OFFICIAL 33XX: The Corporate Century "Sourcebook"

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  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    WORK IN PROGRESS

    This will be a repository of all unofficial lore for the 34th Century setting of this campaign. Check here monthly for future updates.

    TABLE OF CONTENTS

    I. ALTERNATE TIMELINE 3058-3149 (Part 1)
    II. ALTERNATE TIMELINE 3150-present (Part 2)
    III. ARTIFICIAL INTELLIGENCE AND DRONE WARFARE
    IV. THE FALL OF NOBILITY AND THE DEMOCRATIC RENAISSANCE
    V. THE DEATH & REBIRTH OF THE MECHWARRIOR
    VI. THE RISE OF THE MEGA-CORPORATIONS
    VII. THE UNIVERSE TODAY
    VIII. MAJOR INNER SPHERE FACTIONS
    IX. CLAN FACTIONS

    X. MINOR FACTIONS
    XI. MODERNIZATION & STADARDIZATION
    XII. SUMMARY
    XIII. HOTSPOTS

    (more to be added later)
     
    Last edited: Nov 21, 2016
  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    I. TIMELINE (part 1)

    GM NOTE: I tried to keep it as close to canon as possible but I modified some events (mostly dealing with the WoB and Jihad) to reflect a more "realistic" timeline. I will be frank about it: the canon dealing with the Wobbies is utter bullshit. I think my account is a vast improvement and far more believable than anything WizKids came up with.

    3058
    After years of secret and careful planning, the Word of Blake influence has spread enough to directly control the Free Worlds League government. Under this new leadership, the FWL rebrands itself as a neutral economic powerhouse open to business with all Inner Sphere factions (while also expanding WoB influence). Most within the nation welcome the change. WoB "temples" begin to spring up almost everywhere within the FWL. The Refusal War between Clan Wolf and Jade Falcon ends. With the Clan armies still very much a threat, the collective Inner Sphere can do little but accept the economic support of the WoB-backed FWL.

    3060
    The destruction of Clan Smoke Jaguar and the Second Star League's victory in the Great Refusal ends the official Clan Invasion once and for all. Some clans refuse to admit defeat and instead begin a period of rebuilding that will take decades to regain their strength. Katherine Steiner-Davion moves to take her brother's half of their nation, beginning what would eventually become the FedCom Civil War.

    3061
    With his sister having usurped his leadership of the Federated Commonwealth, Prince-in-exile Victor Steiner-Davion is inducted into Comstar as Precentor Martial. WoB supporters accuse Comstar of violating its neutrality in favor of supporting pro-Davion interests. Comstar's strength is weakened as it weeds out its more "troublesome" personnel who immediately join the growing WoB cause.

    3062
    The Capellan Confederation, Magistracy of Canopus, and Taurian Concordat form the Trinity Alliance and become important trade partners with the WoB-backed FWL.

    3063
    The FedCom Civil War begins in earnest. Comstar "officially" remains neutral to focus on the remaining Clan threats, but some of their elite forces "retire" with Victor Steiner-Davion to fight the new war against his maniacal sister. The ComGuards are spread thin to the breaking point, but hold steadfast against clan incursions.

    3066
    The FedCom Civil War is a brutal affair. Many of the planets surrounding Terra and the contested areas between Lyran and Davion space choose independent neutrality rather than be torn asunder by the civil war. Almost all of these worlds seek out international assistance. The Comstar-backed Second Star League is powerless to help but the WoB-backed FWL is only too happy to oblige. The Word of Blake Protectorate "neutral zone" is formed in the core region of the Inner Sphere. Comstar-held Terra is isolated and exposed. Many begin to question the point of Comstar's existence. The WoB propaganda machine is the strongest it has ever been.

    3067
    The FedCom Civil War ends and the once mighty nation is split apart into Davion and Steiner halves. The Second Star League dissolves and each house member goes their separate way. Comstar is left standing alone with only moderate support from Davion forces. The Word of Blake leadership becomes enraged by the failing of the Second Star League (which they had seen as the catalyst to fulfilling their prophesy). WoB forces descend upon Comstar held Terra and take it easily. Secretly, WoB terrorist cells begin a series of vicious chemical and nuclear bomb attacks on various planets all over the Inner Sphere. The House Lords are forced to attend to their own domestic problems and ignore the events on Terra. This marks the beginning of what would become known as the "Jihad".

