Alliance Space Vehicle – The Valkyrie-Pattern Light Psychotronic Fighter

ST/HP: 95

Hand/SR: +5/3

HT: 12

Move:15/600*(+14)

LWt.: 7.0

Load: 1.1

SM: +4

Occ.:1SV

DR:75

Range:18,000

Cost:$15M

Loc.: Wi3rR

Stall: 50

Total Chase Roll: +19 (+20 with afterburner)

*The Valkyrie is equipped with an Afterburner which improves the Move to 22/700 (+15) and consumes four times as much fuel (reducing range to 4,500 miles, if used continuously).

*The Valkyrie’s 75 DR covers the entire vehicle and comes from Diamondoid, and has half DR vs crushing damage. It also has a DR 300 force screen.

Notes

Psychotronic Alliance Fighter Vehicle Electronics:

  • Psiberface Controls: This allows a psychic character to directly control the vehicle with their mind. This provides a +1 handling (already included in its statline) and allows the character to add their level of the Ergokinetic Interface ability, if they have it, to all rolls with the vehicle. For additional optional benefits, see “One with the Machine” in Pyramid #3/30.
  • Medium Tactical Ultra-Scanner: 30-mile scan, 3-mile imaging/bioscan; 360°;
  • Targeting Computer: +5 to hit target with a scan-lock.
  • Night Vision Sensors: +9 nightvision, ×8 magnification (up to +3 to aimed attacks, if the vehicle aims for three turns).
  • Distortion Jammer: -4 ECM penalty for missiles; +2 to jam missiles.
  • Tactical ESM: +1 to dodge missiles.
  • Decoy Launcher: +1 to dodge missiles and +2 to jam missiles.
  • Medium Holographic Radio: 1,000 mile range (orbital); “palm sized” holographic console.
  • Security and Safety: Complex Biometric Locks. Ejection Seat
  • Life-Support: 5 days

The Valkyrie has room for a single pilot.

Lightly armed, the Valkyrie has two, standard fighter cannons mounted in its body.

All Valkyrie craft have design space for a singlepsychotronic module at no additional cost. This module is not modularin the sense that it can be easily replaced (but a skilled mechanic can replace it as easily as he can replace any other integral component), only in the sense that the module can be chosen when the vehicle is created, meaning that Valkyrie-Pattern fighters have individualized psychotronic capabilities.

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Fighter Cannon

6d×5(5) burn

9

2700/
8000

1000

3

200/Fp

75M

-10

2

Psychotronic Modules

All psychotronic modules make use of the psychic powers of the pilot. They are, in effect, just psychic powers that have been technologically augmented. As such, they are vulnerable to Anti-Psi effects. They do not require the character to have the abilityin question, though the character using the module will benefit from knowing the associated skill.

Valkyrie-Pattern (Grimshaw)

Electrokinetic Shield Module:This replacesthe force screen on the ship. The EK shield supplies 300 non-ablative, non-hardenedDR that provides half DR against non-energy attacks (missiles and collisions, primarily); if the character has the EK Shield skill, they can use an EK-Shield block to double the DR of the screen; this may be improved with extra-effortlike normal, or improved with any EK Shield technique the character knows (including suppression), but doublethe fatigue cost!

SurgeModule:If the character has the ability at any level, this module projects the ability to so that it faces no range modifiers: the character need only see the target (thus it may not be used “Beyond Visual” range) and rolls his Surge skill in a quick contest with the target vehicle’s HT. Success inflicts 30d non-woundingsurge damage that ignores DR.

Electronic Shadow Module:This replaces the Distortion Jammer. If the pilot concentrates, he can shroud his vehicle from the electronic detection. While so concentrating, the character may not attack or make any stunts (they demand too much attention). Any attempts to detect him with any active sensor (such as an ultrascanner) or to target him with missiles suffers a –6penalty. Instead of concentrating, he can focus his attention for just a moment to disrupt a targeted missile. This allows him to attack or make stunts normally, but he makes a Power Defense (using the better of their Electronics Operations (Psychotronics) or Machine Distortionskills) with a +3bonus against an incoming missile; success diverts the missile. If the character knows the Machine Distortionskill, he may use extra-effort to boost the working of the module, but double all fatigue costs.

Devil-Pattern (Sabine)

All Devil-Pattern variants of the Valkyrie lack a window(remove the “g” from the vehicle) and their cockpits mimic sensory deprivation chambers. Outside of the heat of battle, they can be used as such; in the heat of battle, characters with the Blind Psiperk may apply the benefit of the Perk to their psionic powers and their modules.

Tactical Awareness Module:This replacesthe ultra-scanneron the ship. The pilot is granted the equivalent of the Awareness ability with a range of 3 miles. This can be used to gain a “target lock” via integrations between the psiberface controls and the targeting computer. Use of the ability requires the higher of Per or IQ-based Electronics Operations (Psychotronics)or Awareness. The Tactical Awareness module is immune to distortion jammers, machine invisibility and the effects of a nebula, but not to Mind Clouding; the character can use any Awareness techniques he has as normal, but all fatigue costs are doubled.

Combat Sense Module: This grants the fighter a +2 to all dodge attempts. Characters with the Combat Sense skill may any Combat Sense techniques he knows, or attempt to improve it with Extra Effort, but all fatigue costs are doubled.

Crusader-Pattern (Elegans)

Dread Crusader Module:This amplifies the natural fear and uncertainty of combat and centers it around the fighter. Once per hour, the pilot of the Crusader may attempt to frighten any other pilot or vehicle crew memberthat can see him; roll a Will (or Instill Fearskill, if he has it) against the Will of his target. If he is successful, the target must either suffer a penalty to all rolls made in relation to the pilot (attack rolls, chase rolls, dodge rolls, etc) equal to the pilot’s margin of success, or roll on the Fright Check table with a penalty equal to the pilot’s margin of success (pilot’s choice). This follows the same rules as the Instill Fearpower, and the character may use the same techniques at doubled fatigue cost; the Group Scare technique is greatly expanded by the amplifier, and a standard use will apply the whole crew of a corvette or a fighter wing, a success by 5 or more will apply to a capital ship or a fighter squadron, and a success by 10 or more will affect a dreadnought.

Psychic Shadow Module:If the pilot concentrates, he can shroud his vehicle from the mind’s eye of others. While so concentrating, the character may not attack or make any stunts (they demand too much attention). Anyone who wishes to notice his vehicle by seeing it with their own eyes must roll Will vs the pilot’s IQ or suffer a -6 to all rolls to detect it; this value is halved for attempts to notice the character with electronics (the electronics will pick the Crusader just fine, but the target will find it hard to make the connection between the blip on his screen and the presence of the fighter). This does not penalize entirely electronic targeting systems, such as target locks or missiles, at all. Once the character has been detected, he must break line of sight on his vehicle (say, by diving deeper into a nebula, or flying into a debris field) if he wishes to apply this power again. Characters with the Mind Clouding skill may attempt to apply Extra-Effort to the module, but double all fatigue costs!

Look and Feel

The Valkyrie and its variants is among the oldest designs in the ARC arsenal. They date from the Communion War, when the Maradonian houses borrowed from the innovations of the Templar fighters and the Immortal Legion’s own psychotronics to create their own fighters worthy of the aristocracy. Today, only the Valkyrie, fighter of House Grimshaw, is especially common, and since each is created specifically for the nobleman intended to pilot it, the GM is within his rights to require a Valkyrie-pattern ship to be taken as signature gear. House Sabine and House Elegans have their own variations (the Devil-Pattern and the Crusader-Pattern respectively). While the vehicle has been updated, it lacks a hyperdrive, a slot for a robot or more modern missiles.

