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		<title>UnSol</title>
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		<updated>2012-12-10T21:04:19Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Unit Rules Update (Dec 2012) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Soon to be a book or three!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
&lt;br /&gt;
The year is 2201. The worlds of the Solar System are just now beginning to discover faster-than-light technology. The first scout ships preparing to leap away to nearby stars herald the dawn of a new age of discovery. The great Sol system, however, is not as it once was. &lt;br /&gt;
&lt;br /&gt;
*Mercury: ???&lt;br /&gt;
*Venus: ???&lt;br /&gt;
*Terra (Terran Union): &lt;br /&gt;
**The cradle of human civilization, overpopulated and covered with megalopoli teeming with human life, labors under a brutal, technologically stagnant hegemony bent on regaining control of the system and all of humanity. &lt;br /&gt;
*Luna (Terran Union): &lt;br /&gt;
**Primary base of the Union Navy, dotted with domed settlements and chafing under Earther oppression of all &#039;genetic deviants.&lt;br /&gt;
*Mars: MW&lt;br /&gt;
**Germans!&lt;br /&gt;
*The Belt:&lt;br /&gt;
*Ceres (CeresCorp): &lt;br /&gt;
**Of the hundreds of settlements in the Belt, only Ceres shows any semblance of organized government.&lt;br /&gt;
*Jupiter (Jovian Federation):&lt;br /&gt;
**The last bastion of Western (read: American) Democracy and #2 superpower in the system behind the Union.&lt;br /&gt;
*Jovian Trojans: Shrike&lt;br /&gt;
*Saturn: Oseng&lt;br /&gt;
*Uranus:&lt;br /&gt;
*Neptune:&lt;br /&gt;
**The edge of the Main System, Neptune looks out upon the lawless frontier that is the Kuiper Belt.&lt;br /&gt;
*Pluto: ???&lt;br /&gt;
*Eris: ???&lt;br /&gt;
*Sedna (Cyberlife): &amp;gt;|(&lt;br /&gt;
&lt;br /&gt;
==Making an UnSol nation==&lt;br /&gt;
&lt;br /&gt;
Simplicity itself.  Simply assign your points to each of the categories until you run out.  That&#039;ll give you the basis around which to write up the details of your nation.  Modifiers (such as +3 Infrastructure) are cost, not level modifiers.  Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.&lt;br /&gt;
&lt;br /&gt;
Current suggestion:  30 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
0: A backwater nowhere habitat, the solar equivalent of a city-state.&amp;lt;br&amp;gt;&lt;br /&gt;
2: A small alliance of habitats or a single dwarf planet like Ceres.  Adds +1 Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
3: A lesser state, though one that cannot be ignored.  An exceptionally populous minor world or else one of several nations on a major world.  Adds +1 to Infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
5: A fairly typical midsized nation, the typical owners of a major body or multiple smaller ones.  Adds +1 to Infrastructure and Space Fleet.&amp;lt;br&amp;gt;&lt;br /&gt;
6: A large nation with a substantial, diverse population spread across many cities and habitats.  Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.&amp;lt;br&amp;gt;&lt;br /&gt;
7: A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Transhumanism===&lt;br /&gt;
0: None at all!  Your people are the same old [i]Homo Sapiens Sapiens[/i] from the 20th century.  Badass normal powers combine!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Basic gene-screening has weeded out various ailments and weaknesses, though nobody is fundamentally [i]different[/i].&amp;lt;br&amp;gt;&lt;br /&gt;
2: Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques.  Reproductive speciation is a possible side-effect, though uncommon and can be mediated.&amp;lt;br&amp;gt;&lt;br /&gt;
6: ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
0: Well, you could probably &#039;&#039;rearm&#039;&#039; a warship . . .  Construction Rating 20, max size 2&amp;lt;br&amp;gt;&lt;br /&gt;
1: Construction Rating 30, max size 4&amp;lt;br&amp;gt;&lt;br /&gt;
2: Construction Rating 40, max size 8&amp;lt;br&amp;gt;&lt;br /&gt;
3: Construction Rating 50, max size 16&amp;lt;br&amp;gt;&lt;br /&gt;
4: Construction Rating 60, max size 48&amp;lt;br&amp;gt;&lt;br /&gt;
5: Massive, well developed planetary and spaceborn industry.  Construction Rating 70, max size 96&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Growth Potential===&lt;br /&gt;
0: Overcrowding and resource shortages are chronic; you need relief and now!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
2: &amp;lt;br&amp;gt;&lt;br /&gt;
3: &amp;lt;br&amp;gt;&lt;br /&gt;
4: &amp;lt;br&amp;gt;&lt;br /&gt;
5: The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Military Quality===&lt;br /&gt;
0: No real military, more like a glorified police force.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Barely adequate, not quite an undisciplined rabble but definately not very good.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average, your soldiers might be trained decently, but there&#039;s not many of them.  Or the reverse, with a large but ill-trained army.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average armed forces, nothing special but no glaring weaknesses.&amp;lt;br&amp;gt;&lt;br /&gt;
4: A respectable military force, definately something to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Best of the best, your military is well trained and/or very large.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Military Support (Replaces Military Quality)====&lt;br /&gt;
0: Your nation simply sees little need for a large military; 6x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
1: 8x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
2: 10x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
3: 12x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
4: 14x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
5: 16x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Fleet===&lt;br /&gt;
0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
1: 200 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
2: 350 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
3: 500 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
4: 650 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
5: 800 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Advancement===&lt;br /&gt;
0: Fairly limited technology, probably imports all high-tech goods.&amp;lt;br&amp;gt;&lt;br /&gt;
1: About the lowest level at which one could design a halfway-competitive spaceship.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average technology, probably a second tier power.  May have a spike or two of above-average effectiveness but overall not too impressive.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average advancement, no glaring weaknesses or strong points.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Powerful technology including advanced energy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Highly sophisticated technology across the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emergent Technologies:===&lt;br /&gt;
The 21st century was a boom time for so-called emergent technologies; ubiquitous connectivity, autonomous robots, flexible AIs, nanotechnology.  These promised the galaxy and delivered the solar system as legions of machines erected sunshades around Venus, built cities on Mars and excavated habitats all across the outer system.  Unfortunately, ‘Rogue machine’ incidents in the latter 21st as well as the heavy use of automated weapons in various Earthside conflicts saw these technologies progressively limited and collectively suppressed and the mechanical workers of the early colonization era worked until they failed, never to be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0:  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here, where (like a number of Sol states) emergent technologies were sealed away for the greater good.&amp;lt;br&amp;gt;&lt;br /&gt;
1:  You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged.  An example of this level is Halo, which has a smattering of AIs and cybernetics of generally primitive (if effective) design.&amp;lt;br&amp;gt;&lt;br /&gt;
3:  Cornucopias and similar devices have begun to radically reshape your economy.  Industry is faster and more flexible than ever before.  Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.&amp;lt;br&amp;gt;&lt;br /&gt;
6:  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 General Advancement.  Eclipse Phase and similar settings would be at this level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FTL Drives===&lt;br /&gt;
0: Has no ability to design or construct FTL ships.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Has the basic theory for FTL jumpships, but needs outside help to actually construct them.&amp;lt;br&amp;gt;&lt;br /&gt;
3: The principles of FTL travel are well-understood and your nation can construct jumpships.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You [i]invented[/i] the damn things and know a few tricks others don’t.  Adds +1 Outsystem Territory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsystem Territory===&lt;br /&gt;
0: No outsystem territories, strictly a Sol system power.  The norm at this stage of the game, really.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Little more than fueling stops and barren rocks.&amp;lt;br&amp;gt;&lt;br /&gt;
3: You have an actual outsystem presence of a few (armed?) stations and as a result can conduct meaningful fleet operations in the Great Beyond.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You’ve actually dropped a self-sustaining colony on a habitable world.  Mucho bragging rights.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting notes==&lt;br /&gt;
&lt;br /&gt;
===Getting There and Back===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quantum Transition Engine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First developed in the middle of the 21st century, Quantum Transition Engines (colloquially known as QTEs or ‘Cuties’, or Q-Drives for the more straightlaced) revolutionized space travel.  A non-newtonian propulsion method, they generate a macroquantum effect that essentially ‘tunnels’ the QTE and surroundings across significant distance.  The effect propagates directly forward at the speed of light and as such does not violate relativity – it would take another century and a half to cheat Einstein.  However, as it takes substantial time to recycle a QTE between jumps, the effective pseudovelocity is far below &#039;&#039;c&#039;&#039;, rarely exceeding ~1 light second jumps every 10-12 minutes for high-performance units and giving an effective pseudovelocity of 4-500 kms or about 1 AU every 4 days.  Outside of strong mass influences (several tens of light-seconds of distance for the Earth) the quantum effect can travel much further before dissipating, resulting in approximately an order of magnitude increase in pseudovelocity.  This is known as ‘high cruise’.&lt;br /&gt;
&lt;br /&gt;
Despite many years of use, the performance and general design of QTEs has not improved markedly since the late 21st century; a QTE from an American &#039;&#039;Trailblazer&#039;&#039; deep-space cruiser circa 2080 would recycle in 25 or so minutes instead of every 12 like that of a Jovian Federation &#039;&#039;Endeavor&#039;&#039; destroyer’s, circa 2200.  Growth in the speed of cargo ships has been essentially nonexistent with typical peudovelocities being in the 2-2.5 light secondshour range.  Durability, fault tolerance, size and cost &#039;&#039;have&#039;&#039; improved however, and few ships of any size built in the past half-century are not fitted with a QTE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*A typical civilian ship goes at 2.5 light seconds per hour.&lt;br /&gt;
*A typical military ship goes at 5 light seconds per hour.&lt;br /&gt;
*For high-travel, any ship outside of a defined distance from a significant sub-stellar mass can travel 10 times normal speed.&lt;br /&gt;
**Addendum - Any ship in the interstellar void beyond the interference of a stellar curb can accelerate to a further order of magnitude.&lt;br /&gt;
*Star ‘curb’:  500 light seconds&lt;br /&gt;
*Gas Giant ‘curb’: 100 light seconds&lt;br /&gt;
*Major Body ‘curb’:  25 light seconds&lt;br /&gt;
*Minor Body ‘curb’:  10 light seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would put Earth-Pluto travel times at 16-40 days, one way. A journey from Sol to Alpha Centauri would take approximately 31 &#039;&#039;years&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tachyon Jump Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While a handful of interstellar sleeperships were launched in the late 21st century, outfitted with special QTEs designed for the exceptionally flat space-time between stars and capable of upwards of 10% lightspeed even without using their immense antimatter drives, it seemed that for all intents and purposes humanity was locked inside its solar system, unless one wanted to be &#039;&#039;very&#039;&#039; patient.  All that changed with the publishing of a physics research paper in 2189 that laid out the foundation of a new theory of FTL transit.  The critical difference between this one and previous such as wormholes and Alcubierre drives was that the ‘tachyonic spatial displacement device’ was actually &#039;&#039;workable&#039;&#039;.  Several major governments poured immense resources into developing tachyon jump drives (or simply ‘jump drives’) and the first flights were scheduled to coincide with the 2200 centennial celebrations.&lt;br /&gt;
&lt;br /&gt;
Jump drives are radically different beasts from the familiar QTEs of solar system craft large and small.  First and most notably, jump drives are capable of bridging the distances between two stars essentially instantly.  They are also extremely large, cumbersome devices; where a QTE or fusion drive is a ship component, a jump drive essentially &#039;&#039;is&#039;&#039; the ship.&lt;br /&gt;
&lt;br /&gt;
A jumpdrive (and thus by extension a typical jumpship design) is essentially a pair of monolithic wheel-shaped field guides connected by a spine that houses much of the core generation equipment.  The particular and unusual design is a necessity to properly shape the jump envelope; the loss of even one field node could potentially critically compromise the entire envelope geometry.  Unsurprisingly, jumpships carry a lot of spares.  A number of combat jumpship designs have also been floated – the Earther ‘System Control Ship’ concept being most notable – which move away from the simple wheel-spine-wheel design for less efficient but less constraining geometries, though all are instantly recognizable by the massive field guide arrays.&lt;br /&gt;
