Post by Perambulation on Jan 31, 2018 23:42:49 GMT -4
ℋ℮їґṧ: SIGMA
*||BACKSTORY||*
With the influence of the Elders and the Patriarchs gone, the Sigma Sector decided that it would no longer be a slave to its past. The expansion of the Sigma Sector began to accelerate, eventually overtaking almost a third of the entire Milky Way by the year 2500 CE. After the fall of the Aequalis Federation, the New Union remained the sole legitimate government of the Sigma Sector and continued to push for more and more territory to develop. An unprecedented era of peace and prosperity began, named Pax Sigma. The New Union continued to develop its military as well in order to protect the peace and help in conquering worlds as the Sigma Sector expanded into the Milky Way.
During the year 2521 CE, a New Union Fleet sent out a distress signal to all nearby units. It was under the attack of unknown forces, when the signal abruptly ended. By the time the New Union had sent reinforcements, the New Union Fleet was already destroyed, with most ships being torn apart. The New Union kept the event a secret from the rest of the Sigma Sector in order to maintain the peace and prevent panic from overtaking the inhabitants.
With such a violent history, it would have been more jarring if war did not break out in the Sigma Sector.
In the year 2535 CE, all Outer Territory planets sent out simultaneous distress signals to the New Union Armed Forces. Unknown enemies were absolutely destroying any local militia and fleets, quickly extinguishing any resistance in the Outer Territories. The New Union sent out its Recovery Fleets, designed for such an invasion scenario during the Terminus War, in order to counter attack. The unknown enemy and the Recovery Fleets fought in a massive battle over Portus, resulting in a virtual tie for the two military fleets.
The unknown enemy identified itself as the Smierc Collective, a massive empire that was responsible for conquering Earth in years past. The Smierc Collective refused any attempts at diplomatic negotiations and continued its campaign against the New Union. The Smierc Collective’s advantage in space-superiority caused the New Union to suffer many losses in its military hardware and personnel.
In a fit of desperation, the New Union reorganized its Silentians into a single military branch, the Sabre Corps, in hopes that the Silentians are strong enough to force the Smierc Collective back. The Silentians drafted to the Sabre Corps were drilled extensively and had to undergo many physical modifications in order to bring out the best performance in them. The resulting Sabre Corps turned out to be a highly effective counter to the Smierc Collective.
It is the year 2540 CE, where the New Union and the Smierc Collective have been in a virtual stalemate for a year. The New Union is launching a massive invasion on an important Smierc Collective planet, Yabrao, a manufacturing center. The Smierc Collective has intel about a potential attack, ready to intercept the New Union at a moment’s notice.
Will you fight for the New Union as a Sabre Corps and defend the Sigma Sector? Or will you fight for the Smierc Collective to finally extinguish the humans once and for all? You decide!
1. Factions
2. Locations
3. Classes/Weapons/Loadout
4. Armor (Sabre Corps/Smierc Collective)
5. Enhancements (Sabre Corps/Smierc Collective)
6. Lore (Background Info)
7. Character Sheet (CS)
8. Rules
9. Starting Info
*||FACTIONS||*
The New Union of the Sigma Sector:
The sole legitimate government of the Sigma Sector, the New Union has existed for almost 209 years and has been one of the most stable governments in the Sigma Sector’s history. A democratic republic, the New Union was founded by the Free Silentians, a force of Silentians that fought against an abusive and autocratic Old Union. The New Union recognizes that Silentians are entitled to all natural rights guaranteed to normal humans as well. Silentians maintain a high position in both the government and the military as a result. The current war with the Smierc Collective has undone the years of expansion that the New Union had attempted into the Milky Way Galaxy and significantly undermined troop morale. However, the New Union will not go down without a fight.
Sub-Faction
- The Sabre Corps:
A last ditch military effort created by the New Union in order to counter the Smierc Collective, the Sabre Corps is a military force made up of highly trained and modified Silentians. Unlike previous all-Silentian military divisions, the Sabre Corps requires that all members undergo physical modification surgery in order to enhance their combat effectiveness beyond their natural abilities. As a result, the Sabre Corps is a highly effective military force, capable of pushing back the Smierc Collective forces. However, the Sabre Corps is a money drain on the New Union, as their equipment and facilities are state-of-the-art and rather expensive. As a result, they are resented by the other branches that suffer from various budget cuts. Recruitment is no problem as existing Silentian military personnel were transferred to the Sabre Corps, along with new recruits being trained at the age of 18 into the Sabre Corps.
The Smierc Collective:
The only other interplanetary government currently known within the Milky Way, the Smierc Collective is a ravenous warrior empire. The Smiercs are an intelligent alien species that evolved on the harsh planet of Veilara, resulting in many turning to warriors in order to maintain social stability. Their naturally aggressive nature led to an extremely fast expansion into the Milky Way Galaxy, incorporating various weapons and technology of the worlds they conquered. Old Earth and its UN government collapsed at the hands of the Smierc Collective during the year 2240 CE, leading to the cease of communications between Old Earth and the Sigma Sector. The Smierc Collective will not accept any diplomatic negotiations and will continue to press on their conquest of the Sigma Sector. However, they did not anticipate that the New Union would be so advanced in their weapons technology, turning their originally planned rapid conquest into a years-long war.
Sub-Faction
- Mortus Troopers:
An elite Smierc Collective military division, the Mortus Troopers are trained from birth to be the loyal killing machines that are feared for throughout the Milky Way Galaxy. Armed with the best weapons and the best personal armor developed by the Smierc Collective, the Mortus Troopers carry out their missions with frightening efficiency. Each Mortus Trooper is fitted out with a custom ability of their choice through genetic modification and undergoes physical enhancements to increase their combat effectiveness. The Mortus Troopers are drilled to maintain absolute loyalty to the Smierc Collective, but they are still permitted to maintain their individual personalities. Otherwise, controlling the Mortus Troopers wouldn’t be possible considering how demanding the program is already.
The Falcons:
The Falcons is an unofficial coalition of mercenaries, gangsters, thieves, and other criminals. Despite their supposed unity, the Falcons are a hack-job of a group of criminals that only follow profits. Unlike the more noble Lone Wolves of the past, the Falcons will accept any contract that involves money, despite the moral ramifications that a contract may hold. As a result, the Falcons are detested within the Sigma Sector, with the New Union regularly conducting raids in order to keep the Falcons in check. The recent war with the Smierc Collective has been a boom for the Falcons, who have been working for both sides of the conflict as long as there is money involved.
Sub-Faction
- Twisted Wolves: A group of mercenaries operating under a single organization, the Twisted Wolves are entirely composed of Silentians. As a result, the Twisted Wolves are a lot more effective than most other mercenaries and receive the most dangerous and most rewarding contracts as a result. In fact, their name is an homage to the old Lone Wolves, albeit without their legendary moral code. The Twisted Wolves usually work alone, although it is not unusual to see groups of 2 or more if a contract is particularly difficult. The Twisted Wolves gather and customize their own weapons and armors to perform their jobs.
*||LOCATIONS||*
- The New Union -
Core Worlds: The Core Worlds are the central hub of the Sigma Sector, housing many important manufacturing and administrative planets. In addition, the Core Worlds house the most cities in the entire Sigma Sector, with several planets holding planet-wide cities. The New Union makes sure that the Core World is secure throughout the world by assigning several fleets to defend the valuable area.
- New Krona:
The capital of the New Union. All government branches are located here, along with a growing city around the administrative area. A temperate, Earth-like planet with 3 major oceans, New Krona is one of the most comfortable places to live in the Sigma Sector. Currently the main center for military planning during the Cruento War (war against the Smierc Collective), New Krona is heavily defended as a result via multiple orbital defense stations along with various orbital railgun cannons.
- New Omsk:
An influential industrial planet with a heavy emphasis on weapons manufacturing and development. Formerly a lush jungle world, New Omsk is now covered with weapons foundries and factories. After decades of clean nuclear fusion energy use, the atmosphere has recently began to return to its pre-industrialization state, helping many civilians breath easier than before. The resource-hungry Cruento War has brought a sort of economic boom to the slumping peacetime New Omsk of before, as its manufacturing business boomed to help with the war effort.
- Potenza:
Devoted to shipbuilding, Potenza is rich with minerals used in construction. The entire planet is tasked with the creation of cruisers, destroyers, and carriers of the New Union Navy (space-based). An ocean world, the first colonists had to rely on artificial islands, which Potenza continues to maintain and create. Both orbital and ocean-based shipyards construct the various naval ships needed by the New Union. The Cruento War has had a toll on Potenza’s oceans, as the ramped up construction efforts began to heavily pollute them.
- Thorix:
The old capital planet of the now defunct Federation and the defunct Aequalis Federation. The old capital city, Aurae City, is situated here. After the fall of the Aequalis Federation, the New Union took over the planet. A somewhat temperate world, Thorix is a world where it constantly rains, with only occasional bits of sunshine. Even when not raining, Thorix continues to be covered in dull, grey clouds. Although the repressive Aequalis Federation regime was overthrown, its effects are still felt in the ingrained in the habitual curfews still being followed. The planet functions as a back up capital in the case New Krona is ever taken by the Smierc Collective.
- Ocroria:
Used to be a stronghold for the Old Federation’s navy, Ocroria now functions as the secondary naval ship producer of the New Union. It’s naval infrastructure was revamped to fit modern capital ship requirements, and now rivals the production scale of Potenza. Ocroria is a cold-leaning temperate world, with many parts of the planet covered in a snowy tundra. The more habitable equator is still a rather cool climate, with short summers and long winters. The Cruento War’s toll on the New Union Navy means that Ocroria must supplement the overload of Potenza as well.
- Florus:
The most beautiful planet in the entire Sigma Sector, Florus used to be the paramount tourist destination. The planet has a mild temperate climate, and has numerous pristine beaches and lakes to view around. In addition, the air is absolutely clean and fresh, differing from the more polluted Core Worlds. Florus serves as a place of research and development now, unlike its more tourism-focused past. Many new wartime technologies are developed here as a result of the Cruento War.
- The Smierc Collective -
Outer Territories: Planets that are on the outskirts of civilized space. Because of the rather insignificant nature of the Outer Territories, they rarely receive nearly as much protection as the Core Worlds. As a result, many of these planets were taken early on in the Cruento War. The Smierc Collective captured these planets to serve as manufacturing hubs and supply caches, as resources are difficult to transport from the faraway home domain of the Smierc Collective.
- Portus:
The most outward planet in the entire Sigma Sector, the planet orbits a small red dwarf, which provides just enough energy for life to live. Primarily a desert world and houses a large population of simple farmers. It is now an important agricultural world, with the importation of improved greenhouse tech from the Core Worlds. As a result of its rim-world status, Portus was one of the first New Union planets to be captured by the Smierc Collective. The farmers have been running an underground resistance to the Smierc government, disrupting supply runs as often as possible.
- Cesena-01 Fragments
Formerly a small moon orbiting the gas giant Cesena. At the end of the Leviathan Crisis, the moon promptly exploded as a result of the heroics of the ALT pilots to stop a possible 2nd Crepitus Event. Even after its destruction, the New Union remained highly secretive about the area and denied access to it as much as possible. After the Smierc Collective invaded the Sigma Sector, it managed to destroy all New Union attempts to defend the Fragments and now owns the area. Not much intel has been gathered about why exactly the Smierc Collective is so interested in the Fragments.
- Spera:
A backwater planet with a barren surface, Spera used to serve as the temporary New Union capital during the Terminus War. One of the farthest planets from the Core Worlds, it takes approximately a week to travel to the Core Worlds by hyperspace. Covered in massive canyons and mountains, Spera’s rough terrain made initial colonization efforts difficult, although not impossible. The Smierc Collective has since turned the planet into one gigantic iron mine for its numerous war machines to try and conquer the New Union.
- Vaccaro:
A formerly temperate world, Vaccaro was the site of the largest battle during the Insurgency Wars, when several nuclear detonations caused a planet-wide nuclear winter to settle in. Without proper access to its orbiting star’s energy, Vaccaro soon turned into a snowy wasteland with pockets of lethal radiation still on the surface. The planet was also the HQ of the Free Silentians back during the Great Silentian War, and thus has a historical significance for many in the New Union. The Smierc Collective uses this planet now as a defensive emplacement, with numerous interceptor launch pads and missile launch sites dotting the planet. In addition, the Smierc Collective always keeps its orbital defense platforms online for any possible New Union intrusions.
- Pacem:
A somewhat lush jungle world, Pacem remains one of the safehouses of the Sigma Sector. Pacem has a jungle climate, with humidity and heat being major factors. During its days as part of the Aequalis Federation, it served as both a biological preserve and a research center for biological weapons, of which the preserve served as a decoy. The New Union shut down many of the former bioweapons research facilities, but with the takeover by the Smierc Collective many of these facilities have now come back online.
- Starko:
One of the few gas planets that were colonized, Starko houses one of the largest networks of floating cities in the Sigma Sector. Originally unpopulated, owing to its nature as a gas planet, Starko only began to house humans as the Aequalis Federation took the planet from the New Union. Existing floating gas mining stations were reconfigured to host housing facilities, and further expansions resulted in multiple cities dotting Starko’s atmosphere. Occasional storms cause significant damage to the city infrastructure, often requiring extensive repairs after the storm blows over. After the Smierc Collective took over the planet from the New Union, it reactivated many of the gas mining stations in order to fuel its massive Invasion Fleet for the Cruento War.
- Yabrao:
The newest planet to have been added to the New Union, Yabrao was part of the major New Union expansion of the Sigma Sector into the Milky Way. It has quite a hot and humid climate, along with a very large, contiguous jungle covering the equator. Around its Northern Hemisphere, Yabrao is much more stony and desert-like, which resulted in few colonies being set up. The Southern Hemisphere is almost entirely an ocean, which required floating cities in order to properly colonize the area. The Smierc Collective had actually planned to take over the planet when the New Union suddenly appeared and took it over instead. Angered by the perceived threat, the Smierc Collective invaded Yabrao with a full assault, beginning the Smierc Collective’s assault on the New Union’s Outer Territories that started the Cruento War. As of now, the Southern Hemisphere on Yabrao serves as the Smeric Collective’s naval shipbuilding center.
