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.
Faction Name:
Faction Type:
(A few words that sum up your faction archetype, like 'zealous colonists' or 'corporate mercenaries')
Leadership:
(no more than 4 or 5 characters at a time please, if you get bored with one, kill them off and introduce a new one. You can use as many one shot characters as you wish.) Character 1 Character 2 etc. Include any military leadership here as well.
Orthodoxy:
(What you believe in and what you hope to accomplish)
Military:
(NOTE:ANY super advanced weaponry<like spaceships or w/e are subject to getting nerfed/nixed by me. SKYGUARD owns Mars' Orbit so don't expect to have a kick ass fleet-Some corporations might have a few ships for business purpose, but any weaponized ships are registered/controlled by SKYGUARD>)
Primary Units (the most common fighting unit in your faction) Secondary Units (could be heavy weapons or something else) Special Units (Something nobody else has or something unique)
Holdings:
(A maximum of 5,probably more like 3) Holdings are the thing that make your faction work and function. If your a colonist type faction-then it's probably your home bio-dome or terraformed land or wherever you settled. That gives you a home base and a source of revenue. If your terrorists it might be a super-secret hideout or lair. Be creative. Also keep in mind that these are 'scenes' in your RP post. Pick something that your going to use as setting. Use the 'Grid Map' in the Atlas section to pick coordinates for each of your holdings. (even if it's secret-metagaming is not allowed)
The BBCode for the NS section headers is center b u color(pick a color). Each post you make should have a header in that color with the post title. This is for ease of reading by me and other players.
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.
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.
-insert some fancy image here, when I find one fitting-
Faction Type
Military Development Corporation
Leadership
Rank: CEO Description: Middle aged (54), Fairly short and bald, but also muscular. Always wears his company suit and has an artificial arm with a built-in blaster from his days in combat. Personality: Tough, prideful, but dedicated to the advancement of his company. This could include double-crossing allies and adopting a generally ruthless attitude to achieve what he feels to be the best goals. He isn’t very open to suggestions and is more than willing to lay off people or make them “vanish”, although there are some in the company he is more open with. Personal History: Born in a mining colony with a slightly below average education, he joined his company at the age of 20 as a defense contract soldier for a smaller mining company against brigands. He quickly proved to be quite effective and was recruited into the TSDC, where he made several friends in the higher epochs of the company that allowed him to advance quickly. With these connections, he modified various elements of how the company worked, making it more efficient and re-structuring the Jump Corps. When the former CEO died, he became the unanimous leader for his contributions and connections (mostly the latter) in the company.
Title: Overseeing Project Coordinator (manages and creates new projects, keeps track of others) Description: Tall, middle aged (45), with blonde hair with striking blue eyes. Looks friendly and can win trust easily enough. Personality: A generally optimistic attitude, standing in contrast with his boss in outwards observation. More inwards, he agrees with many of his boss’s policies (most likely why he has stayed in as long as he has). Projects have completed successfully under him more often due to his system of efficient development. He is a bit ruthless, however, in that his reputation for getting things done is probably helped by what he does with those who fail - typically involving their immediate removal from the company. He easily can get permission for things a little out of his range of authority from Argus and is the most “comfortable” man in the company as of the moment. Personal History: Born in the richer side of Mars, he took a lucrative opportunity to join the very profitable primary development side of TSDC when he was acknowledged for his pursuits in higher education in engineering and military development. He chose the company life over an offer to work in the planetary government. His works include revolutionizing how projects are run and overseeing the development of the UOBC second version and helping to make breakthroughs in fuel efficiency, as well as overseeing current developments.
