Crisis: Operation Dying Skies
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It is year 2914. Humanity has long since conquered the stars around them. The resources and riches from their conquests had brought the human race into an Golden Age of technological advancement. Powerful self sustaining AI's were developed to aid humans and their machines, and cyborg parts allowed cripples and the weak to continue working for society.With the advent of AI, biotech and cybertechnology several centuries prior, the advancement of humanity has grown exponentially. Starships of massive proportions were built, floating worlds in space were created, massive Utopia cities on lush green planets were erected. Worlds beyond even what humanity thought were possible were discovered. Wars weren't fought, the human race was too busy expanding at a breakneck pace. Life was perfect. Nothing could possibly go wrong.
And then it did. By the year 2480, Humanity had overextended itself; the great sprawling empire it had forged had become too large for it to support itself. The empire collapsed onto itself. In the course of 20 years, the mighty empire humanity had established splintered into thousands of factions. The Galaxy erupted into a large feudal war. Some factions grew power by warring with other factions, taking them over; others stayed secluded for as long as they could. Many were taken back by the earth empire, and just as many were lost in deep space.
By the 25th Century, the most of the numerous factions had consolidated into 3 major powers: The original Earth Empire, the largest and most numerous of the 3 powers, made up of most of the core empire planets; The Coalition, a group of separatists strictly opposed to the Earth Empire, spanning across most of colonial space; and the Krellian Republic, a reclusive, bizarre group focused mainly along the outskirts of known space. The Earth Empire and the Coalition fight bitterly, the Empire seeking to reclaim their lost territory, and the Coalition fighting for a new order in the galaxy. The Krellians choose to stay out of the conflict, their faraway frontier colonies too far away to be bothered by the other two factions.
By the turn of the 26th century, the Earth Empire and the Coalition had suffered dreadful casualties on both sides, and just as many worlds lost in the splintering had been razed by both sides. The two superpowers agreed to an uneasy truce. That marked the start of an intergalactic cold war, as the two superpowers begin a buildup of military strength and engage in proxy wars with smaller nations and colonies.
As the end of the 27th century drew near, a series of failed operations by the Earth Empire at an attempt at securing a Coalition Superweapon has sparked up and reignited the flames of war. After almost 200 years of peace, war between the Coalition and the Empire had renewed in earnest. Millions of people from both sides are drafted as fleets of starships and planets are thrown into vicious war. The Coalition forces take advantage of the Empire’s overextended lines to take victory after victory by utilizing a new type of fighting machine: Mobile Armor Suits, a humanoid fighting machine much more maneuverable than conventional aircraft and ground units, and effective in most environmental situations.
In an attempt to counter the new threat and reorganize their military efforts, the Empire assembles the 101st Legion, a Special Forces unit with the purpose of using Mobile Armor Suits of Imperial design to counter the Coalition Suits. All the meanwhile, the Krellian Republic continues to watch from a distance, giving unease to both sides.
Though off to a rough start, the 101st Legion has proven to be an effective counter to Coalition Suits and has become the standard to which new Mobile Armor Suit units are designed after. The 101st has received news that the Coalition may be attempting to pull out its Superweapon to bare on the people of the Empire. Despite knowing full well the superstition and misfortune that has revolved around this weapon, the 101st regardless prepares to strike. This is Crisis: Operation Dying Skies.
Terminology and Technology:
The United Earth Empire: The United Earth Empire was the originator of the galaxy’s space colonies. Formally known as the United Nations, the United Nations of Earth was formed after humans had first colonized mars. Originally developed to unite humanity against possible hostile extraterrestrials, humanity encountered few alien species, even fewer of which were intelligent. With no need to worry about possible alien attacks, the UNE was free to focus on rapid expansionism, and renamed itself the United Earth Empire, as international differences became less and less important. After the Great War, the shattered remains of the UEE were quick to regroup and reclaimed the majority of the former empire's core worlds with little difficulty. Now one of the largest powers in the galaxy, the UEE is known for its patriotism and solidarity, despite the presence of an unusually large number of corrupt officials.
The Coalition for a Free Galaxy: The Coalition for a Free Galaxy, better known as just The Coalition was formed shortly after the Great War as a group of colonies' desire to stay separate from the UEE. A loosely tied confederacy of worlds, the Coalition's movement has picked up a large number of worlds against the imperialism and rigidness of the UEE. Due to the fact that they are allied purely to combat against the UEE, competition and rivalries are common between the Coalition Nations. Despite this, their armed forces are able to remain standardized and well equipped to combat the UEE. Well known for their individualism and its dependence on commercialism, the Coalition is constantly trying to dismantle the UEE once and for all.