The Valkyrie-pattern psychotronic fighter has a dagger-shape to it, with thin, forward-swept, curving wings angling out of the body like the edges of a particularly baroque blade. Its diamondoid armor gleams with almost an inner light, and the armor is usually a brilliant silver or a deep, star-speckled black. The Devil-pattern fighter has no visible cockpit or window: it has a hatch that allows the pilot to enter the sensory deprivation tank at the heart of the vehicle, while the other forms of the vehicle have a visible hatch perched on the “central ridge” of the “body of the craft.” The Valkyrie and Crusader both have controls (at the GM’s discretion, a non-psion could pilot them, but hand/SR drops to 0/2), but in all three, once the pilot is comfortably seated with the vehicle, they close their eyes and make a Will-based Pilot(Starfighter) roll, or Meditatation, whichever is better, to gain control of the ship. The vehicle is controlled thereafter entirely with their mind (though they still roll the normal skills, such as DX-Based Pilot, etc, to actually control the ship). They “see” what the ship sees, and control the ship as they would control their own body.

The Valkyrie and its variants struggles to find a place in the modern Alliance. Its high acceleration and high top speed lets it compete directly with an Imperial Javelin, and it has superior defensive capabilities and equivalent firepower, which means it tends to win such engagements; it is one of the best dogfighters ever made, in the right hands. But as a “duelists” craft, it fares poorly when fighting larger craft, which means it contributes little to defeating dreadnoughts when compared to the Valiant or the Raptor. Worse, the fighter requiresa psychic character to pilot it, and the psychic skills to really master it properly, and while the Alliance is loathe to admit it, their blood purity has waned a great deal since their heights during the Alexian dynasty and relatively few aristocrats have the psychic mastery necessary to pilot a valkyrie. Thus, the vehicle sees no coordinatedeffort to mass produce, but some skilled nobles have one made for them, and bring it with them to battle. Thus, if one finds a Valkyrie parked in the hangar of their carrier, they know that someone onboard is either exceedingly pretentious or exceedingly deadly.

Alliance Space Vehicles – The Raptor-Pattern Strike Fighter

ST/HP: 140

Hand/SR: +2/4

HT: 11

Move:5/375(+13)*

LWt.: 24.5

Load: 5.5

SM: +6

Occ.:1SV+1rx

DR:100/50*

Range:21,000, 2jumps (Rating 1)

Cost:$20M

Loc.: g2Wi3rR

Stall: 20

Total Chase Roll:+15(+16 with afterburner)

*The Raptor is equipped with an Afterburner which improves the Move to 7/450(+13) and gains +1 handling and consumes four times as much fuel (reducing range to 5000 miles, if used continuously).

†The Raptor has 100carbide composite DR on the front and 50 on the rest; double DR vs shaped charges or plasma attacks. It also has a force screen with 300 ablative, hardened DR.

Notes

Alliance Strike-FighterElectronics:

  • Medium Tactical Ultra-Scanner: 30-mile scan, 3-mile imaging/bioscan; 360°;
  • Targeting Computer: +5 to hit target with a scan-lock.
  • Night Vision Sensors: +9 nightvision, ×8 magnification (up to +3 to aimed attacks, if the vehicle aims for three turns).
  • Distortion Jammer: -4 ECM penalty for missiles; +2 to jam missiles.
  • Tactical ESM: +1 to dodge missiles.
  • Medium Holographic Radio: 1,000 mile range (orbital); “palm sized” holographic console.
  • Security and Safety: Simple Locks; Ejection Seat.
  • Life-Support: 5 days
  • Hyperdrive: Rating 1, with sufficient fuel for 2 jumps.
  • Hyperium Reactor: 24 hours endurance at full speed (6 hours with afterburners).

The Raptor has room for a single pilot and an exposed slot for a robot assistant. The Raptor uses computerized controls, allowing either to take full control of the fighter. The robot has access to the hyperium reactor, hyperdrive and traditionally handles hyperspatial navigation and on-the-fly repairs.

Heavily armed, the Raptor has a single, forward mounted gatling cannonin its nose, 1 body mounted torpedo hardpoint as well as two wing-mounted torpedo hardpoints, and two missile-mounted hardpoints on the wings each with three missiles.

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Gatling Blaster

6dx5(5) burn

9

9mi/27mi

1600

3

200/F

M

-10

2

160 mm Plasma Burst Missile

6dx15 burn ex

4

1000/30mi

200

1

6

M

-15

1

160 mm Plasma Lance Missile

6dx30 (10) burn ex

4

1000/30mi

200

1

6

M

-15

1

Isomeric Torpedo

6d×500 cr ex

3

300/
10 mi

2500

1

3

150M

-15

1

Look and Feel

The Raptor-Pattern Strike-Craft matches its namesake. Engines dominate its thick, sleek body, and the cockpit sits at its middle, with the robot slot just behind it. Before the cockpit, the nose extends like a curving “beak” with the gatling blaster located just behind and beneath the tip of the point. Its impressively large wings, bristling with armaments, sweep forward like a bird in flight. In some ways, the Raptor resembles imperial craft, with their large, forward swept wings, but the Raptor is a far larger craft.

Compared to other fighters, the Raptor accelerates sluggishly, with about the acceleration of a motorcycle or a quick car. Its afterburners kick the acceleration up to a more noticeable push against the seat, but still less than 1 G. Fighter pilots comment on its slow acceleration, but enjoy the responsive handling afforded by the extensive and complex hyperdynamic wings, and the durability that the armor affords them, as well as the ability to launch torpedo after torpedo at a dreadnought.

The Raptor, like the Valiant, has the ability to make hyperspace jumps on its own, and has enough fuel to make a “hit and run” jump. The hyperdrive is slower than the Valiant’s, though, so it escorting ships often need to slow their hyperdrives to compensate. The Empire fears the Raptor: its armor brushes off most flak fire, and its speed makes it competitive with other fighters, and a wing has enough firepower to drop more than ten torpedoes on a capital ship, eliminating most dreadnoughts from the battlefield. The Raptor can’t outmaneuver imperial fighters, but a single light fighter struggles with a Raptor’s armor and force screens, though several Javelins or a single Tempest in the hands of a skilled pilot can seriously damage a Raptor.

The Alliance uses Raptors primarily to defeat enemy capital ships, as that’s their core design purpose. They tend to use Valiants as escort, as a Valiant in “agile” configuration is about as fast as a Raptor, and far more adept at defeating enemy fighters. Valiants can also join an attack wing of Raptors to defeat capital ships, but have a harder time contending with the flak. Similarly, Raptors have sufficient agility and speed to fight heavier fighters, and can double as orbital supremacy fighters when strictly necessary. Their heavy armor makes them formidable opponents to defeatand their missile complement makes them quite dangerous to even well-armored fighters, but they can’t keep up with the lightest fighters.

Alliance Space Vehicles – The Valiant-Pattern Multi-Role Fighter

ST/HP: 130

Hand/SR: +2/4

HT: 12

Move:9/530*(+14)

LWt.: 14.75

Load:2.2

SM: +5

Occ.: 1SV+1xr

DR: 15

Range:21,000*

Cost:$28M

Loc.: g3rR2Wi

Stall: 65/30

Total Chase Roll:+16(+17w afterburner in high speed or Agile configuration)

*The Valiant is equipped with an afterburner which improves the Move to 13/650 (+14) and handling to +3 and consumes four times as much fuel (reducing range to 5,025miles, if used continuously). It also has a hyperdrive with a rating of 2 and sufficient fuel for 2 jumps.

†The Valiant has variable geometry wings. “Speed Geometry” use the above stats; “Agility Geometry” halves its top speed (275(+12) or 325 (+13) with afterburner), gives it a +1 to handling and reduces the Stall speed to 30. While using both afterburner and Agility geometry, it has a total handling of +4 and a top speed of 300 (+13) for a chase roll of +17.

‡The Valiant has a force screen with DR 200. This may be angled to create 400 DR in a particular direction, but 100 DR in another directions.