Title: Communications Director (aka, the company diplomat) Description: Older aged (62), Moderately tall, with a serious face and a long scar visible on his left palm. Personality: He’s good at arguing his cases, but often has a worn and spent aura, especially after a long day of work. Not very open about his life on Earth, and not easy to socialise with in general. Personal History: One of the few company employees born on Earth, he was part of a family of politicians, with the last name Orsillian. On this course, he received an upper class earth education and went into politics. He fell from grace over a scandal and allegations of potential treachery in his family (which proved true, as his own parents fought against the United Terran Government before being killed). He changed his last name to Oleman and joined the TSDC as the new Communications Director after the last one was fired. Since his appointment some 6 years ago, he has done relatively well and has kept up on the news of Earth’s civil war.
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).
Information on all sellable resources divided by: Name(tags) - (x) avail(able) - x(Insert production rate here) - (Other tags if applicable)
CEO Approval requires approval by the CEO in order to process the request.
Due to the standard currently losing all projected value to inflation, a new system has been put in place based on Credit and Services. Companies with a high credit can make most requests and have more lengthy orders; new dealers or low credit may result in orders being denied, depending on the situation. Higher credit can be obtained by exporting raw materials, proving as an ally of TSDC, and obliging requests when made.
Tank Inventory ”Harasser” Skirmisher - 15 avail. - x2 Talon Anti-Tank "Mauler"; Piercing Rounds and Plasma (NEW) - 11 avail. - x1 BeamBlaster 55k - 31 avail. - x2 BB. 45k - 25 avail. - x0 BB. 35k - 10 avail. - x0 BB. 25k -5 avail. - x0 *All Previous Versions No Longer Supported* “The Ripper” (G.R. Tech) - 4 avail. - x0 Serperior IV - 0 avail. - x0 (5 avail. - x1 visible to close trading associates) S. III - 0 avail. - x0 S. II - 0 avail. - x0 S. I - 0 avail. - x0
Weapons and Parts TSCD Common Purpose Multi-Suit Rifle - 116 avail. - x2 Gauss Beam Rifle - 150 avail. - x4 Pulse Blaster - 316 avail. - x4 Legacy Suit Rifle (G. R. Tech) - 64 avail. x0
Individual Replacement Parts; ammo (New Tech) - Full Stock, all parts, x5 Individual Replacement Parts; ammo (BB. Tech) - Full Stock, all parts, x5 Individual Replacement Parts; ammo (G.R. Tech) - 85% Stock, all parts x1
Systems and Misc Anti-Aircraft and Missile System “5” - 2 setups avail. - CEO Approval Required AAaMS “4” - 5 setups avail. AAaMS “3” - 5 setups avail. Previous versions of AAaMS are no longer supported. Solo Anti-Air Plasma Cannon - 45 setups avail. - x1 “Holder” Turret (G.R. Tech) - 30 setups avail. - x1 BB. Plasmic Large Turret (Dual-platform) - 12 setups avail. x1 “Fortress” Emplacement Bunker - 7 setups avail. x0 GSS (Standard) - 30 setups avail. - x0 GSS (Advanced) - 1 setup avail. - x0 - CEO Approval Required TSDC Multi-Unit Sensor Suite - 220 avail. - x2 OBC - 10 avail. - x1 - CEO Approval Required UOBC - 2 avail. - x0 - CEO Approval Required Linked Corporate Broadcasting System - Unlimited avail. - CEO Approval Required; Must be Corporate “Shrieker” Anti-Ground Aircraft - 12 avail. - x0 Dropship/Air Transport - 30 avail. - x1 - 4 not for sale Light R-BB Multi-Purpose Fighter Aircraft - 40 avail. - x1 Legacy “Packer” (AtG Transports Included) - 6 avail. - x0
Civillian-Grade Equipment Plasmid Drill, Industrial - 1018 avail. - x1 Armored Cargo Truck - 39 avail. - x1 - 6 not for sale Standard Cargo Truck - 58 avail. - x1 - 12 not for sale Secure Channel Radio System - 660 sets avail. - x3 Secure Channel Proton Wave System (experimental) - 8 sets avail. - CEO Approval Required; Must be Corporate Air Quality Converter (Module) - 340 avail. - x2
Services Equipment Instructors - 10 avail; Available with all TSDC Supported Tech Security Check - Free, Unlimited; Must be Corporate - CEO Approval Required Direct Resource-To-Equipment Processing - 5 stations avail. - Accepting requests Link to the TSDC Associated Corporate Network - CEO Approval Required; Must be Corporate
OBC and UOBC: The OBC (Orbital Bombardment Cannon) is a weapon for space warfare designed to bombard entrenched locations from space using a large mass of concentrated energy to generate both enough pressure to crush whatever it hits down through many levels of rock (effectively destroying underground entrenched locations) and enough heat to incinerate anything up top. One of the weaker weapons of its type, it is the cheapest in the field and most easily accessible since the plans were stolen just a year after its development. As an energy based weapon of space level technology, the only weaknesses it has are high-level energy shields (which can still take heavy damage) and interception by a weapon of equal or stronger energy concentration. The plans were stolen by competition companies, but TSDC still offers the best versions and prices for them, even if it does not have the ships to use them. The weapon maintains a reputation as a cost efficient and ultimately low environmental impact (no radioactive matter is left over; damage can be recovered).
