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Hidden 10 yrs ago 10 yrs ago Post by Rhymer
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Rhymer Kuiper Belt Object

Member Seen 7 yrs ago



FACTION:Martian Front







RP GUIDELINES


1.Be nice. Be active.
2.Casual writing standards apply
3.Battles must be agreed upon by both or all combatants. No meta-gaming!
4.Keep the story moving with your posts.
5.If your not sure about something ask. I really like contributions from people!
6.Nation Sheet is subject to change at any time. Keep with NS guidelines.






Atlas





Hidden 10 yrs ago 10 yrs ago Post by Chenzor
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Chenzor

Member Seen 3 yrs ago


The Belt Alliance

WIP


Leadership

The Belt Alliance consists of three smaller factions that have banded together to form one whole. They are led by a board of directors with three representatives from each small faction.
These three representatives from each faction consist of one military commander, one economic overseer and one operations director. Their roles differ somewhat between each faction.

Members

The Vestibule
A faction of traders, corporations and scientists that produce the ideas and goods of the alliance. They have the biggest impact and responsibility of the alliance's economy and budget. They also employ scientists that produces new technologies in the form of warfare and travel. They are among the sharpest minds of Mars, but is a relatively small group. Both the scientists and traders are directed by the corporations of the faction that hold the largest economical interests in the alliance. They further trade with other factions and has a sole goal of making a profit.

The Architects
A fancy name for a workforce faction. The Architects are the operations managers and has the largest population and workforce of the alliance. The Vestibule provides the ideas and directives, and the Architects see it done. They are master builders, engineers, technicians and overall masters of manual labor. They build and repair ships and mine the minerals in one of Mars' largest mining operations. At least as large as it can be when it's secret. The workforce have recently taken up hold in old abandoned mining facilities to escape suspicion from the larger, more dangerous factions and to mine the secrets of the ground that others left behind.

The Redfist Group
Finally, the Redfist Group. A military faction of soldiers that serve as the alliance's police and military. The first and last line of defense and the second largest faction in the alliance. They don't have many ships, but they have very high quality infantry equipment and most of the soldiers are veterans, elites from the past centuries of war. Originally the Redfist Group was a mercenary faction with a vision - they wouldn't just sell their services to the highest bidder, they would join the faction that shared their ideals. When the Belt Alliance came into existance it was because the three factions alone were too scattered and threatened, but together they form a unified front on mars.

Faction Type

Mercenary/Corporation mixture. The Belt Alliance is a unification of a workforce faction, a corporations-and-trade faction and a mercenary faction.

Orthodoxy

WIP

Military

Primary Units
Planned:




Secondary Units
Planned:



Special Units
Planned:



Holdings

Ethen
The home of the Vestibule. A quite modern, grand city with shining skyscrapers and loads of business, non-industrial. Being the heart of the alliance, it has grown considerably since it's formation, as well as having been fortified and modernized. Serves as the alliance's capital and is there the committee sits, ruling over their factions.
Pyrium
A once huge crater on mars was refitted, quarried and mined. It is a large mining facility on the face of the planet, it serves as the largest industrial complex and mining facility for the alliance. The workforce of the architects make their home here, while the upper echelon of the faction is seated in Ethen. Most of the workers and foremen live here, and Pyrium has as such been made into the second largest settlement of the Belt Alliance. It's quarters burry deep into the planet so bombing the surface in conflict would serve to be almost pointless. Fortified, Pyrium can also close most of it's entrances down with shutters and massive metal doors.
Folsted
The "home" of the Redfist Group. Folsted is a big military complex and is located at the base of a mountain near Ethen. It houses all soldiers, military facilities, vehicles, crafts and weapons. Also has a prison further underground where the most dangerous criminals are held.


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Hidden 10 yrs ago 9 yrs ago Post by ArenaSnow
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ArenaSnow Devourer of Souls

Banned Seen 4 yrs ago



Talon Security Development Corporation (TSDC)




-insert some fancy image here, when I find one fitting-

Faction Type

Military Development Corporation

Leadership








Orthodoxy


The ultimate goal is that of any business: profit. However, still to be decided are the ways to get that profit; the company has in fact started to supply resistance forces in secret in an underground protest against tightened regulations and attempts to rid the company of its neutrality… after all, war is the best business for a company such as this one.

