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#Terran Republic
renposter · 1 year
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Planetside 2 concept art (2012)
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From PlanetSide 2's official Twitter.
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silentwisher-feed · 2 years
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Air Combat Dogfight - Planetside 2
Air Combat Dogfight - Planetside 2 #ps2 #planetside2 #videogames
Air Combat Dogfight – Planetside 2
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farsight-the-char · 2 years
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Thinking about one of the species/culture for my Sifi setting, the Falc’tor.
“Bird/Raptor-like”, but also very “penguin”. More fat and muscle compared to your typical “Bird Race”.
Their home-world gets cold (or at least, the places where the Falc’tor tend to live), so the fat and feathers they have help them survive it.
Deeply collectivist, with a tradition of hunting.
....
The main Falc’tor culture were once known as “The Divine Empire”, but after having their asses handed to them by the Commonwealth (after the Empire tried to invade the Commonwealth), the Empire went through a civil war, and the Empire was reformed into the much more prosperous “Sanctuary Republics”.
The Republics are the most densely populated of the Alliance territories (relatively speaking), though they control the fewest worlds (relatively speaking).
Primarily Falc’tor, they also have the AI citizens (Republic culture has no taboo against AI), as well as human immigrants (mostly along the border region), and also a notable Rex'Can minority (Rex’can primarily live in the Commonwealth, though have notable populations in the Republics and Federation. Wolf-like and Very Fond of Exploration)
....
The Republics were the first Alliance culture the Terran Federation made contact with, with the Republics being the ones to provide the Federation the most military aid during the Unification Crisis.
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writing-prompt-s · 4 months
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The alien empire will only agree to let the war end with a political marriage between ruling houses. Unfortunately the Terran Republic hasn't had royalty in centuries.
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thedoge4282 · 1 year
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First installment of an arg I am working on
Sept. 5 2342- I have been going through declassified government documents for hours now, I still can’t find anything. For a government that is a republic they are really good at censoring information, but everything about this- whatever it is is completely redacted, the only evidence that might be of them might be the destruction of a mars colony in 2050 that led up to a war we were never taught in school and a alien abduction in 2025 that gave us the powers of space flight, just a sec, someone’s at the door.
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niqhtlord01 · 1 month
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Humans are weird: The Long War
( Please come see me on my new patreon and support me for early access to stories and personal story requests :D https://www.patreon.com/NiqhtLord Every bit helps)
War’s often did not last long when fought between warring galactic powers. They often fell within one of two categories.
The first would be a short but brutal war in which one side had overwhelming superiority over their rival and would decimate them within a short period of time either resulting in the defeated offering concessions for peace or being incorporated into the victors realm as a new territory.
The second and less frequent of the two would be a drawn out conflict that would reach a stalemate at some point due to the near equal power of the opposing sides resulting in a peace treaty or more likely a cease fire that would last for a few years before resuming hostilities.
These two outcomes were the most frequent as with the age of space travel often came great leaps and bounds in other forms of technology; many times said technology being diverted to respective military industrial complexes.
Weapons that could carve up continents from orbit or snap starships in two like twigs left little in room for anything else.
Humans did not share this notion.
In quite a contrast to the standard norm human military planners also considered lengthier drawn out conflicts. Data sheets and computer banks were filled with projections for supply consumption, industrial production capacities, troop conscription rates, and even the designated planetary ration levels that would be acceptable before general population revolts within their own territory.
This practice was first demonstrated when conflict broke out between the Drumengi and the Terran Republic after a series of trade disputes resulted in the Drumengi seizing several dozen human trade vessels and demanding a ransom for their return. This was a grave insult and the Terran Republic responded the next day with an open declaration of war.
While the Drumengi did not have a sizable fleet, they had invested in a wide range of defensive orbital installations that dotted their territory in what was known as the “Halo of Iron”. No fleet had ever been able to breach the defenses of the Halo and so previous wars had gone for little more than a year before a peace treaty was negotiated. The Drumengi expected as much and planned to force humanity to the negotiation table.
It was unfortunate no one had informed the humans of this plan as the terran’s had already devised a plan to crack the halo.
 Establishing a vast network of relay stations, automated satellite weapons platforms, and mobile fleet waystation’s that were brought in and placed along key trade routes into Drumengi territory, humanity established an iron halo of their own. Once the human ring was completed warning beacons were activated and a message was broadcasted in every language declaring the territory an active warzone and refused passage for any ship to try and cross through it.
Initially the Drumengi were inclined this was the prelude to a massive invasion fleet and prepared themselves, but as the months turned to years still no attack came. Human fleets patrolled the surrounding systems and intercepted all ships that tried to breach their lines with the help of the relay stations that were constantly scanning the surrounding space for ships.
