancers. Skalds are warrior poets who record the legion's deeds, craft songs and generally uphold the legion's spirit. They are also somewhat heavily involved with propaganda and partially responsible for the legion's penchant for twisting records to their favor. Each Chapter usually has 3-4 Skalds.
- Legatus: High-ranking member in the Legion. They aren't neccessary the strongest of the legion but they are people of strong character with leadership skills befitting their position. They are effectively people who are second only to Hyperion and in his absence the words of a Legatus are the words of the Primarch himself. Legatus is a title to be earned and unlike most position their numbers vary. Legatus aren't neccessarily required to lead a battle and at other times more than one Legatus could be present. At times like these disputes are resolved through prior discussions or even casting a vote.
Dramatis Personae:
Lykourgos, The Younger: Son of Lykourgos the Great he's one of Hyperion's closer confidants. Being too old to undergo the full Astartes process he only carries portion of the Space Marine enchantments but regardless a valiant fighter and worthy to stand beside Hyperion. Currently he's tasked with the protection and governance of Vesta during Hyperion's absence.
Escanor the Giant: Towering Space Marine and one of the mightiest among the Phoenix Guard. His imposing 10 feet height and customized Saturnine Terminator Armor renders him a complete juggernaut, a champion who's said to never lose during the noon. Hyperion is impressed by Escanor's prowess and personally spars with him on occasion. As mighty Escanor might be he's hardly wise and known to be somewhat bullheaded.
Brother Cassiel: Venerable Dreadnought serving the 13th Legion for over two centuries. He fell during the Unification Wars after saving the Emperor's life. In return for his service Cassiel became the first ever Astartes to be entombed within a Dreadnought sarcophagus and he loyally serves the Imperium even to this day. The procedure was experimental and compared to other Dreadnoughts his mental state is in a constant flux. One moment he's sharp as he were in life when another time he's hallucinating and relives visions of the Unification Wars. In such fantasy state Cassiel usually grasps his surroundings but reimagines them as other characters. Orks may become techno-barbarians, he starts babbling terms nobody understands anymore and his actions take a strange turn. This usually doesn't degrade his combat prowess, may even provide him with newfound fury. Yet for fellow legionaries this is a sad reminder of Cassiel's broken psyche.
Relationships:
The Lions Illustris are a popular legion and their tales spread across the Imperium. They are considered noble and powerful which is exemplified with their towering Primarch. They are borderline idolized by the masses and considered the very example of what the Astartes should be. As the Celestial Champions they strived for universal appeal but since their reorganization to Lions they bravely show what makes Legio XIII unique, only to awe the people further. They are considered heroes and if possible Imperial censors are even more zealous to strike at sources attempting to beschmirk their name. Criticizing Astartes is already a crime which may result in capital punishment but with the Lions' support one's loose lips could quickly cost an entire family. That being said for being so noble and respected, beneath the surface the Lions have a much more complicated web of relationships.
The Emperor, Hyperion and the Lions: The Lions' Primarch is revered not just personally but also spiritually. Though the legion is atheist they view Hyperion as an entity closest to god. This is particularly troublesome since Hyperion is devoted to the Emperor and would want his legion to feel the same. They don't, they only follow Hyperion and do everything else to respect him. The only exception are the Eclipse Watch and other small groups of Terrans who have this relation reversed. They are loyal to the Emperor first and consider Hyperion to be their superior and somebody like their "esteemed elder", not even a father figure. Hyperion knows this and even appreciates their behavior. Weird as that may seem.
Other Legions: The Lions Illustris consider themseves to be the best of all the twenty legions and would not shy away from proving it. They are fairly competitive and have a high opinion of themselves. Yet they are also indoctrinated to view other legions as their distant brothers, though with mixed effect. Another large group pays respect to fellow legions to not displease Hyperion, a similar reason as how their "loyalty" works for the Emperor. Then there are the occasional bad apples who pick fights and have to be reigned in by their comrades.
Imperial Administration: As a "popular legion" the Lions requently have interactions with the imperial governing system. In general these relations are positive although a strong minority of Imperials beleive that Hyperion is carving out his own personal empire. This could keep officials more wary of him or even perform actions to undermine the legion. The Eclipse Watch itself actually has their own separate relationship with the Administration, a rather shady one. The Eclipse Watch occasionally works in ways that is contradictory to the Lions yet serve Imperial intentions. They are loyal to the Imperium, not Hyperion, afterall.
Imperial Citizens: Hyperion wants to guide humans to prosperity, that is his grand duty. He beleives in mankind's great destiny. He is widely regarded as a just ruler beloved by his people. Yet when it comes down to the individual Hyperion may get oddly pragmatic about it. The life of a single human is inconsequential to the whole. While he's amicable in his interactions the Primarch doesn't really care of lowly people's lives. His gaze is fixed on the future while almost being blind to the present. His legionaries have varying stance on regular humans. Some can form personal connections with them while others are completely incapable of empathizing with humans. They prevent causalities to please Hyperion or to maintain the legion's image but when nobody sees them the Lions could be downright cruel.
Vestan Sector: Though Hyperion respects all of mankind it's obvious he has a very soft spot for the Vesta Sector. After joining the Imperium the region flourished like never before. In some sense it became an experiment from Hyperion to see if he can create his perfect nation on a small scale before trying to apply it on the galaxy as a whole. As for the legionaries they of course have a lot of connections to Vesta, bordering on patriotism.
Cult Mechanicum: The Lions have a bit odd relation to the Mechanicum. In general it can be regarded as positive but there are some obvious strains. For starters the Mechanicum is troubled over the Lions' usage of technology with questionable approval. While they don't disrespect the Mechanicum the Lions were treading a fine line on the eligibility of some of their equipment. Another stress point is Sollex, a Mechanicum sub-cult which has a tendency to shelter factions who were falling out of favor in Mars. The fact the Lions keep a very close relationship with Sollex members only make this more problematic. Regardless, compared to other legions where actions bordered on tech-heresy the behavior of the Lions is just mildly concerning.
Xenos: The Vestan League fought off numerous Xenos threats and this early experience shaped Hyperion's thinking about them. He has pretty sour experiences with most alien races and his title "Orkslayer" was not just earned for show. That being said he doesn't close up to the option of negotiating with Xenos. As a ruler he has experiences in making practical deals and for that matter he considers the Edict of Tolerance as such. While mankind is superior the xenos are good "fertilizer" for humans to grow upon. He has little intention of establishing cordial relationships with aliens but he will be delighted to use their xenopower as subjects and workforce for mankind's future. In his eyes the Edict of Tolerance is nothing less than an expression of mankind's imperialism. Xenos are inferior, treacherous beings yet there's some merit in subjugating them. The very least it's more productive than wasting power on exterminating docile aliens.