The Krellian Republic: Very little is known about the Krellian Republic. They are a reclusive group of fringe world colonies, and were paid little attention to by both the UEE and Coalition. With their proximity to the edge of discovered space, it is believed there is a possibility for them to be in contact with intelligent extraterrestrials, though this notion is widely dismissed as untrue by both the Coalition and UEE. With the Krellian Republic being so far removed from contested space, the galaxy has yet to see the Krellian Military, and many wonder if the Krellians even possess a standing armed force.
101st Special Forces Legion: Only recently initiated but extremely successful, the 101st Legion is the UEE's mechanized fighting force. With heavily specialized training that focuses on not only efficient piloting, but also highly competent infantry tactics, the members of the 101st Legion are notably more individualistic than their standard issue counterparts. Despite their individuality, the members of the 101st are still human and are trained to work well in groups. Analysts have noticed that side effects of these different types of training techniques have resulted in soldiers that are fiercely loyal to one another, often risking the life and limb of many to save a few. It is noted alarmingly however that this loyalty pertains more to one another than that of the entire UEE. Most members of the 101st utilize heavily customized and personal Mobile Armor Suits, and are considered to be superior in quality and handling.
101st Mobile Armor Suits fighting alongside infantry
Coalition Mobile Armor Division: The Coalition’s Mobile Armor Division was the most dangerous mobile force before the advent of the 101st Legion, and despite the effectiveness of the 101st and the new Mobile Armor units of the UEE, the C-MAD remains the most numerous mobile force in the galaxy. Though their exact numbers are unknown, it is a well known fact that they greatly outnumber the UEE Suits.
The Standard Coalition Mobile Armor Suit
Mobile Armor Suits are the newest development in mechanized armor, capable of besting space-craft as well as ground armor. Mobile Armor Suits, while not as fast as air and spacecraft, are considerably more maneuverable, and can make sharp turns to out maneuver and defeat aircraft. They are also more resilient than conventional ground armor, and are even able to take out space warships when properly equipped.
Typically standing around 30-40 feet tall, Mobile Armor Suits are large humanoid mechs and can are extremely versatile and able to be equipped with a variety of weapons and armor. Powered by sealed energy cores, these energy cores are immensely powerful and could power a home for several months, however, due to the nature of Mobile Armor Suits, a single energy core typically only provides an hour’s worth of power, forcing pilots to be tactical about their power usage.
Weapons technology has advanced significantly since humanity has entered the stars, but for the most part splits into three main categories.
Energy/Laser Weaponry: At first rather ineffective and prohibitively expensive, humanity quickly discovered that laser weapons were much cheaper in the long run than typical conventional weapons. Laser weapons are considerably more accurate, lightweight, and lack the need for any sort of ammunition, and are considerably cheaper than their ballistic counterparts. However, despite these perks, laser weapons have remained rather ineffective. While capable of causing serious burns and injuries on unarmored targets, laser weapons are ineffective against body armor and are more fragile and temperamental than their conventional counterparts. Laser Weapons, due to their low cost and light weight are mostly used by police forces and civilian shooters.
Conventional/Ballistic Weaponry: The mainstay of weapons technology since before humanity entered the stars. Loud, heavy and hard hitting, mass driving technology has made smaller caliber ammunition more and more effective against body armor and flesh. Effective in most situations ballistic weapons remain one of the more effective and reliable methods of killing other human beings, though it should be noted that new mass driven rounds tend to overpenetrate soft unarmored targets. However, despite their universality, conventional weapons are considerably more expensive due to their needs for parts and ammunition and the methods used to produce these materials. Conventional weaponry is used extensively by both UEE and Coalition military units.
Plasmatic Weaponry: A very new concept in modern weapons technology, plasma weapons are regarded as a two edged blade. On the one hand, the damage caused by a plasma burst to any surface, flesh, armor, and nature alike is tremendous. On the other hand, plasma weapons are heavy, difficult to maintain, dangerous to reload and fire, and finicky on a good day. Plasma is not a blast of superhot liquid as the name may suggest, but is instead similar to a bolt of energy. Purely Plasmatic weaponry remains mostly experimental and is not often used in modern military units. Current ranged plasma weapons are typically mounted weapons, or ship based weapons. Projectors also make plasma edged weaponry possible.