&lt;br /&gt;
In operation, jumpships are designed to spread a field envelope around one or more in-system ships; the mass and strict design criteria of a jump drive make the best of them clumsy and pathetically ill-suited as anything other than interstellar tugs.  Since the jump takes place in the blink of an eye, hard docking is not required.  After each jump the drive must be purged, which involves both cooling it down (larger jumpships can go through a hundred tons of water in less than a minute, vented into space as superheated steam) and then the much longer process of stabilizing and damping the post-jump ‘static’ in the drive, which can take a week or more.&lt;br /&gt;
&lt;br /&gt;
Jump drives can only function between stellar-mass objects, and furthermore ones that are no more than ~8 light years apart (&#039;&#039;ed. note: test jumps of &amp;lt;8.75 and even [once] 9LY have been recorded, but are not recommended outside of dire emergency due to undue stress on the TJD and an uncomfortably high chance of total existence failure&#039;&#039;).  This has created an interesting dynamic with regards to exploration and expansion, as ships must take specific routes outward.&lt;br /&gt;
&lt;br /&gt;
==Smallcraft==&lt;br /&gt;
All fighters come in squadrons of twenty.&lt;br /&gt;
All bombers come in squadrons of ten.&lt;br /&gt;
&lt;br /&gt;
===Light Fighter Squadron===&lt;br /&gt;
Analogous to: nBSG Vipers, F-16s, TIEs, wyrdlife drones&amp;lt;br&amp;gt;&lt;br /&gt;
1pt&amp;lt;br&amp;gt;&lt;br /&gt;
10DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightweight single-seat screening and escort fighters, produced in mass numbers in wartime due to their low cost.&lt;br /&gt;
&lt;br /&gt;
===Medium Fighter Squadron===&lt;br /&gt;
Analogous to: X-wings, F-15s, Yukikaze Sylphids, wyrdlife centurions&amp;lt;br&amp;gt;&lt;br /&gt;
2pts&amp;lt;br&amp;gt;&lt;br /&gt;
20DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two-seat (usually) fleet Combat Space Patrol and strike fighters, the bulk of most nations&#039; peacetime fighter fleet.&lt;br /&gt;
&lt;br /&gt;
===Superfighter Squadron===&lt;br /&gt;
Analogous to: Yukikaze Maves, Su-47s, wyrdlife praetorians&amp;lt;br&amp;gt;&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
40DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incredibly expensive, incredibly valuable, and incredibly effective, these (also usually two-seat) multirole fighters are often deployed to dominate areas of space or as an ace card against attacking enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
===Attack Bomber Squadron===&lt;br /&gt;
Analogous to: B-25s, B-1s, wyrdlife princesses&amp;lt;br&amp;gt;&lt;br /&gt;
3pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smaller bombers, usually with crews of between four and eight, used to strike enemy ships and installations in hit-and-run raids. They have a rudimentary self-defense capability as represented by a number of light railgun turrets.&lt;br /&gt;
&lt;br /&gt;
===Heavy Bomber Squadron===&lt;br /&gt;
Analogous to: B-17s, B-52s, wyrdlife queens&amp;lt;br&amp;gt;&lt;br /&gt;
6pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are some things too fast to be hit by a three-ton antiship munition. For everything else, there&#039;s the Heavy Bomber. Usually crewed by between eight and sixteen people and positively &#039;&#039;bristling&#039;&#039; with antifighter weapons.&lt;br /&gt;
&lt;br /&gt;
==Preliminary hullcosts (Modernish)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In-system ships===&lt;br /&gt;
&lt;br /&gt;
Corvette:  1&amp;lt;br&amp;gt;&lt;br /&gt;
Frigate:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Destroyer:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser:  8&amp;lt;br&amp;gt;&lt;br /&gt;
Battlecruiser:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship:  32&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship: 64&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monitor: 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aviation Cruiser: 12 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Assault Carrier: 24 (30DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Escort Carrier: 8 (20DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Carrier:  16 (40DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Carrier:  32 (80DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Supercarrier:  48 (120DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jump-capable ships===&lt;br /&gt;
&lt;br /&gt;
Scout:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Constructor: 16 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
System Control Ship: 96 (80DP)&amp;lt;br&amp;gt; &lt;br /&gt;
Light Jumpship (4x8):  8&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Jumpship (4x32):  24&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
&lt;br /&gt;
===Gun Platforms===&lt;br /&gt;
The GP series of platforms was first introduced by the Union Navy during the latter half of the Synthlife Rebellion as part of the Lunar defense network. Each largely immobile platform was only half the cost and tonnage of a similarly-armed warship, allowing the Union to create a heavy shield around its&#039; primary refuge from the synthlife rampaging through the inner system, and the series was once again proven to be a worthwhile expenditure with each failed Synth attempt to break Luna&#039;s wall of defenses. In light of their effectiveness, most nations have since copied and continuously upgraded the series throughout a tumultuous century of service.&lt;br /&gt;
&lt;br /&gt;
====GP-L (Gun Platform, Light)====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-M (Gun Platform, Medium)====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-H (Gun Platform, Heavy)====&lt;br /&gt;
32pts&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Platforms===&lt;br /&gt;
Concieved as a way to eliminate the intercept delays and fuel expenditures of STO interceptions and to extend the defensive envelope of a world without requiring dedicated warships, the &#039;Long Fang&#039; fighter platform was the brainchild of the old People&#039;s Republic of the Red Planet, China&#039;s primary offworld puppet. The PLASF proved their worth when they repelled a typically fighter-heavy Jovian raiding force within seven minutes of its&#039; arrival over the Red Planet. Like the Terran GP series of gun-armed stations, the Long Fangs were copied across the Solar System and repeatedly upgraded.&lt;br /&gt;
&lt;br /&gt;
====FP1====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP2====&lt;br /&gt;
8pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP3====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===National Wonders===&lt;br /&gt;
National wonders represent truly massive constructions, hero projects designed to display and project a nation&#039;s power. They generally have a listed limit. Abusers will be spaced. Sry. U mad?&lt;br /&gt;
&lt;br /&gt;
====Skyhook (Limit 1)====&lt;br /&gt;
The archetypical space elevator, skyhooks are a composite-fiber tether leading from a space station in geosynchronous orbit to a point on the planet&#039;s surface directly below. Their primary use is as a cheap way to get things from surface to orbit without expensive cargo transport trips. &#039;&#039;Once completed&#039;&#039;, Skyhooks provide a one-time bonus to the world they orbit of one level of Infrastructure and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
240DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 40, max size 8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spacedock (Limit 1)====&lt;br /&gt;
Mammoth orbital fleet yards, Spacedocks are the beating heart of a large military and a heavily-defended hub of repair slips, fighter manufactories, and troop marshalling facilities. &#039;&#039;Once completed&#039;&#039;, Spacedocks provide a one-time bonus to the world they orbit of 150 points of ships (at player discretion and mod approval) and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 60, max size 48.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Orbital Colony Group (Limit 2 over your homeworld and 1 per extrasolar world under your control)====&lt;br /&gt;
Stanford Toruses, Bernal Spheres, O&#039;Neill Cylinders - these represent efforts to provide space for your burgeoning population by constructing groups of orbital colonies. &#039;&#039;Once completed&#039;&#039;, Orbital Colonies provide a one-time bonus to the world they orbit of one level of population, one level of Infrastructure, and one level of Military Support. Surgeon General&#039;s Warning: Will rebel and colony-drop you if abused.&amp;lt;br&amp;gt;&lt;br /&gt;
375pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Colony Mission (Limit 1 per extrasolar world under your control)====&lt;br /&gt;
The sum total of all the preparation required to colonize another world, Colony Missions comprise the colonists, supplies, prefabricated structures, transport ships, and myriad other items you gather in order to put a permanent presence on a world outside of Sol. &#039;&#039;Once safely landed and set up, a process requiring one game quarter&#039;&#039;, Colony Missions provide the following basic stats for that colony: one level of Population, one level of infrastructure, one level of military support, and five levels of growth potential. These are specific to this colony, and are not added to the totals for your Solar System holdings. Also, true bragging rights. Escort optional.&amp;lt;br&amp;gt;&lt;br /&gt;
500pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Rules Update (Dec 2012)==&lt;br /&gt;
*MFW wiki formatting: &#039;&#039;&#039;:D&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;:(&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;&amp;gt;:(&#039;&#039;&#039; -&amp;gt; &#039;&#039;&#039;&amp;gt;:|&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===GROUND/MARINE UNITS===&lt;br /&gt;
(by Jovian organization)&lt;br /&gt;
&lt;br /&gt;
====ARTILLERY====&lt;br /&gt;
*Artillery Piece: .5CP (.75CP hover)&lt;br /&gt;
--A long-barrelled gun&lt;br /&gt;
*Artillery Battery (4 guns): 2CP (3CP hover)&lt;br /&gt;
--A small independent artillery unit&lt;br /&gt;
*Artillery Battalion (16 guns): 8CP (12CP hover)&lt;br /&gt;
--A larger independent artillery unit&lt;br /&gt;
(AT Artillery units are .5x CP)&lt;br /&gt;
(AA Artillery Units are .25x CP)&lt;br /&gt;
(SP Artillery units are 2x CP)&lt;br /&gt;
&lt;br /&gt;
ARMORED INFANTRY&lt;br /&gt;
(Armored Infantry come with jump-packs)&lt;br /&gt;
*Armored Infantry Squad (9 men): .25CP&lt;br /&gt;
*Armored Infantry Platoon (36 men/4 Sqds): 1CP&lt;br /&gt;
*Armored Infantry Company (144 men/4 Plts): 4CP&lt;br /&gt;
*Armored Infantry Battalion (576 men/4 Cos): 16CP&lt;br /&gt;
*Armored Infantry Regiment (1728 men/3 Batts): 48CP &lt;br /&gt;
*Armored Infantry Brigade (2880 men/5 Batts): 80CP&lt;br /&gt;
&lt;br /&gt;
====LIGHT INFANTRY====&lt;br /&gt;
*Light Infantry Squad (13 men): .25CP&lt;br /&gt;
*Light Infantry Platoon (52 men/4 Sqds): 1CP&lt;br /&gt;
*Light Infantry Company (204 men/4 Plts): 4CP&lt;br /&gt;
*Light Infantry Battalion (816 men/4 Cos): 16CP&lt;br /&gt;
*Light Infantry Regiment (3264 men/3 Batts): 48CP&lt;br /&gt;
*Light Infantry Brigade (4080 men/5 Batts): 80CP&lt;br /&gt;
&lt;br /&gt;
====MECHANIZED INFANTRY====&lt;br /&gt;
(Tracked IFVs - eg Bradleys/EFVs)&lt;br /&gt;
*Mechanized Infantry Squad (9 men, IFV): .375CP (.5CP hover)&lt;br /&gt;
*Mechanized Infantry Platoon (36 men/4 Sqds, 4 IFVs): 1.5CP (2CP hover)&lt;br /&gt;
*Mechanized Infantry Company (144 men/4 Plts, 16 IFVs): 6CP (8CP hover)&lt;br /&gt;
*Mechanized Infantry Battalion (576 men/4 Cos, 64 IFVs): 24CP (30CP hover)&lt;br /&gt;
*Mechanized Infantry Regiment (1728 men/3 Batts, 192 IFVs): 72CP (90CP hover)&lt;br /&gt;
*Mechanized Infantry Brigade (2880 men/5 Batts, 320 IFVs): 120CP (150CP hover)&lt;br /&gt;
&lt;br /&gt;
====SPECIAL OPERATIONS====&lt;br /&gt;
*Special Operations Team (8 men): .25CP&lt;br /&gt;
*Special Operations Platoon (32 men): 2CP&lt;br /&gt;
*Special Operations Group (128 men): 8CP&lt;br /&gt;
&lt;br /&gt;
====VEHICLES====&lt;br /&gt;
*Light Vehicles (wheeled APCs) - eg Stryker/Pirahna series&lt;br /&gt;
*&amp;gt;Light Vehicle (.25CP carry): .25CP&lt;br /&gt;
--Light Vehicle Platoon (4 vehicles, 1CP carry): 1CP&lt;br /&gt;
--Light Vehicle Company (16 vehicles, 4CP carry): 4CP&lt;br /&gt;
*Heavy Vehicles (tracked HAPCs) - eg Namer/AAV&lt;br /&gt;
*&amp;gt;Heavy Vehicle (.5CP carry): .5CP&lt;br /&gt;
--Heavy Vehicle Platoon (4 vehicles, 2CP carry): 2CP&lt;br /&gt;
--Heavy Vehicle Company (16 vehicles, 8CP carry): 8CP&lt;br /&gt;
*Cargo Vehicles (2x carry, unarmed/unarmored, REMF) - eg cargo trucks, etc&lt;br /&gt;
*&amp;gt;Cargo Vehicle (1CP carry): .5CP&lt;br /&gt;
--Cargo Vehicle Platoon (4 vehicles, 4CP carry): 2CP&lt;br /&gt;
--Cargo Vehicle Company (16 vehicles, 16CP carry): 8CP&lt;br /&gt;
&lt;br /&gt;
====LIGHT TANKS/ARMORED RECON====&lt;br /&gt;
*&amp;gt;Light Tank (15t): .2CP (eg FV100 series)&lt;br /&gt;
*&amp;gt;Light Tank (30t): .4CP (eg M8 AGS)&lt;br /&gt;
*Light Tank Platoon/Lance (150t): 2CP&lt;br /&gt;
*Light Tank Company/Squadron (450t): 6CP&lt;br /&gt;
*Light Tank Battalion/Tank Regiment (1350-1500t): 18CP&lt;br /&gt;
&lt;br /&gt;
====MAIN BATTLE TANKS====&lt;br /&gt;
(Hover Tank units are 2x CP)&lt;br /&gt;
*&amp;gt;Eastern-style MBT (60t): .75CP (eg RL T-90, ZTZ-99)&lt;br /&gt;
*&amp;gt;Western-style MBT (75t): 1CP (eg RL Leo2, Abrams)&lt;br /&gt;
*&amp;gt;TV/Game-style Heavy MBT (90t): 1.25CP (eg EFSF Type 61)&lt;br /&gt;
*Tank Platoon/Lance (300t): 4CP &lt;br /&gt;
*-5x 60t/4x 75t/3x 90t&lt;br /&gt;
*Tank Company/Squadron (900t): 12CP&lt;br /&gt;
*Tank Battalion/Tank Regiment (2700-3000t): 36CP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====MOBILE FRAMES====&lt;br /&gt;
*Light/Striker Frame: .5CP/1.25DP&lt;br /&gt;
*-MS optimized for speed and agility, eg ReZEL/Jegan-D/Jesta (20-40t)&lt;br /&gt;
*Medium/Combat Frame: .75CP/2.5DP&lt;br /&gt;
*-MS designed for general combat, eg Zaku II/GM (40-60t)&lt;br /&gt;
*Heavy/Assault Frame: 1CP/3.75DP&lt;br /&gt;
*-MS optimized for armor and firepower, eg RX-77-3 (50-70t)&lt;br /&gt;
 &lt;br /&gt;
===POINT TYPES===&lt;br /&gt;
&lt;br /&gt;
(Cargo Point (CP)&lt;br /&gt;
-1 CP = 75 (+/- 25) tons of bulk cargo/vehicles/troops with necessary support equipment. &lt;br /&gt;
&lt;br /&gt;
*Deck Point(DP)&lt;br /&gt;
-1 DP =  500m^3 of hangar volume taken up by an aircraft in stowed configuration.&lt;br /&gt;