Military


Mobile Forces
50 men in infantry suits (for more on the suits, see the Jump Corps). Transported with 5 main transports capable of holding 20 men each. Also a staff of 60 armored guards in heavier, but less flexible suits (but including the firepower of rifles described in the “Extra Information” section). Some small Harasser teams are on patrol as well (5 groups, 4 each).

Tactical Response Squad

Taken from the warehouses and recently created, it consists of a Serperior, 6 BeamBlaster 55k's, 20 standard suit infantrymen in basic suit armor, 2 "Rippers", 2 "Maulers", and 10 Harassers.

Primary Lab Garrisons
Guarding each lab is a set of 8 anti-aircraft/missile guns shooting lasers to take down explosive weapons (and sometimes blasts from beam weapons), a set of 24 smaller ground-level laser guns, 175 men per lab in armored suits, and 4 armored stations resembling mini-fortresses with multiple types of firepower (variety). Labs are also armored with shielding and Steel V plating, along with an advanced GSS sensor each building (although more mundane security is also used, given the sensitivity of the GSS). Finally, it makes use of the anti-air and missile system "5" (see the extra information section for details on it, as well as GSS).

Headquarters Defense
All normal defenses of the primary labs in addition to the Warehouses, which can mobilize fairly quickly and bring out a lot of the firepower currently on company deck. Warehouses are equipped with heavier shielding and armor and their own set of defenses.

Jump Corps
26 active members, with 14 scout suits, 14 combat suits, and 6 special issue assault suits.See this link for how they work, including standard infantry suits of the company. In addition to contents of this link, take into consideration additional shielding able to take a few blasts of the pulse rifles they wield.)

Minor Holdings Defences
Depends on the area. Resource depots typically have a staff of 10 or so men in infantry suits each; stations tend to be operated by a single representative and two infantry suit guards.

Holdings


Headquarters (F7), the place where all decisions are made and directly adjacent to the Warehouses, which are 6 large, half-underground buildings that are heavily armored and contain almost every type of weapon, vehicle and gadget the company has to offer, the staff of which can pilot roughly half the equipment within. At least a mile in every direction away from civilization.

Two primary labs, where all developments are made, located in outskirts of towns and colonies. (F6 and G7)

Everything else is minor depots where resources are compiled to send to the labs located in various colonies, and various stations within colonies and towns (with a station of this type on Jupiter and Earth, although the Earth one has been evacuated).

Extra Information






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Hidden 10 yrs ago 9 yrs ago Post by Legion02
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Legion02

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Faction Sheet

Faction Name

New Horizon United

Faction Type

Mining Corporation with own security forces. The NHU has been around for quite some time. Only recently they have arrived on Mars yet have built one of the greatest mines of Mars yet. It is currently aiming to become the top mining corporation on Mars and supplying all major companies there. Maybe even expand outwards. With Earth on the brink of collapsing and war breaking out again, the NHU has a lot of opportunities supplying arms manufacturing companies.

Leadership







Orthodoxy

"Profit above all else." Mr. DeLaLune demands profit from everything. But he's not an idiot. He's not using his labour force like slaves. Instead he believes that happy workers make good and fast working workers. However, he keeps a rutheless security force around just in case things go wrong.
The company recently went to a change of top. Mr. DeLaLune took over from the previous CEO at the age of 32. Now at 38, he is by far the strongest leader NHU had in the last century. Under his rule he has replaced the older heads of department with younger, more open minded people. Like Miss Maison and Mr. La Fontaine.
Military

Security Forces

Primary Units
The Main Security forces. Light equipped and armored. These troops act like a police force among the New Horizon Employees. Most often than not they will prefer to use their batons to subdue troublemakers, as killing without real reason looks very bad on their report. They might be able to take up an uprising of civilians. But in the face of a full scale attack they are severally disadvantaged.

These forces are often found in Destiny's Descend. Patrolling the subterrainian streets and arresting trouble makers. So in the 'city' about 40 of these troops walk the halways with 5 officers in command.

