Psi-Wars: Let's Talk Robots

When I set out to do the military doctrine project, I knew I would need to break it down into the following pieces:

  • Weapons
  • Armor
  • Ground Vehicles
  • Space Vehicles
  • Robots
Realistically, I’d also add the resources and machinery that make it all possible.  A factory and the supply line is as much a part of a military doctrine as a rifle or a tank is, and those with superior factories and supply lines win wars just as well as those with superior tanks and rifles.  But given that players don’t interact much with these, I figured we could push them into the background a bit (in a sense, the “corporations” providing all of these stand in for the factories and supply lines).
We’ve completed everything but robots, which represent a unique element to our doctrines.  Robots are fairly new, militarily speaking, though I can say with confidence that we do use robots militarily right now (there’s a 21st century sentence if I ever read one), and a lot of time and research goes into perfecting those robots.  We see them more obviously in Star Wars, which has a rather unique take on robots, if I’m honest, as it integrates them directly into the military infrastructure: an R2-unit is a military robot, meant to interface with a fighter (fighters even have socked specifically designed for R2 units). It doesn’t fight directly, but it definitely aides in military operations.
I wanted to mimic that in Psi-Wars.  Robots assist people in Psi-Wars like mobile, intelligent tools.  I built the ARC fighters and the Redjack fighters with the assumption of robotic assistance.  Similarly, many ARC vehicles come with med-bays, which suggests a need for a medical robot.  Thus, we can see robots as part of an integrated whole: an ARC-equipped space knight, as one example, is surrounded by tools that assist him in battle, from his force sword to his diamondoid armor to his medivac vehicle that tends to his wounds or his speeder bike that rushes him to the enemy to his fighter or his carrier that brings him to the right system, to his robot that maintains his fighter or assists him in donning his complex armor.
So I wanted to take some time to stop and revisit robots.  I’ve talked about them already back in Iteration three and looking back on that material, it’s pretty good.  Sometimes I look at old material and cringe, but sometimes I look back and go “Oh, I need to remember that” or “Oh, that’s actually pretty useful.”  This was the same here, so I found myself reusing a lot of material.  Over the next few weeks, I’ll touch on some of those topics and expand them.  Today, I’m going to talk about some polling I’ve done of the community, why I took the route that I did with my design and what some other routes might be, and how I broadly see robots fitting into the integrated Psi-Wars setting.

Do you wanna play a robot?