Psykers: Hyperion is a born psyker and raised by a witch. He views psychic powers like a crude gun, devastating but delicate. Hyperion is aware of the Immaterium and that malignant creature lurk within its depths yet largely obvious of demons, not to mention the nature of Chaos. What he is aware of is the dangers of sorcery. His adoptive mother was a sorcerer and Hyperion saw the terrible price of such powers. He considers psychic powers an useful tool, one that should not be ignored. At the same time he takes up a cautious stance and this is the main reason he does not completely trust the current Librarius even though he was one of the founders.
Alternative Names:The Shrike, Lord Shrike, Primarch Shrike, Thad/Thaddy (only by those closest to him, for that matter never call him Thaddeus) Gender:MALE Height:8'7" (262cm)
Homeworld:Tanasia, Abya System, Amerikon Sector, Segmentum Tempestus Located near the fringes of the Segmentum Tempestus, Tanasia is an agri moon part of the Abya Libra interplanetary coalition. The region used to be a fresh colony during the Age of Strife and while the era of warp storms and discord severely impacted them the colonist enjoyed their bountiful system to launch a new age of prosperity. With thousands of years of history the Abya Libra had its own share of wars and reforms. They faced numerous civil wars, rebuked marauding fleets and of course fought multiple flavors of Xenos. While being an "agri world" Tanasia is also known for their martial culture and high percentage of military volunteers. Only a decade after finding the Primarch Shrike the Abya Libra officially joined the Imperium, their governance mostly unchanged. They are famed for their connection to one of the Emperor's sons as well as the Tanasian Pathfinders, an Imperial Army regiment known for their elite light recon forces. Tanasia also provides large quantity of recruits to the Solar Auxilia and of course the Void Dragoons legion. While connected to Shrike the Primarch has no particular interest of developing the Abya System as his base of operations.
Appearance: Easily mistaken as a particularly statuesque Space Marine, Shrike is perhaps the least remarkable Primarch. With height of merely 8'7"(262cm) he is also the shortest, usually only reaching to the chest of his siblings. This is further execrated by the fact he is surrounded by some of the tallest Space Marines, making him easily lost among them. Indeed, some rumors of unknown source even claim the Primarch Shrike to be an impostor, a mere Legion Master standing for their lost father. Of course for the Void Dragoons and all who met Shrike there's no doubt, he's the real deal. Shrike is curious among the Primarchs for his refusal to be treated differently from an ordinary Space Marine. Though his armor is personalizes the decorations are mundane and hardly stand out. Furthermore, he never takes off his helmet barring special circumstances. Underneath the helmet Shrike has a handsome face with precise features,sky blue eyes, brown hair and mustache now groomed in the Saturnyne fashion.
Personality: Shrike is an odd figure who could be simultaneously described one of the warmest and most aloof Primarchs. He frequently interacts with ordinary humans, listening to them, observing their lives and when it's within his official capability also help them. He considers his mission to serve humanity and has a particular fondness of them. At the same time Shrike is oddly distant, hiding behind his official position and has the aura of seriousness. Saving people is his mission in life which also explains the ease he parted with Tanasia in order to join an organization far greater. His name is Thaddeus yet he insists everyone to call him "The Shrike". When not hiding behind his official masks he could be fairly sociable, almost bordering on the childish. He has very specific interests like being a "gun nut" who drools over the most advanced weaponry and has a large collection of various small arms. He views fellow Void Dragoons like his family who in turn consider him a father figure and ideal. The fact he descends to the level of his fellow Space Marines does give legionaries ideas of becoming like him. While fully resigned to his duties and ideals the Shrike enjoys his life and has a joyful outlook.
Relationship with the Emperor: Indifferent Relationship with Primarchs (overall): Indifferent Relationship with Populance: Good Relationship with Mechanicus: Average Relationship with Psykers: Average Relationship with Xenos: Bad
Biography: TBA
The Meeting: TBA, needs deciding on the date of my discovery and which Primarch meets me first.
Skills: Combat As self-proclaimed gun-nut, Thaddeus Shrike is an excellent gunslinger who could land unlikely shots. His quick wits and reflexes makes him appear like a hurricane of action that does not rest. His strike is swift and decisive, precluded with meticulous timing. He excels in flanks and ambushes, hounding his enemies without a rest. Physically speaking he's perhaps the weakest of the Primarchs yet still obviously superior to any Astartes. Shrike is a cautious fighter who prefers to keep his distance but combined with his newfound aerial mobility he actually created a form of martial arts which combines his jet propulsion with the movement of his limbs to execute quick and effective attacks. Tactics Shrike is an excellent tactician who excels in utilizing mobility and multi-pronged strikes to collapse the opposition. Just as his legion he likes to cripple their opponent and crush their ability to further wage war. He hates missions that write off sacrifices as neccessary and rather manipulates the outcome until he has a viable advantage. His flexible mindset and love for his soldiers define his behavior in warfare.
Wargear:: - "Lanius" Artificier Armor The Shrike's personalized power armor crafted in Mars. It has improved Vox Casters including jammers and sensor scrambling properties. This not only protects the Shrike but also helps him isolate enemy groups and slow down the arrival of reinforcements. The armor also has built-in grenade launchers, jump packs with maneuvering thrusters, allowing the "murder birds" to fly in the skies or perform otherwise impossible maneuvers. Lastly the armor has built-in power blades in all four limbs, allowing Shrike's unique close combat style. - "Dexter & Sinister" Accelerator Autoguns: Pair of mastercrafted weapons manufactured in Tigris. They use the same accelerator technology as Fellblade Cannons but miniaturized to rifle size. Compared to a Bolt Carbine these guns possess incredible power while also maintain decent rate of fire. In addition they can accept various attachments including but not exclusive to: Volkite, Melta, Plasma, Multi-Laser, Lastrum Bolter and High-density grenade launcher. Obviously the latter attachment being the most common but Shrike can switch these in the heat of battle, fitting his purposes accordingly.
VOID DRAGOONS
Legion Name: Void Dragoons Named after the Void Hoplites of the Saturnyne Order
Legion Number: XI.
Legion Strength: ~ 100,000 Astartes directly before Ullanor, albeit only fraction can be focused in a particular theater + Questoris Saturnyne order of Imperial Knights who often accompany the Legion
Warcry: "Oorah!" Lord Shrike expressed worries that Xenos and mutants may not understand the intricacies of Gothic. Instead of the mouthful that was the Saturnyne Rams' battle cry he introduced "Oorah!", something even the stupidest Ork shall get and dread to hear. This change was surprisingly popular with the Legionaries.