--A single stowed Light Fighter takes up about 250m^3.&lt;br /&gt;
--A single stowed Heavy Bomber takes up about 3000m^3.&lt;br /&gt;
&lt;br /&gt;
*Modular Point (MP)&lt;br /&gt;
-1 MP = One standardized ~3400m^2 modular attachment assembly or equivalent portion of a larger assembly.&lt;br /&gt;
&lt;br /&gt;
*Production Points&lt;br /&gt;
-Advanced production Point (AP)&lt;br /&gt;
--1 AP = An abstracted fraction of a state&#039;s supply of complex or specialized items, eg composites/electronics/military powerplants, worth approximately $200,000,000 USD&lt;br /&gt;
---Used for aerospacecraft and warships&lt;br /&gt;
-Industrial production Point (IP)&lt;br /&gt;
--1 IP = An abstracted fraction of a state&#039;s industrial output of simple materials in bulk, eg fabrics/metals/plastics/etc, worth approximately $20,000,000 USD&lt;br /&gt;
---Used for ground forces and civilian shipping&lt;br /&gt;
&lt;br /&gt;
*Size&lt;br /&gt;
-&amp;quot;Size&amp;quot; refers to the number of men/machines in that unit, and is usually specified after the unit name, but before points cost and/or CP/DP/MP consumption.&lt;br /&gt;
&lt;br /&gt;
===SMALL CRAFT===&lt;br /&gt;
&lt;br /&gt;
====MOBILE WEAPONS====&lt;br /&gt;
&lt;br /&gt;
*Striker Frame Squad (4) (5DP)&lt;br /&gt;
-eg Zeta Gundam, Delta Plus, Macross VF-series aircraft&lt;br /&gt;
--Sleek, light, and especially fast mobile frames often able to transform into planelike &amp;quot;Windrider&amp;quot; configurations specialized for (trans-)atmopheric combat; frames capable of this are especially popular in the naval aerospace community for the much-reduced hangar &amp;quot;footprint&amp;quot; of their Windrider modes and their reducedimpact on shipboard craft-handling.&lt;br /&gt;
*Combat Frame Squad (4) (10DP)&lt;br /&gt;
-eg Zaku II, GM&lt;br /&gt;
--Sturdy, mass-produced &amp;quot;grunt&amp;quot; mobile frames, generally as effective in general combat on land as they are in space.&lt;br /&gt;
*Assault Frame Squad (4) (15DP)&lt;br /&gt;
-eg ???&lt;br /&gt;
--Bulky, thickly armored, and extremely heavily-armed mobile frames, built to spearhead offensives by shrugging off heavy fire to bring a whole lot of fight to the enemy.&lt;br /&gt;
&lt;br /&gt;
====NAVAL AEROSPACE====&lt;br /&gt;
(all are transatmospheric)&lt;br /&gt;
&lt;br /&gt;
*Light Fighter Squadron (12): 1AP/5DP&lt;br /&gt;
--Small, mass-produced dogfighters originally invented by a resource-strapped International Fleet to combat large numbers of Synth smallcraft, primarily used for short-range missions and deployed in large numbers aboard Commonwealth warships, including the CDF&#039;s famed Yangtze-class battlecarriers.&lt;br /&gt;
*Medium Fighter Squadron (12): 1AP/10DP&lt;br /&gt;
--Two-seat fighter-interceptors&lt;br /&gt;
*Strikefighter Squadron (12): 2AP/10DP&lt;br /&gt;
--Rugged, durable multirole fighters often found in ground-force aerospace arms, equally able to perform antiship, antisurface, or antismallcraft missions but excellent at none.&lt;br /&gt;
*Superfighter Squadron (12): 4AP/10DP&lt;br /&gt;
-F-22/PAK-FA/J-20 analogue&lt;br /&gt;
--Cutting-edge, high-performance interceptors flown by a nation&#039;s most experienced combat pilots, primarily used in the Spatial Dominance role to clear enemy aerospace and/or deny enemy aerospace from an operations area.&lt;br /&gt;
*Attack Bomber Squadron (12)*: 4AP/20DP&lt;br /&gt;
--Fast, four-seat medium antiship/antisurface bombers&lt;br /&gt;
*Heavy Bomber Flight (6): 6AP/30DP/&lt;br /&gt;
--Slow, eight-seat heavy antisurface/antiship bombers&lt;br /&gt;
*Utility Tanker Squadron (8)**: 2AP/10DP&lt;br /&gt;
*Electronic Warfare/SWACS Squadron (8)**: 4AP/10DP&lt;br /&gt;
**Attack Bomber, EWAR/SWACS, and Utility Tanker Squadrons are the only naval aerospace units that can split into two Detachments, each comprising half the squadron&#039;s aircraft.&lt;br /&gt;
&lt;br /&gt;
====CARGO AEROSPACE====&lt;br /&gt;
&lt;br /&gt;
*Utility Launch Flight (8): 1AP/10DP (8CP)&lt;br /&gt;
-75t cap.&lt;br /&gt;
*Light Dropship Flight (4): 1AP/10DP (4CP)&lt;br /&gt;
-75t cap. military landing craft&lt;br /&gt;
*-role analogous to LCM, capacity analogous to C-17&lt;br /&gt;
*Heavy Dropship Flight (2): 2AP/20DP (8CP)&lt;br /&gt;
-300t cap. military landing craft&lt;br /&gt;
*-role analogous to LCT, capacity analogous to An-225&lt;br /&gt;
*Light Shuttle Flight (8): 1IP/10DP (8CP)&lt;br /&gt;
-75t cap. civilian utility craft&lt;br /&gt;
*-space 737&lt;br /&gt;
*Heavy Shuttle Flight (4): 2IP/20DP (16CP)&lt;br /&gt;
-300t cap. civilian utility craft&lt;br /&gt;
*-space 747&lt;br /&gt;
&lt;br /&gt;
*Modular Cargo Container (1): (1IP/1MP) (10CP)&lt;br /&gt;
*Heavy Lift Vehicle (1): (2IP/1MP) (10CP)&lt;br /&gt;
&lt;br /&gt;
*Launch: 0DP (.25CP)&lt;br /&gt;
-18.75t cap. short-range courier/scout&lt;br /&gt;
--Carried by all vessels&lt;br /&gt;
*Pinnace: 5DP/.5MP (1CP)&lt;br /&gt;
-75t cap. long-range courier/scout&lt;br /&gt;
--Used to deliver mail, supplies, and boarding parties.&lt;br /&gt;
*Cutter: 1AP/1MP (4CP)&lt;br /&gt;
-300t cap. self-contained patrol vessel&lt;br /&gt;
--Utilized by local patrol forces&lt;br /&gt;
&lt;br /&gt;
===SPACEGOING VESSELS===&lt;br /&gt;
&lt;br /&gt;
====QTE WARSHIPS====&lt;br /&gt;
&lt;br /&gt;
*Frigate/Destroyer Escort[FF/DE]: 2AP&lt;br /&gt;
*Destroyer [DD]: 4AP&lt;br /&gt;
*Scout Cruiser/Destroyer Leader[CL/DDB]: 6AP&lt;br /&gt;
*Cruiser [CG]: 8AP&lt;br /&gt;
*Battlecruiser/Large Cruiser [BC/CB]: 16AP (1MP)&lt;br /&gt;
*Battleship [BB]: 32AP (1MP)&lt;br /&gt;
*Superbattleship [BBB]: 64AP (2MP)&lt;br /&gt;
&lt;br /&gt;
*Monitor [MT]: 16AP&lt;br /&gt;
*Supermonitor [MTB]: 32AP&lt;br /&gt;
&lt;br /&gt;
*Light Modular Tender [AML]: 12AP (8MP)&lt;br /&gt;
*Heavy Modular Tender [AMH]: 24AP (16MP)&lt;br /&gt;
&lt;br /&gt;
====SMALLCRAFT CARRIERS====&lt;br /&gt;
&lt;br /&gt;
*Aviation Cruiser [CA(V)]: 12AP (10DP)&lt;br /&gt;
*Light Attack Carrier [CVAL]: 24AP (30DP)&lt;br /&gt;
*Attack Carrier [CVA]: 36AP (50DP)&lt;br /&gt;
&lt;br /&gt;
*Escort Carrier [CVE]: 8AP (20DP)&lt;br /&gt;
*Light Carrier [CVL]: 16AP (40DP)&lt;br /&gt;
*Fleet Carrier [CV]: 32AP (80DP)&lt;br /&gt;
*Supercarrier [CVB]: 64AP (120DP/40CP)&lt;br /&gt;
&lt;br /&gt;
TENTATIVE:&lt;br /&gt;
*Light Mobile Frame Carrier [CVML]: 14AP&lt;br /&gt;
&lt;br /&gt;
====LANDING SHIPS====&lt;br /&gt;
&lt;br /&gt;
*Assault Transport, Landing/Light [AT(L)]: 2AP/2MP (12CP)&lt;br /&gt;
-900t cap. space LST&lt;br /&gt;
*These medium-weight transatmospheric landing ships - easily recognized by the bulky, fat-bellied &amp;quot;lifting body&amp;quot; design nearly universal amongst vessels of their type - are equally capable of independent orbit-to-orbit transport and opposed orbit-to-surface landing of anything from a full company of armored vehicles to the better part of a rifle battalion. The AT(L) is probably best exemplified by the International Fleet Ground Forces&#039; humble-but-rugged Thunderhead, mass-produced in the hundreds and made famous by key roles in IFGF General Lee &amp;quot;Bulldog&amp;quot; Chang&#039;s daring spearhead assaults on Ceres, Mars, Luna, and Earth itself; beloved of the IFGF for its survivability and reliability, the venerable &amp;quot;Thud&amp;quot; and its derivatives remain the most common landing ships in the Solar System to this day.&lt;br /&gt;
&lt;br /&gt;
*Assault Transport, Personnel [AT(P)]: 12AP (20DP/40CP/2MP)&lt;br /&gt;
-4500t cap. space LPD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles&lt;br /&gt;
*Assault Transport, Dock [AT(D)]: 12AP (40DP/20CP/2MP)&lt;br /&gt;
-3000t cap. space LSD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles&lt;br /&gt;
*Assault Transport, Aviation, Personnel [ATA(P)]: 24AP (40DP/80CP/4MP)&lt;br /&gt;
-9000t cap. space LHA&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles, Strikefighters&lt;br /&gt;
*Assault Transport, Aviation, Dock (ATA(D)]: 24AP (80DP/40CP/4MP)&lt;br /&gt;
-6000t cap. space LHD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles, Strikefighters&lt;br /&gt;
&lt;br /&gt;
====QTE CIVIL SHIPPING====&lt;br /&gt;
&lt;br /&gt;
*Light Transport, Modular Container: 4IP (8MP)&lt;br /&gt;
*Light Transport, Conventional Storage: 4IP (80CP)&lt;br /&gt;
*Light Transport, Composite Cargo: 6AP (40CP/4MP)&lt;br /&gt;
*Medium Transport, Modular Container: 8IP (16MP)&lt;br /&gt;
*Medium Transport, Conventional Storage: 8IP (160CP)&lt;br /&gt;
*Medium Transport, Composite Cargo: 12IP (80CP/8MP)&lt;br /&gt;
*Heavy Transport, Modular Container: 16IP (32MP)&lt;br /&gt;
*Heavy Transport, Conventional Storage: 16IP (320CP)&lt;br /&gt;
*Heavy Transport, Composite Cargo: 24IP (160CP/16MP)&lt;br /&gt;
&lt;br /&gt;
====TJD VESSELS====&lt;br /&gt;
&lt;br /&gt;
*Scout: 4AP&lt;br /&gt;
*Constructor: 16IP (10DP)&lt;br /&gt;
*System Control Ship: 96AP (80DP)&lt;br /&gt;
*Light Jumpship (32MP): 8IP&lt;br /&gt;
*Heavy Jumpship (128MP): 24IP&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=45094</id>
		<title>UnSol</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=45094"/>
		<updated>2012-12-10T21:02:19Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Unit Rules Update (Dec 2012) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Soon to be a book or three!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
&lt;br /&gt;
The year is 2201. The worlds of the Solar System are just now beginning to discover faster-than-light technology. The first scout ships preparing to leap away to nearby stars herald the dawn of a new age of discovery. The great Sol system, however, is not as it once was. &lt;br /&gt;
&lt;br /&gt;
*Mercury: ???&lt;br /&gt;
*Venus: ???&lt;br /&gt;
*Terra (Terran Union): &lt;br /&gt;
**The cradle of human civilization, overpopulated and covered with megalopoli teeming with human life, labors under a brutal, technologically stagnant hegemony bent on regaining control of the system and all of humanity. &lt;br /&gt;
*Luna (Terran Union): &lt;br /&gt;
**Primary base of the Union Navy, dotted with domed settlements and chafing under Earther oppression of all &#039;genetic deviants.&lt;br /&gt;
*Mars: MW&lt;br /&gt;
**Germans!&lt;br /&gt;
*The Belt:&lt;br /&gt;
*Ceres (CeresCorp): &lt;br /&gt;
**Of the hundreds of settlements in the Belt, only Ceres shows any semblance of organized government.&lt;br /&gt;
*Jupiter (Jovian Federation):&lt;br /&gt;
**The last bastion of Western (read: American) Democracy and #2 superpower in the system behind the Union.&lt;br /&gt;
*Jovian Trojans: Shrike&lt;br /&gt;
*Saturn: Oseng&lt;br /&gt;
*Uranus:&lt;br /&gt;
*Neptune:&lt;br /&gt;
**The edge of the Main System, Neptune looks out upon the lawless frontier that is the Kuiper Belt.&lt;br /&gt;
*Pluto: ???&lt;br /&gt;
*Eris: ???&lt;br /&gt;
*Sedna (Cyberlife): &amp;gt;|(&lt;br /&gt;
&lt;br /&gt;
==Making an UnSol nation==&lt;br /&gt;
&lt;br /&gt;
Simplicity itself.  Simply assign your points to each of the categories until you run out.  That&#039;ll give you the basis around which to write up the details of your nation.  Modifiers (such as +3 Infrastructure) are cost, not level modifiers.  Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.&lt;br /&gt;
&lt;br /&gt;
Current suggestion:  30 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
0: A backwater nowhere habitat, the solar equivalent of a city-state.&amp;lt;br&amp;gt;&lt;br /&gt;
2: A small alliance of habitats or a single dwarf planet like Ceres.  Adds +1 Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
3: A lesser state, though one that cannot be ignored.  An exceptionally populous minor world or else one of several nations on a major world.  Adds +1 to Infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
5: A fairly typical midsized nation, the typical owners of a major body or multiple smaller ones.  Adds +1 to Infrastructure and Space Fleet.&amp;lt;br&amp;gt;&lt;br /&gt;
6: A large nation with a substantial, diverse population spread across many cities and habitats.  Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.&amp;lt;br&amp;gt;&lt;br /&gt;
7: A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Transhumanism===&lt;br /&gt;
0: None at all!  Your people are the same old [i]Homo Sapiens Sapiens[/i] from the 20th century.  Badass normal powers combine!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Basic gene-screening has weeded out various ailments and weaknesses, though nobody is fundamentally [i]different[/i].&amp;lt;br&amp;gt;&lt;br /&gt;
2: Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques.  Reproductive speciation is a possible side-effect, though uncommon and can be mediated.&amp;lt;br&amp;gt;&lt;br /&gt;
6: ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
0: Well, you could probably &#039;&#039;rearm&#039;&#039; a warship . . .  Construction Rating 20, max size 2&amp;lt;br&amp;gt;&lt;br /&gt;
1: Construction Rating 30, max size 4&amp;lt;br&amp;gt;&lt;br /&gt;
2: Construction Rating 40, max size 8&amp;lt;br&amp;gt;&lt;br /&gt;
3: Construction Rating 50, max size 16&amp;lt;br&amp;gt;&lt;br /&gt;
4: Construction Rating 60, max size 48&amp;lt;br&amp;gt;&lt;br /&gt;
5: Massive, well developed planetary and spaceborn industry.  Construction Rating 70, max size 96&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Growth Potential===&lt;br /&gt;
0: Overcrowding and resource shortages are chronic; you need relief and now!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
2: &amp;lt;br&amp;gt;&lt;br /&gt;
3: &amp;lt;br&amp;gt;&lt;br /&gt;
4: &amp;lt;br&amp;gt;&lt;br /&gt;
5: The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Military Quality===&lt;br /&gt;
0: No real military, more like a glorified police force.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Barely adequate, not quite an undisciplined rabble but definately not very good.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average, your soldiers might be trained decently, but there&#039;s not many of them.  Or the reverse, with a large but ill-trained army.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average armed forces, nothing special but no glaring weaknesses.&amp;lt;br&amp;gt;&lt;br /&gt;
4: A respectable military force, definately something to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Best of the best, your military is well trained and/or very large.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Military Support (Replaces Military Quality)====&lt;br /&gt;
0: Your nation simply sees little need for a large military; 6x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
1: 8x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
2: 10x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
3: 12x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