The UOBC (Ultra Orbital Bombardment Cannon) was a successful project to claim a seat in one of the most effective spacecraft to earth weapons to date, although there are a couple that still can match its level of devastation. A special project undertaken several years after the OBC was stolen and mass produced (still many years before Argus became CEO), it was designed to have five times the impact of the OBC and can cause shockwaves that could come close to the core of moons, and deep into the ground of proper planets, even if it was heavily entrenched with extremely effective metal and energy shields, along with causing earthquakes in locations around its blast zone. It is very sparingly produced - approximately ten rounds of this weapon exist, five of which are owned by TSDC and the rest sold to government institutions. Dispite its power, it still has its predecessor’s reputation of being a bit less of a cost hog than weapons of its type and regardless of the impact, still environmentally friendly (as much as earthquakes, incineration and crushing can be).
TSDC Jump Suit: Based off of a popular model of protective and energy efficient suit, it was custom designed to fit even more environments, accommodate more weapons (including lightweight ballistic and laser weaponry), and make use of rocket packs to make on-the-spot rechargeable fuel to jump short distances, all the while being safe for the wearer and cost effective.
This is one technology that was not stolen; the idea has been ripped off, not the design. Under Argus, it is possible to specially order the suits with approval. In terms of jump suits and suits in general, it is the most efficient, although not quite the most powerful. The primary weakness is the lack of shielding; only weak shields are used that barely absorb a few blasts of a lower end military grade blaster, although the armor makes up for it a bit.
TSCD Common Purpose Multi-Suit Rifle: Widely available for its purpose and fairly popular, this weapon is designed for use with high class suits. It integrates a pulse rifle with a self rechargeable cell, an auto-rifle at lower power but faster speed than the pulse rifle with a smaller, slower recharge cell, a flamethrower with another pulse-rifle sized cell that recharges based on oxygen availability, and two detachable side slots compatible with many side-arm weapons, such as the light Gauss Rifle or a flechette cannon. The design is sealed off with safety, relative cheapness and enough armor on it to not be too heavy for a suit to use well, but enough to take a few hits so it doesn’t explode. Should a cell be damaged, it is automatically drained out to protect the user and the charging portion shut off.
”Harasser” Skirmisher Tank: Effective against light targets in a skirmishing environment, this tank was designed a good while ago against brigands raiding the company and has since been offered to those who can afford it. It is the size of a large modern day truck, that looks like a normal tank of it’s time but with six slim barrels up top and a compartment that compresses hundreds of small explosive shots. In combat, it shoots in burst, with roughly 15 shots coming out in a constant stream over the course of 5 seconds before pausing to refill cells for a couple seconds and firing again. Ammo is very common and can be used in other guns, but is most effective when used by this tank. Designed to be a lighter design; no match against aircraft or heavy tanks, but a good match against light infantry or single heavy suit warriors. Relatively cheap but uses an advanced metal alloy that upps the price.