Dramatis Personae: TBA
Armour Appearance:
Void Dragoons used to have the color scheme of white with black pauldrons and trimmings and still use it for ceremonial purposes. On the field though they apply one of the 100 accepted camouflage patterns with only the Legion insignia remaining to identify them. While some Legions consider it cowardly or even useless given the visual acuity of most Xenos threats the Dragoons do this both for practical and moral purposes. Applying the camo paint is like a ritual preparing them for the upcoming battles.
Favored Tactics/Battlefield Role: TBA
Legion Characteristics/Ideology:
- "Saturnyne Superior" Pattern Bolt Rifle: The second type of Bolter designed for the Saturnyne Order with the previous distributed for Solar Auxilia and generally weaker. In comparison the Saturnyne Superior is something made recently upon the Shrike's request. It fires .998 shells, the same as heavy bolters in order to reduce logistics strain. In addition it can accept wide variety of combi-attachments with the most common being combi grenade launcher somewhat distantly followed by combi-volkites. Lastly it has a separate place for bayonets (effectively a combat knife) to fit the Void Dragoons more traditional style of melee.
- "Dragoon" Pattern Accelerator Rifle: Made by Forge World Tigris this weapon is effectively a light portable cannon, firing small diameter shells of both HE and hypervelocity variants. Used as high-powered sniper rifle it finds unique use with the Void Dragoons.
My sheet. Practically finished barring a few touches.
Confederate Free States of Asteria
Nation Name: Confederate Free States of Asteria (CFSA) Alternative Names: The Confederates, The Thirteen, Asteria, CA (for Confederation of Asteria) Government Type: Federal Republic Capital: Jefferson City, Planet Artemis, New Asteria System Gateworlds Owned: 5
Asteria is a relatively new nation experiencing rapid growth. Abundant in resources and job opportunities they are one of the few Frontier states with significant domestic production capacity. This obviously puts them at tense relations with the ITC and there's a slow boiling rivalry. Occasionally dubbed as the land of hope Asteria attracts lots of migrants looking for a new life and decent work.
History
Like with all nations in the Eden Cluster the story of Asteria began with Project Arc. In particular this is the story of Arc Strelitza and Aurora. They were among the 316 Arcs to undertake Project Longshot, a daring wild bet to cross astronomical distances in a moment, unsure where their destination might lead. It was a disaster, while projections estimated a few lightyears of inaccuracy in fact they had not fully understood the physics behind the gate technology, namely its interaction with quantum superposition theory. Future researchers could confirm their predecessors were lucky the Arcs didn't turn into mere atoms spread across the multiverse. Presumably due to a freak cosmic event all Arcs survived the transit intact, although scattered in a massive 700 lightyear radius area. Cut off from contact and their inhabitants asleep the Arcs were trusted to the guidance of rudimentary AI pilots, only seeking out planets ideal to support life.
At least that's how it should've been for Arc Strelitza and Aurora. As luck could have it both of these arcs were relatively close to each other and contact was established between them and a third arc called Griffin. Since the AI prioritized survival, meeting between these Arcs was essential for continued operations. Yet before this contact could be made the communications with Griffin were abruptly cut off. Eventually they picked up a distress signal only to find the shattered remains of Arc Griffin. At first it appeared Griffin crashed with a giant asteroid but upon further review it turned out to be a ship of foreign construction. Not programmed to communicate with aliens the AI woke up the staff in hopes of resolving the situation. The time is AD4492 and this is the first time humans and Silicoids met each other.
While communication was troubled the Silicoids were innately peaceful people and they established a healthy relationship. Just as humans, Silicoids also faced the ruin of their home planet and sent out their own generation ships untold thousands of years ago. Rather than settling on a new planet they chose to live on these ships, promising to be no longer tainted by natural gravity. Though physiologically and culturally far different the Silicoids and humans of Streliza-Aurora forged an alliance. This marked the long period regarded as the Four Thousand Year Sleep during which the majority of the humans remained under cyrogenic stasis but humans and Silicoids jointly created their new home, Asteria. Conceived as a gigantic space cylinder with artificial biosphere and capacity to sustain life the project was beyond ambitious. Yet after millennia of effort they finally made a place which could be called home, the true birth of the nation known as Asteria. With the technological and industrial base laid down the actual construction of Asteria was a simple matter. Or could've been as material technology could not allow to build colonies of such massive scale. Instead they went for an alternative thus Asteria became a collection of 13 colonies. With their artificial "Eden" complete humans were woken up from cyro sleep en-masse. They woke up into an entirely new society yet they rapidly adjusted. At least that's how it seemed.
Under the surface the humans had a growing minority of those who were far from satisfied. The Arc staff who were awake and active during those missing 4000 years became de facto nobility and ruled Asteria like their private kingdoms. The discontent with the odd rock people known as Siliconoids also gradually rose. While not topic for public speech a lot of humans were less than thrilled to be equals with a bunch of walking rocks who hardly even speak to them (as only the elite were allowed to know the language of the Siliconoids). The tension began to rose as human populations skyrocketed. It soon became obvious that the thirteen original colonies will not be enough and construction for new habitats began at rapid pace. The old order of Asteria gradually collapsed as each colony rose up against their rulers. Silicoids as representatives of the former regime were sidelined and gradually became oppressed. In contrast the 13 colonies declared their independence. This initially meant only maintaining a loose alliance between each other but resource scarcity and outside threats eventually made them to agree on a sorts of confederation. Each state retained their autonomy but also agreed to share some responsibilities to the Federal Government. This of course didn't always work out and Asterian history has its share of revolts and civil wars.
Though far from a public knowledge but Asterians were aware of the beacons laid down by Eden. Thinking of their survival as a species they chose to follow the beacons in hopes of once reconnecting with their long lost brethren. AD9675 (773EC), Asterians finally reached the region of Eden Cluster, even though they were unaware. The system which later be known as New Asteria had a habitable planet and a number of astral bodies fit for colonization efforts. Unfortuantelly they were not alone. They treaded on the land of the Kroatans, a tribalistic space-capable alien race. The aggressive and xenophobic Kroatans and the greedy Asterians had no reason to approach this the civilized manner. 773-771EC, the period of the First Aster-Kroatan War. Though the aliens had numerical superiority their inferior tech and the still ongoing rivalry between tribes.
Asterians spent the following decades in war, gradually gaining ground in Kroatan space. Meanwhile they finally managed to activate the gate of New Asteria, allowing them to contact Eden. 808CE, Asterians stabilized their hold over the 5 systems, also controlling the gates. With Kroatan aggressors either assimilated or fled to dark space they enjoyed a period of peace. Thus the modern age of Asteria had begun...