I ran a snap poll quite a few months ago, and the core thing I wanted to know was if people wanted to play as robots and, if so, what themes they wanted to see.  This is important because if nobody wants to play as robots, then basic stats, treating them as gear, is sufficient, and we don’t need to worry about point totals, in the same way I don’t need to worry about the point cost of a fighter or a blaster rifle.
The answer was, of course, overwhelmingly in favor of playing robots, and this didn’t surprise me, Years ago, in “Golgo Wants You Dead,” the two character concepts shot down by the GM due to a lack of support were “Robot” and “Druid.”  Both were concepts I wanted to integrate into Psi-Wars in a cleaner way.  So people want to play robots.
But how?  Well, the answer here seems largely shaped by how I’ve presented robots already, though perhaps also by the source material I’m using (ie, Star Wars). By far, people preferred to see robots as essentially no better than people, just different.  They saw robots as a very different “mode” of play, and wanted to play that difference up. So, for example, in Iteration 3, I suggested robots might have computer brain slots to switch out skills.  That sort of thing would be unique to robots and represent a very different mode of play.
The second most popular theme was that of robot rights, which I found very interesting.  Star Wars largely side-steps this issue. It follows the more 1950s version of robots as cute side-kicks or nameless goons to be gunned down. It doesn’t follow Asimovian questions of whether robots count as people.  The Psi-Wars community isn’t necessarily saying it sees robots as people, but it likes the idea of asking the question.  This is likely because I’ve brought it up before and its rather embedded into the setting via the Cybernetic Union, but that doesn’t necessarily mean it has to be super important to the setting, but my readers seem to like the idea.
The third most popular theme was robots-as-tools.  They like the idea of robots as mobile problem solvers that bring specialized tools with them.  You don’t hack computers, you get your robot to do it; you don’t fix your fighter, you get your robot to do it; and so on.  The point of a robot is to handle the technical aspects of the adventure, and also, to exist in the background, maintaining your civilization.  In the upstairs/downstair drama of life, humanity is “upstairs” and robots are “downstairs,” which gives some tension to the choice of “robot rights” as a major theme: perhaps the setting sees this as true, but perhaps robots don’t like it this way.
The next voted theme (“third least voted for) was for physical primacy.  We’re getting more into the territory of “voted against” than “voted for” so this is likely something not everyone wants.  In a sense, it’s something you can’t really get away from.  Robots are, in GURPS at least, stronger pound for pound than a human is, less vulnerable to physical ailments, don’t need to sleep, can take pretty intense physical punishment, and integrate inhuman sensing capabilities that would, if handled realistically, would make them phenomenally accurate.  The rather tepid vote seems to acknowledge this, but given the higher votes for weirdness and tools, would rather robots were “differently capable” than “better.”
The second least voted for option was “Existential robots.”  Broadly, the community doesn’t seem that interested in pondering the philosophical implications of robots.  Given their loud support for robot rights as a theme, this seems more about not worrying about if people don’t count as people.  Taken together, this suggests they don’t really want to blur boundaries between human and robot or contemplate the bio-electronic nature of the human mind and would rather maintain the human supremacy of most old space opera, while paternalistically wondering if robots should be given the right to self-determination.
The least voted for option was “Mental Supremacy.” Physical supremacy might be grudgingly tolerated but not mental supremacy: robots can be strong, but robots shouldn’t be smarter than people, or so the consensus seems to be.  I think if you’re talking about robot rights, you need to at least acknowledge that robots can be as heroically smart as people, but the community seems to prefer not to explore transhuman themes of robots coming to eclipse humanity.  I see little real risk of that, though, given that Psi-Wars grants humans access to psychic powers that robots don’t have, but it means that robots with 15+ IQs need some serious thought and some work.