    3068
    A Comstar and Wolf's Dragoons joint taskforce attempts to reclaim Terra and is decimated. Panic grips the entire Inner Sphere as terrorist groups (still secretly supported by WoB) continue to set off bombs all over known space. Various factions move to profit from the situation and the Inner Sphere descends into anarchy.

    3070
    After two years of chaos, the Word of Blake officially announces the existence of its "peacekeeper" forces to the public eye and declares them to be the "saviors and protectors of all humanity". The WoB facilitates an Inner Sphere-wide ceasefire and positions its forces on various planets among all nations. Most of the beleaguered Inner Sphere nations are eager for an end in hostilities and welcome the assistance of peacekeepers.

    3071
    Nearly a year after the Word of Blake has established itself as the "successor of Comstar", incriminating evidence is found that links WoB to the terrorist attacks four years ago. As various factions come to grips with these shocking revelations (some more quickly than others), a new leader rises to lead the fight against WoB treachery; Devlin Stone. The WoB peacekeeper armies turn on their hosts and hundreds of planets fall under WoB control. No longer able to hide under the cloak of neutrality, the WoB-controlled FWL strikes deep into all surrounding territories. The Jihad war begins.

    3081
    The Jihad finally ends. The WoB leadership is killed or scattered into the periphery. The FWL is shattered into smaller independent kingdoms. The Republic of The Sphere is founded. In a controversial decision, Devlin Stone is named first Exarch of the Republic. Many of Stone's closer allies distance themselves from him or accuse him of being a hypocrite for betraying his democratic philosophies. Unfortunately, the vast majority of citizens support the move and the voice of his critics are drowned in the sea of celebration.

    3083
    Eager to gain a foothold in the Inner Sphere, Clan Snow Raven completes a merge with the Outworld Alliance to form the Raven Alliance. Over the course of the next hundred years, the combined naval expertise of both factions will one day create the most well-trained naval and marine force the Inner Sphere has ever seen.

    3084
    Lyran Alliance reverts to being the Lyran Commonwealth.

    3088
    Knights of The Inner Sphere formed.

    3103
    Free Rasalhague Republic and Ghost Bear Dominion merge to become the Rasalhague Dominion.

    [​IMG]

    3110
    The Capellan Confederation makes a power play. Accusing Devlin Stone of being nothing but another "Terran-bound dictator", Sun-Tzu Liao launches a massive invasion into the still untested Republic of the Sphere.

    3111
    While it appears the Capellans have the advantage early in the war, some of Liao's allies break their promise of support. Liao realizes he is doomed almost from the start as his nation is forced to fight the combined might of the Republic alone.

    3113
    The Capellan Confederation invasion is utterly crushed by the Republic of the Sphere and a grief-stricken Sun-Tzu Liao dies. The Republic establishes itself as the defacto central power of the Inner Sphere. Various factions protest this arrangement, but none are willing to risk open war.

    3130
    After almost fifty years of being the "leader of humanity" Devlin Stone retires and names Damien Redburn as the next (and last official) Exarch. Before disappearing completely, Stone publicly expresses regret on becoming "just another king with a crown" and encourages Redburn to oversee a transition to a more democratic Republic with more prevalent elected representation.

    3132
    Redburn is hampered by opponents on all sides in implementing democratic reforms. The HPG communications network crashes, plunging the entire Inner Sphere into chaos. The Dark Age begins.

    3134
    Clan Jade Falcon is the first to invade the Republic of the Sphere as they never gave up on their push for Terra. Other opportunists soon join them and the pillaging of Republic prefectures begins. Too few call for diplomacy and reason. Without reliable interstellar communication, the situation quickly spirals out of control. Paladin Victor Steiner-Davion is murdered for unknown reasons. Under intense political pressure, Redburn is forced out of office and Jonah Levin takes the title of Exarch.

    3135
    Jonah Levin institutes emergency plan "Fortress Republic": all Republic forces abandon the outlying prefectures and retreat to the central core of the Inner Sphere. The Clans and House Lords increase efforts to reclaim lost territory.