Demographics
In spite of the migrant waves the core of Asteria's population are still the descendants of the original nomadic colonist who first arrived to this world. Asterians are of course humans. While developed separately from Edenians, enough that they have genetic markers unique to them, the differences are down to culture rather than anything else. The ancestors of the Asterians lived in dangerous times and their emphasis on individual liberties over government control can even seem a bit odd. Then again with the isolation of deep space nearly every country in Eden created their own unique culture, Asterians are just one of them. For an Asterian liberty is a birthright and compliance to the government is a social contract with both sides as active parties. They view laws and even taxes as something which could only be allowed through consent and don't appreciate when the government may appear to infringe upon this idea. The first shock for newcomers though is undoubtedly the Asterian view of arms. In the distant past Asterians lived in uncertain times and carrying weapons was the only sure way for security. While troubles can still arise in the more rural regions for the overwhelming majority this concern is long gone. Yet the tradition never disappeared and it's fairly common to see people walking up on the streets with rifles.
Asterians love guns, they view them as symbol of their freedom and unsurprisingly marksmanship competitions are one of their favorite sport and pastime. To the outsider the sheer density of guns may seem threatening but Asterians are generally friendly folk who do not treat misusing weapons lightly. In addition it's a common belief for Asterians that if a wrongdoer may try to start something there are always 10+ good boys with similar rifles to put a quick end to this rampage. As weird as it may seem the Asterians feel less secure when there aren't many gun wielding people around. Asterians have two essential items that define them. One is their gun while the other is owning a decent ride. Hovercars are a must for every self-respecting Asterian and most of them also own personnal shuttles for interplanetary commuting purposes. They have a different view on distances than the average Edenian. Some Asterians even love the long treks and would consider it part of their national pride. While there's an increasing need for mass transportation these tend to be government owned and offered for free, paid by tax money. They are of course unpopular with "true" Asterians who consider reliance on them as a mark of shame, equivalent to accepting handouts.
Asteria has open border policies and with ever expanding ventures and growing industry they are constantly hungry for workforce. Aside from the obvious draw of the core worlds Asteria has perhaps the largest percentage of immigrants. Some dare to say Asteria is the melting pot of the galaxy. Humans of various cultural backgrounds venture towards Asteria in hopes of starting a new life. Even alien population move to Asteria, often also trying to escape oppression and prejudice they might face in other regions. While some hardline Asterians may view them with disgust, this is indeed the land of the free. Be it foreigners, aliens or fellow Asterians, all is viewed as equal. There are only two exceptions: Silicoids and Kroatans.
Silicoids are aliens with mysterious bodies that essentially makes them living rock statues. Asterians contacted Silicoids early on their journey and soon enslaved them. Since then they have been considered as borderline property while also essential to work in environments where no human could survive. Ever since settling down the overall treatment of Silicoids improved yet most of them are still forced to be servile to Asterians. Compared to them the Koratans are considerably better. Used to the true owners of the systems now owned by Asteria these native aliens were vicious and lived in tribalistic communities even though they were technically sophisticated enough for space travel. They waged brutal wars with the Asterian settlers but ultimately lost. For a long time they were viewed as savages that must be contained. Although nowadays they find it relatively simple to integrate into society. Still, compared to other aliens they suffer way more prejudice. This is in part because a tiny minority is still on the loose. Some of them are radicals not much different from other states' terrorist threats. While an even more significant portion is just hiding within deep space, still retaining their old culture. These pre-civilized Kroatans semi-frequently launch raids and skirmishes against Asterians, providing an ever present security concern. Due to such activities the way larger portion of "civilized" Kroatans face enmity or discrimination for acts they should not be responsible for.
Government
The Confederate Free States are considered a true federation where each state retains most of their autonomy and only relinquish their rights in regards of important matters that concern the entire nation. Even then each state made individual agreements with the Federal State, resulting in varying levels of Federal control. These agreements can be also be renegotiated or even denied, provided they have a strong reason behind it. While there's a constant Federal push for increasing government control but these are often met with resistance. Administration wise Asteria has 5 regions (for each system they own) and altogether 24 states. These include planetary government, moon/planetoid bound colonies, space colony clusters or even space mining operations that grew large enough to become their own state. Becoming a state used to be a fairly dynamic process where a colony with sufficient weight and reason to self govern could have voted to grant stateship almost immediately. Yet with the growth of the Federal Government and the influence of already existing states this process is currently all but non-existent. The Federal leadership preferred to increase the power of already extant states than further upset its legislation. As a consequence many newer colonies which traditionally would earn states rights are instead rolled into their neighboring states, creating tensions. While these "territories" are given representatives the fact they are alone against the much larger representative base of the mother state does feel oppressive. This is partly intentional as states have the legal right to vote for secession. With many fresh would be states containing vital resources the Federal leadership of Asteria could not allow these territories to turn independent.
The Federal Congress is the heart of Asterian interstate governance. Held in the capital city of Jefferson AC this is where the 96 territorial representatives and 24 state governors run the legislation. The head of the Federal States is the President. As the representative of all Asteria his position has a lot of responsibility and technically would have a lot of power to accompany it. In practice though the President is incapable of doing anything meaningful without the Congress' approval. That being said the President is often also the leader of either of the two major parties in Asteria: the Hippos and the Centaurs (both named after constellations). Hippos are the "conservative" group, representing more traditional Asterian values. They are against overt government control, pro security and usually enjoy support more from frontier territories. Centaurs are pro-government, promote higher economic regulations and often support relations with the ITC. There are numerous small parties but these tend to be rolled into either of the two sides as causalty of this centuries long rivalry. With the lines long drawn there's littl hope for this political system to ever change.
Economy & Industry
Asteria is considered curious among the frontier nations. The classic beginning of a frontier state is via one or a few Arcships with their small populations still clueless in cyro sleep. In case of Asteria they spent centuries as a growing nation of space nomads. This allowed them to establish their new society without requiring any assistance from the ITC. Actually, by the time the ITC became aware of Asteria they had already established their control over a system and were in progress of expanding further. They were strong, independent and possessed a long history separate from that of the rest of the Eden Cluster. Asterian industry is robust, although somewhat compartmentalized. This traces back to their nomadic culture when fellow space colonies had to operate away from others for months and occasionally even years. After settling down this tendency is gradually making way for classic centralized efforts but you should not underestimate the lobbying power of local companies when investing in the region. Combine this with the different state laws and it could be said that Asteria still has a lot of room for growth. Regardless, while no competitor for the giant of the ITC this makes Asteria a regional powerhouse with considerable export revenue. Galactic Dollars (also abridged as Galado) is a trade currency recognized in most countries.