- Valeira:
The Homeworld of the Smierc Collective, Valeira lies far beyond the Sigma Sector: approximately 50,000 light years away from the farthest Outer Territory planet of the Sigma Sector. Valeira resides in the Valeira System, where a medium yellow star provides the energies for life to flourish. The planet itself, however, was not friendly to life, as the harsh landscape and weather beat down anything too soft to survive. It was in this environment that the Smiercs evolved, leading to their highly war-like society and the might of the Smierc Collective. The planet currently hosts the central Smierc Collective government, and has multiple continents and oceans. The harsh weather causes several hurricanes to form on the surface, although the Smiercs have adapted their structures to withstand the storms.
*||CLASSES // WEAPONS // LOADOUT||*
- The Sabre Corps -
Recon Trooper:
The Recon Troopers are the first troopers to enter into an enemy’s domain, scouting out important positions for the rest of the incoming force to focus on. Without the vital intelligence gathered by the Recon Troopers, most major New Union military operation could not be successful. The Recon Trooper also serves as the Sabre Corps’ snipers, with all troopers being extensively trained in accurate long-distance marksmanship.
- Primary Weapons (Choose One)
1) Type-AB HoloSniper: The standard issue New Union holosniper. It has a magazine capacity of 10 holo-bolts and is operated via bolt-action. It’s average firerate is 55 RPM, with an effective range of 800 meters. It’s built in 10x scope provides a clear sight-picture, enhancing its accuracy.
2) Remington Adaptive Marksman Rifle (AMR) Mk.3: A special-issue sniper exclusive for the Sabre Corps, its main advantage against the Type-AB is its semi-automatic fire, vastly improving its firerate compared to the standard issue sniper rifle. It has a magazine count of 20 holo-bolts and has a firerate of 525 RPM. The rifle comes with a 8x scope, but it can be replaced with other optics if need be. It has an effective range of 720 meters, and is a little less accurate than the Type-AB as a result of its semi-automatic action.
3) Kronos Industries Special Purpose Sniper Rifle (SPSR) Model 4: Another sniper rifle option for the Recon Troopers, the SPSR is a more stealth-focused sniper than the other two rifles. It has an integral silencer, but suffers from a range penalty as a result, having a meager effective range of 670 meters. The SPSR holds 5 holo-bolts in its magazine, and operates via bolt-action. The SPSR has a firerate of 60 RPM, and is equipped with a stock 8x scope.
- Equipment (Choose One)
1) Mk.14 Recon/Combat Drone: An unmanned aerial vehicle (UAV), the Mk.14 serves to increase the Recon Trooper’s search radius. The 1200 MP camera on its underside allows for long-distance pictures to appear crisp and clear, enhancing intel-gathering activites. In order to be easily transported, the drone collapses into a briefcase format, which the Recon Trooper can carry into the field. As part of its self-defense, the Mk.14 comes with a small Holo-Turret that fires off holo-bolts with high accuracy.
2) Artillery Spotter: The Artillery Spotter allows for the Recon Trooper to request an artillery salvo on a specified area. The receiving New Union Naval Ship then proceeds to fire off a 10 holo-artillery shell strike on the specified area.
Frontline Operative:
The main infantry soldiers that go in and secure the objectives, the Frontline Operatives are one of the best trained among all of the Sabre Corps. They are trained in various hand-to-hand combat techniques and weapons handling, and are capable of adapting to various situations on the fly. The Frontline Operatives are the most numerous of the Sabre Corps, but that does not mean that they are simple grunts. Without Frontline Operatives, the New Union would have collapsed long ago to the Smierc Collective.
- Primary Weapons (Choose One)
1) Type-BC HoloRifle: The Type-BC HoloRifle is the standard issue assault rifle of the New Union. The Type-BC holds 30 holo-bolts in its magazine, and has a firerate of 700 RPM. Like its predecessor, the Type-100A1 HoloRifle, the Type-BC also has a secondary fire ability, which fires off a slow charged holo-bolt round. The rifle has an effective range of 500 meters, and has standard iron-sights in its stock form. The rifle is a bullpup, as its magazine is located behind the trigger. The Type-BC has three modes of fire as well: semi, auto, and safe.
2) Remington Maximum Performance Field Rifle (MPFR) Mk.2: The MPFR is one of the two exclusive rifles designed for the Sabre Corps. It has a magazine capacity of 25 holo-bolts, and has a firerate of 720 RPM. The MPFR’s effective range is 450 meters, which is less than the standard Type-BC. However, to compensate for this lack of range, the MPFR has the most accuracy among the assault rifles, along with a more powerful holo-bolt round, which is capable of exploding into deadly burning fragments when contacting enemy flesh. There are also three modes of fire: burst, auto, and safe.
3) Kronos Industries Light Adaptable Assault Rifle (LAAR) Model 12: The LAAR is one of the most versatile rifles of the Sabre Corps, even more so than the standard Type-BC. Its light weight also facilitates movement for Sabre Corps units. Unfortunately, this resulted in a very average performing rifle, with no stats excelling over the other two rifles. The LAAR has a magazine capacity of 20 rounds, and has a firerate of 670 RPM. Its effective range is 430 meters. The three modes of fire are: semi, burst, safe.
- Equipment (Choose One)
1) Field Medical Kit: The Frontline Operatives are all trained in first aid and field treatment along with their combat training. The Field Medical Kit comes with the standard medical supplies, such as bandages, fast-repair ointments, gauzes, pain relievers, temporary mechanical prosthetics, etc.
2) Mk.16 Grenade Launcher: A special weapon to provide some more explosive capabilities for the Frontline Operatives, the Mk.16 fires off 40mm holo-grenades that explode on contact. The grenades can also be configured to explode on a fuse, giving more options for the user.
Heavy Support Troopers:
The Heavy Support Troopers, known affectionately as “Heavies”, are the primary support soldiers for the majority of the Sabre Corps. They are known to be comprised of Sabre Corps soldiers that are the bravest of them all, or the stupidest. Either way, the Heavies enter into the field of battle without fear of being killed, providing suppressive fire to let the other Sabre Corps soldiers to advance under cover.
- Primary Weapons (Choose One)
1) Type-KJ HoloLMG: The standard HoloLMG for the New Union, the Type-KJ is the newest iteration of the HoloLMG that the New Union fields. It has a reputation for being one of the most reliable HoloLMGs in the Sabre Corps’ arsenal and is beloved by most Heavies, even those that chose other weapons for personal preference. The Type-KJ has a magazine capacity of 100 holo-bolts, and has a firerate of 620 RPM. It has an effective range of 370 meters.
2) Remington Fast Reaction LMG (FRLMG) Mk.5: The FRLMG is the lightest LMG in the Sabre Corps arsenal and is known to be fast in responses. Its light factor enhances its handling characteristics, almost feeling like an assault rifle than an LMG. However, as a result of its focus on lightness, the FRLMG has a diminished magazine capacity. The FRLMG holds 50 rounds in its magazine, and has a firerate of 700 RPM. Its effective range is 380 meters.
3) Kronos Industries Directed Energy Suppressor (DES) Model 6: The DES is not a standard LMG, as it is a directed energy weapon. As long as the trigger is pulled, the DES fires off a steady beam of holo-energy that inflicts deadly damage. Unfortunately, the DES has an overheat limiter of about 4.5 seconds, with a cooling down period of 2 seconds. The DES operates on a battery, which can last about 50 sustained shots. Its effective range is 240 meters as a result of the energy beam dissipating at longer ranges.
- Equipment (Choose One)
1) Ammo Cache: The Heavies are often the ammo carriers of the Sabre Corps ground forces, and the Ammo Cache is a simple way to transport ammo onto the field. Each cache holds about 20 rifle magazines, 20 LMG box magazines, and 20 sniper magazines.
2) Mk.20 Holo-Mortar: In addition to ammo support, Heavies often provide mortar support for ground forces as well. The Mk.20 has an effective range of 4500 meters, and fires 60mm holo-mortars that has a devastating splash damage effect. The typical Heavy carries around 10 rounds per mortar.
- Secondaries - (This is for all classes // Choose One)
1) Type-BM HoloPistol: The standard issue pistol of the New Union. It is a reliable workhorse, descended from a line of HoloPistols known for their legendary reliability on the battlefield. The Type-BM holds 12 holo-bolts in its magazine and has a firerate of 380 RPM. It is limited to semi-automatic action however, and has an effective range of 90 meters.
2) Type-BX AutoPistol: An automatic variant of the Type-BM HoloPistol, the Type-BX is typically favored by those that value fast fire over accuracy. The magazine holds 16 holo-bolts, and the AutoPistol has a firerate of 700 RPM. Its effective range is 70 meters, and has three firemodes: safe, burst, auto.
3) Remington Revolver Mk.15: The classic revolver that is most commonly associated with the old Lone Wolves, although nowadays the Twisted Wolves are more commonly seen using these scavenged weapons. The Revolver holds 8 holo-bolts in its revolving cylinder, and has a firerate of 300 RPM. It is a double-action revolver, and has a effective range of 110 meters.
4) Kronos Industries Burst Energy Pistol (BEP) Model 13: The BEP is a unique energy pistol, firing out large energy blobs that explode after a while. These blobs are plasma-based, capable of burning through most heavy armor. As a result of its unique ammunition, the BEP suffers from a range reduction. The BEP has an effective range of 40 meters, and has a firerate of 280 RPM. It holds 5 plasma-blobs in its magazine.
- Attachments (3 for Primary Weapons, 2 for Secondary Weapons)
1) Laser Sight
2) 4x Zoom Scope
3) Grip
4) Red-dot Sight
5) Extended Magazines (+10 rounds)
6) Fast-Mags (reduce reload times)
7) Suppressor
8) Range-extender (barrel attachment)
- Mortus Troopers -
Hunters: The Hunters are some of the best scouters in the Mortus Troopers. They are known for their highly developed sense of smell, along with highly developed eye sights. Their naturally great senses are enhanced even further by the various body-modifications that the Mortus Troopers undergo. They are also highly trained long-ranged marksmen, capable of hitting shots beyond any unmodified species could hit.
- Primary Weapons (Choose One)
1) Trucizna: The standard issue long-range sniper of the Mortus Troopers, the Trucizna is quite deadly in trained hands. It is a semi-automatic sniper rifle that fires energy crystals, the standard round in all Smierc Collective military branches, which are capable of burning once contact is made. The rifle holds 12 crystal-bolts and has a firing rate of 500 RPM, along with an effective range of 620 meters. It comes with a digital 12x scope, with a backup optical sight if needed.
2) Zmija: The Zmija is a more precision-oriented sniper, utilizing a steady recoilless semi-automatic action in order to prevent deviation from the target. The Zmija has a magazine capacity of 10 crystal-bolts, and has a firerate of 450 RPM. Its effective range is 700 meters, and comes with a built in 15x scope.
3) Sokol: The Sokol is the rapid-fire marksman rifle, capable of providing accurate supporting fire for Mortus Trooper squads. Unfortunately, this resulted in a much worse accuracy compared to that of other sniper rifles, so it is valued for its fast fire rather than pin-point accuracy. It has a magazine capacity of 20 crystal-bolts and has a firerate of 620 RPM, but is limited to semi-automatic fire. Its effective range is 500 meters, and has a built in 8x scope.
- Equipment (Choose One)
1) Large Area Portable Shield (LAPS): The LAPS is the Smierc Collective’s protective shield for infantry squads. This complements the personal shields that the Mortus Troopers have in their armor, enhancing survivability. The LAPS can protect even against orbital strikes for up to 2 minutes before it overloads and shuts down.
2) Data Server: The Data Server is a special-purpose portable computer that can process large amounts of battlefield information to help commanders with their battle plans. This requires that a steady wireless connection be maintained with the main commander, without which the server is useless. However, the computer is vulnerable to unmanned aerial units, as it does not have defensive turrets and is quite visible once deployed.
Knights: The main infantry soldiers of the Mortus Troopers, Knights are the backbone of the Smierc Collective. Selected from the hardiest species that the Smierc Collective conquered, the Knights are incapable of feeling pain. Their fearlessness and ruthlessness strikes terror into their enemies, who often crumble and retreat rather than try and futily resist.
- Primary Weapons (Choose One)
1) Szabla: The standard issue assault rifle of the Smierc Collective, the Szabla is admired for its extreme longevity in the battlefield, with some early models actually lasting for a 124 years of active service. It fires the standard energy crystal rounds that the Smierc Collective uses. The Szabla holds 32 crystal-bolts in its magazine, and has a firerate of 720 RPM. Its effective range is 520 meters.
2) Wlocznia: The Wlocznia is a more specialized assault rifle, drawing elements from marksman rifles. It is highly accurate even with automatic fire, making it a good versatile weapon for most situations. However, the automatic nature of the Wlocnzia limits its accurate range, as any further results in wildly deviating crystal-bolts. The Wlocznia holds 25 crystal-bolts in its magazine, and has a firerate of 700 RPM. It has an effective range of 490 meters.
3) Toporek: The Toporek is a heavy-hitting assault rifle, focusing primarily on damage rather than anything else. As a result, it is not the most fast firing or the most accurate rifle in the Mortus Troopers’ armory. The Toporek makes up for this in the damage department, capable of killing enemy soldiers in about two shots without armor. The Toporek holds 20 crystal-bolts in its magazine and has a firerate of 620 RPM. Its effective range is 440 meters.
- Equipment (Choose One)
1) Revival Serum: The Revival Serum is a highly guarded military secret of the Smierc Collective. It is capable of reviving dead Mortus Troopers if they have died in the last 5 minutes. Once revived, the Mortus Trooper must be healed a little bit before jumping back into the action. As a result, the Mortus Troopers have a reputation of being unkillable. The Serum is not without flaws however, as it cannot revive soldiers that have been shot in the head.
