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Unread postPosted: Fri Apr 23, 2021 11:03 pm
  

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Omegasgundam wrote:
Looks like the entry is REALLY dated. As in pre-USA founding dated. How long has it been in your drafts?


Quite a while, I'm afraid. However, as the USA is more a confederation than a political mono bloc, it's entirely possible to have member nation states like the GNE having troubles that don't always involve the USA....or the USA comes in later as a supporting element.

Current Relations to the DarcDominion will be part of the updated diplomatic standings to be posted soon, but it amounts to this; the Dominion is tearing itself apart, or on the verge of, like so many pirate groups, so odds are, the DarcLord bought it over Tsi-Eta Gamma for real.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Fri Apr 30, 2021 8:54 pm
  

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Some more USA organizations:

United Systems Interworld Health Organization(USIHO)
“I don’t have to tell you what a xeno-pathogen, or even a mutant strain of a common microbe, can do unchecked; we’ve all read reports of, or maybe even experienced, Lurgess-flus, quiggley-syndrome, and neuro-rot. One contaminated cargo case, one unchecked ship, one careless traveler, and w can lose worlds. We’re here to set protocols, assemble resources, and execute strategy to make sure that doesn’t happen, and to contain the damage if we can’t.”

The United Systems Interworld Health Organization started out as a spinoff of the USPPC, and is a collaborative effort to coordinate the various health organizations of the United Systems Alliance with regards to health issues. The initial concern was disease pathogens that might spread through interstellar and interdimensional trade networks, but the USIHO’s mission mandate has also expanded to include resource and research data sharing, medical research and development, and medical outreach, esprecially to poorer member worlds and territories. USIHO works hand in hand with the USPPC and USU to sponsor and staff hospital ships and medical stations throughout the USA.


Space Lift Command(SLC)----A spinoff of the Merchant Defense Force, Space Lift Command collects, maintains, and deploys a reserve fleet of government transport ships. The SLC also handles private subcontracting for transport jobs under the Civil Space Services initiative. The SLC is mainly involved with servicing AJC outposts and larger government courier jobs, but also provides heavy transports for colonization, planetary rescue/evacuation, and crisis management. SLC vessels tend to be light on armament, but big on capacity and range. When the USA needs to move stuff, it turns to SLC, who bring the big bulkers out of standby, and/or put the word out for needed transport.


The Fernweh Society
(aka the Sehnsucht Society)
“While it’s true that the Society encourages travel and exploration, they also provide much-needed services and advisories. They really do try to discourage doing dumb things, like trying to pat Remegian porcuswine or flying through the Arvis Nebula on a dare. They also spotted some glaring design defects on the new Nosan Corps CDZ-700 instel-yachts even before the first ships made it to the Fringe. Good thing too; those design presumptions would have killed a good number of casual travelers had they started flying them in the Rim territories.”

“It’s a whole wide megaverse out there! Let’s go explore it!”(with apologies to Waterston)

The Fernweh (from the German word for “a longing for far-off places”) Society is a galactic organization dedicated to making space travel easier; a sort of galactic Triple-A, explorers’ club and hiking society rolled into one. It originated in the CCW, but has become particularly established and prominent in the United Systems Alliance, where it has tired into the USA’s extradimensional travel network. A growing number of USA-based businesses, such as lodges, eateries, garages, and tourism groups, are participating in the Fernweh Society, encouraging travel between the various new worlds opened up by the USA’s growing travel lanes.
The Fernweh Society maintains a growing library of information on new planets, dimensions, and tourist-friendly destinations. attractions, and accommodations for the interested traveler. They also provide ratings of travel services and facilities, conduct ratings of new commercial(especially those with private ownership in mind) spacecraft and systems. They also issued travel advisories, especially with regards to danger zones and places to avoid.
Subscribers to the Fernweh Society pay an annual dues fee of between 1,000-10,000 credits, in return for which they get access to the Society’s databases, and discounts(as much as 25%) on ship maintenance and repair services from participating businesses. This includes discounted or free lodging if the member’s ship is damaged so badly they cannot live on it while undergoing repairs.
Members can further reduce their membership dues and earn credit towards future upgrades and new services by adding to the Society database. Members are encouraged to keep a ship-blog on new places they’ve discovered, that can then be downloaded at a Fernweh Society site, with reviews of known businesses and locations being scored on the lower end, and new, especially previously unknown, locations scored higher. The Fernweh Society in turn makes additional money selling data gleaned from member downloads to businesses interested in market research and other travel groups such as spacelines. Other ways members can earn credit is by volunteering to be part of rescue services(being part of an on-standby space rescue patrol group), providing free transportation for medical supplies and patients(or their families), and other good deeds ‘in the spirit of being a good traveler’.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Sat May 01, 2021 11:38 am
  

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Updated USA relations:

“Lots of little enemies, few big allies. If we ever get into a half-dozen brush wars from one end of the Alliance to the other, we might have real trouble. So make nice with our bigger neighbors. We don’t have to like them, we just have to make sure they don’t decide we’re worth the trouble of squashing. Or backing any of our smaller and unfriendlier neighbors. We don’t have the luxury of picking every fight.”
---Prefect Vabo Alyn, United Systems Alliance diplomat

“Good thing their in-house starship manufacturers build specially-designed diplomatic ships; the USA has a LOT of use for them.”
---Anonymous TVIA official, CCW.

Foreign Relations:
Currently, in many circles, the USA is the hot young mustang on the block, the ‘up from the gutters’ upstart shaking things up and overturning a lot of old conventions. They’ve made plenty of friends, especially among the lesser worlds, but also plenty of enemies


Quick-look Color Code:
*Blue---Ally. These are trade/mutual defense partners in good standing with the Alliance.

*Red---Enemy State, with open hostilities. Contact to be avoided, lethal force in self-defense allowed. While diplomacy is (ideally) possible with some of these threat-organizations (such as the TGE), at least in the interim, these groups are generally considered antithetical to the USA.

*Purple----Considered adversarial, but not of immediate concern. Contact to be avoided, if possible. Prefered means of dealing with these organizations is diplomacy if possible.

*Tan---Nuetral-. Judged on a case-by-case basis.

*Green---Potential Ally. Friendly nation., but currently only trade links.

*Consortium of Civilized Worlds---Good relations. The CCW regards the USA with patronizing good will. As long as the USA doesn’t demand attention and resources the CCW can’t afford, they’ll tolerate the Alliance cutting more favorable trade deals and headhunting worlds on the rim. The CAF especially appreciates that the USA’s joint militaries are keeping piracy in their sectors down without CCW help.
Update: Post-Minion War, the CCW will be incredibly pleased with how the USA handled things(though some entrenched interests may worry and complain about the amount of influence the Usans have gained), and how their industries have been undercutting Naruni Enterprises and lighting fires under their older government-entrenched corporations, though they also have contingency plans to promote other companies like Hartigal to give PS/ASI and WZT some competition and keep them honest. The CCW remains confident that in the long run the sheer mass of Consortium numbers and production capability will keep the USA in its place as, at best a junior partner.
Unofficially, many in the CAF have come to regard the USA’s industries as a ‘toy box’ producing inexpensive and innovative(or inexpensive AND innovative) things that would take years, if not decades, to acquire through the usual bureaucratic channels and stodgy government contracts from entrenched corporations, even with the recent shakeups in administration. There’s also the matter that agencies in the CCW can get hold of specialized gear from USAn sources that would be more difficult to acquire from domestic sources, or would leave an indiscrete paper trail. At the very least, the threat of being upstaged and undercut by the ‘rimmies’ has been used by elements of the CAF to get their usual suppliers to get moving, if only to produce copies of USA designs.

*Free World Council----The USA isn’t directly involved with the FWC, but does quietly supply them with material. Recently a number of WZT- and ASI-design ships have appeared in FWC squadrons; more than can be reasonably accounted for by salvage or small-lot open market buying, so some other dealing must be going on. The TGE suspects this, and it’s simply another reason why, when the time comes, the Alliance is going to get stomped, like so many others, for the Empire’s trouble.
Update: It’s a lie; the USA has been giving the FWC a lot more support, including using dimension-skipping to secretly supply the Free Worlds, and lending them the use of bio-modded operatives. The FWC has been knocking off some PS/ASI designs, resulting in some dissent between the two parties, but whether the dispute is real or manufactured for public consumption remains uncertain; and what if anything the FWC may be giving in exchange for the goods, besides engaging and distracting the TGE, is unknown.

*United Worlds of Warlock---No formal treaties, but there is some trade. The UWW is intrigued by some of the technowizardry work being done in the Alliance.
Update: Post-Minion War, the UWW have come to embrace the industries and minor mage-worlds of the USA as new good friends, especially when it comes to facing supernatural forces. For techno-powers, the USAn worlds are very open-minded and innovative when it comes to using magic, especially in conjunction with technology. There’s growing trade, cooperation and friendly competition with regards to technowizardry developments, which has benefitted the CCW as well.

*Central Alliance----The USA has good relations with the Central Alliance, mainly through WZT, but PS/ASI has also made an impression on the Central Alliance cyborgs with their military cyberware. While the Central Alliance is not in any position to formally extend any long distance military assistance to the USA, they have made it known that they would not prevent their citizens from enlisting as mercenaries or irregulars with the USA if the situation warranted.
Update: Noldek’s been in negotiation with PS/ASI to set up branch offices and supply his forces. This seems very likely to go through, as most of the Central Alliance worlds share the same sort of impoverished socio-economic backgrounds as many of the United Systems Alliance worlds, and share the same enemies, making them virtually brothers in arms. There’s still likely to be some objection from local interests fearing outside competition, but for the most part, future CA-USA relations are on track to be smooth and close. The recent opening of the new Ungersoll Cybertech Annex on the economically blighted planet of Ugersoll is already showing positive effects.

*Altess Dynasty---The Altess remain aloof from the generally needy worlds of the Rim, and the United Systems Alliance is no exception. Despite the fact that the Alliance has stepped(unknowingly) on the toe-interests of individual Altess the Altess regard the USA with amused interest. That having been said, the Altess have quietly invested in some of the businesses in the USA, especially after the Alliance proved itself militarily in protecting regional commerce, and business-wise in successfully assisting several worlds in turning around their economies.
Update: This aloofness turns to open respect and gratitude after the AJC’s help in repelling Golgan aggression over Altess Prime. As a result of a debt of honor, the Altess have become the (top-billed) partners in a number of humanitarian relief and economic development initiatives through the rim territories, and the USA have become currently the Altess’ favorite ‘poorer relations’. The Altess have also stepped up both their overt and covert investment in USA businesses, and some have considered the idea that if the True Naruni ever prove too obstreperous to control through their stocks, the Altss might be better served by quietly buying a controlling percentage of PS/ASI.

*Shemarrian Star Nation---Good relations with the enigmatic Shemarrians, mainly in combating pirates, policing colony worlds, and keeping the Splugorth out. This puzzles many outsiders, who can’t figure out how the USA is able to have such a working relationship with the mysterious Shemarrians.

*Typhen-Corianis-Rosette League(Thundercloud)---This Thundercloud-based polity is a staunch trade and technology partner of the USA. Although they cannot offer any substantial military assistance, their heavy shipyards have provided the Alliance with a number of large hulls suitable for warship conversion, and their armaments industry has provided a number of advanced weapons systems.

*Celsian Primarchy(Thundercloud)----Considered good trade partners. The Celsian military and AJC have conducted joint exercises together, and the Celsian military has recently helped the Alliance secure several protectorate worlds from outside hostilities, allowing for the more active deployment of AJC forces elsewhere.

*Cosmo-Knights----Seen as champions of Good. The USA has a policy of cooperation with the CK, but has instituted general guidelines similar to the CCW.

*Saphian Royal Confederation---Trade partners with the USA. The Saphians LIKE the USA’s ‘green’ policies and their activism in supporting the less well-off worlds. Saphian observers are welcomed on many of the USA’s colonial ventures to monitor their policies with regards to local ecologies.

*Botwani Union---Good trade partners, and, though the USA are not direct signatories of the Senexa Arm Aboriginal Protection Act, they ascribe to the same ideas. When rampant violation incidents threatened to overwhelm the Botwani-led SAAPA enforcement instruments, the USA stepped in to help cover for them. When they can spare them, the Botwani send their SPAMarshals to help the Alliance with their actions, building further trust between the two organizations.

* Stellar Coalition(Anvil Galaxy)---The KSC seems poised to be the next multi-star member ot the USA; both WZT and PS/ASI have been instrumental in introducing this small star nation to the greater galactic community. Curiously enough, the monster-visaged ships of this tiny star nation have shown NO incidence of Void Zombies. And ships with Kamasaugh crew who diligently carry out the many rituals they practice when traveling through space suffer far lower incidences of encounters with Infernals. This drops to zero if actually on a Kamasauni ship. Something about the neo-oni and their ritual-steeped culture seems to repel forces of darkness. Given how innocuous and nonconfrontational the Kamasaugh are, this surprises many.

*Seneky Caliphate(Anvil Galaxy)----The USA is one of the stellar polities the Seneky have reached out to, and trade, if not outright membership, with the Alliance seems certain.

*Zyganian Empire(Anvil Galaxy)---The Zyganians are one of many ex-Golgan Republik satrapies that the United Systems Alliance trades with. The Zyganians also have contracted with several USA firms to acquire new technologies and ship designs, though no formal military treaties exist between the two polities. The USA is somewhat worried about reports of Zyganian jingoism and provocations with the Golgans; though the Alliance has had its own run-ins and confrontations with the Republik, the Zyganians have been much more blatant in poking the Golgan giant.
Recently the USAlliance ambassador to the sector was quietly approached by several people claiming to be members of the Zyganian Foreign Ministry, who had a proposition for the Alliance. Given the Alliance’s propensity for picking up ‘sad sack’ planets, would the USA possibly be interested in acquiring Alebia, a planet on the Zyganian Empire’s borders? Some milintel inquiries have revealed that Alebia is a human-inhabited world recently liberated from a cruel occupation by a neighboring warlord race. Taking over management of Alebia would put USA interests in charge of a world of traumatized, shell-shocked ex-slaves barely able to take care of themselves, as well as a world on the border with the still-dangerous former occupiers. The USA is not certain that the offer of transfer of Alebia is serious, or if the Zygaian ‘ministers’ were genuine in the first place.
Update: The defeat of the Golgan Argosy invasion force in Altess territory had the Golgans looking to save some face, so they used the reserves meant for the follow-up occupation of Altess space instead in a series of hard-hitting raids on border states that might cause the Republik trouble. The Zyganians got struck badly, with severe damage to a number of their space industries and resource worlds, hampering theri military expansion efforts. The USA has extended what help they can, and the Zyganians have ordered up weapons and ships from USA industries safely located out of range of Golgan preemptive strikes, but the effort will take time and money. While the USA believes the Zyganians are good for the purchases, the fact remains that the situation leaves both polities stretched too thin on resources to deliver more than a trickle of replacement equipment for token installment payments.

*Trevis Collective(Thundercloud Galaxy)---Tentative trade treaties. The Trevis seems just the sort of hard-luck case that the Alliance seems to do well at rehabiltating, especially if they could also bring in the EShemar Radiant Edge to help decontaminate some of the Trevis worlds savaged by their brutal civil war. Despite the prospective short-term burdens of helping the Collective rebuild, signing up the Trevis would add some good diplomatic clout to the Alliance, so Alliance diplomats remain optimistic.
Update: The Trevis may be trading antimatter to the USA on a limited basis, suggesting a thawing of relations towards the outsider power. Rumor is that the Trevisians were paid a visit by one of the Infernal factions rooting around on one of the shatterworlds for ancient Ratling artifacts, and the situation became so ugly, the Collective needed help dislodging the unwelcome squatters. If so, the Trevis may be paying the Alliance back for their assistance.

*People’s Republic of Contoon and the Lo-Ting Electorate(Anvil Galaxy)---The USA knows of these two one-world powers through the Central Alliance and efforts to establish relations with the new Ulcha Unitan Republic. The USA is interested in rumors of the Contoonians’ ability to manufacture biosystem androids, and in Lo-Tingian chemical engineering,. As both worlds are in a rather depressed economic state currently, the trade pitch the USA is making is falling in receptive ears. As long as the USA isn’t offering to sell arms to either of the two(and especially to their old rivals), the PRContoon and the LTE are happy to have somebody interested in trading with them. The USA’s version of the Office of Positiive Outcomes(OPO) is hoping to encourage the two worlds to trade with each other, through the go-between of the USA, so initially the two former foes can convince themselves they’re not really dealing directly with their old arch-enemies. Of course, both worlds being formerly(nominally) part of the Central Alliance, the CA is watching the situation with some small interest, in case the USA tries to snap up Contoon and/or Lo-Ting, though some of Noldek’s advisors are suggesting that the Central Alliance should make its own pitch once the USA has hauled up both planets’ economies and made them worth re-annexing.

*Vrusk---The USA is on friendly terms with this species of galactic garbagemen. Though the Vrusk generally don’t have much to do in USA space due to the scrupulously ‘green’ policies encouraged by the USA, and Vrusk ships are given the same respectful/fearful wide berth given by other starfaring polities, when the USA does have a radiological or hazmat situation they can’t handle on their own, they call in the Vrusk. The Vrusk also appreciate the work and assistance the USA gives them with regards to shatterworlds.

*Kasenti Stellanion(Anvil Galaxy)---The USA is on good terms with the Kasenti Stellanion, though some of the latter’s policies on slavery grate against GNE sensibilities and the general attitude of the USA. However, some of the USA’s less-orthodox citizenry were involved in keeping the Stellanion from becoming the playground of a resurrected evil alien intelligence, so there’s hope that the Kasenti will listen to some advice about reform.

*Syndian Republic(Anvil Galaxy)---The USA knows of this mercantile nation through mutual trade contacts. While the Syndians have their own superb shipwrights and locally-produced merchant fleet, they have expressed admiration of the USA’s own dsigns, while in turn the Alliance looks up to the Syndian Merchant Marine training standards. Relations between the two star nations are very good.
The USA was not in a good position to give much assistance to the SR in either of their two wars with the Valar-Ryzellians, but was able to correctly suspect that there was Infernal involvement behind the Kadavists’ rise to power. With that in mind, the USA was able to send a few of their paranormal-hunting Irregulars and as many TW sensor suite rigs as they could spare to help the Sundians and their assimilated Valar-Ryzellian allies in the fight against the corrupted Kadavists.