4: 14x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
5: 16x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Fleet===&lt;br /&gt;
0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
1: 200 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
2: 350 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
3: 500 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
4: 650 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
5: 800 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Advancement===&lt;br /&gt;
0: Fairly limited technology, probably imports all high-tech goods.&amp;lt;br&amp;gt;&lt;br /&gt;
1: About the lowest level at which one could design a halfway-competitive spaceship.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average technology, probably a second tier power.  May have a spike or two of above-average effectiveness but overall not too impressive.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average advancement, no glaring weaknesses or strong points.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Powerful technology including advanced energy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Highly sophisticated technology across the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emergent Technologies:===&lt;br /&gt;
The 21st century was a boom time for so-called emergent technologies; ubiquitous connectivity, autonomous robots, flexible AIs, nanotechnology.  These promised the galaxy and delivered the solar system as legions of machines erected sunshades around Venus, built cities on Mars and excavated habitats all across the outer system.  Unfortunately, ‘Rogue machine’ incidents in the latter 21st as well as the heavy use of automated weapons in various Earthside conflicts saw these technologies progressively limited and collectively suppressed and the mechanical workers of the early colonization era worked until they failed, never to be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0:  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here, where (like a number of Sol states) emergent technologies were sealed away for the greater good.&amp;lt;br&amp;gt;&lt;br /&gt;
1:  You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged.  An example of this level is Halo, which has a smattering of AIs and cybernetics of generally primitive (if effective) design.&amp;lt;br&amp;gt;&lt;br /&gt;
3:  Cornucopias and similar devices have begun to radically reshape your economy.  Industry is faster and more flexible than ever before.  Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.&amp;lt;br&amp;gt;&lt;br /&gt;
6:  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 General Advancement.  Eclipse Phase and similar settings would be at this level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FTL Drives===&lt;br /&gt;
0: Has no ability to design or construct FTL ships.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Has the basic theory for FTL jumpships, but needs outside help to actually construct them.&amp;lt;br&amp;gt;&lt;br /&gt;
3: The principles of FTL travel are well-understood and your nation can construct jumpships.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You [i]invented[/i] the damn things and know a few tricks others don’t.  Adds +1 Outsystem Territory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsystem Territory===&lt;br /&gt;
0: No outsystem territories, strictly a Sol system power.  The norm at this stage of the game, really.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Little more than fueling stops and barren rocks.&amp;lt;br&amp;gt;&lt;br /&gt;
3: You have an actual outsystem presence of a few (armed?) stations and as a result can conduct meaningful fleet operations in the Great Beyond.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You’ve actually dropped a self-sustaining colony on a habitable world.  Mucho bragging rights.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting notes==&lt;br /&gt;
&lt;br /&gt;
===Getting There and Back===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quantum Transition Engine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First developed in the middle of the 21st century, Quantum Transition Engines (colloquially known as QTEs or ‘Cuties’, or Q-Drives for the more straightlaced) revolutionized space travel.  A non-newtonian propulsion method, they generate a macroquantum effect that essentially ‘tunnels’ the QTE and surroundings across significant distance.  The effect propagates directly forward at the speed of light and as such does not violate relativity – it would take another century and a half to cheat Einstein.  However, as it takes substantial time to recycle a QTE between jumps, the effective pseudovelocity is far below &#039;&#039;c&#039;&#039;, rarely exceeding ~1 light second jumps every 10-12 minutes for high-performance units and giving an effective pseudovelocity of 4-500 kms or about 1 AU every 4 days.  Outside of strong mass influences (several tens of light-seconds of distance for the Earth) the quantum effect can travel much further before dissipating, resulting in approximately an order of magnitude increase in pseudovelocity.  This is known as ‘high cruise’.&lt;br /&gt;
&lt;br /&gt;
Despite many years of use, the performance and general design of QTEs has not improved markedly since the late 21st century; a QTE from an American &#039;&#039;Trailblazer&#039;&#039; deep-space cruiser circa 2080 would recycle in 25 or so minutes instead of every 12 like that of a Jovian Federation &#039;&#039;Endeavor&#039;&#039; destroyer’s, circa 2200.  Growth in the speed of cargo ships has been essentially nonexistent with typical peudovelocities being in the 2-2.5 light secondshour range.  Durability, fault tolerance, size and cost &#039;&#039;have&#039;&#039; improved however, and few ships of any size built in the past half-century are not fitted with a QTE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*A typical civilian ship goes at 2.5 light seconds per hour.&lt;br /&gt;
*A typical military ship goes at 5 light seconds per hour.&lt;br /&gt;
*For high-travel, any ship outside of a defined distance from a significant sub-stellar mass can travel 10 times normal speed.&lt;br /&gt;
**Addendum - Any ship in the interstellar void beyond the interference of a stellar curb can accelerate to a further order of magnitude.&lt;br /&gt;
*Star ‘curb’:  500 light seconds&lt;br /&gt;
*Gas Giant ‘curb’: 100 light seconds&lt;br /&gt;
*Major Body ‘curb’:  25 light seconds&lt;br /&gt;
*Minor Body ‘curb’:  10 light seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would put Earth-Pluto travel times at 16-40 days, one way. A journey from Sol to Alpha Centauri would take approximately 31 &#039;&#039;years&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tachyon Jump Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While a handful of interstellar sleeperships were launched in the late 21st century, outfitted with special QTEs designed for the exceptionally flat space-time between stars and capable of upwards of 10% lightspeed even without using their immense antimatter drives, it seemed that for all intents and purposes humanity was locked inside its solar system, unless one wanted to be &#039;&#039;very&#039;&#039; patient.  All that changed with the publishing of a physics research paper in 2189 that laid out the foundation of a new theory of FTL transit.  The critical difference between this one and previous such as wormholes and Alcubierre drives was that the ‘tachyonic spatial displacement device’ was actually &#039;&#039;workable&#039;&#039;.  Several major governments poured immense resources into developing tachyon jump drives (or simply ‘jump drives’) and the first flights were scheduled to coincide with the 2200 centennial celebrations.&lt;br /&gt;
&lt;br /&gt;
Jump drives are radically different beasts from the familiar QTEs of solar system craft large and small.  First and most notably, jump drives are capable of bridging the distances between two stars essentially instantly.  They are also extremely large, cumbersome devices; where a QTE or fusion drive is a ship component, a jump drive essentially &#039;&#039;is&#039;&#039; the ship.&lt;br /&gt;
&lt;br /&gt;
A jumpdrive (and thus by extension a typical jumpship design) is essentially a pair of monolithic wheel-shaped field guides connected by a spine that houses much of the core generation equipment.  The particular and unusual design is a necessity to properly shape the jump envelope; the loss of even one field node could potentially critically compromise the entire envelope geometry.  Unsurprisingly, jumpships carry a lot of spares.  A number of combat jumpship designs have also been floated – the Earther ‘System Control Ship’ concept being most notable – which move away from the simple wheel-spine-wheel design for less efficient but less constraining geometries, though all are instantly recognizable by the massive field guide arrays.&lt;br /&gt;
&lt;br /&gt;
In operation, jumpships are designed to spread a field envelope around one or more in-system ships; the mass and strict design criteria of a jump drive make the best of them clumsy and pathetically ill-suited as anything other than interstellar tugs.  Since the jump takes place in the blink of an eye, hard docking is not required.  After each jump the drive must be purged, which involves both cooling it down (larger jumpships can go through a hundred tons of water in less than a minute, vented into space as superheated steam) and then the much longer process of stabilizing and damping the post-jump ‘static’ in the drive, which can take a week or more.&lt;br /&gt;
&lt;br /&gt;
Jump drives can only function between stellar-mass objects, and furthermore ones that are no more than ~8 light years apart (&#039;&#039;ed. note: test jumps of &amp;lt;8.75 and even [once] 9LY have been recorded, but are not recommended outside of dire emergency due to undue stress on the TJD and an uncomfortably high chance of total existence failure&#039;&#039;).  This has created an interesting dynamic with regards to exploration and expansion, as ships must take specific routes outward.&lt;br /&gt;
&lt;br /&gt;
==Smallcraft==&lt;br /&gt;
All fighters come in squadrons of twenty.&lt;br /&gt;
All bombers come in squadrons of ten.&lt;br /&gt;
&lt;br /&gt;
===Light Fighter Squadron===&lt;br /&gt;
Analogous to: nBSG Vipers, F-16s, TIEs, wyrdlife drones&amp;lt;br&amp;gt;&lt;br /&gt;
1pt&amp;lt;br&amp;gt;&lt;br /&gt;
10DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightweight single-seat screening and escort fighters, produced in mass numbers in wartime due to their low cost.&lt;br /&gt;
&lt;br /&gt;
===Medium Fighter Squadron===&lt;br /&gt;
Analogous to: X-wings, F-15s, Yukikaze Sylphids, wyrdlife centurions&amp;lt;br&amp;gt;&lt;br /&gt;
2pts&amp;lt;br&amp;gt;&lt;br /&gt;
20DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two-seat (usually) fleet Combat Space Patrol and strike fighters, the bulk of most nations&#039; peacetime fighter fleet.&lt;br /&gt;
&lt;br /&gt;
===Superfighter Squadron===&lt;br /&gt;
Analogous to: Yukikaze Maves, Su-47s, wyrdlife praetorians&amp;lt;br&amp;gt;&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
40DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incredibly expensive, incredibly valuable, and incredibly effective, these (also usually two-seat) multirole fighters are often deployed to dominate areas of space or as an ace card against attacking enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
===Attack Bomber Squadron===&lt;br /&gt;
Analogous to: B-25s, B-1s, wyrdlife princesses&amp;lt;br&amp;gt;&lt;br /&gt;
3pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smaller bombers, usually with crews of between four and eight, used to strike enemy ships and installations in hit-and-run raids. They have a rudimentary self-defense capability as represented by a number of light railgun turrets.&lt;br /&gt;
&lt;br /&gt;
===Heavy Bomber Squadron===&lt;br /&gt;
Analogous to: B-17s, B-52s, wyrdlife queens&amp;lt;br&amp;gt;&lt;br /&gt;
6pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are some things too fast to be hit by a three-ton antiship munition. For everything else, there&#039;s the Heavy Bomber. Usually crewed by between eight and sixteen people and positively &#039;&#039;bristling&#039;&#039; with antifighter weapons.&lt;br /&gt;
&lt;br /&gt;
==Preliminary hullcosts (Modernish)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In-system ships===&lt;br /&gt;
&lt;br /&gt;
Corvette:  1&amp;lt;br&amp;gt;&lt;br /&gt;
Frigate:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Destroyer:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser:  8&amp;lt;br&amp;gt;&lt;br /&gt;
Battlecruiser:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship:  32&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship: 64&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monitor: 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aviation Cruiser: 12 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Assault Carrier: 24 (30DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Escort Carrier: 8 (20DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Carrier:  16 (40DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Carrier:  32 (80DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Supercarrier:  48 (120DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jump-capable ships===&lt;br /&gt;
&lt;br /&gt;
Scout:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Constructor: 16 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
System Control Ship: 96 (80DP)&amp;lt;br&amp;gt; &lt;br /&gt;
Light Jumpship (4x8):  8&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Jumpship (4x32):  24&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
&lt;br /&gt;
===Gun Platforms===&lt;br /&gt;
The GP series of platforms was first introduced by the Union Navy during the latter half of the Synthlife Rebellion as part of the Lunar defense network. Each largely immobile platform was only half the cost and tonnage of a similarly-armed warship, allowing the Union to create a heavy shield around its&#039; primary refuge from the synthlife rampaging through the inner system, and the series was once again proven to be a worthwhile expenditure with each failed Synth attempt to break Luna&#039;s wall of defenses. In light of their effectiveness, most nations have since copied and continuously upgraded the series throughout a tumultuous century of service.&lt;br /&gt;
&lt;br /&gt;
