NCQuest Codex
(Everything still in progress. Sorry!)
There are five major Ruling Companies.
The largest is Volkov Security .LTD. Volkov has an intensely grandoise naval fleet, and occupies the massive land of Russia, which, uniquely, has a sort of after-war ecosystem. However, the creatures that are a part of it are severely over-aggressive, likely due to the condition of the surface. As well, while the various fauna that inhabit it are 'stable', occasionally there are what can only be described as mutants roaming about, rumors say that they are failed genetic experiments.
In terms of military technology, Volkov-made designs are very good at what they do, yet can not be expected to do anything else at all with any efficiency. A Volkov interceptor can only be an interceptor. A Volkov defense NC can only be a defense NC, with minimal tactical overlap. Thus, if a Volkov taskforce is well-suited to the task, it will do so very quickly and effectively. If not, then they will be crushed.
Denver-Vegas Solutions, tied with both Red Star and Paragon for second-largest corporation, is focused in the North Americas, in what used to be the United States and southern Canada. Of the Ruling Companies, they are actually quite technologically simple, but don't be fooled. While they may not have any energy weapons, prototype or not, their solid-shell weaponry is second-to-none. However, their more advanced technologies are a bit under-performing, even if they're quite reliable under fire.
On the field, Denver-Vegas values powerful artillery, and heavy armor. They can flatten an area and simply run over what's left, crushing their enemies underfoot. Or tank-track. The area they occupy is a lifeless desert, even compared to the other areas of the world. Indeed, they rarely have to even worry about sanitation or vermin, there's so little life. However, they have been lucky and have stumbled upon a number of reliable metal deposits, meaning that they assuredly have enough resources to construct so many tanks. However, this also means they will likely be fighting Volkov quite often when the corporate cold war goes hot. (Which it certainly will)
Paragon, which controls a good portion of the rest of Europe, focuses on flashy, high-tech hardware. However, it's very common for them to release parts and designs that are honestly half-baked. Their thruster systems are commonly quite hot as well, meaning that they're extremely easy to lock onto with most missiles. However, all of the qualities of their NC parts (Flashy, high-tech, speedy, hot) makes them surprisingly good distraction units. If your job is to defend another valuable unit, perhaps a Paragon thruster array will make you a bigger target, but your mark a much lesser one?
Situated in Japan, and surprisingly, a good amount of South America is Redstar. Redstar has a technological edge rivaling even Paragon, yet they are... eccentric. To them, long-range duty is a punishment, and their mediumly armoured, yet extremely quick designs are fully suited for very close range, melee combat. Indeed, they have the largest selection of melee NC parts by far, and their NC frame parts have extremely good mechanical systems.
Of course, all this comes at the cost of any long-range ability, their units simply don't have the targeting, sensor, or aiming systems to do long ranged combat at all. If you hate aiming anyway, perhaps these kindred spirits can help you improve your design?
Finally, Fairbanks .LTD, the smallest 'Ruling Company', is only situated in what used to be Alaska and a tiny, tiny portion of Canada, which they fight with Denver-Vegas regularly over. The heavy fighting they constantly do with a much larger force makes them spent all the time, yet their designs are the only ones with absolutely no weaknesses, even if they don't have particular strengths. Their occasional gun-running for the other corporations (mostly the very minor ones) is the only thing keeping them afloat.
The largest is Volkov Security .LTD. Volkov has an intensely grandoise naval fleet, and occupies the massive land of Russia, which, uniquely, has a sort of after-war ecosystem. However, the creatures that are a part of it are severely over-aggressive, likely due to the condition of the surface. As well, while the various fauna that inhabit it are 'stable', occasionally there are what can only be described as mutants roaming about, rumors say that they are failed genetic experiments.
In terms of military technology, Volkov-made designs are very good at what they do, yet can not be expected to do anything else at all with any efficiency. A Volkov interceptor can only be an interceptor. A Volkov defense NC can only be a defense NC, with minimal tactical overlap. Thus, if a Volkov taskforce is well-suited to the task, it will do so very quickly and effectively. If not, then they will be crushed.