*Odina Federation(Anvil Galaxy)--- A client of WZT even before the formation of the USA, the Odina Federation has remained a customer in good standing and become an trade ally, even going so far as to ask WZT and its partners in to assist in the securing of assets of the Cynoceran Republic after its collapse. Though there are some Odinans who are unhappy with how several ex-Cynoceran worlds elected to join the USA rather than rejoin the Federation, and there are more Odinans unhappy with how WZT/PS/ASI have taken over several ex-Cynoceran shipyards and now use them to produce the sort of warships that might have allowed the CR to defeat the Odina Federation back in the day, the OF remains a steady trade partner, including buying many of those ships being produced by the ex-Cynoceran worlds.

*Cisen-Adeta Republic(Anvil Galaxy)---The USA is on good trading terms with this new star nation, and the Cisen-Adetans are interested in having WZT/PS/ASI establish shipyards and factories in their territory, which shows promise for closer relations in the future.

*Bakalapona(Anvil Galaxy)---Though contact with this unequivocally crazy star nation has been sporadic, the USA and the Bakalaponans actually get along rather well, which worries many outsiders. This is especially true and alarming when USA scientists, taking a look at examples of particularly insane Bakalaponan technology, boggle for a moment, then nod their heads and say ‘we get it! Brilliant!’. In return, Bakalaponans are known to buy many of the more eccentric product designs from USA-affiliated companies.

*Noirlan Coalition /Durok Empire(Anvil Galaxy)----- The USA came in on the side of the Noirlan in this bitter little brushwar, with PS/ASI supplying arms to the Coalition, and the USA boycotting the Durok. in an economic embargo. The war has smoldered on, with some outsiders claiming it’s become something of a corporate proxy war between PS/ASI and Hartigal on one side, and Naruni Enterprises backing the Empire. The Durok have only gained ‘red’ enemy status because they’ve recently been hitting shipping, including USA-flagged vessels, outside the warzone, and blaming it on rogue elements(deserters) from their forces.
Meanwhile, though trading with the Noirlands, the relationship is less friendly than it could be, the Noirlans’ poor treatment of repatriated POWs held by the Durok has rankled with many in the USA.

*TransGalactic Empire----The TGE views the USA with the same contempt as it does other semi-independent hangers-on of the CCW. For all its c;laims of independence, the USA is seen as merely another noisy teat-sucking extension of the CCW. The USA is annoying because it makes infiltrating the rim territories and new frontiers around the CCW that much harder. In the end, though, when it comes time, the USA and all the other wanna-be star nations will fall to the TGE...or else. Possible conflict with the TGE has helped feed the development of a heavy-gun fleet capability in the AJC.
Update: The TGE KNOWS that the FWC is getting more than casual help from somebody, but suspects that the rim nations are being used as convenient cover for the real culprits; the Consortium of Civilized Worlds, especially as the ripples of the Shaw Initiative sweep the CCW. The TGE will still crush them as the annoyances they are, once they can no longer distract the Empire from dealing with the real string-pullers in the CCW.
Unfortunately, much to the USA’s discomfort, direct confrontation may be unavoidable as more worlds in sectors near TGE space or in the path of the Empire’s expansion, apply for USA membership, or , if already members, have been reporting signs of TGE activity near them.

*Golgan Republik----The USA and GR have skirmished on occasion, but the two polities aren’t openly warring with each other. Though no formal trade treaties exist between the two, USA traders do some small trade with Golgan worlds, but also trade openly with former Golgan satrapies. Occasionally, USA and GR forces have fought the same enemies and the Alliance extends the same protection to Golgan merchant ships that its forces extend to its own. The Golgans suspect the Alliance, or Alliance-based concerns, in taking away some promising territorial prospects the Republik was eying in the Thundercloud. Ultimately the two polities don’t see eye to eye, but they aren’t -nasty- about it.
Update: After their defeat above Altess-Prime, and the liberation of Vivisanda, the Golgans have begun taking the USA more seriously as a threat. Trade has ceased and merchant ships of each polity are considered suspect. While the two polities still practice honorable treatment of each other and occasionally join forces against a greater common threat , they’re also more inclined to shoot at each other on sight.

*Splugorth Kingdoms---Despises the Splugorth and that attitude has remained consistant. The Alliance has taken one Splugorth slave colony away from them and intercepted several slave raids. As an ally of the Shemarrian Star Nation, the United Systems Alliance is also on the Splugorth hate list. Mounting a defense against future transgressions by the Splugorth remains a major concern of the Alliance.
The Splugorth know the USA as another alliance thrown up against their slave raids and expeditions. That USA industries have undercut arch-rival Naruni is seen as amusing, the fact that the same industries have been serving other impediments like the UWW and CCW and helping lesser worlds better resist Splugorth incursions is less so. The rumors of the USAns working closely with the mysterious and viciously anti-Splugorth Shemarrians simply damns this particular group of inferior animals all the more, and their works that much more enjoyable to loot and destroy when their time to bow before the Splugorth comes. The cagier Splugorth, though, have noted the effectiveness of USA weapons against the Infernals, and against their own magically-enhanced vessels, and are rather more cautious with regards to meddling near USA space.

*Travesdeen Empire(Extradimensional)---This extradimensional slaver human empire has raided several sub/pocket-dimensions that have a GNE/USA presence, resulting in open war being declared. The war is considered low key for the Alliance, with a limited number of fronts, but lack of information on where the Travesdeen homeworld is, extradimensionally, has proven frustrating for the Alliance, who believe that the fairly small empire could be brought to heel very quickly if the USA could put a few warships in orbit to engage in a little bombardment diplomacy. The Celsians have helped take some of the burden of the war off the Alliance by protecting several of the worlds/communities liberated from the Travesdeen.

*Sorm(Thundercloud)---The predatory neobarb Sorm pose a serious threat to the Alliance’s Gaelra Arm interests. While the threat has, for the time being, been beaten back from Alliance territory, with the assistance of CheDive allies, the Sorm continue to pose a danger in those sectors. As the Sorm cannot be negotiated with(they consider negotiators to be appetizers), the Sorm are subject to ‘weapons free and nukes enabled’ protocols if and when encountered.
Update: Post-Minion War, the USA has begun scouting the suspected Sorm homeworlds and has begun conducting heavy raids to destroy the Sorm industrial base and ‘bomb them back to scratching fleas and chewing on rocks’

*Chor’ii(Ender’s Cluster)--The USA’s policy with regards to these rapacious cannibals remains unchanged: extermination. As with the Sorm, negotiation is impossible with the Chor’ii, who eat anything they can get their paws on. Until other powers can rally, post-Minion War, and mount a proper response to the Chor’ii swarming, the USA is stuck with the job of holding a containment cordon preventing the Chor’ii from spreading even farther and faster through the Ender’s Cluster and probably beyond it. Currently the Alliance is looking at an eighteen month slog at least, before they can finish dealing with the current waves of Chor’ii horde-ships. The peculiar nature of space/time in the Ender’s Cluster prevents the Alliance from being able to use their existing FTL drives to strike directly at the Chor’ii homeworld and infrastructure, and the USA currently does not have the means to construct the exotic technologies needed to traverse the distance to do so. So the USA has dug in its heels, entrenched its positions, and gone into bugzapper mode, destroying any and all Chor’ii vessels that come within range.

*Kybyree(Thundercloud)---- The United Systems Alliance has heard of this rapacious slaver empire and is determined to do something about them. Although the Kybyree are still galactically some distance away from the nearest USA members, Kybyree slaverships, scouting new prospects/victims have intruded on USA space and been met with disabling force. It is not known if the Kybyree know what happened to their missing vessels or who did them in, but the Alliance intends to be ready for whatever response the ambitious insectoids come up with if they do.

*Sqaada(Thundercloud)---These genocidal reptileans are known to have saturation-nuked at least one world that PS/ASI was doing business on, and Alliance ships were involved in hot-extractions from several of those worlds. Though distant from the mainstream worlds of the USA, and currently falling into conflict with backdoor incursions by the Shemarrian Star Nation, the possibility of Sqaada pirates and raiders has not been dismissed by the Alliance, who regard Sqaada ships to be subject to shoot-on-sight.
Update: The zone of aggression being perpetrated by this rapacious and technologically advanced species saw the United Systems Alliance involved in the evacuation of several worlds ahead of Sqaada orbital bombardments. While no member worlds of the USA have been directly threatened, PS/ASI did lose a few trade outposts, and the USA has been helping other worlds in the predicted path of the Sqaada onslaught fortify. However, the anticipated storm seems to have broken, or at least been delayed, as the Sqaada seem to be currently preoccupied with a backdoor invasion of their territory by the Shemarrian Star Nation, who it is said is giving the Sqaada ‘serious fear of the Lizard Gods’, which may be a reference to the Thousand Dragon Tribe. Confrontations with Sqaada ships in the expected line of advance have become increasingly uncommon and there are hints that they have abandoned many of their forward outposts, or at least have given up pursuing the refugees from their last planetary ‘reductions’, fueling rumors that the Sqaada have been drawing back their forces to deal with the Shemarrians.

*Necrons(Corkscrew)---Though the USA is more concentrated in the Anvil and Thundercloud Galaxies, their predilection for trading with, and acquiring members from, the galactic hinterlands, means that the USA has unfortunately run into the latest threat to the Corkscrew, the technophobic Necrons and their biotech. Like the CCW, the USA has found the Necrons impossible to negotiate with, both because of the latter’s hatred of technology, and their arrogant belief that they alone are ‘pure’. The few encounters the two polities have had with each other have been violent and nasty, with the Usans’ use of innovative tech-tricks and their own biotech and magic proving both an unpleasant surprise for the Necrons, and an even greater reason for the Necrons to HATE the United Systems Alliance. After a few more contacts, with the Necrons being ever more belligerent, the USA has issued shoot-on-sight protocols for dealing with the Necrons, though it as yet has no plans to pursue an offensive campaign against Necron territories..

*Infernals---A MAJOR cause for concern during the Minion War incursion in the Three Galaxies. Infernals fall squarely in the ‘shoot on sight’ category of enemies, and relations are strictly of the ‘calculate targeting solutions and fire when ready’ sort. Though not the focus of the Infernals’ campaigns in the Three Galaxies, the GNEAS and AJC still fought actions against Infernals from Phaseworld to the scattered worlds of the Far Rim. Even though the destruction of the major Demon Planets and centers of Dyval power in the 3Gs signaled the end of the ‘official’ war, the AJC continues to see action against smaller remanent Infernal forces and their lackies and, of course, outdimension, where the Minion War has moved its attention elsewhere.

*Pirates---Piracy is a serious problem on the Rim and one of the major focuses of the joint military command of the USA. The explosion of piracy throughout the Three Galaxies has kept the USA AJC VERY busy. It’s also given them a source of good karma with regards to their reputation amongst the lesser and non-aligned worlds. Eliminating piracy, especially slavers, is an ongoing mission for the armed services of the USA.

*Star Hives--- The USA’s seemingly propensity for encountering ‘swarm’ species has paid off whenever they encounter the rapacious starwasps The tendency of WZT/ASI starship designs to drip with point defense systems and the USA to liberally arm its planetary militia has meant that it’s most often the starwasps that are crispy-zapped.


*Naruni Enterprises---The USA would very much like to shut Naruni out of their space, and has largely succeeded in keeping any of their worlds from becoming contract-slaves to NE. The USA is banking heavily on the industrial engines of WZT and PS/ASI to keep member worlds supplied and out of Naruni’s clutches. The Naruni are beginning to twig that the USA is actively working against them, and are insulted by the restraint of free trade that the efforts represent.
Update: Post-Minion War, with many of NE’s potential(and often current) customers turning to the emergent industries of the fringe worlds and Rim to supply their armament needs(helped along by the CCW’s secret plans to topple NE switching into high gear), the Naruni are beginning to realize just how much they’ve been deliberately undercut, both in the Three Galaxies and in other universes by what may be the same corporate entity. If/when that happens, it’s possible that Naruni may start counting up vengeance bucks for more direct action against PS/ASI, WZT, and the USA in general.

*Deneva Comdomate(Anvil Galaxy)----The United Systems Alliance and the Denevans are at loggerheads with each other, since USA forces helped their Tme members take back a colony world seized by the Comdomate. A cold war situation with no OVERT hostilities exists between the two polities, though Alliance military intelligence suspects that that the Denevans may be hiring privateers or mercenary proxies to stir up trouble in Alliance space.

*Dadalane Jihad(Thundercloud)---Though not in the immediate stellar vicinity of any USA worlds, the Dadalane are suspected of being behind some of the pirate activity plaguing USA shipping. To the atavism-worshipping Dadalane Wolfen, the offsept plutocratic Wolfen of Eugenia would be seen as hellspawned and corruptly wealthy heretics.

*Solex Federation(Anvil Galaxy)---The civil war brewing in the Solex Federation seems only a matter of time away , but the concern is that it might spill over into adjacent USA-affiliated space. Already a number of unpublicized skirmishes have taken place between Solex-Terra, Solex-Colonial, and United Systems Alliance forces on both sides of the border(the GNE/USA launching several raids on slave camps in Solex territory), but whether , when war does break out openly, the two Solexian factions will concentrate on each other or drag the USA into it remains to be determined. Another issue concerning the USA is whether the Alliance should move to occupy and protect non-factional Solex worlds in the border region when the civil war does go hot.
Update: Post-Minion War, the Solex does collapse and the area becomes a warzone, leading to the USA strengthening its military presence in adjacent sectors to contain the spread of violence. It is, however, also rumored that USA units are taking a more proactive role in pulling Solex civilians out of the line of fire and neutralizing assets of BOTH ST/SC faction forces, in response to reports of atrocities taking place in Solex territory.

*T’ghari Domain and the Brualli Alignment(Anvil Galaxy)---The vicious war between these two star-nations threatens to boil over into adjacent USA-claimed space. While both nations are arguably already tottering toward mutual collapse, the fear is that they may still be able to do considerable collateral damage, especially to the refugee colonies near their borders, or that their collapse may herald a new region of pirate havens.
Update:---The vicious war between these two star-nations threatened to destablize a sector, but surprisingly the brushfire-in-the-offing has failed to materialize. Both nations seem to have exhausted themselves and the predicted crescendo of interstellar violence has instead petered out into occasional skirmishing and the equivalent of thumbwrestling. A few ships of both sides have gone rogue and been dealt with by USA forces, but by and large the two governments seem to have run out of steam, hobbled by their crippled economies. Though no official ceasefire has been declared, observers in the region remain cautiously optimistic that the two sides may be amenable to giving diplomacy a second chance and not just taking the opportunity to rearm.

*Acalian Genanarchy(Anvil Galaxy)---The territorially aggressive Acalians have accused the USA of harboring political dissidents and terrorists in systems bordering the Genanarchy, and have been increasingly harassing Alliance shipping to force concessions. The USA has tried to take it in stride and stepped up patrols in the relevant areas, but lacks the immediately available numbers to provide a real show of force in the sector. There have been some recent hints that factions within the Genanarchy are displeased that the USA has not reacted in a more bloodthirsty manner to some of the Acalians’ more insulting and provocative actions, suggesting that the Genanarchy may be underestimating the Alliance.

*People’s Imperial Democratic Alliance(Anvil Galaxy)----The United Systems Alliance took in refugees displaced from one of the nonhuman worlds annexed by the PIDA. The two polities consider each other enemies, though the Alliance AJC is fairly confident that they can easily knock apart any military force the PIDA could assemble and throw at the USA, given the technological and economic disparities between the two.
Update: Events of the Minion War suggest that the United Systems Alliance has other ways, besides warships, of keeping the PIDA in its place (Important military leaders and weapons scientists going skydiving without parachutes in the middle of the night off stratoscraper penthouse balconies aren’t an everyday occurance).

*Indrel Khonate(Anvil Galaxy)---The USA has had a few run-ins with this forty-world imperium, and doesn’t like them in the least. The Khonate is arrogant, domineering, and aggressive. The OPO has heard rumors of atrocities and other horror stories from the Khonate’s conquered worlds. The Khonate restricts trade and travel through their territories and demands extortion-rate transit fees for shipping in non-Khonate hulls. Khonate industries have also pirated several USA-developed technologies and designs(mainly weapons). Though bordered by both the CCW and the Golgan Republik, both polities are currently unwilling/unable to do anything that might remove the Khonate as a border-buffer, and the USA is not in a good position to more openly move against the Khonate. However, the USA is routing its trade traffic around Khonate space, using a few dimensional gateways to shortcut, and offering the same routes to other concerns unwilling to pay the Khonate’s pirate-rate fees. The USA’s official stance is to ignore and avoid the Khonate, but the USA’s member worlds have independently imposed their own embargoes on Khonate goods, and OPO is also running some support to dissident groups in the Khonate colonies and territories.

*DarcDominion(Anvil Galaxy)---The USA has had one major contact with this pirate state-spinoff from the Central Alliance, and it didn’t work out very well at all for the ‘Dominion; the USA almost accidentally killed its leader and captured its flagship. Since then, though the USA has been on the lookout for further trouble from this glorified band of pirates, there’s been virtually no contact with any more DarcDominion forces. A few rogues who have crossed paths with the USA have claimed passing acquaintance with the ‘Dominion, but what little they’ve revealed paint a picture of a kingdom of outlaws currently eyeing each other in the absence of the unifying fear of the DarcLord, and more concerned with internal power struggles than going after outside nations. The USA regards this group as pirates, little else, but their days as a unified threat seem past.

*Lucim Imperium---This small stellar polity and offshoot of the Ivoians got on the Botwhin Char’chugas’ **** when the Lucim tried to planetjack a human world and genocide the inhabitants just for some additional real estate. Instead, the Lucim got taken to the ropes and hammered back to almost pre-space travel level by SAAPA enforcers and disciplined by the BABES. During the Minion War, a group of unreformed hard-liner Lucim tried to take advantage of the Botwhins’ distraction and attempted to rebuild their war machine by acquiring outworlder weapons, especially ones that could harm the Botwhin Char’chuga. Unfortunately for the Lucim, ‘the best money could buy’ in the region that the Lucims’ contacts could steer them to was United Systems Alliance-made, and the Lucim, wanting bulk, went for a dealership, rather than more dispersed black market contacts. PS/ASI sales reps quickly got suspicious and recognized who they were dealing with, and before the Lucim realized that the arms dealers they were dickering with actually had an alliance with the hated Botwhin, the SAAPA were let in on the dealings, and the conspiracy simultaneously blown open and stomped flat. The Lucim Imperium, even deeper in the hole now, is now TERRIFIED of both the Botwhin Char’chuga and the USA, though individual Lucim blowhards have still tried to make trouble for the two polities.