    3136
    All incursions into the Republic are stopped dead in their tracks at the Fortress Republic line. Reports of invasion forces being wiped out by "black ships" are leaked to the media. Rumors spread that the Republic has resurrected the ancient but no less infamous Caspar Project. Popular support for further invasion into the Republic drops significantly. Various factions turn their attention on each other as pockets of resistance loyal to the Republic pop up all over the Inner Sphere.

    3137
    Operation Hammerfall begins: the Lyran Commonwealth launches a massive invasion into the former Free Worlds League territories.

    3138
    Clan Wolf joins the Lyran Commonwealth in claiming old FWL territory. Over a third of the former FWL is claimed by the Lyrans and Wolves.

    3139
    The remaining FWL territories rally under a single banner and finally halt the Lyran-Wolf juggernaut. The Free Worlds League is reformed under the leadership of Jessica Marik, but irreparable damage has been done: the FWL has been reduced to nearly half of its former size. The Lyrans turn their focus to strengthening their hold on what they have claimed and the Wolves turn their attention to the nearby Republic territories taken by Clan Jade Falcon five years earlier.

    1365358516567.png
     
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  3. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    II. TIMELINE (part 2)

    3160
    Over one hundred years after the beginning of the Clan Invasion, the Inner Sphere is met with a new one... but this time from within. After decades of research and development, the industrial might of Terra unleashes a new and terrifying weapon onto the the Inner Sphere... the DroneMech. Equipped with semi-autonomous AI and capable of remote control, these drone BattleMechs could be mass produced easily and cheaply without the large expense of training a pool of pilots to man them. Not only did this significantly cut down the cost of production, but it allowed the Republic to build and field a massive army the likes of which the Inner Sphere had never seen. Led by smaller regular armies, the drone armies sweep over the Inner Sphere houses with a vengeance. The Republic is determined to make the House Lords pay for their betrayal 26 years earlier. The Reclamation War begins.

    3161
    The House Lords are powerless to stop the Republic drone hordes.
    (TO BE CONTINUED)
     
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  4. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    III. ARTIFICIAL INTELLIGENCE AND DRONE WARFARE

    During the relatively quiet isolation of Fortress Republic, the industrial might of Terra threw their best and brightest into developing a solution for pushing back the armies of the House Lords. All manner of chemical, biological, nuclear, and mechanical options were explored. However, in the end they found that their best idea was in fact an old one; drone technology.

    Up until then, the greatest achievement in drone technology had always been the old Star League's "Caspar Space Defense System". After the fall of the Star League, the Succession Wars destroyed most of the technical knowledge behind this system as well as most data relating to artificial intelligence research. Even after some of this was rediscovered, powerful political influences continued to limit its development. Ultimately, it was the Word of Blake that resurrected the technology first with their Caspar II program. As the Jihad became more desperate for them, they shifted more assets to their Revenant Project to produce an operational drone Battlemech; although flawed, it was the first of its kind. When it became clear that the war was lost, they attempted to destroy all their research so it could not be captured by their enemies. However, some of the research survived and it was this crucial information that helped lay the groundwork for Republic scientists decades later.

    Unbeknownst to all but a few, soon after the Republic of the Sphere was created, one of the Devlin Stone's top priorities was rebuilding the Star League's Caspar SDS. He correctly believed that one day it would be crucial to the defense of his nation. It would take many more decades of research and development, but the hard work would ultimately pay off. By the time of the HPG network crash, the Republic was already secretly testing and operating an improved version of the WoB's abandoned Caspar III warship program. Even as the Fortress Republic emergency plan went into effect, primitive but functioning drone Battlemechs were already being tested in hidden research facilities on Mars. However, despite their success, the technology was not pursued in earnest until 3137 when it became clear that the Republic would need a new weapon to push back their numerous enemies. It would take over two decades of intense research, testing, and production before the Republic would be ready to move out of its "walls". By 3160 the Republic had built up a massive drone force to supplement their regular army and navy. With their enemies fighting among themselves for former Republic territory, the Republic of the Sphere launched a massive campaign to retake all of its lost prefectures. Known as the Reclamation War, it would come to rival the size and scope of even the Amaris Civil War that ultimately destroyed the Star League.