Three years passed and soon every ship learned to avoid Drumengi space for fear of human retaliation; and that is when the Drumengi learned the true plan of humanity.
They never intended to besiege their defensive ring in some full frontal do or die charge. Instead they had formed a blockade that now was choking the very life of the Drumengi economy month by month.
It was never intended for the war to last more than a year, two at max, but now humanity was still showing no signs of relenting as the war dragged on to the fourth year. Critical supplies had not been stored in sufficient quantities for an extended war and while the public was assured of an eventual victory, Drumengi planners were beginning to panic. Worlds within Drumengi space were reporting that their stockpiles had dropped 32% since the war began and were increasingly demanding to open negotiations with the humans.
With little offensive capabilities the Drumengi were forced to sit behind their iron halo and continue to wait out the humans. Several delegations had been sent to other powers to open up channels and begin laying the ground work for peace talks, but each time they were informed that the talks were stalled by human counterparts who proceeded to drag their feet over every minor detail. One delegation went so far to report that a human diplomat would not accept any document unless it was written with a “Ballpoint Pen, color blue”. No one had any idea what that was exactly and even after researching it the device took another three weeks to be shipped in only for the human to reject it again saying that they had imported red pens instead.
The war dragged into the fifth year and supply levels had reached critical across the entire Drumengi domain. Supply levels had decreased by 67% for most worlds while fuel levels now were at a critical 13%. Travel was limited to military personnel, government officials, and what limited transportation still remained. Food riots had broken out in several major metropolitan areas on numerous planets and were becoming increasingly difficult to put down. In some cases the magistrates sent to neutralize the riots switched sides and joined the rioters, beckoning the military to get involved as well. That did little to settle the matter however as then the government worried how long it would be until the military switched sides as well.
With heavy hearts and empty bellies the Drumengi leadership finally came to humanity directly and offered to surrender. No terms were asked for save the resumption of trade and the dismantling of the human ring of iron.
The humans agreed to the first measure, but denied the second. Their ring of iron would remain, as a reminder of how easily humanity could cripple them again should the Drumengi ever show their hand again. They also insisted on reparations for maintaining such an extensive grid and exacted a high sum of credits as well. The Drumengi were outraged at this. They were told not only to surrender but to also pay for their imprisonment? The government would be overthrown within a fortnight when the general population heard the news.
Their pleas fell on deaf ears as the humans reiterated their demands once more.
As they had planned ahead for their long war, so too had they planned for the end result. They had changed the nature of the war and had steered it to the point where either outcome would be in their benefit. If the Drumengi agreed to the terms the current government would collapse in on itself as the general population railed against humanities demands, but if they refused their supplies would run out at the general public would once again violently rise up across their entire domain and their territory would become nothing more than mere pocket kingdoms for despots and criminals.
Regardless of the choice, the long war would finally be at an end.  
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torchship-rpg · 7 months
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Dev Diary 14 - Star Union Members!
Hello cosmonauts! Today we’re going to go back to the lore and identity Dev Diaries and cover the remaining members of the Star Union. So far, we have done Terrans & Lunars, and Martians & Spacers. These groups collectively make up the Solar Union, which is far and away the largest and most influential member of the Star Union (as the names imply). 
However, there are three other members; let’s touch on them.
Camp Aldrin
The first member we’re going to talk about is actually still within the Sol system! Camp Aldrin was once a major mining base on Earth’s Moon and a small second city, but the costs of maintaining two sets of infrastructure saw it rapidly outpaced by Armstrong City and eventually become something of a ghost town, home mostly to military bases and robotic mining. It is like Armstrong City in most ways, a network of underground tunnels, just smaller.
That changed during the war, because as Solar Patrol started winning battles, it started taking prisoners, and nobody was exactly sure what to do with them or where to put them. The initial plan was to keep them on Earth, which would be cheapest and safest, but Aquillians are not exactly accustomed to 1 g, so that was deemed needlessly cruel in short order. So, Camp Aldrin was repurposed instead; hardly anyone was living there, the systems were robust, it was close enough to Earth to make feeding everyone easy, and escape risk was very, very low on the moon.
Of course, the Sol Union hadn’t really run very many prisoner of war camps in the last half-century, so it dusted off the models it had used during its expansion on Earth, which was basically to have the prisoners self-organise a little community under their supervision, which is a very good way of ensuring that after the fighting is over, the enemy soldiers you release have familiarity with your mode of political organising. This worked extremely well among the Aquillian prisoners (and various auxiliaries and unlucky others who ended up there), who had up until this point lived pretty miserable lives as press-ganged crews of rockets and space stations. Camp Aldrin was the kind of place where the guards didn’t bother carrying weapons.