*Intruders--- The USA, with only a scant presence along the rim of the Corkscrw Galaxy, has only had a few encounters with these enigmatic aliens. These encounters have proven inconclusive; the Intruders behaving belligerently, but not pursuing if the Alliance vessels retreated. The one surprise ground encounter resulted in a brief skirmish that sent the Intruders in hurried retreat when the USA scout team started popping magic and their own psionics into the fray. The USA has yet to decide on a comprehensive policy regarding the aliens beyond avoidance and fghting only in self-defense. The USA is anxiously listening for any word on the CCW’s or FWC’s efforts to communicate with the Intruders.


*Hartigal Combine---Like Naruni Enterprises, HC is also watching the activity in the USA and would like to swoop in and make all those worlds a deal! However, the Alliance is also keeping Hartigal at arms’ length, not wanting to get pulled into an inevitable trade war between Hartigal and Naruni. They haven’t entirely shut Hartigal out, considering them the lesser of two evils of the Naruni ‘family’, but the USA does watch any deals made between member worlds and HC most closely.
Update: Jelko Rodula watched footage of the events above Altess-Prime with great interest(he was too far away and inconveniently placed to be able to lend timely assistance to his home nation when he learned of the Republik’s invasion) and has been taking a second look at the USA’s corporations and their new relationship with the Altess. He’s incredibly pleased that PS/ASI and WZT are undercutting Naruni’s influence with the major powers they sell to. However, he also realizes that they’re denying him his direct vengeance on NE, and becoming real competition for Hartigal. That means he’ll have to step up his game as a weapons designer and businessman to beat out the USA corporations for market share, but he’ll do it honestly, not like Naruni. It will be a competition of genius, with a respected equal, not an abhorred adversary. Of course, he feels he has an edge in creating weapons that are works of art, though some designs like the Aurora show that there’s some artistic talent in PS/ASI too.
If Naruni were to openly declare a blood feud on the USA, Rodula might be moved to have Hartigal more openly align with and support the USA.

*Bushi Federation(Thundercloud)---If the Bushi Federation regards the Consortium of Civilized Worlds as barely tolerable but useful barbarians, the Oni see the United Systems Alliance as a motley gang of degenerate failures and uncivilized(and uncivilizable) mongrel savages barely above the rock ax and rubbing stick fire starter level. At best, the USA produces a few interesting geegaws worth acquiring for the price of some baubles; at worst, they are to be avoided altogether. While not openly hostile, relations between the two polities can best be described as ‘chilly’. As much as the USA would like to open trade relations with the Bushi Oni, it’s no great loss either if they don’t have to deal with the haughty Amateratsuans at all.
That having been said, in the aftermath of the Minion War in the Thundercloud and the chaos it inflicted in the Bushi Federation, relations have become quite chaotic., with USA offers of humanitarian aid being both graciously accepted and coldly rebuffed by the various factions and offices trying to pull the Federation back together.
Meanwhile, the USA has quietly provided sanctuary to a clan of dispossessed Oni ninja. In return for keeping their survival secret, the clan has been offering the USA some tips on stealth operations, including starship technology, and advising them on who can be trusted in the Federation.

*Arzca Confederated Purity(Anvil Galaxy)----Limited contact through shipping traffic. Though the USA and the SCP agree on stopping piracy and galactic contraband trafficking, the two do not always agree on what constitute contraband substances, with a good amount of regular trade in the USA being in material that would be banned in general, if not subject to stiffer punishments, in the Arzac realm. Still, the two polities get along well enough to oppose the Coloye Dopamen cartels, and trade information on rehabilitation therapies for the addicts of various controlled substances.

*Denesk Caliphalum(Anvil Galaxy)---Though nominally a trade partner, the Denesk institution of chattel slavery makes relations with the USA chilly. Private concerns in the USA have been running an escape network for slaves wishing to flee the Caliphalum, which oddly enough, the Denesk seem to allow, possibly seeing it as a social safety valve.

*Network Omni News--- The United Systems Alliance has, through its actions, drawn the attention of NON, which has realized that the ‘fringe state’ has enough popping to be of interest to its newsbase. This has resulted in the Big Eyeball sending some news teams to scout out the usans and see about expanding the network to new audiences out there. The USA is ambivalent about NON; on one hand they provide EXCELLENT news coverage and media support, but on the other hand the USA really doesn’t want the nosey investigative reporters of NON snooping where they don’t belong and revealing too much about their operations. For now, the USA and AJC is throwing a few scraps of meat to NON, letting their reporters follow along with some task groups, and hoping that a little cooperation will keep the NONers from looking to dig up dirt from inappropriate places.
Frankly, Cybssynthcryth suspects he knows where the GNE originated from, and if he’s right, then he may get the opportunity to stake out Splynncryth’s summer place(currently, NON is banned from visiting the Atlantis Dimensional Market). So NON has backed off on digging too deeply into USA affairs while Cybssynthcryth attempts to wrangle a deal to send reporters to Rifts Earth, though if he feels desperate enough, he’ll use blackmail to leverage the deal.
It’s unknown how Splynncryth might react if he ever learned of NON reporters coming in from the GNE. While it would provide another excuse to squash Greater New England’s land of origin, at this point it’s arguable if it would do any permanent damage to the United Systems Alliance, and such action would be an unspoken acknowledgment that NON is more than a mild annoyance. And if the GNE ever did cut a deal to host NON and got attacked for it, it’s unknown what, if anything, Cybssynthcryth would do; if he’d honor any agreements made with the GNE, or would simply cover the unfolding tragedy as another news story.
Frankly, there’s too many unknowns, when dealing with even the ‘nice’ Splugorth, for the GNE to feel comfortable.

*Gapatrac Syndracy(Thundercloud Galaxy)---This aging and fading former empire recently approached the USA, interested in acquiring some of their genetic technology, as well as gene stocks, in return for some as-yet unspecified boons in payment. Though reportedy USA officials are intrigued by what the Gapatrac offered, they’re leery of the reputation the Syndracy has for rumored illegal sophont abduction and medical experimentation.

*Denlech----Though Naruni’s taken a few ecconomic hits, or perhaps bcause of it, Naruni Enterprises has been doubling down on its efforts to extract kiloryte from the Denlech worlds, either directly or using proxy front-corporations. Smuggled-out reports of the heavy-handed treatment of the agrarian communities in the way of corporate profits has moved hearts in the United Systems Alliance worlds, and there have been calls for action. However, the USA can currently ill-afford to take overt action against what is still a formidable galactic arms corporation. More covert approaches to the issue have been rebuffed by the Denlech the USA has approached; the Denlech have no desire to replace one technological oppressor with a technological saviour, however well-intentioned. To the Denelech, the USA’s embracing of a range of technologies, and especially their recognition of AI as legal enttities, marks the usans as dangerously unenlightened. Offers of overt aide have been rebuffed, often with the rejoiner that ‘the Divine shall provide’.
That having been said, individual donors in the USA have been providing the Denlech with supplies of small arms, and a few of the more low-tech world citizens have voluntarily joined the Denlech cause, as long as they agree not to call upon the USA to bail them out.


*New Nigelian Confederation----Though the two polities are far enough away from each other not to have direct contact, the two have heard of each other. The two star nations’ industries have, in fact, acquired samples of each others’ gear and developed designs from reverse-engineering, which has those respective industries agitated over the copyright theft even as they salivate over the profits being made from their work on copied hardware. The two nations, if they became closer together physically, might become, not enemies, but quiet rivals for the yet-unaligned worlds of the Rim, though the Nigellian perchance for freewheeling aggressive mercantilism(some would call it piracy) has many in the USA looking at the NNC with suspicion.

*Xan Xanti Synoc(Thundercloud Galaxy)---The USA has some small small trade contacts with this reclusive nation, mainly through Xappish merchants. Though the Synoc would seem to be an obvious place to shop for antimatter, or even another member-state, the Xan Xanti have proven reluctant to committ to the sort of large-scale long-term supply situation the USA is seeking. The wary and security-conscious Xan Xanti may be leery of getting tied with a new star nation that’s been getting involved in numerous small conflicts. However, the USA hopes that word of the good relations the Alliance enjoys with other major law-and-order power blocs in the Three Galaxies may prove the sort of positive recommendations that can assauge Synoc doubts and sway them to the bargaining table.

*Unity of Starholme(Thundercloud Galaxy)---The USA knows little of this isolationist polity, as the latter is both far away from the nearest Alliance outposts, and has, in its few contacts with the galactic community, expressed its desire to be left alone.

*Lurgess(Anvil Galaxy)---The USA treat the Lurgess pretty much as other cultures do; with great caution. With one of their members having suffered a near-catastrophic encounter with Lurgess pathogens, the USA watches any known Lurgess movement near their worlds with wariness. The United Systems Interworld Health Organization was formed, in part, to deal with Lurgess-style pandemics. If Lurgess are in trouble near USA vessels, assistance is extended, but Class 1 bio-hazard protocols are invoked. Ideally, the USA use AI or inorganic sophonts to interact directly with the Lurgess, as long as they can be safely decontaminated in both directions.

*Justicene Exiles(Thundercloud Galaxy)---The USA has had its share of run-ins with these nomadic aliens. In general, they’ve found them annoying, thieving, opportunistic brigands little removed from openly being pirates. What keeps them from being classified as ‘non-amicus’ is that the Alliance has also had its share of encounters with helpful Exiles who have freely shared information on threat-species, and heroically opposed slavers. The USAJC has even fought alongside the Justicene against Splugorth MInions and other adversaries, and it’s rumored that the secretive Office of Positive Outcomes has employed a few reliable Exiles as operatives. So learned USA citizenry regard and react to Justicenes with healthy caution and skepticism, but not outright and immediate violence.

*Trensik Mercenaries(Thundercloud Galaxy)---The USA has had a few encounters with this professional warrior species, on both sides of conflicts. The USAJC and the Trensik have developed a respect for each other’s professionalism and prowess(prior to the USA’s formation, the Trensik already had run-ins with the Tmelain Regulators and the Grendelsec Bashers) , but know that the tides of galactic conflict force them to be pragmatic, and that they’re just as likely to be at odds with each other as standing on the same side.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Tue May 04, 2021 10:45 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 361
Here's a list of setting bits that I feel the need to put out. It covers some particular bug bears of mine.

Phase World Antimatter Usage
Antimatter is by definition nearly impossible to be anything but ‘fail deadly’. A single kilogram of the stuff would result in 43 megatons of boom, which is only 7 less than Tsar Bomba, and you can look up just how nasty that firecracker was. The only plausible reason the Three Galaxies are so damn cavalier with the stuff is that the Protheans hand out near endless amounts of special containment Phase Fields for almost free to anybody that wants them. As it would be too much work to change everything, this shall henceforth be assumed to be the answer.

Revised Phase World Space Weapon Ranges (Non-Kitsune Version)
As things currently stand, in a closing engagement (combined speed of Mach 16.5), it would take a Protector 34 seconds (just over 2 melees) to go from the maximum range of a Doombringer’s Horn Cannons to colliding with its hull. If the Doombringer was stationary, it would take 63 seconds (just over 4 melees). This is clearly ridiculous, as it makes the nominal range advantage of capital weapons useless. For those unwilling to use Kitsune’s system, simply add a 0 to weapon ranges. This would mean that it would take at minimum 57 seconds (just under 4 melees) for a closing Protector to cover the 200 mile difference between its own Laser Batteries and the Doombringer’s Horn Cannons, which is tactically significant and makes the Dreadnought legitimately threatening. For the sake of consistency, my other material uses the original silly numbers.

To keep small craft relevant, the Heavy Energy Weapon Penalties on page 106 of DB:3 must be kept in mind at all times, and they also apply to direct fire kinetic weapons. For additional ‘fairness’, move the bonus/penalty column down by one increment for every full third of the weapons range being used, and vessels known as being particularly agile for their size have an additional down shift. If this results in the target being pushed into the -8 to strike range, it gains the automatic dodge of ships smaller than 150 ft (45.7 m). Medium Energy Weapons (x100 MD or thereabouts) have half the penalties, and do not offer an automatic dodge for small targets.

Revised Phase World Missiles (Non-Kitsune Version)
The fastest stated value for a missile in the Rifts Main Book is Mach 3. The slowest fighter worth mentioning in the Phase World setting is the Flying Fang at Mach 10. If missiles are to do anything but collide with their launch platform, they must be far faster and have noteworthy endurance so that they can actually reach their targets. Thus, for the sake of relevance, space use munitions are CG propelled and have far greater capabilities, and represent the canon prices of these items. Atmosphere only models use the Rifts values, and are 70% the price. Considering the general tech level of the Three Galaxies, MRMs and LRMs can be assumed to be Smart (+5 to strike, +4 to dodge, 2 APM, IFF and loiter capabilities) by default, and without an extra cost.

As a side note, you can forget the entry on Cruise Missiles in DB:13. If 500kt translates to 2D6x100 MD, then a single shot of a 2D6 laser pistol is equal to tens of tons of TNT. This is just bad comedy, and whoever wrote it should be ashamed of himself.
Spoiler:
CG Mini-Missiles: Mach 10 Atmosphere, Mach 20 Space, 5 seconds endurance

CG Short Range Missiles: Mach 10 Atmosphere, Mach 25 Space, 30 seconds endurance

CG Medium Range Missiles: Mach 15 Atmosphere, Mach 30 Space, 3 minute endurance

CG Long Range Missiles: Mach 20 Atmosphere, Mach 40 Space, 18 minute endurance

CG Cruise Missiles: Mach 25 Atmosphere, Mach 50 Space, 2 hour endurance

Revised K-HEX Munitions
The entries presented in DB:2 predate the massive increases that came with the CWC, so they are in dire need of revision. This is likely why they were only partially reprinted in DB:8. To make K-HEX relevant in the Paladin Steel continuity, the following revisions/additions have been made. As of the end of the Minion War, both the CAF and the Hartigal Combine have reverse engineered the refining procedure. The Shemarians are not far behind, followed closely by Paladin Steel.
Spoiler:
K-HEX Plastique Cubes: As DB: 8, page 95.

K-HEX Pump Gun Shells: Equivalent to the Triax TX-5 family, these shells do 5D6 MD to a radius of 3 ft and cost 100 credits per round.

12.7mm K-HEX Heavy Machine Gun Rounds: While the profit margin on these is not as great as their traditional Plasma Rounds, the recent surge in interest in kinetic weapons has resulted in this calibur coming into fashion among even high tech forces. As such, Naruni offers K-HEX rounds at a rate of 4000 credits for a box of 100.
    3D6 MD for a single shot
    3D6x10 MD for a 10 round burst

20mm K-HEX Autocannon Rounds: Similar to the above, Naruni offers K-HEX rounds at a rate of 6000 credits for a box of 100.
    6D6 MD for a single shot
    3D6x10 MD for a five round burst
    6D6x10 MD for a 10 round burst (mounted only)
    6D6 MD to a 8 ft radius in an air burst

30mm K-HEX Autocannon Rounds: The Triax Flak Gun has proliferated across the Three Galaxies like wildfire due to its relative simplicity and high effectiveness. Naruni offers K-HEX rounds at a rate of 9000 credits for a box of 100.
    6D6 MD for a single shot
    2D4x10 MD for two round burst
    4D6x10 MD for a six round burst

NE-10G Grenades: As DB: 8, page 95.

NE-15G Grenades: Smaller than the -10Gs, these are meant for automatic grenade launchers, similar to Wellingtons. They are equivalent to 30mm grenades, and both types go for 300 credits each.
    Fragmentation: Single shot does 5D6 MD to 12 ft blast, Burst of 5 does 2D4x10 to 20 ft, Burst of 10 does 4D4x10 to 40 ft
    Armor Piercing: Single shot does 1D6x10 MD to 3 ft blast, Burst of 5 does 3D6x10 to 8 ft, Burst of 10 does 4D6x10 to 8 ft

NE-20G Grenades: As DB: 8, page 95.

K-HEX Micro-Missiles: The threat of Paladin Steel’s equivalents has forced Naruni to slash their profit margin to be competitive, with prices falling by 2/3rds. Naruni also quietly added an equivalent to the Pattern-1E to their catalog for 270 credits each.
    Fragmentation: 4D6 MD, 20 ft blast, 400/600 credits for dumb and smart
    Armor Piercing: 1d6x10 MD, 5 ft blast, 400/600 credits for dumb and smart

Mini-Missiles
    High Explosive: 1D6x10 MD, 5 ft blast, 2,000 Credits
    Fragmentation: 1D6x10 MD, 20 ft blast, 2,000 Credits
    Armor Piercing: 2D4x10 MD, 3 ft blast, 3,600 Credits

Short Range Missiles
    High Explosive (Medium): 3D6x10 MD, 20 ft blast, 4,500 Credits
    Fragmentation (Light): 2D6x10 MD, 30 ft blast, 5,500 Credits
    Armor Piercing (Medium): 3D6x10 MD, 5 ft blast, 5,500 Credits

Medium Range Missiles
    High Explosive (Medium): 3D6x10 MD, 30 ft blast, 14,000 Credits
    High Explosive (Heavy): 5D6x10 MD, 40 ft blast, 18,000 Credits
    Fragmentation (Light): 3D6x10 MD, 60 ft blast, 20,000 Credits
    Armor Piercing (Medium): 5D6x10 MD, 20 ft blast, 20,000 Credits

Long Range Missiles
    High Explosive (Medium): 5D6x10 MD, 40 ft blast, 25,000 Credits
    High Explosive (Heavy): 6D6x10 MD, 50 ft blast, 32,000 Credits
    Fragmentation (Light): 4D6x10 MD, 100 ft blast, 40,000 Credits
    Armor Piercing (Medium): 6D6x10 MD, 30 ft blast, 40,000 Credits

Bombs
    250 lbs HE: 3D4x10 MD, 50 ft blast
    500 lbs HE: 4D6x10 MD, 60 ft blast
    1000 lbs HE: 1D6x100 MD, 70 ft blast
    2000 lbs HE: 2D6x100 MD, 80 ft blast

Consortium Armed Forces ‘Interceptor’ Medium Range Missile
The Interceptor is a new type of munition developed by the CAF, and is almost certainly inspired by ASI’s Albatross. Specifically designed to target and neutralize incoming ordinance, the Interceptor uses an unusual K-HEX directed fragmentation warhead and space optimized guidance systems. Able to take out a Cruise Missile in all but the least favorable circumstances, they are considered well worth their substantial price tag. The CAF is holding out on sharing this technology to others to delay the TGE’s fielding of an equivalent, but it will be on the open market within a decade.
Spoiler:
Damage: 3D4x10+10 MD to all targets within a 100 ft/20 degree cone

Range: As CG MRM

Bonuses: +7 to strike and +5 to dodge in space, +4/+3 in atmosphere, 2 attacks per melee

Cost: 40,000 credits for the CAF


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Unread postPosted: Fri May 07, 2021 10:10 pm
  

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Priest

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Random Paladin Steel/Greater New England/United Systems Alliance Mercantile Convoys(Space)

“Okay, what’s this about a local FTL sqwauck? Travel advsory? Distress signal?”
“Got a general invitation ‘come on over’ signal from a warship, frigate class, in a system eight lights away. They’re looking for anybody with diapers and toys to trade. Oh, and any fresh food.”
“Got an ID?”
“Freelancer Shemar ship. Possibly a destroyer.”
“Mmm, they must be in a fix then; ship like that wouldn’t be likely to have anything like that, ‘specially if they had guests aboard. Those ships are pretty barebones on extra life goods. Not like us. We got time and goods. Tell ‘em we’ll be coming their way ETA three hours.”