Speaking of exports, Asteria is best known as the largest supplier of Helium-3 and other essential fuels. Since fuel is less the matter of "where" than "how" the diffuse nature of Asterian industry actually helps them a great deal, topping even the performance of individual ITC members'. Asterian traditions combined with the abundance of fuel also set them up to a booming transportation industry. Hovercars are absolutely ubiquitous for Asteria and most citizens also own their own personal space shuttles. While no match for the sophistication of the ITC the Asterians are very famous for their fusion technology and the sheer number of industries specialized in their production. Lastly, Asterians introduced a new material to the Eden Cluster: The Zero Element (Z0). Z0 production is something learned from Silicoids and could be harnessed from certain stellar bodies or at the outer asteroid fields of star systems. Z0 enables gravity manipulation through conversion of electrical power and it's essential for Asteria's own gravity plate tech (among others). It's a curious material sought after by other nations for special applications. Its production is troublesome due to the inherent dangers and the long supply lines required for the operation thus it could be said Asteria has near monopoly on it. While that sounds amazing the international demand for Z0 is fairly small, if weren't it's almost assured the ITC would join the race. As things are Z0 is a stable source of revenue for a number of Asterian states and essential for Asteria's own technology but not much else. Gravity manipulation has been accomplished without relying on rare materials literally centuries before Asteria arrived so it only has a small niche.
- Gravity Plate: A flat surface capable of gravity manipulation mostly to enable hover capabilities. These are very compact and overall simple although their construction requires Z0 which makes them a bit costly. Still, a lot of Asterian technology including hovercars use them extensively. Gravity plates are also used on smallcraft for inertialess maneuvering.
- Plasma Engine: The Asterian take on the old combustion engines. An ultracapacitor flash heats inert fuel to almost a hundred thousand degrees while driving a turbine. Useful for power generation, air propulsion and locomotion.
- Plasma Impulse Drive: Asterian take on space propulsion which maximises the velocity of the exhaust while manages to turn the majority of the energy into motive force. The result is higher efficiency and less obnoxious exhaust thus these tend to be safer than regular torch drives. Impulse Jets are a derivative of this that compress the surrounding air rather than consuming fuel while being terribly simple (although a bit energy demanding) to install.
- Annie: Sometimes also referred as Antimax this is a composite material allowing to unleash massive amount of energies in a compact package. On the microscopic scale Annie includes an anti-helium molecule surrounded by a neutralizing matrix which passively contains antimatter in its natural electromagnetic field. Annie is inherently safe to store and barring plasma-hot sparks they won't react thus they allow very limited utilization of antimatter for ultracompact high energy applications without making it too risky.
- G-Cell:Using layers of opposingly charged gravity plates it's possible to catch energy as minuscule amounts of mass. G-Cells combine batteries and hypercepacitors for Asteria, capable of storing massive amounts of energy and also unleashing them rapidly. G-Cells are relatively safe to use although the larger ones are still prone to explode when ruptured, unleashing a tiny fraction of its stored energy in a plasma discharge.
- Ultracompact Fusion Engine: Fusion power is desirable yet trying to scale it down to the extreme proves very challenging. Instead of creating micro reactors Asteria went for another approach. Enter the fusion engine. Unlike reactors this mechanism operates in a cyclic fashion and may even be slaved to a drive to power locomotion. More importantly it enables extremely small scale utilization of fusion power. To accomplish this ultracompact fusion engines use liquefied helium-3 fuel catalyzed by Annie charges, effectively making this into a weird nuclear internal combustion engine. Naturally the ultracompact fusion engine technology is not cheap and only utilized in very high grade equipment.
- Waldo Wears: Domestic walker type invented long centuries ago by Asteria. As a humanoid machine it acts as a strength multiplier, enabling to carry more or use heavier equipment. Waldo Wears are made with space operation in mind and they can finely operate in such environments while also able to walk inside colonies. Waldo Wears tend to be on the small side as increasing the scale would rather warrant specialist vehicles that are overall better in their job. Their versatility also used to make them very attractive to the military although nowadays they only fulfill a secondary role. Waldo Wears nowadays aren't that different from the myriad of Edenian mech types although they incorporate domestic technologies that are rarely found anywhere else.
Military
Asteria has a sizeable military force, fitting that of a regional power. While conscription is technically still active in effect Asteria utilizes all-volunteer military of professional soldiers. Asterian State Army forms the core of their military, consisting of regiments "borrowed" from all 24 states. In theory these troops belong to their respective state but in effect they are under the Federal Government's control. Quality and equipment variances used to be a major issue in the past hence Federal Laws now govern this aspect, making the arms and equipment of the common soldier more or less uniform. Arms manufacturers in each state also unified their production for military contact thanks to Federal sponsored programs. To provide reserves and home defense they also have the tradition of the Colonial Guard, second-line soldiers tasked with local garrison duties. Lastly but not least you have the Confederal Astro Marines, a force created by the Federal Government and whose job involves being on Astrofleet starships and often taking up expeditionary duties. When it comes to space Asteria has two organizations: Colonial Sentinels and Confederacy Astrofleet. Sentinels are the space variation of the Colonial Guard, they patrol the state's territory and provide secuirty in space. Confederacy Astrofleet is the Asterian navy itself but they are also the primary operators of starfighters. The overall system of the Asterian military is complex but it can be dumbed down the following way. Barring a few the Federal Government technically has no military on its own, instead the states "lend" their armies and fleets into the government's service. Of course in effect they are just the army of Asteria and the Federal Government can order them to do nearly anything. In addition while this would technically prevent mixed regiments with members from different states in effect there are numerous exchange programs and overall mixing armies from different states provides little if any trouble.
- Shock Technology: Asterian development of plasma weaponry which relies less on the heat and more on the raw concussive force of the bolt exploding. Shock rifles and other small arms with this technology are notoriously powerful while also versatile, capable of switching between a wide range of explosive modes to fit the situation. For non-Asterians though shock weaponry are needlessly overpowered and complex, not to mention dangerous. The explosive nature of the bolts make them often fairly hazardous to the user at close quarters unless one carefully picks a very modest setting. Furthermore achieving rapid-fire with this technology requires lot of bulk hence nearly all of them are semi-auto or repeater in nature. Shock technology is also commonly utilized for ordinance, although with decreasing popularity. Shock gunnery is versatile and fairly economical compared to railguns but lacks in terms of anti-armor performance, making it feel a bit underpowered. Shock artillery has far less of these problems although since you can't put sensors into plasma bolts they lack guided bombardment functions common for more physical artillery.