”Steel V” Alloy: An old project that is now a now somewhat common type of metal, first created by TSDC and sold to many companies. Taking the latest advances in steel of its time, it is now one of the most effective metal armor platings. Though not the densest, it is the most common of high quality materials for tanks, suits and other creations. Less common due to advances by other companies into non-metal materials, but used whenever it is the cheapest solution. Currently produced and sold by TSDC from raw deposits found in a few spots on Mars.
TSCD Network: A special, private network which has the reputation of having a high degree of security while being quite effective and fast, outside of any communication networks of the Government or specific colonies/companies. It’s primary weakness is that although it is very effective and has served the company well, it is very out of date and can’t handle as much as it used to when comparing it with some of today’s demands.
The Groundsripper line of technology is one that is extremely popular on Mars for its brutal effectiveness in combat, if not a little dated. Specializing heavy armor piercing and rate of fire, it is common on all colonised planets and produced by TSDC.
The iconic weapon of this technology is an adaptable machine gun, coming in three sizes; one for infantry and two for tanks/mechs (one larger than the other). It shoots half-plasma pellets that are extremely cheap to produce at a very high rate of fire, able to shred an infantry suit to pieces and possibly destroy lighter tanks.
Although most weapons following the Groundsripper line follow the above model, they all suffer a weakness: age. Laser and plasma guns have gotten more effective, as have modern state-of-the-art suits. It relies on cooling chambers that have become rather unnecessary due to efficiency technologies that have been developed, making the weapons rather bulky. To change the model would ultimately break it, as it is a perfected practice where parts ultimately just don’t fit in with the new ones. Its greatest weakness is the need for special replacements. Although replacement parts are still common, the more modern weapon parts that tend to fit with each other whether they come from a tank or an infantry suit do not work with anything that has the old Groundsripper parts, and vice versa. TSDC still makes a good amount of money selling these parts and dedicated equipment, as do other companies. The current war on earth has abandoned these weapons in favor for stronger, faster weapons, but on old Mars...
GSS (Guardian Security Sensor) Technology is a dying breed of higher level sensor technology that is being lost due to the destruction of key production plants on its homeworld Earth. However, some plans and existing models are still widespread on Mars; and one of the Suites are produced by TSDC. Other variants, similar in nature, are used all across Mars a bit sparingly, given the minimal production and rareness of required materials. Even TSDC tends to default to normal sensors vs GSS (which they only to use with their buildings and special recon vehicles that are sold at high prices anyways; few are actually sold).
-GSS Suite (Standard): A standard example of the technology, perfected by a now destroyed company on Earth, this is a bulky sensor that is designed to be used on Mechs or Tanks. It uses temperature readings at a roughly 300 feet radius, sonar capable of going down to individual people, and audio to create a very accurate projected environment which the user of the sensor can use to make a decision. It was designed previously as a replacement to less effective/accurate sensors across vehicles and other combat units, but has low levels of production outside of Earth. It also requires several specially tempered materials to work correctly, which therefore needs a dedicated environment to create, let alone the raw resources to do it well. Roughly two dozen are available at TSDC; they are currently only to be sold at a high price to verified government organizations. Despite this, variants can be found elsewhere, albeit more rarely. One particular advantage is the ability to make accurate readings even through normal shielding, although very thick or advanced shielding is beyond this sensor’s capability.
-GSS Suite (Advanced): A sort of “beta” sensor technology that is designed for buildings rather than combat units. It functions as a special security system, able to make a quickly updating 3D model of everything within a mile radius and for yet another mile becoming less and less accurate. It is extremely sensitive; a single speck of dirt can black out portions of the grid, and therefore these sensors are kept in very secure environments. It can do everything that the standard version does at a longer range and being much more powerful; it can read underground activity and go through pretty strong shields to do its job right. Much more rare to come across than the Standard variant and much more difficult to maintain. TSDC was lucky to get 3 of them before the trading grid with earth went down. All 3 are used at the HQ and the two primary labs.
