Wiki Showcase: ARC Robots Part 2

I’m on vacation, so you’ll have to forgive me for missing my posting schedule.  With the announcement of a coming playtest, I’ve been busy putting all sorts of things on my wiki, so sometimes I forget to pop onto the blog and give you an update.

I have three ARC robots available to you on the wiki.  I discussed some of the the theory previously, but some commonalities:

  • All ARC robots are attractive in some capacity. These robots are as much fashion accessories as tools, so naturally a noble would want them to look good.
  • All ARC robots can talk.  Similar to their being attractive, ARC robots need to interface with people more than they need to interface with other machines.
  • All ARC robots are humanoid.  Similar to the above issues, ARC robots need to relate to humans, so they need humans to relate to them.  Thus, even when they look odd, they have an identifiable humanoid quality to them.  That said, they’re always sculpted and one would never mistake an ARC robot for a human.
ARC often uses fighters with an tech-bot slot.  Hobnobs fit into that slot and serve as the “co-pilot” on most fighters, with the ability to interface with the hyperdrive to navigate through space.  In addition to that role, the Hobnob is tasked with maintaining their fighter, and so excel and maintenance and repair.
The Hobnob is “cute,” and has stubby legs to help facilitate this theme, but there’s also a logic to it: by being small and “dwarf-like,” Hobnobs can more easily fit into ducts and tunnels.  The downside is greatly reduced move (smaller robots should have a reduced move anyway) and an inability to really fight well while running.
In my head, I see Hobnobs as switching their hands out with their toolsets, rather than having a toolkit erupt from their chest as it seems to in Star Wars.  Thus, a Hobnob might be wielding a plasma torch instead of a hand, or a fire extinguisher or a set of wrenches. If it needs to switch to a hand, it withdraws the tools and its hand emerges.  This greatly reduced the point cost of its torch and created what I thought was an interesting image.

The Squire-Pattern Armory Aide Robot

When I was thinking about robots for the Alliance, I had to think a lot about what sorts of robots they would have.  Including a Tech-bot and a Medi-bot was obvious, but what else might they have? I hit on the idea of a “squire” robot pretty early on (and I could never come up with a more apt name for them).  ARC primarily concerns itself with nobles, and modern nobles concern themselves with the twin issues of fashion and war.  This reminds me of the typical fantasy gamer, who tries to wear armor at all times; in a D&D-style game, this makes sense, as there’s little social pressure not to, but it “looks wrong” to have a fully armored knight going to a party.  Psi-Wars has more of a social focus and so it makes sense that a knight would want to switch out of his armor when attending a gala, but want to switch back into it as quick as possible.
Enter the Squire.  It can house a full set of armor, or a small wardrobe of dashing, fashionable clothes, and it excels at switching the character out between both.  This means you can go to your gala in your nice outfit, and when the inevitable assassins show up, your Squire-bot Iron-Mans you into your full diamondoid armor in mere seconds.
Everything else comes down to “What does the robot do the rest of the time?” Thus they make competent combatants and butlers to assist the noble in either role of gentleman or elite warrior.

The Nightingale-Pattern Medi-Bot

The last, obvious robot to include was a medical robot.  The Alliance wants to be seen as caring, and thus it seeks to provide medical assistance where possible. More cynically, though, it places a high value on its elite warriors, and doesn’t want to discard them as soon as they’re hurt.  Many of their vehicles sport emergency medical facilities, and one can almost make out how they see their vehicles and materiel operating: a space knight goes out (on a Charger, for example) on some quest, and gets injured.  He signals to his ship (such as a Regal-Pattern cruiser, which comes with extensive medical facilities), which dispatches a shuttle (such as a Prestige-Pattern shuttle) which itself dispatches a Sancutary-Pattern medivac vehicle.  The vehicle rushes to the wounded character and someone needs to provide triage, and then stabilize the character, put him on the medivac vehicle, get back to the shuttle, get to the cruiser, and then get him to the proper, mobile hospital.
That “someone” would be a medi-bot.  They could know all the details of the character in and out, and be passable doctors and thus excellent paramedics.
As with all ARC robots, they need to look attractive.  That, paired with the extensive imaging software in their head and the need to have a “mouth” for chemical sensors (though you can also use those chemical sensors on sensitive fingertips, allowing them to “taste with their hands), tends to make them look like children, as they have large heads and small mouths.