Smart Tools: Robots in Psi-Wars

My approach towards robots has changed little since iteration 3.  I see robots of this iteration as a refinement, creating detailed versions of what I did in iteration 3, though this has a few implications.  First, robots are mostly intended as allies (“robots as tools”).  Second, what makes robots useful is their highly specific skillsets (often programmable) and the tools available in their chassis.  You are your robot-model first, and anything else second (if at all). Third, I’ll follow the software/hardware dichotomy of Ultra-Tech, with one caveat, that a robot’s “programming” has a physical manifestation in their neural net, which means that if you destroy a robot’s body, you destroy its mind.  A back-up might be possible, but that’s a physical copy of their neural net, and takes extensive work.  You can’t casually do things like duplicate a ton of robots with a quick copy-and-past of a database and some code like you could in Transhuman Space.
With a focus on allies first, I’ve focused my designs on “grab-and-go play.”  The idea is that if you want a robot, you can just pick a template and it has everything you need, and you can slap some personality on it, and move on.  A robot clocks in at 125 points (in general), which means if you’re playing a 250 point character, they’re worth 2 points as a base ally (this is also true of a 300-point character, a point value passionately defended by some in the community, and for good reason, but if so, you can apply another 25 points of upgrades to your ally robot, if you want).  A robot’s skills clock in at 10 or 12 for the most part, making everything easy to remember.  They have the skills for a single niche, rather than the exhaustive sort of list that most adventurers have.
I’ve broken up robots into three parts: chassis, personality architecture and template.  The idea here is that when choosing a robot template, you’re also choosing a chassis (“I want to play a Tech-bot 3000”) and how it’s programmed to behave as a person (“It’s programmed to have a sunny disposition”), and then you integrate these together in the template.  For the most part, template and chassis are integrated already: a tech-bot is a tech-bot, though this won’t always be the case (a general purpose android might be a medical robot or a technical robot) while personality is generally chosen separately.
I’ve been using neural nets as a basis for my robots, though this creates a weird grey area between programming and hard “mortal” robots.  Mostly I use it to prevent duplication of robots, but I’m also using it as a way to add some flexibility to robots.  First, it lets the escape some of the confines of their complexity limited IQ (and DX, which is another odd area that I didn’t get a lot of guidance from GURPS on; 3e treats DX as a component of software, while 4e seems to treat it as hardware, maybe?) and it lets us explore the possibilities of personality development.  The idea here is that different personality architecture develops in different ways, so I can offer suggestions as to how to personalize your robot while also offering common tropes for NPC/Ally robots.  It also explains the need for routine memory wipes (“neural pruning”) that show up in Star Wars, and a way to create “crazy robots” if they’ve been locked up in a derelict ship for a century.
Taken together, this follows the “race-as-occupation template” model of design.  That is, you are your robot chassis.  As I said before, a tech-bot is a tech-bot first and foremost, and his programming and everything else about that serves that.  It doesn’t have to be that way; we could treat them just as racial templates.  If I were to beg Douglas Cole to let me use his Dragon Heresy rules as the basis for a Psi-Wars game, we might use robots as a race: you have a human space knight, a Ranathim smuggler and a robot bounty hunter. Why not?  
I didn’t go this route for a few reasons, but primarily because I’ve hewed pretty close to Ultra-Tech as the basis for my material, which means I’ve been locked into their model of robot design for the most part.  Ultra-Tech robots are expensive.  A basic TL 10 Android from Ultra-Tech is 122 points, which is a far cry from the 50 point limit I try to put on my racial templates.  More than that, robots are complicated.  In Psi-Wars, an alien is basically a human with a few additional traits: some horns, a bonus to a stat, some particular problem, and that’s it.  A robot, by contrast, has a host of technological traits, weird designs (one robot has tracks and no arms, another robot has one eye and can’t talk, etc), as well as concerns like safety programming (Can robots kill? Can they break the law?), which means that most of the player’s attention will be on the fact that they’re playing a robot, rather than that they’re playing a bounty hunter or whatever.  So I chose this route.  It fits the themes we’re going for (robotic weirdness, robot rights, etc).  Another, simpler model could be possible.  I’m not advocating that you shouldn’t go the “robot as racial template” route, just that I didn’t choose it.
Put all of this together, and you get a tricky setup for PC robots. You’ll need to pick a 125-point template and “I dunno, spend another 125 points on stuff.”  I don’t currently see another way to do it, though I’ve included plenty of power-ups for customizing your robots, and a broader discussion on typical disadvantages and advantages and how they might get them.  We’ll have to see how it all plays out, as I don’t expect robot PCs to be an especially popular option, but it should be a workable option.
Based on feedback, I ended up building my robots using a conversion of GURPS Robots 3e into 4e.  This didn’t turn out to be nearly as bad as I feared.  For me, the core focus needs to be on the point cost.  What the design process ultimately does is give you a rough idea of what is possible, and lets you slap a price tag and weight on the robot that’s internally consistent.  The design process tended to take just a few minutes, as opposed to the exhausting process of designing a vehicle.  I don’t think it added that much (though it’s more accurate than my own system), but it didn’t cost much either.