    Although the drone Warships were exceedingly powerful and effective tools of war, their conversion was relatively simple compared to their Battlemech counterparts. The drone Warships were essentially just standard Warships that did not have to rely on costly crew facilities and life support systems. While the drone Warships were helpful in achieving air superiority in a system, they could not effectively be used to neutralize enemy ground forces unless the Republic leaders wanted to "glass" the planet (they did not). To actually reclaim their lost systems they needed massive ground forces. For this, the "DroneMech" (as it would become known) would prove to be instrumental in their war effeort.

    The DroneMechs of this war were built to be simple, efficient, and most importantly, cheap. Other than their AI suite, they used no advanced materials or technologies. With the exception of a few rare prototypes, all were quadrupedal. In the early years of the war, all of them also lacked jump jets. Only after new gyroscope technology was perfected were these included. To offset these limitations, the drones were all built using standardized parts which made them extremely easy to keep in service. So easy were they to repair, that it was not uncommon to cobble together a working drone from three heavily damaged ones.

    Republic scientists were cautious in programming the AI. To prevent "mutinous behavior", all drone AI was limited to only semi-autonomous "tactical combat" routines. When not in the field, all AI data was synced to a well protected central memory core. This "collective hive mind" would store recorded combat data and pass it on to future drone generations. In essence, this allowed them to "learn" how to improve their combat performance. However, when in the field, the AI's programing would go into "lockdown". While this mode prevented the AI from syncing with the central database, it also prevented enemies from accessing that drone's programming or turning the drone against Republic forces (more than a few House personnel died in their attempts before this effort was abandoned).

    To be clear, this semi-autonomous mode did not give the drone the capacity for sentient thought or complex decision making (two things researchers were careful to prevent). They would still need to be directed towards the enemy by a human commander. However, once an enemy was identified and targeted, the AI could reliably seek out its target (similar to removing the leash from a particularly stupid guard dog). However, the effectiveness of this semi-autonomous combat programming had some unexpected side-effects.

    While a drone still relied on the strategic decisions of its commander, its tactical combat algorithms became more advanced the more combat it experienced. Although intended to sync at regular intervals, the scale of the Reclamation War prevented many drones from gaining access to secure sync stations (which were always well protected and far from the frontlines). Interestingly, drones that managed to survive without syncing for long periods of time would begin to manifest unique combat traits that fresh drones never showed. At first, this semi-erratic behavior was alarming to Republic central command and such units were ordered to be disabled when found. However, this added variable was soon found to be a huge asset when set against the enemy. Opponents would often show signs of panic when they realized the drones would not behave as they had expected (often confusing them for some new type of advanced drone). In time, these "veteran" drones became valued by their commanders and were often adopted as unofficial mascots of the companies they were assigned to support (in fact, more than a few ended up heavily customized with all manner of graffiti and regalia).

    All that said, the success of the drone made it a permanent fixture in the Republic's war effort. Over time, the Republic's strategy changed into literally grinding down their enemies' armies by attrition alone. Since the drones could be built in a fraction of the time it took to recruit and train a new mechwarrior, it was only a matter of time before the House Lords began to capitulate.

    The drones of the Corporate Century are not altogether different from their ancestors. Indeed, after a few particularly disastrous incidents involving experimental Artificial General Intelligence (sentient AI), all AI has remained strictly limited to semi-autonomous behavior by interstellar law. The biggest difference is that the drones of this century use much of the same technologies that regular armies use. Drones have also become the most popular heavy security unit used by the mega-corporations; their low maintenance and reliability compared to traditional forces has made them very attractive to their bottomline. Drones have also since expanded into the combat vehicle market. This has made it possible for even smaller companies to afford drone security forces.
     
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  5. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    IV. THE FALL OF NOBILITY AND THE DEMOCRACY RENAISSANCE
     
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  6. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    V. THE DEATH & REBIRTH OF THE MECHWARRIOR
     
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  7. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    VI. THE RISE OF THE MEGA-CORPORATIONS
     
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  8. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    VII. THE UNIVERSE TODAY
     
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  9. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    VIII. MAJOR INNER SPHERE FACTIONS

    TERRAN REPUBLIC
    Government: constitutional republic
    Allies: United Suns Federation, Smoke Jaguar Collective
    Non-Aggression Pact: Lyran Union, Draconis Kingdom, Rasalhague Dominion, Free World Confederacy
    Enemies: Clan Wolf, Clan Jade Falcon, Clan Hell's Horses, Capellan Empire
    Synopsis:
    Today it holds dual honors as both the birthplace of humanity and true democratic representation in the Inner Sphere. Indeed, it was here that the Great Revolution began. Today it stands as a shining beacon of wealth and prosperity, but not without cost: of all the nations in the Inner Sphere, gaining permanent residency here is the most difficult by far. While not a true isolationist state, the Terran Republic jealously guards its high standard of living from the rest of the Inner Sphere. Every year, several hundred billion attempt to legally immigrate here (illegally, even more). Only less than 1% actually gain entrance.