- Hyperlances: Asterian answer to combat armor the "Lance" is a very sophisticated mass accelerator which fires micron-thin streams of metastable ultradense matter. The stream is accelerated to ludicrous velocities thanks to its overall tiny mass and enables it to pierce through armors you'd normally require much more bulky equipment to breach. As the stream penetrates the armor it slows down, giving time for the metastable matter to violently expand. Essentially this means Hyperlances punch a tiny hole in the target and their energy explodes within the more vulnerable internals. That being said hyperlances can be more easily disturbed and they exponentially lose their effectiveness with distance. While anti-armor utility was their main purpose through manipulating the containment field and matter matrix it's possible to make hyperlances even more versatile than shock weaponry and numerous advanced technologies aim just for that. Regardless their chief application is still against enemy armor although they have become pretty much ubiquitous in the Astrofleet as standard starship guns.
- Plasma Warheads: Asterian plasma technology is also utilized in their explosives, giving them higher yields than standard conventional explosives. In ground combat this leads to dramatically scaled down explosive devices that can still perform the same role. Asterian hand grenades are for example are tiny ~2.5 inches diameter discs (akin to the stones you might bounce on the water) yet every bit as lethal as standard grenades. Missiles are also scaled down, not just in warhead size but also propulsion as micro impulse jets and their power source require way less space. In space application though plasma warheads are a specific low nuclear yield device outfitted with an inert jacket to create plasma. This improves efficiency while also driving down costs for the warhead thus these are the most common missile fillings in space combat.
- Blazearms: Asterian firearm type akin to old chemical powered slug throwers but instead using plasma detonation mechanisms for greater performance. They used to be mainstay of Asterian weaponry but pure shock technology replaced them. Nowadays blazearm tech is mostly relegated to the civilian sector and law enforcement with the only a few odd service pistols in the military still relying on such mechanisms.
- Higgs Shield: Standard shielding method which uses dense layers of pseudo mass to block incoming attacks. They are derived from your typical forcefield technology and don't appear to be much different from the typical shields. What changes is the way Asterians apply them. Higgs Shields are layered, there's always at least two of them: one inner almost hugging the body and an outer shield providing standoff protection. This makes the Higgs Shield behave a bit like composite armor, although it does add complexity. Personal shields are almost unheard of in this type and even for terrestrial combat vehicles the higgs shields only have an auxiliary function.
- Flare Shield: Also called gravity pulse shield, a very simple type of shielding which can only activate for moments hence its name. Flare shields use specialized gravity plates that blast the incoming attack with massive gravity waves in order to defeat it. Flare shields are widespread in hazardous work conditions although military grade ones are a bit too expensive for the common soldier. Another application of flare shields is the PRA (pulse reactive armor) which has the gravity plates embedded in the inner section of the vehicle's frame, releasing a counterpulse once a projectile digs deep enough into the armor. Flare shields are of course weak against repeated attacks, higher performance ones may even have minutes of cooldown period before they could be activated again due to them overstressing the gravity plate.
Ground Forces Asteria has environments ranging from ships and space colonies to urban concrete jungles to even literal deserts and jungles. Regardless of the surroundings the Asterian military has to maintain boots on the ground. Since they didn't want a huge bloated army of specialists this obviously lead to lot of expenses on training and equipment. Thankfully they hardly have any shortage of volunteers. Asterian soldiers are well-trained and compared to the average Frontier folk they have excellent equipment. Most recruits already know the basics of shooting their rifles so while marksmanship is empathized they have time to teach the rest of their trade. When it comes to armor the Asterian vehicles prefer utility over direct combat prowess. This often receives criticism from certain military circles, calling their vehicles either outdated or just ineffective. Of course field troops perceive it differently and barring the few odd noises they love these for their sheer practicality. Asterian military forces are very mobile with park of exclusively hover vehicles, orbital insertion and air transports, ground attack craft integrated into army structures and even the individual soldier often having their own mobility alternatives.
- GI/Dogface: The standard Asterian infantry doing the grunt work. They carry C14A2 shock carbines as their standard weapon and usually carry 6-12 demo-disc "grenades". They wear decent body armor which resists small arms fire and especially engineered to withstand blast effects (so they can use their shock carbines in close combat without worry). Their name comes from their bottom line position and the fact their elongated rebreather masks makes them look like a bunch of hound dogs. Asterian infantry is also known for often having hoverpads or micro impulse packs for extra mobility. The former being a very compact one person high-speed transportation vehicle while the latter is a jetpack for limited maneuverability in space environments or to perform short jumps in other theaters.
- Jarheads:More eloquently referred as the "Astro Marines" these troops are trained by the Federal Government and tend to receive a wider variety of equipment. They are still considered line soldiers but the fact they operate from starships and they tend to be the first line of offense in war kinda gives them an "elite" reputation, for whatever that is worth. As they participate in assaults and even boarding actions they tend to wear heavier armor and equip personal Flare Shields which can even take a direct shock rifle hit. They carry M1197A6 Shockguns, a heavily modernized version of the scattershot shock weaponry available on the civilian market. Unlike the base variant this is semi-auto and can also function as a shock rifle firing a massive plasma bolt. Marines are also nearly always equip their M75 Jump Packs while for infantry these are more of an auxiliary "per demand" basis device.
- Rangers: An elite recon corps of the Asterian Army. They are light infantry and are meant for special missions rather than operate like your usual GI. They are rightfully called elites and if not for the Devil Dogs perhaps they'd be the prime example. Rangers have great freedom in terms of equipment. Anything that is light enough to pack is free game for them. Rangers also tend to customize their CR10 shock rifles to make them even deadlier.
- Devil Dogs: Also called as the Mobile Infantry, they are the most elite soldiers in the Asterian military and are rightfully feared. Calling them infantry might be an understatement, they are effectively compact fighting vehicles and aircraft at once. Their primary armament is their shoulder-mounted hyperlance which could handle a wide range of threats. They also have rapid-firing shockguns for self-defense and a pair of automated grenade launchers firing "micro pills", very tiny high-yield plasma grenades capable of acting as explosive, incendiary or even anti-armor munitions. In addition the Devil Dogs are wearing a power armor which not only protects them but also provides them jet assisted mobility. They can technically fly but to avoid being an obvious target to air defenses they prefer to be "on the bounce" where they keep repeating short range plasma jet assisted jumps while constantly dealing out hurt.
Asterians spent centuries living inside the confines of their O'Neill type colonies so their concept of transportation shifted and consequently their idea on what a combat vehicle needs are also divergent from the Edenian norm. To put it simply hovercraft are the norm in Asteria and thus all their vehicles are designed with that in mind.