The United Systems Alliance (under which Greater New England is covered) has an increasing presence in space, building an interstellar mercantile marine fleet that can be encountered with growing frequency amongst the stars. Thus there is a good chance of adventurers encountering a USA/GNE-flagged starship or convoy of them.

There is a 10% chance that a given USA convoy will be operating under the auspices of the Alliance Joint Command’s SpaceLift Command on official government business. These formations get a +50% to rolls for Type of Convoy, +40% Vessel Type, +40% Load Value, and +40% Security.

A. Type of Convoy:
“Got the Fruitbasket Express coming right on time through the Galian Flow! Looks like they got more ships than last time! Musta been a banner harvest year!”

What’s the main orientation or purpose of the convoy?
01-35% General Trade----The vessels are carrying an assortment of goods collected on a multi-stage circuit of various posts. Besides some PS/GNE-made goods, the bulk of the goods have been acquired from a variety of sources.
36-50% Goods Delivery----The convoy is carrying a large mass shipment of USA-made products to a customer
51-70% Raw Materials----The convoy is carrying various raw materials and other purchases back to the GNE/USA. The convoy can also be carrying contract workers back to their homeworlds.
71-85% Outpost Support---The vessels are carrying general goods to resupply a PS/GNE/USA outpost or spacestation.
86-95% Colony Support--The convoy is carrying resupply for a colony, including tools, supplemental food supplies, and additional colonists. +10% on Load Value.
96-00% Emergency Aid Shipment---The ships are carrying humanitarian relief. This can be food, medicine, emergency gear, and medical personnel. Load Value can be effectively be considered automatically Vital.

B. Size of Convoy:
“That’s a lot of tonnage spread across a lot of little ships.”

01-06% Single vessel
07-35% Small----2d6 ships
36-60% Moderate---4d6 ships
61-90% Large----1d6x10 ships
91-00% Super---3d6x10 ships

C. Types of Vessels:
“Don’t worry about this old bulker keeping up with your slick little flit-zips! I’ll wager you you’ll be straining your fancy antimatter powerplants trying to keep up with my Concord; -Jucy- here’s got some serious legs to go with her good looks!”

What sorts of transports make up the convoy?(GMs, feel free to toss in any make of cargo vessel to reflect available ships; the following are just PS/ASI/WZT-made craft)
01-02% *PS/ASI LInstel-SC027 Auriga Light Interstellar Transport
03-05% *PS-CGILT-C400 Kepler Intersystem Light Transport
06-07% *WZ-UFTL-3244 Fenlock Light Freighter
08-11%WZ-ISF-105 Komodo Interstellar Freighter
12-15% WZ-RS-087 Dampier medium Fast Freighter
16-25% *PS/ASI- SC07 Nao Medium Multipurpose Interstellar Transport
26-35% *PS/ASI-SC08 Concord Light Interstellar Cargo Transport
36-40% *PS/ASI-HInstel-SC420 Roamer Long Range Heavy Interstellar Transport
41-45% *PS/ASI-FA/MC-317 Bering Medium Interstellar Transport
46-50% *PS/ASI-MInstel -SC11 Carpathia Medium Interstellar Freighter
51-55% *PS/ASI-HInstel-SC717 Monmra Long Range Heavy Interstellar Transport
56-60% *PS/ASI-SC09 Tsiolkovsky Heavy Multipurpose Interstellar Transport
61-63 *PS/ASI- SC10 Tychan Heavy Interstellar Transport
64-70 *PSS/ASI-LHAOE-07 ‘Brunel’ Spaceborne Fleet Tender/Replenishment Vessel/Industrial Platform Dock/Heavy Transport
71-73% *PSS/ASI-LHAOE-08 ‘Goethals’ Spaceborne Fleet Tender/Replenishment Vessel/Industrial Platform Dock/Heavy Transport
-74% *PS/ASI-AR03 Brahmar Deep Space Repair/Supply Tender
75-80% *PS/ASI-(A)CSS-02 Weibbe Hayes Armed Transport Cruiser
81-85% *WZ-MCF-100 Behemoth Modular Super Freighter
86-91% *WZ-MCF-500 ‘Immense’ Extendable Ultra Cargo Freighter
92-99%*PS/ASI HInstelT-08 ‘Bradford’ Heavy Interstellar Transport
-00%*PS/ASI-CGBB Asteroid Cruiser

(Optional) C2. Ships by Cargo Capacity
Don’t wanna restrict yourself to the above vessels? Here’s some more general choices:
01-20% Light Transports(1,000 tons’ cargo capacity)
21-55% Medium Transports( 50,000 tons’ cargo capacity)
56-85% Heavy Transports( 200,000 tons’ cargo capacity)
86-00%Superheavy Haulers( 200,000+ tons’ cargo capacity or more)

D. Load Value:
“We thought we’d scored it big ‘jacking the containers on those conveyors. A big shipment like that from a rich world like Eugenia? Had to be the goods. Only we discovered the ships had only stopped at Eugenia to refuel. They were ‘porting cargo from Mestos. You know what Mestos is like? It’s a vermin-infested low-gravity light element backwater that played out long ago and now can hardly dig up a credit’s worth of valuable metal. You know what Mestos produces in abundance? Moho-fruit. They were paying maintainance on their loans with a big shipment of FRUIT. So now we got eighty thousand tons of rotting fruit AND the Alliance now knows they have pirates operating in the area and what we look like!”

How potentially valuable is the cargo carried aboard the ships?

01-05% Empty---It’s rare, but not unheard of; the ships are traveling empty or virtually empty; aside from the ships and crews themselves, there’s little of value aboard.
06-30% Low----The cargo is not worth a lot(there’s at best a 10-20% profit on the trip); it may be common materials, redundant supplies, unrefined, or horribly hard to fence because the market value is so low.
31-70% Significant---The cargo load is valuable enough to pay for the trip with a 50% profit
71-95% Valuable---The cargo is worth quite a lot, with possible profit returns on the trip of 1d6x100%.
96-00% Vital---The value of the cargo is virtually incalculable because it is urgently needed somewhere. This could be vital spare parts for a colony’s power system, medicines to cure a plague, food supplies to relieve a famine, or life support materials for a habitat. The cargo could potentially be held for an exorbitant ransom...or taking it could brand the thieves as terrorists with a price put on their heads, especially if the cargo is lost or doesn’t arrive in time.

E. Security:
<<“Attention! You are in locked up in the our sights! Power fown your drives and any weapons yoy have, lower your shields, and open tour outer airlocks to receive boarders! Try anything funny anHOLYFU-!!!!!!”

How well protected are the transports? A few well-armed ships can make the difference between a pirate’s prize and a pirate’s demise. A heavy security presence may not necessarily mean valuable cargo; some regional militaries routinely escort convoys through their space as part of military exercises.

01-10% None---Aside from basic anti-meteor defenses, the ships are defenseless.
11-25% Light Armaments---The ships carry only light armaments
326-40% Hidden--- One or more of the merchant vessels are Q-ship conversions.
45-60% Mercantile Cruiser----One or more of the convoy members are warship conversions fitted with the maxiumum number of weapons their frames can accommodate.
61-85% Light Escort---The ships are traveling with an escort force of warships equal in number to 10% of their total numbers or tonnage. Light escort forces typically consist of corvettes, destroyers, frigates, or light carriers.
86-00% Heavy Escort---Heavy escort forces typically number 20-30% of the numbers of transports they’re protecting, and range from frigates up to heavy cruisers.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Sun May 09, 2021 12:58 pm
  

User avatar
Champion

Joined: Wed Nov 26, 2003 4:59 pm
Posts: 2193
Location: Canada
Omegasgundam wrote:
Here's a list of setting bits that I feel the need to put out. It covers some particular bug bears of mine.

Phase World Antimatter Usage
Antimatter is by definition nearly impossible to be anything but ‘fail deadly’.

Maybe they have monopole tech?
In any case, this is mentioned in the write-ups, indicating that an A/M cruise missile has a 1(?) year "Stability" span. (Call it a battery powered force field?)

Omegasgundam wrote:
Revised Phase World Space Weapon Ranges (Non-Kitsune Version)

Always had problems here...weapons on space ships - incapable of entering an atmosphere - listed as "City Killers," but ranges less than 20 kilometres through an atmosphere, and the AVERAGE "M" class planet having 100 miles of "sensible" atmosphere (call it the point where drag starts to become more than an occasional thing). Lightspeed weapons with ranges listed in tens or hundreds of kilometres instead of light seconds. No offence, but with a good targeting computer (vintage 1960's), I can accurately bombard a "stationary" target from light hours away. >Sigh<

Omegasgundam wrote:
To keep small craft relevant, the Heavy Energy Weapon Penalties on page 106 of DB:3 must be kept in mind at all times, and they also apply to direct fire kinetic weapons. For additional ‘fairness’, move the bonus/penalty column down by one increment for every full third of the weapons range being used, and vessels known as being particularly agile for their size have an additional down shift. If this results in the target being pushed into the -8 to strike range, it gains the automatic dodge of ships smaller than 150 ft (45.7 m). Medium Energy Weapons (x100 MD or thereabouts) have half the penalties, and do not offer an automatic dodge for small targets.

Don't have issues here, however it would depend on the weapon...an energy weapon with a 20km diametre, I don't care what your dodge bonus is. If you're not within a couple 10's of metres of the outer edge, you're still going to be hit. (Heck, if you're on the outer edge, and juke *into* the beam... ;) )
As for kinetics, if you're not shooting asteroids, a mass driver weapon not specifically classed as an Anti-Ship/Station/Planet/etc weapon should have no issues with a fighter

Omegasgundam wrote:
Revised Phase World Missiles (Non-Kitsune Version)
The fastest stated value for a missile in the Rifts Main Book is Mach 3. The slowest fighter worth mentioning in the Phase World setting is the Flying Fang at Mach 10. If missiles are to do anything but collide with their launch platform, they must be far faster and have noteworthy endurance so that they can actually reach their targets. Thus, for the sake of relevance, space use munitions are CG propelled and have far greater capabilities, and represent the canon prices of these items. Atmosphere only models use the Rifts values, and are 70% the price. Considering the general tech level of the Three Galaxies, MRMs and LRMs can be assumed to be Smart (+5 to strike, +4 to dodge, 2 APM, IFF and loiter capabilities) by default, and without an extra cost.

We're not talking lightspeed weapons... So, if your fighter is moving at M10 (in a vacuum), your M3 missile will be moving at M13. In an atmosphere, yes, the missile will slow to it's top speed. There have been cases where a jet fighter has shot itself down when they were traveling too fast when they fired their missiles...
As for upgrades...I'd say maybe on the CG thusters...for an increased cost. (Given the lack of need for 80% of it's weight to be fuel, I'd say the warhead would be increased by half - at least - and range and MDC increased dramatically.) However, mass production costs don't necessarily justify the Smart missile upgrades for *all* Medium and up missiles.
For the "loiter"...damn skippy, no kidding. :D Burn most of the fuel to make it to speed, and rely on momentum to carry it for Light Years... Yes, I wrote that deliberately. The remaining fuel would be used for last second burns into target, and (minor) course corrections enroute.

Omegasgundam wrote:
As a side note, you can forget the entry on Cruise Missiles in DB:13. If 500kt translates to 2D6x100 MD, then a single shot of a 2D6 laser pistol is equal to tens of tons of TNT. This is just bad comedy, and whoever wrote it should be ashamed of himself.

Would depend on the warhead. Nuke or AM, the target, and everything within a specific blast radius should be vapourised. The damage should be to a secondary blast radius.
That being said, damages are "whacked" in later books compared to earlier ones... Look at South America, and the single shot Anti-vehicle rifle! :shock:
If I'm your GM, and you manage to put your mitts on a tac, and smuggle it onto something no larger than a gunship or small frigate, it's essentially an insta-kill...


Omegasgundam wrote:
Consortium Armed Forces ‘Interceptor’ Medium Range Missile
The Interceptor is a new type of munition developed by the CAF, and is almost certainly inspired by ASI’s Albatross. Specifically designed to target and neutralize incoming ordinance, the Interceptor uses an unusual K-HEX directed fragmentation warhead and space optimized guidance systems. Able to take out a Cruise Missile in all but the least favorable circumstances, they are considered well worth their substantial price tag. The CAF is holding out on sharing this technology to others to delay the TGE’s fielding of an equivalent, but it will be on the open market within a decade.

This I would make as a MIRV warhead in a medium, or heavy chassis...and specifically make them enhanced shrapnel weapons...like the Russian anti-aircraft missile that was used to shoot down Malaysian Airlines Flight 17 back in '14.
The big advantage of a MIRV configuration is that it overwhelms targeting sensors.
Alternatively, you can make them KK weapons...which are theoretically almost impossible to shoot down if you don't hit the fuel tankage. The drawback is each one can only kill a single missile (no fratricide, since the missile is killed, and does not explode) or fighter, instead of a wave or damaging a significant number in a flight.

_________________
Fnord

Cool...I've been FAQed... atleast twice!

.sig count to date: 2

"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...

Normality is Relative, Sanity is Conceptual, and I am neither.


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Unread postPosted: Sun May 09, 2021 3:58 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 361
Borast wrote:
As for kinetics, if you're not shooting asteroids, a mass driver weapon not specifically classed as an Anti-Ship/Station/Planet/etc weapon should have no issues with a fighter

Oh, if your inside the damn barrel or equivalent its an auto hit for sure, because your essentially in the AoE of the blast. No tracking required. This is intended for targets that have a pretense of being at range and can dodge, with the distances long enough that the potential blast of frag rounds not being an 'I win' for targeting. If you want truely long ranges, use Kitsune's rules. These are the toned down rules that give at least some lip service to the genera tropes.

Borast wrote:
We're not talking lightspeed weapons... So, if your fighter is moving at M10 (in a vacuum), your M3 missile will be moving at M13. In an atmosphere, yes, the missile will slow to it's top speed. There have been cases where a jet fighter has shot itself down when they were traveling too fast when they fired their missiles...
As for upgrades...I'd say maybe on the CG thusters...for an increased cost. (Given the lack of need for 80% of it's weight to be fuel, I'd say the warhead would be increased by half - at least - and range and MDC increased dramatically.) However, mass production costs don't necessarily justify the Smart missile upgrades for *all* Medium and up missiles.

The rules don't factor in the speed of the launching platform, so these templates are generic numbers are for use on all space craft, from small craft to Dreadnoughts. The CG drive is not exactly small itself, so it more or less fills the same volume as a rocket motor due to the batteries needed to run it. Atmospheric speeds of Mach 7 are common on 3G Fighters, so they have to be able to run them down.. Even then, the warhead is the most expensive component by a substantial margin, which is why atmo only rocket motors don't have a massive price saving. MRMs I can see, but the cost should be less (~20K each?).

Borast wrote:
Would depend on the warhead. Nuke or AM, the target, and everything within a specific blast radius should be vapourised. The damage should be to a secondary blast radius.
That being said, damages are "whacked" in later books compared to earlier ones... Look at South America, and the single shot Anti-vehicle rifle! :shock:
If I'm your GM, and you manage to put your mitts on a tac, and smuggle it onto something no larger than a gunship or small frigate, it's essentially an insta-kill...

Palladium nukes have always been outright pathetic, but the Cruise Missiles are wimpy compared to the '100K' and '200K' fusion heads in Coalition Navy (p48). They've never given the damage of focused single target effects with direct impacts or penetrations, likely out of some attempt at 'balancing' them. Kitsune has far more detailed ones, although he also recons what some of the warheads are.

Borast wrote:
This I would make as a MIRV warhead in a medium, or heavy chassis...and specifically make them enhanced shrapnel weapons...like the Russian anti-aircraft missile that was used to shoot down Malaysian Airlines Flight 17 back in '14.
The big advantage of a MIRV configuration is that it overwhelms targeting sensors.
Alternatively, you can make them KK weapons...which are theoretically almost impossible to shoot down if you don't hit the fuel tankage. The drawback is each one can only kill a single missile (no fratricide, since the missile is killed, and does not explode) or fighter, instead of a wave or damaging a significant number in a flight.

These are meant to intercept missiles, which do not have defensive weapons, and to guaranty the destruction of at least one of them. A CM has 45 MDC, and the MIRV SRM warheads that I know of do 6D6. This means that it would take (on average) 3 hits to take one out, meaning that an MRM with 4 of them would have to focus on a single target anyway. A MIRV would be viable against LRMs, but those are a secondary concern against the TGE. Outside of point blank ranges, missile volleys are spread out enough to not have fratricide problems, so trying to get multiple in a single blast is not very productive. I'm thinking about KK missiles, but I have several things on my plate already.

Remember, the CAF standard MRM launcher launches them in groups of 8.


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Unread postPosted: Mon May 10, 2021 1:08 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 361
And here's most of Naruni. Some things still need revision, but they're now competitive with Paladin Steel on the Three Galaxy market. Rifts Earth will be a different post altogether in the PS thread, and is going to be awhile.

Post-Minion War Naruni
While Naruni Enterprises is not in an outright state of crisis, it has found itself stretched very thin in the post war aftermath. The Deevils were circumspect enough with their fleet assets that it the Naruni brand escaped any PR taint, but the fact that they were sold so much has caused members of the Board to begin openly debating the company’s sales practices. But a far more immediate problem is that the effective obliteration of the CCW’s traditional stagnant bureaucratic apparatus has gutted NE’s ability to enforce its whims on the arms industry. This is the greatest threat to their bottom line that they have ever had to deal with, and as such it has nearly monopolized their legal and influencing efforts.

Three Galaxies Foreign Relations
Spoiler:
Political Powers
    Consortium of Civilized Worlds: The chaos of the Minion War has effectively buried almost all of the tracks back to the GSA’s undermining efforts, which more than compensated for the agency’s own disruption and abrupt refocusing. The company made record profits from various emergency contracts, but the post-war slump was every bit as harsh as the Social Studies Branch predicted. As such, the recent drop in orders is within expected bounds, although it is entering the longer portion of the probable duration. This means that NE will be substantially more surprised by the CAF jumping ship, but the proportional damage is also much less.