====GP-L (Gun Platform, Light)====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-M (Gun Platform, Medium)====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-H (Gun Platform, Heavy)====&lt;br /&gt;
32pts&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Platforms===&lt;br /&gt;
Concieved as a way to eliminate the intercept delays and fuel expenditures of STO interceptions and to extend the defensive envelope of a world without requiring dedicated warships, the &#039;Long Fang&#039; fighter platform was the brainchild of the old People&#039;s Republic of the Red Planet, China&#039;s primary offworld puppet. The PLASF proved their worth when they repelled a typically fighter-heavy Jovian raiding force within seven minutes of its&#039; arrival over the Red Planet. Like the Terran GP series of gun-armed stations, the Long Fangs were copied across the Solar System and repeatedly upgraded.&lt;br /&gt;
&lt;br /&gt;
====FP1====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP2====&lt;br /&gt;
8pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP3====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===National Wonders===&lt;br /&gt;
National wonders represent truly massive constructions, hero projects designed to display and project a nation&#039;s power. They generally have a listed limit. Abusers will be spaced. Sry. U mad?&lt;br /&gt;
&lt;br /&gt;
====Skyhook (Limit 1)====&lt;br /&gt;
The archetypical space elevator, skyhooks are a composite-fiber tether leading from a space station in geosynchronous orbit to a point on the planet&#039;s surface directly below. Their primary use is as a cheap way to get things from surface to orbit without expensive cargo transport trips. &#039;&#039;Once completed&#039;&#039;, Skyhooks provide a one-time bonus to the world they orbit of one level of Infrastructure and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
240DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 40, max size 8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spacedock (Limit 1)====&lt;br /&gt;
Mammoth orbital fleet yards, Spacedocks are the beating heart of a large military and a heavily-defended hub of repair slips, fighter manufactories, and troop marshalling facilities. &#039;&#039;Once completed&#039;&#039;, Spacedocks provide a one-time bonus to the world they orbit of 150 points of ships (at player discretion and mod approval) and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 60, max size 48.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Orbital Colony Group (Limit 2 over your homeworld and 1 per extrasolar world under your control)====&lt;br /&gt;
Stanford Toruses, Bernal Spheres, O&#039;Neill Cylinders - these represent efforts to provide space for your burgeoning population by constructing groups of orbital colonies. &#039;&#039;Once completed&#039;&#039;, Orbital Colonies provide a one-time bonus to the world they orbit of one level of population, one level of Infrastructure, and one level of Military Support. Surgeon General&#039;s Warning: Will rebel and colony-drop you if abused.&amp;lt;br&amp;gt;&lt;br /&gt;
375pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Colony Mission (Limit 1 per extrasolar world under your control)====&lt;br /&gt;
The sum total of all the preparation required to colonize another world, Colony Missions comprise the colonists, supplies, prefabricated structures, transport ships, and myriad other items you gather in order to put a permanent presence on a world outside of Sol. &#039;&#039;Once safely landed and set up, a process requiring one game quarter&#039;&#039;, Colony Missions provide the following basic stats for that colony: one level of Population, one level of infrastructure, one level of military support, and five levels of growth potential. These are specific to this colony, and are not added to the totals for your Solar System holdings. Also, true bragging rights. Escort optional.&amp;lt;br&amp;gt;&lt;br /&gt;
500pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Rules Update (Dec 2012)==&lt;br /&gt;
&lt;br /&gt;
===GROUND/MARINE UNITS===&lt;br /&gt;
(by Jovian organization)&lt;br /&gt;
&lt;br /&gt;
====ARTILLERY====&lt;br /&gt;
*Artillery Piece: .5CP (.75CP hover)&lt;br /&gt;
--A long-barrelled gun&lt;br /&gt;
*Artillery Battery (4 guns): 2CP (3CP hover)&lt;br /&gt;
--A small independent artillery unit&lt;br /&gt;
*Artillery Battalion (16 guns): 8CP (12CP hover)&lt;br /&gt;
--A larger independent artillery unit&lt;br /&gt;
(AT Artillery units are .5x CP)&lt;br /&gt;
(AA Artillery Units are .25x CP)&lt;br /&gt;
(SP Artillery units are 2x CP)&lt;br /&gt;
&lt;br /&gt;
ARMORED INFANTRY&lt;br /&gt;
(Armored Infantry come with jump-packs)&lt;br /&gt;
*Armored Infantry Squad (9 men): .25CP&lt;br /&gt;
*Armored Infantry Platoon (36 men/4 Sqds): 1CP&lt;br /&gt;
*Armored Infantry Company (144 men/4 Plts): 4CP&lt;br /&gt;
*Armored Infantry Battalion (576 men/4 Cos): 16CP&lt;br /&gt;
*Armored Infantry Regiment (1728 men/3 Batts): 48CP &lt;br /&gt;
*Armored Infantry Brigade (2880 men/5 Batts): 80CP&lt;br /&gt;
&lt;br /&gt;
====LIGHT INFANTRY====&lt;br /&gt;
*Light Infantry Squad (13 men): .25CP&lt;br /&gt;
*Light Infantry Platoon (52 men/4 Sqds): 1CP&lt;br /&gt;
*Light Infantry Company (204 men/4 Plts): 4CP&lt;br /&gt;
*Light Infantry Battalion (816 men/4 Cos): 16CP&lt;br /&gt;
*Light Infantry Regiment (3264 men/3 Batts): 48CP&lt;br /&gt;
*Light Infantry Brigade (4080 men/5 Batts): 80CP&lt;br /&gt;
&lt;br /&gt;
====MECHANIZED INFANTRY====&lt;br /&gt;
(Tracked IFVs - eg Bradleys/EFVs)&lt;br /&gt;
*Mechanized Infantry Squad (9 men, IFV): .375CP (.5CP hover)&lt;br /&gt;
*Mechanized Infantry Platoon (36 men/4 Sqds, 4 IFVs): 1.5CP (2CP hover)&lt;br /&gt;
*Mechanized Infantry Company (144 men/4 Plts, 16 IFVs): 6CP (8CP hover)&lt;br /&gt;
*Mechanized Infantry Battalion (576 men/4 Cos, 64 IFVs): 24CP (30CP hover)&lt;br /&gt;
*Mechanized Infantry Regiment (1728 men/3 Batts, 192 IFVs): 72CP (90CP hover)&lt;br /&gt;
*Mechanized Infantry Brigade (2880 men/5 Batts, 320 IFVs): 120CP (150CP hover)&lt;br /&gt;
&lt;br /&gt;
====SPECIAL OPERATIONS====&lt;br /&gt;
*Special Operations Team (8 men): .25CP&lt;br /&gt;
*Special Operations Platoon (32 men): 2CP&lt;br /&gt;
*Special Operations Group (128 men): 8CP&lt;br /&gt;
&lt;br /&gt;
====VEHICLES====&lt;br /&gt;
*Light Vehicles (wheeled APCs) - eg Stryker/Pirahna series&lt;br /&gt;
*&amp;gt;Light Vehicle (.25CP carry): .25CP&lt;br /&gt;
--Light Vehicle Platoon (4 vehicles, 1CP carry): 1CP&lt;br /&gt;
--Light Vehicle Company (16 vehicles, 4CP carry): 4CP&lt;br /&gt;
*Heavy Vehicles (tracked HAPCs) - eg Namer/AAV&lt;br /&gt;
*&amp;gt;Heavy Vehicle (.5CP carry): .5CP&lt;br /&gt;
--Heavy Vehicle Platoon (4 vehicles, 2CP carry): 2CP&lt;br /&gt;
--Heavy Vehicle Company (16 vehicles, 8CP carry): 8CP&lt;br /&gt;
*Cargo Vehicles (2x carry, unarmed/unarmored, REMF) - eg cargo trucks, etc&lt;br /&gt;
*&amp;gt;Cargo Vehicle (1CP carry): .5CP&lt;br /&gt;
--Cargo Vehicle Platoon (4 vehicles, 4CP carry): 2CP&lt;br /&gt;
--Cargo Vehicle Company (16 vehicles, 16CP carry): 8CP&lt;br /&gt;
&lt;br /&gt;
====LIGHT TANKS/ARMORED RECON====&lt;br /&gt;
*&amp;gt;Light Tank (15t): .2CP (eg FV100 series)&lt;br /&gt;
*&amp;gt;Light Tank (30t): .4CP (eg M8 AGS)&lt;br /&gt;
*Light Tank Platoon/Lance (150t): 2CP&lt;br /&gt;
*Light Tank Company/Squadron (450t): 6CP&lt;br /&gt;
*Light Tank Battalion/Tank Regiment (1350-1500t): 18CP&lt;br /&gt;
&lt;br /&gt;
====MAIN BATTLE TANKS====&lt;br /&gt;
(Hover Tank units are 2x CP)&lt;br /&gt;
*&amp;gt;Eastern-style MBT (60t): .75CP (eg RL T-90, ZTZ-99)&lt;br /&gt;
*&amp;gt;Western-style MBT (75t): 1CP (eg RL Leo2, Abrams)&lt;br /&gt;
*&amp;gt;TV/Game-style Heavy MBT (90t): 1.25CP (eg EFSF Type 61)&lt;br /&gt;
*Tank Platoon/Lance (300t): 4CP &lt;br /&gt;
*-5x 60t/4x 75t/3x 90t&lt;br /&gt;
*Tank Company/Squadron (900t): 12CP&lt;br /&gt;
*Tank Battalion/Tank Regiment (2700-3000t): 36CP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====MOBILE FRAMES====&lt;br /&gt;
*Light/Striker Frame: .5CP/1.25DP&lt;br /&gt;
*-MS optimized for speed and agility, eg ReZEL/Jegan-D/Jesta (20-40t)&lt;br /&gt;
*Medium/Combat Frame: .75CP/2.5DP&lt;br /&gt;
*-MS designed for general combat, eg Zaku II/GM (40-60t)&lt;br /&gt;
*Heavy/Assault Frame: 1CP/3.75DP&lt;br /&gt;
*-MS optimized for armor and firepower, eg RX-77-3 (50-70t)&lt;br /&gt;
 &lt;br /&gt;
===POINT TYPES===&lt;br /&gt;
&lt;br /&gt;
(Cargo Point (CP)&lt;br /&gt;
-1 CP = 75 (+/- 25) tons of bulk cargo/vehicles/troops with necessary support equipment. &lt;br /&gt;
&lt;br /&gt;
*Deck Point(DP)&lt;br /&gt;
-1 DP =  500m^3 of hangar volume taken up by an aircraft in stowed configuration.&lt;br /&gt;
--A single stowed Light Fighter takes up about 250m^3.&lt;br /&gt;
--A single stowed Heavy Bomber takes up about 3000m^3.&lt;br /&gt;
&lt;br /&gt;
*Modular Point (MP)&lt;br /&gt;
-1 MP = One standardized ~3400m^2 modular attachment assembly or equivalent portion of a larger assembly.&lt;br /&gt;
&lt;br /&gt;
*Production Points&lt;br /&gt;
-Advanced production Point (AP)&lt;br /&gt;
--1 AP = An abstracted fraction of a state&#039;s supply of complex or specialized items, eg composites/electronics/military powerplants, worth approximately $200,000,000 USD&lt;br /&gt;
---Used for aerospacecraft and warships&lt;br /&gt;
-Industrial production Point (IP)&lt;br /&gt;
--1 IP = An abstracted fraction of a state&#039;s industrial output of simple materials in bulk, eg fabrics/metals/plastics/etc, worth approximately $20,000,000 USD&lt;br /&gt;
---Used for ground forces and civilian shipping&lt;br /&gt;
&lt;br /&gt;
*Size&lt;br /&gt;
-&amp;quot;Size&amp;quot; refers to the number of men/machines in that unit, and is usually specified after the unit name, but before points cost and/or CP/DP/MP consumption.&lt;br /&gt;
&lt;br /&gt;
===SMALL CRAFT===&lt;br /&gt;
&lt;br /&gt;
====MOBILE WEAPONS====&lt;br /&gt;
&lt;br /&gt;
*Striker Frame Squad (4) (5DP)&lt;br /&gt;
-eg Zeta Gundam, Delta Plus, Macross VF-series aircraft&lt;br /&gt;
--Sleek, light, and especially fast mobile frames often able to transform into planelike &amp;quot;Windrider&amp;quot; configurations specialized for (trans-)atmopheric combat; frames capable of this are especially popular in the naval aerospace community for the much-reduced hangar &amp;quot;footprint&amp;quot; of their Windrider modes and their reducedimpact on shipboard craft-handling.&lt;br /&gt;
*Combat Frame Squad (4) (10DP)&lt;br /&gt;
-eg Zaku II, GM&lt;br /&gt;
--Sturdy, mass-produced &amp;quot;grunt&amp;quot; mobile frames, generally as effective in general combat on land as they are in space.&lt;br /&gt;
*Assault Frame Squad (4) (15DP)&lt;br /&gt;
-eg ???&lt;br /&gt;
--Bulky, thickly armored, and extremely heavily-armed mobile frames, built to spearhead offensives by shrugging off heavy fire to bring a whole lot of fight to the enemy.&lt;br /&gt;
&lt;br /&gt;
====NAVAL AEROSPACE====&lt;br /&gt;
(all are transatmospheric)&lt;br /&gt;
&lt;br /&gt;
*Light Fighter Squadron (12): 1AP/5DP&lt;br /&gt;
--Small, mass-produced dogfighters originally invented by a resource-strapped International Fleet to combat large numbers of Synth smallcraft, primarily used for short-range missions and deployed in large numbers aboard Commonwealth warships, including the CDF&#039;s famed Yangtze-class battlecarriers.&lt;br /&gt;
*Medium Fighter Squadron (12): 1AP/10DP&lt;br /&gt;
--Two-seat fighter-interceptors&lt;br /&gt;
*Strikefighter Squadron (12): 2AP/10DP&lt;br /&gt;
--Rugged, durable multirole fighters often found in ground-force aerospace arms, equally able to perform antiship, antisurface, or antismallcraft missions but excellent at none.&lt;br /&gt;
*Superfighter Squadron (12): 4AP/10DP&lt;br /&gt;
-F-22/PAK-FA/J-20 analogue&lt;br /&gt;
--Cutting-edge, high-performance interceptors flown by a nation&#039;s most experienced combat pilots, primarily used in the Spatial Dominance role to clear enemy aerospace and/or deny enemy aerospace from an operations area.&lt;br /&gt;
*Attack Bomber Squadron (12)*: 4AP/20DP&lt;br /&gt;
--Fast, four-seat medium antiship/antisurface bombers&lt;br /&gt;
*Heavy Bomber Flight (6): 6AP/30DP/&lt;br /&gt;
--Slow, eight-seat heavy antisurface/antiship bombers&lt;br /&gt;
*Utility Tanker Squadron (8)**: 2AP/10DP&lt;br /&gt;
*Electronic Warfare/SWACS Squadron (8)**: 4AP/10DP&lt;br /&gt;
**Attack Bomber, EWAR/SWACS, and Utility Tanker Squadrons are the only naval aerospace units that can split into two Detachments, each comprising half the squadron&#039;s aircraft.&lt;br /&gt;
&lt;br /&gt;
====CARGO AEROSPACE====&lt;br /&gt;
&lt;br /&gt;
*Utility Launch Flight (8): 1AP/10DP (8CP)&lt;br /&gt;
-75t cap.&lt;br /&gt;
*Light Dropship Flight (4): 1AP/10DP (4CP)&lt;br /&gt;
-75t cap. military landing craft&lt;br /&gt;
*-role analogous to LCM, capacity analogous to C-17&lt;br /&gt;
*Heavy Dropship Flight (2): 2AP/20DP (8CP)&lt;br /&gt;
-300t cap. military landing craft&lt;br /&gt;
*-role analogous to LCT, capacity analogous to An-225&lt;br /&gt;
*Light Shuttle Flight (8): 1IP/10DP (8CP)&lt;br /&gt;
-75t cap. civilian utility craft&lt;br /&gt;
*-space 737&lt;br /&gt;
*Heavy Shuttle Flight (4): 2IP/20DP (16CP)&lt;br /&gt;
-300t cap. civilian utility craft&lt;br /&gt;
*-space 747&lt;br /&gt;
&lt;br /&gt;
*Modular Cargo Container (1): (1IP/1MP) (10CP)&lt;br /&gt;
*Heavy Lift Vehicle (1): (2IP/1MP) (10CP)&lt;br /&gt;
&lt;br /&gt;
*Launch: 0DP (.25CP)&lt;br /&gt;
-18.75t cap. short-range courier/scout&lt;br /&gt;
--Carried by all vessels&lt;br /&gt;
*Pinnace: 5DP/.5MP (1CP)&lt;br /&gt;
-75t cap. long-range courier/scout&lt;br /&gt;
--Used to deliver mail, supplies, and boarding parties.&lt;br /&gt;
*Cutter: 1AP/1MP (4CP)&lt;br /&gt;
-300t cap. self-contained patrol vessel&lt;br /&gt;
--Utilized by local patrol forces&lt;br /&gt;
&lt;br /&gt;
===SPACEGOING VESSELS===&lt;br /&gt;
&lt;br /&gt;
====QTE WARSHIPS====&lt;br /&gt;
&lt;br /&gt;
*Frigate/Destroyer Escort[FF/DE]: 2AP&lt;br /&gt;
*Destroyer [DD]: 4AP&lt;br /&gt;
*Scout Cruiser/Destroyer Leader[CL/DDB]: 6AP&lt;br /&gt;
*Cruiser [CG]: 8AP&lt;br /&gt;
*Battlecruiser/Large Cruiser [BC/CB]: 16AP (1MP)&lt;br /&gt;
*Battleship [BB]: 32AP (1MP)&lt;br /&gt;
*Superbattleship [BBB]: 64AP (2MP)&lt;br /&gt;
&lt;br /&gt;
*Monitor [MT]: 16AP&lt;br /&gt;
*Supermonitor [MTB]: 32AP&lt;br /&gt;
&lt;br /&gt;
*Light Modular Tender [AML]: 12AP (8MP)&lt;br /&gt;
*Heavy Modular Tender [AMH]: 24AP (16MP)&lt;br /&gt;
&lt;br /&gt;
====SMALLCRAFT CARRIERS====&lt;br /&gt;
&lt;br /&gt;
*Aviation Cruiser [CA(V)]: 12AP (10DP)&lt;br /&gt;
*Light Attack Carrier [CVAL]: 24AP (30DP)&lt;br /&gt;
*Attack Carrier [CVA]: 36AP (50DP)&lt;br /&gt;
&lt;br /&gt;
*Escort Carrier [CVE]: 8AP (20DP)&lt;br /&gt;
*Light Carrier [CVL]: 16AP (40DP)&lt;br /&gt;