2) Anti-Personnel Mines: The Anti-Personnel Mines are a combination of crystal fragments and a powerful energy field that detonates to devastating effect. The crystal fragments burn inside flesh once contacted, and the energy field practically disintegrates enemy soldiers. However, they can be detonated from a safe distance with another explosive device.
Berserkers: The Berserkers are the dangerous soldiers in the entire Mortus Troopers division. They can be described as the true Mad Soldiers, as they have no disregard for their own lives when charging into battle. However, they are not completely senseless, as they return to their original personalities after their Battle Rage ends. Even so, a single Berserker has been known to kill dozens of soldiers without any problems, even hundreds according to some legends.
- Primary Weapons (Choose One)
1) Maczuga: The standard issue suppressive weapon, the Maczuga is a pretty standard LMG-analogue among the Mortus Troopers’ armament. It does not excel in any particular statistic, but it is highly reliable for most combat situations. There have been very little reports of the Maczuga failing mid-combat. It holds 120 crystal-bolts in its magazine and has a firerate of 620 RPM. Its effective range is 400 meters.
2) Mlotek: The Mlotek is a specially designed suppressive weapon that fires explosive crystal-bolts that have a large blast radius. It is used to keep enemy soldiers in their cover while threatening them with a fiery death. Unfortunately, as a result of its special ammunition, the Mlotek suffers from a low firerate and range. The Mlotek can hold 45 explosive crystal-bolts in its box magazine, and has a firerate of 410 RPM. Its effective range is 280 meters.
3) Dzida: The Dzida is a specially designed suppressive weapon for the Mortus Troopers, capable of firing rapid-fire crystal-bolts down range. It uses a unique burst fire mechanic that increases the damage of the last crystal-bolt of the burst, which is usually enough to deliver a clean kill. The burst mechanic unfortunately limits the amount of suppression that can be done, as there is a slight delay between bursts. The Dzida has 63 crystal-bolts in its box magazine and has a firerate of 400 RPM. It has an effective range of 410 meters, while having a 3 crystal-bolt per burst.
- Equipment (Choose One)
1) Sticky Explosives: The Berserkers are feared for their brutality, and this shows in their choice of explosives. Berserkers are highly trained in explosives, and their specialty Sticky Explosive are capable of bringing down entire capital ships if not detected fast enough. More often than not, Berserkers like to attatch the body parts of their slain foes on the explosives to terrorize the enemy forces.
2) Crystalline Generator: Along with being tasked to charge the enemy lines, Berserkers also function as ammo carriers in the Mortus Troopers. To do this, Berserkers carry with them the Crystalline Generator, which prints energy crystal-bolts constantly. As a result, the Mortus Troopers have basically unlimited ammo, at least until power runs out the Generator.
- Secondaries (for all classes // Choose One)
1) Kindzat: A simple, standard issue crystal-bolt pistol for the Smierc Collective. They are known for their high accuracy and ease of repair on the field. As a result, the Kindzat is one of the favorite sidearms of the Mortus Troopers, who value a good weapon. The Kindzat holds 18 crystal-bolts in its magazine and has a firerate of 400 RPM. It is semi-automatic only, and has an effective range of 410 meters.
2) Golonka: The Golonka is a unique shotgun-esque sidearm for the Mortus Troopers. The pistol fires 8 crystal-pellets per shot, and can be quite devastating in close quarters situations. Unfortunately, it inherits the problem of a shotgun, namely that its range is limited. The Golonka holds 6 crystal-shots (8 pellets per shot) and has a firerate of 350 RPM. The pistol has an effective range of 40 meters, and is limited to semi-automatic action.
3) Strajk: The Strajk is an automatic pistol designed for the Mortus Troopers. The pistol’s focus on raw firepower resulted in decreased range, but it is still pretty accurate for an automatic pistol. The Strajk holds 24 crystal-bolts in its magazine and has a firerate of 820 RPM. It has an effective range of 120 meters.
- Attachments (3 for Primary Weapons, 2 for Secondary Weapons)
1) Targeting Laser
2) 4x Optical Scope
3) Recoil Compensator
4) Holographic Sight
5) Extended Magazines (+10 rounds)
6) Fast-Mags (reduce reload times)
7) Damage Enhancer (+10 damage for -20 RPM)
8) Range-extender (barrel attachment)
- Twisted Wolves -
The Twisted Wolves are a band of free agent mercenaries working for the Falcons. As a result, they are not limited to any special class and often operate weapons scavenged from both the Sabre Corps and the Mortus Troopers. As a result, strange weapon attachment combinations may be created by the Twisted Wolves.
(If your character is part of the Twisted Wolves, you may use any weapons and attachments. The same carry limits still exist, such as 1 Primary Weapon - 3 attachments, 1 Secondary Weapon - 2 attachments.)
*||ARMOR SYSTEM (Sabre Corps // Smierc Collective)||*
- Sabre Corps -
KAISYS:
The KAISYS armor is the ultimate evolution of the personal protective exo-suits that the Old Federation, Old Union, and the New Union have fielded over the years. The state of the art KAISYS is specifically designed for the New Union’s premier Sabre Corps, being able to accommodate all Sabre Corps modifications without any problems systems-wise. Unlike the older ARMSYS armor, the KAISYS is able to enhance the Sabre Corps’ soldier’s abilities by 15-times, in addition to possessing more reactive armor with enhanced protection.
- Features (These come with all armor variants)
1) Customizable Armor Pieces: allows for the individual soldier to customize their armor’s appearance however they like.
2) The Instantaneous Reactive E-Shield System (IRESS): The latest protective shielding technology, the IRESS is the evolution of the prior VESS for the ARMSYS armor. The IRESS is able to react to nearly all attacks within the microsecond, along with possessing the strongest E-Shield (energy shield) to date. Thanks to this combination, the IRESS is more than capable of defending the Sabre Corps soldier from outside threats. The IRESS, like the VESS before it, deflects shots by angling the E-Shield at the right moments. In case of a system failure, a manual E-Shield option is still available, forming on the forearms of the KAISYS armor.
3) Grappling Hook: a magnetic, barbed hook based launcher, the grappling hook provides faster means of travel for a Sabre Corps soldier. In certain situations, the sheer force of the grappling hook allows it to be used as a weapon to quickly draw in enemies
4) Booster Pack: a set of maneuvering jets attached to the KAISYS armor’s power-pack, behind the soldier. Enhances maneuverability significantly, and allows for rapid positional switching to confuse the enemy and to dodge incoming attacks. Can be used to hover for a limited time.
5) S-Node: the most important part of the KAISYS armor suit, the S-Node boosts significantly the production of Silentium for a Sabre Corps soldier. The S-Node also provides the main power to the KAISYS suit, while a backup fusion generator stands by in case of the S-Node’s failure.
6) Custom Modules: There are two slots in the KAISYS armor that allows for custom built modules to be placed by each Sabre Corps soldier. This is entirely optional, and most custom modules serve to provide an additional boost to the soldier that requires it. On occasion, a custom module may be a storage place for a custom weapon for a Sabre Corps soldier.
- Variants
1) KAISYS Alpha: Designed for speed and accuracy, the KAISYS Alpha is the armor most preferred by the Recon Troopers. In order to make sure that its speed and accuracy is unhindered, the Alpha makes sacrifices in terms of defence and durability in its armor. As a result, the KAISYS Alpha heavily relies on its sheer speed to avoid enemy fire and strike quickly back.
2) KAISYS Beta: Designed for balance, the KAISYS Beta is the armor most preferred by the Frontline Operatives. Its main specialty is to be the most balanced and versatile armor among the three KAISYS variants. As a result, it is one of the most reliable KAISYS variants in current New Union service.
3) KAISYS Gamma: Designed for heavy defence and survivability, the KAISYS Gamma is preferred by most Heavy Support Troopers. In addition to a more robust IRESS, the Gamma armor is covered with nano-tech enhanced metal alloys, along with shock-absorbing materials to counter melee attacks. The KAISYS Gamma armor has been tested to be able to survive a point-blank impact from a rail-gun turret, and has been recorded to have barely survived a nuclear explosion. Unfortunately, this focus on defence resulted in poor speed and accuracy, making the armor a lot more bulky than most other infantry personal armors.
- Mortus Troopers -
SKANDIA:
The SKANDIA Personal Armor System is one of the most advanced infantry armor systems to have been developed by the Smierc Collective. Designed specifically for the Mortus Troopers, the SKANDIA armor cannot be worn by unmodified individuals, as the armor’s thresholds will literally tear apart an unmodified soldier if they attempt to move. The SKANDIA armor is integrated into the very biology of a Mortus Trooper, able to retract and form from the skin upon command. The armor, while providing defence capabilities to a Mortus Trooper, is also capable of enhancing a soldier’s strengths to 20 times their normal thresholds.
- Features (These come with all armor variants)
1) Organic Color Diodes: Allows for a Mortus Trooper to change their SKANDIA armor’s color by will, allowing for more camouflage options and a degree of personal customization for a Mortus Trooper.
2) Bio-Field System (BFS): The BFS is a unique personal shielding technology developed for the SKANDIA armor system. The BFS is generated once an incoming threat is detected, capable to deflecting most energy projectiles and shrapnel from explosions. Once the shielding is depleted from repeated impacts, the BFS takes approximately 30 seconds to fully regenerate. During this regeneration period, the SKANDIA armor compensates for the decreased defence by angling the armor pieces to facilitate ballistic deflection.
3) Personal Grav-Manipulator: The Personal Grav-Manipulator (PGM) is a special device that allows for a Mortus Trooper to lift up heavy objects without too much effort. The PGM manipulates gravitons to lessen gravity in specific areas, allowing heavy objects to be rendered nearly weightless. In addition to lifting heavy objects, the PGM is able to pull Mortus Troopers towards a target if they choose so, in a similar matter to a grappling hook.
4) Anti-Gravity Pack (AGP): The Anti-Gravity Pack is a personal movement assistant for the SKANDIA armor. The AGP allows a Mortus Trooper to gain the ability to fly for a brief period of time, ranging from 20 to 40 seconds. After use, the AGP takes 30 seconds to recharge for another use. The AGP, like its name suggests, utilizes similar principles to the PGM, manipulating anti-gravitons to achieve lift. The AGP can also be used to quickly maneuver on the ground as well, strafing rapidly into cover.
5) Focus Crystal: The Focus Crystal is central to the SKANDIA armor, as without it the whole armor system falls apart. The Focus Crystal allows the Mortus Trooper to connect to the Smierc Collective’s Central Military Network, an entirely mental network powered by Smierc Collective psychics. The CMN provides real-time updates on the battlefield and allows for unspoken communication between each individual Mortus Trooper, drastically improving military responsiveness on the battlefield.
6) Custom Modules: In order to better fit the needs of each Mortus Trooper, the Smierc Collective authorized custom modules to be constructed for the SKANDIA armor system. Each Mortus Trooper is given an option for two Custom Modules to help their combat efficiency on the field. A Custom Module could also be a special weapons storage for a Mortus Trooper, who may require it for optimal performance.
- Variants -
1) SKANDIA Lowca: A highly aggressive and fast SKANDIA variant, the Lowca is capable of absolutely shredding enemy ranks. While the Lowca is suitable for the initial combat rush, it is incapable of lasting for long in battle, breaking down as a result of a low defence-threshold. The Lowca is therefore preferred by the Hunters, as they are not usually expected to engage in frontline battles, but having an aggressive option helps.
2) SKANDIA Rycerz: The standard, balanced combat SKANDIA variant, the Rycerz is one of the most reliable SKANDIA variants. While not particularly good in either offense or defence, the Rycerz makes it up for being a balance between the two fronts. As a result, the Rycerz is the preferred SKANDIA variant for the Knights, the primary infantry class of the Mortus Troopers.
3) SKANDIA Dziki: The heavy defence-focused SKANDIA variant, the Dziki is a sheer tank in terms of its defence capabilities. The Dziki sacrifices mobility and offensive options for a heavily reinforced defence, capable to taking multiple aerial bombing runs in a row without any problems. As a result, the Berserkers often choose the Dziki to help their battlefield survival, as they are often the main targets for the enemy soldiers.
- Twisted Wolves -
The Twisted Wolves tend to either use scavenged armor systems from various battlefields or simply go in their usual mercenary wardrobe. There is no standardized armor system for the Twisted Wolves.
(For the Twisted Wolves characters, in your Character Sheet feel free to choose whichever armor system suits you best, but note that it is damaged or scavenged)
*||ENHANCEMENTS||*
- Sabre Corps -
Unlike previous Silentian military branches, the Sabre Corps uses extensive body modifications in order to enhance their soldiers’ performances. As a result, the Sabre Corps is one of the most successful Silentian-majority military divisions in the history of the New Union, capable of holding off the Smierc Collective on their own. The body modifications are often applied through surgery, which is reported to be quite painful.
- Tier 1 Enhancements
1) Enhanced Metabolism: Drastically increases the body’s metabolism, increasing the soldier’s speed and reflexes compared to an unmodified human’s body.
2) Body of Steel: Increases the hardness of the soldier’s skin, allowing him/her to survive explosives that would have otherwise killed them. However, this makes it hard to perform surgical procedures, as cutting through the skin is quite difficult.
3) Electronics Master: A specially modified control chip is implanted into the soldier’s brain, allowing them to hack into enemy tech and control them against the enemy. Too much use can potentially cause a sudden coma, and thus this enhancement should be used sparingly.
- Tier 2 Enhancements
1) Stealth Mode: The soldier’s body undergoes a special modification to be more stealthy than a normal human’s. Special radar-absorbing molecules are infused with the normal skin cells, along with the capability to angle the skin to deflect radar waves passively. As a result, the soldier is invisible to most electronic surveillance, but is more vulnerable to weapons fire as a result of a weaker skin.
2) Steady Hands: With this modification, the soldier is able to keep their sight picture steady. The normal hand shaking is regulated via a special neural enhancement, allowing the soldier to be much more accurate than normal.
3) Master Jumper: Once the soldier undergoes this modification, they are able to jump twice as high as a normal soldier. The modification also allows the soldier to survive falls that would normally kill ordinary soldiers.