Equipment

Alliance Fighter Electronics:

  • Medium Tactical Ultra-Scanner: 30-mile scan, 3-mile imaging/bioscan; 360°;
  • Targeting Computer: +5 to hit target with a scan-lock.
  • Night Vision Sensors: +9 nightvision, ×8 magnification (up to +3 to aimed attacks, if the vehicle aims for three turns).
  • Distortion Jammer: -4 ECM penalty for missiles; +2 to jam missiles.
  • Tactical ESM: +1 to dodge missiles.
  • Medium Holographic Radio: 1,000 mile range (orbital); “palm sized” holographic console.
  • Security and Safety: Simple Locks; Ejection Seat.
  • Life-Support: 5 days
  • Hyperdrive: Rating 2, with sufficient fuel for 2 jumps.
  • Hyperium Reactor: 24 hours endurance at full speed (6 hours with afterburners).
  • Cargo: Compartment with up to 50 lbs of supplies/gear.

The Valiant has a single pilot seat with computerized controls. It also has a slot for a robot equipped with a datajack to grant the robot access to all ship-board systems. This control station is exposed and has no life-support or armoring shell. The robot has access to the internal hyperium reactor and other power-systems, as well as the sensor and ECM systems and the hyperdrive, allowing the fighter to navigate hyperspace, to make repairs on the fly, and to allow the pilot to focus on flying and attacking while the robot monitors communication and sensors.

The Valiant has an underslung four-barrel gatling blaster, and a 160mm MSML with 8 missiles mounted in an internal bay; this missile bay can be removed and replaced with a torpedo bay mounted with a single isomeric torpedo.

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Gatling Blaster

6dx5(5) burn

9

9mi/27mi

1600

3

200/F

M

-10

2

160 mm Plasma Burst Missile

6dx15 burn ex

4

1000/30mi

200

1

8

M

-15

1

160 mm Plasma Lance Missile

6dx30(10) burn ex

4

1000/30mi

200

1

8

M

-15

1

Isomeric Torpedo

6d×500 cr ex

3

300/
10 mi

2500

1

1

150M

-15

1

Look and Feel

The Valiant is dominated by its long and elegantly sculpted fuselage. It is about as large as two cars end to end, with a high-seated cockpit which provides a full view of sides, forward and above, perched above a pointed nose. If sitting in a carrier or on the ground, its long, thin wings either hug its body, or sweep forward and low, like an inverted V. The carbide body has generally been colored and marked with Alliance sigils, denoting the house for whom the pilot flies.

Upon entering the craft, the cockpit will seal itself shut with a hiss, followed by cool air pumping from the vents as the local life support takes over. The pressure here is lower, similar to an airplane in flight, with a cool, slightly plastic scent. A complex array of controls lay before the pilot, with the stick controlling the vehicle’s movements and weapons, with a throttle control and afterburner to one side, and the control of the wings to another. A screen shows the output of the installed tech-bot, and another display reveals the output of the ultrascanner. The ECM, communication and sensor controls are marked with a different set of colors, indicating that they’re handled primarily by the installed tech-bot, but the pilot can override them in case of an emergency.

To launch, the craft first initiates the repulsorlift and then retracts the skids with a metallic thump. The force screen crackles to life with hair-raising sense of static. The wings then deploy, moving away from the body into the forward swept position of maximum agility, ideal for take-off. The shifting of the wings and their locking into position has a satisfyingly tactile vibration throughout the craft. Then, the pilot accelerates and launches, with about as much pressure as a quick car or a fighter jet. Once space-born, the pilot will shift the wings to a fully swept-back position, for maximum speed, and watch his speed output as the fighter achieves cruising speed. If the pilot wishes to shunt to hyperspace space, he usually does so now.

Valiant missions vary in length. The cockpit has a compartment for supplies, and so some missions take literally days, especially if the pilot has access to fuel stops or carefully husbands his fuel. At 1000 miles per hour, an intercept mission generally takes 3 hours of flight, but a Valiant will often act as an escort on a strike mission, especially if equipped with his own heavy missiles or torpedos. With their hyperdrive, they can also act as “first strike” vehicles, joining capital ships for lightning raids against the enemy without needing to “scramble” first. They have just enough fuel to jump away quickly as well.

When engaged in battle, a Valiant pilot tends to begin the battle aggressively, angling the force screen forward, and looking for a lock to launch a missile, especially if engaging fighters and using plasma burst missiles. Once fully enaged in a dogfight, he returns the screen to its standard, bubble configuration and shifts his wings to high agility and makes use of his afterburners, which push him with nearly 2Gs of force, to bring his gatling blaster cannon against his enemies, relying on superior maneuverability rather than speed, and on his superior durability. Against imperial forces, pairs of Valianttend to perform better than lone, maverick Valiant, as they can mutually support one another against the quick and light enemy.

The Valiant represents an interesting departure from normal Alliance approaches to combat. When High Admiral Lowellin Cole conceived of his alternatives to Grand Admiral Leto Daijin’s approach to defeating the Scourge, he approached Startrodder for help with a new fighter design. The Valiant resulted from that, a merging of Maradonian excellence with Startrodder practicality. It remains one of the most popular fighters of the Alliance to this day!

Alliance Vehicles: Behemoth-Pattern Mobile Fortress

ST/HP: 1,000

Hand/SR: 4/6

HT: 11

Move:1/17(+5)

LWt.: 990

Load: 9.5

SM: +8

Occ.:25AS

DR: 3000/1500*

Range:NA

Cost:$1.45B

Loc.: 4CGTt4X

*The Behemoth-Pattern Mobile Fortress has a DR 3000 armor on top and over its primary turret; the rest of the armor is DR 1500. All armor is composite (double DR vs plasma weapons and shaped charge attacks)

Notes

Mobile Orbital Fortress Electronics:

  • Large FTL Communication Array: 30-parsec range.
  • Large Holographic Radio: 10,000 mile range (deep orbital); “full sized” holographic console.
  • Large Ultra-Scanner: 100-mile scan, 10-mile imaging/bioscan; 360°;
  • Targeting Computer: +5 to hit target with a scan-lock.
  • Traditional Fusion Reactor: 50 years of fuel.
  • Security: Simple Electronic Locks and security cameras.
  • Life Support: Sealed, with NBC filters and environmental control, and one hour of air.
Mobile Orbital Fortress Personnel and Facilities

  • Command Crew: Commander (rank 5); Executive Officer (Typically a Commander); Driver; Comm Officer.
  • Facilities: War Room (+0 Strategy); Briefing Room (up to 10); Sickbay (3 beds); Operation Theater (1 bed);
  • Food and Accommodations: Suficient bunks for 21 people, and 2 cabins, one typically reserved for the fortress commander and the other for the resident noble. Typically has 2 medics, 2 mechanics, 2 drivers, and up to 10 soldiers and/or gunners. Sufficient cargo space for one month of food and 50 lbs of stowage per crewman.

Mobile FortressComplement:

  • Spacecraft: One landing pad capable of supporting a ship up to SM +6 (150 tons).
  • Soldiers: up to 10 alliance regulars with an arsenal with sufficient room for 100 lbs per regular;
  • Materiel: Room for up to two Sactuary-Pattern Emergency Response Vehicles and one Lancer-Pattern Hovercycle; though more often a Behemoth will carry a single Sanctuary-pattern Emergency Response Vehicle and up to 5 Lancer-Pattern Hovercycles.
  • Cargo: Up to 1500 additional lbs.

A Behemoth is controlled from a bridge overlooking the battlefield from the front of the craft. The bridge has three control spaces: a driver seat (and typically navigation), an engineers seat (the overall condition of the vehicle, sensors and minor comms) and the command sear which overlooks both, as well as has an overview of the battlefield, and handles important communications). All controls are computerized, thus any seat can take over any other seat.

A Behemoth has 6 weapons: an orbital artillery cannon, a tank cannon, and four external weapon mounts. The orbital artillery cannon is mounted in an armored turret that has the ability to raise to a full 90 degrees. The second, smaller cannon is a “mere” tank cannon and can be slightly lowered to target vehicles closer to it. The four remaining weapons are open-mounted gatling blasters, used by the crew to protect the Behemoth from aerial attack; they can double as anti-personnel when necessary.