*Fleet Carrier [CV]: 32AP (80DP)&lt;br /&gt;
*Supercarrier [CVB]: 64AP (120DP/40CP)&lt;br /&gt;
&lt;br /&gt;
TENTATIVE:&lt;br /&gt;
*Light Mobile Frame Carrier [CVML]: 14AP&lt;br /&gt;
&lt;br /&gt;
====LANDING SHIPS====&lt;br /&gt;
&lt;br /&gt;
*Assault Transport, Landing/Light [AT(L)]: 2AP/2MP (12CP)&lt;br /&gt;
-900t cap. space LST&lt;br /&gt;
*These medium-weight transatmospheric landing ships - easily recognized by the bulky, fat-bellied &amp;quot;lifting body&amp;quot; design nearly universal amongst vessels of their type - are equally capable of independent orbit-to-orbit transport and opposed orbit-to-surface landing of anything from a full company of armored vehicles to the better part of a rifle battalion. The AT(L) is probably best exemplified by the International Fleet Ground Forces&#039; humble-but-rugged Thunderhead, mass-produced in the hundreds and made famous by key roles in IFGF General Lee &amp;quot;Bulldog&amp;quot; Chang&#039;s daring spearhead assaults on Ceres, Mars, Luna, and Earth itself; beloved of the IFGF for its survivability and reliability, the venerable &amp;quot;Thud&amp;quot; and its derivatives remain the most common landing ships in the Solar System to this day.&lt;br /&gt;
&lt;br /&gt;
*Assault Transport, Personnel [AT(P)]: 12AP (20DP/40CP/2MP)&lt;br /&gt;
-4500t cap. space LPD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles&lt;br /&gt;
*Assault Transport, Dock [AT(D)]: 12AP (40DP/20CP/2MP)&lt;br /&gt;
-3000t cap. space LSD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles&lt;br /&gt;
*Assault Transport, Aviation, Personnel [ATA(P)]: 24AP (40DP/80CP/4MP)&lt;br /&gt;
-9000t cap. space LHA&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles, Strikefighters&lt;br /&gt;
*Assault Transport, Aviation, Dock (ATA(D)]: 24AP (80DP/40CP/4MP)&lt;br /&gt;
-6000t cap. space LHD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles, Strikefighters&lt;br /&gt;
&lt;br /&gt;
====QTE CIVIL SHIPPING====&lt;br /&gt;
&lt;br /&gt;
*Light Transport, Modular Container: 4IP (8MP)&lt;br /&gt;
*Light Transport, Conventional Storage: 4IP (80CP)&lt;br /&gt;
*Light Transport, Composite Cargo: 6AP (40CP/4MP)&lt;br /&gt;
*Medium Transport, Modular Container: 8IP (16MP)&lt;br /&gt;
*Medium Transport, Conventional Storage: 8IP (160CP)&lt;br /&gt;
*Medium Transport, Composite Cargo: 12IP (80CP/8MP)&lt;br /&gt;
*Heavy Transport, Modular Container: 16IP (32MP)&lt;br /&gt;
*Heavy Transport, Conventional Storage: 16IP (320CP)&lt;br /&gt;
*Heavy Transport, Composite Cargo: 24IP (160CP/16MP)&lt;br /&gt;
&lt;br /&gt;
====TJD VESSELS====&lt;br /&gt;
&lt;br /&gt;
*Scout: 4AP&lt;br /&gt;
*Constructor: 16IP (10DP)&lt;br /&gt;
*System Control Ship: 96AP (80DP)&lt;br /&gt;
*Light Jumpship (32MP): 8IP&lt;br /&gt;
*Heavy Jumpship (128MP): 24IP&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=45093</id>
		<title>UnSol</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=45093"/>
		<updated>2012-12-10T21:00:17Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Unit Rules Update (Dec 2012) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Soon to be a book or three!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
&lt;br /&gt;
The year is 2201. The worlds of the Solar System are just now beginning to discover faster-than-light technology. The first scout ships preparing to leap away to nearby stars herald the dawn of a new age of discovery. The great Sol system, however, is not as it once was. &lt;br /&gt;
&lt;br /&gt;
*Mercury: ???&lt;br /&gt;
*Venus: ???&lt;br /&gt;
*Terra (Terran Union): &lt;br /&gt;
**The cradle of human civilization, overpopulated and covered with megalopoli teeming with human life, labors under a brutal, technologically stagnant hegemony bent on regaining control of the system and all of humanity. &lt;br /&gt;
*Luna (Terran Union): &lt;br /&gt;
**Primary base of the Union Navy, dotted with domed settlements and chafing under Earther oppression of all &#039;genetic deviants.&lt;br /&gt;
*Mars: MW&lt;br /&gt;
**Germans!&lt;br /&gt;
*The Belt:&lt;br /&gt;
*Ceres (CeresCorp): &lt;br /&gt;
**Of the hundreds of settlements in the Belt, only Ceres shows any semblance of organized government.&lt;br /&gt;
*Jupiter (Jovian Federation):&lt;br /&gt;
**The last bastion of Western (read: American) Democracy and #2 superpower in the system behind the Union.&lt;br /&gt;
*Jovian Trojans: Shrike&lt;br /&gt;
*Saturn: Oseng&lt;br /&gt;
*Uranus:&lt;br /&gt;
*Neptune:&lt;br /&gt;
**The edge of the Main System, Neptune looks out upon the lawless frontier that is the Kuiper Belt.&lt;br /&gt;
*Pluto: ???&lt;br /&gt;
*Eris: ???&lt;br /&gt;
*Sedna (Cyberlife): &amp;gt;|(&lt;br /&gt;
&lt;br /&gt;
==Making an UnSol nation==&lt;br /&gt;
&lt;br /&gt;
Simplicity itself.  Simply assign your points to each of the categories until you run out.  That&#039;ll give you the basis around which to write up the details of your nation.  Modifiers (such as +3 Infrastructure) are cost, not level modifiers.  Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.&lt;br /&gt;
&lt;br /&gt;
Current suggestion:  30 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
0: A backwater nowhere habitat, the solar equivalent of a city-state.&amp;lt;br&amp;gt;&lt;br /&gt;
2: A small alliance of habitats or a single dwarf planet like Ceres.  Adds +1 Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
3: A lesser state, though one that cannot be ignored.  An exceptionally populous minor world or else one of several nations on a major world.  Adds +1 to Infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
5: A fairly typical midsized nation, the typical owners of a major body or multiple smaller ones.  Adds +1 to Infrastructure and Space Fleet.&amp;lt;br&amp;gt;&lt;br /&gt;
6: A large nation with a substantial, diverse population spread across many cities and habitats.  Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.&amp;lt;br&amp;gt;&lt;br /&gt;
7: A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Transhumanism===&lt;br /&gt;
0: None at all!  Your people are the same old [i]Homo Sapiens Sapiens[/i] from the 20th century.  Badass normal powers combine!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Basic gene-screening has weeded out various ailments and weaknesses, though nobody is fundamentally [i]different[/i].&amp;lt;br&amp;gt;&lt;br /&gt;
2: Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques.  Reproductive speciation is a possible side-effect, though uncommon and can be mediated.&amp;lt;br&amp;gt;&lt;br /&gt;
6: ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
0: Well, you could probably &#039;&#039;rearm&#039;&#039; a warship . . .  Construction Rating 20, max size 2&amp;lt;br&amp;gt;&lt;br /&gt;
1: Construction Rating 30, max size 4&amp;lt;br&amp;gt;&lt;br /&gt;
2: Construction Rating 40, max size 8&amp;lt;br&amp;gt;&lt;br /&gt;
3: Construction Rating 50, max size 16&amp;lt;br&amp;gt;&lt;br /&gt;
4: Construction Rating 60, max size 48&amp;lt;br&amp;gt;&lt;br /&gt;
5: Massive, well developed planetary and spaceborn industry.  Construction Rating 70, max size 96&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Growth Potential===&lt;br /&gt;
0: Overcrowding and resource shortages are chronic; you need relief and now!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
2: &amp;lt;br&amp;gt;&lt;br /&gt;
3: &amp;lt;br&amp;gt;&lt;br /&gt;
4: &amp;lt;br&amp;gt;&lt;br /&gt;
5: The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Military Quality===&lt;br /&gt;
0: No real military, more like a glorified police force.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Barely adequate, not quite an undisciplined rabble but definately not very good.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average, your soldiers might be trained decently, but there&#039;s not many of them.  Or the reverse, with a large but ill-trained army.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average armed forces, nothing special but no glaring weaknesses.&amp;lt;br&amp;gt;&lt;br /&gt;
4: A respectable military force, definately something to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Best of the best, your military is well trained and/or very large.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Military Support (Replaces Military Quality)====&lt;br /&gt;
0: Your nation simply sees little need for a large military; 6x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
1: 8x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
2: 10x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
3: 12x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
4: 14x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
5: 16x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Fleet===&lt;br /&gt;
0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
1: 200 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
2: 350 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
3: 500 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
4: 650 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
5: 800 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Advancement===&lt;br /&gt;
0: Fairly limited technology, probably imports all high-tech goods.&amp;lt;br&amp;gt;&lt;br /&gt;
1: About the lowest level at which one could design a halfway-competitive spaceship.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average technology, probably a second tier power.  May have a spike or two of above-average effectiveness but overall not too impressive.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average advancement, no glaring weaknesses or strong points.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Powerful technology including advanced energy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Highly sophisticated technology across the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emergent Technologies:===&lt;br /&gt;
The 21st century was a boom time for so-called emergent technologies; ubiquitous connectivity, autonomous robots, flexible AIs, nanotechnology.  These promised the galaxy and delivered the solar system as legions of machines erected sunshades around Venus, built cities on Mars and excavated habitats all across the outer system.  Unfortunately, ‘Rogue machine’ incidents in the latter 21st as well as the heavy use of automated weapons in various Earthside conflicts saw these technologies progressively limited and collectively suppressed and the mechanical workers of the early colonization era worked until they failed, never to be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0:  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here, where (like a number of Sol states) emergent technologies were sealed away for the greater good.&amp;lt;br&amp;gt;&lt;br /&gt;
1:  You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged.  An example of this level is Halo, which has a smattering of AIs and cybernetics of generally primitive (if effective) design.&amp;lt;br&amp;gt;&lt;br /&gt;
3:  Cornucopias and similar devices have begun to radically reshape your economy.  Industry is faster and more flexible than ever before.  Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.&amp;lt;br&amp;gt;&lt;br /&gt;
6:  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 General Advancement.  Eclipse Phase and similar settings would be at this level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FTL Drives===&lt;br /&gt;
0: Has no ability to design or construct FTL ships.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Has the basic theory for FTL jumpships, but needs outside help to actually construct them.&amp;lt;br&amp;gt;&lt;br /&gt;
3: The principles of FTL travel are well-understood and your nation can construct jumpships.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You [i]invented[/i] the damn things and know a few tricks others don’t.  Adds +1 Outsystem Territory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsystem Territory===&lt;br /&gt;
0: No outsystem territories, strictly a Sol system power.  The norm at this stage of the game, really.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Little more than fueling stops and barren rocks.&amp;lt;br&amp;gt;&lt;br /&gt;
3: You have an actual outsystem presence of a few (armed?) stations and as a result can conduct meaningful fleet operations in the Great Beyond.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You’ve actually dropped a self-sustaining colony on a habitable world.  Mucho bragging rights.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting notes==&lt;br /&gt;
&lt;br /&gt;
===Getting There and Back===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quantum Transition Engine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First developed in the middle of the 21st century, Quantum Transition Engines (colloquially known as QTEs or ‘Cuties’, or Q-Drives for the more straightlaced) revolutionized space travel.  A non-newtonian propulsion method, they generate a macroquantum effect that essentially ‘tunnels’ the QTE and surroundings across significant distance.  The effect propagates directly forward at the speed of light and as such does not violate relativity – it would take another century and a half to cheat Einstein.  However, as it takes substantial time to recycle a QTE between jumps, the effective pseudovelocity is far below &#039;&#039;c&#039;&#039;, rarely exceeding ~1 light second jumps every 10-12 minutes for high-performance units and giving an effective pseudovelocity of 4-500 kms or about 1 AU every 4 days.  Outside of strong mass influences (several tens of light-seconds of distance for the Earth) the quantum effect can travel much further before dissipating, resulting in approximately an order of magnitude increase in pseudovelocity.  This is known as ‘high cruise’.&lt;br /&gt;
&lt;br /&gt;
Despite many years of use, the performance and general design of QTEs has not improved markedly since the late 21st century; a QTE from an American &#039;&#039;Trailblazer&#039;&#039; deep-space cruiser circa 2080 would recycle in 25 or so minutes instead of every 12 like that of a Jovian Federation &#039;&#039;Endeavor&#039;&#039; destroyer’s, circa 2200.  Growth in the speed of cargo ships has been essentially nonexistent with typical peudovelocities being in the 2-2.5 light secondshour range.  Durability, fault tolerance, size and cost &#039;&#039;have&#039;&#039; improved however, and few ships of any size built in the past half-century are not fitted with a QTE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*A typical civilian ship goes at 2.5 light seconds per hour.&lt;br /&gt;