    Trans-Galactic Empire: Needless to say, there has been no changes with these belligerents.

    United Worlds Warlock: The Ectofibre Revolution has left Naruni in the dust, as the economic ramifications fuel the mostly domestic rearmament. NE still does business with a number of members, but they are reasonably sure that any opportunity to score contracts with the Warlock Fleet has long passed. Several members of the Board are bitter that ASI got license contracts rather than NE, but as they were born from the UWW’s respect of the upstart’s mystic prowess the anger is purely speculative.

    Free Worlds Council: Business with these rebels is the same as ever, with the looting of Imperial vaults in Thundercloud paying for their continued purchases. The Cadre has increasingly shifted away from doing financed orders however, and even sector branches have shifted towards cash-only purchases. While this does mean less potential profit, it's also less work for the NDC, so it's not a serious concern.

    Central Alliance: Much of the Board is displeased with ASI’s progress here, but General Novik has long wanted nothing to do with NE and its exploitative practices. No small number of his old rivals were armed by them, and he has seen first hand the costs of those relationships. As such, he has implemented a strict ‘cash only’ policy for his member planets.

    Shemarian Star Nation: NE has effectively given up on trying to get anything out of these cyborgs, and the amazons have mostly abandoned the few bits of Naruni derived equipment that they used in their early days.

    Golgan Republik: The Kultural Revolution blindsided Naruni like it did everyone else, and the Argosy’s reconquest efforts have come at the direct expense of NE’s sales efforts towards the breakaway states. While the 'Reconquista' campaigns will give no end of opportunities to make profits, the Social Studies Branch and other forecasting groups are being stretched to the limit figuring things out. The Board would also like to collect on the Council Politilk’s remaining debts, but understands that it will require a great deal more effort than anticipated.

    United Stellar Alliance: What business they had with the individual members has essentially evaporated over the last few years, and the Social Studies Branch is quite certain that it would take a prohibitive amount of effort to make any headway in the near to intermediate term, and they lack the available manpower to even try long term at the moment. ASI and WZT are so tied in with the political apparatus that it is essentially impossible to drive a wedge, and the establishment is justifiably weary of dealing with NE in any large scale capacity. As such, the active presence amounts to local sales representatives at major nodes.

    Bushi Federation: While the Board is ecstatic that the arrogant race has fallen on hard times, they have found themselves unable to take serious advantage of it. Still, a number of lesser entries in Vengeance Volumes are being crossed off, and NE has bigger fish to fry.

    T’Zee Remnaints: Naruni has managed to get their hands on most of their nanotech secrets, and has little use for the fast breeding vermin. The company has made a substantial amount of money supplying the ordinance needed by the varous factions that are working to finish the genocide, but has made all the appropriate obfuscation efforts, and there are numerous ways to disguise the origin of large scale nuclear ordinance. While it pains NE to sell other people’s products, the risk of backlash is simply too high to offer any of their own distinctive designs.

    Local Independent Powers: The one notable market that is expanding, NE is using these ‘minor’ orders to pay their corporate expenses. In the absence of any major contracts, these will keep the company solvent, although the loss of profits will cause investors to flee.

    Various Local Menaces: The near totality of the notables of the latest problem races exclusively use their own technology, so there are few if any profit opportunities from this angle. Their victims are another story, but ASI is more often than not the first ones on the scene, and NE’s experience sales reps are too badly needed elsewhere.

Competitors
    Hartigal Combine: ‘Unfortunately’, the Hartigal Combine managed to get away near scot free, and was able to take advantage of the chaos to both push back suppression efforts and poach no small number of promising contracts with independent powers. They have also managed to keep pace with Naruni’s product improvements, and have begun openly offering K-HEX and Thermo-Kinetic items. The former has resulted in a great many planets with still unexploited Killaryte deposits to turn to them, which has resulted in a vast increase in Hartigal’s reach. A large number of CAF Sector Fleets have begun to turn to Hartigal rather than Naruni, which is making NE’s legal efforts all the more frantic. A majority of the Board suspect that Jelko Rodula is ultimately behind their problems with their breakaway subsidiary, but it is believed that this will ultimately matter little. They would be much more concerned if they knew the Altess were mulling over the prospect of ‘reigning in’ the company.

    Aegis Stellar Industries: While NE is quite bitter than ASI has intruded in several of their long standing markets and broken in ones that they have never been able to touch, they have been completely unable to prove that any of it was done via legally challengeable means. Their brands of Micro-Missiles share no similarities beyond the most basic, and the prolific use of Kittani derived technology has masked what they have stolen. ASI’s colonization kits have squashed quite a few prospective supply contracts, but the losses are almost entirely speculative. The Board would love to take the upstart company down several pegs, but the CCW lobbying efforts are vacuuming up the available manpower in the sales and legal departments like a Uteni and a new superior’s rear.

    WizTech Yards: The other major firm of the USA, WZT has long been the refuge of those that Naruni have driven out of business. As such, the consortium has a large axe to grind with NE, and has taken great strides in shutting them out of the developing fringe markets. The Board has long wanted to smash the upstarts, but there has always been something in the way. Now it is nearly impossible thanks to their political connections, and NE’s reputation in the fringe is worse than ever.

    Bushido Industries: BI is far from what it once was, but they are rapidly rebuilding. The distributed network that they have been forced to make use of makes them far more vulnerable to raiders, but local governments are far more understanding of defense forces then they were previously. NE is getting their kicks in, but the PR cost of going after the largest driver of the Bushi’s recovery is simply too high to inflict permanent damage.

    Galactic Armory: While the megacorp is firmly defunct, its fall has produced a planet shattering earthquake in the arms industry. The CAF has effectively nationalized its assets for the time being, and the long term distribution of them has become the fulcrum of the greatest corporate war since the founding of the CCW. NE has been dragged into it along with the rest of the megacorps, and is blinding them of many of the prongs of the Shaw Restoration. The CCW is rearming, but the industry is going to be far less bullish than it expects.

Other:
    Deevils: While the Deevil cults paid their debts with a great deal of real collateral, Naruni now faces the problem of making use of it. The NDC is being worked to the bone establishing control over the new acquisitions, and VED Corbin Decker has been charged with all of it. The Board is now aware that he is a Pandemonium, but his cutout efforts were sufficient to keep the company relatively clean of any Infernal stigma. He is on thin ice however, and it is unlikely that he will join the Board anytime in the next half millennium. Thraxis in particular is not a fan of him, and constantly engages in petty spite. Decker considers it close to being forced to work under a Deevil Lord, but much more professional and less counterproductive.

    Demons: The Demon Fleets made numerous attacks on Naruni holdings, repairing the damage is yet another headache that the company has to deal with. The company now offers a number of specialist SDC munitions for projectile weapons, but does not expect to get a substantial amount of profit from them.

    Pirates: While useful as catspaws, outlaws have usually been hit-or-miss as to being able to make payments. NE sold a great deal of equipment during the Minion War, but the current purge efforts of the various powers has increasingly driven the criminal element into remission. The Board knows that this will reverse in a generation or so, and none of the various company factions were particularly involved, so they have taken it in stride.

    Mercenaries: The increased violence of the Three Galaxies means that there is more work for professional soldiers than ever, which leads to demand for weapons. The lion’s share of the CCW’s armaments are going into reconstituting their own forces, which means that there is a large void that Naruni can fill. However, there has also been an explosion in minor local firms, which means that it isn’t all good news.

Holdings of Note
Spoiler:
Center Level Four Free Trade Zone: The majority of the floor was leveled in the fighting, with the Warlock district coming off the least trashed. Naruni’s districts were a complete constructive loss, and while Thraxis made restoring them a priority the differences are still stark.

The Naruni Main (Thundercloud): The Killaryte extraction and refinement plants continue at full speed, but the CAF has been notably less interested in patrolling these regions. In a strange twist of fate, pirating Naruni shipments has become one of the less dangerous branches of the profession, with the NDC being stretched beyond its limits. While focusing on their recovery, the Bushi do divert some minor effort into propping up pre-existing bands that specialize in the task, and a non-trivial number of the displaced Oni-Ninja clans have become involved in it as well. The longer term problem is that the CCW is on the verge of disbanding the Thundercloud Development Company, and has already executed more than half of the executive board for crimes against sapience.

NE 101-1010 (Anvil): This Repo-Bot controlled planet has remained one of the most productive, and the rigorous implementation of Naruni’s ‘Best Practices’ of personnel management has prevented the sort of brutal machine efficiency crackdown that some feared. The leading figures have been forced to join the factional politics that is the company’s leadership, but they have aligned themselves with the most conservative and overall least aggressive. Their duty is to keep the planet running, and they have little interest beyond that.

NE 207-1839 (Anvil): Hartigal has begun using the planet as a proxy-war zone, and there is too much attention from the CCW to glass it.

NE 234-9753 (Anvil): This depot, and most like it, has been emptied due to the demands of the Minion War. It remains in use as a shipping hub, but the overall volume is a fraction of what it once was.

Unfortunate Sales Measures
For all that demand or armaments has increased, the number of weapons manufacturers has grown even more, and their lesser products are flooding the markets. Much to the dismay of all involved, the projections show that to stay competitive Naruni simply HAD to make massive price cuts to their offerings. Additionally, if overall positive cash flows were to continue, many markets would need additional local discounts as high as 25%. The modeling that went into this decision is some of the most detailed that the company has ever produced, so there was little that could be done to argue against them. Needless to say, the Board is simply infuriated that this has come to pass, but there they have little choice if they are to maximize profits.
    Plasma Cartridges
    Spoiler:
    Light: 10 credits each, or 850 for a box of 100

    Medium: 15 credits each, or 1300 for a box of 100

    Standard: 20 credits each, or 1700 for a box of 100

    Heavy: 30 credits each, or 2450 for a box of 100

    Super-Heavy: 100 credits each, or 8500 for a box of 100

    Pistols
    Spoiler:
    NE-2L Plasma Cartridge Auto-Pistol: 8,000 credits

    NE-3SL Slim-Line ‘Gambler’ Plasma Cartridge Revolver: 13,000 credits

    NE-4 Plasma Cartridge Pistol: 20,000 credits

    NE-6SL Slim-Line ‘Magnum’ Plasma Cartridge Revolver: 24,000 credits

    NE-8SL Slim-Line ‘Barrage’ Plasma Cartridge Auto-Pistol: 12,000 credits

    NE-10H Plasma Derringer: 8,000 Credits.

    NE-202 Slim-Line ‘Widow-Maker’ Plasma Cartridge Auto-Pistol: 35,000 credits

    ME-350B ‘Thumper’ Plasma Cartridge SMG: The effective weight has been cut in half (7.5 lbs/3.4 kg), and the list price has been reduced to 25,000 credits.

    NE-Classic: 50% off.

    Rifles
    Spoiler:
    NE-9DP Slim-Line Double-Barrel Plasma Cartridge Rifle: 30,000 credits

    NE-10B Plasma Cartridge Rifle: This rifle has become burst capable, firing up to 4 shots with no damage drop off, and has seen its effective range increase by a forth (1500 ft). The list price has been reduced to 32,000 credits.

    NE-11B Slim-Line Plasma Cartridge Rifle: As the above, but 45,000 credits.

    NE-50 Particle Beam Rifle: 35,000 credits

    NE-80 Slim-Line Lever Action Plasma Cartridge Rifle: 35,000 credits

    NE-95N ‘Double Threat’ Plasma Cartridge Assault Rifle: The plasma component has been improved to the NE-10B standard. The list price is now 38,000 credits

    NE-105 Plasma Ejector Assault Rifle: Discontinued.

    NE-295 ‘Maximum Threat’ Slim-Line Assault Rifle: 55,000 credits.

    NE-300 ‘Stutterer’ Plasma Cartridge SMG: 25,000 credits. (Was WAY undercost for Naruni)

    NE-600 Pulse Laser: 25,000 credits.

    NE-97 'Triple Threat’ Laser Rifle: Increase laser pulse damage to 9D6, and now 40,000 credits.

    NE-101 ‘Popper’ Mercenary Multi-Rifle: 60,000 credits

    NE-102 ‘Spitfire’ Mercenary Multi-Rifle: 40,000 credits

    NE-103 ‘Silverfire’ Mercenary Multi-Rifle: 30,000 credits

    NE-1000 Plasma Ejector Rifle: 30,000 credits

    Heavy Weapons
    Spoiler:
    NE-28R Micro-Missile Wrist Launcher: 20,000 credits.

    NE-74H Grenade Launcher: 50,000 credits

    NE-75H Shoulder Cannon: 60,000 credits

    NE-77H Cyborg Shoulder Cannon: Double the range, and now 60,000 credits.

    NE-78L Super-Plasma Launcher: No overheating, and now 60,000 credits.

    NE-99 Rapid-Fire Assault Laser: Damage increased by 50%, and now 100,000 credits

    NE-104 Missile Mercenary Multi-Rifle: 50,000 credits.

    NE-105 Super-Rail Gun: 200,000 credits

    NE-200B Plasma Cartridge Machinegun: Burst efficiency has improved, doing 2D6x10 on a 4 shot burst and 5D6x10 on a 10 shot burst. Now costs 150,000 credits

    NE-700 ‘Vulcan’ Plasma Cartridge Minigun: RETCONNED (Has PROBLEMS)

    NE-800R Missile Assault System: RETCONNED (Legit makes no sense.)

    Body Armor
    Spoiler:
    NE-BA-20 Camouflage Variable Armor: 50,000 credits

    NE-BA-26 Special Body Armor: 60,000 credits for the Thermo-Kinetic model

    NE-BA-30 Light Combat Armor: 45,000 credits

    NE-BA-40 ‘Infantry’ Medium Body Armor: Unchanged

    NE-BA-50 ‘Raider’ Heavy Body Armor: 120,000 credits

    NE-BA-55 ‘Super-Soldier’ Combat Exoskeleton: Unchanged.

    Force Fields
    Spoiler:
    N-F12 Light: 20,000 and 27,500 credits

    N-20 Medium: 40,000 and 55,000 credits

    N-40 Heavy: 70,000 and 95,000 credits

    N-50 Super Heavy: 140,000 and 200,000 credits

    Robot/Vehicle mounts only cost 15X the -B model, and are often offered for 10x.

    Drones
    Spoiler:
    NE-010 Destructo-Drone: 150,000 credits

    NE-020 Combat Drone: 2 million credits

    NE-030 Spy Drone: 5 million credits

    NE-040 Point Defense Drone: 350,000 credits.

    NE-420 Ground Attack Drone Fighter: 8 million credits

    NE-400 Interceptor Drone: 15 million credits credits

    Power Armor
    Spoiler:
    NE-TW-01 ‘Tech-Warrior’: 6 million credits, and comes with an NE-77H or NE-200.

    NE-PA-03 ‘Drudge’: Unchanged due to reactor costs.

    NE-LH-X4 ‘Sun Chariot’: Unchanged.

    NE-DXZ-07 ‘Razor’: 10 million credits, and comes standard with an N-50B Forcefield.

    NE-MK-12 ‘Mecha-Knight’: 9 million credits, and comes standard with an N-50B Forcefield.

    NE-AA-30 ‘Space Angel’: 5 million credits

    NE-SA-40 ‘Black Fist’: 3 million credits

    NE-EA-46 ‘Earth Angel’: 3 million credits

    NE-PAE-1000 ‘Enforcer’: 4 million credits

    Robot Vehicles
    Spoiler:
    NE-DXZ-08 ‘Hammer’ Super Combat Robot: 65 million credits, and comes standard with a robot use N-50B

    NE-SR-20 ‘Nomad’ Scout Robot: 10 million credits

    NE-DK-500 ‘Death Knight’ Assault Robot: 45 million credits, NEEDS REVISION

    NE-0-600 ‘Oviod Combat’ Robot: 45 million credits, NEEDS REVISION

    NE-R-2000 ‘Reaper’ Assault Robot: NEEDS REVISION

    Planetary Vehicles
    Spoiler:
    NE-ATRV3 ‘Pathfinder’ All-Terrain RV: 6 million credits at the most

    NE-DD6 ‘Rover’ SUV: Unchanged

    NE-NS-74 ‘Quad-Wing’: 6 million credits at the most

    NE-HC-109 Combat Bike Nine: 3.5 million credits at the most

    NE-HC-120 ‘Shadow’ Combat Hovercycle: 2 million credits at the most

    NE-OM-300 ‘OMAV’ Combat Pod: 20 million credits for the pod, 8 million credits for the control system

    NE-RB-660 ‘Spitfire’ CG Racing Bike: 4 million credits at the most

    NE-B-AA14 ‘Boomerang’ Attack Aerodyne: 4 million credits

    NE-J-TA15 ‘Javelin’ Combat Transport Aerodyne: 18 million credits.

    Space Fighters
    Spoiler:
    CM-DW-1000 ‘Crescent Moon’ Spaceplane: 15 million credits. At the most.

    NE-SF-10 ‘Broadsword’ Fighter: 25 million credits, and needs an upgrade.

    NE-FB-49 ‘Fire-Eater’ Attack Ship: 40 million credits, and needs an upgrade.

    NE-SDSR-2000 ‘Star Dragon’: NEEDS REVISION

    NE-SF-119 ‘Rapier’ Stealth Fighter: 80 million credits, 100 million credits for the FTL model

    Spaceships
    Spoiler:
    NE-SF-1003 ‘Espandon’ Gun Frigate: 400 million credits

    NE-SC-10003 ‘Conquistador’ Assault Cruiser: 3 billion credits

    NE-MD-1000 ‘Wrath of God’ Destroyer: NEEDS REVISION

    Other Items: Basically fine as they are.


Last edited by Omegasgundam on Mon May 10, 2021 1:17 am, edited 2 times in total.

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Unread postPosted: Mon May 10, 2021 1:12 am
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 361
Kitsune came up with these first.
New Personal Equipment
The waves of innovation are shaking the Three Galaxies, and Naruni has been forced to release better and better products to stay ahead of the competition. Even then, they’re playing catch up in some areas, and have been forced to compete in market segments that they have long thought under their sole control. Below is a partial listing of the more significant new offerings.