- M4A6 Schwarzkopf: Asterian hover MBT designed with utility and survivability in mind while fulfilling its overall role. Armed with a P75 Shock Cannon it has sufficient firepower to take on anything but the heaviest armored ground vehicles and has a frontal Flare Shield to take an incoming attack. Its duracomposite armor also has PRA blocks hidden in them to survive common anti-tank threats at least once. More importantly the tank's layout is such that most penetrating hits are unlikely to cause fatalities and the crew could survive almost any crash. Schwarzkopf tanks are also nimble and could cruise in the excess of 100km/h. In spite of this the now nearly 100 years old tank design has a lot of critics calling out its meager firepower (especially against the best tanks of other nations) and other less factual claims like undeservedly calling the M4 series a "death coffin".
- M106A4 Griffon: Built on Schwarzkopf hulls this is the latest family of assault mortar carriers in the Asterian military. It carries a massive P120 Shock Mortar and in order to fit this it sacrificed most of its duracomposite armor and installed four times as many G-Cells to accommodate the increased firepower. The result is a mobile, reasonably protected assault gun which could provide direct fire support and could demolish any but the heaviest fortifications. It still retains the frontal Flare Shield and PRA blocks and its Shock Repeater on top can help dealing with infantry and similar threats. All of these are necessary to stay close to the frontlines. Some even argue that in certain situations the Griffon is effectively a tank and indeed it could fight as such to an extend. While its Shock Mortar lacks the piercing power of the Schwarzkopf's Shock Cannon its sheer firepower can crack open many vehicles.
- M110A7 Basilisk: Based off the shelved XM103 heavy tank concept this artillery is a sizeable beast equipped with a massive P254 shock artillery. It sports a massive accelerator coil capable of lobbing plasma bolts just under escape velocity. The original plan was to create a mobile siege artillery but mid-development this changed to a heavy artillery meant not just for sieges but also for division level fire support. Dubbed the "grid space remover" its plasma bolt broke up into hundreds of smaller bolts to fill a huge area in catastrophic blast effect. Due to its naturally overpowered nature they also devised a variant called M110D which utilized a slightly longer but smaller capacity shock artillery capable of throwing hypervelocity plasma into outer space for orbital defense purposes. This variant actually got further developed to what currently known as the MIM-110A3, a mobile platform equipped with a G127 hyperlance battery. Back to the development of the regular M110 it eventually became the mainline artillery of Asteria even used down to brigade level. One such vehicle and a pair of M992 auxiliary power vehicles could provide fire support for entire armies and had 3 times the firepower of old divisional artillery batteries. M110A5 onwards it was also plausible to significantly dial back the firepower of the shock artillery to conserve power and increase rate of fire to upwards 4 times. While the system is inherently incapable of firing guided munitions its programmable flight path and plasma containment field settings can achieve a great deal of versatility. In terms of protection the Basilisk has decent armor, sufficient to withstand near impacts from other artillery which is further assisted by its deployable G-Screen to block incoming fire. This is essential since in order to utilize its massive P254 shock artilelry the Basilisk must use gravity anchors and thus remain completely stationary. While shoot&scoot is plausible in lot of scenarios the Basilisk batteries were hit by counter fire before they could evacuate.
- M104A1 Scorpion: While the M110 provided amazing capabilities the Asterians eventually realized that their over reliance on what is essentially a superheavy artillery made them vulnerable during smaller skirmishes. Enter the M104 Scorpion, a fairly compact and nimble vehicle which unlike the Basilisk didn't require gravity anchoring in order to fire. Its ultralong P90 shock artillery could achieve 70% the range of the Basilisk artillery yet being cheap, small and overall very nimble. The extreme velocity of the plasma bolts also enable this vehicle to fight back aerial threats, although doing so requires data linkage with dedicated sensor and anti-air command vehicles.
M18A1 Wolverine FAV: Speedy light vehicle equipped with a really powerful hyperlance against armor and fortifications. The weapon is mounted on a flexible ball mount allowing it to have nearly all around traverse where the distinction between vertical and horizontal direction don't exist. Unlike its predecessors the M18 was built with the versatility of the new generation hyperlances in mind. While still being a power hog and struggled in terms of demolition the hyperlances were no longer just anti-armor specialist weapons. Their diffuse beam settings allow for functions like airburst detonations or "shotgun" like effects, opening up possibilities of the Wolverine fighting infantry or various aircraft. Wolverine has G-screen and Flare Shields for extra portection yet its true defense is speed and positioning. Due to their sheer versatility the new generation of tank destroyers were renamed Fast Attack Vehicles. Some argued that FAVs like the Wolverine should replace tanks in the assault role but in reality these vehicles are both expensive and not really well suited to operate without cover. Deep advance with FAVs this innately risky and more conventional approaches are still preferable.
- M113A21 Gavin: After the cutting edge FAV here's a real oldie. Predating even Asteria's arrival to the Eden Cluster this mundane yet efficient APC stands as a reminder of simpler times. During its conception Asteria had no need for troop transport vehicles. Instead the Gavin was envisioned for military police and special law enforcement. Since then the Gavin had many dozens of variants and went on to become the symbol of Asterian military. Through its almost 400 years of career the Gavin had every last piece of her replaced by new components at least a couple of times. The modern Gavin thus only resemble the first one in rough outline and effectively a whole new design. M113 Gavins are the best known for their simplicity and reliability. They are built to be very modular for quick repairs and easy upgrades. Their overall performance though can be the best described as average if not worse. They are lightly armored with only sufficient protection against shock rifles and other hi-powered small arms. They have no shields although from the A18 onwards they can be outfitted with PRA plates to survive certain anti-vehicular weapons. Its main weaponry is a simple P15 shock repeater cannon but a light M134 3-barrel rotary shock repeater turret. While outdated this setup is fairly sufficient to deal with common threats while the Gavin is never intended to be a frontline vehicle.
- M1025 Goat: Light transport and utility vehicle seen carrying most military equipment. It replaced old M151 Heavy Jeeps and various hovertruck types in the said role, improving logistics and overall mobility considerably. The Goat is a deceivingly sturdy vehicle which might not have much armor but was engineered with crew and passenger survivability in mind. M1025A3 is the designation of the baseline current production model of Goats but the vehicle has myriads of different variants ranging from specialists like ambulance, tow and engineer vehicles to weapons carriers like missile, hyperlance and shock mortar variants. M1051A1 is a whole new vehicle called the Great Goat. It has increased armor including PRA blocks to resist modern threats and could carry heavier equipment. With the Great Goat production in full swing it is expected that the vehicle type will serve Asteria for another 40 years.