Then the war ended, and a lot of the prisoners didn’t want to go back. Some left for the new Aquillian republics, some hardliners tried going back to the various Remnants, but after that was over, there were 200,000 people still living in this creaky old moon base who wanted to stay.
So after some negotiation, the guards handed over the keys, and Camp Aldrin was the second full member of the Star Union.
The details of this identity are going to depend a lot on the Aquillian identity, which we’ll go into in more detail in the next Identity-focused dev diary. What’s interesting for our purposes is that Camp Aldrin’s Aquillians are distinct from the other groups because of their ongoing enthusiasm for biological and genetic modification, which is very taboo among other Aquillians. This is basically an excuse to play just about any kind of space elf you want; whatever characteristics you think a space elf should have, there’s a subculture on Camp Aldrin like that.
The other common Traits of Camp Aldrin’s citizens are War Veteran (for obvious reasons), and Dark History, in case you want any juicy dark secrets or old enemies from before you ended up here.
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Camp Aldrin’s flag is based on the old uniforms they gave prisoners, which had a terrible colour scheme and a big symbol on it so everyone could recognize escapees on sight. If the ears didn’t give it away.  (Which it might not on Earth. God, can you imagine how embarrassing it would be to be part of some cool fantasy elf gene-mod subculture and then you meet real space elves and it becomes hashtag problematic? How do you explain to people you just liked Lord of the Rings before First Contact?)
Proxima
Gee humanity, why does the Star Union let you have two members?
Well before FTL was invented by humans, we sent tiny near-light probes to the nearest systems using our mastery of Fuckoff Big Space Engines. When the images came back decades later, people were overjoyed by the readings from Proxima b; despite being a tidally-locked iceball orbiting a flare star, it had both liquid water and abiotic oxygen generation in the upper atmosphere. Sure, it was cold, you’d need to live in canyons on the terminator band to avoid the howling winds, you need to bring your own soil to grow stuff, and there’s no terrestrial source of metals, but other than that it's basically just like home!
Needless to say, the moment FTL drives were invented, humans threw themselves on some FTL rockets and made the months-long crawl (they were shitty FTL drives) to the nearest star to set up a colony. Compared to Mars, it was basically paradise! Sure, it took months to get supplies from home, and there was no FTL communications yet so that was the only time you got any news, but the basics were covered.
Then one day, after an unusually long delay, one of the supply rockets came in and told them, hey, first contact just happened. Anyway, we’re at war with a giant alien space empire, everyone back home voted to set up an emergency War Council with way too much power over basically everything, and they’ve unilaterally decided that the colony project isn’t affordable in a war economy, so pack it up, you’re heading home.
Needless to say, people reacted in an entirely rational manner. Which is to say, they concluded that the Solar Union had just had some kind of insane military coup, probably by the same bloodthirsty maniacs that oversaw the Elysium Emergency (which was a formative event for most of the colonists), and was trying to shut the place down because it was outside their control. So, naturally, they promptly declared independence, then immediately fell down a rabbit hole of spiralling radicalization and internal conflict as they tried to figure out how to survive in their half-built colony when Solar Patrol would surely be arriving with the jumpjets at any moment.
This is where we get our two Proxmia identities. The first are the surface-dwellers on the planet themselves, who are the far better-known group. Properly Centaurians, but universally known as Proxies. The Proxies had no doubt that humanity would triumph in their war against these mysterious aliens, if it was even real; they were largely Terrans who had grown up at the centre of the Solar Union’s power and could not conceive of something beating them. Obviously, this meant they’d be next! 
This group seized heavily on the preliminary plans to do a Martian-style genetic engineering process and decided that going full-steam ahead and making themselves a distinct species would make them too much trouble to re-integrate back into the Union. And, of course, this could be used to create The Ultimate Specimens of Post-Humanity, an impulse that never ever goes wrong ever.
So, obviously, it went wrong. Sure, a lot of Proxies were faster, stronger, maybe even smarter than the human norm back home. But mostly what happened was they made their kids really sick. Even when it worked out, a lot of them were left with chronic pain, neurological disorders, or permanent dependence on various medicines or procedures to have any kind of decent quality of life, things not in abundance on the tiny colony. To make things worse, the place was rapidly falling apart, and the adults were accelerating this process fighting one another over whether to swallow their pride and call home, or somehow try to tough it out. Eventually, the older generation were overthrown by the super-kids they made, who promptly called their grandparents and asked for medical assistance.