    Naruni HI-Plasma ‘Fusion’ Weapons
    One of the many unfortunate truths that Naruni Enterprises had to deal with was that their plasma cartridge weapons were falling out of favor among many forces, with numerous other companies offering reasonable alternatives. While the long term revenue of cartridge sales was as attractive as ever, the market was increasingly in favor of E-Clip powered energy weapons, and NE had to keep up. Thus, with great reluctance, the Board of Directors authorized the release of High Intensity Plasma weapons, which have rapidly gained the nickname of ‘Fusion Guns’. Using much stronger focusing arrays, the plasma bolts are intensified into a higher energy state, and ride path burned by a low power electrolaser. This high damage can be increased at the cost of substantial recoil by using ‘Hot Shot’ deuterium mix, similar to Paladin Steel’s plasma weapons, adding an additional 10,000 credits to the cost.
    Spoiler:
    NE-2200 Fusion Pistol
      Weight: 5.5 lbs (2.5 kg)
      Mega Damage: 6D6+6 per single shot
      Rate of Fire: Single Shot only (No bursts)
      Range: 800 feet (244 meters)
      Payload: 10 shots per short E-Clip, 15 per standard, 20 per long
      Market Cost: 40,000 credits

    NE-2800 Fusion Rifle
      Weight: 21 lbs (9.5 kg)
      Mega Damage: 2D4x10+20 per single shot
      Rate of Fire: Single Shot only (No bursts)
      Range: 2,000 feet (610 meters)
      Payload: 10 shots per long E-Clip
      Market Cost: 70,000 credits.

    NE-400 Heavy Plasma Cartridge Autocannon
    To say that it was difficult to use the Super-Heavy plasma cartridges in a rapid fire weapon is putting it mildly, with the heat dissipation of Thermal-Kinetic materials needed to make it remotely viable. Eschewing the weight savings of the Slim-Line models, the NE-400 is a true beast of a weapon, and requires physical strength to operate without a mount. Even then, it can only fire 3 round bursts, but this is more than enough to deal with most non-augmented infantry.
    Spoiler:
    Weight: Machinegun: 125 lbs (56.7 kg)
      Magazine: 12 lbs (5.4 kg)
      200 Round Belt: 50 lbs (22.7 kg)
    Mega Damage: 2D4x10+20 per single shot, 4D4x10+40 per triple burst
    Rate of Fire: Single Shot or Three Round Burst
    Range: 6,000 feet (1,830 meters)
    Payload: 40 Round Magazine or 200 Round Belt.
    Market Cost:400,000 Credits

    NE-32R Revolving Micro-Missile Launcher
    In many ways similar to a revolving grenade launcher, but fires micro-missiles instead. The cylinder hinges open and reloads rapidly. Due to the heat of the micro-missiles, the user of the missile launcher should be in body armor or will take 5D6 S.D.C.
    Spoiler:
    Weight: 11.02 lbs (5.0 kg)
    Rate of Fire: Single Shot
    Payload: 12 Micro-Missiles
    Market Cost: 30,000 Credits

    NE-35R Under Rifle Micro-Missile Launcher
    Similar in design to the M-203, this underbarrel weapon is a favorite among mercenaries and has a much greater range than grenades fired from grenade launchers. Due to the heat of the micro-missiles, the user of the rifle should be in body armor or will take 5D6 S.D.C.
    Spoiler:
    Weight: 7.05 lbs (3.2 kg)
    Rate of Fire: Single Shot only
    Payload: 4 Micro-Missiles
    Market Cost: 10,000 Credits

    NE-500R Claymore Box Micro-Missile Launcher
    While there was some early effort into heavy gun-style mounts, it has been found that the most practical method of using large numbers of micro-missiles is in box launchers. While originally designed as an anti-personnel weapon, it was found to be an effective anti-armor weapon when firing large swarms and to be an effective anti-missile defense as well. Because of this, some designers have begun mounting the launchers on vehicles. The launcher comes in three basic sizes, twelve missiles, twenty four missiles, or forty eight missiles. The launcher mounts the missiles in rows of six missiles each.
    Spoiler:
    Weight: (12-Box) 12 lbs (5.4 kg) loaded
      (24-Box) 24 lbs (10.8 kg) loaded
      (48 Box) 48 lbs (21.8 kg.) loaded
    Rate of Fire: Single, 2, 4, 8, 12, 24, or 48, depending on payload capacity.
    Payload: 12, 24, or 48 micro-missiles depending on launcher type.
    Market Cost: (12-Box) 50,000 credits
      (24-Box) 75,000 credits
      (48-Box) 100,000 credits
PS’s light hovertanks spanked the old Carni, so here’s something actually appropriate for the 3G. As is often the case, Kitsune did it first.
Naruni ‘Carnivore Mk II’ Light Hover Tank
”Naruni has improved their light tank, but it's still an overpriced clunker. It's not an outright liability anymore, but that’s not a very high bar to clear. It's also smaller than anything we would bother with, so Procurement thankfully doesn’t give a T’Zee about it. PS’s low end GMR tanks are killing it in the bottom end of the market, and there’s no way in hell that Naruni is going to make something cheap enough to compete with them. In the mid levels it has to deal with the Firedrake, which isn’t lacking in the least with the latest equipment options.”
----Major Philip Fredette, CAF

To say that the Carnivore had become dated was putting it mildly, with the light tank increasingly being ignored by even third rate powers in favor of locally produced versions of the ubiquitous Barivel. Thus, the Board of Directors authorized the release of a more capable model in the early days of the Post-Minion War reconstruction.

The Carnivore Mk II is clearly derived from the original, but the interior changes make it a dramatically different vehicle. Most importantly, the power plant has been greatly improved, allowing for the removal of the old capacitor system from the Pulse Particle Beam, which has also been upgraded. Said volume was filled by a reasonably capable forcefield, related to the new model that goes into the similarly upgraded Juggernaut. While thought had been put into providing it with an ASF grade Variable model, such an installation would have caused the costs to balloon dramatically, as it was not seen as a worthwhile investment. However, they were able to add a low power CG-system, making it a hybrid vehicle similar to the Phalanx and Maniple, and has seen an increase in speed.

Visually, the outer hull is almost identical, but the armor is of a more effective composition and is notably denser. As stated before, the primary Particle Beam has been upgraded, seeing improvements in both damage potential and range. The latter is primarily due to a far less restricted targeting system, which resulted in a three fold improvement by itself. The forward laser turret has also been improved, and is now mated to an automated fire control system for anti-missile capabilities. Additionally, the Mini-Missile Launcher has been mirrored on the opposite side of the turret, and no less than four detachable Micro-Missile boxed have been attached to the sides.

The final additions consist of a number of system improvements. The most important of which were bringing the sensors up to Three Galaxy’s standards, which have also been augmented with a Gravity Wave Sensor off of the E-1000 Enforcer. It was also found to be possible to install a Naruni’s Camouflage System, although it has been decided to make it an optional addon rather than a default inclusion. All of these improvements lead to a notable loss of space in the interior, leading to the removal of one of the nominal passenger spaces and the cargo bay.

Since its release, the upgraded Carnivor has managed to stem the tide of sales losses within its market segment, although it has not yet managed to recover lost ground.
Spoiler:
Type: JN-120C

Class: Light Scout Hovertank.

Crew: Two: one pilot, one gunner; can accommodate one passenger (Often acts as a commander).

MDC/Armor by Location:
    Main Body---------------------------500
    Fan Skirt----------------------------225
    Reinforced Crew Compartment------150
    Main Turret--------------------------250
    Pulse PBC---------------------------120
    Mini-Missile Launchers (2)-----------50 each
    Bow Pulse Laser---------------------100
    Micro-Missile Box Launchers (4)-----40 each
    Missile Pods (2)----------------------50 each
    Force Field---------------------------200

    The Forcefield has regeneration of 16 MDC per hour, 32 when PBC is not online.

Statistics:
    Length: 25 feet (7.62 meters)
    Height: 12 feet (3.66 meters)
    Width: 16 feet (4.88 meters)
    Weight: 28 tons (25.4 metric tons)

Cargo: Small space in the crew compartment for survival packs, sidearms, and a few personal possessions.

Powerplant: Advanced Fusion, 20 years energy endurance.

Speed: 223.7 mph (360 km). Can travel over ground and water, and can lift up to 10 feet (3.0 meters) off the surface before losing performance. For every 5 feet (1.5 meters) greater than 10 feet (3.0 meters), reduce speed by 50 mph (80 kph)

Market Cost: 50 million credits (Add 5 million credits for Stealth System)

Systems of Note:
    Standard (Phase World) Robot Vehicle Systems

    Gravity Wave Sensor: As on the E-1000 Enforcer.

    Computer Gunner System: +4 to strike with bow laser, +3 with unguided McM, +4 with guided, 5 APM.

    Camouflage System (Optional): The tank’s skin is covered by a fiber-optic material that can change colors to match the general environment. Color change takes 1D4 melee rounds (15 to 60 seconds), in which the armor becomes the exact same color as the predominant one in the area. In the woods or in broken terrain, the suit will also create stripes and blotches of lighter and darker color like a camouflage pattern. In all cases, the vehicle is difficult to spot: -20% for others to detect ambush and detect concealment, and has a prowl skill of 40%.
    The system also masks infrared and thermal emissions, making the tank’s heat invisible to infrared and thermal optics! There is only a 21% chance of the tank showing up on thermal systems and even then the reading/image will seem unusual. The camouflage system is disabled after the tank’s main body takes 200 points of damage.

Weapons Systems:
    1) Heavy Pulse Particle Beam:
      Range: 3.4 miles in atmosphere
      Damage: 1D6x10+20 MD per single shot, 3D6x10+60
      Rate of Fire: ECHH
      Payload:Effectively Unlimited

    2) Bow Pulse Laser:
      Range: 4000 feet (1220 meters)
      Damage: 5D6 per single shot, 1D6x10+20
      Rate of Fire: ECHH
      Payload:Effectively Unlimited

    3) Mini Missile Launcher (2):
      Range: varies by munition
      MD: varies by munition
      Rate of Fire: 1, 2, 3, 4, 8, 16 each. May combine
      Payload: 24 MMs each, 48 total

    4) Claymore Box Micro-Missile Launchers (4):
      Range: varies by munition
      MD: varies by munition
      Rate of Fire: 1, 2, 4, 8, 12, 24, 48. May combine
      Payload: 48 per pox, 192 total

Just call the one in DB:8 the Mark I if you want to include it, but cut the damn crew.
Revised Naruni 'Aggressor Mk II’ Infantry Fighting Vehicle
The new Aggressor is essentially an elongated Carnivor hull, with the rear holding reinforced squad of unpowered infantry, a number of light power armors. It is used by the same sorts of operators, but is considered notably more practical.
Spoiler:
Type: JN-130C

Class: Infantry Fighting Vehicle

Crew: 3: Driver, Gunner, and Commander.

Troops: As in DB:8.

MDC/Armor by Location:
    Main Body---------------------------------600
    Fan Skirt-----------------------------------300

    Otherwise as the Carnivore Mk II.

Statistics:
    Length: 40 feet (12.3 meters)
    Height: 14 feet (3.5 meters)
    Width: 16 feet (4.88 meters)
    Weight: 32 tons (-- metric tons)

Cargo: 6x6 foot compartment (1.8x1.8 meters), plus a small weapons locker.

Powerplant: Advanced Fusion, 20 years energy endurance.

Speed: 200 mph (320 km). Can travel over ground and water, and can lift up to 10 feet (3.0 meters) off the surface before losing performance. For every 5 feet (1.5 meters) greater than 10 feet (3.0 meters), reduce speed by 50 mph (80 kph)

Market Cost: 55 million credits (Add 5 million credits for Stealth System)

Systems of Note: As on the Carnivore Mk II.

Weapons Systems: As the Carnivore Mk II.

The Jugg was nowhere near as bad as other Palladium tanks, but it still had its problems. Kitsune came up with this to fix it, but I’ve altered it a little to simplify things.
Naruni ‘Juggernaut Mk II’ Heavy Hover Tank
”The new Juggernaut is an overall better vehicle than the old Phalanx, but it's really intended to fight the last generation of vehicles. The recent Dark Slayer upgrade still falls in that category, so it's not a bad choice if you have the money. PS’s latest upgrade to the Cestus fixes the long range targeting of its big energy options though, but they still don’t offer it to the public.”
----Major Philip Fredette, CAF

While the Juggernaut had not seen anywhere near the same down turn as the Carnivore, Naruni Industries was well aware that the CAF was developing a greatly improved model of the Phalanx. In order to preserve their current market share, upgrades were mandatory, and the Board of Directors authorized the release of more capable model in the early days of the Post-Minion War reconstruction.

The new Mark II configuration is not as extreme as that of the Carnivore, but it shares many similarities. While the shear power draw of the main weapon mandated the use of a capacitor system, the vehicle's reactor was near the upper end of what was considered economical to produce. They were still able to tweek performance of the various systems enough to allow it to operate all of its capabilities simultaneously however, which was almost equivalent. The new forcefield is still slow to regenerate by Three Galaxy standards, but it is still far faster than it was previously. As with the Carnivore, the propulsion system has become a CG-Hover hybrid, which was found to be more efficient in both mass and power consumption, and sensors have been brought up to current specifications. Armor protection was considered perfectly adequate, so the only changes consist of redistributions.

The true meat of the changes are in the weapons, with everything being changed to one degree or another. For the primary Particle Beam and bow Rail Cannon, the targeting systems have been unshackled, granting them an incredible increase in range. The Coaxial Raill Gun has been replaced with a far more efficient CG model, inflicting more damage with less rounds and at double the effective range. For anti-missile defenses, the cupola mount has been slaved to an automatic gunnery system, and has been replaced with a choice of a Variable Pulse Laser or a plasma cartridge machine gun. The missile launchers have been consolidated into single housings, making them less vulnerable to being neutralized. Finally, no less than eight detachable Micro-Missile Box launchers have been added to the sides, providing substantial anti-infantry and anti-missile capability.

As is often the case these days for Naruni, the most significant impact was that the Juggernaut has not seen a major fluctuation in overall sales numbers. It remains more popular than the Phalanx among IDFs and independent operators, but it's sheer expense means that most would prefer to invest in aerospace fighters instead. But, for those that are willing to use such a large vehicle, they could certainly do far worse, and at the very least it is competitive with its own cost in Dark Slayers.
Spoiler:
Type: J-2B

Class: Heavy Assault Hovertank.

Crew: Four: one pilot, two gunners, and a commander; can accommodate one passenger.

MDC/Armor by Location:
    Main Body--------------------------950
    Fan Skirt---------------------------350
    Reinforced Crew Compartment------200
    Main Turret-------------------------550
    115mm PBC------------------------250
    Co-Axial Rail Gun-------------------100
    Mini-Missile Launchers (2)-----------200 each
    Cupola Mount-----------------------100
    Bow Rail Cannon--------------------150
    MRM Launchers (2)-----------------300 each
    Micro-Missile Box Launchers (8)-----40 each
    Missile Pods (2)---------------------50 each
    Force Field---------------------------400

    The Forcefield has regeneration of 16 MDC per hour, 32 when PBC is not online.

Statistics:
    Length: 35 feet (10.7 meters)
    Height: 20 feet (6.1 meters) including cupola mount.
    Width: 26 feet (7.9 meters)
    Weight: 220.5 tons (200 metric tons)

Cargo: Minimal storage space: about four feet (1.2 meters) for extra clothing, weapons and personal items.

Powerplant: Advanced Fusion, 20 years energy endurance.

Speed: 200 mph (320 km). Can travel over ground and water, and can lift up to 10 feet (3.0 meters) off the surface before losing performance. For every 5 feet (1.5 meters) greater than 10 feet (3.0 meters), reduce speed by 50 mph (80 kph)

Market Cost: 100 million credits

Systems of Note:
    Standard (Phase World) Robot Vehicle Systems

    Gravity Wave Sensor: As on the PA E-1000 Enforcer

    Computer Gunner System: +4 to strike with cupola mount, +3 with unguided McM, +4 with guided, 5 APM

Weapons Systems:
    1) 115mm Particle Beam Cannon:
      Range: 6 miles (9.66 km) in an atmosphere.
      Damage: 5D6x10 MD
      Rate of Fire: ECHH
      Payload: 60 shots in capacitors, recharges at the rate of one shot per minute (one shot every four melees.) If the recharge system for the force field is disengaged, recharge rate of particle beam can recharge at the rate of two shots per min (one shot every two melees)

    2) Coaxial Rail Gun:
      Range: 2 miles (3.2 km) in an atmosphere.
      Damage: 20 round burst inflicts 2D6x10 M.D.C., one round does 2D6 M.D.
      Rate of Fire: ECHH
      Payload: 20,000 rounds, that's 1,000 bursts. Reloading the gun requires special equipment and takes about an hour.

    3) Bow Rail Cannon:
      Range:
        Flechette: 2 miles (3.2 km) in an atmosphere.
        Solid Slug: 4 miles (6.4 km) in an atmosphere.
      Damage:
        Flechette: 3D4x10 (+2 to shoot down missiles).
        Solid Slug: 3D6x10
      Rate of Fire: ECHH
      Payload: 200 rounds

    3) Cupola Mounts: Either a Pulse Laser as on the Carnivore Mk II, or an NE-200-B with a 400 round belt.

    5) MRM Launchers (2):
      Range: varies by munition
      MD: varies by munition
      Rate of Fire: 1, 2, 3, 4 each. May combine
      Payload: 24 MRMs each, 48 total

    6) Mini Missile Launchers (2):
      Range: varies by munition
      MD: varies by munition
      Rate of Fire: 1, 2, 3, 4, 8, 16, 24 each. May combine
      Payload: 24 MMs each, 48 total

    7) Claymore Box Micro-Missile Launchers (8):
      Range: varies by munition
      MD: varies by munition
      Rate of Fire: 1, 2, 4, 8, 12, 24, 48. May combine
      Payload: 48 per pox, 382 total


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Unread postPosted: Mon May 10, 2021 10:25 pm
  

User avatar
Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44539
Location: Somewhere between Heaven, Hell, and New England
While I digest omegasgundam's latest update for Naruni, have some expansion entries on USA worlds...


*Tarkulaam(Anvil Galaxy)(Unted Systems Alliance member)(Expansion)
“Tarkulaam was meant to provide the engines of the Cybocerans’ next great leaps out.....they were going to produce the trade ships and exploration craft that pushed well beyond the borders of either the Republic or the Federation, and left the Odinans in the dust. Instead, Tarkulaam ended up playing catch-up to the Federation military, trying to produce warships that could beat the Odinans’ advantage in arms. It didn’t work out for them, and now they’re saddled with a rusting military-industrial playground. ”

“More than a few in the Usan congress have expressed concerns about our dealings with the local ‘Power Party’ and its headsman, fearing the long term prospects for our relationship if Goodman Cravoll turns out to be another Orthus Kretch, but I should point out that there are several autocracies in our own ranks, and we deal with a number as allies and trusted trade partners....General Noldek is not exactly a liberal parliamentarian either, but we treaty with him just fine. So far we’ve seen no signs that guillotines or gallows are going to go up any time soon under Cravoll’s leadership....he just seems to be the one person that everybody else is deferring to in the current period of political and economic uncertainty.”