    CAPELLAN EMPIRE
    Government: absolute monarchy
    Allies: Magistracy of Canopus, Taurian Consulate
    Non-Aggression Pact: Free World Confederacy
    Enemies: Terran Republic, United Suns Federation
    Synopsis:
    Of all the major factions, the Capellan Confederation was hit the hardest during the Reclamation War. On the edge of defeat, the "Confederation" dropped all pretenses and became what some might say it had always been: an absolute monarchy. Only the brilliance of one mind controlling an entire empire saved the nation from total dissolution. The Capellan Empire today has changed little since then. Patiently waiting and licking its wounds, it waits for the right day to strike back at the hated Republic and their United Suns Federation lapdogs.


    DRACONIS KINGDOM
    Government: constitutional monarchy
    Allies: Smoke Jaguar Collective
    Non-Aggression Pact: Terran Republic, United Sun Federation, Rasalhague Dominion, Raven Alliance
    Enemies: Homeworld Clans
    Synopsis:
    The home of Theodore Kurita has gone through probably the most dramatic change in recent centuries. Indeed, like their revered former ruler, the modern Draconis people walk a strange line between pragmatism and conservatism. The days following the Jihad taught the Draconis Combine the value of adapting to change. The assassination of Theodore's family line, the ascendance of Yori Kurita, and the disastrous defeat at the end of the Reclamation War did much to shaken the nation's identity. Yet in its darkest hour, the Draconis Combine managed to rise above the ashes; not as a military dictatorship, but as government ruled by a free people. During the Great Revolution, the Kurita family took a few lessons from the Davions and abdicated much of its power to a more democratic parliamentary system. However, unlike the Davions, the Kuritas still hold significant political sway. While they prefer not to intervene politically, when the parliament finds itself in deadlock, the Kuritas usually are there to cast the deciding vote. This "Yasashī te" or "gentle hand" approach has allowed the Draconis Kingdom (as it is known today) to greatly improve the quality of life within its borders while also maintaining a strong economy. This national cohesion is important for other reasons as well: besides having recently been at war with almost all of their neighbors, they are the most obvious target for a renewed invasion from the Homeworld Clans. Today, they work hard to repair diplomatic relations with whoever they can while also strengthening their current holdings.


    FREE WORLD CONFEDERACY
    Government: democratic confederation
    Allies: Clan Sea Fox, Nova Cat Tribe, Smoke Jaguar Collective
    Non-Aggression Pact: Capellan Empire, Magistracy of Canopus, Terran Republic
    Enemies: Marian Hegemony, Lyran Union, Clan Wolf
    Synopsis:
    The deep scars left by the Jihad have never completely healed among the worlds of the former Free Worlds League. A deep distrust in the idea for a powerful central government has persisted ever since. To a vast number of people here, the old saying of "absolute power corrupts absolutely" is a cardinal rule. When the Democratic Revolution came, the people of the former League were only too eager to throw off the ancient institutions of feudalism. Today, the FWC could be considered a loose federation born out of a common interest to defend themselves from being swallowed by their more powerful neighbors. Interestingly, the FWC greatly resembles the FWL before it was dominated by the Marik family under martial law. Although it may be argued this has led to no end of internal political squabbling, the FWC has always remained quick to recognize that any outside threat is a threat to all. Currently, the FWC is in open war with the Marian Hegemony. Opportunists within the Lyran Union and Clan Wolf have also been using this to their advantage; probing the FWC for signs of weakness. However, the looming presence of the Terran Republic has limited their activities to low level skirmishes and border disputes.