Proxies are a chance to play with all the really fun gene-engineering stuff and make a post-human character. There’s a few recommended Traits; almost all Proxies have a tapetum lucidum for better night vision in the eternal twilight of the terminator band, and the Augment trait’s mix of bonus abilities and medical or metabolic drawbacks is perfect for representing it. The Cold Resistance trait is also a good one; a lot of Proxies have an insulating layer of fat or some other adaptation which makes it easier to survive the bitter cold.
The other group in the system which split off were the Proxima Spacers, a group of Spacers who tagged along with the colony to set up mining in the rich asteroid belts in the system. As Proxima b has no local metals, they were the ones who’d need to provide them, in exchange for food and biological compounds from the surface colony. Being Spacers well-accustomed to the precarity at the edge of the system, and just how fragile the Solar Union was, they were convinced humanity was going to lose the war, and they’d be next when the aliens swept in to clean up. Human extinction was surely imminent. 
So they started to hide, disassembling their major stations and rebuilding them into the sides of low-spin asteroids, spreading out into many small communities and increasingly relying on cold-gas jets to make increasingly infrequent journeys between stations and to the planetary colony. They put up shielding, used lasers in place of radio to communicate, and did everything they could to disappear. They became the Archivists; doomsday survivalists in space.
When the Solar Union returned to the system, it at first looked like the vast majority of spacers had fled down to the colony or died, but over years they slowly became aware of the Archivists through intermittent contact. They mostly want to be left alone to their task, though sometimes members join Star Patrol, either defecting from the tightly controlled and spartan lifestyles of the spacers or, worryingly, spying and gathering information to squirrel away. For the most part, the Archivists seem to just be focusing on long-term survival, and may even have spread to other systems using their reserve of old FTL drives for redundancy.
An Archivist is a really good way to play a loner. The exact mix of Traits is a bit up in the air right now as we rebuild character creation, but you get all the common Spacer ones with a few extracts to represent the culture of secrecy and isolation you grew up in. Archivist communes are often organised quite a bit like mystery cults to compartmentalise information, so lack of trust is something very central which you may need to overcome.
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Proxima's flag is a stylization of the sky as seen from the colony, with the three stars in the system and the endless sunset.
Corvus Peasants’ Republic
Finally, we have the first member to consist of aliens and not be located a convenient walk away from Earth. The unimaginatively-named Corvus is the natural exonym given when a wartime Solar Patrol rocket crashed on an alien world and were greeted by a bunch of crow-people; they presumably didn’t recruit them for creativity. 
The Koath are a species of hunched, bipedal non-humanoid aliens with an interesting evolutionary history. As best anyone can tell, their distant ancestors were once the domesticated pets of a humanoid species which managed to Great Filter itself about a million years ago, possibly over the fact that they’d bred at least one strain of their companion animal to be able to speak and possess the intelligence of a ten-year-old child. The Koath emerged as survivors of the apocalypse, which included a pretty severe biosphere collapse and resource depletion, and have become the dominant form of life on their world.
At first glance, Koath societies look more or less mediaeval, mostly in that really late period where people were doing really cool things with waterwheels, granted, but there’s not a lot of industry or steelworking owing to the easy sources of carbon fuels and decent iron all being long-depleted. For those reasons, the Koath have been at roughly this state of infrastructural development for roughly a hundred thousand years, at the edge of their population carrying capacity and unable to intensify production any further, resulting in interlocking networks of feudal kingdoms prizing stability in an attempt to build up their resources and overcome the gaps.
This does mean that the Koath have a lot of interesting surpluses, though. Having had organised agriculture for ten times longer than humanity, the Koath have selectively bred some absolutely incredible crops; not just for eating, but for just about everything. Need a dye? They can cross-breed you arbitrary Pantones. Need paper? They can make you a lot of it. It’s so impressive that while the planet had consistently been considered not worth conquering, it has long been considered worth visiting, which means the Koath have learned a lot of things they don’t have the technological infrastructure to have discovered on their own… which dovetails with a quirk of their biology.
Koath are really good at languages. Really good. It’s what their ancestors were bred for. They start talking within months of being hatched, and they make up new languages constantly because it’s easy and fun. They have unique languages for regions, religions, guilds, and within families. They can learn to read in weeks. They’re all literate, they make paper with the waste-products of food production, and they’ve had moveable type for longer than human civilisation has existed. And they are, to a fault, curious.
A Koath peasant working the earth with a bronze plough might not know much about quantum mechanics, but they’ve at least heard of it. They have a rich body of secret political writing written in coded languages about how much it sucks living as serfs so a lord somewhere can have the county’s only lightbulb. So when a human spaceship filled with 3d printers, the diagrams for 3d printed guns, and a bunch of very confused communists who immediately bristled at the idea of ‘local lords’ crashed in their neighbourhood, the local peasants did a whole little revolution about it, and were then promptly besieged by every single one of their neighbours.