Denver-Vegas Solutions, tied with both Red Star and Paragon for second-largest corporation, is focused in the North Americas, in what used to be the United States and southern Canada. Of the Ruling Companies, they are actually quite technologically simple, but don't be fooled. While they may not have any energy weapons, prototype or not, their solid-shell weaponry is second-to-none. However, their more advanced technologies are a bit under-performing, even if they're quite reliable under fire.
On the field, Denver-Vegas values powerful artillery, and heavy armor. They can flatten an area and simply run over what's left, crushing their enemies underfoot. Or tank-track. The area they occupy is a lifeless desert, even compared to the other areas of the world. Indeed, they rarely have to even worry about sanitation or vermin, there's so little life. However, they have been lucky and have stumbled upon a number of reliable metal deposits, meaning that they assuredly have enough resources to construct so many tanks. However, this also means they will likely be fighting Volkov quite often when the corporate cold war goes hot. (Which it certainly will)
Paragon, which controls a good portion of the rest of Europe, focuses on flashy, high-tech hardware. However, it's very common for them to release parts and designs that are honestly half-baked. Their thruster systems are commonly quite hot as well, meaning that they're extremely easy to lock onto with most missiles. However, all of the qualities of their NC parts (Flashy, high-tech, speedy, hot) makes them surprisingly good distraction units. If your job is to defend another valuable unit, perhaps a Paragon thruster array will make you a bigger target, but your mark a much lesser one?
Situated in Japan, and surprisingly, a good amount of South America is Redstar. Redstar has a technological edge rivaling even Paragon, yet they are... eccentric. To them, long-range duty is a punishment, and their mediumly armoured, yet extremely quick designs are fully suited for very close range, melee combat. Indeed, they have the largest selection of melee NC parts by far, and their NC frame parts have extremely good mechanical systems.
Of course, all this comes at the cost of any long-range ability, their units simply don't have the targeting, sensor, or aiming systems to do long ranged combat at all. If you hate aiming anyway, perhaps these kindred spirits can help you improve your design?
Finally, Fairbanks .LTD, the smallest 'Ruling Company', is only situated in what used to be Alaska and a tiny, tiny portion of Canada, which they fight with Denver-Vegas regularly over. The heavy fighting they constantly do with a much larger force makes them spent all the time, yet their designs are the only ones with absolutely no weaknesses, even if they don't have particular strengths. Their occasional gun-running for the other corporations (mostly the very minor ones) is the only thing keeping them afloat.
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B3-004 Frame Part Set. Low-cost, Medium Durability set. Easy-to-modify, 42,000 ICC
HSMS 'Kunai'. Set, suited for high speed. Rapid-Twitch motors pre-installed for melee. 46,000 ICC
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FFS-081. Standard, decent across-the-board frame parts. Easy to use, no weaknesses. ICC 48,000
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VEKW-01.65, a refinement of an early after-war NC weapon. Advanced railgun, features superb firepower and cost-effectiveness, but power consumption is a concern. the .65 model is dedicated to anti-armor work, and is thus slow firing with 10~ shots per minute max, but it can take out most non-NC targets in 3-6~ shots, max. 12,000 ICC. Can be mounted anywhere but the head.
VGKW-04.36, high-explosive fragmentation missiles, 360 degree blast radius, perfect against groups of soft targets, but is useless against armor. Can be mounted anywhere but the head. 8,000 ICC.
VGKW-04.36, high-explosive fragmentation missiles, 360 degree blast radius, perfect against groups of soft targets, but is useless against armor. Can be mounted anywhere but the head. 8,000 ICC.
PPC-1.66, Paragon-made energy weapon, plasma caster. Effectively a medium-range (3,500~ meters) 'focused flamethrower', very high 'ammo capacity', but consumes power. 16,000 ICC
FNCR-5, NC grade rifle, 120 Rounds Per Minute and is effective against all targets, with good accuracy up to 4,000 meters, and a variety of munitions available (Sold seperately). 14,000 ICC
'Gustav' CFR, a severely modified rifle made to fire effective anti-armor flechettes at high rates. Can make swiss-cheese out of any target, you just need enough bullets, and it can carry plenty. 11,000 ICC and made by renowned independent NC architect 'Gustav', who used to pilot NC's himself.