- Tier 3 Enhancements
1) Enhanced Auditory Senses: This modification greatly increases the sensitivity of a soldier’s hearing. As a result, these enhanced soldiers are capable of hearing even the slightest footsteps, ensuring that they are prepared for any situation. Unfortunately, this auditory upgrade comes at a cost, as modified soldiers often have trouble with regular noise, as it is now too loud for them. As of now, all modified soldiers are equipped with a special switch hardwired into their neck that allows them to switch between enhanced and normal hearing.
2) Stamina Boost: A soldier with this enhancement is able to sprint for twice as longer as an average soldier. This ability comes useful to those that favor mobility on the ground, as it can allow for a more wider range of combat. If used too much, the built up lactic acid often causes severe cramps afterwards, so caution must be exercised when deploying this enhancement.
3) Augmented Muscleman/Musclewoman: This enhancement greatly increases the base strength of a soldier. Reported feats that the enhancement has allowed are: lifting small buildings, punching straight through enemy armor, etc. Repeated, extended use of this modification can result in severe muscle tears as the body is not able to handle the amount of power used.
- Mortus Troopers -
One of the main reasons why the Mortus Troopers get their fearsome reputations among their enemies is that all Troopers are significantly enhanced. Many are trained from birth, often receiving extensive implants and modifications throughout their training. Many trainees have died while undergoing modifications surgery, but the survivors are the absolute pinnacle of the Smierc Collective.
- Tier 1 Enhancements
1) Body Armor-Plates: In addition to their already powerful armor, Mortus Troopers are also given access to this modification to increase their defenses even more. These Armor-Plates shift in different angles in order to deflect enemy ammunitions without compromising different sections of the body.
2) Passive Shielding: Derived from a unique gene from a rare predator on the Smierc homeworld, the Passive Shielding genetic modification protects Mortus Troopers from explosive damage. It is an energy shield that only activates when a lethal explosion is detected, capable of mitigating about 90% of the damage.
3) Faster Reactions: This modification, just as its name suggests, increases the reaction-speed of the Mortus Trooper. This allows the Mortus Trooper to anticipate attacks by the enemy before they even realize it, and serves to save a potential life.
- Tier 2 Enhancements
1) Arm Blade: The Arm Blade is a strange modification, as it transforms the primary arm of a Mortus Trooper into a biological blade. This gives the Mortus Trooper more offensive options, as most enemy soldiers do not expect a sudden sharp blade to manifest from an arm.
2) Shoulder Spikes: The Shoulder Spikes are biological projectiles that are fired from, as expected from the name, the shoulders. These spikes are often capable of penetrating armor, or at least embed themselves deep enough to cause structural damage.
3) Acid Blaster: From special pores on the chest, a Mortus Trooper with this enhancement can fire deadly acid blobs towards an enemy. Of course, the combat armor needs to be modified to fit this enhancement without risking self-injury. The Acid Blaster can result in self-melting if used carelessly.
- Tier 3 Enhancements
1) Mutual Healing Field: A genetic modification that was derived from a common herbivore other Smierc homeworld, the Mutual Healing Field is an energy field that gives off healing rays to those within the field.
2) Stamina Recovery: With this modification, Mortus Troopers are able to replenish their teammates’ stamina when it becomes depleted. This allows for the entire team to move forward at a constant rate, never slowing down because of tiredness.
3) Neural Connection: A special neural gene is inserted into the modified Mortus Trooper in order to grant them a special psionic connection between each other. This neural connection allows for a squad of Mortus Troopers to synchronize their attacks and movements with unparalleled speed. If this neural connection is held for too long, it is possible that a Mortus Trooper may go insane from the intense experience.
*||LORE (Background Info)||*
The Sigma Sector:
The furthermost part of the Milky Way from Old Earth, the Sigma Sector is now the host of the most successful human colonist movement by the Old United Nations. First discovered by scientific probes in the year 2140 CE, the first human colonists, organized by the UN, entered the Sigma Sector during the year 2170 CE. With the establishment of a colonial government, human colonies expanded further into the Sigma Sector, until the UN finally granted the colonial government independence during the year 2210 CE, forming the Federation.
The Federation of the Sigma Sector (disbanded):
The old government of the entire Sigma Sector, the Federation lasted from the years of 2210 CE through 2290 CE. Descended from the first human colonists of the Sigma Sector, the Old Federation was a federal republic with democratic elections held to elect politicians. With the advent of the Crepitus Event, the Old Federation devolved into the Federation Remnant, before completely collapsing because of the crisis. The Federation is now referred to as the Old Federation to differentiate it from the former Aequalis Federation, which took some cues from the Federation’s structure.
The Union of the Sigma Sector (disbanded):
Taking the place of the collapsed Old Federation, the Union followed the federal republic-style government that the Federation employed. Unlike the Old Federation, the Union was much more autocratic in its rule, and citizens often paid high taxes to support the military expansions. As the Union was formed during the Federation’s fall, it had to impose order on the insurgency-filled Sigma Sector, sparking the Insurgency War of 2310 CE. With the discovery of the Silentians among its population, the Union quickly began to repress the Silentians, sparking a revolutionary faction known as the Free Silentians. When the Free Silentians eventually conquered the Union capital of New Krona, the Union fell and the New Union emerged. The Union is now referred to as the Old Union to differentiate it from the New Union.
Free Silentians (disbanded):
The Free Silentians was a faction that emerged during the year 2320 CE. Fighting for Silentian-rights as the Union continued to repress the Silentians, the Free Silentians was a rebel faction that managed to take over the Union in the year 2331 CE. Descendents of the Free Silentian soldiers continue to be honored in the New Union.
The Aequalis Federation of the Sigma Sector (disbanded):
The descendents of the splinter Silentian Corps faction, the New AERIS Division, the Aequalis Federation was a republic in name only. While maintaining that it is a democratic society, the Aequalis Federation was in truth an oligarchy, run by the military leaders rather than the civilians. The Aequalis Federation continued its propaganda that the New Union is not capable of ruling the Sigma Sector properly, and that the Aequalis Federation is the only legitimate government during its heyday. The Treaty of New Omsk required that the Aequalis Federation recognize the New Union’s legitimacy, which the Aequalis Federation reluctantly signed. Once it was revealed that all of the Aequalis Federation’s leadership were part of the Enlightened and later killed as a result of the failed 2nd Crepitus Event, the Aequalis Federation fell into anarchy until the New Union reconquered its former territories.
The New Union of the Sigma Sector:
The continuation of the Old Union, the New Union is the main human-led government within the Sigma Sector. When first formed, the New Union managed to maintain control over the entire Sigma Sector, but the Ghoul invasions cut off the New Union from the Core Worlds. One by one, the New Union eventually gained back their old worlds, but several dozen planets continued to be held by a splinter faction known as the New AERIS Division. The New AERIS Division would eventually turn into the former Aequalis Federation, which later fell after the failed 2nd Crepitus Event virtually wiped out all of the leadership. Now, the New Union is the sole legitimate government of the Sigma Sector, and vows to not lose their territories against the invading Smierc Collective.
The Elders:
An extinct, ancient intelligent species that once controlled the Sigma Sector under their Republic. They were regarded as literal gods during their heyday, and were worshipped by other species that lived in the Sigma Sector. However, as the species began to die out due to sheer old age, a massive schism formed between two factions. The Loyalist Elders argued that all Elders should pass their knowledge onto the next worthy species. The Patriarchs, the military division of the Elders, believed that the Elders must try and rebuild their civilization, no matter the cost. This schism later broke out into all-out war, finally killing off whatever Elders remained in the Sigma Sector. When the Patriarchs deployed their devastating biological weapons, the Ghouls, it resulted in a virtual wipeout of all life in the Sigma Sector. The Guardians were a special group of Elders that were formed to directly face against the Patriarchs, eventually imprisoning all rebelling Patriarchs. After the last Patriarch, the leader of the rebellion Zachariel, was imprisoned, the Elders finally died off and left their legacy to the next worthy species.
Fractured War:
An inter-dimensional war waged between the Federation and the Empire of Terrarum. While the war started in the year 2270 CE, the Schism, a portal linking the two worlds, decayed in the year 2274 CE, stopping the war effectively.
(RP Information here: forum.roblox.com/Forum/ShowPost.aspx?PostID=175596899)
Crepitus Event:
A catastrophic disaster that occurred in 2283 CE. Wiped out almost 2/3rd of the Sigma Sector’s population. The years that followed were filled with instability and rebellions. Officially reported to be a record solar flare. It was actually a covered up Patriarch attack that attempted to wipe out all life in the Sigma Sector, but failed and only ended up creating the Silentians.
(RP Information here: forum.roblox.com/Forum/ShowPost.aspx?PostID=177477088&PageIndex=1)
2nd Crepitus Event: A failed attempt by the Enlightened to try and ascend to godhood, the 2nd Crepitus Event resulted in the complete destruction of the moon Cesena-01. Had the Enlightened succeeded in their attempts to fire off another Crepitus Event, it would have resulted in the complete eradication of all life in the Sigma Sector except for the Enlightened, who would have been ascended into the ranks of the Patriarchs.
Insurgency War:
An armed struggle during 2310 CE between the Union and rebel forces. Lots of lives were lost, but in the end the Old Union came out as the dominant government of the Sigma Sector.
Great Silentian War:
A war waged between the years 2315 CE and 2331 CE, the Great Silentian War was a struggle between the Free Silentians and the Old Union. The old, corrupt Old Union government mistreated and tortured Silentians in search for their power, and thus the Free Silentian resistance group formed and ended the war with the defeat of the Old Union and the formation of the New Union government.
(RP Information here: forum.roblox.com/Forum/ShowPost.aspx?PostID=180459696&PageIndex=1)
Terminus War:
A devastating war against the ruthless Ghouls of the past, waged between the years 2380 CE to 2392 CE. These Ghouls were the biological weapons of the Patriarchs during their rebellion against the Elders. The Ghouls were first discovered by the Old Federation on an unknown ice-planet, which resulted in Old Federation research to control the Ghouls, named the Link Project. Eventually, the Enlightened and their leading Patriarch took over the Federation’s Link Project, altering it to bring about the Crepitus Event and the eventual Terminus War. Unfortunately for the Enlightened, the Silentian Corps managed to discover the Link Project and the Patriarchs, with the last Guardian finally defeating the last Patriarch. to bring about the end of the Terminus War.
Leviathan Crisis:
A desperate war for human survival that was waged between the years 2431 CE to 2441 CE. Massive creatures known as Leviathans ravaged the Sigma Sector, driving many to underground cities in order to avoid the terror. The Leviathans, however, were not the main threat during this war. The Enlightened had survived since the end of the Terminus War, and they were determined to gain godhood by ascending as Patriarchs. Even though the Enlightened were eventually stopped by the ALT, the resulting failed 2nd Crepitus Event obliterated Cesena-01 and wiped out the Aequalis Federation’s leadership, leading to anarchy among the former Aequalis Federation’s planets.
The Enlightened:
The true leaders of both the New Union and the Aequalis Federation for a significant period of time, the Enlightened were followers of the Patriarchs and their goals were retaking the Sigma Sector for the Patriarchs. When the Patriarchs were finally defeated by a Guardian, the Enlightened looked for ways to obtain the Patriarchs’ power for themselves. To this end, they lied and manipulated the ALT, who were only trying to protect the Sigma Sector from the Leviathans. The 2nd Crepitus Event was their ultimate plan to elevate themselves to the levels of the Patriarchs, but it would have resulted in the complete eradication of all other life in the Sigma Sector. Fortunately, the ALT pilots sacrificed their lives to stop this event from fully happening, and only resulted in the destruction of Cesena-01. As of now, there are no indications that the organization survived their failed 2nd Crepitus Event.
Silentians:
The mutated portion of the Crepitus Event survivors. Capable of harnessing Silentium, a special element that manifests within their Silent Genes, the Silentians are a force to be reckoned with. More powerful than the old power-users of the AERIS Division, the Silentians caused alarm for the Old Union. As a result, many of them were hunted down by the Old Union and experimented to discover any weaknesses and special properties of Silentium. After the Great Silentian War, the Silentians are now treated with dignity in the Sigma Sector, although some may still have their reservations against them. Silentians are the sole candidates for the Sabre Corps, the main military branch in defense of the New Union against the invading Smierc Collective.
*||CHARACTER SHEET (CS)||*
(do not include the text within parentheses)
Name
Gender
Age
Appearance
Faction
Sub-faction
Class
Primary Weapon (Attachments)
Secondary Weapon (Attachments)
Equipment
Ability/Powers (One general ability, and 4 skills)
Weakness(s) (Minimum of 1, maximum of 3)
Bio (optional)
Others/Extra
ARMOR CS (Twisted Wolves can use damaged/scavenged armors of either the Sabre Corps or Mortus Troopers)
Armor Type (SKANDIA or KAISYS)
Armor Variant (The SKANDIA and KAISYS variants)
Armor Appearance (Feel free to be creative)
(Enhancements are exclusive to Sabre Corps and the Mortus Troopers)
Tier 1 Enhancement (Choose 1)
Tier 2 Enhancement (Choose 1)
Tier 3 Enhancement (Choose 1)
Custom Modules (Create up to 3 Modules of your choice)
*||RULES||*
1) No godmodding for obvious reasons
2) No power-playing. Please, keep your writing to your own character
3) No harassment. We want a nice community here
4) If you have suggestions to improve the RP thread, send me a PM
5) Listen to all admins. They know the best
6) No romancing in RP. Respect ROBLOX rules.
7) Do not attempt a Player Kill (PK) unless sanctioned by me
8) You can create NPC companions during the RP. There is no need for CSs for NPCs, just make sure you give them a name and a purpose (no overpowered NPCs please)
9) Otherwise, have fun! I will drive the story with DM (Dungeon Master) posts and NPC dialogues.
*||STARTING INFO||*
The New Union is gearing up for the massive assault on Yabrao, the Smierc Collective’s manufacturing powerhouse planet. The main Invasion Fleet is in hyperspace, in transit to the target planet. The Smierc Collective has potential intel about this attack from their network of spies, but they are not sure of exactly when the attack will happen. Further instructions will be relayed through the ARC 1 instructions.