Designation and Callsign: UEE Vanguard Mk II
Combat Purpose: General Purpose Combat
Background Information The UEE Vanguard Mk II is the workhorse MAS of the UEE. Developed by the UEE in response to the Coalition combat suits, the Vanguard Mk II is well rounded and suited for most purposes.
Mobile Armor Suit Equipment:
- Weapons Systems
MA17 Assault Cannon (1EN 3WT): The MA17 is the standard issue MAS assault weapon. This autocannon has 200 rounds of 30mm ammunition and is a viable weapon against most medium to lightly armored targets. It is capable of semi automatic and 5 round bursts.- Armor Level 3 (6WT) The Moderately armored Vanguard features a Class 3 Armor rating and is capable of in atmospheric flight
M1 Machine Guns (0EN 0WT) Twin linked machine guns, each armed with 250 rounds of 7.62 ammunition, the M1 machine guns are mounted on the Vanguard's head. These provide the Vanguard with anti-infantry capacity.
Microburst Missiles (1EN 0WT) The Miroburst launchers are a set of 3 missile tubes on the MAS's chest. Capable of heavily damaging or destroying lightly armored units and damaging moderately armored units, Microburst missiles split into 4 separate warheads that each home in on their own target. Microbursts are single use weapons and must be rearmed after every engagement, The Vanguard comes with 3 Microbursts.
- Shield Level 2 (4EN 2WT) Shields are expensive and energy intensive. As a mass produced unit, most Vanguard units are not mounted with shield systems
- Number of Energy Cores: 4 (+8EN 4 WT) The Vanguard maintains an effective yet minimal power supply, allowing it to operate for long periods of time as well as remain cost effective
Name: Eric Ryner
Role: --This will change to fit the selected party, as I don't want to 'take' a role from a prospective character--
Personality: Calm and calculating, Eric Ryner is mature and confident, his demeanor almost as cold and cruel as his ice. Quite observant, and acutely aware of his surroundings and social happenings, Eric always strives to maintain an awareness in all situations, in and out of combat. Quick witted and intuitive, Ryner excels at thinking on the fly and often does so with extreme efficiency. Holding efficiency in the highest regard, Eric appreciates subtlety and quick thinkers, and inversely views careless and the slow to adapt as inferior. Though his confidence is often classified as arrogance, Ryner works well exclusively with members of the 101st, and is fiercely defensive of his team members as is typical of the older 101st members. Older, but by no means a veteran, Ryner maintains his cool and professional demeanor in everything he does; even emotional outbursts from Ryner would seem like well thought out arguments to members outside the 101st. Managing to otherwise break from his cold face when in the presence of his team members, Ryner too partakes in acts of camaraderie and competition, such as the marking of tallies on one's MAS for kills obtained
Background: Born the oldest of two during the end of the 200 years of peace, Eric and his brother were never really introduced to the concept of war, despite the fact that his family was a military family. Most of the proxy wars fought between the UEE and the Coalition didn't require field commanders such as his father, and as such Eric never experienced the loss of a loved one through war. At age 18 he joined the prestigious Westpoint Military Academy, located back on earth where he graduated within the top 10 of his class. He was then commissioned as an officer in the UEE Navy (The UEE Navy being the UEE's overarching space military force) as a Navy pilot at age 22.
Almost immediately after his commissioning as a pilot, war broke out, and Eric found himself thrust into combat, where he found himself fighting for his life. Many commanding officers noticed however, that Eric was a particularly good hunter of men, and showed considerable promise as a fighter pilot. After a few years of flying space fighters for the UEE Navy, surviving and winning against many encounters with Coalition Mobile Armor Suits, Eric was reassigned to the 101st, an experimental Mobile Armor Suit unit that had only been initiated a few years prior.
Proving to be an exceptional MAS pilot, Eric Ryner was quickly moved up and assigned to one of the 101st 'Hot Squads', squadrons that were allowed to have considerably more customization on their MASs and often deployed on more dangerous missions, Eric was given the 3rd Vanguard Mk III produced, which he customized heavily and renamed the "Einherjar". With 6 years of MAS piloting under his belt, Eric Ryner is a confident and well known face amongst the 101st as an efficient survivalist, capable of keeping himself and his team members alive no matter how dangerous the mission.