One of the best tanks made as a Groundsripper technology, it is also extortionately expensive these days and a bit of a pain to maintain given its exclusive nature of parts and the requirement of producing literally millions of pellets to make the 10 machine gun cluster work (hence why ammo tends to be used against priority targets and tight infantry clusters in bursts). It is fairly reduced in effectiveness when against shields, but it can put quite a bit of pressure on them and destroy weaker ones. It sports the sleek design and very good construction of equipment in its type along with a strong track record. It also has enough range to work against lighter aircraft and dropships, although not full blown battleships and dropships of any sort. Produced for specific corporations.
A modern tank that is popular in defense and sometimes siege, this tank can move across the battlefield blasting away with a fairly effective plasma cannon and still hold its own against what may be larger tanks with its agility and specialty sensor systems that reduce the effectiveness of tracking and target-locking. However, it shines when put in Entrenched mode; when it takes the position of an artillery piece and bombards positions at high accuracy with a strong plasma cannon that matches specialized artillery tanks at reduced production cost than many. The 55k is the best of the BeamBlaster line; although it has parts that are designed for its own tech, most of them can be used interchangeably with other modern tanks and vice versa. Produced upon request and used for lab security.
Former models (ie, 45k, 35k, 25k…) lead up to the siege element; however, they tend to be either very agile or used as less effective artillery. Thus although the 55k tends to be a main line tank, the other models are support units on the field. TSDC can also produce former versions, although less frequently with each model (only 20 5k models are stored, and they are ones that haven’t been used).
A cost effective (for being state of the art, anyways) all purpose tank that is designed to fit in almost any environment, right down to urban combat vs. war in Antartica. Almost thin as cardboard when compared to other tanks on the main line, this model’s turret shoots high frequency ultra-blaster rounds that are specialized for shield and heavy metal piercing, with the turret being able to rotate in all directions.. Also included are a set of 6 “arms” on the bottom, allowing it to scale buildings and shoot from the side if necessary. It is a common sight in Skyguard and the battlefield on Earth; production by TSDC is very limited (2 models officially, possibly more if dealing on the black market) given that Skyguard has confiscated every other produced model, as well as versions II and III, which are a little bulkier and not quite as flexible as IV.
Simple name; but not a simple design. Firing lasers, plasma bolts and even heat generating bombs at anything that comes at this system, it relies on a perimeter around the defended target in question to shoot down almost anything that comes to it. It can take many shots down; but it is ineffective against any orbital bombardment and specialized sniping weapons, and ignores ground troops short of tanks firing heavy rounds and tall mechs. Not too expensive to produce, but the companies that do produce it (including TSDC) sell it at a high price. Earlier systems are still effective, but are slower to respond with each one. “2” and below sometimes miss very bulky shots and just about anything that isn’t its age.
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
Mr. Johnathan DeLaLune. A pragmatic and business oriented man. He often appears energetic and charismatic. Though he can also make some tough decisions when it comes to numbers. He aims for the most profit possible without upsetting chairholders or other outside forces like green-thinking terrorists. Though his methods in the past have looked ‘liberal’ in the past and he’s not always as ethical as most. Never the les, Mr. DeLaLune gets things done.
Commander Philip La Fontaine. Much like Mr. DeLaLune, he has French roots though was born in space. The Commander has fought many battles, often on the winning side. He was part of several Mercenary corps. Though eventually he was caught by SKYGUARD and imprisoned. It was Mr. DeLaLune that bought his freedom. In return, La Fontaine now leads the NHU security forces.
Dr. Isabelle Maison. A lady at 36 years old. She studied and later worked at a great university that was sponsored by SKYGUARD. She has a Ph.D. In Applied- and Theoretical Physics. And a bachelor degree in Geography. She has also been a very long friend of Mr. DeLaLuna, who recruited her just before the attack on the Marshalls.
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.
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.
-Anti-Aircraft and Missile System "5" (TSDC)
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.
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.