*||BACKSTORY||*
With the influence of the Elders and the Patriarchs gone, the Sigma Sector decided that it would no longer be a slave to its past. The expansion of the Sigma Sector began to accelerate, eventually overtaking almost a third of the entire Milky Way by the year 2500 CE. After the fall of the Aequalis Federation, the New Union remained the sole legitimate government of the Sigma Sector and continued to push for more and more territory to develop. An unprecedented era of peace and prosperity began, named Pax Sigma. The New Union continued to develop its military as well in order to protect the peace and help in conquering worlds as the Sigma Sector expanded into the Milky Way.
During the year 2521 CE, a New Union Fleet sent out a distress signal to all nearby units. It was under the attack of unknown forces, when the signal abruptly ended. By the time the New Union had sent reinforcements, the New Union Fleet was already destroyed, with most ships being torn apart. The New Union kept the event a secret from the rest of the Sigma Sector in order to maintain the peace and prevent panic from overtaking the inhabitants.
With such a violent history, it would have been more jarring if war did not break out in the Sigma Sector.
In the year 2535 CE, all Outer Territory planets sent out simultaneous distress signals to the New Union Armed Forces. Unknown enemies were absolutely destroying any local militia and fleets, quickly extinguishing any resistance in the Outer Territories. The New Union sent out its Recovery Fleets, designed for such an invasion scenario during the Terminus War, in order to counter attack. The unknown enemy and the Recovery Fleets fought in a massive battle over Portus, resulting in a virtual tie for the two military fleets.
The unknown enemy identified itself as the Smierc Collective, a massive empire that was responsible for conquering Earth in years past. The Smierc Collective refused any attempts at diplomatic negotiations and continued its campaign against the New Union. The Smierc Collective’s advantage in space-superiority caused the New Union to suffer many losses in its military hardware and personnel.
In a fit of desperation, the New Union reorganized its Silentians into a single military branch, the Sabre Corps, in hopes that the Silentians are strong enough to force the Smierc Collective back. The Silentians drafted to the Sabre Corps were drilled extensively and had to undergo many physical modifications in order to bring out the best performance in them. The resulting Sabre Corps turned out to be a highly effective counter to the Smierc Collective.
It is the year 2540 CE, where the New Union and the Smierc Collective have been in a virtual stalemate for a year. The New Union is launching a massive invasion on an important Smierc Collective planet, Yabrao, a manufacturing center. The Smierc Collective has intel about a potential attack, ready to intercept the New Union at a moment’s notice.
Will you fight for the New Union as a Sabre Corps and defend the Sigma Sector? Or will you fight for the Smierc Collective to finally extinguish the humans once and for all? You decide!
1. Factions
2. Locations
3. Classes/Weapons/Loadout
4. Armor (Sabre Corps/Smierc Collective)
5. Enhancements (Sabre Corps/Smierc Collective)
6. Lore (Background Info)
7. Character Sheet (CS)
8. Rules
9. Starting Info
*||FACTIONS||*
The New Union of the Sigma Sector:
The sole legitimate government of the Sigma Sector, the New Union has existed for almost 209 years and has been one of the most stable governments in the Sigma Sector’s history. A democratic republic, the New Union was founded by the Free Silentians, a force of Silentians that fought against an abusive and autocratic Old Union. The New Union recognizes that Silentians are entitled to all natural rights guaranteed to normal humans as well. Silentians maintain a high position in both the government and the military as a result. The current war with the Smierc Collective has undone the years of expansion that the New Union had attempted into the Milky Way Galaxy and significantly undermined troop morale. However, the New Union will not go down without a fight.
Sub-Faction
- The Sabre Corps:
A last ditch military effort created by the New Union in order to counter the Smierc Collective, the Sabre Corps is a military force made up of highly trained and modified Silentians. Unlike previous all-Silentian military divisions, the Sabre Corps requires that all members undergo physical modification surgery in order to enhance their combat effectiveness beyond their natural abilities. As a result, the Sabre Corps is a highly effective military force, capable of pushing back the Smierc Collective forces. However, the Sabre Corps is a money drain on the New Union, as their equipment and facilities are state-of-the-art and rather expensive. As a result, they are resented by the other branches that suffer from various budget cuts. Recruitment is no problem as existing Silentian military personnel were transferred to the Sabre Corps, along with new recruits being trained at the age of 18 into the Sabre Corps.
The Smierc Collective:
The only other interplanetary government currently known within the Milky Way, the Smierc Collective is a ravenous warrior empire. The Smiercs are an intelligent alien species that evolved on the harsh planet of Veilara, resulting in many turning to warriors in order to maintain social stability. Their naturally aggressive nature led to an extremely fast expansion into the Milky Way Galaxy, incorporating various weapons and technology of the worlds they conquered. Old Earth and its UN government collapsed at the hands of the Smierc Collective during the year 2240 CE, leading to the cease of communications between Old Earth and the Sigma Sector. The Smierc Collective will not accept any diplomatic negotiations and will continue to press on their conquest of the Sigma Sector. However, they did not anticipate that the New Union would be so advanced in their weapons technology, turning their originally planned rapid conquest into a years-long war.
Sub-Faction
- Mortus Troopers:
An elite Smierc Collective military division, the Mortus Troopers are trained from birth to be the loyal killing machines that are feared for throughout the Milky Way Galaxy. Armed with the best weapons and the best personal armor developed by the Smierc Collective, the Mortus Troopers carry out their missions with frightening efficiency. Each Mortus Trooper is fitted out with a custom ability of their choice through genetic modification and undergoes physical enhancements to increase their combat effectiveness. The Mortus Troopers are drilled to maintain absolute loyalty to the Smierc Collective, but they are still permitted to maintain their individual personalities. Otherwise, controlling the Mortus Troopers wouldn’t be possible considering how demanding the program is already.
The Falcons:
The Falcons is an unofficial coalition of mercenaries, gangsters, thieves, and other criminals. Despite their supposed unity, the Falcons are a hack-job of a group of criminals that only follow profits. Unlike the more noble Lone Wolves of the past, the Falcons will accept any contract that involves money, despite the moral ramifications that a contract may hold. As a result, the Falcons are detested within the Sigma Sector, with the New Union regularly conducting raids in order to keep the Falcons in check. The recent war with the Smierc Collective has been a boom for the Falcons, who have been working for both sides of the conflict as long as there is money involved.
Sub-Faction
- Twisted Wolves: A group of mercenaries operating under a single organization, the Twisted Wolves are entirely composed of Silentians. As a result, the Twisted Wolves are a lot more effective than most other mercenaries and receive the most dangerous and most rewarding contracts as a result. In fact, their name is an homage to the old Lone Wolves, albeit without their legendary moral code. The Twisted Wolves usually work alone, although it is not unusual to see groups of 2 or more if a contract is particularly difficult. The Twisted Wolves gather and customize their own weapons and armors to perform their jobs.
*||LOCATIONS||*
- The New Union -
Core Worlds: The Core Worlds are the central hub of the Sigma Sector, housing many important manufacturing and administrative planets. In addition, the Core Worlds house the most cities in the entire Sigma Sector, with several planets holding planet-wide cities. The New Union makes sure that the Core World is secure throughout the world by assigning several fleets to defend the valuable area.
- New Krona:
The capital of the New Union. All government branches are located here, along with a growing city around the administrative area. A temperate, Earth-like planet with 3 major oceans, New Krona is one of the most comfortable places to live in the Sigma Sector. Currently the main center for military planning during the Cruento War (war against the Smierc Collective), New Krona is heavily defended as a result via multiple orbital defense stations along with various orbital railgun cannons.
- New Omsk:
An influential industrial planet with a heavy emphasis on weapons manufacturing and development. Formerly a lush jungle world, New Omsk is now covered with weapons foundries and factories. After decades of clean nuclear fusion energy use, the atmosphere has recently began to return to its pre-industrialization state, helping many civilians breath easier than before. The resource-hungry Cruento War has brought a sort of economic boom to the slumping peacetime New Omsk of before, as its manufacturing business boomed to help with the war effort.
- Potenza:
Devoted to shipbuilding, Potenza is rich with minerals used in construction. The entire planet is tasked with the creation of cruisers, destroyers, and carriers of the New Union Navy (space-based). An ocean world, the first colonists had to rely on artificial islands, which Potenza continues to maintain and create. Both orbital and ocean-based shipyards construct the various naval ships needed by the New Union. The Cruento War has had a toll on Potenza’s oceans, as the ramped up construction efforts began to heavily pollute them.
- Thorix:
The old capital planet of the now defunct Federation and the defunct Aequalis Federation. The old capital city, Aurae City, is situated here. After the fall of the Aequalis Federation, the New Union took over the planet. A somewhat temperate world, Thorix is a world where it constantly rains, with only occasional bits of sunshine. Even when not raining, Thorix continues to be covered in dull, grey clouds. Although the repressive Aequalis Federation regime was overthrown, its effects are still felt in the ingrained in the habitual curfews still being followed. The planet functions as a back up capital in the case New Krona is ever taken by the Smierc Collective.
- Ocroria:
Used to be a stronghold for the Old Federation’s navy, Ocroria now functions as the secondary naval ship producer of the New Union. It’s naval infrastructure was revamped to fit modern capital ship requirements, and now rivals the production scale of Potenza. Ocroria is a cold-leaning temperate world, with many parts of the planet covered in a snowy tundra. The more habitable equator is still a rather cool climate, with short summers and long winters. The Cruento War’s toll on the New Union Navy means that Ocroria must supplement the overload of Potenza as well.
- Florus:
The most beautiful planet in the entire Sigma Sector, Florus used to be the paramount tourist destination. The planet has a mild temperate climate, and has numerous pristine beaches and lakes to view around. In addition, the air is absolutely clean and fresh, differing from the more polluted Core Worlds. Florus serves as a place of research and development now, unlike its more tourism-focused past. Many new wartime technologies are developed here as a result of the Cruento War.
- The Smierc Collective -
Outer Territories: Planets that are on the outskirts of civilized space. Because of the rather insignificant nature of the Outer Territories, they rarely receive nearly as much protection as the Core Worlds. As a result, many of these planets were taken early on in the Cruento War. The Smierc Collective captured these planets to serve as manufacturing hubs and supply caches, as resources are difficult to transport from the faraway home domain of the Smierc Collective.
- Portus:
The most outward planet in the entire Sigma Sector, the planet orbits a small red dwarf, which provides just enough energy for life to live. Primarily a desert world and houses a large population of simple farmers. It is now an important agricultural world, with the importation of improved greenhouse tech from the Core Worlds. As a result of its rim-world status, Portus was one of the first New Union planets to be captured by the Smierc Collective. The farmers have been running an underground resistance to the Smierc government, disrupting supply runs as often as possible.
- Cesena-01 Fragments
Formerly a small moon orbiting the gas giant Cesena. At the end of the Leviathan Crisis, the moon promptly exploded as a result of the heroics of the ALT pilots to stop a possible 2nd Crepitus Event. Even after its destruction, the New Union remained highly secretive about the area and denied access to it as much as possible. After the Smierc Collective invaded the Sigma Sector, it managed to destroy all New Union attempts to defend the Fragments and now owns the area. Not much intel has been gathered about why exactly the Smierc Collective is so interested in the Fragments.
- Spera:
A backwater planet with a barren surface, Spera used to serve as the temporary New Union capital during the Terminus War. One of the farthest planets from the Core Worlds, it takes approximately a week to travel to the Core Worlds by hyperspace. Covered in massive canyons and mountains, Spera’s rough terrain made initial colonization efforts difficult, although not impossible. The Smierc Collective has since turned the planet into one gigantic iron mine for its numerous war machines to try and conquer the New Union.
- Vaccaro:
A formerly temperate world, Vaccaro was the site of the largest battle during the Insurgency Wars, when several nuclear detonations caused a planet-wide nuclear winter to settle in. Without proper access to its orbiting star’s energy, Vaccaro soon turned into a snowy wasteland with pockets of lethal radiation still on the surface. The planet was also the HQ of the Free Silentians back during the Great Silentian War, and thus has a historical significance for many in the New Union. The Smierc Collective uses this planet now as a defensive emplacement, with numerous interceptor launch pads and missile launch sites dotting the planet. In addition, the Smierc Collective always keeps its orbital defense platforms online for any possible New Union intrusions.
- Pacem:
A somewhat lush jungle world, Pacem remains one of the safehouses of the Sigma Sector. Pacem has a jungle climate, with humidity and heat being major factors. During its days as part of the Aequalis Federation, it served as both a biological preserve and a research center for biological weapons, of which the preserve served as a decoy. The New Union shut down many of the former bioweapons research facilities, but with the takeover by the Smierc Collective many of these facilities have now come back online.
- Starko:
One of the few gas planets that were colonized, Starko houses one of the largest networks of floating cities in the Sigma Sector. Originally unpopulated, owing to its nature as a gas planet, Starko only began to house humans as the Aequalis Federation took the planet from the New Union. Existing floating gas mining stations were reconfigured to host housing facilities, and further expansions resulted in multiple cities dotting Starko’s atmosphere. Occasional storms cause significant damage to the city infrastructure, often requiring extensive repairs after the storm blows over. After the Smierc Collective took over the planet from the New Union, it reactivated many of the gas mining stations in order to fuel its massive Invasion Fleet for the Cruento War.
- Yabrao:
The newest planet to have been added to the New Union, Yabrao was part of the major New Union expansion of the Sigma Sector into the Milky Way. It has quite a hot and humid climate, along with a very large, contiguous jungle covering the equator. Around its Northern Hemisphere, Yabrao is much more stony and desert-like, which resulted in few colonies being set up. The Southern Hemisphere is almost entirely an ocean, which required floating cities in order to properly colonize the area. The Smierc Collective had actually planned to take over the planet when the New Union suddenly appeared and took it over instead. Angered by the perceived threat, the Smierc Collective invaded Yabrao with a full assault, beginning the Smierc Collective’s assault on the New Union’s Outer Territories that started the Cruento War. As of now, the Southern Hemisphere on Yabrao serves as the Smeric Collective’s naval shipbuilding center.