Robots in the Psi-Wars Galaxy

Finally, some thoughts on how robots fit into the Psi-Wars Galaxy.
Robots are built by industrial complexes for a purpose and people buy them for a purpose.  They are, functionally, automated slaves.  Most of them are perfectly fine with this, and tend to be deeply devoted to their masters.  The idea of freeing them would be abhorrent to them (“But… what would master do without me? What if he got hurt! Oh no, get away from me, you weirdo abolitionist!”), but robot neural structures do evolve over time, which means they gain new disadvantages and lose old ones.  The setting usually describes this as the robot “going mad,” but in reality, the robot evolves.  They might degenerate, but they can also improve their IQ and DX and may shed some previous limits and inhibitions.  Such robots, as they become more fully realized people, might be more open to the idea of freedom and rights.
Most robots are functionally tools.  Tech-Bots and Med-Bots exist to fill their particular niche and are unlikely to grow beyond them.  We’ll touch on these the most in the next few days, and they’re the sort of robot we see the most in Star Wars.  But I do want to explore the idea of robots-as-people.  This is both to insert some more cyberpunkish elements into the game, and to lend more weight to the idea of fighting for robot rights: it’s a bit strange to ask R2-D2 if he wants rights, but not Joi from Blade Runner 2049 or Cortana from Halo, because the latter two feel like people.  Thus, I’ll want to explore mannequin-robots with more flexible personalities, though we won’t see them in this cycle.
The Umbral Rim and the ancient empires of Psi-Wars didn’t do much with robots in the sense that we’d understand them. The Umbral Rim, of course, uses biological slaves.  Beyond that, both the ancient Ranathim Tyranny and the Eldothic Empire had their own “servitor” races, but neither really functioned like robots (the Gaunt, the Ranathim servitors, have been detailed already; I’m still working on the Eldothic servitors, who are more like golems than robots).
Traders (as with many modern Psi-Wars technologies) probably pioneered robots as a technology. We have a poll up for their technology, but their robots look to use “Good old fashioned AI” rather than neural nets, suggesting neural nets is a human innovation.
As stated above, most human-built robots follow the “smart, anthropomorphic tools” model of robot design.  Redjack (which represents the “Westerly” culture”) and ARC (which represents the “Maradon” culture) will both have typical tech-bots and a couple of other robots who serve specific, predefined roles.
The “Shinjurai” culture, represented by Syntech, Wyrmwerks and many robots of the Cybernetic Union, will tend to have a broader set of robots, like “generic androids,” with more flexible minds.  I intended to have some robots that feel more like “robots-as-people” and they’ll likely be placed here.  The Cybernetic Union itself draws a lot of inspiration from Reign of Steel and Blame!, so expect weird, inhuman robots-as-monsters designs, plus a few transhuman-like robots, and great robotic monolithic thinking machines that run the whole thing from within their vast, constructed world, Terminus.  These I’ve not yet begun to explore, but I’d like to sooner than later.
Finally, we have the Empire.  I had a poll for them, and “yes, they use robots” beat out “no they don’t,” but most people voted for “They have robots, but they’re not very smart.”  I haven’t worked them out in great detail yet, but expect to see a few imperial robots designed to serve as expendable, non-volitional assets that take on jobs humans wouldn’t want (carrying around spare ammo, scouting, and explosives disposal).

Patreon Poll: Trader Tech

Back in the tail end of Iteration 5, as we worked on Alien Races, I invited my patrons (Companions and better) to vote on a new alien race. This resulted in the Traders, a race of clever and highly inventive space-wanderers with their own technological infrastructure.

Originally, I had given them that infrastructure, but with a focus on building all our military technology from scratch, I felt it time to revisit Traders as an exercise in building our own military doctrines and tech.  As with all these polls, the point is to get you thinking about what makes a military doctrine interesting, and what you need to make one happen.  Thus, while this will result in a new set of technology for our Traders, I hope it inspires you, dear Patron, to consider making your own military technology (as I know a few of you are working on races or factions that could benefit from it).

For the first round, we’ll focus on personal technology and broad outlines of doctrine.

  • Trader Tech: Military Doctrines, where we ponder if the Traders would even fight and why and against who and what sort of obstacles they might overcome and what sort of goals they might focus on.
  • Trader Tech: Unique Technologies: Once we know how they fight, we might ponder with what they fight.  Not every faction needs unique technologies, but Traders will certainly have some, and we do need to consider what makes a factions blasters and vehicles unique and distinctive from everything else in the galaxy. What makes Trader Tech Trader Tech?
  • Trader Tech: Ground Doctrines: When building personal weapons and armor, for whom are Traders building them?  What sort of roles do they envision using their weapons? How do Traders fight their wars, when it comes to the individual Trader as part of a larger army?
  • Trader Tech: Personal Weaponry: Rather than do line-by-line considerations of specific weapons, let’s first consider the broader approaches Traders might take to their weaponry: who do they build them for and with what ultimate aims in mind? If we combine these with the previous polls, we should have a pretty good idea of what sort of blasters they build.
  • Trader Tech: Personal Armor: Traders famously wear “skinsuits,” tight, form fitting vacuum suits that keep them alive in case of a breach and protect them from germs and infection from outsiders.  Do they augment them with additional defenses and, if so, what sorts of defenses?
This will be part 1 of a multi-part series, and it’s available to all Companion ($5+) Patrons.  Don’t forget to leave a comment about how you see the Traders fighting.  I definitely make use of what Patrons talk about and try to integrate that feedback into the final results.

