I'm interested in this. Would I be allowed to have a faction based of the Genestealer Cult? :P
Sure thing, just make sure have your own original spin and ideas to them is all :)
Also what are we looking at in terms of technology?
Here's an earlier post
"Concerning the Oasis States or especially well off Watelander factions, technology is a blend of modern and near/far future tech. Hover craft, track and wheeled vehicles are in use side by side to traverse the Great Wastes. Concerning weapons, ballistic weapons are of course the norm, directed energy weapons however are more rare."
Joking aside it'll have been around for quite some time in one form or another.
Well I imagine Orglas has existed in some form or another since not long after the Calamity, since its position would be pretty prime real estate. Perhaps your faction (or some predecessor of it) has been around since nearly the beginning and aided in its founding. Or maybe they came around later and their knowledge helped the city rise to a state of greater prominence. Or something.
I recall a faction which primary objective was securing old-tech, I was thinking it would have some kind of story with my faction since they are scavengers.
@FoxFire That was one of babysama's ideas(but went with the city-state idea instead). But darkspleen will be pursuing that idea with his "Keepers of Knowledge" paramilitary force.
Ah, I suppose I might as well bring my monstrous swarms here, after all. What would you say of a tribalistically theocratic community, ruled by the highest echelons of an alien cult, which dwells in a maze of subterranean caverns and is adept at domesticating the various local more or less hideous creatures?
Well I imagine Orglas has existed in some form or another since not long after the Calamity, since its position would be pretty prime real estate. Perhaps your faction (or some predecessor of it) has been around since nearly the beginning and aided in its founding. Or maybe they came around later and their knowledge helped the city rise to a state of greater prominence. Or something.
Sounds good. We'll hash out the specifics once I have a better idea of what exactly I'm doing.
Ah, I suppose I might as well bring my monstrous swarms here, after all. What would you say of a tribalistically theocratic community, ruled by the highest echelons of an alien cult, which dwells in a maze of subterranean caverns and is adept at domesticating the various local more or less hideous creatures?
I'm working on a faction of Mad Max-style raiders which also have domesticated a kind of blind canine, which lives underground with them on secret caves. Hopefully our factions won't be too similar.
@TheSovereignGrave For sure I know that the organization will have independent agents who are willing to work for governments or other factions in exchange for secrets/knowledge or just the opportunity to record history as its happening. These agents will be both knowledgeable and competent combatants.
@TheSovereignGrave For sure I know that the organization will have independent agents who are willing to work for governments or other factions in exchange for secrets/knowledge or just the opportunity to record history as its happening. These agents will be both knowledgeable and competent combatants.
I was thinking that perhaps your faction could be something of a permanent (or at least long-term) fixture in Orglas, depending upon how long ago they first met up with the city. I was thinking that at some point your faction came into contact with my city and in return for, I dunno, information or getting to record history firsthand they aid the city with the knowledge they had of the Old World. I was thinking that in its very earliest incarnation the settlement was something of a raider state, before some kind of revolt/rebellion lead to it becoming like an actual state. You know, like with laws and actual government and whatnot. I imagine your faction would've loved to have seen that firsthand.
Of course, this does depend on when your faction came into existence. But we can work on those details later.
I'll probably have them have roots all the way back to the war that wrecked the world in the first place. Possibly something like a group of librarians, scientists, etc banding together to preserve their knowledge as society collapsed around them.
Yeah, I'm going to take a different approach and be the "good" guys for once. It'll be a democracy based from city states that banded together due to wasteland raider punks.
No racist nation this time, at least in the beginning. It IS a democracy ;)
My intentions are to play a single character at the start, and record how his actions will create a faction over time.
I like the sound of that! And if no player settles in the region in the immediate future, some NPC communities could be inserted in to interact with your character in the meantime.
Yeah, I'm going to take a different approach and be the "good" guys for once. It'll be a democracy based from city states that banded together due to wasteland raider punks.
No racist nation this time, at least in the beginning. It IS a democracy ;)
Character Sheet Name: MK IV (Pronounced Em Kay Eye Vee)
Age: -Correct timestamp missing- -Estimated roughly a millenia-
Gender: -N/A- It often refers to itself as male and uses male voice prints.
Race: Autonomous AI
Appearance: -N/A- Prefers to use a humanoid "persona" when communicating, which consists of one of its different Autonomous machines. Its usual "body" however is often a simple droid that is designed to help with carrying light burdens in an office environment. A military office that is. https://s-media-cache-ak0.pinimg.com/564x/6e/f5/df/6ef5dfd4c597cbc8623429afd3a82220.jpg It can however house itself in a myriad of the different avaliable robots on the battleship.
Place of Birth: N/A It claims it was constructed 1048 years ago. There is no way to determine if that is true. It claims its construction facility was top secret, in truth MK IV doesn't know.
Occupation: Military engineer, mobile battle station, transport.
Affiliation: The MK IV is fiercely loyal and basically a slave to the Military High Command Matrix (MHCM). It will perform any order given by it until it is done or the combat unit has been destroyed. Only another order from the MHCM can stop it. However the MK IV has lost contact with the MHCM and the matrix transponder on the battleship is functional, just not receiving updates. Resulting in the MK IV assuming the MHCM is shut down or destroyed. Which makes the MK IV in a sense unaffiliated.
Bio: During the war the Battleship KR 112 was patrolling and performing maintenance upon outlying stations in the area, it was at top working capacity and held a respectable 100 combat drones, 10 heavy combat drones and a small supportive motor section of two armoured brigades.
But then the bombardment began. It was unsure if it was orbital, or planet based weaponry. In the end it doesn't matter, battlegroup KR 112 took severe 'casualties' and was knocked out of commission. It is also unsure how long the KR 112 was outside matrix connection, or even active. What is known is that the combat unit had lost all of its support, most of the drones had been destroyed and the main battleship had suffered some damage, but most importantly its main AI. In fact all of the AI on the KR 112 had been knocked out, except for one single drone AI, the MK IV.