    LYRAN UNION
    Government: constitutional monarchy / corporate meritocracy
    Allies: Clan Wolf
    Non-Aggression Pact: Terran Alliance, Marian Hegemony
    Enemies: Clan Jade Falcon, Homeworld Clans, Free World Confederacy
    Synopsis:
    The reforms made my Adam Steiner had the unintended consequences of shifting the power structure from the Lyran nobility to the Lyran corporate executives. However, the end result has generally been considered an improvement overall. Gone are the "social generals" and other incompetent politicians with famous last names. In their place only the intelligent, the ambitious, and talented remain. Indeed, over the course of a century, the Union has changed from a fat overstuffed goose to a powerful and efficient industrial machine. Performance not pedigree now rules the day. The ultra-capitalist society of the modern Lyran state has created a nation of hard working (although not always rich) people. Unfortunately, life here has taken on a bit of a Machiavellian tone, but most Lyrans would just tell you that is the cost of doing good business.


    RASALHAGUE DOMINION
    Government: constitutional oligarchy / meritocracy
    Allies: Raven Alliance
    Non-Aggression Pact: Terran Republic, Draconis Kingdom, Nova Cat Tribe, Smoke Jaguar Collective
    Enemies: Clan Wolf, Clan Jade Falcon, Clan Hell's Horses, Homeworld Clans
    Synopsis:
    The Rasalhague Dominion walks a very strange path: it is the first and oldest nation to ever successfully blend Clan and Inner Sphere society. Surprisingly, the Dominion was largely unaffected by the changes brought by the Great Revolution. Unlike traditional Clan law, the Dominion had already cemented certain constitutional rights to all of its citizens. Although outsiders may describe the Dominion as a "socialist" society, it is more nuanced than that. Citizens of the Dominion are treated like extended family. Honor to one's fellow man is taken very seriously. This "golden rule" mentality has encouraged a cooperative spirit among the people. While some would argue this leaves the door open to massive corruption, the Ghost Bears have found a simple solution to this issue; convictions of betrayal, treason, and corruption receive punishments equal to that of murder. Interestingly, the harshest punishment is not usually death. Instead, most are condemned to periphery world work camps. In this way, even the most criminal can contribute to society and, through it, gain the possibility of redemption. While some old clan traditions still remain among government, civil right protections and a society centered around the "greater good" has helped ensure that the Dominion is usually led by only the most deserving and capable minds. This strength of unity has allowed the Rasalhague Dominion to not only survive but thrive in the face of its many enemies.


    RAVEN ALLIANCE
    Government: constitutional oligarchy / meritocracy
    Allies: Rasalhague Dominion
    Non-Aggression Pact: Draconis Kingdom, Smoke Jaguar Collective, United Suns Federation
    Enemies: Homeworld Clans
    Synopsis:
    Culturally, the Raven Alliance has changed very little since its original conception. Born from the merging of Clan Raven and the Outworld Alliance, the nation has benefited greatly from the strengths of both halves. The combining of their already powerful navies has only made them stronger. Their "navy first" central warfare doctrine was centuries ahead of its time and put them in a strong position when the old ways of war became no longer viable. They also revolutionized the role of the Mechwarrior and introduced the concept of the Lancer Strike Unit. Finally, thanks again to their large navy and unfettered access to the unknown periphery, the Alliance now rivals the Capellan Empire in size (albeit with less density of developed worlds). With none of its neighbors eager for open conflict, the Alliance is content to be left alone to its corner of known space. The Homeworld Clans have taken to targeting the Alliance as a proxy war to their mostly abandoned hopes of a renewed conquest for Terra, but the Alliance seems happy to meet the challenge.


    UNITED SUNS FEDERATION
    Government: federal republic
    Allies: Terran Republic
    Non-Aggression Pact: Draconis Kingdom, Smoke Jaguar Collective, Raven Alliance
    Enemies: Capellan Empire, Taurian Consulate
    Synopsis:
    Well known for being the home of Paladin Victor Steiner-Davion, the Federated Suns always held a closer kinship to the Republic than most other nations. Of all the major factions, the Federated Suns suffered the fewest losses during the Reclamation War as only a fraction of the AFFS resisted. When the Great Revolution came, House Davion was also among the quickest to step out of the political limelight. Since recreating itself as the United Suns Federation, it has focused its efforts expanding into abandoned Taurian Concordat territory and picking border fights with the Capellan Empire.
     