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
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:
Martin de La Parranda is the figurehead of the revolution and has a background many in the colony share: he was orphaned at birth, injected with hormones to change make him a better worker, and given the last name 'de La Parranda' because his parents could not be found. His tear-jerking history is coupled with a fiery passion and great verbosity; he is prone to long speeches and happily informs his people each week of how the nation is progressing. He is a demagogue, but a well-intentioned one at least.
Adelina Asturias is the highest ranking military officer in the fledgling nation of La Parranda. Born on Mars, she is the former Hephaestus Chief of Security with a background that includes mercenary operations all across the solar system. Defecting to the side of the workers shortly after acquiring her position, Asturias specializes in infantry operations and squad-based warfare, and has been training her forces accordingly. She's learning to adapt to the unique technologies possessed by this former Hephaestus colony, and she's having trouble getting along with Chief Engineer Santiago due to moral conflicts (namely, preserving the lives of her troops).
Another former Hephaestus employee, Jonathon Brown is an incredibly open-minded geologist and has a strange fascination with the occult. He is certain the planet was once populated by another civilization - he refers to them as the "Ancient Marshans" - and eagerly pursues any and all information regarding them. His studies have led him to believe that La Parranda is located near some ruins of some kind. As the Chief Excavator, in charge of planning the construction of new tunnels and the acquisition of raw materials, he subtly directs the underground network's expansion toward where he believes old Marshan sites may be found.
Joana Santiago is a highly talented mechanical engineer whose present specialty involves making weird concepts work. The "Worm" device, for instance, is her creation. However, she doesn't mind using the battlefield as a laboratory for her machines, a fact that puts her at odds with Marshal Asturias.
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
The infantry arm of La Parranda is poorly equipped by most nations' standards: their armor won't stand up to more than a shot or two from another infantryman's weapons, and their own weapons are meant for megacorporation security forces, so they're usually short ranged. However, these warriors are incredibly tough and boast considerable stamina thanks to stimulant injections and, in some cases, gene modification. Typical equipment includes body armor with a vision-enhancing visor, a few grenades and short ranged ballistic weaponry (shotguns, handguns, submachine guns).
Certain squads of Guerreros are equipped with RPGs for anti-aircraft combat. Others are equipped with sniper rifles. Still, these weapons are typically less advanced than those of other factions.
A small skirmish vehicle made with the Marshan desert in mind, the Red Tiger tank blends in magnificently with the red sands of Mars. While it doesn't perform well in stand-up fights, the Red Tiger is very fast and comes equipped with short range sensor and targeting system jammers. Combined with its 360 degree Rotary Slug Cannons - which have a surprisingly long range - this vehicle is capable of winning skirmishes against more advanced tanks. It just shouldn't be expected to win extended close-quarters fights, especially not when its mobility is limited.
A much more straight-forward combat vehicle, the Big Bull is a monstrosity of a tank meant to take severe punishment and level everything around it as quickly as possible. This vehicle was commonly used by mercenary companies... about fifty years ago, so it's a rather outdated piece of weaponry. Despite its impressive array of weaponry, it is often described as slow and ponderous. Still, if it can be gotten to the enemy's frontline - or, better yet, behind their lines via a Tunnel Worm - it can wreak some havoc.
Secondary Units
Combat engineers are actually very important to La Parranda's military force. They specialize in quickly constructing defensive fortifications out of scrap metal and whatever other materials are available to them, but they also bring the tools to create basic anti-personnel turrets. They're combat trained and usually equipped with handguns or submachine guns, and they're about as good as the Guerreros in a firefight. They're also in charge of managing the Thumpers and Tunnel Worms.
Rather than use conventional artillery, La Parranda's military utilizes a device known as the Thumper. Originally devised as a means of collapsing caverns quickly (and a failure at that), this device has been converted into a weapon thanks to Dr. Santiago's genius. This large device creates seismic waves in a small area and can be used to collapse fortifications, make the ground unstable, or even create localized earthquakes if used near tectonic plates. This device takes time to setup, however, and has a range comparable to modern artillery. It is also immobile until taken apart and reconstructed at another position.