About 20 of these troops also guard Dig Site Alpha. With 2 officers at all times.

Secondary Units
Exo-suits. Large, cumbersome suits worn by the elite of the Security Force. These hulk-like exo-suits were made to fend off stronger enemies. They are often individually hired from existing mercenary companies or military organizations. Exo-suit units wield powerful gauss-rifles designed to punch through flesh as well as light armor (like an anti-vehicle rifle).

There are 2 squads of each 6 Exo-Suit troops. One squad is always positioned at Dig Site Alpha. The squads change shift every 24 earth hours. The squad off duty can still be used as a rapid response team.
Special Units
None yet
Civilians
As NHU is a corporation. It employs a wide variety of civilians. Ranging from Technicians checking on the Mining Drones to Scientists in R&D. By far the most numerous, Civilians under New Horizon United are not allowed to carry any weapon of sorts. Not even a knife.



Holdings

Destiny’s Descend
G3
New Horizon’s population center. A few, small bio-domes are scattered over the landscape, acting like parks. Many buildings surround these parks, and depending on certain features you can see who uses those buildings. Tall, big towers with big windows are often for the working class sitting on their desks and sipping coffee. Low but wide buildings are for Orbital Transports who fly up into orbit and back selling processed metal and ore and come back with necessary equipment. Then you got the foundries. Not as high as the office buildings, nor as wide as an Orbital Landing Strip. These buildings are marked by high reaching chimneys. Blow tons of smoke into the atmosphere. Those are the foundries.

Dig Site Alpha
F2
Be it pure luck or a calculated guess, when New Horizon established its first Dig Site it immediately struck gold. Almost in a literal sense of the word. Silver, iron, gold, copper, silicates and other value-able resources were unearth. Dig Site Alpha has both underground mines and open-pit mines. Where massive Bucket-Wheel Excavators are currently eating away from the ground. Large Hauler trucks drive up and down the pits back to Destiny’s Descend.



Extra Details

New Horizon United has a trading agreement with TSDC. Not only does New Horizon use security tech and vehicles from TSDC, raw metals and ores are also quickly sold to the TSDC.
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Hidden 10 yrs ago 10 yrs ago Post by Skylar
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Skylar

Member Seen 5 yrs ago

Faction Name
Eudaimonia Colony

Faction Type

Large Colonist Faction

Leadership:

Prime Minister Victoria Mayhew, governor of Eudaimonia Colony.

General Adrian Garroway, Commander of the Army.
General Tsetsiliya Suvorov, Commander of the Militia and Director of MycoPro Foodstuffs.

CEO Melanie Winters, owner and director of Pentagral Industry, the largest shipping and industrial corporation in Eudaimonia, as well as owner of the Astra spaceport.

Tactics/Wander, commander of the Dirty Deeds Eudaimonia mercenary brigade: A dirty asset of Eudaimonia unknown to its leadership, militia company leader James Wander is host to the ex-Skyguard analysis and logistics AI known as Tactics, embedded in cybernetic implants in his brain and replacement right eye. How the two came together is a mystery to both of them, with only fragmentary memories of something called “The Shadow Bazaar” giving them a clue to how a amnesic Martian spaceport laborer-turned militaman and high-grade Skyguard AI came together in such a way. Regardless, Tactics (via Wander) is responsible for beginning Eudaimonia’s recent militia reform and can impart superhuman perception, analysis, and reaction times to his host meatpuppet human. However Tactics/Wander’s desire not to show up on Skyguard’s radar means they can’t act at large yet, and they primarily focus on honing their mercenary brigade to survive the coming storm.

Orthodoxy:

Survival at any cost. Protection of the innocent from the war.

Military:

Primary Units

Militia: The vast majority of Eudaimonia’s military is made of irregular militia brigades drawn from its abundant population as patrol infantry and emergency defense and security forces. While their training and degree of equipment is highly variable and often inferior to proper security or military forces, efforts are currently underway to rework militia training and organization for greater effectiveness, particularly in training militia mortar and heavy weapon teams and more standardized training doctrine.