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Orbital Cannon

6d×60(5) pi inc

9

120 mi/
350 mi

430t

1

35

NA

-NA

2

Blaster Cannon

3d×25(5) burn

9

2mi/5 mi

4000

1

15/Fp

150M

-10

2

Gatling Blaster

6dx5(5) burn

9

9mi/27mi

1600

3

200/F

M

-10

2

Look and Feel

The Behemoth is the largest military land-vehicle outside of the Arkhaian Spiral. It dominates its local area, roughly equivalent to a warehouse or office building in size, and more closely resembles a land-based destroyer or cruiser than a tank, which accurately reflects its role. The tank is a total of 100 feet long (~30 yards), and about 25 feet wide, and about two stories tall, not accounting for the raised cannon. The vehicle is split in two, separated by body articulation; both sides have their own set of caterpillar tracks, and the rear is about twice the size of the forward and primarily houses the orbital artillery cannon, while the front houses the bridge, vehicle bay, landing pad, a smaller turret, and accommodations and cargo.

The vehicle can be entered via ground-level hatches on the front or rear section of the vehicle, or via the one-story vehicle bay hatch on the front of the vehicle, or the landing pad atop the front section. Those who enter the rear of the vehicle find little more than tight access passages skirting around the massive rotational space of the orbital artillery turret, power cables, and vehicular engines. Those who enter from the front find themselves either in the vehicle bay, or in access passages leading the bunks and arsenal in the lower half of the front section, while those who enter through the landing pad find themselves in a hallway leading to the aristocrat’s cabin or the bridge.

The top of the front of the vehicle is mostly dominated by its turret and its bridge. The turret sits atop and to one side of the forward section, with the rest taken up by anti-air open mounted guns with gunshields attended by crewmen, and a landing pad. The bridge juts out from the front, overlooking the battlefield and perches atop the vehicular bay. A holographic communication system sits just behind the commander, allowing him to turn to address whomever may be speaking to him without worrying about distractions from the battlefield. The two crewmen actually controlling the vehicle sit closer to the great, diamondoid window, overlooking the battlefield. The bridge is roomy, similar to an actual bridge on a starship. Behind the bridge are two full cabins, one for the Behemoth commander, the other for the resident nobleman.

The bottom of the front of the vehicle consists of a large vehicular bay with a space for general cargo, lying just beneath the bridge. Behind that, one can find a suite of bunks, the arsenal (which houses weaponry and armor for the Behemoth’s security forces and the resident nobleman), and a small sickbay. Behind this, near to the “joint” that connects both sides, is “engineering,” which handles power generation and general maintanence and repair of the vehicle.

The Behemoth-Pattern vehicle is the ultimate expression in the Alliance’s belief of the paramount importance of planetary defense. Most planets considered important to the Alliance have at least one, most have three to six, and Caliban has a dozen, with a handful more submersible“Leviathan-pattern” variants that operate at sea for months at a time. They fill a similar role to the Phalanx-pattern Orbital Artillery, representing a mobile platform from which a planet can “return fire” at ships engaging in orbital bombardment. As they tend to be very expensive, they generally integrate with a network of Phalanx-pattern orbital artillery, and sit at the center of them. Its anti-air defense, considerable armor, and ability to fire at in-coming ground vehicles means it can protect the rest of the artillery around it.

The Behemoth also tends to be a mobile base for an artistocrat on his world: if he wants to go somewhere on his world, he might button up inside his vehicle and let it trundle to somewhere near his desired location, and then go explore via Charger-pattern hovercycle or Sanctuary-pattern emergency response vehicle. If something goes wrong, he can quickly return to his fortress and seek medical aid from the on-board sickbay, rest in his cabin, communicate with the outside world via the extensive comms hardware, or even extract himself with a Prestige-pattern shuttlevia the landing pad. This makes it a wealthy aristocrat’s “home away from home.”

The primary drawback for a Behemoth, in addition to its exorbitant cost, is its mass. While specialist vehicles can carry one from world to world, they make poor assault vehicles and cost a great deal to move around. Generally, they are deployed only to worlds recently absorbed into the alliance as a temporary measure until true orbital fortifications can be built, and then left there as a supplementary defense. The worlds of the Galactic Core often have scattered remains of Behemoth’s left behind during the disintegration of the Federation: the Empire mostly ignores these (unless they feel they can present a real and immediate threat if not dealt with) and leaves them to be devoured by scavengers or repurposed by a few, enterprising rebels or pirates.

Alliance Vehicle: Phalanx-Pattern Orbital Artillery

ST/HP: 450

Hand/SR: 3/6

HT: 10f

Move:1/8(+3)

LWt.: 680

Load: 0.27

SM: +7

Occ.:2

DR:2500/1000*

Range:1600

Cost:$290M

Loc.: 2CT

*The Phalanx-Pattern Orbital Artillery has a DR 2500 armor on top and the rest of the armor is DR 1000. All armor is composite (double DR vs plasma weapons and shaped charge attacks)

Notes

Simple ARC Artillery Vehicle Electronics:

  • Medium Holographic Radio: 1,000 mile range (orbital); “palm sized” holographic console.
  • Large, Fixed Ultra-Scanner: 100-mile scan, 10-mile imaging/bioscan; 120°;
  • Targeting Computer: +5 to hit target with a scan-lock.
  • Hyperium Fusion Reactor: With sufficient fuel for 1 month of operations.
  • Security: Simple Electronic Locks.

The Phalanx has room for two crewman, a gunner who also handles the sensors, and a pilot, who also handles the comms; given that both crewmen have access to computerized controls, both can take over for the other, and sit side-by-side.

The Phalanx is armed with a single, massive, capital-scale blaster. It can be raised to a fully upright position, but it cannot turn (the Phalanx itself will turn to adjust the position, though the weapon is stabilized and can make minor adjustments of its own); while fully upright, reduce the handling by 1; it takes 10 seconds to fully raise or lower the cannon. Older models, now called “A Gentleman’s Phalanx” came equipped with EM Disruptors: treat as the same stats, but instead the damage can only disable systems or the ship, and does no “actual” damage to the vehicle.

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Orbital Cannon

6d×60(5) pi inc

9

120 mi/
350 mi

430t

1

35

NA

-NA

2

Look and Feel

Rare for ARC-designed vehicles, the Phalanx is not an especially pretty vehicle to look at. With their gun raised, they can reach a height of nearly 7 stories, making them appear to be industrial construction on the skyline. However, as one closes, their caterpillar tracks become obvious, each roughly the size of a small house, with a small cabin in the lower front, giving the entire vehicle the appearance of some odd construction vehicle. Thick plates of nanopolymer composite cover the vehicle, usually painted a flat, matte blue-grey to match the urban environs that the Phalanx-pattern orbital artillery often finds itself in. When it moves, its massive weight creates palpable vibrations in the environment around it, but it barely moves faster than a walk in most cases, and at its top speed, a sprinter could outpace it. The cabin itself, while it can be closed up, is no more sealed than a typical civilian hovercar. It has straightforward computerized controls, with a rugged, outdated appearance, spartan, utilitarian interiorand a simple, grainy holographic communicator. The interior is comfortable enough to sit in for a few hours, but not especially cozy or beloved by its users. The users of the vehicle are generally either Alliance Regulars or, more commonly, local militia.

For the Alliance, planetary defense matters more than anything else, and that means having guns that can damage ships in orbit. Such cannons tend to be very large and heavy, and a static emplacement is easily destroyed with bombing runs or a well-placed shot. Thus, the weapon needs to be able to move between volleys, to prevent easy retaliation and to allow the vehicle to dodge. One solution, the simplest, is the Phalanx-pattern. It consists of nothing more than a massive orbital cannon, tracks to transport it, and enough electronics to correctly aim it.