Special Units
The Tunnel Worm is a machination of Dr. Santiago's design. It is a unique form of troop transport and functions as exactly what it says on the tin: a giant, mechanical worm that tunnels through the earth. The present design is somewhat unreliable and can only carry about twenty infantry + a vehicle (such as a tank or large mechanized infantryman). However, there are plans to try designing a bigger, better version in the future, and the current model can withstand a fair bit of firepower.
The elite infantry of the colony, the Locos (Crazies) are specialists in chemical warfare. While they don't have the advantage of having mechanized battle suits and their armor isn't up to par with that of other armies' elite infantry, they use toxic chemical sprays, acidic grenades, advanced flamethrowers and similar weaponry to deal with heavily armored opponents and force their enemies out of defensive positions. Their squads usually include a demolitionist, too. They're often used as commando forces and are sometimes sent on suicide missions - thus the name "Los Locos."
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.
Viper Bullets - Viper bullets are radioactive munitions designed to kill so long as they penetrate skin. While they seem to be typical armor piercing rounds, they also spread a radioactive poison which is assured to kill a normal human being between a few minutes and several hours depending on how deep the bullet penetrates. The marvels of modern medicine and surgery can save the lives of the injured, but such treatment should be applied quickly.
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
CEO-Salandra Tullheart
Salandra Tullheart is purported to be the last member of her family, a series of serial killings wiped out her family of 4 excluding herself. She is young, impatient, and brilliant. Her fiery ambition to rebuild and consolidate has inspired the investors to help revitalize the Corporation.
Head of Security-Anderson Vanhorn
Heavily invested with prosthetics after a security incident nearly lead to his death. Anderson has been the most recent HoS for the last 5 years. He has also been responsible for the most recent build-up in Security forces and training.
Head of Engineering-Greg Thasslethain
Greg has been an hard working well trusted employee of TPT for years, 15 to be exact. He keeps TPT corp working, regardless of time or day. His specializations mainly lay in vacuum repair management. The planet side workload is usually managed by his employees
Special Operation Unit Leader-Kailie Sojurn
A former Skyguard Soldier, Kailie is well versed in both Vacuum and planet-side operations. She is the tip of the spear for TPT's security forces.
Orthodoxy
A diverse expansive corporation with intermediate amounts of internal intrigue. Over the years TPT has been creating a web of influence rather than using raw power as an bargaining chip.
They have a weaker standing "military" than other factions since their focus has never had to be outright war with other factions. However in recent years Security has been beefed up majorly so. To the point of it being practically a small army.
Several incidents have led to the deaths of some Management and almost the entire Tullheart family(The CEO's, founders, and proprietors).
The current goals of TPT is diplomacy, stability, and expansion.
Military
Primary
Security Officer- Equipped with a nonlethal hypodermic needle pistol/rifle. Basic ballistic armor, and an Squad communications head set. These men and women aren't meant for lethal wars and advanced squad tactics. They "hold down" the fort per say until the heavy guns arrive.
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Secondary
Marksmen Division-A medium sized group of snipers. These men and women are trained in urban guerrilla tactics and primarily equipped with 50.cal Anti-material rifles, plus small self defense arms. They also are equipped with exo-suit gui's which help them with long range kinetic trajectory calculations as well as identification. However these soldiers are lightly armored and mobile, not meant for close-combat or conventional engagements. Marksmen are usually found in groups of two.
Sterling X55- An commercial ramjet. Capable of holding an APC, and 50 passengers, whilst being able to travel any destination on Mars. It's fuel efficiency and speed come from high altitude cruising, wherein the atmosphere and gravity effect the aircraft less.
Greyhound APC- Can hold 15 passengers, its speed is 115 km/hr off road, 185km/hr on road, and finally 56km/hr in the water. Its defenses compromise of a steel encasing, and a few meters of boron carbide layers. It holds an active protection system against both lasers and projectiles. Smoke dispensers dissipate laser energy, while strategically placed ERA blocks fire interceptors at incoming projectiles.