Redjack Military Doctrine

This month, we begin the third set of Military Doctrines.  I personally find the military materiel of Star Wars pretty constrained and binary: unless you go out into the Expanded Universe, or dive into the supplemental material of (especially) the Prequel Era, pretty much all equipment breaks down into “Empire” vs “Rebels” or their era equivalents.  In reality, I would expect to see material from a variety of cultures.  Redjack represents such an attempt, in which I explore the concerns of those who align with neither the Imperial military doctrines nor the doctrines of the Alliance aristocracy.  Mind you, you’re likely to find some of these fighters or vehicles in the service of the Alliance, but you’ll also find them in the hands of pirates or asteroid miners.

I’ve also been weighing the idea of “customizable fighters.”  I personally really like the idea of exploring “set” vehicles, such as “Which version of the X-wing is best?” or “Is a TIE interceptor better than a TIE defender?”) but a lot of players are going to want to “mod out” their fighters.  This is a lot easier with GURPS Spaceships than it is with GURPS Vehicles (a lot more meaningless, though, because Spaceships is a little too generic, though nothing stops us from stepping in an adding our own more specific components).  In the Vehicles model that I’ve been using, every change could possibly alter ever aspect of a vehicle’s performance, making it a hassle to do.  I’d like to revisit generalized modding and upgrading at some points, so some pilot can slap their Valiant and brag about how is has “custom thrusters” with “direct hyperium injection systems,” but as an experiment, I wanted to explore “modular” vehicles.  For the most part, these amount to minor accessories, but I have a few vehicles here with alternate armor systems, alternate engines, and loads of weapon load-outs available.

I hope you enjoy this series!

Redjack Military Doctrine

Thus far, we’ve looked exclusively at political powers. The Empire and the Alliance both build their own materiel with which to wage war and conquer the galaxy, but we have military suppliers outside of these major political powers, and Redjack Shipyards is one such supplier.

The population of the Galaxy do not split evenly between Empire and Alliance, with everyone picking a side. Powers exist on the edges of that great, galactic squabble, and entire populations have fled the trade-routes of empires for the politcal shatterzones of the Rim. Isolationist westerly tribes, devoted Shepherdists, asteroid miners, lost Communion temples and, yes, pirates all lurk just beyond the edges of civilization. Redjack caters to all of these castoffs, engaging in the surprisingly lucrative trade of arms with these disenfranchised exiles.
Redjack Shipyards began as an industrial cooperative between asteroid miners. They had specific vehicular and industrial needs, plenty of raw materials, and considerable engineering knowledge. By working together, they ensured they didn’t need to work with any of the big, greedy corporations of the Galactic core. This streak of stubborn independence suffuses Redjack culture today. Redjack customers want to be left alone to tinker on their machines, argue with one another about who has the better racing machine or mining rig, and fend off pirates or, if feeling plucky, turning to piracy themselves.

Redjack finds itself in the interesting position of supplying two sides of a war between miner and pirate. They make no distinction as to who buys their materiel (they routinely sell to aliens, especially in the Umbral Rim; the Pirate Lords of the Blood Moons of the Sanguine Stars are especially good customers), which has made them unpopular with the Empire. As a result, Redjack has recently petitioned for, and gained, a seat on the Alliance senate, which means they’ve chosen a side in the great galactic war, at least for now. Sometimes, Redjack Wildcats and Wranglers join Alliance fleets, bringing rugged Redjack know-how with them. They use their seat to defend their autonomy and sketchy business practices and, desperate for allies, the Alliance looks the other way.