The Alliance typically houses several Phalanx-pattern Orbital Artillery platforms, typically ten to twenty, though far more on critical worlds, around the most vulnerable cities on a planet, such as the starport may house more than fifty. They tend to distribute them through out the city, especially in less critical areas, or in nearby rough terrain, such as a forest or some hills that might act as cover (worth up to a -2 to attack them from orbit). If the Alliance is unable to hold the enemy off in orbit, the Phalanxes will integrate with one another via their communicators to share targeting data, becoming a “Phalanx Defense System” and once the enemy ships enter orbital bombardment range, they will return fire, usually a volley of 1 to 3 ships before they change position, usually at a walking or jogging pace with guns still raised. If necessary, a Phalanx can lower its cannon and move at a much quicker pace to escape to a more remote location, such as a mountain; this is generally only done if desperate, or if the planet expects attack that they cannot easily defeat and want to engage in a long, slow resistance.

Alliance Vehicle: Sanctuary-Pattern Emergency Response Vehicle

ST/HP:65

Hand/SR: +2/4

HT: 12

Move:3/60(+8)

LWt.: 2.3

Load: 0.8

SM: +4

Occ.:2+7S

DR: 250/150*

Range:250

Cost:$2.2M

Loc.: 4rRgX

*The Sancutary-Pattern Emergency Response Vehicle has DR 250 on the front, and 150 on the sides, top, rear and its gunshield. This armor is composite armor: double DR vs shaped charges and plasma weapons.

Notes

Standard ARC Ground Vehicle Electronics:

  • Medium Ultra-Scanner: 30-mile scan, 3-mile imaging/bioscan; 360°;
  • Targeting Computer: +5 to hit target with a scan-lock.
  • Searchlight
  • Tactical ESM: +1 to dodge missiles.
  • Navigation: Inertial Compass (+3 to Navigation); fixed homing navigation system (+5 to navigate to a specific signal).
  • Medium Holographic Radio: 1,000 mile range (orbital); “palm sized” holographic console.
  • Rechargeable F-Cells: With sufficient fuel for 1 month of operations.
  • Life Support: Sealed, with NBC filters and environmental control, and one hour of air.
  • Security: Complex Electronic Locks (-4) with Complex Security Alarm (-4); Crashweb (+10 DR for occupant in a crash; driver and side-passenger only)
  • Accommodations and Facilities: Standing room for up to 6 people; a single paramedical bed (+2 to first aid and +1 to trauma maintenance).

The Sanctuary-Pattern Emergency Response Vehicle has a crew of two people: a driver and a gunner. The gunner sits in the exposed weapon mount. The front cabin has room for one additional passenger, and the rear cabin has space for up to 6 people.

The Sanctuary has a single weapon, a blaster cannon, loaded onto its exposed mount. The weapon is stabilized and linked to the sensor system.

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Blaster Cannon

6d×3 (5) burn

9

200/600

70

3

90/Ep

20M

-10

2

Look and Feel

The Sanctuary-Pattern Emergency Response Vehicle resembles a sleek, high performance ambulance, about the size of a van, either resting on retractable skids. The body has elegant, wind-swept curves carved out of carbide composite, giving it a glossy white or silvery appearance. The cabin is broad enough for two people to sit: a driver and a passenger. The driver commands an array of computerized sensors and controls, including the sensors, a holographic comm system. The passenger is either a long for the ride, or there to relieve the driver in case of an emergency. The gunner rests in an electronic gun-control system that is half in and out of the rear cabin of the vehicle: his head, shoulders and chest are exposed above the armor of the vehicle, but a gun shield covers him from frontal attacks. He mounts this point from within the rear cabin. The gun mount has a hatch that can be closed and sealed, allowing the vehicle to push through bio-chemical attack or through dangerous atmospheres. The rear cabin, in addition to access to the exposed gun, has a single paramedic stretcher with full trauma maintenance gear, and additional space for up to 6 people, generally alliance regulars.

The Sanctuary, to casual inspection, resembles a cut down version of an infantry fighting vehicle: it has a sensor turret, an exposed-mount heavy weapon, sufficient armor to deflect small arms fire and even semi-portable weapons, and sufficient space to carry a full squad of Alliance regulars. While it can serve in this function, it’s primary purpose is extraction for a wounded space knight. The vehicle’s comm system is keyed into the knights bio-monitor, or it can be signaled via a pre-arranged signal (generally stored within the knight’s comm system). The Sanctuary’s systems then alerts the crew and notes the location, allowing them to navigate directly to the knight. Once there, if they meet resistance, the vehicle itself has sufficient armor to act as cover, the Alliance Regulars deploy under the cover of the exposed-mount cannon, and they can retrieve the noble under the cover of fire. Once aboard the Sanctuary, they can apply truama maintenance and first aid to keep the noble alive until they reach a proper hospital.

The Sanctuary lacks the range and sheer armor or firepower to truly act as a support vehicle for invasion. It can perform in this capacity if necessary, but the Alliance generally use it as intended: as a means of facilitating battlefield rescue. Sometimes, they also use it to assist with riot suppression, and they love to put the sleek vehicle on parade, both because it looks like an impressive combat vehicle, but also because it is, ultimately a vehicle of peace and succor. If the Alliance is trying to woo a population, they may even deploy them in place of ambulances when assisting the common man: nothing says “We care!” like a small contingent of soldiers in parade armor showing up with an ambulance to help your child with their injury…

Alliance Vehicle: Charger-Pattern Combat Hovercycle

ST/HP: 40

Hand/SR: +3/3

HT: 12

Move:5/100(+10)

LWt.: 0.56

Load: 0.2

SM: +1

Occ.:1+2

DR: 90*

Range:700

Cost:$530,000

Loc.: 2ErR

*The armor is diamondoid; halve its DR vs crushing damage.

Notes

Advanced ARC Personal Vehicle Electronics Vehicle Electronics:

  • Medium Ultra-Scanner: 30-mile scan, 3-mile imaging/bioscan; 12(forward);
  • Targeting Computer: +5 to hit target with a scan-lock.
  • Tactical ESM: +1 to dodge missiles.
  • Navigation: Inertial Compass (+3 to Navigation); fixed homing navigation system (+5 to navigate to a specific signal).
  • Medium Holographic Radio: 1,000 mile range (orbital); “palm sized” holographic console.
  • 2 Rechargeable F-Cells
  • Security & Safety: Complex Biometric Locks (-4); Complex Security Alarm (-4); Crashweb (+10 DR for occupant in a crash)

The Charger-Pattern Hover-Cycle has room for a single driver and a single passenger sitting behind the driver. It also has room for a single robot, which can integrate with the computerized controls via a cablejack. It also has a “trunk” with space for up to 50 lbs of gear.

The main armament are twin-linked underslung, stablized semi-portable blasters. They can adjust theirs position slightly based on input from the targeting computer, making it potentially a very accurate weapon.

Weapon

Dmg

Acc

Range

Ewt

RoF

Shots

ST

Bulk

Rcl

Cost

Blaster Cannon

6d×3 (5) burn

9

200/600

70

3

90/Ep

20M

-10

2

$85k

Look and Feel

The Charger-Pattern hover-cycle is truly a beautiful thing to behold. While the factory pattern has standards that it applies to every one, the pattern has plenty of room for customization, and each can be designed to exactly fit the expected rider, making each a truly bespoke design (this often translates into a level of Equipment Bond (Charger)). Its chassis exceeds the size of the average hoverbike by quite a margin, but its sleek design, often with spoilers and fins.This too can be customized, and most sport the heraldry of the rider’s house and their preferred colors. The diamondoid shell gives it a sheen, and whatever color it holds, close inspection reveals a certain glittering quality to the body.