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  10. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    IX. CLAN FACTIONS

    Clan Wolf

    Clan Jade Falcon

    Clan Hell's Horses

    Clan Sea Fox

    Homeworld Clans
     
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  11. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    X. MINOR FACTIONS

    Magistracy of Canopus

    Marian Hegemony

    Taurian Consulate

    Nova Cat Tribe

    Smoke Jaguar Collective

    Coterie

    Outlander Syndicate

    The Lancer's Guild
     
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  12. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    XI. MODERNIZATION & STANDARDIZATION
     
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  13. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    XII. SUMMARY
     
    Last edited: Nov 21, 2016
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  14. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    XIII. LANCER DEPLOYMENT - ANTALLOS
    antallos.png
    Once a shining beacon of prosperity on the edge of known space, Antallos fell into a state of ruin after the fall of the Star League. Without the support of its benefactor, its factories ground to a halt and its massive terraformer stations that kept the climate mild began to fail. Centuries of neglect and war reverted Antallos back to a hot, dry, and mostly barren world. Lakes and rivers dried up. Almost ninety percent of the planet became land, most of which was either featureless deserts or rugged badlands, referred to as "Free Zones". Most of these Free Zones were rendered uninhabitable during the Succession Wars by hostile native wildlife and the residue from biological and chemical warfare. The remaining population was forced to eke out a modest living where they could. Only the planets remaining five large seas and lakes, two small polar caps, and thick untamed equatorial jungle kept the planet from becoming completely uninhabitable.

    When Clan Snow Raven occupied the planet, one of their best contributions was revitalizing the planets infrastructure. When it became obvious that Antallos would not submit to Clan authority without a massive investment of assets, the Ravens instead chose the more prudent option; relinquishing control to a local authority they could trust, but not before sowing the seeds that would eventually bring Antallos into a new golden age of commerce.

    A century later, influential parties inside the Terran Republic would pick up where the Ravens left off. Mothballed factories roared to life and the planet's ancient terraformers were once again made operational. By the 34th century, Antallos had not only become a significant regional industrial power, but much of the damage sustained from the Succession Wars had finally been mended. Today, Antallos still retains much of that wilderness culture the Periphery is infamous for; large sections of the Free Zones still remain extremely dangerous and bandit gangs are still a problem. However, make no mistake that Antallos is no where close to the anarchic backwater world it used to be. With lots of money to be made and few regulations, the world is bursting with opportunity for both the mercenary and businessman alike... the kind of opportunity you can't find in the core worlds.

    sarna.net entry:
    http://www.sarna.net/wiki/Antallos
    more backstory on Antallos found here:
    https://www.dropbox.com/s/6uq115aeu4ib3nu/E-CAT35TP010 HTP Antallos.pdf

    REGIONAL CORPORATE FACTIONS

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    Alliance Industries Ltd.
    - a foreign manufacturer from the Raven Alliance. It is the largest supplier of Clan equipment in the region. They are also the only supplier of drones that use all clan technology. Formerly Alliance Defenders Limited, the corporation has maintained a presence on Antallos ever since the planet first fell to the Snow Ravens centuries ago. Even after the planet became independent again, Alliance Industries has always tried to maintain position of strength in planetary politics. The largest domestic corporation, AAA, is their greatest political rival.

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    Antallos Amalgamated Arms
    - the fastest growing manufacturer in the region, it was built from a series of mergers with smaller companies over the past century. They build low tech, but very reliable equipment. Their drones are also very low maintenance, but use inferior programming compared to their competetors. Very popular among the periphery people, they work to oppose most foreign influences, but in particular the efforts of Alliance Industries.

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    Hive Technologies
    - originating from the Terran Republic, "HiveTech" specializes in advanced artificial intelligence and fire-control technologies. Universally considered the "outsider corporation" in the region, they hold the smallest amount of influence on Antallos. To offset this, they rely heavily on automated drone manufacturing to keep their company afloat. When diplomacy fails, their exceptionally lethal drones and missile technologies help ensure their enemies keep their distance.