- Hoverjeep: Speedy and cheap hover vehicle used for personal transportation and reconnaissance. While there are universal requirements from the military to their jeeps these vehicles are created by myriad of manufacturers with varying features and capabilities. Jeeps are generally have little if any protection and are advised to leave combat at the soonest opportunity.
Talked with @Sigma about the Jump Gate camping. There's an Eden Accord that prohibits the laying of mines directly at the gate's close proximity, as well as for turrets. Weaponizing or Disruption of Jump Gates is prohibited, lest they want to incur the wrath of the combined power of accord abiding nations.
There's also a reason that gates won't function correctly if there's an object in the immediate vicinity of the exit point. Possibly your pitch with the radiation burst can tie up with that as well, let's just wait for Sigma's approval.
I think the radiation burst idea can be toned down if needed but the fact it's there means locking down gates is far from simple. If we add that it's prohibited to do so adds some extra layers. For two reasons. 1.) It might be prohibited because it could accidentally damage the gate itself, a very reasonable concern. 2.) Even if it can win a fight there might be some methods a determined attacker can use to still breach through if somebody wants to "gate-camp" still.
So this could work to prevent scummy tactics and keep the game entertaining.
I don't think ITC can economically bully people, they likely can ransom peeps if they are literally giants but they can't really bully them when they can just say "nah" and they could still operate reasonably with the wealth of resources they already have. Then again, not necessarily all colonies are developed enough they can do decent exploitation of their own system. Some colonists might be brand new, even. They might explicitly need the ITC economic aid to just survive. That'd be a curious development.
Anyways, I think I could drop the space nomad thing. Alternatively they could had O'Niel space colonies in the past but the gates explicitly forced them to change that. Now I am only have to imagine up a plausible shape for said colonies. Perhaps the same cylindrical setup but with multiple layers with each providing gravity through "gravity plates" tech?
The Interstellar economy is highly developed. Very few, if any, planets are actually capable of autarky anymore. Blockading your own system would effectively immediately remove your ability to fight the war, and once the enemy eventually clear the mines you're doomed.
You can certainly try to seal yourself off, but given any gate can connect to any gate you're just hurting yourself. Moreover, I imagine (given the ITC, a power bloc) that by now a number of treaties regarding gate commerce have been passed, or forced, by or onto the governments of the Cluster.
So sure, you can cut yourself off. Your people will probably starve and your economy is almost certain to collapse, but don't worry! Once you eventually open your gate again you're going to be sanctioned and persecuted by just about every major trading nation.
That's my take. Sigma and Hyper can chime in if their opinions differ.
I meant to post a longer response but I feel in the current format the constant back and forth exchanges would not help and would not resolve in a timely manner thus further frustrate players.
I don't think interdependent economies are plausible with entire star systems' worth of raw materials. Maybe if you play almost absolutely hard sci-fi but that's a fringe nobody will do (and you'd effectively have to reject all NS submissions that way). I also don't think the solution you came up with is sufficient to prevent abuses.
I'd propose a solution more grounded in the mechanism of the gates. You see in order to transfer untold metric tons of mass through some wormhole style travel mechanism it'd require ridiculous amounts of energy. Since this is soft sci-fi we don't need to think hard about this but it could open a possibility. Basically when a gate transit happens it is accompanied with a gigantic radiation burst, enough to fry electronics in 10,000 mile radius and blind sensors for a while. Due to the specifics of the gate transfer the object coming through the gate is immune to this effect thus they can safely fly out of it. The consequences? Gate camping is not only ineffective, it'd be actively dangerous. So instead of mining up regions or ready to snipe ships at the gate, both sides have ample time to position up for an upcoming proper battle. This should resolve one problem.
As for the isolation shenanigans, while I criticize it, being made an interstellar pariah is a good deterrent as any for now. Still, I feel a bit strange with the idea of an interconnected economic block involving the whole playerbase. This would require syncing sheets to a ridiculous degree. Does this game really wants to run by this or it's just something you thought about in response to my post? I feel this is a gigantic matter which would be put at the forefront for the OOC because it changes basically everything you do in this game compared to normal nationgames. Actually, this way it would not be a space opera at all, rather playing a cold war era NRP with less doomsday concerns but the exact same political shenanigans and overall discouraging of any direct military actions whatsoever.
Anyways, since we don't have a discord I apologize in advance if OOC will be taken up with a couple of discussions which will likely involve me. Not necessarily my faction but the setting.
As to expand upon the gate-camping issue. Basically, with FTL gates being the sole method of reliable interstellar travel, if it ever comes to war... they just won't happen. Why? Because whoever owns the gate can just mine up the region, camp up the place with defensive turrets and effectively make anyone passing through the gate to never survive the aftermath.
This is a severe issue if you want a classic space opera game without having to deal with FTL shenanigans dominating like you apparently do. As I said this effectively makes interstellar warfare impossible unless you have the paradox situation of already infiltrated and defeated your opponent before you'd pass through the gate. Alternatively somebody can effectively isolate themselves for years doing this trick and nobody could do anything against it.
So... do you actually have a solution for this? On a side note, do we have any sorts of FTL communication?
@Willy Vereb Alright we've come to a decision. I would agree with @Crispy Octopus in that the mobile castles would be too large. @Hyperdrive feels the whole "anchoring" thing would defeat the purpose of having Jump Gates for the setting. He also suggest that instead of large mobile castles, why not a large fleet of regular sized ships?
First of what's a "regular sized ship"? I don't think I mentioned castles but you may have read the sheet I linked before. Said castles range from 250 to 2500m in length. If you flubbed up and meant my mobile colonies, see my second point.
Second, in order to sustain life the O'Neil cylinder needs to be fairly large in diameter, at least a few kilometers I say so centrifugal force based acceleration doesn't need many revolutions per minute to work. Length is secondary in comparison but of course add weight to the artificial environment. The better question is why can't gates be larger? If the gates are the size of regular vessels or even an Arc then it's a massive pain in the ass to navigate through them. Make them a few dozen kilometers in diameter and this concern no longer applies. It might also eliminate other problems to an extent like gate-camping, although this trouble still remains.
Third, I agree on FTL gates that can be anchored being possibly disruptive for the setting. Although I also feel there's a plothole if they don't exist. Then again, story above worldbuilding, I'd say, so maybe we can just accept it and move on.
@SigmaIt actually can work without me being so unique to not have claims. They just have to currently occupy regions without habitable planets. As for origins I plan them to have developed independently from Core culture and only recently arrived from the Frontier.