So that’s the Corvus Peasants’ Republic. Not a whole planet even; a tiny peninsula of possibly overenthusiastic little bird communists trying to build up technological infrastructure while literally having trebuchets pointed at them. They’re very excited to be a part of the Star Union, because every iron-rich asteroid found out there is a new steel foundry back home, so maybe their people can enjoy all the cool technology they’ve had blueprints for since Ur was the happening place on Earth.
As a Koath, you get the Polyglot Trait, obviously, and the Non-Humanoid Bodyplan trait which gives you some cool little tool bonuses when you use your claws, vestigial feathers, and adorable little legs that give a surprising burst of speed, at the cost of needing special tools and being bad at throwing things. You are also a really good recipient for the Out of Time trait, as you may have gone from living as, you know, a peasant, to operating a spacecraft in a few short years. The Prodigy trait also does double-duty here for the curiosity and literacy of the species.
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A year ago this little guy was a farmer.
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wolfertenerisian · 19 days
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🐺Linda Alexandria-Silas Cortez🐺
[Artist Note: This was an Art piece I commissioned a friend to do of my OC Linda Cortez] [Artist Note #2: This also delves into my Prominent OC Linda's background and history generalized being expanded upon] Now without any further AAAAHHHDOO! °˖✧✦─────••.. ˚。˖✩★✩˖。˚ ..••─────✦✧˖° Linda Cortez, known by her home planet's Longer name Linda Alexandria-Silas Cortez, or by her Kosanic name, L'eandha Alekh'zandr'áa-Si'less Khor'tej'jhz she's a Kosan female Furry [Ortho] wolf from the musically prestigious Cortez Family that owns the family Music Company "Cortez Music" which she also had an alter ego thanks to Star like Earrings & Necklace (Jem/Holograms Reference) where she turns herself as Zara beautiful singer with her formed band "Zara & the Wolf Pack" with her sisters Jaci, Maria & Lysandra respectively. After a small stint in the Kosan Army for 2-3 years, she then got back to singing with her sisters making the band famous. Subsequently, she assumed the role of Ambassador to Valazaria after aligning herself with the ODKP-KODU coalition party for a period. Alongside her childhood friend Qivula, she traveled to Earth to assist in thwarting the Valzarian Empire's attempts at domination. She later ascended to the presidency & is presently the Earth Sovereign of the Republic.
Name: Linda Alexandria-Silas Cortez [Kosan: L'eandha Alekh'zandr'áa-Si'less Khor'tej'jhz] Nickname: Linnie/Lindy DOB: June 13th, 2940 [Earth Years: 1903] Hometown: Calzino'Kal, Voccazik, Unikosa Residence: Unikosa [Formerly/Birth Planet], Montreux, Switzerland, Earth (Currently) Paternal Father: John Alexandria-Silas Cortez Maternal Mother: Martina  Alexandria-Silas Cortez "Callesto" Paternal Tribe: Voccazik Tribe State Maternal Tribe: Fal'cao Tribe State Occupation: Singer [Formerly], Earth President [Formerly], Terran Sovereign [Currently]
Personality: She's a woman of friendliness & understanding, she's a Gemini born in June willing to understand both or multiple sides of things before coming to a conclusion of her own! She is very Athletic, Musically orientated, Trustworthy & even Cautious about certain things as well bunch of other stuff. However, while Linda can be Friendly she's the person that fits the "Beware the Nice Ones" Trope. IF you Anger her enough times for a long period you don't want to see her angry and wish you met the Nice Linda & not the "Angry Linda!" Art ©️ AleesianiCool Linda Cortez ©️ ME Anyway, enjoy the Art Piece & stay FANG-tastic!
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boinkingbattlemechs · 1 month
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Thresher MkII
The Thresher Mk II is a Heavy Clan BattleMech designed as a skirmisher by Clan Sea Fox. This is a remodeled/refitted version of the venerable Thresher. The Thresher Mk II came about when a number of these 'Mechs were produced during the Dark Age Era and Clan Sea Fox Merchants were unable to sell them. Negotiations with Clan Wolf Khan Alaric Ward paved the way toward a sale, but only if the 'Mechs were refitted to Clan Wolf's specifications, which included arm actuators that the original design never featured.
The 'Mech first saw action in 3149, when Clan Wolf pushed into the Worlds of the Republic Remnants on Chertan and Pollux.
While the 'Mech was not well-liked by the Wolves, it was purchased in quantity for the Battle of Terra and also saw action during the IlClan Trial. Despite his amazing performance during that climactic conflict, it was expected the Thresher Mk II would be phased out after the Terran operation had concluded.