- Valeira:
The Homeworld of the Smierc Collective, Valeira lies far beyond the Sigma Sector: approximately 50,000 light years away from the farthest Outer Territory planet of the Sigma Sector. Valeira resides in the Valeira System, where a medium yellow star provides the energies for life to flourish. The planet itself, however, was not friendly to life, as the harsh landscape and weather beat down anything too soft to survive. It was in this environment that the Smiercs evolved, leading to their highly war-like society and the might of the Smierc Collective. The planet currently hosts the central Smierc Collective government, and has multiple continents and oceans. The harsh weather causes several hurricanes to form on the surface, although the Smiercs have adapted their structures to withstand the storms.
*||CLASSES // WEAPONS // LOADOUT||*
- The Sabre Corps -
Recon Trooper:
The Recon Troopers are the first troopers to enter into an enemy’s domain, scouting out important positions for the rest of the incoming force to focus on. Without the vital intelligence gathered by the Recon Troopers, most major New Union military operation could not be successful. The Recon Trooper also serves as the Sabre Corps’ snipers, with all troopers being extensively trained in accurate long-distance marksmanship.
- Primary Weapons (Choose One)
1) Type-AB HoloSniper: The standard issue New Union holosniper. It has a magazine capacity of 10 holo-bolts and is operated via bolt-action. It’s average firerate is 55 RPM, with an effective range of 800 meters. It’s built in 10x scope provides a clear sight-picture, enhancing its accuracy.
2) Remington Adaptive Marksman Rifle (AMR) Mk.3: A special-issue sniper exclusive for the Sabre Corps, its main advantage against the Type-AB is its semi-automatic fire, vastly improving its firerate compared to the standard issue sniper rifle. It has a magazine count of 20 holo-bolts and has a firerate of 525 RPM. The rifle comes with a 8x scope, but it can be replaced with other optics if need be. It has an effective range of 720 meters, and is a little less accurate than the Type-AB as a result of its semi-automatic action.
3) Kronos Industries Special Purpose Sniper Rifle (SPSR) Model 4: Another sniper rifle option for the Recon Troopers, the SPSR is a more stealth-focused sniper than the other two rifles. It has an integral silencer, but suffers from a range penalty as a result, having a meager effective range of 670 meters. The SPSR holds 5 holo-bolts in its magazine, and operates via bolt-action. The SPSR has a firerate of 60 RPM, and is equipped with a stock 8x scope.
- Equipment (Choose One)
1) Mk.14 Recon/Combat Drone: An unmanned aerial vehicle (UAV), the Mk.14 serves to increase the Recon Trooper’s search radius. The 1200 MP camera on its underside allows for long-distance pictures to appear crisp and clear, enhancing intel-gathering activites. In order to be easily transported, the drone collapses into a briefcase format, which the Recon Trooper can carry into the field. As part of its self-defense, the Mk.14 comes with a small Holo-Turret that fires off holo-bolts with high accuracy.
2) Artillery Spotter: The Artillery Spotter allows for the Recon Trooper to request an artillery salvo on a specified area. The receiving New Union Naval Ship then proceeds to fire off a 10 holo-artillery shell strike on the specified area.
Frontline Operative:
The main infantry soldiers that go in and secure the objectives, the Frontline Operatives are one of the best trained among all of the Sabre Corps. They are trained in various hand-to-hand combat techniques and weapons handling, and are capable of adapting to various situations on the fly. The Frontline Operatives are the most numerous of the Sabre Corps, but that does not mean that they are simple grunts. Without Frontline Operatives, the New Union would have collapsed long ago to the Smierc Collective.
- Primary Weapons (Choose One)
1) Type-BC HoloRifle: The Type-BC HoloRifle is the standard issue assault rifle of the New Union. The Type-BC holds 30 holo-bolts in its magazine, and has a firerate of 700 RPM. Like its predecessor, the Type-100A1 HoloRifle, the Type-BC also has a secondary fire ability, which fires off a slow charged holo-bolt round. The rifle has an effective range of 500 meters, and has standard iron-sights in its stock form. The rifle is a bullpup, as its magazine is located behind the trigger. The Type-BC has three modes of fire as well: semi, auto, and safe.
2) Remington Maximum Performance Field Rifle (MPFR) Mk.2: The MPFR is one of the two exclusive rifles designed for the Sabre Corps. It has a magazine capacity of 25 holo-bolts, and has a firerate of 720 RPM. The MPFR’s effective range is 450 meters, which is less than the standard Type-BC. However, to compensate for this lack of range, the MPFR has the most accuracy among the assault rifles, along with a more powerful holo-bolt round, which is capable of exploding into deadly burning fragments when contacting enemy flesh. There are also three modes of fire: burst, auto, and safe.
3) Kronos Industries Light Adaptable Assault Rifle (LAAR) Model 12: The LAAR is one of the most versatile rifles of the Sabre Corps, even more so than the standard Type-BC. Its light weight also facilitates movement for Sabre Corps units. Unfortunately, this resulted in a very average performing rifle, with no stats excelling over the other two rifles. The LAAR has a magazine capacity of 20 rounds, and has a firerate of 670 RPM. Its effective range is 430 meters. The three modes of fire are: semi, burst, safe.
- Equipment (Choose One)
1) Field Medical Kit: The Frontline Operatives are all trained in first aid and field treatment along with their combat training. The Field Medical Kit comes with the standard medical supplies, such as bandages, fast-repair ointments, gauzes, pain relievers, temporary mechanical prosthetics, etc.
2) Mk.16 Grenade Launcher: A special weapon to provide some more explosive capabilities for the Frontline Operatives, the Mk.16 fires off 40mm holo-grenades that explode on contact. The grenades can also be configured to explode on a fuse, giving more options for the user.
Heavy Support Troopers:
The Heavy Support Troopers, known affectionately as “Heavies”, are the primary support soldiers for the majority of the Sabre Corps. They are known to be comprised of Sabre Corps soldiers that are the bravest of them all, or the stupidest. Either way, the Heavies enter into the field of battle without fear of being killed, providing suppressive fire to let the other Sabre Corps soldiers to advance under cover.
- Primary Weapons (Choose One)
1) Type-KJ HoloLMG: The standard HoloLMG for the New Union, the Type-KJ is the newest iteration of the HoloLMG that the New Union fields. It has a reputation for being one of the most reliable HoloLMGs in the Sabre Corps’ arsenal and is beloved by most Heavies, even those that chose other weapons for personal preference. The Type-KJ has a magazine capacity of 100 holo-bolts, and has a firerate of 620 RPM. It has an effective range of 370 meters.
2) Remington Fast Reaction LMG (FRLMG) Mk.5: The FRLMG is the lightest LMG in the Sabre Corps arsenal and is known to be fast in responses. Its light factor enhances its handling characteristics, almost feeling like an assault rifle than an LMG. However, as a result of its focus on lightness, the FRLMG has a diminished magazine capacity. The FRLMG holds 50 rounds in its magazine, and has a firerate of 700 RPM. Its effective range is 380 meters.
3) Kronos Industries Directed Energy Suppressor (DES) Model 6: The DES is not a standard LMG, as it is a directed energy weapon. As long as the trigger is pulled, the DES fires off a steady beam of holo-energy that inflicts deadly damage. Unfortunately, the DES has an overheat limiter of about 4.5 seconds, with a cooling down period of 2 seconds. The DES operates on a battery, which can last about 50 sustained shots. Its effective range is 240 meters as a result of the energy beam dissipating at longer ranges.
- Equipment (Choose One)
1) Ammo Cache: The Heavies are often the ammo carriers of the Sabre Corps ground forces, and the Ammo Cache is a simple way to transport ammo onto the field. Each cache holds about 20 rifle magazines, 20 LMG box magazines, and 20 sniper magazines.
2) Mk.20 Holo-Mortar: In addition to ammo support, Heavies often provide mortar support for ground forces as well. The Mk.20 has an effective range of 4500 meters, and fires 60mm holo-mortars that has a devastating splash damage effect. The typical Heavy carries around 10 rounds per mortar.
- Secondaries - (This is for all classes // Choose One)
1) Type-BM HoloPistol: The standard issue pistol of the New Union. It is a reliable workhorse, descended from a line of HoloPistols known for their legendary reliability on the battlefield. The Type-BM holds 12 holo-bolts in its magazine and has a firerate of 380 RPM. It is limited to semi-automatic action however, and has an effective range of 90 meters.
2) Type-BX AutoPistol: An automatic variant of the Type-BM HoloPistol, the Type-BX is typically favored by those that value fast fire over accuracy. The magazine holds 16 holo-bolts, and the AutoPistol has a firerate of 700 RPM. Its effective range is 70 meters, and has three firemodes: safe, burst, auto.
3) Remington Revolver Mk.15: The classic revolver that is most commonly associated with the old Lone Wolves, although nowadays the Twisted Wolves are more commonly seen using these scavenged weapons. The Revolver holds 8 holo-bolts in its revolving cylinder, and has a firerate of 300 RPM. It is a double-action revolver, and has a effective range of 110 meters.
4) Kronos Industries Burst Energy Pistol (BEP) Model 13: The BEP is a unique energy pistol, firing out large energy blobs that explode after a while. These blobs are plasma-based, capable of burning through most heavy armor. As a result of its unique ammunition, the BEP suffers from a range reduction. The BEP has an effective range of 40 meters, and has a firerate of 280 RPM. It holds 5 plasma-blobs in its magazine.
- Attachments (3 for Primary Weapons, 2 for Secondary Weapons)
1) Laser Sight
2) 4x Zoom Scope
3) Grip
4) Red-dot Sight
5) Extended Magazines (+10 rounds)
6) Fast-Mags (reduce reload times)
7) Suppressor
8) Range-extender (barrel attachment)
- Mortus Troopers -
Hunters: The Hunters are some of the best scouters in the Mortus Troopers. They are known for their highly developed sense of smell, along with highly developed eye sights. Their naturally great senses are enhanced even further by the various body-modifications that the Mortus Troopers undergo. They are also highly trained long-ranged marksmen, capable of hitting shots beyond any unmodified species could hit.
- Primary Weapons (Choose One)
1) Trucizna: The standard issue long-range sniper of the Mortus Troopers, the Trucizna is quite deadly in trained hands. It is a semi-automatic sniper rifle that fires energy crystals, the standard round in all Smierc Collective military branches, which are capable of burning once contact is made. The rifle holds 12 crystal-bolts and has a firing rate of 500 RPM, along with an effective range of 620 meters. It comes with a digital 12x scope, with a backup optical sight if needed.
2) Zmija: The Zmija is a more precision-oriented sniper, utilizing a steady recoilless semi-automatic action in order to prevent deviation from the target. The Zmija has a magazine capacity of 10 crystal-bolts, and has a firerate of 450 RPM. Its effective range is 700 meters, and comes with a built in 15x scope.
3) Sokol: The Sokol is the rapid-fire marksman rifle, capable of providing accurate supporting fire for Mortus Trooper squads. Unfortunately, this resulted in a much worse accuracy compared to that of other sniper rifles, so it is valued for its fast fire rather than pin-point accuracy. It has a magazine capacity of 20 crystal-bolts and has a firerate of 620 RPM, but is limited to semi-automatic fire. Its effective range is 500 meters, and has a built in 8x scope.
- Equipment (Choose One)
1) Large Area Portable Shield (LAPS): The LAPS is the Smierc Collective’s protective shield for infantry squads. This complements the personal shields that the Mortus Troopers have in their armor, enhancing survivability. The LAPS can protect even against orbital strikes for up to 2 minutes before it overloads and shuts down.
2) Data Server: The Data Server is a special-purpose portable computer that can process large amounts of battlefield information to help commanders with their battle plans. This requires that a steady wireless connection be maintained with the main commander, without which the server is useless. However, the computer is vulnerable to unmanned aerial units, as it does not have defensive turrets and is quite visible once deployed.
Knights: The main infantry soldiers of the Mortus Troopers, Knights are the backbone of the Smierc Collective. Selected from the hardiest species that the Smierc Collective conquered, the Knights are incapable of feeling pain. Their fearlessness and ruthlessness strikes terror into their enemies, who often crumble and retreat rather than try and futily resist.
- Primary Weapons (Choose One)
1) Szabla: The standard issue assault rifle of the Smierc Collective, the Szabla is admired for its extreme longevity in the battlefield, with some early models actually lasting for a 124 years of active service. It fires the standard energy crystal rounds that the Smierc Collective uses. The Szabla holds 32 crystal-bolts in its magazine, and has a firerate of 720 RPM. Its effective range is 520 meters.
2) Wlocznia: The Wlocznia is a more specialized assault rifle, drawing elements from marksman rifles. It is highly accurate even with automatic fire, making it a good versatile weapon for most situations. However, the automatic nature of the Wlocnzia limits its accurate range, as any further results in wildly deviating crystal-bolts. The Wlocznia holds 25 crystal-bolts in its magazine, and has a firerate of 700 RPM. It has an effective range of 490 meters.
3) Toporek: The Toporek is a heavy-hitting assault rifle, focusing primarily on damage rather than anything else. As a result, it is not the most fast firing or the most accurate rifle in the Mortus Troopers’ armory. The Toporek makes up for this in the damage department, capable of killing enemy soldiers in about two shots without armor. The Toporek holds 20 crystal-bolts in its magazine and has a firerate of 620 RPM. Its effective range is 440 meters.
- Equipment (Choose One)
1) Revival Serum: The Revival Serum is a highly guarded military secret of the Smierc Collective. It is capable of reviving dead Mortus Troopers if they have died in the last 5 minutes. Once revived, the Mortus Trooper must be healed a little bit before jumping back into the action. As a result, the Mortus Troopers have a reputation of being unkillable. The Serum is not without flaws however, as it cannot revive soldiers that have been shot in the head.
2) Anti-Personnel Mines: The Anti-Personnel Mines are a combination of crystal fragments and a powerful energy field that detonates to devastating effect. The crystal fragments burn inside flesh once contacted, and the energy field practically disintegrates enemy soldiers. However, they can be detonated from a safe distance with another explosive device.