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    Independence Weaponry
    - a foreign manufacturer with roots in both the old Draconis Combine and Federated Suns, changing politics and borders caused it to now operate entirely out of United Suns Federation territory. Catering to their customer base, Independence now specializes in advanced ballistic weaponry. While their drones are considered more vulnerable to ammo explosions, the raw firepower of their large caliber guns more than makes up for this. Their drones are very effective in both assault and defense actions that can rely upon steady supply chains. They are marginally interested in expanding their own foothold in the region, but primarily act to curtail Draconis-based influences.

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    Luthien Exports
    - the export subsidiary of Luthien Armor Works based in the Draconis Kingdom, LE walks a delicate line between legal and "off-the-books" trade. Due to lingering sanctions placed on the DK for previous hostile actions, legal trade with this supplier still suffers from various tariffs. Officially, Luthien Exports may only trade with authorized Antallos-based buyers. Unofficially, it uses Antallos as a middleman to sell to almost any willing buyer in the region. This policy combined with its line of advanced energy-based weaponry and drones has made it one of the primary suppliers (or targets) for "less-than-legal" interests in the region. Without the need for regular supply chains like their ammo-based competition, their products are well suited for raiding and guerrilla warfare.


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    Bandits - (WIP)
    • Low-grade IS tech
    • Fence - sell captured units for cash.
    • Limited selection of mechs and drones.
    • Requires GM approval to work for this faction.

    FACTION WARFARE QUICK REFERENCE
    Red = Hostile
    Capture.GIF
     
    Last edited: Nov 22, 2016
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  15. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    XIIIa. REGIONAL FORCES - ANTALLOS

    Four Categories of Battlemechs:
    LancerMech - piloted by both Lancers (players) and other elite special forces; these are improved OmniMechs (extremely rare, use experimental tech).
    OmniMech - piloted by veteran house units (far fewer in number than in the 31st century, use tech limited by their faction).
    BattleMech - piloted by militias and backwater world armies.
    DroneMech - AI or remote controlled mechs.

    Combat Roles:
    Scout - Primary function is to scout. Not intended for heavy combat.
    Raider - Lighter unit designed for speed and combat.
    Hunter-Killer - Designed for engaging a wide range of targets using hit & run tactics.
    Main BattleMech - Designed for heavy frontline combat; balanced speed, durability, and firepower.
    Support - Generally role-specific and focused on heavy firepower.
    Quad - Generally focused on siege warfare; designed to soak up massive amounts of damage.

    ===========================

    GENERAL USE

    Regular Army (Semi-Modular* Advanced Tech)
    ===========================

    DRACONIS KINGDOM (formerly Draconis Combine)

    Special Forces (Experimental Clan OmniTech)
    Regular Army (Semi-Modular* Advanced Tech)
    ==============================

    RAVEN ALLIANCE (formerly Outworlds Alliance merged with Clan Snow Raven)

    Special Forces (Experimental Clan OmniTech)
    • Recruit LanerMech = TBA
    • Common LancerMech = Goshawk III (upscaled Goshawk II) - 55 tons (clan)
    • Elite LancerMech = Deimos III (downscaled Deimos) - 75 tons (clan)
    Regular Army (Advanced Clan OmniTech)
    • ProtoMech = TBA - 10 tons
    • Scout = Jackdaw (rebranded Kit Fox) - 30 tons (clan)
    • Trooper = Corvus (rebranded Mad Dog Mk III) - 60 tons (clan)
    • Support = Stormcrow II (rebranded Ryoken II) - 70 tons (clan)
    ==============================

    UNITED SUNS FEDERATION (formerly Federated Suns)

    Special Forces (Experimental Clan OmniTech)
    • Recruit LanerMech = TBA
    • Common LancerMech = Centurion - 55 tons
    • Elite LancerMech = Hammerhands - 75 tons
    Regular Army (Semi-Modular* Advanced Tech)
    ==============================

    BANDIT FACTIONS
    Regular Army (Standard Tech)
    • ProtoMech = TBA - 15 tons
    • Scout = Brigand - 30 tons
    • Trooper = Outlaw (reverse-engineered Marshal) - 50 tons
    • Support = Reaper (reverse-engineered Pillager) - 70 tons
    *NOTE - Mechs using "Semi-Modular" tech have the "Modular Weapons" quirk. This allows them to swap out arm mounted weapons & equipment between missions as if they were Omni hardpoints.
     
    Last edited: Nov 25, 2016
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