Regulars: The small standing infantry force of Eudaimonia are well-rounded troops originally meant for meant for garrison operations and riot control, with recent political turmoil only now prompting their militarization. While their leadership is shaky and they haven’t seen real combat besides staving off occasional mercenaries and bandits, they are ready to defend Eudaimonia and its people.

Secondary Units

Militia Attack Teams: Raised in response to recent political turmoil, Militia Attack Teams consist some of the best militia drilled with aggressive shocktrooper training and equipped with short-range submachineguns, plentiful grenades, and disposable panzerfaust-type rocket munitions. Their objective is to seek and destroy enemy armor and heavy weapons. Despite the higher-casualty nature of their operations, there are plenty of volunteers out of desire to protect their homes, flee the slums, or want the hazard pension funds for their families.

Heavy Weapon Teams: Some regular units are outfitted with heavy armor and equipped with automatic shotguns, heavy machineguns, and a few mining plasma cutters repurposed into anti-armor weapons. While their heavy burdens are cumbersome and Eudaimonia can’t field many, they can anchor down strongpoints for other units to follow.

Kestral-class Shuttles: An old and rugged shuttle design, Eudaimonia colony uses and manufactures these venerable shuttles to move and deploy its limited standing forces when and where needed. Typically they are unarmed, but equipped with active armor and defenses to keep themselves safe while deploying troops before rapidly boosting out of the battlespace.

Special Units

Dirty Deeds Unorthodox Engagement Brigade: Tactics/Wander’s mercenary brigade charged with protecting the precious spaceport and serving as Eudaimonia's de facto special ops force in dealing with the occasional corporate merc or operative force, the Dirty Deeds Brigade is notorious for its brutal inventiveness in combat and even more creative commander. A hotbed of former criminals, mercenaries, homesteaders, and even some ex-Skyguard deserters or dishonored, Tactics/Wander have succeeded in turning them into a well-honed unorthodox engagement unit. A great deal of their abilities primarily stem from better-than-usual logistical coordination and inventiveness of their leader, paired with copious support from the colony to maintain their only "real" offensive force.

Holdings:
Eudaimonia Colony Arcologies:
Location:E2
Three large arcology pyramids meant to be symbols of post-scarcity space age living, surrounded by more rough-hewn and traditional urban development. The failure of the hyperfusion designs and cost overruns and bankruptcy of the founders resulted in the termination of further build plans and crowding of the arcologies with colonists and workers who built them while the Founders fled, but each arcology and surrounding dormitories and hab-blocks is still a decent to good living and possess considerable urban vertical farming and built-in nuclear power assets besides their large population bases. Most of the local industry is geared towards artisanal workshops than heavy industry, but sheer numbers of people tasked to even sweatshop work can get tasks done.

Archangel Spaceport:
Location: E3
A giant modern starport and space elevator station meant to be a symbol of the technological progress of the Space Boom Era and symbol of Eudaimonia Colony, it is now the economic lifeline of the colony and center of its trade and limited heavy industry under Pentagral Industries, who now also controls majority shares in the space elevator and primary spaceport.

Container City:
Location: E3
Sprawling around south of the spaceport is a large vertical slum of stacked prefab housing and cargo containers converted into homes for the massive lower-class and refugee population of Eudaimonia and assorted corporations holding assets and workforces at the spaceport. Once conceived as a cheap temporary housing solution during Eudaimonia’s construction, now permanent housing to tens of thousands who were abandoned in place by corporations or seeking refuge from the Earth wars. Infrastructure improvements have brought some degree of power, water, and public transportation to the slums, but they are still hotbeds of crime, dissent, and overcrowding.
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Hidden 10 yrs ago Post by Elitestpotato
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Elitestpotato

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Faction Name:

Freedom for the Betterment of Mars (FBM)

Faction Type:

Freedom fighting terrorists

Leadership:

John D. Scythe
John was once a well respected squad leader for SkyGuard. However, one day the UTG sent his Squad into a suicide mission without warning. He lost his whole squad. With a new hatred for the UTG and no will to go on, John disappeared for many years. Then, as the word of the unsettling of Earth came through he reemerged as the leader of a guerilla fighting force hell bent on kicking the corporations out of Mars, or at least make life a living hell while they're here.