When parked, it extends three skids on which it balances. The rider straddles the vehicle in a head-forward position typical of many hover-cycles. Unlike the spare bodies of most hoverbikes, the Charger has an excess of armor designed to offer the rider a modicum of cover (treat this as a -2 to hit the exposed rider). Behind the driver, a small niche can house a small, SM-1 robot, usually the riders personal tech-bot: while the position has a cablejack allowing the robot to control the vehicle, the real intention of the design is to allow the pilot to bring his robot with him; even so, the robots will often handle sensor scans and will bring the vehicle back to the user if the user signals them. The hoverbike has a set of small compartments to either side of the bike and beneath the seat that, together, can carry up to 50 lbs of gear and equipment. The Charger accelerates about as fast as a modern sports car, and reaches top speeds equivalent to top-of-the-line sports cars; it uses its ultrascanner and computerized controls to assist the driver and warn him of oncoming obstacles.

The Charger-Pattern hovercycle is not actually intended as a military vehicle, but an aggressive, armed personal transport worthy of a space knight. The Alliance does not issue these to soldiers, nor does it arrange for platoons of them to scout out enemy positions. Instead, space knights will commission their creation for themselves personally, and use it to reach remote locations (hence the room for a robot and supplies) or to explore a newly acquired planet, or to rapidly respond to a crisis or, more often, to show off how much wealth they have.

ARC and Maradonian Military Doctrine

Today, we continue the series on military vehicles in the Psi-Wars Galaxy.  Last time, we looked at the Empire and their “Imperial Combine” manufactured military vehicles.  Today, we look at their prime enemies and the default “heroic” faction of the Alliance.

I’ve been wanting to talk about them for awhile. When I wrote up the Empire back in Iteration 6, I also wrote up a series on how I saw the Empire fight their wars.  With the Alliance, I began to do something similar, but I don’t think I ever released it, and I know I didn’t finish the vehicles because they proved complicated and, by this point, I had already grown disgruntled with the Spaceship design system.  I needed to really build everything from scratch and think my way through their different tactics.

But I like the Alliance because it presents such a contrast to the Empire, but they also represent a fairly unique faction for the setting.  The Alliance, with their focus on elegant aristocracy, space knights and a precognitive preisthood, represent an obvious deviation from the Psi-Wars inspiration of Star Wars, and I feel like their doctrines and military vehicles, despite some obvious inspirations from Star Wars (such as the Valiant by way of Starhawk by way of X-wing) represent a very different way of war.

So, as usual for these series, I’ll start by talking about how the Alliance engages in war and what their priorities are.

Military Doctrines: Constraints

The Maradon noble houses prefer to fight limited wars. They rarely see political conflict as an existential crisis; instead, they tend to see wars as an extension of diplomacy. They find it shameful that a spat between two artistocrats might result in the devastation of worlds; at the very least, this represents a tragic waste of resources, and at the worst, a humanitarian crisis of epic proportions. Where possible, a Maradonian aristocrat would rather see a dispute handled via negotiation, then courts, and only when these fail, via open warfare. Once that war is declared, the purposeof the war is to shape perception, negotiation and law so that the aristocrat’s claim is recognized, both by his peers and the galaxy at large. Thus, for most Maradon noble houses, war is largely symbolic, a game of one-upmanship and saber-rattling that should ultimately result in a duel between two titanic heroes, not a million dead in the trenches of a fire-ravaged world.

For a Maradon noble, perception matters. Their culture is built upon literally centuries of breeding the perfect rulers, heroes destined to save the Galaxy from some great catastrophe. They rule because people expect them to rule. Through this, the Maradon aristocracy has learned that they must constantly project an aura of inevitability or, even better, heroism. They seek to be celebrated as heroes, to be a “natural” leader of the people they rule. War serves this end. It grants them a chance to be heroic, to show their natural prowess and psychic talents in front of the holo-camera and to build their inevitable legend. It gives them a chance to lend assistance to the suffering, to be seen among the wounded and sick, offering succor and healing medicine. It gives them a chance to grand-stand in the senate, to gain acclaim across the galaxy until the people shout out for the hero to take their rightful and traditionalplace.

Maradonian noble houses also seek detente with one another. Ultimately, who rules a planet is not nearly as important as that the planet is ruled. Two houses may be rivals, but all ultimately belong to the same collection of houses. Maradonian aristocrats honor one anthors’ claims because they want their own claims honored; they do not shatter a rival’s factories or slaughter their population because they would not want their own factories or population harmed. They know that their limited tactics might cause them to lose the war, but tomorrow, they can always play the tragically wronged party, the “True King” that will one day remove the tyrant and return to take their rightful place, and tomorrow, they may have a chance to reclaim their world, or take a new world. Total war between houses would ruin everyone involved and create, at best, a Pyrrhic victory.

In the face of weaker alien races and minor human rebellions, this worked well and the Federation flourished, but when faced with genuine existential threats, such as the Scourge or the Valorian Empire, the genteel Maradonian military power crumbled. The struggle of the Maradonian elite in the Alliance today is to find a way to combine their traditional form of war with modern realities. Some do this by invoking their distant past, when they first forged an empire; others seek the new, more fighter-oriented way of war.

Military Tactics

Alexus Rex rode to galactic power on the strength of the Space Knight and the dominion of capital ships. In those early centuries of space flight, ships traveled with large, cumbersome hyperdrives and thus they represented massive investments of capital and human resources. Enormous space battles usually involved only a handful of capital ships. Alexus Rex used a combination of the battleshipand destroyer-sized boarding ships. The former provided covering fire while the latter slipped close and forced their way onto and into enemy ships. Once latched on, the space knights would be the first to enter, his heavy armor, force buckler and psychic power providing more than enough defense against the initial onslaught of ship-board defenders. Through skill and the lethality of the force sword, space knights pushed back the defenders and granted the rest of the boarding crew the room to move in. These vast ships provided the space for pitched battles of boarders vs defenders, but the Maradonian forces usually won without causing serious damage to the ship, and Alexus Rex would add another ship to his fleet.

During the War of Houses, after the fall of the Alexian Dynasty, war changed again. As the houses fought over scraps of Empire, they often traded planets several times, and total war meant that countless millions would die. Moreover, the Houses had literally had centuries to fortify their worlds, making their own fiefdoms virtually impregnable. War turned to siege: the Maradon elite primarily focused on dominating orbit and then parking dangerous artillery above major aristocratic sites and then engaging in aggressive diplomacy. They used their position to blockade trade routes and place economic and political pressure on the world to capitulate bloodlessly, with the unstated threat of orbital bombardment as the final possible option. As a result, war became an extension of diplomacy for the Houses and then, when they formed the Federation, the practice remained.

While war become largely ceremonial for the Maradonian elite, it hadn’t for the rest of the Galaxy. The Communion Crusade introduced fighters to the galaxy and proved their effectiveness. The Maradonian elites had been slow to adopt them, but House Elegans, during the Slaver War, had seen what they could do. During the Anacridian Scourge, High Admiral Lowellin Cole, warmaster of house Elegans and veteran of the Slaver War, suggested using fighters and carriers to push back the Scourge; eventually, the Federation went with Grand Admiral Leto Daijin’s approach instead, but High Admiral Cole’s efforts resulted in many of the starfighters used by the Alliance today.

The Alliance continues to focus primarily on planetary defenseand war through diplomacy. They endeavor to make a world or star system sufficiently difficult to take that the enemy refuses to commit to total war, and then the elites begin to jockey for political position, acquiring allies and hitting one another with trade sanctions until it either becomes obvious that the attacker has no hope of breaking the defenses of the besieged system or defender realizes the attacker has both the military and political upper-hand and graciously bows out, turning the system over.

This tactic struggles against the Empire, as they have resources to spare. The Empire will simply overwhelm a system and accept the losses that the Alliance inflicts while defending a world, testing the ceremonial strength of the Maradonian noble and, more often than not, proving them to be a paper tiger. 
 