The 'Mech features a 300-rated XL engine with MASC and a Supercharger, allowing it to reach high speeds normally found on lighter machines. Enhancing its mobility further are five jump jets, giving it a jump capacity of 150 meters.
The Thresher Mk II's armament features a mix of long range and short range options. Its main battery of guns consists of an Type 22 extended range PPC with a Type XV "Crossbow" 15-tubed long range missile launcher, supplied with two tons of ammunition. At shorter ranges, a Series 44h large pulse laser coupled with a Mk. 22 Type II 4-tubed short-range missile launcher and DuPont Ultra PM flamer are available for use.
Its ammunition is protected by CASE II, greatly decreasing damage to the right torso from ammo explosions and allowing the XL engine to continue operating with little fear of damage. Clan Sea Fox chose to protect the 'Mech with 9.5 tons of Gamma Special Reflective armor. This armor gives the 'Mech resistance to energy weapons, but makes it more vulnerable to artillery and some ballistic weapons.
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Here's a few questions for you. 🔴♥️🔫🐺
(from: @wolf-among-mechs)
Thank you for your questions, @wolf-among-mechs. I hope these answers will be sufficient. 🔴= there are three such factions I despise. One is a historical grudge, another is with a group who may all be dead, and the other is (partially) a faction who remain around to this day. The first is the Rim Worlds Republic, and Stefan Amaris the Usurper. They destroyed what was (for most) the Golden Age of Humanity. Was the Star League perfect? No. It fought its wars against the Periphery and deeply abused them. But it brought much good to humankind as well. The technology, the peace, the unity of it. Amaris destroyed it all for his own petty ambitions. It is with good reason he is now reviled as the worst single human being in history. The second is the Word of Blake. Much like Amaris, they tried to destroy the Inner Sphere over a petty religious argument. One that led to billions of unneeded deaths. It is telling that even after the fall of the Republic of the Sphere, the ilKhan decreed that former Knights could join a new fraternal order specially dedicated to hunting down Blakist remnants. The third is House Liao. Not the Capellans as a whole, but their ruling house. The reason for this is admittedly more personal - it was rebels professing allegiance to House Liao which killed Aaron DeChavilier, and ultimately sparked the conflict that would destroy the Star League-in-Exile. While it would lead to the creation of the Clans, the stress of the conflict led to the death of Aleksandr Kerensky, our Great Father. Is it any wonder that most people from the Clans dislike the Capellans? At least, for my part, I do try and confine the hatred to House Liao itself. ❤️= I admit, on this question of weapon preference, I am torn. I greatly enjoy the visceral concussion and punch of ballistic weapons, but the light show and (often) limitless ammunition of energy weapons appeals as well. Missiles - especially with more and more 'Mechs sporting guided missiles once again - I find almost too easy. They are useful, do not mistake my meaning, but they require much less skill than a ballistic shot or a long-range PPC hit. Has anyone invented a gun that fires lasers yet? That would be "wicked awesome" as a Terran friend of mine from Boston says. 🔫= I have trained extensively in infantry combat. All Clan warriors train in the basics of infantry combat and melee fighting. It was part of my regular between-deployment training with the Fusiliers - they had several Canopian ex-Ebon Magistrate commandos, a DEST commando, and (eventually) an ex-Manei Domini Banshee Delta to learn from. I am thus skilled with many infantry weapons, martial arts styles, and melee weapons. We even learned zero-G and underwater combat techniques.
As for what I presently carry: I have a JàrnFòlk-modified Sternsnacht Claymore ultra-heavy pistol as my sidearm. It fires 14mm tungsten-core armor-piercing explosive incendiary rounds, from a custom made 8-round extended magazine. It is a beautiful work of art, with platinum damascening, engraving in falcon-feather patterns, imperial jade inlays, and wood from Strana Mechty itself, which forms the exquisitely carved grips. I have used it to kill megasaurs, armored Elementals, and Blakist Zombie infantry alike. I have timed my draw and, even with the Claymore's somewhat excessive weight, have won quite a few formal fast-draw pistol competitions.
I also routinely carry a specially-made Clan Vibrosword. Unlike most straight-bladed models, mine uses a katana-style blade - the exact blade once gifted by my ancestor Turkina to my other ancestor, Elizabeth Hazen, during the DeChavalier Massacre - and yes, in a sense this means I have two genemothers. If you ever have occasion to visit Terra, I can show you the sacred talon-marks on the blade...
In my 'Mech, I carry two additional weapons. All SLDF 'Mechs with sufficient cockpit space will carry a Mauser & Grey Model 980SL pulse laser assault rifle - an upgraded and lightened version of the old SLDF issue Mauser 960, upgraded to Clantech standards, and using a variant of ER Pulse Laser tech from Clan Wolf. The ejection seat kit in all SLDF 'Mechs will also carry a Mauser & Grey built Model 995 "Enhanced" Gauss SMG. The Nest currently hoIds the prototypes for both weapons.