Berserkers: The Berserkers are the dangerous soldiers in the entire Mortus Troopers division. They can be described as the true Mad Soldiers, as they have no disregard for their own lives when charging into battle. However, they are not completely senseless, as they return to their original personalities after their Battle Rage ends. Even so, a single Berserker has been known to kill dozens of soldiers without any problems, even hundreds according to some legends.
- Primary Weapons (Choose One)
1) Maczuga: The standard issue suppressive weapon, the Maczuga is a pretty standard LMG-analogue among the Mortus Troopers’ armament. It does not excel in any particular statistic, but it is highly reliable for most combat situations. There have been very little reports of the Maczuga failing mid-combat. It holds 120 crystal-bolts in its magazine and has a firerate of 620 RPM. Its effective range is 400 meters.
2) Mlotek: The Mlotek is a specially designed suppressive weapon that fires explosive crystal-bolts that have a large blast radius. It is used to keep enemy soldiers in their cover while threatening them with a fiery death. Unfortunately, as a result of its special ammunition, the Mlotek suffers from a low firerate and range. The Mlotek can hold 45 explosive crystal-bolts in its box magazine, and has a firerate of 410 RPM. Its effective range is 280 meters.
3) Dzida: The Dzida is a specially designed suppressive weapon for the Mortus Troopers, capable of firing rapid-fire crystal-bolts down range. It uses a unique burst fire mechanic that increases the damage of the last crystal-bolt of the burst, which is usually enough to deliver a clean kill. The burst mechanic unfortunately limits the amount of suppression that can be done, as there is a slight delay between bursts. The Dzida has 63 crystal-bolts in its box magazine and has a firerate of 400 RPM. It has an effective range of 410 meters, while having a 3 crystal-bolt per burst.
- Equipment (Choose One)
1) Sticky Explosives: The Berserkers are feared for their brutality, and this shows in their choice of explosives. Berserkers are highly trained in explosives, and their specialty Sticky Explosive are capable of bringing down entire capital ships if not detected fast enough. More often than not, Berserkers like to attatch the body parts of their slain foes on the explosives to terrorize the enemy forces.
2) Crystalline Generator: Along with being tasked to charge the enemy lines, Berserkers also function as ammo carriers in the Mortus Troopers. To do this, Berserkers carry with them the Crystalline Generator, which prints energy crystal-bolts constantly. As a result, the Mortus Troopers have basically unlimited ammo, at least until power runs out the Generator.
- Secondaries (for all classes // Choose One)
1) Kindzat: A simple, standard issue crystal-bolt pistol for the Smierc Collective. They are known for their high accuracy and ease of repair on the field. As a result, the Kindzat is one of the favorite sidearms of the Mortus Troopers, who value a good weapon. The Kindzat holds 18 crystal-bolts in its magazine and has a firerate of 400 RPM. It is semi-automatic only, and has an effective range of 410 meters.
2) Golonka: The Golonka is a unique shotgun-esque sidearm for the Mortus Troopers. The pistol fires 8 crystal-pellets per shot, and can be quite devastating in close quarters situations. Unfortunately, it inherits the problem of a shotgun, namely that its range is limited. The Golonka holds 6 crystal-shots (8 pellets per shot) and has a firerate of 350 RPM. The pistol has an effective range of 40 meters, and is limited to semi-automatic action.
3) Strajk: The Strajk is an automatic pistol designed for the Mortus Troopers. The pistol’s focus on raw firepower resulted in decreased range, but it is still pretty accurate for an automatic pistol. The Strajk holds 24 crystal-bolts in its magazine and has a firerate of 820 RPM. It has an effective range of 120 meters.
- Attachments (3 for Primary Weapons, 2 for Secondary Weapons)
1) Targeting Laser
2) 4x Optical Scope
3) Recoil Compensator
4) Holographic Sight
5) Extended Magazines (+10 rounds)
6) Fast-Mags (reduce reload times)
7) Damage Enhancer (+10 damage for -20 RPM)
8) Range-extender (barrel attachment)
- Twisted Wolves -
The Twisted Wolves are a band of free agent mercenaries working for the Falcons. As a result, they are not limited to any special class and often operate weapons scavenged from both the Sabre Corps and the Mortus Troopers. As a result, strange weapon attachment combinations may be created by the Twisted Wolves.
(If your character is part of the Twisted Wolves, you may use any weapons and attachments. The same carry limits still exist, such as 1 Primary Weapon - 3 attachments, 1 Secondary Weapon - 2 attachments.)
*||ARMOR SYSTEM (Sabre Corps // Smierc Collective)||*
- Sabre Corps -
KAISYS:
The KAISYS armor is the ultimate evolution of the personal protective exo-suits that the Old Federation, Old Union, and the New Union have fielded over the years. The state of the art KAISYS is specifically designed for the New Union’s premier Sabre Corps, being able to accommodate all Sabre Corps modifications without any problems systems-wise. Unlike the older ARMSYS armor, the KAISYS is able to enhance the Sabre Corps’ soldier’s abilities by 15-times, in addition to possessing more reactive armor with enhanced protection.
- Features (These come with all armor variants)
1) Customizable Armor Pieces: allows for the individual soldier to customize their armor’s appearance however they like.
2) The Instantaneous Reactive E-Shield System (IRESS): The latest protective shielding technology, the IRESS is the evolution of the prior VESS for the ARMSYS armor. The IRESS is able to react to nearly all attacks within the microsecond, along with possessing the strongest E-Shield (energy shield) to date. Thanks to this combination, the IRESS is more than capable of defending the Sabre Corps soldier from outside threats. The IRESS, like the VESS before it, deflects shots by angling the E-Shield at the right moments. In case of a system failure, a manual E-Shield option is still available, forming on the forearms of the KAISYS armor.
3) Grappling Hook: a magnetic, barbed hook based launcher, the grappling hook provides faster means of travel for a Sabre Corps soldier. In certain situations, the sheer force of the grappling hook allows it to be used as a weapon to quickly draw in enemies
4) Booster Pack: a set of maneuvering jets attached to the KAISYS armor’s power-pack, behind the soldier. Enhances maneuverability significantly, and allows for rapid positional switching to confuse the enemy and to dodge incoming attacks. Can be used to hover for a limited time.
5) S-Node: the most important part of the KAISYS armor suit, the S-Node boosts significantly the production of Silentium for a Sabre Corps soldier. The S-Node also provides the main power to the KAISYS suit, while a backup fusion generator stands by in case of the S-Node’s failure.
6) Custom Modules: There are two slots in the KAISYS armor that allows for custom built modules to be placed by each Sabre Corps soldier. This is entirely optional, and most custom modules serve to provide an additional boost to the soldier that requires it. On occasion, a custom module may be a storage place for a custom weapon for a Sabre Corps soldier.
- Variants
1) KAISYS Alpha: Designed for speed and accuracy, the KAISYS Alpha is the armor most preferred by the Recon Troopers. In order to make sure that its speed and accuracy is unhindered, the Alpha makes sacrifices in terms of defence and durability in its armor. As a result, the KAISYS Alpha heavily relies on its sheer speed to avoid enemy fire and strike quickly back.
2) KAISYS Beta: Designed for balance, the KAISYS Beta is the armor most preferred by the Frontline Operatives. Its main specialty is to be the most balanced and versatile armor among the three KAISYS variants. As a result, it is one of the most reliable KAISYS variants in current New Union service.
3) KAISYS Gamma: Designed for heavy defence and survivability, the KAISYS Gamma is preferred by most Heavy Support Troopers. In addition to a more robust IRESS, the Gamma armor is covered with nano-tech enhanced metal alloys, along with shock-absorbing materials to counter melee attacks. The KAISYS Gamma armor has been tested to be able to survive a point-blank impact from a rail-gun turret, and has been recorded to have barely survived a nuclear explosion. Unfortunately, this focus on defence resulted in poor speed and accuracy, making the armor a lot more bulky than most other infantry personal armors.
- Mortus Troopers -
SKANDIA:
The SKANDIA Personal Armor System is one of the most advanced infantry armor systems to have been developed by the Smierc Collective. Designed specifically for the Mortus Troopers, the SKANDIA armor cannot be worn by unmodified individuals, as the armor’s thresholds will literally tear apart an unmodified soldier if they attempt to move. The SKANDIA armor is integrated into the very biology of a Mortus Trooper, able to retract and form from the skin upon command. The armor, while providing defence capabilities to a Mortus Trooper, is also capable of enhancing a soldier’s strengths to 20 times their normal thresholds.
- Features (These come with all armor variants)
1) Organic Color Diodes: Allows for a Mortus Trooper to change their SKANDIA armor’s color by will, allowing for more camouflage options and a degree of personal customization for a Mortus Trooper.
2) Bio-Field System (BFS): The BFS is a unique personal shielding technology developed for the SKANDIA armor system. The BFS is generated once an incoming threat is detected, capable to deflecting most energy projectiles and shrapnel from explosions. Once the shielding is depleted from repeated impacts, the BFS takes approximately 30 seconds to fully regenerate. During this regeneration period, the SKANDIA armor compensates for the decreased defence by angling the armor pieces to facilitate ballistic deflection.
3) Personal Grav-Manipulator: The Personal Grav-Manipulator (PGM) is a special device that allows for a Mortus Trooper to lift up heavy objects without too much effort. The PGM manipulates gravitons to lessen gravity in specific areas, allowing heavy objects to be rendered nearly weightless. In addition to lifting heavy objects, the PGM is able to pull Mortus Troopers towards a target if they choose so, in a similar matter to a grappling hook.
4) Anti-Gravity Pack (AGP): The Anti-Gravity Pack is a personal movement assistant for the SKANDIA armor. The AGP allows a Mortus Trooper to gain the ability to fly for a brief period of time, ranging from 20 to 40 seconds. After use, the AGP takes 30 seconds to recharge for another use. The AGP, like its name suggests, utilizes similar principles to the PGM, manipulating anti-gravitons to achieve lift. The AGP can also be used to quickly maneuver on the ground as well, strafing rapidly into cover.
5) Focus Crystal: The Focus Crystal is central to the SKANDIA armor, as without it the whole armor system falls apart. The Focus Crystal allows the Mortus Trooper to connect to the Smierc Collective’s Central Military Network, an entirely mental network powered by Smierc Collective psychics. The CMN provides real-time updates on the battlefield and allows for unspoken communication between each individual Mortus Trooper, drastically improving military responsiveness on the battlefield.
6) Custom Modules: In order to better fit the needs of each Mortus Trooper, the Smierc Collective authorized custom modules to be constructed for the SKANDIA armor system. Each Mortus Trooper is given an option for two Custom Modules to help their combat efficiency on the field. A Custom Module could also be a special weapons storage for a Mortus Trooper, who may require it for optimal performance.
- Variants -
1) SKANDIA Lowca: A highly aggressive and fast SKANDIA variant, the Lowca is capable of absolutely shredding enemy ranks. While the Lowca is suitable for the initial combat rush, it is incapable of lasting for long in battle, breaking down as a result of a low defence-threshold. The Lowca is therefore preferred by the Hunters, as they are not usually expected to engage in frontline battles, but having an aggressive option helps.
2) SKANDIA Rycerz: The standard, balanced combat SKANDIA variant, the Rycerz is one of the most reliable SKANDIA variants. While not particularly good in either offense or defence, the Rycerz makes it up for being a balance between the two fronts. As a result, the Rycerz is the preferred SKANDIA variant for the Knights, the primary infantry class of the Mortus Troopers.
3) SKANDIA Dziki: The heavy defence-focused SKANDIA variant, the Dziki is a sheer tank in terms of its defence capabilities. The Dziki sacrifices mobility and offensive options for a heavily reinforced defence, capable to taking multiple aerial bombing runs in a row without any problems. As a result, the Berserkers often choose the Dziki to help their battlefield survival, as they are often the main targets for the enemy soldiers.
- Twisted Wolves -
The Twisted Wolves tend to either use scavenged armor systems from various battlefields or simply go in their usual mercenary wardrobe. There is no standardized armor system for the Twisted Wolves.
(For the Twisted Wolves characters, in your Character Sheet feel free to choose whichever armor system suits you best, but note that it is damaged or scavenged)
*||ENHANCEMENTS||*
- Sabre Corps -
Unlike previous Silentian military branches, the Sabre Corps uses extensive body modifications in order to enhance their soldiers’ performances. As a result, the Sabre Corps is one of the most successful Silentian-majority military divisions in the history of the New Union, capable of holding off the Smierc Collective on their own. The body modifications are often applied through surgery, which is reported to be quite painful.
- Tier 1 Enhancements
1) Enhanced Metabolism: Drastically increases the body’s metabolism, increasing the soldier’s speed and reflexes compared to an unmodified human’s body.
2) Body of Steel: Increases the hardness of the soldier’s skin, allowing him/her to survive explosives that would have otherwise killed them. However, this makes it hard to perform surgical procedures, as cutting through the skin is quite difficult.
3) Electronics Master: A specially modified control chip is implanted into the soldier’s brain, allowing them to hack into enemy tech and control them against the enemy. Too much use can potentially cause a sudden coma, and thus this enhancement should be used sparingly.
- Tier 2 Enhancements
1) Stealth Mode: The soldier’s body undergoes a special modification to be more stealthy than a normal human’s. Special radar-absorbing molecules are infused with the normal skin cells, along with the capability to angle the skin to deflect radar waves passively. As a result, the soldier is invisible to most electronic surveillance, but is more vulnerable to weapons fire as a result of a weaker skin.
2) Steady Hands: With this modification, the soldier is able to keep their sight picture steady. The normal hand shaking is regulated via a special neural enhancement, allowing the soldier to be much more accurate than normal.
3) Master Jumper: Once the soldier undergoes this modification, they are able to jump twice as high as a normal soldier. The modification also allows the soldier to survive falls that would normally kill ordinary soldiers.