Colt J. Donaldson
Colt is the son of a miner. His dad is the son of a miner. His dad's dad is the son of a miner. The men of his family have been miners since the day Mars was colonized. Colt himself was the leader of a Miners Union. Only it wasn't much of a union. No matter how loud Colt demanded change, conditions never got better. Colt grew tired of seeing his guys die due to faulty safety equipment and then their widowed family getting no compensation. So he, and a group of miners took up arms. They used Viet Cong tactics to pester Corporations and the EDC. They used mining explosives to blow up bridges and destroy trade routes. They snuck attack conveys from tunnels under the ground. When Colt saw LBM forming, he saw that they had the same goals. A merge was quickly formed.

Orthodoxy:

Freedom for Martians, kicking cooperations out of Mars, keeping UTG far away from Mars

Military:


Primary Units: Guerilla Fighters, Demolition Crews, Disguised Fighters
Secondary Units: Weaponized Mining Mechs, Weaponized Giant Drills, Makeshift Mechs, Makeshift Artillery
Special Units: Tunnell Rats-think Viet Cong with futuristic drills. Rats tunnell throughout Mars, creating complex tunnel systems to attack from behind, or below, the enemy.

Most weapons used by the LBM, are scavenged, make shift, bought on the black market, or a mix of any of them. The LBM also are masters at disguise. They hide in plain sight, looking like a regular citizen before springing a surprise attack.

Holdings:

Hidden Home Base
Coordinates: E9, hidden in the mountain

Disguised Mine/Weapons Manufacturer
Coordinates: F8, in the side of the mountain

Secret Urban Base
Coordinates: 5E, in Elysium City
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Hidden 10 yrs ago 10 yrs ago Post by Inlaa
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Inlaa Yes, that's a dwarf with sunglasses.

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Faction Name:


Trabajadores Libres de La Parranda

(Free Workers of La Parranda in English)


Faction Type:

Revolutionary Penal Colony


Often refered to as 'the Hombres' or 'the Penals' by outsiders, La Parranda is a penal mining colony that has recently snatched its freedom and is in a shaky political state.

When Earth was in the middle stages of Mars colonization, a European megacorporation known as Hephaestus Metallurgy offered to take some of the world's undesirables to space. They took impoverished and incarcerated individuals from Latin America and the Caribbean and used them to start a colony known as "La Parranda," or "The Party." It was an ironic name: there was little to be had in the future of these souls but hard, dangerous labor in the mines and poor living conditions.

For a long time, Hephaestus managed to keep control of its workers without too much difficulty. This was largely due to the ever-present threat to independence that was the earth military forces eager to help a wealthy corporation for some quick cash. So, Hephaestus slowly moved its financial assets from Earth to Mars, focusing more and more on the survival and profitability of the colony they had established. At the same time, revolutionary forces began moving in the shadows, gathering in numbers and strength. They only needed to wait for the right time to strike.

The fall of Earth's central government was just the moment these revolutionaries needed. The workers of La Parranda rose up and violently overthrew the corporation, taking its assets for themselves and quickly establishing a revolutionary government. This initial government was fragile, however, and one more military junta later the Free Workers of La Parranda became the official government.

Leadership:







Orthodoxy:


The Free Workers have some conflicting ideals and are still fine-tuning their constitution. However, they very clearly believe in workers' rights and have strong socialist ideals. A few of their political officials have rediscovered Marx's works (including their President), and there are definitely a few bills in the works that might make La Parranda's citizenry have roughly equivalent qualities of life. As such, they have some distate for the megacorporations on the planet, and the colony's history doesn't exactly encourage them to trust the big companies anyway. They're very eager to see Marshan nations recognized as legitimate states, so they're happy to make alliances with any like-minded groups and colonies.

Interestingly, the Free Workers have no qualms using methods of war that might seem wrong to other nations, perhaps because this manner of weaponry was used on them as workers. Biochemical warfare, for instance, is an important component of their military arsenal; "superman" injections (combat stimulants) are used to bolster the physical capabilities of their otherwise poorly equipped infantry; volunteers are given gene modifications during their teenaged years so they can be better soldiers and workers as adults. These may be ethical concerns to other nations, but for a people who were raised under such conditions, these are necessary truths that will lead them to a better future.