The Takashi Industries APP-3 pistol is the standard sidearm of the UEE Navy. This mass-driving weapon system utilizes a 21 round magazine of 9mm ammunition, which can penetrate most non military grade body armors. The APP-3 comes with a built in compensator to make up for the mass-driving system's recoil, and has a flashlight and laser sight combination. It is capable of firing in semi automatic or in 3 round bursts.
The Eurotech Reconnaissance Defense Weapon .45 HSC, or RDW .45 is the PDW of choice for most vehicle crews as well as reconnaissance teams. Lightweight and easy to use, with a folding stock and compact size, this weapon uses a mass driving system to propel its already deadly .45 hardened steel core rounds to even deadlier speeds. Using a 30 round magazine, this lightweight weapon comes with a top rail for sights and accessories and has a flashlight and laser combination built into its front grip. It is possible to equip a silencer, but due to their added size and bulk, silencers are typically not used by vehicle crews
The Electron Mace is a telescopic baton commonly used by police and security forces. It is capable of delivering a debilitating electric shock to an person's nervous system, and when needed can start a short circuit or overload in a power system. When closed, the electric head and grip are connected. It can then be pulled to its maximum length. Its electrical system is activated by a small trigger loop at the bottom of the handle, triggerable with the little finger.
Standard issue UEE combat knife. A tried and true weapon that has had the same purpose for centuries over, the UEE's newest iteration of combat knife comes with a miniature plasma projector across its edges. Ideal for close quarters where the "continuum of force" has been isolated to hand to hand combat. For optimum performance, the leading edge "pointy end" should be applied to the enemy and thrust into vital areas. This should be repeated as necessary.
Designation and Callsign: Vanguard Mk III Custom 'Einherjar'
Combat Purpose: General Purpose, Prolonged Combat
Background Information An armored MAS capable of prolonged conflict, the Vanguard Mk III serves as an excellent frontline unit due to its staying power and defensive capabilities. Ryner's customized 'Einherjar' is outfitted to increase offensive potential and overall effectiveness.
Kills: 18 - Denoted by tallies scratched onto the side of the Einherjar's right exhaust port located on its chest
Mobile Armor Suit Equipment:
- Weapons Systems
MA17B (1EN 3WT) a MAS assault weapon designed to provide large amounts of fire in prolonged combat situations, this autocannon carries 400 rounds of depleted uranium 30mm shells, making it effective on most types of armor. It is capable of semi automatic, 5 round burst, and fully automatic fire, though fully automatic fire is only sustainable for 25 rounds at a time. The MA17B Fires at a rate of 180 RPM
M1 Maching Gun (0EN 0WT) Armed with 500 rounds of 7.62 ammunition, the M1 Machine gun is a head mounted machine gun that provides the Einherjar with anti-infantry capabilities
Microburst Missiles (1EN 0WT) The Miroburst launchers are a set of missile tubes on the MAS's chest. Capable of heavily damaging or destroying lightly armored units and damaging moderately armored units, Microburst missiles split into 4 separate warheads that each home in on their own target. Microbursts are single use weapons and must be rearmed after every engagement. The Einherjar comes with 6 Microburst tubes on its left shoulder.
Gladius Missile Launchers (2EN 6WT) The Gladius Missile System is a pair of launchers on the Einherjar's legs. Each launcher is equipped with 6 Gladius missiles, which are able to heavily damage MASs of Armor Class 3 and higher, and able to outright destroy MASs below Armor Class 2.
Plasma Stake (3EN 1WT) A short ranged plasma cannon often used in tandem with a melee fist strike capable of heavily damaging or destroying MASs of armor class 3 and below. The Einherjar carries enough plasma cells for 5 Plasma Stake charges
- Armor Level 4 (1EN 8WT) Built for heavy conflict and prolonged combat, the Einherjar sports class 4 armor, making it a solid combatant, while maintaining decent mobility
- Shield Level 4 (8EN 4WT) As part of its ethos of long engagements and staying power, the Einherjar utilizes a level 4 shield, capable of slowly recharging when not in use.
- Number of Energy Cores: 8 (+16EN 8WT)The Einherjar requires large amounts of power to maintain its weapons and shields system and is capable of operating in the field for extended periods of time.