Thus, today, the Alliance tries to reform its approach to war. Traditionalists try to bring back the very old way of war, raiding Imperial ships with space knights and boarding parties, straddling a line between military force and piratical raiding parties, but the modern space knight is a pale shadow compared to the elite and powerful companions of Alexus Rex, though every day their training grows sharper and their armor more robust. The Empire counters this tactic with beefier on-board military security and escorted logistics vessels. Progressives focus on the power of the carrier and the hit-and-run tactics of elite fighters. For them, the power of the psychic space knight can be expressed with a fighter’s blasters as easily as with the force sword; furthermore, the common man often has access to his own starfighter, so the progressives act as a support force for Alliance fighter levies. This have proven effective, as a lightning raid by strike fighters can destroy an unprepared dreadnought fairly quickly, but they struggle with resource costs, as a single Alliance fighter can easily cost as much as five to ten Imperial fighters, and the death of a single space knight shakes the Alliance far more than the death of a Javelin pilot does to the Empire. The Alliance’s warmachine costs morethan the Empire’s, and the Alliance has less resources, and so is forced to find ways to compromise.

They do not compromise their means of conquest. The gentle hand that they apply to war earns them much love from the people. The Alliance claim they come as liberators, and when they take a world, their focus on diplomacy over firepower lends a great deal of credence to their words. Their focus on keeping their aristocracy alive means they tend to have numerous medical supplies on their ships of war, which means they can afford to spread aid and support to a newly “liberated” people, earning them a lot of affection from the new populace. However, if the people fear they are unable to hold the world, they may turn against their new lords anyway, or demand neutrality, because if the Empire retakes the world, and it usually does, it may exact retribution for all of those that “betrayed” the Empire by accepting the Maradonian regime.

ARC: The Means of Production

Maradonian aristocratic power rests not only on their military might, but also monopolizing the means of production. The aristocracy controls House Foundries, vast, automated factories the size of cathedrals or planetary fortresses. These are run by the House Guild, and each house has their own unique designs and resources.  Even so, over the centuries, the houses have benefited from standardizing certain elements and sharing blueprints and designs, and this has resulted in the Allied Resource Conglomerate, which is shared initiative between the houses that manages time-sharing of House industrial resources.  Rather than approach a dozen houses for access to industrial resources, one need only approach ARC and they’ll manage the rest, seeing that your order is delivered.

The Alliance has several such cooperatives, but ARC handles the military aspect and thus has profound influence over the shape of the war against the Empire and the vehicles created to defeat them.  ARC vehicles tend to be extravagant, baroque and beautiful. They’re also highly effective, but often a somewhat wasteful expenditure of resources as most House blueprints demand that their vehicles be worthy of the aristocracy that use them and also favor form over function.  This tends to result in vehicles that assume the presence of a lordly character (excellent accommodations, beautiful heraldry, dancing halls in capital ships, etc) or a focus on serving a space knight at the expense of a common soldier, and extremely expensive vehicles, but often worth the money if one is a psychic space knight with money to spare.

A Psi-Wars Historical Timeline II: The Galactic Federation and the Rise of the Empire

Normally, a timeline begins sequentially, starting at “the beginning of history,” and mine certainly does, but I’m going to break it up a little differently because I want to emphasize something to you, dear reader: put the most vital information in front of your players first, and bonus or reward information later, especially after some hunting.  I also want to emphasize that “starting at the beginning of time” is generally overkill, and you always have to start somewhere.  You’ll be missing a little context, but that’s okay, we’ll pick up a little earlier back tomorrow.

If you’re a little lost on the calendar notation, check out yesterday’s post on calendars.

The Modern Era

 1359 AE to 1747 AE Interregnum: The War of the Houses
(2432to2832 DC Lithian; 206to 218gc U Eldoth)
The death of Lucian Alexus did not result in the immediate dissolution of the Dynasty. Instead, a long war broke out that turned into a detente as the various houses all angled, first, for their preferred successor (similar to the succession crisis a millennia earlier), then for their own ascendancy on the throne, then for their own local concerns.
  • The Reign of Shio Daijin: Lord Shio Daijin reached Sovereign first after the death of Lucian Alexus and seized it, proclaiming himself regent until a proper successor could be found, or so he claimed. The other houses and remnants of the Alexian Dynasty saw him as a usurper, and he was slain by Alexian remnant forces as a Traitor Lord and his house shamed.
     
  • The Hunting of the Traitor Lords: the last remnants of Lucian Alexus’s Immortals, his body guard, and aristocrats loyal to the Dynasty, such as Kusari Kain, sought out those they felt responsible for the death of Lucian Alexus or what they saw as attempts to seize control of the Dynasty, including the last of the Templars, the House Daijin, and others, until their efforts finally collapsed.
  • The War of the Houses: The last remnant of Maradon powers, absent the Alexian Dynasty, were the aristocratic houses of Maradon themselves. Powerful houses like Daijin, Tan-Shai, Sabine and Mistral vied for control, first of the Empire itself and then, eventually, over the sovereignty of their own domains. The majority of this war would turn to detente, with shifting alliances preventing any one house from dominating. As a result, regions of control slowly calcified into stable states, and the war became a formal, ritual affair focused more on negotiation, show of force and dueling rather than open warfare.
1693 AE to Present The Slaver Empire (The Umbral Rim)
(2776DC toPresentLithian; 217gc U to Present Eldoth)
The Umbral Rim lay largely unprepared for the latest Mug incursion. Scattered warlords and pirate kings cast about for allies as the Mug War-Arks devastated their defenses and scattered their forces. The Slavers, who had long supported the remaining, skeletal framework of Tyrannic economic and political power as “servants” to various warlords that seized thrones on worlds like Sarai or Rath, offered their slave armies and their starships to defend against the Mug raids. They quietly gathered up all their various favors and used the war to position themselves well, until they had sufficient wealth and power that they pushed out the Mug, seized Rath and installed their own master there, and began to dictate the course of events in the Umbral Rim. With a combination of addiction, corruption and strategic brilliance, Slaver power waxed until it had united nearly all of the Umbral Rim and managed to steal worlds from the Hydrus cluster itself, eventually threatening even the Federation.  

This resulted in the Slaver War (see below) at 2211 AE (3310 DC) when House Elegans fought back and pushed them out of the Hydrus Cluster, though suffered greatly for their victory. This pushed the Slaver Empire back to the Corvus Constellation and the Sanguine Stars.  The rise of the Valorian Empire pushed them back even further, carving away most of the Corvus Constellation and liberating Sarai from their clutches.  Never has the Slaver Empire been weaker. However, a new leader has arisen, forging ties with the Sathran race, and corrupt elements within the Valorian Empire in a bid to spread Slaver influence once again.

1747 to 2276 AE The Galactic Federation
(2832to3377DC Lithian; 218to 235gc U Eldoth)
The effect of the detenteof the War of the Houses was such that diplomacy became a dominating feature of aristocratic life. Under the vision of Valria Sabine, a great Galactic Senate was called, first as a means to hammer out a specific concord across the divided houses and then, again at her patient and insistent urging, it slowly turned into a yearly forum for treaties and discussing the direction of the Houses. Then, finally, after the tragic death of her brother, Vance Sabine, and her inspiring rhetoric, the Houses agreed to form a federation: no house would rule over another and each would be autonomous, but they would all sacrifice some of their sovereignty to the Galactic Senate, agreeing to be bound by common economic, domestic and foreign policies. 
 
This era became an era of peace and prosperity not seen for millennia. The aristocratic penchant for diplomacy spread to all aspects of their reign, and they expanded the Galactic Federation through negotiation rather than conquest. This required them to actually have something to offer, and most independent worlds that joined of their own volition found themselves improved by commerce, tourism and technological exchange, and granted religious freedoms and freedom of travel and commerce that allowed them to live with a level of freedom and autonomy they had not enjoyed under millennia of empire after empire. 
Slowly but surely, it heralded a golden age… but not a perfect one. The aristocracy held special, unique rights over the rest, and they guarded their autonomy carefully, often refusing to cooperate with one another. Critically, the Federation had no centralized military power, for each house feared whomever controlled the levers of military power would use it to enforce their vision, turning the Federation into an Empire.
  • Expansion and Stability: The Galactic Federation expanded through negotiation. After the fall of the Alexian Dynasty, only parts of the Glorian Rim, the Core and parts of the Arkhaian Spiral remained under House control. As the Federation expanded, alien races such as the Sparrial, the Asrathi, Keleni enclave worlds like Covenant and even remote worlds, like the Rogue Stars and the Spindel Web, agreed to join the Galactic Federation. 
     