And of course, I have my talons when all else fails. Each of them has long since been upgraded, using a version of the Carbon-Fiber Reinforcement process common among Capellan nobles.
🐺= I have several pets! I keep a mew on my estate, with a breeding pair of Jade Falcons, descended from Turkina herself - I have named them Aidan and Marthe, after Aidan and Marthe Pryde. At present, there is also a snow raven in the Mew, named McKenna, after Stephen McKenna, first Khan of Clan Snow Raven. I am caring for him temporarily in place of his master, Star Commander Kendra Siegel. Kendra, a fine specimen of Snow Raven's Naval Commander phenotype, has been a friend of mine for several decades. She is currently off-world for several months, overseeing construction efforts for a classified project at the Titan Shipyards, and conducting naval exercises between Clan forces and those of the new SLDF Navy, of which she is expected to be appointed Commanding Admiral in the next few years.
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NEXT CHAPTER YAAAYYY
gonna be honest I’m kinda rlly fucking sick rn but I finally finished the thing so have it (I don’t think it’s very good but it’s the best I can manage it) SO ANYWAY AS ALWAYS;
chapter summery: As the Terrans join the Republic forces some cultural differences quickly make themselves apparent.
chapter summery in bad memes I found online:
Nevaeh and the other Terrans for half this chapter:
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yeah that’s all I can manage to say rn lol pls enjoy!!
tags below cut (if you want to be added dm or ask!)
@saturn-sends-hugs @phantom-of-the-501st @shahrezaad @ihaventpiickedausername @exxasperatedauthor
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sod4leaf · 1 year
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wip of a big piece im working on
this is basically a depicton of when the president of the second terran republic met the therian chanclor of the solar federation.
(around 2695, when the terran republic joined the federation)
also a bit of a size comparison for the species lol.
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princesscolumbia · 3 months
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Code of Ethics - Ch. 19 - Drop It!
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This isn't the chapter I was expecting to write...
...this is just a tribute.
Before she can finally confront the slavers and completely take their operation down, Diane must get to the slavers' starbase, and they will not make it easy for her.
Preview below the cut:
Sadly, the Morvuck hunting vest didn’t fit either over or under the armor, so had to be kept on a hanger in her quarters. Hopefully the gifter would understand her wearing it on the way to and from the location of the ‘hunt’ instead of during, should they ever have the opportunity to encounter the woman.
“Alright, let’s try this again,” she said while standing in front of the captain’s chair of the Ad Astra. She reached over to the swing-arm that held the comms console and tapped the broadcast button. “Slaver station, this is Commander Diane Somni’els aboard the Ad Astra SHRA-Five-Niner-Eight-Two, callsign ‘Dragon’s Daughter,’” the name was Russe’s idea, and Diane found she rather liked it and was planning on having Cynthy dispatch a registry update to the Terran Federation when they got back, “Under my authority as station commander of the seed station Matron’s Aerie,” another name from Russe, he’d apparently done some deep-digging into the dragon fiction and mythology forums on the galactic ‘net and had been giving the question of the station’s and ship’s names some thought, “I am here to place you under arrest pending transport to the nearest bounty transit station. Compliance will be noted on the official record of arrest and reported to the bounty authority. Resistance will be met with lethal force. Lower your weapons readiness status to offline and prepare an airlock for boarding.”
The wording had been worked out mostly by Russe when Diane said she wanted to at least give the slavers a chance to lay down their arms. There were, apparently, ways to do it right already baked into the game. If an Independent wanted to earn some extra cash, fast, they merely had to hunt down known criminals and dirtbags in Independent space, provide evidence of executing on the bounty (lethally, should the bounty require it), and rake in the credits. There were limits to how many bounties one could tag; the system required the Independent provide evidence that they, specifically, executed the bounty. This meant that the station commander (in her case) couldn’t simply set up a bounty-hunting crew and send them out to collect bounties in her name, but in cases like dealing with the slavers, just the station’s logs (and, since Katrina had hacked the ship’s computers) the ship’s manifests were enough to earn her a substantial amount of credits from just the combat action aboard the slaver’s ship. It had been over 24 hours since the slaver’s ship booked it out of the system Matron’s Aerie was in orbit of, and they could see the clearly damaged ship docked along one of the shipyard arms jutting out from the starbase. They knew who she was, they knew what she was capable of, and they knew what would happen if she got aboard their station.
Several minutes went by without a response and Diane sighed, “Well, looks like they’re choosing the hard way.”