- Tier 3 Enhancements
1) Enhanced Auditory Senses: This modification greatly increases the sensitivity of a soldier’s hearing. As a result, these enhanced soldiers are capable of hearing even the slightest footsteps, ensuring that they are prepared for any situation. Unfortunately, this auditory upgrade comes at a cost, as modified soldiers often have trouble with regular noise, as it is now too loud for them. As of now, all modified soldiers are equipped with a special switch hardwired into their neck that allows them to switch between enhanced and normal hearing.
2) Stamina Boost: A soldier with this enhancement is able to sprint for twice as longer as an average soldier. This ability comes useful to those that favor mobility on the ground, as it can allow for a more wider range of combat. If used too much, the built up lactic acid often causes severe cramps afterwards, so caution must be exercised when deploying this enhancement.
3) Augmented Muscleman/Musclewoman: This enhancement greatly increases the base strength of a soldier. Reported feats that the enhancement has allowed are: lifting small buildings, punching straight through enemy armor, etc. Repeated, extended use of this modification can result in severe muscle tears as the body is not able to handle the amount of power used.
- Mortus Troopers -
One of the main reasons why the Mortus Troopers get their fearsome reputations among their enemies is that all Troopers are significantly enhanced. Many are trained from birth, often receiving extensive implants and modifications throughout their training. Many trainees have died while undergoing modifications surgery, but the survivors are the absolute pinnacle of the Smierc Collective.
- Tier 1 Enhancements
1) Body Armor-Plates: In addition to their already powerful armor, Mortus Troopers are also given access to this modification to increase their defenses even more. These Armor-Plates shift in different angles in order to deflect enemy ammunitions without compromising different sections of the body.
2) Passive Shielding: Derived from a unique gene from a rare predator on the Smierc homeworld, the Passive Shielding genetic modification protects Mortus Troopers from explosive damage. It is an energy shield that only activates when a lethal explosion is detected, capable of mitigating about 90% of the damage.
3) Faster Reactions: This modification, just as its name suggests, increases the reaction-speed of the Mortus Trooper. This allows the Mortus Trooper to anticipate attacks by the enemy before they even realize it, and serves to save a potential life.
- Tier 2 Enhancements
1) Arm Blade: The Arm Blade is a strange modification, as it transforms the primary arm of a Mortus Trooper into a biological blade. This gives the Mortus Trooper more offensive options, as most enemy soldiers do not expect a sudden sharp blade to manifest from an arm.
2) Shoulder Spikes: The Shoulder Spikes are biological projectiles that are fired from, as expected from the name, the shoulders. These spikes are often capable of penetrating armor, or at least embed themselves deep enough to cause structural damage.
3) Acid Blaster: From special pores on the chest, a Mortus Trooper with this enhancement can fire deadly acid blobs towards an enemy. Of course, the combat armor needs to be modified to fit this enhancement without risking self-injury. The Acid Blaster can result in self-melting if used carelessly.
- Tier 3 Enhancements
1) Mutual Healing Field: A genetic modification that was derived from a common herbivore other Smierc homeworld, the Mutual Healing Field is an energy field that gives off healing rays to those within the field.
2) Stamina Recovery: With this modification, Mortus Troopers are able to replenish their teammates’ stamina when it becomes depleted. This allows for the entire team to move forward at a constant rate, never slowing down because of tiredness.
3) Neural Connection: A special neural gene is inserted into the modified Mortus Trooper in order to grant them a special psionic connection between each other. This neural connection allows for a squad of Mortus Troopers to synchronize their attacks and movements with unparalleled speed. If this neural connection is held for too long, it is possible that a Mortus Trooper may go insane from the intense experience.
*||LORE (Background Info)||*
The Sigma Sector:
The furthermost part of the Milky Way from Old Earth, the Sigma Sector is now the host of the most successful human colonist movement by the Old United Nations. First discovered by scientific probes in the year 2140 CE, the first human colonists, organized by the UN, entered the Sigma Sector during the year 2170 CE. With the establishment of a colonial government, human colonies expanded further into the Sigma Sector, until the UN finally granted the colonial government independence during the year 2210 CE, forming the Federation.
The Federation of the Sigma Sector (disbanded):
The old government of the entire Sigma Sector, the Federation lasted from the years of 2210 CE through 2290 CE. Descended from the first human colonists of the Sigma Sector, the Old Federation was a federal republic with democratic elections held to elect politicians. With the advent of the Crepitus Event, the Old Federation devolved into the Federation Remnant, before completely collapsing because of the crisis. The Federation is now referred to as the Old Federation to differentiate it from the former Aequalis Federation, which took some cues from the Federation’s structure.
The Union of the Sigma Sector (disbanded):
Taking the place of the collapsed Old Federation, the Union followed the federal republic-style government that the Federation employed. Unlike the Old Federation, the Union was much more autocratic in its rule, and citizens often paid high taxes to support the military expansions. As the Union was formed during the Federation’s fall, it had to impose order on the insurgency-filled Sigma Sector, sparking the Insurgency War of 2310 CE. With the discovery of the Silentians among its population, the Union quickly began to repress the Silentians, sparking a revolutionary faction known as the Free Silentians. When the Free Silentians eventually conquered the Union capital of New Krona, the Union fell and the New Union emerged. The Union is now referred to as the Old Union to differentiate it from the New Union.
Free Silentians (disbanded):
The Free Silentians was a faction that emerged during the year 2320 CE. Fighting for Silentian-rights as the Union continued to repress the Silentians, the Free Silentians was a rebel faction that managed to take over the Union in the year 2331 CE. Descendents of the Free Silentian soldiers continue to be honored in the New Union.
The Aequalis Federation of the Sigma Sector (disbanded):
The descendents of the splinter Silentian Corps faction, the New AERIS Division, the Aequalis Federation was a republic in name only. While maintaining that it is a democratic society, the Aequalis Federation was in truth an oligarchy, run by the military leaders rather than the civilians. The Aequalis Federation continued its propaganda that the New Union is not capable of ruling the Sigma Sector properly, and that the Aequalis Federation is the only legitimate government during its heyday. The Treaty of New Omsk required that the Aequalis Federation recognize the New Union’s legitimacy, which the Aequalis Federation reluctantly signed. Once it was revealed that all of the Aequalis Federation’s leadership were part of the Enlightened and later killed as a result of the failed 2nd Crepitus Event, the Aequalis Federation fell into anarchy until the New Union reconquered its former territories.
The New Union of the Sigma Sector:
The continuation of the Old Union, the New Union is the main human-led government within the Sigma Sector. When first formed, the New Union managed to maintain control over the entire Sigma Sector, but the Ghoul invasions cut off the New Union from the Core Worlds. One by one, the New Union eventually gained back their old worlds, but several dozen planets continued to be held by a splinter faction known as the New AERIS Division. The New AERIS Division would eventually turn into the former Aequalis Federation, which later fell after the failed 2nd Crepitus Event virtually wiped out all of the leadership. Now, the New Union is the sole legitimate government of the Sigma Sector, and vows to not lose their territories against the invading Smierc Collective.
The Elders:
An extinct, ancient intelligent species that once controlled the Sigma Sector under their Republic. They were regarded as literal gods during their heyday, and were worshipped by other species that lived in the Sigma Sector. However, as the species began to die out due to sheer old age, a massive schism formed between two factions. The Loyalist Elders argued that all Elders should pass their knowledge onto the next worthy species. The Patriarchs, the military division of the Elders, believed that the Elders must try and rebuild their civilization, no matter the cost. This schism later broke out into all-out war, finally killing off whatever Elders remained in the Sigma Sector. When the Patriarchs deployed their devastating biological weapons, the Ghouls, it resulted in a virtual wipeout of all life in the Sigma Sector. The Guardians were a special group of Elders that were formed to directly face against the Patriarchs, eventually imprisoning all rebelling Patriarchs. After the last Patriarch, the leader of the rebellion Zachariel, was imprisoned, the Elders finally died off and left their legacy to the next worthy species.
Fractured War:
An inter-dimensional war waged between the Federation and the Empire of Terrarum. While the war started in the year 2270 CE, the Schism, a portal linking the two worlds, decayed in the year 2274 CE, stopping the war effectively.
(RP Information here: forum.roblox.com/Forum/ShowPost.aspx?PostID=175596899)
Crepitus Event:
A catastrophic disaster that occurred in 2283 CE. Wiped out almost 2/3rd of the Sigma Sector’s population. The years that followed were filled with instability and rebellions. Officially reported to be a record solar flare. It was actually a covered up Patriarch attack that attempted to wipe out all life in the Sigma Sector, but failed and only ended up creating the Silentians.
(RP Information here: forum.roblox.com/Forum/ShowPost.aspx?PostID=177477088&PageIndex=1)
2nd Crepitus Event: A failed attempt by the Enlightened to try and ascend to godhood, the 2nd Crepitus Event resulted in the complete destruction of the moon Cesena-01. Had the Enlightened succeeded in their attempts to fire off another Crepitus Event, it would have resulted in the complete eradication of all life in the Sigma Sector except for the Enlightened, who would have been ascended into the ranks of the Patriarchs.
Insurgency War:
An armed struggle during 2310 CE between the Union and rebel forces. Lots of lives were lost, but in the end the Old Union came out as the dominant government of the Sigma Sector.
Great Silentian War:
A war waged between the years 2315 CE and 2331 CE, the Great Silentian War was a struggle between the Free Silentians and the Old Union. The old, corrupt Old Union government mistreated and tortured Silentians in search for their power, and thus the Free Silentian resistance group formed and ended the war with the defeat of the Old Union and the formation of the New Union government.
(RP Information here: forum.roblox.com/Forum/ShowPost.aspx?PostID=180459696&PageIndex=1)
Terminus War:
A devastating war against the ruthless Ghouls of the past, waged between the years 2380 CE to 2392 CE. These Ghouls were the biological weapons of the Patriarchs during their rebellion against the Elders. The Ghouls were first discovered by the Old Federation on an unknown ice-planet, which resulted in Old Federation research to control the Ghouls, named the Link Project. Eventually, the Enlightened and their leading Patriarch took over the Federation’s Link Project, altering it to bring about the Crepitus Event and the eventual Terminus War. Unfortunately for the Enlightened, the Silentian Corps managed to discover the Link Project and the Patriarchs, with the last Guardian finally defeating the last Patriarch. to bring about the end of the Terminus War.
Leviathan Crisis:
A desperate war for human survival that was waged between the years 2431 CE to 2441 CE. Massive creatures known as Leviathans ravaged the Sigma Sector, driving many to underground cities in order to avoid the terror. The Leviathans, however, were not the main threat during this war. The Enlightened had survived since the end of the Terminus War, and they were determined to gain godhood by ascending as Patriarchs. Even though the Enlightened were eventually stopped by the ALT, the resulting failed 2nd Crepitus Event obliterated Cesena-01 and wiped out the Aequalis Federation’s leadership, leading to anarchy among the former Aequalis Federation’s planets.
The Enlightened:
The true leaders of both the New Union and the Aequalis Federation for a significant period of time, the Enlightened were followers of the Patriarchs and their goals were retaking the Sigma Sector for the Patriarchs. When the Patriarchs were finally defeated by a Guardian, the Enlightened looked for ways to obtain the Patriarchs’ power for themselves. To this end, they lied and manipulated the ALT, who were only trying to protect the Sigma Sector from the Leviathans. The 2nd Crepitus Event was their ultimate plan to elevate themselves to the levels of the Patriarchs, but it would have resulted in the complete eradication of all other life in the Sigma Sector. Fortunately, the ALT pilots sacrificed their lives to stop this event from fully happening, and only resulted in the destruction of Cesena-01. As of now, there are no indications that the organization survived their failed 2nd Crepitus Event.
Silentians:
The mutated portion of the Crepitus Event survivors. Capable of harnessing Silentium, a special element that manifests within their Silent Genes, the Silentians are a force to be reckoned with. More powerful than the old power-users of the AERIS Division, the Silentians caused alarm for the Old Union. As a result, many of them were hunted down by the Old Union and experimented to discover any weaknesses and special properties of Silentium. After the Great Silentian War, the Silentians are now treated with dignity in the Sigma Sector, although some may still have their reservations against them. Silentians are the sole candidates for the Sabre Corps, the main military branch in defense of the New Union against the invading Smierc Collective.
*||CHARACTER SHEET (CS)||*
(do not include the text within parentheses)
Name
Gender
Age
Appearance
Faction
Sub-faction
Class
Primary Weapon (Attachments)
Secondary Weapon (Attachments)
Equipment
Ability/Powers (One general ability, and 4 skills)
Weakness(s) (Minimum of 1, maximum of 3)
Bio (optional)
Others/Extra
ARMOR CS (Twisted Wolves can use damaged/scavenged armors of either the Sabre Corps or Mortus Troopers)
Armor Type (SKANDIA or KAISYS)
Armor Variant (The SKANDIA and KAISYS variants)
Armor Appearance (Feel free to be creative)
(Enhancements are exclusive to Sabre Corps and the Mortus Troopers)
Tier 1 Enhancement (Choose 1)
Tier 2 Enhancement (Choose 1)
Tier 3 Enhancement (Choose 1)
Custom Modules (Create up to 3 Modules of your choice)
*||RULES||*
1) No godmodding for obvious reasons
2) No power-playing. Please, keep your writing to your own character
3) No harassment. We want a nice community here
4) If you have suggestions to improve the RP thread, send me a PM
5) Listen to all admins. They know the best
6) No romancing in RP. Respect ROBLOX rules.
7) Do not attempt a Player Kill (PK) unless sanctioned by me
8) You can create NPC companions during the RP. There is no need for CSs for NPCs, just make sure you give them a name and a purpose (no overpowered NPCs please)
9) Otherwise, have fun! I will drive the story with DM (Dungeon Master) posts and NPC dialogues.
*||STARTING INFO||*
The New Union is gearing up for the massive assault on Yabrao, the Smierc Collective’s manufacturing powerhouse planet. The main Invasion Fleet is in hyperspace, in transit to the target planet. The Smierc Collective has potential intel about this attack from their network of spies, but they are not sure of exactly when the attack will happen. Further instructions will be relayed through the ARC 1 instructions.