Archemides X1-Only two of these are owned by TPT, its an nuclear thermal rocket that uses methane fuel. Is used for tug/ transportation duty of personal at Deimos research facility.
Special
-Diamond Dogs(Are not known to the public/other factions at this point excluding SkyGuard) A recent experimental military product from RnD, these hounds are entirely artificial robotics aptly named for their crystallic eyes and blue-hued metallic-alloys. Their speed is super-natural to say the least, a Diamond Dog can maintain 140Km/hr. They can also climb, hide and ambush with ease. Capable of holding several different weapon mounts Diamond dogs are dangerous, and versatile.
-Special operations unit A recent installment to security SOU is compromised of the elite. Most notable this unit is know for hosting many soldiers with extreme and trans-human prosthetics and cybernetics.
Holdings
HQ/Corporate Tower/Compound is located at Elysium. The compound is also host to the RnD and Design Processes of TPT. Is nicknamed, "Goldenrod" due its lighting aesthetic.
Currently going through the steps of a trade deal with Eudaimonia and Pentagral Industries. For contracted use of the Space elevator at Archangel, and the setup of an multipurpose Foundry nearby.
Research Space Station near a debris field Deimos Orbit, owned by Sky Guard, and contracted to use by TPT. Used for the research of multipurpose AI Navigational systems, and Drone stress testing(Includes combat drones owned by SkyGuard). A recent decree from Skyguard has limited access to said station, as to whether this is permanent or temporary. No one knows.
Mars Orbit communication satellites, contracted for use by TPT. Mainly used for information and software communication between all Prosthetic implants on the planet. Also broadcasts TPT's Vid Channel. What most people don't know is that the satellites are also equipped with a series of sensors, they are if need be eyes in the sky.
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.
Welcome Customer. TPT Corp is glad make your acquaintance, our contracts are diverse and open ended. Presently however any wishes for product orders has been cancelled due to recent events at Elysium. Riots and terrorist acts have rendered our contracted companie's Factory complex irreversibly destroyed for the time being. While this is in effect, please consider our potential contract offerings in the following fields. Your patience is appreciated.
AI Research: Our group of well versed AI specialists can design and perfect an AI you need for any field, be it civillian in nature or military. Be forewarned highly intrinsic Military AI's must be approved by SkyGuard for use and creation.
Drone Design: Need be it military or civilian, bipedal walker or space craft. TPT's drone division has had much experience in the field, and will be able to meet your demands, even if ludicrous; with time.
Drone Testing, Optimization:The drone division is also capable of stress testing your drones to your standards or ours. If you wish, we can create an optimized proto-type for your use/production.
Prosthetic Expertise:Are your doctors not properly trained in the use of emergency prosthetic implantation? Or even maintenance? We have a team of experts ready to train your personnel in the field of prosthetics.
Advanced Cybernetic Implantation: If requested, our small circle of Veteran Surgeons can implant you with what you desire. We also host a exemplary recovery and integration ward at Elysium. Your wish is our desire, to improve you or even another person you care for.
Notes: Updated Nation sheet for Characters, will continue to be updated at an later point.
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:
A veteran of the Luna Wars and the Miners Insurrection, Admiral Vonn worked his way up to Supreme Command of the Armada in a career spanning 45 years. The man is a legend amongst Skyguard and Civilian alike. He is ruthless, cold and calculating.
Lawrence Gep was appointed by the Financial Corp. of Jupiter to lead the Government on Mars. After the Elysium incident he was banished to Deimos Research Facility by Admiral Vonn. He continues to work in an analytical capacity.
Captain Jiang gained notoriety in the Luna Wars for her work in concluding the peace talks between Omni-Corp and United Terran Government Forces. Jiang is a capable diplomat, a calm tactician and an accomplished pilot.
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.