WIki Showcase: ARC Robots

Last week I discussed robots in general.  Today, I have two new Wiki posts available for you.  One discusses robots in general (which I probably should have launched last week) and one detailing ARC robots.

I wanted to showcase both because just discussing robots would probably repeat a lot of last week’s material. Instead, I wanted to discuss the “rubber-meets-the-road” reality of how I put last week’s ideas into practice, and use ARC as an example.

ARC

For those who need a refresher, Psi-Wars has several corporations, and ARC is the Alliance Resource Cooperative, a company that manages all the various industrial assets of the noble houses of the Alliance, so as to maximize their utility.  This means that they primarily focus their attention on the needs and interests of the nobility.  We’ve gone through all of their vehicles, now we’re looking at their robots.
I designed these robots with military utility in mind. “Military robots” immediately brings combat robots to mind, naturally, but robots can serve a lot of other purposes militarily, and to understand these, one must understand the primacy of the Space Knight in the Maradonian mindset, and thus the monomaniacal focus of ARC technology on the singular, elite warrior.  Thus, we have robots who:
  • Fix and maintain the noble’s ship (Hobnob)
  • Tend to the injuries of the noble (Nightingale)
  • Tend to the armor of the noble (Squire)
  • Act as a bodyguard for the noble (Sentinel)
ARC lacks broad, generalist robots, and instead focuses on specific niches and does those well.  I’ve not yet discussed “civilian” or “law enforcement” or “espionage” robots, though naturally there’s some crossover here, but that’s to head off “What do you mean ARC doesn’t have a protocol droid?” We’ll tackle those in another cycle.
After settling on the basic ideas for what sorts of robots ARC had, I needed to decide what made them stand out as a cohesive whole, and how robots would function.

Building an ARC Robot

People will want to play robots, this much is true, but most people will play as humans or aliens and want their robots as allies or background hirelings.  They don’t really care about robotic details. This realization drove a lot of my design.
In principle, I wanted to be able to offer GMs the opportunity to grab a chassis and a personality and know how the robot worked without knowing anything more than that.  For this, I created the personality packages.  They have specific skills and disadvantages as well as common disadvantages, but first and foremost, you have a sense as to how each one will play.  A “Gallant Hobnob” tells you everything you need to know to run one, and it clocks in immediately at 125 points, perfectly fitting into the ally slot.
But for those who want to know their robots in greater detail, whether because they’re playing them or they want a lot of detail on their NPC, I’ve included additional information on what sort of common disadvantages and quirks such robots might have.  Going into detail about quirks might be overkill, but the idea behind it is to both help the PC build his character, and to give a larger sense of how the robot might behave and/or evolve over time.  I hope it begins to give you a sense of what an old and weird robot might look like, vs a factory fresh one.  They’re not meant to be limiting (you can ignore the recommendations), rather, they’re meant to inspire, especially if you get stuck.  They’re a default mode of personality for the robot.
Next, I wanted to show how most nobles use their robots, as well as to give additional options to eat up your points for a PC robot, or a 100% point robot (or a 50% robot on a higher budget, such as 300 points).  I thought this was a great moment to remind players what the obsessions of the Alliance might be, such as realizing that other nobles might seek to undermine your robot to get at your secrets (Security Failsafe, Counter Surveillance), that nobles tend to be deeply concerned with marriage and breeding (Matchmaker), regularly deal with other psychics (psychotronic detector), need to keep a populace pacified (Silvertongue, Neurolash Stunner) and tend to be deeply concerned with the wealthy buyer and thus want to make him happy (Adaptive Countermanagement).
Taken together, and paired with some of the personality suggestions and common traits, we begin see the larger picture of an industrial base of robots biased towards their own technology and their own houses, who look down on the robots of other industrial bases the way their masters look down on everyone else, and who are dedicated to the advancement of their house (Hence why Sense of Duty (House) is resilient and Sense of Duty (Master) isn’t).

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.