The goals of La Parranda are as follows:
* 1: Maintain independence and the freedom to rule ourselves.
* 2: Be recognized as a free and independent nation by the solar system at large.
* 3: Increase the quality of life for all citizens of La Parranda.
* 4: Expand our borders by whatever means possible without risking failure to meet the first three goals.
* 5: Deal with any threat to our independence, violently if necessary.

Military:


La Parranda's military is poorly equipped next to other nations. Their weaponry is largely ballistics-based, meaning they're still using bullets, missiles, slugs and so forth when the rest of the world is graduating to plasma, beam weaponry, and so forth.

Primary Units






Secondary Units





Special Units





Holdings:


La Parranda
Location: I-11
An underground city whose entrance is located in a large cave mouth, La Parranda has a plain, dirty aesthetic as a city save for the former corporate headquarters (which is now used as a recreational facility). It can be dizzying to navigate the mishmash of stairwells and ladders that lead underground, but there are huge lifts that can carry vehicles to the lower levels of the city just fine. The roads are clean and well organized, but the quality of life of the average person in La Parranda is still lower than in most places. Still, the government and its people are hopeful that this will change now that the colony is free. It's pretty clear to anyone familiar with mining operations that this city is a former mining facility, and most of its grimy conditions stem from that.

The Low Road
Location: I-10, I-11
This massive underground tunnel network allows for rapid movement in the region of Mars controlled by La Parranda. Trains, monorails and tunnel worms can transport resources and soldiers to and from the city rapidly. The tunnels sometimes collapse, but safety improvements are slowly being made. Many of the tunnels in the Low Road used to be mining excavations.

Fort Solido
Location: I-10
Rather than accept merchants in their city, La Parranda has established Fort Solido as its trading hub. It is a walled fort surrounded by a small town and is manned by infantry and fortified with anti-aircraft weaponry. It's not the toughest fortress out there, but it's an important trading hub and the first town settled by La Parranda since they've achieved their freedom. Its existence and its success would be a great symbolic victory for the new government.

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Hidden 10 yrs ago 9 yrs ago Post by CowboyCommando
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CowboyCommando A topless man, with godly pants.

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Tullheart Prosthetics and Technology-TPT Corp

Faction Type: Large Corporate Entity


Tullheart Prosthetics and Technology had an humble beginning in the early days of Mars. Work accidents, vacuum exposure, and several disabilities caused by mild cerebral hypoxia led to high demands in Medical and prosthetic technologies. The costs for such treatments were just above the pay-grade of most Mars colonists. David Tullheart founder, was an Researcher/inventor who striked out on his own, after his crude, simple, yet effective designs were deemed to "inhuman" to be marketed properly to the populace. He took out a large loan, after receiving an contract from an Elysium hospice for wounded colonists. The alternative, low cost, and durable nature of the prosthetics was well admired by customers, and orders sky rocketed. Thus TPT was born from an great profit margin in the first 8 years of entrepreneurship.
In most recent years TPT has dived into the AI, and Robotics markets with great success.

Leadership



Orthodoxy



Military



Holdings



Contract Offerings

Disclaimer- All products/contracts of TPT are handled with care and quality, however the fruition of the following contracts can vary from customer to customer.


Notes: Updated Nation sheet for Characters, will continue to be updated at an later point.
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Hidden 9 yrs ago Post by Rhymer
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Rhymer Kuiper Belt Object

Member Seen 7 yrs ago



Skyguard




Mercenary Armada

The Skyguard Armada is the single most powerful space navy in the history of mankind. Originally a mercenary company comprised of Terran Air-Forces, Skyguard gained immense recognition and power after the Luna Wars. Backed by the Financial Corporations on Jupiter, Skyguard controls the orbits of Mars and Earth.


Leadership:








Orthodoxy:

Skyguards plan is to unify Mars under a single government. The mercenary armada needs a base of operations and has seen the fall of the UTG as a prime moment to snatch up Mars as a seat of power. Although they have a reputation for heavy-handedness, the attitude and face of the company is changing as the old-guard is replaced.




Elysium Defense Contract

Bloody Brothers

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