“They might just be thinking that we’re not worth responding to. We’re just one Ad Astra, after all. It’s technically a combat ship, but only barely qualifies in terms of galactic conflict, and if they stay hunkered in their starbase there’s pretty much nothing we can do about it.”
Diane smiled somewhat smugly at him, “See, that’s where I like to think I’m right and they’re wrong.”
For all Russe had been rather gung-ho about testing Diane’s Commander status, it was clear the reality of what it would mean, of his friend dying (however temporarily) was a distinctly unpleasant thought. “I...are you sure you want to do this? It seems like a few forms of crazy.”
“Psh!” she objected, “It’s not even an orbital drop. I’ll be fine!”
“Just,” he took a deep breath, “You’re going to let your suit’s computer handle the ignition and guidance, right?”
She rolled her eyes, “I’m crazy, not stupid,” any cut her words may have delivered was muted by her smile, “But...thanks for worrying. You’re a good friend, Russe.”
He shot her a bright smile, “I try.”
“I’m more worried about you, really,” she said as she headed to the rear of the bridge, “I will be a small, thermally challenging target. You will be a big ol’ bullseye on their screens.
Russe waved dismissively, “Nah, this will be cake! I’ve had to run a blockade across the Crotixian border in a smuggler’s ship.”
Diane paused in the doorway to the crew quarters, “...and what were you doing running the Crotixian border?”
“Nothing!” he chirped, suddenly very focused on his console.
She rolled her eyes and made her way to the crew cabin that had been converted into an armory.
Read the rest on Scribblehub
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kavaeric · 2 years
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The Order of the Wintertide Accord, various sketches and drawings from 2019. Lore below.
Starting off as the Winter Tide Alliance, it initially started as a guerilla multi-factional force during the revolutionary Solstice War. The strategy of unifying and ensuring each faction could be left to its own devices after the war became a founding principle of the new Light Eran Federated Terran Republic of Juxta Sagitarria, enshrined in the Wintertide Accord.
The original guerilla force, now an elite group of antifascist revolutionary militants, reformed as the Order of the Wintertide Accord. Technically, they are the Terran Federation's only military force, although the SocDems and Ancoms maintain their own various armed forces. With the Solstice War supposedly two decades behind, the Accord is rather casual and is on the smaller side. Don't let that fool you, though—they are elite fighters who, if nothing else, know what it was like to eliminate a fascist stronghold, and they are perfectly capable of doing so again.
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naynaychan00 · 11 months
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A bit from my Star Wars AU
In my AU, Terran humans use genetic modification to turn themselves into different species
But, Republic non-humans are also turning themselves into humans to blend in while living on Earth
Well, in this AU Maul used to be a Jedi before coming to Earth and turning himself into a human
He's now doing drag in a Mimicat-styled dress (but with a corset), his theme song being Måneskin - I wanna be a slave and out of drag he wears the same corset over outfits clearly inspired by Edgeworth
Drag Maul, everyone
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helix-enterprises117 · 7 months
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Halo Reloaded: The UNSC
Named "The United Nations Star Council" in this AU, my depiction of the UNSC is far less "morally-gray at best, straight up diabolical fascism at worst." I'm sure ther eare people who find that moral-ambiguity interesting, but the point of my AU, or at least of the things about it that DIVERGES it from the main universe, is that everything is supposed to be streamlined (plus, I'm a sucker for more straight-forward 'good vs evil' stories). While bad people can do bad things in the military, the UNSC is largely a force for good. Less the "Galactic Empire" (Star Wars) and more "The Terran Federation" (Starship Troopers). Instead of a shady, militaristic and authoritarian 'Big Brother' empire, it's a libertarian one-world republic that DOESN'T spy on it's citizens with 24/7 surveillance.
Of course, the UNSC has had little to no involvement with the Spartan-Programs Orion to III, all three of which were done behind the scenes by ONI.
The Spartan-II Program isn't nearly as bad as it is in-canon, but they still weaponize children all of the same and The UNSC was just as surprised as everyone else was. They shut down production of the Spartan-III Program after Ackerson got ousted, remeding the situation by placing the IIIs under the care of the II and prohibiting them from seeing battle until the IIs make the call (and most of them don't think the IIIs are ready for action). They can't reverse what's been done to them, it'll kill them; this was the best they could do: Give the IIIs families, families that are just like them and completely understand them.
The UNSC being a "Council" stems from it being, well... a council; it's led by Lord Hood, an admiral who is the head of the council. But in a more meta-sense, it's renamed "The United Nations Star Council" as a reference to the "United Earth Space Council" (the UESC) which is the leading government-body in the MARATHON series (Bungie's original Sci-Fi FPS before Halo and Destiny).
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