*A typical military ship goes at 5 light seconds per hour.&lt;br /&gt;
*For high-travel, any ship outside of a defined distance from a significant sub-stellar mass can travel 10 times normal speed.&lt;br /&gt;
**Addendum - Any ship in the interstellar void beyond the interference of a stellar curb can accelerate to a further order of magnitude.&lt;br /&gt;
*Star ‘curb’:  500 light seconds&lt;br /&gt;
*Gas Giant ‘curb’: 100 light seconds&lt;br /&gt;
*Major Body ‘curb’:  25 light seconds&lt;br /&gt;
*Minor Body ‘curb’:  10 light seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would put Earth-Pluto travel times at 16-40 days, one way. A journey from Sol to Alpha Centauri would take approximately 31 &#039;&#039;years&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tachyon Jump Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While a handful of interstellar sleeperships were launched in the late 21st century, outfitted with special QTEs designed for the exceptionally flat space-time between stars and capable of upwards of 10% lightspeed even without using their immense antimatter drives, it seemed that for all intents and purposes humanity was locked inside its solar system, unless one wanted to be &#039;&#039;very&#039;&#039; patient.  All that changed with the publishing of a physics research paper in 2189 that laid out the foundation of a new theory of FTL transit.  The critical difference between this one and previous such as wormholes and Alcubierre drives was that the ‘tachyonic spatial displacement device’ was actually &#039;&#039;workable&#039;&#039;.  Several major governments poured immense resources into developing tachyon jump drives (or simply ‘jump drives’) and the first flights were scheduled to coincide with the 2200 centennial celebrations.&lt;br /&gt;
&lt;br /&gt;
Jump drives are radically different beasts from the familiar QTEs of solar system craft large and small.  First and most notably, jump drives are capable of bridging the distances between two stars essentially instantly.  They are also extremely large, cumbersome devices; where a QTE or fusion drive is a ship component, a jump drive essentially &#039;&#039;is&#039;&#039; the ship.&lt;br /&gt;
&lt;br /&gt;
A jumpdrive (and thus by extension a typical jumpship design) is essentially a pair of monolithic wheel-shaped field guides connected by a spine that houses much of the core generation equipment.  The particular and unusual design is a necessity to properly shape the jump envelope; the loss of even one field node could potentially critically compromise the entire envelope geometry.  Unsurprisingly, jumpships carry a lot of spares.  A number of combat jumpship designs have also been floated – the Earther ‘System Control Ship’ concept being most notable – which move away from the simple wheel-spine-wheel design for less efficient but less constraining geometries, though all are instantly recognizable by the massive field guide arrays.&lt;br /&gt;
&lt;br /&gt;
In operation, jumpships are designed to spread a field envelope around one or more in-system ships; the mass and strict design criteria of a jump drive make the best of them clumsy and pathetically ill-suited as anything other than interstellar tugs.  Since the jump takes place in the blink of an eye, hard docking is not required.  After each jump the drive must be purged, which involves both cooling it down (larger jumpships can go through a hundred tons of water in less than a minute, vented into space as superheated steam) and then the much longer process of stabilizing and damping the post-jump ‘static’ in the drive, which can take a week or more.&lt;br /&gt;
&lt;br /&gt;
Jump drives can only function between stellar-mass objects, and furthermore ones that are no more than ~8 light years apart (&#039;&#039;ed. note: test jumps of &amp;lt;8.75 and even [once] 9LY have been recorded, but are not recommended outside of dire emergency due to undue stress on the TJD and an uncomfortably high chance of total existence failure&#039;&#039;).  This has created an interesting dynamic with regards to exploration and expansion, as ships must take specific routes outward.&lt;br /&gt;
&lt;br /&gt;
==Smallcraft==&lt;br /&gt;
All fighters come in squadrons of twenty.&lt;br /&gt;
All bombers come in squadrons of ten.&lt;br /&gt;
&lt;br /&gt;
===Light Fighter Squadron===&lt;br /&gt;
Analogous to: nBSG Vipers, F-16s, TIEs, wyrdlife drones&amp;lt;br&amp;gt;&lt;br /&gt;
1pt&amp;lt;br&amp;gt;&lt;br /&gt;
10DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightweight single-seat screening and escort fighters, produced in mass numbers in wartime due to their low cost.&lt;br /&gt;
&lt;br /&gt;
===Medium Fighter Squadron===&lt;br /&gt;
Analogous to: X-wings, F-15s, Yukikaze Sylphids, wyrdlife centurions&amp;lt;br&amp;gt;&lt;br /&gt;
2pts&amp;lt;br&amp;gt;&lt;br /&gt;
20DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two-seat (usually) fleet Combat Space Patrol and strike fighters, the bulk of most nations&#039; peacetime fighter fleet.&lt;br /&gt;
&lt;br /&gt;
===Superfighter Squadron===&lt;br /&gt;
Analogous to: Yukikaze Maves, Su-47s, wyrdlife praetorians&amp;lt;br&amp;gt;&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
40DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incredibly expensive, incredibly valuable, and incredibly effective, these (also usually two-seat) multirole fighters are often deployed to dominate areas of space or as an ace card against attacking enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
===Attack Bomber Squadron===&lt;br /&gt;
Analogous to: B-25s, B-1s, wyrdlife princesses&amp;lt;br&amp;gt;&lt;br /&gt;
3pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smaller bombers, usually with crews of between four and eight, used to strike enemy ships and installations in hit-and-run raids. They have a rudimentary self-defense capability as represented by a number of light railgun turrets.&lt;br /&gt;
&lt;br /&gt;
===Heavy Bomber Squadron===&lt;br /&gt;
Analogous to: B-17s, B-52s, wyrdlife queens&amp;lt;br&amp;gt;&lt;br /&gt;
6pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are some things too fast to be hit by a three-ton antiship munition. For everything else, there&#039;s the Heavy Bomber. Usually crewed by between eight and sixteen people and positively &#039;&#039;bristling&#039;&#039; with antifighter weapons.&lt;br /&gt;
&lt;br /&gt;
==Preliminary hullcosts (Modernish)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In-system ships===&lt;br /&gt;
&lt;br /&gt;
Corvette:  1&amp;lt;br&amp;gt;&lt;br /&gt;
Frigate:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Destroyer:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser:  8&amp;lt;br&amp;gt;&lt;br /&gt;
Battlecruiser:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship:  32&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship: 64&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monitor: 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aviation Cruiser: 12 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Assault Carrier: 24 (30DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Escort Carrier: 8 (20DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Carrier:  16 (40DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Carrier:  32 (80DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Supercarrier:  48 (120DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jump-capable ships===&lt;br /&gt;
&lt;br /&gt;
Scout:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Constructor: 16 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
System Control Ship: 96 (80DP)&amp;lt;br&amp;gt; &lt;br /&gt;
Light Jumpship (4x8):  8&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Jumpship (4x32):  24&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
&lt;br /&gt;
===Gun Platforms===&lt;br /&gt;
The GP series of platforms was first introduced by the Union Navy during the latter half of the Synthlife Rebellion as part of the Lunar defense network. Each largely immobile platform was only half the cost and tonnage of a similarly-armed warship, allowing the Union to create a heavy shield around its&#039; primary refuge from the synthlife rampaging through the inner system, and the series was once again proven to be a worthwhile expenditure with each failed Synth attempt to break Luna&#039;s wall of defenses. In light of their effectiveness, most nations have since copied and continuously upgraded the series throughout a tumultuous century of service.&lt;br /&gt;
&lt;br /&gt;
====GP-L (Gun Platform, Light)====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-M (Gun Platform, Medium)====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-H (Gun Platform, Heavy)====&lt;br /&gt;
32pts&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Platforms===&lt;br /&gt;
Concieved as a way to eliminate the intercept delays and fuel expenditures of STO interceptions and to extend the defensive envelope of a world without requiring dedicated warships, the &#039;Long Fang&#039; fighter platform was the brainchild of the old People&#039;s Republic of the Red Planet, China&#039;s primary offworld puppet. The PLASF proved their worth when they repelled a typically fighter-heavy Jovian raiding force within seven minutes of its&#039; arrival over the Red Planet. Like the Terran GP series of gun-armed stations, the Long Fangs were copied across the Solar System and repeatedly upgraded.&lt;br /&gt;
&lt;br /&gt;
====FP1====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP2====&lt;br /&gt;
8pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP3====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===National Wonders===&lt;br /&gt;
National wonders represent truly massive constructions, hero projects designed to display and project a nation&#039;s power. They generally have a listed limit. Abusers will be spaced. Sry. U mad?&lt;br /&gt;
&lt;br /&gt;
====Skyhook (Limit 1)====&lt;br /&gt;
The archetypical space elevator, skyhooks are a composite-fiber tether leading from a space station in geosynchronous orbit to a point on the planet&#039;s surface directly below. Their primary use is as a cheap way to get things from surface to orbit without expensive cargo transport trips. &#039;&#039;Once completed&#039;&#039;, Skyhooks provide a one-time bonus to the world they orbit of one level of Infrastructure and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
240DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 40, max size 8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spacedock (Limit 1)====&lt;br /&gt;
Mammoth orbital fleet yards, Spacedocks are the beating heart of a large military and a heavily-defended hub of repair slips, fighter manufactories, and troop marshalling facilities. &#039;&#039;Once completed&#039;&#039;, Spacedocks provide a one-time bonus to the world they orbit of 150 points of ships (at player discretion and mod approval) and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 60, max size 48.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Orbital Colony Group (Limit 2 over your homeworld and 1 per extrasolar world under your control)====&lt;br /&gt;
Stanford Toruses, Bernal Spheres, O&#039;Neill Cylinders - these represent efforts to provide space for your burgeoning population by constructing groups of orbital colonies. &#039;&#039;Once completed&#039;&#039;, Orbital Colonies provide a one-time bonus to the world they orbit of one level of population, one level of Infrastructure, and one level of Military Support. Surgeon General&#039;s Warning: Will rebel and colony-drop you if abused.&amp;lt;br&amp;gt;&lt;br /&gt;
375pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Colony Mission (Limit 1 per extrasolar world under your control)====&lt;br /&gt;
The sum total of all the preparation required to colonize another world, Colony Missions comprise the colonists, supplies, prefabricated structures, transport ships, and myriad other items you gather in order to put a permanent presence on a world outside of Sol. &#039;&#039;Once safely landed and set up, a process requiring one game quarter&#039;&#039;, Colony Missions provide the following basic stats for that colony: one level of Population, one level of infrastructure, one level of military support, and five levels of growth potential. These are specific to this colony, and are not added to the totals for your Solar System holdings. Also, true bragging rights. Escort optional.&amp;lt;br&amp;gt;&lt;br /&gt;
500pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Rules Update (Dec 2012)==&lt;br /&gt;
&lt;br /&gt;
===GROUND/MARINE UNITS===&lt;br /&gt;
(by Jovian organization)&lt;br /&gt;
&lt;br /&gt;
====ARTILLERY====&lt;br /&gt;
*Artillery Piece: .5CP (.75CP hover)&lt;br /&gt;
--A long-barrelled gun&lt;br /&gt;
*Artillery Battery (4 guns): 2CP (3CP hover)&lt;br /&gt;
--A small independent artillery unit&lt;br /&gt;
*Artillery Battalion (16 guns): 8CP (12CP hover)&lt;br /&gt;
--A larger independent artillery unit&lt;br /&gt;
(AT Artillery units are .5x CP)&lt;br /&gt;
(AA Artillery Units are .25x CP)&lt;br /&gt;
(SP Artillery units are 2x CP)&lt;br /&gt;
&lt;br /&gt;
ARMORED INFANTRY&lt;br /&gt;
(Armored Infantry come with jump-packs)&lt;br /&gt;
*Armored Infantry Squad (9 men): .25CP&lt;br /&gt;
*Armored Infantry Platoon (36 men/4 Sqds): 1CP&lt;br /&gt;
*Armored Infantry Company (144 men/4 Plts): 4CP&lt;br /&gt;
*Armored Infantry Battalion (576 men/4 Cos): 16CP&lt;br /&gt;
*Armored Infantry Regiment (1728 men/3 Batts): 48CP &lt;br /&gt;
*Armored Infantry Brigade (2880 men/5 Batts): 80CP&lt;br /&gt;
&lt;br /&gt;
====LIGHT INFANTRY====&lt;br /&gt;
*Light Infantry Squad (13 men): .25CP&lt;br /&gt;
*Light Infantry Platoon (52 men/4 Sqds): 1CP&lt;br /&gt;
*Light Infantry Company (204 men/4 Plts): 4CP&lt;br /&gt;
*Light Infantry Battalion (816 men/4 Cos): 16CP&lt;br /&gt;
*Light Infantry Regiment (3264 men/3 Batts): 48CP&lt;br /&gt;
*Light Infantry Brigade (4080 men/5 Batts): 80CP&lt;br /&gt;
&lt;br /&gt;
====MECHANIZED INFANTRY====&lt;br /&gt;
(Tracked IFVs - eg Bradleys/EFVs)&lt;br /&gt;
*Mechanized Infantry Squad (9 men, IFV): .375CP (.5CP hover)&lt;br /&gt;
*Mechanized Infantry Platoon (36 men/4 Sqds, 4 IFVs): 1.5CP (2CP hover)&lt;br /&gt;
*Mechanized Infantry Company (144 men/4 Plts, 16 IFVs): 6CP (8CP hover)&lt;br /&gt;
*Mechanized Infantry Battalion (576 men/4 Cos, 64 IFVs): 24CP (30CP hover)&lt;br /&gt;
*Mechanized Infantry Regiment (1728 men/3 Batts, 192 IFVs): 72CP (90CP hover)&lt;br /&gt;
*Mechanized Infantry Brigade (2880 men/5 Batts, 320 IFVs): 120CP (150CP hover)&lt;br /&gt;
&lt;br /&gt;
====SPECIAL OPERATIONS====&lt;br /&gt;