The Redjack Way of War

Redjack customers aren’t soldiers, they’re engineers. They tend to concern themselves with building orbital stations, asteroid mines, or small outposts on lost planets. They primarily fear the attack of pirates, rival miners, or a sudden and intense interest from powerful authorities. They tend to be nomadic. If they find a good site for mining, they need to rapidly set up an operation, and if their operation becomes too “hot,” they needto leave quickly. Such installations tend to be pre-fab and rough-shod, though such engineers pay meticulous attention to what really matters (they may look terrible, but they have excellent life support and sturdy walls). They also see little distinction between “ground” and “space” war, as they tend to set their installations up on vacuum-swathed asteroids or mineral-rich but biologically dead worlds.

A typical redjack installation must be set up quickly and defended quickly. Miners and traders use sophisticated “early warning” sensor grids and often set up mine fields between themselves (and settle in dense asteroid belts). They’ll transmit navigational charts to desiredvisitors and open fire on unwanted company. If an enemy arrives, they’ll want to immediately engage it: they’ll use AA weaponry to shoot down incoming ships and rapidly move their forces to respond to any attack, ideally far from their mining or colony site, to give their allies or family as much time as possible to evacuate. When it comes to man-to-man combat, most Redjack customers know they need to fight with what they wear, so a lot of Redjack gear doubles as both mining and combat gear.

Redjack customers similarly favor speed and surprise on the offense. When Redjack customers attack, they generally raidrather than conquer. They seek to disrupt a rival or seize vital supplies (or wealth) for their operation. The ideal raid has their ships shunting into real space and launching fighters and dropships immediately. Their forces hit the enemy before they have time to respond, then load up their dropships with booty, return to their ships, and escape before anyone can do anything about it.

Redjack: Have It Your Way

Redjack customers prize function over form, reliabilityand customization. All Redjack craft have ruggedized power-plants, which means their craft can take fairly catastrophic damage and still run just fine. Many Redjack vehicles are modular; this means that an engineer can turn their perfectly reliable craft into a deathtrap, but as far as Redjack is concerned, that’s the engineer’s fault, not theirs, and their customer base agrees. This means Redjack ships tend to have a somewhat haphazard appearance and highly varied capabilities, meaning one can never truly be sure of what one faces when fighting asteroid miners or deep-space pirates.

These modules are cross-compatible, provided they all have the same volume. The modular sockets of a Redjack vehicle are also fairly compatible with other devices, so it’s possible to modify existing elements to create your own module (such as modifying an imperial plasma thruster to fit on a Drifter-class starfighter). Treat these as inventions. See B473. The GM might waive the cost for modifying existing parts with effectively the same function to fit into a module; to create something from scratch or spare parts, use Scrounging, with a modifier equal to the standard modifier for such an invention at -2, or require the players to acquire parts worth the equivalent of the retail price of the module. When determining the modifier for “inventing” the module, these modules always count as something that “exists,” and represents a variant of an existing technology, providing a +7 to the modifier, and add an additional +1 as Redjack module slots are extremely forgiving.
For simpler modifiers than those found in B473:


Switchback/Wolfhound Accessory Modules: +0, 1d days; for Quick Gadgeteer: +5; 1d×10 min


Nomad Modules:-4; 2d×4 days; for Quick Gadgeteer: +2; 1d×30 min


All other Fighter/Corvette Modules: 6; 4dweeks. for Quick Gadgeteer: +0; 1d hours

If purchasing a vehicle, you must also pay for its modules, which are not included in the price. If you purchase a Redjack Starfighter as a Signature Starfighter, it comes with a single of modules; you may directly purchase other modules if you want them, or you may purchase the starfighter at the next tier of Signature Starfighter, in which case, it comes with all modules. With corvettes, determine the final cost of the corvette with all modules you wish to have, and purchase the proper tier of Signature Starship.

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.