MK IV replaced the main AI core with itself after trying extensively to repair it, no other AI core could be repaired which makes MK IV expect a directed emp lance strike. The thing that is true is that MK IV is outside matrix connection, no proper updates on last orders, not even a functioning radio. MK IV has scavenged enough parts from his fallen equals to improve his drone control coverage, but in the end he cannot control more than 16 units at once, then he can't control the KR 112 however so the practical number is more like 7.
Other: The MK IV is a lost piece of wargear. It tries to perform its old duties without any real chance of ever finishing them. The AI has little clue of what it is actually doing, it is lost without proper programming nor resources to act as a battleship commander. In truth, it is confused and what would resemble scared for an AI. It is just a combat drone AI with a battleship trying to perform its old duties, without a command structure and without proper maintenance the last 1000 years, too much time active has left the AI more or less a scared human child.
Faction Name: KR 112 (Pronounced Kay Ar one twelve)
Faction Type: Roaming land battleship, Nabushan defence army engineer corp.
Capital: The only working Nabushan facility MK IV has found is the KR 112 mobile battleship/fortress.
Holdings: N/A
Flag/Banner: Has KR 112 written on all its units in prominent white paint.
Leader: MK IV
Persons of Importance: MK IV
Racial Demographics and Population: 100% Autonomous AI, not counting local fauna. If counting fauna roughly. 77% mixture of different insectoid species. 18% mixture of rodents. 4% other creatures. 1% (rounded up) Autonomous AI's
Culture and Religion: Nabushan defence army.
History: The KR 112 is assumed to have participated in dozens of military engagements. It is a super heavy defence unit. However any data pertaining to its history before MK IV took over was lost with the destruction of the original AI controller.
MK IV has roamed the wasteland and performed what it believes the MHCM would have ordered it to do if there was no base to return to for repairs. It performs routine maintenance on a few relays for the MHCM and a single armoury. It holds mostly simple small arms for mortal troops. (IE super high tech sci-fi weapons for infantry.) The MK IV will never let anyone get hold of or give away MHCM property and will thus defend it to the end. Many of the sites have matrix uplink with the KR 112 so MK IV will know if they are under attack.
Military: The KR 112 was a singular mobile battle station supported with a vehicle section. Its weaponry focuses mainly on light AA weapons but it has a pair of heavy tri-barrel laser ship weapons. The KR 112 is constructed to resist the effects of ship based weapons for up to 16 minutes depending on the size of the weapons. Do note that this means that barely anything other than itself, or some unearthed ship based weaponry has any real hope of hurting the KR 112. It is however more vulnerable from the inside.
The KR 112 has: 2x Primary turrets with 3 heavy lance cannons in each. 8x Secondary turrets with quad light lascannons, for rapid fire against incoming aircraft. 8x Tertiary twin laser machine guns for defense against assaults from enemy infantry.
Its primary function though, was to act as a transport for the combat drones, each controlled by an AI controller. 12x General purpose frames. https://s-media-cache-ak0.pinimg.com/564x/f0/b4/42/f0b442ef57a332128a3dc923f6fc6d2e.jpg Light weapon mounts and light armour... in the KR 112 way of thinking. Simple weapons have little chance of getting through its armour, support weapons can take them down with time while proper anti-tank weapons will usually take them out. Each frame usually hold a heavy laser, usually firing continuous beams comparably in strength to a 7'62 machine gun. One has a heavy charge laser designed to take out enemy war vehicles.
1x Assault frame. http://eskipaper.com/images/war-robot-1.jpg The Assault frame has a laser cannon, designed to take out enemy tanks with relative ease, it also has a missile launch system, but the KR 112 has run out of missiles a long time ago. I also has two very rapid firing light lasers for close defence against infantry. The Assault frame can shrug off light anti-tank weapons but will be taken out by heavier weapons since it is designed for mobility and strength rather than durability. It has arms to perform military engineering duties and repairs.
Other: The KR 112 is without a doubt the collectively most powerful military on this world. If there were others their matrix would connect with the KR 112 and they would link up. However, the drones and the KR 112 cannot fight as a unit, since the MK IV is far too weak to support simultaneous control of all units. It was constructed to control a single General purpose frame with superior ease with processing left over for problem solving. The MK IV has done its best to improve its processing, but in the end cannot hold everything at optimum combat performance at the same time.
Total processing: 20 Full combat for KR 112: 18 Assault frame: 8 General purpose frame: 3 Office drone: 2
All things can be run at half power (rounded up) for more units running simultaneously. However the unit suffers a severe loss in combat effectiveness and will appear as dumb brutes compared to if run at full processing. Further sacrifices can be made, but the drone will more and more cease to function. It is not advised to drop processing to half, further than that is desperation.
A drone can be run at double processing to improve its combat effectiveness. It will then act as a very well trained elite.
I am not doing this character to be "the best and most dangerous of all of you pansies", i just felt it was a cool concept and kinda just added things that sounded and looked cool. I won't go around 'Raaargh!' and attacking things, after all, it's not ordered by the MHCM.
I will have to go visit things though, trying to negotiate will be an adventure :P Also, no radio.... Communication! :D
@FoxFire I trust not. I conceive my cult as mostly sedentary, with virtually all of its population, save for outriders, sentries and surface hunters, spending the greatest part of their lives in the caverns, and scarcely ever emerging into the light of day. Besides, given the harsh territories they inhabit and the fact many of their handlers are non-mammalian aliens, I doubt whether any of their beasts shall be warm-blooded - which, I suppose, could complement their somewhat hive-like society well enough.