Tarkulaam started out as the sort of cold, depressing, borderline habitable planet that hardy Odinan colonists, newly-minted in their declared identity as Cynocerans, set out to tame and develop, just to show they didn’t need the birthworld’s Federation and its suffocating regulations on their shoulders to survive. For a time, it looked as if they could do it, after much sacrifice for the future. However, the creep of corruption that transformed the frontier strongman Cynoceran Republic into the police state run by and for the Central Party, meant that the anticipated heady days of open markets with the rest of the Republic never really came. Nor did the expected help to make the ice deserts flower, dome cities rise like palaces, and giant solettes turn the sky bright and warm, basking under the benevolent guidance of Central Planning. Instead, the Tarkulaamites got government military contracts, factory quotas, production goals, and a new military presence.
Tarkulaam’s communities huddle on the ‘shores’ of the ice fields, melting ice for water to irrigate domed croplands, while smaller satellite towns are centered around mines, refineries, foundries, and aquifer pumping stations. The focus of industry on Tarkulaam, however, is on the Tebeklum Yards.
While the continent-sized Tebeklum Yards are not actually a fully covered continent-spanning factory floor, the, former Cynoceran aerospace production facility is still hundreds of miles of test fields, hazmat dumps, engine test stands, scrapyards, and mothball yards broken up by islands of factories. Such was demand and the state of the art that as old equipment and factory design wore out, the State simply moved over and built new ones, rather than refurbish older facilities
The Tebeklum Yards used to produce war material for the State, until the Cynoceran Spring and the collapse of the Central Party’s influence. Then the local economy went into freefall, as virtually all management of production had been relocated offworld.
Tarkulaam sort of slumped into becoming a part of the United Systems Alliance. They were still confused and wondering what to do in the absence of the Central Party’s guidance, but growing more agitated as the factories lay idle and no fresh supplies were coming in. Then WZT-led disarmament teams came to secure the spaceyards and make sure that none of the stockpiled weapons and unfinished warships wound up in the wrong hands. WZT soon took stock of the downtimed facilities and made the locals an offer to restart them producing parts for WZT vessels. Desperate for work, the Tarkulaam shipyard workers agreed, and the process of effective incorporation into the WZT family of businesses snowballed from there, and quickly into a move to join the United Systems Alliance.
Now the Tarkulaamites toil in the aerospace factories again, this time scraping old facilities cleaning up the hazmat sites(using new equipment and processes brought in by WZT), and working on numerous new civilian projects. Among them are components for the giant orbital solettes wanted for so long. By the time somebody moved to post a referendum on where the Tarkulaamites wanted to do with their future, the population voted almost unanimously to join the United Systems Alliance.
While some in the USA are wary of dealing with an autocrat in the form of ex-military commander Ladad Cravoll, and his Tarkulaam Power Party, but so far the strongly military organization running the Tarkulaamite government has not done anything to trip any flags, raise the ire of USA interests, and provoke a negative response to it. Still, with the increasing investiture in the Tebeklum Yards and other local industries, USA organizations like the Office of Positive Outcomes have been monitoring the situation on Tarkulaam.
A rise in smuggling and piracy in the old Cynoceran sectors has also affected Tarkulaam; President Cravoll, true to his background in the defense militia, has authorized the use of some of the remainder stocks of starship weapons to beef up planetary defenses. Though the bulk of these systems are short- to medium-range weapons, Tarkulaam is acquiring an impressive air defense net protecting its cities and major industrial works.

Solar System(Tazakoq)
Number of Stars: 2
Types of Stars:
-Orange Dwarf(Tazakoq-A /Ala)
-Red Dwarf(Tazakoq-B /Bata)
Number of Planets: 5
-Terrestrial(Ancord)---Miniscule airless rockball. The Cynoceran Republic had a military base established on Ancord, in part to further protect the Tebeklum Yards from ‘Odinan aggression’, but Ancord seems instead to have become something of a punishment assignment for under-performers in the CR armed services. When WZT disarmament teams came to inspect the facilities, escorted by a heavy Odinan/USA security force after Ancord refused to respond to military-channel requests for cooperation, they found the base commander so drunk he was unaware of the collapse of the Central Party. Upon learning of the news, the base XO and most of the base personnel simply decamped virtually overnight with the better part of the on-base ships and equipment before their commander could even sober up, leaving him and a very astonished inspection team holding the bag and running the base.
The future of Ancord Base seems uncertain. The rump state of the remaining Cynoceran Republic never formally turned it over to local control, and the government on Tarkulaam is debating running the base itself as part of its system defense forces or turning it over/selling it to the USAJC. Meanwhile, the USA has been keeping the base supplied and operating in a minimal capacity as a rescue station with the assistance of the remaining base personnel skeleton staff who seem to have nowhere better to go.

-Terrestrial(Tarkulaam)---System lifeworld

- Gas Giant(Moasar) ----This miniscule gas giant possesses an energy field that produces small gravitational ‘eddies’ in its orbit. These vortexes are concentrated and strong enough to be able to knock out and even destroy active contragravity engines they run into, making travel near the gas giant, while under CG drive, potentially dangerous. Cynoceran scientists weren’t sure how the eddies were being generated, so they established a small research outpost on one of Moasar’s four moons to study the phenomenon. Though the research effort lost government support when the Central Party bailed out of the Tazakoq system, those scientists who remained soon found a new sponsor in WZT, who agreed to keep funding the outpost.

-Gas Giant(Ghlimdale) ---- Small Ghlimdale’s moons are mined for their ores and water. The gas giant’s magnetic field, while still catching a fair amount of radioactive particles from Tazakoq‘s twin suns , isn’t bad enough to pose a risk to moderately shielded spacecraft, so Ghlimdale’s moons are easily mined.

-Exotic--Dimensional Jump-Point--- At first thought to be a cometary mascon or fragment of white dwarf matter, this object has been discovered to be a dormant wormhole point. The Cynocerans lacked the technology to detect it, but the first GNE/PS/ASI vessels to enter the system and conducted a full system scan found this knot in space/time. As yet, nobody has actually transited the wormhole to see where it goes; USA scientists are still assembling a taskforce to set protocols and probe the wormhole point. Nobody wants to poke it with a stick and unlash some galactic horror, but if the wormhole leads someplace of more benign interest, Tazakoq system may become that much interesting and valuable to the Alliance.

Planet(Tarkulaam)
Type: Terrestrial
Diameter: 10,000 km
Gravity: 0.7 g
Temperature: Cool; average temperature is 40 degrees F.
Unusual/Special Features:
-Craters---Tarkulaam is dotted with sizable impact craters, reminders of past bombardments by space debris. Tazakoq’s two small gas giants have not proven very effective at sweeping the system free of loose space junk, so the inner worlds have caught more frequent collisions with meteors.
Atmosphere: Breathable nitrox mix, but rather thin and high in carbon dioxide. Those breathing it fatigue twice as fast, unless they have supplemental air/oxygen.
Terrain: Flat plains, sand dunes, and rock fields dominate the landscape.
Notable Mineral Concentrations:
- Manganese
- Cobalt
- Iron
- Molybdenite
- Emerald
- Ruby
- Titanium
- Borax
Hydrosphere: Balanced; about 47% of Tarkulaam is covered in water ice
Biosphere:
Sparse---The introduced terraforming ecology have just begun taking hold, with various cold-tolerant grasses spreading across the landscape.
Civilization:
Settled
Population:
198 million humans
Technology:
Galactic, but three or four generations behind the 3G standard.
Economy:
Manufacturing---Factories on Tarkulaam turn out a variety of consumer goods, finished steel products, vehicle components, industrial machines, and of course spacecraft parts and finished spacecraft. Currently Tebeklum Yards is producing spare parts for military ships, and several of the factories are retooling for commercial spacecraft and modular spacestation production(with a native-built WZT WZ-554-SC Frontier Space City/Habitat Platform expected to enter service soon as part of the expanded orbital infrastructure.
Wealth:
Average---Could be better, could be a lot worse; local production and trade is keeping the lights lit, a modest balance of trade goods going out, and needed supplies coming in. The retooled and retooling shipyards are pulling the economy up.
Government:
Autocracy----When the Central Party pulled out of Tarkulaam, a former militia commander, Ladad Cravoll, stepped forward into the power vacuum and declared himself , with the support of the militia, leader of the TarkulaWeinsheftium(Tarkulaam Power Party) now presiding over the planet. President Cravoll declared that he would be directing state affairs until the ‘transitionary crisis is over’. Cravoll’s administration has been a mix of very conservative and liberal policies; while he has the strong support of the military and police, Cravoll has also allowed public voting on matters of national interest(such as the referendums to sever ties to the Central Party and join the United Systems Alliance), but he has also dissolved five separate conferences to organize new governments(though two had already broken down into factional fighting, and the other three were deadlocked). He’s also released political prisoners held under the Central Party’s regime(though critics claim that he replaced them in the holding cells with his own political rivals) Though the economy has improved and things are settling down, Cravoll has yet to announce when he’ll step down, or exactly what are the conditions for his stepping down.
Law Level:
Moderate----With the step-down of the Central Party, there’s been some relaxing of law and order, and local crime has increased in some areas, while it’s gone down in others, thanks to rumors of harsh police action by the Power Party. There’s also a thriving black market, especially in spacecraft parts, lifted from government warehouses and stockpiles, not all of which were identified and repossessed by the new government. However, the black market does NOT appear to have the approval of the Cravoll regime, as his militia is cracking down n illegal sales, especially weapons(in part because those same overstocks of starship weapons are being used to build up the planetary defenses).
Popularity:
Ambivalent--- While many Tarkulaamites like the stability the TarkulaWeinsheftium promises, others are afraid that it may evolve into a Cravollite tyranny. Most are just waiting to see what happens next, if the economy continues to improve, and how the Power Party responds to changing conditions.
Stability:
Stable----Either because of fear of rocking the boat, angering the military supporters of President Ladad Cravoll, or because of the efficient management style of the TarkulaWeinsheftium, there’s been little trouble.




*Thelheim (Anvil Galaxy)(Unted Systems Alliance member)(Expansion)
“Thelheimers have always been distinguished by their passion. Just fighting their environment has engendered in them a rather pugnacious attitude, outspoken opinions on things and pugilistic approach to problems. Engineering too; they build tough. They don’t take betrayal well, and learning some of the things the Central Party, and especially the Internal Security Directorate, did to remain in power just was too much for them. And Thelheimers tend to take out what doesn’t work, even if it means blunt force has to be applied to the problem.”

“Fashion on Thelheim runs between the utilitarian and the not-a-whole-lot, given the insulated cavern and dome cities where most people live. Most of what people wear offwork in the dome-caves is vat-grown paper or bio-plastic. Cotton, fur, and leather are luxury imports.”

“Thelheim, being the borderline climatic hellworld that it is, could hardly count on tourism for its income, so they took up manufacturing, especially of products much in demand offworld and outsystem. Spacecraft especially, since they didn’t have to assemble them on-world. Made it easier for the Central Party to check up on them too, as outsystem security troops rarely fared well trying to adapt to local conditions. The Internal Security Directorate had to recruit their best thugs locally, and taking orders from those goons sat even less well with the local labor groups than being overseen by offworlders.”

Thelheim is a former member of the Cynoceran Republic. Thelheim is a high-gravity world of borderline habitability, requiring a degree of ongoing terraforming and atmospheric adjustment. Thelheim communities tend to be underground to insulate against the warm temperatures, and use geo-heatsinks, cooling lasers, and atmosphere scrubbers to moderate local heating. Collected heat is transformed into electrical power, and an increasing amount of it is beamed into near-orbit to power the space industries there(an interesting turnaround on the usual pattern of space development, where orbital powersats normally beam power to the planetary surface colonies). There is some agriculture of extremophile flora types that can handle the heat and humidity. Though the planet is not (immediately) deadly to walk on, extended outside excursions are possible only with air filters, cooling suits, and possibly light exoskeletons(especially for visitors).
Thelheim’s main importance to the CR was as a manufacturing center, especially spacecraft, and its inhabitants have always had a particular bent for engineering, albeit of the brute force style. Sacrifice, hard work, perseverance and persistence have been hallmarks of the Thelheim mindset, with Thelheimers not afraid to speak their minds. Even the most loyal and conservative representatives of Thelheim to the Central Party and Central Planning Committee had a reputation for being abrasive in manner. Dissident movements on Thelheim in particular have historically nucleated around labor unions, and thus the Central Party’s growing internal security apparatus had a heavy hand laid on the shipyards and other industries of Thelheim, to stifle any unrest.
For all the good it did them. When the full extent of the failure of the Central Party became clear, Thelheimers were particularly violent in ousting the Central Party hard-liners from office, and tossing(with the assistance of mutinying Cynoceran military personnel) the Internal Security Directorate goons off the atmosphere-plant towers. Violence erupted in almost all the factory communities as the old regime was ejected(in some cases literally) from power. Predictably, a strongly pro-labor union government was voted into office to replace the outgoing Centralists.
Surprisingly, the Thelheimers were the first of the ex-Cynoceran worlds to move to join the USA, rather than the Odina Federation, or try to go their own way, as many might have predicted. Instead, Thelheimers embraced the idea of being part of another band of misfit worlds and pioneers. The shipyard workers were quick to offer their services to the USA, figuring rightly that the United Systems Alliance would want to get the local economy back up to running normally as quickly as possible. It was in Thelheim’s military shipyards that PS/ASI assembled its first Larna-Pe Heavy Space Destroyers, and new manufacture Godendag Rapid Deployment Space Destroyers are being produced. These programs have helped establish Thelheim as reliable and hardworking, able to adapt to new technologies.

Note: Native Thelheimers get a +1d4 P.S. and P.E. from living in a high gravity field.

Solar System(Pulnoy)
Number of Stars: 1
Types of Stars: Orange Dwarf
Number of Planets: 7
-Terrestrial (Novikyum) ---This tiny rocky body has a 196-hour day, the daylight phase of which necessitates the residents of the few mining communities on it to lock down and hide underground to avoid the blistering heat and solar radiation. The main township of Zamikovana on Novikyum, is known for its quite narrow spaceport access down a canyon(hence the nickname ‘Keyhole City’). Despite the relatively small and confined nature of the habitation on Novikyum, the communities were not immune to the unrest on Thelheim, and the local miners almost as quickly divested themselves of the Central Party, with the use of threatened airlocking any ISD who didn’t take to their heels and take the first evacuation ships out.

-Terrestrial (Thelheim)---System lifeworld

-Gas Giant (Tegam)----Miniscule Tegam has proven convenient as a fueling source for starships, and the Cynoceran Republic developed its 9 small moons as part of a gas harvesting and fuel-processing complex. Site also of a Cynoceran Republic naval base, Vicolgaran. Unlike the experience with transition of power of Ancord Base in the Tazakoq/Tarkulaam system, Saderis Base did NOT go uneventfully. Though the majority of the base personnel stood down peacefully, a faction of the base still loyal to the Central Party refused to surrender command of the base and instigated a mutiny. The resulting violence ended in a quarter of the base being destroyed, over four hundred casualties, and several times that in wounded. It is unclear who triggered the tactical nuclear device, as both sides were thickly engaged in a firefight at the time. Despite the damage, the Thelheimers have stubbornly laid claim to Vicolgaran. Though the remaining Central Party proclaimed the destruction at the base ‘a clear sign of the barbarism of dissident elements’, they have made no claims to Vicolgaran as they have with Ancord.

-Terrestrial (Avokryd) ----Large and cold, but possessing low gravity, Avokryd is actually exploitable, with the major problem being the reverse of Thelheim’s; excessive cold necessitating heated dome cities. Several small hab-communities have been established on Avokryd to exploit promising mineral deposits, though colonization is expected to be slow, given the focus on terraforming Thelheim.

-Terrestrial (Tmunsk) ---Small rocky world with scant surface ice. The Cyocerans have surveyed it, but aside from a largely automated scientific outpost, there’s little to draw attention to this small world.

-Asteroid (Gelver)---An errant planetoid with an eccentric 290-year comet-like orbit that brings it as close to the inner system as the orbit of Tegam and out beyond Redev’s at its other extreme.

-Terrestrial (Radev) ---A large cold, methane-atmosphered world on the edges of the Pulnoy system.


Planet(Thelheim)
Type: Terrestrial
Diameter: 14,000 km
Gravity: 1.47 g
Temperature: Warm; average temperature is 63 degrees F.
Unusual/Special Features:
-Short Year---A Thelheim ‘year’ is only 189 days long
-Moons(6)--- Three of Thelheim’s moons are part of the extensive Thelheim-Selka , Gdsat, and Aten Orbital Shipyards. The other three supportt space industries and port facilities.
-Craters--- There’s evidence Thelheim had a seventh moon at one time, but it broke up and showered the planet’s surface with meteors, triggering a mass extinction event of Thelheim’s previous ecology. Some of these craters have been turned into giant domed-over ‘jungle grottos’ or ‘greenhouse craters’ for growing tropical-steam-loving flora.
Atmosphere: Dense humid nitrox mix with a high amount of carbon dioxide, possibly a relic of the extinction event. Thelheimers are cooling their planet via atmospheric adjustment, scrubbing carbon from their atmosphere and introducing various catalytic cooling agents to encourage rainfall.
Terrain: 4+, variegated terrain. Thelheim communities typically stick to the cooler highlands and plateaus.
Notable Mineral Concentrations:
- Tin
- Magnesium
- Zinc
- Scheelite
- Samarskite
- Platinum
- Fluorite
- Titanium
Hydrosphere:
Roughly 49% of Thelheim’s surface is covered in open water, though the high temperatures mean that the equatorial seas are literally steaming most of the time, producing thick fogs encircling the globe.
Biosphere:
Effectively Lifeless when discovered, aside from some microbial life surviving in the upper atmosphere and caves. There’s evidence of a more extensive ecosystem that existed before it was apparently obliterated in a catastrophic meteoric bombardment. Terraforming organisms have since taken over.
Civilization:
Settled
Population:
88 million humans
Technology:
Galactic, but three or four generations behind the 3G standard. Heat management technologies area specialty of the local industry. However, the recent overhaul of the Thelheim-Selka Shipyards is quickly upgrading that, and the aura effect on supporting industries is spreading the wealth.
Economy:
Manufacturing. Besides spacecraft, Thelheim notably produces some pretty impressive and reliable(if bulky) thermo-cooling units(“AC tested in Thel’ is a favorite advertising byline) and cool-suits.
Wealth: 4+
Average---As a manufacturing center, Thelheim has been able to provide for itself, with some left over for trade, though the collapse of the centrally-planned Cynoceran economy and loss of offworld trade/contracts had Thelheimers worried that long term they were looking at an economic slump of indeterminate length. The reopening of the shipyards, however, have given a real stimulus boost to the economy and the factories are again hiring.
Government:
Confederacy largely of pro-labor organizations
Law Level:
Law-Abiding; for all their raucousness(or perhaps because of it), Thelheimers have a very comprehensive code of law, especially when it comes to citizens’ rights(a point that came up time and again whenever the Central Party tried to crack down in Thelheim’s dissidents).
However, local groups(especially workers’ organizations) have a tendency to take the law into their own hands and provide their own enforcement. The recent attempt by an organized crime syndicate to infiltrate the unions resulted in several ‘unfortunate accidents’ for the syndicate’s operatives.
Popularity:
Popular---The workers like what they like, and the current regime is just what they ordered. They have jobs, and the prospect for continued future contracts is looking very good.
Stability:
Stable. Currently Thelheim is looking good as long as the current economy continues to trend upward.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Sun May 23, 2021 7:45 pm
  

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*Jorgmundson---(United Systems Alliance members)(Anvil Galaxy)

“You don’t often see asteroid belts like they show in the holodramas....the sort of cloud of rocks stacked cheek-to-jowl with barely enough space for a stellacpmmutta to squeeze through, but the Anmundson’s exactly that....I laughed when I heard the Jorgies bought starfighters based on old pre-spaceflight atmofliers, until I sat in on a few patrols with the Jorgmund aerospace militia.....you need barnstormers to get around those rock piles!”