  • The Rise of Corporations: The Galactic Federation needed to remain an economic powerhouse to maintain its appeal to its member worlds, and to do that, it needed to grant more and more sovereignty to corporate entities. At Tan-Shai bidding, the Senate recognized the Hyperium Guild, the entire corporation, as an autonomous member. This opened the gate to other powerful corporations, and given standing in the senate, they could directly vote their interests. This often resulted in greater economic prosperity, but that prosperity was often unevenly divided, especially if the majority of the Galaxy would side with a corporation against the interests of a minority of worlds…
  • 2211 to 2219 AE The Slave-War and the Plague: Not every encounter with aliens went well. The Slaver clans of the Umbral Rim grew in strength over this era, and their raids resulted in the enslavement of members of the Federation. The Galactic Senate voted to allow House Elegans to go to war, and it brought numerous allies with it, and managed to push back the more primitive Slavers from their protectorate in the Hydrus Constellation, but the deep press into the Umbral Rim exposed many members of the Galactic Federation to new plagues that had long stewed in the confines of the Umbral Rim, and a plague ripped across the Federation, killing many and crippling more. While not a catastrophic loss of life, it was nonetheless influential to the era.
  • The Rise of Robots: With the death of many sapients, paired with rising corporate profits, more corporations began to turn to the talents of the Neo-Rationalists in the Arkhaian Spiral, including the Council of Terminus and its intelligences, and the innovative designs of the Primus system. Robots had already been a feature of the human-dominated galaxy, but after the Slaver-Plague, their presence became more pronounced and created economic disruptions, leaving discontented populations who felt their needs were left unmet by the increasingly isolated aristocracy and profit-driven corporations.
2237 to 2256 AE The Anacridian Scourge
(3337to3357DC Lithian; 234gc U Eldoth)
Into a galaxy struggling with internal tensions, a calamatous invasion crashed in the Arkhaian Spiral. Originating in the Anacridian System (or, at least, first encountered there), the Scourge tore through the Arkhaian Spiral, devastating entire planets with its nightmarish techno-organic warmachines. All life fed its engines and it devoured entire populations to sate its hunger; those who did not die found themselves infected and changed by a techno-organic plague. The entire Arkhaian Spiral begged for help, but paralyzed by internal struggles, each House refused to move, remembering the price House Elegans had paid for its war.
Finally, an honored naval officer of House Daijin, Leto Daijin, proposed a unified military force that served no House, but the Senate itself. Houses would contribute some amount to its fleets, but the corporations would provide industrial support too, creating ships designed specifically to handle the scourge. The gambit worked: the corporations build the new fleet while Leto led a delaying action with donated vessels, stopping the Scourge in the Kybernian Cluster and then, with the new fleet, pushing the Anacridian Scourge back out of the galaxy after 20 years of grueling war that redefined the Arkahaian Spiral.
2256 to 2269 AE The Hero of the Federation and the Reform movement
(3357 to 3370DC Lithian; 234 to 235gc U Eldoth)
With the war won in the Arkhaian Spiral, Grand Admiral Leto Daijin returned a hero. He magnanimously stepped down from his position, to the collective relief of the Galactic Senate, however, at the urging of his soldiers, the people of the Arkhaian Spiral and the people of the Galaxy, he turned to politics and was elected to the Senate as a powerful new Senator. There, he urged military reforms and, based on the treatment of his soldiers after the war, and his experiences during his travels across the galaxy, he proposed several additional policies, like an oversight ministry over corporations, making the Federated military a permanent fixture and creating a substantial welfare program for citizenry displaced by robotic labor. His proposed policies, his stoic charisma, and his deeds all made him an extremely potent political force to content with, and a polarizing figure in the Senate with his threats to the status quo.
2261 AE The Cybernetic Union and Unrest
(3362DC Lithian; 234gc U Eldoth)
With such a great loss of human life, and the corruption of robotics by the techno-organic plagues of the Scourge, the robots of the more remote parts of the Arkhaian Spiral began to ran amok until the Council of Terminus, absent human leadership, stepped in to control the situation and created the Cybernetic Union, an empire governed by a totalitarian version of cyber-rationalism that argued for the supremacy of the robotic mind. It forced cybernetic implants on its human subjects and began an aggressive expansion campaign while the rest of the Galactic Federation looked on with horror.
2269 AE The Martyrdom of Leto Daijin and the Galactic Civil War
(3370DC Lithian; 235gc U Eldoth)
Once again, a great horror arose in the galaxy and the Senate did nothing. Some senators even sided with the Cybernetic Union on their arguments about the place of robots and suggested coming to some sort of compromise with the Union. Leto lambasted the senate for its inaction and then, finally, resigned his position and took up command of his old fleets, and without waiting for orders, used them in the defense of worlds in the Kybernian Cluster, holding the Cybernetic Union back while the Senate decided what to do, an act widely hailed by the populace of the Federation. Fearing a popular man with a grand fleet as his back, the Senate recalled the Grand Admiral, arrested him for treason and executed him.
The Galaxy convulsed over the rash decisions, and his lieutenants in the navy reacted with rage. His protege and “adopted son” Ren Valorian gathered their fury and directed it back at the Galactic Senate. The “Senate Fleets” charted a course for Sovereign, to march on the very Senate it was meant to answer to. The Houses gathered their own personal defenses to hold off the advance, except for House Tan-Shai which saw which way the wind was blowing and threw its support in with Valorian. The protege defeated the aristocrats and seized the remnants of the Senate, executing for treason those who had bowed to the Union, dithered before the Scourge, and seen to the execution of Leto Daijin.
Then, sitting himself on the ancient, long-absent Alexian throne of Sovereign, Ren Valorian “accepted the call” to name himself Emperor, and declared a state of emergency against the traitor lords holed up in the Glorian Rim behind Caliban and the Maelstrom, and the genocidal Cybernetic Union, and the monstrous Slavers and other alien threats.
Thus began the Valorian Empire.
2276 AE to Present (2297 AE) The Valorian Empire
(3377to3399 DC Lithian; 235gc U Eldoth)
The Valorian Empire has endured for an entire generation. The Emperor begins to grey, and his children, a princess and a prince born to him by the Lady Zandra Tan-Shai, have grown into adulthood. Those who reach adulthood in the Galaxy have known only the Valorian Empire their entire life. The days of the Galactic Federation seem like a dream clung to by the old and bitter, a fading reality that will never be again.
The Wars initiated by Ren Valorian simmer to a stalemate as he solidifies his power in the Galactic Core and sends his Imperial Knights and other agents to execute his machinations. Now, with his technological superiority nearly complete and his psychic mastery of the Galaxy nearing totality, he readies to break the stalemates between himself and the Alliance and the Cybernetic Union. The detente with the Alliance and the meat-grinder between the Empire and the Union cannot last forever…

Patreon Post: House Tan-Shai, the Fifth House

Patrons of the Companion ($5+) and higher tier sometimes get to vote on some critical aspect of the Psi-Wars setting.  Nearly two years ago, they had the chance to vote on the “Fifth house.” The results were… unusual to say the least: a degenerate house elevated by the Mad Emperor, who opposed the Akashic Order, had anti-psionic powers, and followed a Broken Communion cult and sided with the Emperor; they were clearly the anti-Maradonian house!

Well, it’s taken me a lot of time, but House Tan-Shai, lords of the Arkhaian Spiral, are finally here.  Fellow Travellers ($3+ patrons) now have access to a preview of the house.  Enjoy!  As always, thank you to all of my patrons, and if you’re not a patron, you can always become one by hitting that button in the sidebar!