“This is a vac-melon. It isn’t edible, and eating its flesh will kill you dead from chemical poisoning, but you want to raise these things because they sequester water and various other gases from the asteroids they break down. They generally use these sequestered materials to survive the deep dark cold, and as fuel to spread their seeds to other rocks, but you can tap them for your own life support systems.”

“Jorg’s just -teeming- with stuff; minerals, pirates, exotic critters. You can’t go anywhere in the Heldaverak system without tripping over one of them. So you got equal chances of winding up rich, robbed, or dead, or all three, in that order.”

NeoScandanavian world, though they seem to trace their origins to a baseline Earth, given their knowledge of Earth-Scandanavian history, up to the 21st century, pre-Rifts. Originally a nominal member of the Human Alliance, Jorgmundson is a binary star system rich in stellar debris and minerals. Settled by humans, the system became a large producer of refined metals and minerals for surrounding star systems and transiting starships. In more recent times, Jorgmundson became a supplier of skagerite, a mineral very useful to Paladin Steel in the synthesis of viritalium, the core of PS’s new enhanced particle beam weapons technology. With both an explosion in local piracy and the growth of the United Systems Alliance, Jorgmundson saw nothing to lose in being a nominal member of the USA as well.
The Heldaverak system is a binary star system consisting of a blue dwarf and a yellow dwarf orbiting each other at a distance of some 14 billion miles. Jorgmundson orbits the smaller star. The binary system also has several large Lagrange points that have collected material into interstellar ‘sargassos’.
Jorgmundson sits in an asteroid-rich system, with several planetoids covered in low-gee/low atmosphere organisms, the Heldaverak system being unusually rich(though not the most densely inhabited) in spaceborne life. There has been some speculation that the system was deliberately seeded by an unknown earlier agency, though to what end remains unknown.
A cold world with a tainted atmosphere, Jorgmundson is borderline hospitable for human(and most other forms) of life. Civilization is clustered around the few cool ice-free seas, geothermal zones, and thermal pockets like valleys. Domed communities are common(enough that it’s said that the reason why Jorgs adapt so well to Belter life is because even planetside, it’s like living in a space habitat). The standard of living is good, though, and culture is a rich mix of recognizable Scandanavian and Human Alliance influences
Jorgmundson is rich in mineral wealth, as well as the raising and export of some of its exotic microgravity flora and fauna. Supplying the CCW with minerals established the Jorgmundsons as a self-supporting star system with money, but it also brought them the unwanted attention of criminal elements. Unfortunately, the same factors that make the Heldaverak system so valuable(lots of mineral-rich rocks) make it equally attractive for pirates, who target ore and metal shipments, and strike from hideouts in those same metal-rich and sensor-confusing asteroids. Rooting out pirates hiding in the asteroid belts is a constant problem for the Jorgan space forces, who need a steady supply of ships and weapons to match the outlaws frequenting the star system.
Jorgmundson has a citizen militia, where all able-bodied adults are expected to serve a stint in the military and be ready as a reserve force. There is a small professional force that serves as elite forces and officer cadre in crisis situations. Jorgmundson has an arms industry, producing their own versions of common-domain HI lasers and g-weapons, and has a small shipbuilding capability, mainly turning out general-purpose hulls. Their most sophisticated locally-produced warcraft is a non-FTL copy of the Hunter-class destroyer that uses the space freed up by the removal of the jump-drive for metallic hydrogen remass for a fusion drive instead. However, they lack the scale of industry to provide all their needs, especially in the face of increasingly sophisticated and well-armed pirates drawn by reports of Heldaverak’s wealth. It was that pressing need that led them to apply for United Systems Alliance membership, after seeing the benefits in industrial development the Alliacne offered.
The Jorgmundsons are wealthy enough to be interested in some of PS/ASI’s more eccentric equipment offerings, and have even commissioned some unusual designs of their own. It was to fill a Jorgmundson special request that PS/ASI developed the grav-prop propelled F200A Rhino-Buffalo Light Aerospace Fighter, inspired by a design from ancient history(but identifiable to Earth history buffs as a Brewster Buffalo mono-wing fighter of WW2 vintage). Despite the fighter’s eccentric design and light armament, the type has proven quite agile as a scout unit.

Solar System(Heldaverak)
Number of Stars: 2
Types of Stars:
-(Veraak) Blue Dwarf
-(Helda) Yellow Dwarf
Number of Planets: 7
-Gas Giant (Fusald)---Orbiting Veraak, this microscopic(as gas giants go) planet is slowly being burned away by its sun. Its remaining retinue of moons are generally considered too unstable to be worth colonizing, what with the strong belt of radiation surrounding Fusald, but recent rumors of a find of serald diamonds( a form of cold fusion diamonds, and possibly formed in Fusald’s core, then flung out during one of its atmospheric upwellings) on one of the moons has attracted new attention to the tiny gas giant.

-Terrestrial (Jorgmundson)----Settled lifeworld of the Heldaverak system, it orbits the smaller yellow dwarf star of Helda.

-Terrestrial (Skeymusos)---Known as the ‘storm planet’, Skeymusos’s extreme gravity and weather makes it difficult for human beings and other regular folk to visit its surface without sophisticated high technology)gravity insulators). Its dense atmosphere manages to trap enough heat from its core that the planet actually supports an exotic and fairly robust ecology. That same dense atmosphere has proven valuable to gas-miners, who can skim the upper reaches of the planet’s atmosphere rather more easily than a larger gas giant’s. That having been said, it’s ben suggested that Skeymusos might be offered up as a colony world for the Botwhin Char’chuga, just as the Nadians of the Celsian Primarchy have offered up one of their worlds to the giants.

-Gas Giant(Brinel)----- Huge Brinel has a thick multi-strata’ed atmosphere known to harbor a floater ecology with both plants and animals. The Jorgmundsons have deployed a few floating research stations to study the airborne ecology.

-Gas Giant(Heidel) --Large Heidel plays host to a dense flock of sixteen moons, several of which have been colonized or at least staffed with a government outpost. One of Heidel’s moons, Lynd, plays host to TordenWerks, a PS/ASI particle beam weapons research and development facility. This facility not only works on refining particle beam weapons for PS/ASI, it also studies examples of PB weaponry acquired from other sources. While some question the sanity of locating a weapons research laboratory in a region known to be rife with pirates and hostile exo-life, it’s also joked that it simply provides the laboratory’s proving grounds with a steady stream of targets to test new weaponry on. Only the statistics would show that really isn’t a joke; the region of space around the TordenWerks has, of late, been scrupulously avoided by bandits and exo-predators alike.

-Asteroid Belt(Kravyn Belt)---A dense belt of free-flying rocks, rich in minerals. It has a large Belter presence.

-Gas Giant(Skikadel)----Small Skikadel plays outer ‘warden’ to the immense Kravyn Belt.

-Asteroid Clusters---The gravitational interaction of Veraak and Helda has created two large ‘sargassos’ of cosmic debris at what might be called the laGrange points. The Anmundson and the Skydaale Clusters are dense ‘clouds’ of asteroids that have attracted their share of exobiota, miners, and pirates alike.

Exobiota---The Heldaverak system is known to harbor populations of astropids, space coral creatures, and other critters:
-Webrocs---Free-space-dwelling mussel-like mollusks that, as seed-spores, attach themselves to asteroids, secrete acids to break down the rock, and accrete protective shells around themselves as they grow. They also weave silica ‘webbing’ to hold clusters together and keep dust and gravel from drifting away. Unchecked webrocs can damage inhabited asteroids, their digestive acids weakening excavated cave habitats, and webbed clusters of the mollusks jamming airlocks and other mechanisms.

-Rognor’s Hydra---Actually a large(up to five meters across) starfish-like exo-lifeform that normally feeds on webrocs. Unfortunately, it has been known to mistake space habitats and spacecraft for webroc clusters, and using its tentacle arms and digestive acids to crack them to get at the meat inside.

-’Blixtbeist’--’Lightning Beasts’. These slug like creatures didn’t really pose much of a problem until the proliferation of high-powered technology in the Heldaverak system revealed their propensity for chewing on electrical lines and growing enormous in the process. Now they’re a large problem, especially when they land in meteor showers on planets and are able to feed off community power grids. In space, grow to only a meter or so long and are the prey of other exo-organisms such as young space coral wyrms. On a planet, or u a gravity well with an atmosphere, with access to electrical power, they can grow up to 10 meters long, have armored skins, and can electrocute with a touch of their long head tendrils. The Jorgan planetary militia has to sweep any meteor fall zones looking for possible encysted blixtbeists that have fallen to the planet, and destroy them before they can hatch out and reach a source of electrical power.

-Exolis---Exolis is a broad genera of lichen-like exoflora that colonize asteroids, breaking down the rock and growing off it. Some exolis species/strains are considered nuisances, as they erode the footings of anchored space habitats on asteroids and can cover and block radiators and exhaust vents, but other types can be cultivated for the water, oxygen, and chemicals they sequester. There’s multiple accounts of the NeoScand Jorg-Belters using some species to brew an extremely potent ‘rockshine’ liquor, but this is believed to be the stuff of urban legend, rather than fact.


Planet(Jorgmundson)
Type:-Terrestrial
Diameter: 11,000 km
Gravity: 0.8 g
Temperature: Cool; average temperature is 45 degrees F.
Unusual/Special Features:
-Craters----Jorgmundson’s surface is heavily cratered, telling of frequent and violent cosmic bombardments in the past.
Atmosphere: Tainted; Jorgmundson’s atmosphere contains enough oxygen in the right proportions, but the air has enough trace gases to be toxic for prolonged breathing(15 minutes or more). Filters and supplemental oxygen are required for extended work outside the domed habitats.
Terrain: Unusual Seismology---Jorgmundson seems to flip its magnetic poles with greater frequency than normal for worlds of its type. Scientists are still baffled as to the cause of this. For the most part, Jorgs aren’t terribly concerned with this, as the next such flip isn’t predicted to happen for another 9,000 years.
Notable Mineral Concentrations:
- Iron
- Molybdenite
- Copper
- Aluminum
- Ruby
- Sulfur
- Nickel
- Diamond
Hydrosphere: Balanced; about 43% of Jorgmundson is covered in open water(though it’s frozen most of the time)
Biosphere:
Thin---Whatever native biota Jorgmundson has evolved on its own has had to deal with the planet’s cold conditions, as well as gravity-adapted forms of microgravity/space-dwelling flora and fauna that have managed to survive being stranded in the gravity well. Some of these lifeforms are quite tough and dangerous. Identified native species tend to be small and furtive, Flora-wise, Jorgmundson has a variety of lichens, ferns, and weeds, some of which can grow quite large. Animal-wise, the predominant forms are small insectoids/crustaceans, some of which have evolved to survive breathing the tainted air and the harsh cold. ‘Jorg-lice’ and ‘Jorroaches’ are more of a nuisance than a danger, as the small arthropods are drawn to the heat, humidity, and available food of the settlements.
Civilization:
Settled
Population:
1.8 billion humans; another 5.5 million inhabit various space habitats throughout the system.
Technology:
Galactic, on a par with the average CCW world
Economy:
Mining and Refining
Wealth:
Rich; Jorgmundson is waxing very wealthy off exploiting its mineral resources. PS/ASI’s investment in establishing several research and development labs promise to make the system a potential manufacturing system as well,
Government:
Parliamentary Democracy
Law Level:
Lawful---The Jorgmundsons have a well-defined legal code set out and in place., though in the asteroid settlements, interpretation of this can be looser.
Popularity:
Ambivalent----Most Jorgs feel more comfortable working on making a living, and pay scant attention to politics. Though they generally approve of their government system, the overall consensus is that politicians are a squabbling, cantankerous, untrustworthy lot for the most part, but an unfortunately necessary evil.
If people don’t like their government, many of them move out to settlements in the asteroids, where the governance is more liberal
Stability:
Long-standing, bordering on Dynastic: the current government configuration has been around for centuries, and there’s been little thought of doing any major changes to it in that time.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Tue Jun 15, 2021 3:52 pm
  

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Priest

Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44539
Location: Somewhere between Heaven, Hell, and New England
(Because Omegasgundam has introduced refined Gateship technology-technowizardry to the United Systems Alliance, and a new agency)


USA Wormhole Establishment Corps(USAWEC)
(aka USA Wormhole Establishment Bureau-USAWEB, USA Galactic Highway Construction and Paving Company, Star Road Builders, Alliance Stellar SlidewayInstallers)

“Unless we want to constantly be negotiating others’ territory to get to our widespread members, we NEED to establish an extradimensional rapid transit infrastructure. Yes, it’s very expensive now, but it will save us considerable time, trouble, and expense in the future by making us less vulnerable to being cut off from each other.”

“Yah, I’m a highway worker...High FRONTIER way worker! We build cosmic roads, interstellar bridges and galactic infrastructure.”
---Anonymous technician, USAWEC Gateship Tannhauser Ferry

Arguably an outgrowth of the GNE’s Outstep and DimCorps, the creation of the USAWEC caught many in the galactic community off-guard because of the sheer ambition of its mission, to create stable wormhole gates through Alliance space. As normally this is a very expensive and dangerous undertaking, few thought the often cash-strapped Alliance could afford to field and maintain one Gateship, let alone a fleet(small as it is, with typically only one ship at a time out doing rounds while the others are serviced and updated), establishing a transit web throughout their space. They did not figure on the synergy of technologies nor the quiet support the USA possesses that has made USA wormhole technology safer and more economical, even with its conditional limitations.
USAWEC maintains a fleet of Gateships and wormhole stations servicing the United Systems Alliance. It also has a partner subdivision handling more traditional magical circles of teleportation and Rift opening. They work hand in hand with USACS(Communications), USAJC Exploration Command and Merchant Defense Forces, and the Interworld Trade Commission to create and maintain a network of wormholes through USA space and to important allies and clients.
The surprise (at least to outsiders) success of the USAWEC has caught the attention of others, and inquiries are already being made of contracting the agency to do outside work, showing that the USAWEC has great commercial potential as another service/product the USA can market.

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Tue Jun 15, 2021 4:03 pm
  

Dungeon Crawler

Joined: Thu May 08, 2008 11:04 pm
Posts: 361
taalismn wrote:
The surprise (at least to outsiders) success of the USAWEC has caught the attention of others, and inquiries are already being made of contracting the agency to do outside work, showing that the USAWEC has great commercial potential as another service/product the USA can market.

"We reserve the right to cancel any contract at any time for any reason. Those that wish to file a legal dispute are free to do so with the Prometheans. One or more Second Stage partners will take it up when it arrives."


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Unread postPosted: Tue Jun 15, 2021 5:26 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44539
Location: Somewhere between Heaven, Hell, and New England
"A malignly dark tentacle trying to reach through a test hole qualifies as reason to cancel a contract. As do psychic emanations of 'I HUNGER', 'A WAY OUT OF THIS ACCURSED PRISON OF THE EONS!', or "FOOLISH MORTALS! BOW TO YOUR NEW GOD'."

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Tue Jun 15, 2021 7:51 pm
  

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Champion

Joined: Wed Nov 26, 2003 4:59 pm
Posts: 2193
Location: Canada
taalismn wrote:
"A malignly dark tentacle trying to reach through a test hole qualifies as reason to cancel a contract. As do psychic emanations of 'I HUNGER', 'A WAY OUT OF THIS ACCURSED PRISON OF THE EONS!', or "FOOLISH MORTALS! BOW TO YOUR NEW GOD'."


Let's hope for it's sake, the portal didn't open onto a planet of Psi-blind and Psi-immune that it can't affect, or feed from! :lol:

_________________
Fnord

Cool...I've been FAQed... atleast twice!

.sig count to date: 2

"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...

Normality is Relative, Sanity is Conceptual, and I am neither.


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Unread postPosted: Tue Jun 15, 2021 11:43 pm
  

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Joined: Tue Sep 02, 2003 8:19 pm
Posts: 44539
Location: Somewhere between Heaven, Hell, and New England
Borast wrote:
[

Let's hope for it's sake, the portal didn't open onto a planet of Psi-blind and Psi-immune that it can't affect, or feed from! :lol:


Could be worse:
"Mmmmm.....Corruption! Delicious negative thoughts! Eldritch flesh, aged just right! NOMNOMNOMNOM-"
"NOW WAIT AN AEON! THIS ISN'T HOW IT'S SUPPOSED TO GO! STOP EATING ME! I SAID, STOP EATING M-"

_________________
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------


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Unread postPosted: Thu Jun 17, 2021 10:56 pm
  

User avatar
Champion

Joined: Wed Nov 26, 2003 4:59 pm
Posts: 2193
Location: Canada
taalismn wrote:
Borast wrote:
[

Let's hope for it's sake, the portal didn't open onto a planet of Psi-blind and Psi-immune that it can't affect, or feed from! :lol:


Could be worse:
"Mmmmm.....Corruption! Delicious negative thoughts! Eldritch flesh, aged just right! NOMNOMNOMNOM-"
"NOW WAIT AN AEON! THIS ISN'T HOW IT'S SUPPOSED TO GO! STOP EATING ME! I SAID, STOP EATING M-"


F'HTAGN!

_________________
Fnord

Cool...I've been FAQed... atleast twice!

.sig count to date: 2

"May your day be as eventful as you wish, and may your life only hurt as much as it has to." - Me...

Normality is Relative, Sanity is Conceptual, and I am neither.


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