*Special Operations Team (8 men): .25CP&lt;br /&gt;
*Special Operations Platoon (32 men): 2CP&lt;br /&gt;
*Special Operations Group (128 men): 8CP&lt;br /&gt;
&lt;br /&gt;
====VEHICLES====&lt;br /&gt;
*Light Vehicles (wheeled APCs) - eg Stryker/Pirahna series&lt;br /&gt;
&amp;gt;Light Vehicle (.25CP carry): .25CP&lt;br /&gt;
--Light Vehicle Platoon (4 vehicles, 1CP carry): 1CP&lt;br /&gt;
--Light Vehicle Company (16 vehicles, 4CP carry): 4CP&lt;br /&gt;
*Heavy Vehicles (tracked HAPCs) - eg Namer/AAV&lt;br /&gt;
&amp;gt;Heavy Vehicle (.5CP carry): .5CP&lt;br /&gt;
--Heavy Vehicle Platoon (4 vehicles, 2CP carry): 2CP&lt;br /&gt;
--Heavy Vehicle Company (16 vehicles, 8CP carry): 8CP&lt;br /&gt;
*Cargo Vehicles (2x carry, unarmed/unarmored, REMF) - eg cargo trucks, etc&lt;br /&gt;
&amp;gt;Cargo Vehicle (1CP carry): .5CP&lt;br /&gt;
--Cargo Vehicle Platoon (4 vehicles, 4CP carry): 2CP&lt;br /&gt;
--Cargo Vehicle Company (16 vehicles, 16CP carry): 8CP&lt;br /&gt;
&lt;br /&gt;
====LIGHT TANKS/ARMORED RECON====&lt;br /&gt;
&amp;gt;Light Tank (15t): .2CP (eg FV100 series)&lt;br /&gt;
&amp;gt;Light Tank (30t): .4CP (eg M8 AGS)&lt;br /&gt;
*Light Tank Platoon/Lance (150t): 2CP&lt;br /&gt;
*Light Tank Company/Squadron (450t): 6CP&lt;br /&gt;
*Light Tank Battalion/Tank Regiment (1350-1500t): 18CP&lt;br /&gt;
&lt;br /&gt;
====MAIN BATTLE TANKS====&lt;br /&gt;
(Hover Tank units are 2x CP)&lt;br /&gt;
&amp;gt;Eastern-style MBT (60t): .75CP (eg RL T-90, ZTZ-99)&lt;br /&gt;
&amp;gt;Western-style MBT (75t): 1CP (eg RL Leo2, Abrams)&lt;br /&gt;
&amp;gt;TV/Game-style Heavy MBT (90t): 1.25CP (eg EFSF Type 61)&lt;br /&gt;
*Tank Platoon/Lance (300t): 4CP &lt;br /&gt;
--5x 60t/4x 75t/3x 90t&lt;br /&gt;
*Tank Company/Squadron (900t): 12CP&lt;br /&gt;
*Tank Battalion/Tank Regiment (2700-3000t): 36CP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====MOBILE FRAMES====&lt;br /&gt;
-Light/Striker Frame: .5CP/1.25DP&lt;br /&gt;
*MS optimized for speed and agility, eg ReZEL/Jegan-D/Jesta (20-40t)&lt;br /&gt;
-Medium/Combat Frame: .75CP/2.5DP&lt;br /&gt;
*MS designed for general combat, eg Zaku II/GM (40-60t)&lt;br /&gt;
-Heavy/Assault Frame: 1CP/3.75DP&lt;br /&gt;
*MS optimized for armor and firepower, eg RX-77-3 (50-70t)&lt;br /&gt;
 &lt;br /&gt;
===POINT TYPES===&lt;br /&gt;
&lt;br /&gt;
(Cargo Point (CP)&lt;br /&gt;
-1 CP = 75 (+/- 25) tons of bulk cargo/vehicles/troops with necessary support equipment. &lt;br /&gt;
&lt;br /&gt;
*Deck Point(DP)&lt;br /&gt;
-1 DP =  500m^3 of hangar volume taken up by an aircraft in stowed configuration.&lt;br /&gt;
--A single stowed Light Fighter takes up about 250m^3.&lt;br /&gt;
--A single stowed Heavy Bomber takes up about 3000m^3.&lt;br /&gt;
&lt;br /&gt;
*Modular Point (MP)&lt;br /&gt;
-1 MP = One standardized ~3400m^2 modular attachment assembly or equivalent portion of a larger assembly.&lt;br /&gt;
&lt;br /&gt;
*Production Points&lt;br /&gt;
-Advanced production Point (AP)&lt;br /&gt;
--1 AP = An abstracted fraction of a state&#039;s supply of complex or specialized items, eg composites/electronics/military powerplants, worth approximately $200,000,000 USD&lt;br /&gt;
---Used for aerospacecraft and warships&lt;br /&gt;
-Industrial production Point (IP)&lt;br /&gt;
--1 IP = An abstracted fraction of a state&#039;s industrial output of simple materials in bulk, eg fabrics/metals/plastics/etc, worth approximately $20,000,000 USD&lt;br /&gt;
---Used for ground forces and civilian shipping&lt;br /&gt;
&lt;br /&gt;
*Size&lt;br /&gt;
-&amp;quot;Size&amp;quot; refers to the number of men/machines in that unit, and is usually specified after the unit name, but before points cost and/or CP/DP/MP consumption.&lt;br /&gt;
&lt;br /&gt;
===SMALL CRAFT===&lt;br /&gt;
&lt;br /&gt;
====MOBILE WEAPONS====&lt;br /&gt;
&lt;br /&gt;
*Striker Frame Squad (4) (5DP)&lt;br /&gt;
-eg Zeta Gundam, Delta Plus, Macross VF-series aircraft&lt;br /&gt;
--Sleek, light, and especially fast mobile frames often able to transform into planelike &amp;quot;Windrider&amp;quot; configurations specialized for (trans-)atmopheric combat; frames capable of this are especially popular in the naval aerospace community for the much-reduced hangar &amp;quot;footprint&amp;quot; of their Windrider modes and their reducedimpact on shipboard craft-handling.&lt;br /&gt;
*Combat Frame Squad (4) (10DP)&lt;br /&gt;
-eg Zaku II, GM&lt;br /&gt;
--Sturdy, mass-produced &amp;quot;grunt&amp;quot; mobile frames, generally as effective in general combat on land as they are in space.&lt;br /&gt;
*Assault Frame Squad (4) (15DP)&lt;br /&gt;
-eg ???&lt;br /&gt;
--Bulky, thickly armored, and extremely heavily-armed mobile frames, built to spearhead offensives by shrugging off heavy fire to bring a whole lot of fight to the enemy.&lt;br /&gt;
&lt;br /&gt;
====NAVAL AEROSPACE====&lt;br /&gt;
(all are transatmospheric)&lt;br /&gt;
&lt;br /&gt;
*Light Fighter Squadron (12): 1AP/5DP&lt;br /&gt;
--Small, mass-produced dogfighters originally invented by a resource-strapped International Fleet to combat large numbers of Synth smallcraft, primarily used for short-range missions and deployed in large numbers aboard Commonwealth warships, including the CDF&#039;s famed Yangtze-class battlecarriers.&lt;br /&gt;
*Medium Fighter Squadron (12): 1AP/10DP&lt;br /&gt;
--Two-seat fighter-interceptors&lt;br /&gt;
*Strikefighter Squadron (12): 2AP/10DP&lt;br /&gt;
--Rugged, durable multirole fighters often found in ground-force aerospace arms, equally able to perform antiship, antisurface, or antismallcraft missions but excellent at none.&lt;br /&gt;
*Superfighter Squadron (12): 4AP/10DP&lt;br /&gt;
-F-22/PAK-FA/J-20 analogue&lt;br /&gt;
--Cutting-edge, high-performance interceptors flown by a nation&#039;s most experienced combat pilots, primarily used in the Spatial Dominance role to clear enemy aerospace and/or deny enemy aerospace from an operations area.&lt;br /&gt;
*Attack Bomber Squadron (12)*: 4AP/20DP&lt;br /&gt;
--Fast, four-seat medium antiship/antisurface bombers&lt;br /&gt;
*Heavy Bomber Flight (6): 6AP/30DP/&lt;br /&gt;
--Slow, eight-seat heavy antisurface/antiship bombers&lt;br /&gt;
*Utility Tanker Squadron (8)**: 2AP/10DP&lt;br /&gt;
*Electronic Warfare/SWACS Squadron (8)**: 4AP/10DP&lt;br /&gt;
**Attack Bomber, EWAR/SWACS, and Utility Tanker Squadrons are the only naval aerospace units that can split into two Detachments, each comprising half the squadron&#039;s aircraft.&lt;br /&gt;
&lt;br /&gt;
====CARGO AEROSPACE====&lt;br /&gt;
&lt;br /&gt;
*Utility Launch Flight (8): 1AP/10DP (8CP)&lt;br /&gt;
-75t cap.&lt;br /&gt;
*Light Dropship Flight (4): 1AP/10DP (4CP)&lt;br /&gt;
-75t cap. military landing craft&lt;br /&gt;
**role analogous to LCM, capacity analogous to C-17&lt;br /&gt;
*Heavy Dropship Flight (2): 2AP/20DP (8CP)&lt;br /&gt;
-300t cap. military landing craft&lt;br /&gt;
**role analogous to LCT, capacity analogous to An-225&lt;br /&gt;
*Light Shuttle Flight (8): 1IP/10DP (8CP)&lt;br /&gt;
-75t cap. civilian utility craft&lt;br /&gt;
**space 737&lt;br /&gt;
*Heavy Shuttle Flight (4): 2IP/20DP (16CP)&lt;br /&gt;
-300t cap. civilian utility craft&lt;br /&gt;
**space 747&lt;br /&gt;
&lt;br /&gt;
*Modular Cargo Container (1): (1IP/1MP) (10CP)&lt;br /&gt;
*Heavy Lift Vehicle (1): (2IP/1MP) (10CP)&lt;br /&gt;
&lt;br /&gt;
*Launch: 0DP (.25CP)&lt;br /&gt;
-18.75t cap. short-range courier/scout&lt;br /&gt;
--Carried by all vessels&lt;br /&gt;
*Pinnace: 5DP/.5MP (1CP)&lt;br /&gt;
-75t cap. long-range courier/scout&lt;br /&gt;
--Used to deliver mail, supplies, and boarding parties.&lt;br /&gt;
*Cutter: 1AP/1MP (4CP)&lt;br /&gt;
-300t cap. self-contained patrol vessel&lt;br /&gt;
--Utilized by local patrol forces&lt;br /&gt;
&lt;br /&gt;
===SPACEGOING VESSELS===&lt;br /&gt;
&lt;br /&gt;
====QTE WARSHIPS====&lt;br /&gt;
&lt;br /&gt;
*Frigate/Destroyer Escort[FF/DE]: 2AP&lt;br /&gt;
*Destroyer [DD]: 4AP&lt;br /&gt;
*Scout Cruiser/Destroyer Leader[CL/DDB]: 6AP&lt;br /&gt;
*Cruiser [CG]: 8AP&lt;br /&gt;
*Battlecruiser/Large Cruiser [BC/CB]: 16AP (1MP)&lt;br /&gt;
*Battleship [BB]: 32AP (1MP)&lt;br /&gt;
*Superbattleship [BBB]: 64AP (2MP)&lt;br /&gt;
&lt;br /&gt;
*Monitor [MT]: 16AP&lt;br /&gt;
*Supermonitor [MTB]: 32AP&lt;br /&gt;
&lt;br /&gt;
*Light Modular Tender [AML]: 12AP (8MP)&lt;br /&gt;
*Heavy Modular Tender [AMH]: 24AP (16MP)&lt;br /&gt;
&lt;br /&gt;
====SMALLCRAFT CARRIERS====&lt;br /&gt;
&lt;br /&gt;
*Aviation Cruiser [CA(V)]: 12AP (10DP)&lt;br /&gt;
*Light Attack Carrier [CVAL]: 24AP (30DP)&lt;br /&gt;
*Attack Carrier [CVA]: 36AP (50DP)&lt;br /&gt;
&lt;br /&gt;
*Escort Carrier [CVE]: 8AP (20DP)&lt;br /&gt;
*Light Carrier [CVL]: 16AP (40DP)&lt;br /&gt;
*Fleet Carrier [CV]: 32AP (80DP)&lt;br /&gt;
*Supercarrier [CVB]: 64AP (120DP/40CP)&lt;br /&gt;
&lt;br /&gt;
TENTATIVE:&lt;br /&gt;
*Light Mobile Frame Carrier [CVML]: 14AP&lt;br /&gt;
&lt;br /&gt;
====LANDING SHIPS====&lt;br /&gt;
&lt;br /&gt;
*Assault Transport, Landing/Light [AT(L)]: 2AP/2MP (12CP)&lt;br /&gt;
-900t cap. space LST&lt;br /&gt;
*These medium-weight transatmospheric landing ships - easily recognized by the bulky, fat-bellied &amp;quot;lifting body&amp;quot; design nearly universal amongst vessels of their type - are equally capable of independent orbit-to-orbit transport and opposed orbit-to-surface landing of anything from a full company of armored vehicles to the better part of a rifle battalion. The AT(L) is probably best exemplified by the International Fleet Ground Forces&#039; humble-but-rugged Thunderhead, mass-produced in the hundreds and made famous by key roles in IFGF General Lee &amp;quot;Bulldog&amp;quot; Chang&#039;s daring spearhead assaults on Ceres, Mars, Luna, and Earth itself; beloved of the IFGF for its survivability and reliability, the venerable &amp;quot;Thud&amp;quot; and its derivatives remain the most common landing ships in the Solar System to this day.&lt;br /&gt;
&lt;br /&gt;
*Assault Transport, Personnel [AT(P)]: 12AP (20DP/40CP/2MP)&lt;br /&gt;
-4500t cap. space LPD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles&lt;br /&gt;
*Assault Transport, Dock [AT(D)]: 12AP (40DP/20CP/2MP)&lt;br /&gt;
-3000t cap. space LSD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles&lt;br /&gt;
*Assault Transport, Aviation, Personnel [ATA(P)]: 24AP (40DP/80CP/4MP)&lt;br /&gt;
-9000t cap. space LHA&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles, Strikefighters&lt;br /&gt;
*Assault Transport, Aviation, Dock (ATA(D)]: 24AP (80DP/40CP/4MP)&lt;br /&gt;
-6000t cap. space LHD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles, Strikefighters&lt;br /&gt;
&lt;br /&gt;
====QTE CIVIL SHIPPING====&lt;br /&gt;
&lt;br /&gt;
*Light Transport, Modular Container: 4IP (8MP)&lt;br /&gt;
*Light Transport, Conventional Storage: 4IP (80CP)&lt;br /&gt;
*Light Transport, Composite Cargo: 6AP (40CP/4MP)&lt;br /&gt;
*Medium Transport, Modular Container: 8IP (16MP)&lt;br /&gt;
*Medium Transport, Conventional Storage: 8IP (160CP)&lt;br /&gt;
*Medium Transport, Composite Cargo: 12IP (80CP/8MP)&lt;br /&gt;
*Heavy Transport, Modular Container: 16IP (32MP)&lt;br /&gt;
*Heavy Transport, Conventional Storage: 16IP (320CP)&lt;br /&gt;
*Heavy Transport, Composite Cargo: 24IP (160CP/16MP)&lt;br /&gt;
&lt;br /&gt;
====TJD VESSELS====&lt;br /&gt;
&lt;br /&gt;
*Scout: 4AP&lt;br /&gt;
*Constructor: 16IP (10DP)&lt;br /&gt;
*System Control Ship: 96AP (80DP)&lt;br /&gt;
*Light Jumpship (32MP): 8IP&lt;br /&gt;
*Heavy Jumpship (128MP): 24IP&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=45092</id>
		<title>UnSol</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=45092"/>
		<updated>2012-12-10T20:51:32Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Unit Rules Update (Dec 2012) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Soon to be a book or three!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
&lt;br /&gt;
The year is 2201. The worlds of the Solar System are just now beginning to discover faster-than-light technology. The first scout ships preparing to leap away to nearby stars herald the dawn of a new age of discovery. The great Sol system, however, is not as it once was. &lt;br /&gt;
&lt;br /&gt;
*Mercury: ???&lt;br /&gt;
*Venus: ???&lt;br /&gt;
*Terra (Terran Union): &lt;br /&gt;
**The cradle of human civilization, overpopulated and covered with megalopoli teeming with human life, labors under a brutal, technologically stagnant hegemony bent on regaining control of the system and all of humanity. &lt;br /&gt;
*Luna (Terran Union): &lt;br /&gt;
**Primary base of the Union Navy, dotted with domed settlements and chafing under Earther oppression of all &#039;genetic deviants.&lt;br /&gt;
*Mars: MW&lt;br /&gt;
**Germans!&lt;br /&gt;
*The Belt:&lt;br /&gt;
*Ceres (CeresCorp): &lt;br /&gt;
**Of the hundreds of settlements in the Belt, only Ceres shows any semblance of organized government.&lt;br /&gt;
*Jupiter (Jovian Federation):&lt;br /&gt;
**The last bastion of Western (read: American) Democracy and #2 superpower in the system behind the Union.&lt;br /&gt;
*Jovian Trojans: Shrike&lt;br /&gt;
*Saturn: Oseng&lt;br /&gt;
*Uranus:&lt;br /&gt;
*Neptune:&lt;br /&gt;
**The edge of the Main System, Neptune looks out upon the lawless frontier that is the Kuiper Belt.&lt;br /&gt;
*Pluto: ???&lt;br /&gt;
*Eris: ???&lt;br /&gt;
*Sedna (Cyberlife): &amp;gt;|(&lt;br /&gt;
&lt;br /&gt;
==Making an UnSol nation==&lt;br /&gt;
&lt;br /&gt;
Simplicity itself.  Simply assign your points to each of the categories until you run out.  That&#039;ll give you the basis around which to write up the details of your nation.  Modifiers (such as +3 Infrastructure) are cost, not level modifiers.  Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.&lt;br /&gt;
&lt;br /&gt;
Current suggestion:  30 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
0: A backwater nowhere habitat, the solar equivalent of a city-state.&amp;lt;br&amp;gt;&lt;br /&gt;
2: A small alliance of habitats or a single dwarf planet like Ceres.  Adds +1 Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
3: A lesser state, though one that cannot be ignored.  An exceptionally populous minor world or else one of several nations on a major world.  Adds +1 to Infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
5: A fairly typical midsized nation, the typical owners of a major body or multiple smaller ones.  Adds +1 to Infrastructure and Space Fleet.&amp;lt;br&amp;gt;&lt;br /&gt;
6: A large nation with a substantial, diverse population spread across many cities and habitats.  Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.&amp;lt;br&amp;gt;&lt;br /&gt;
7: A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Transhumanism===&lt;br /&gt;
0: None at all!  Your people are the same old [i]Homo Sapiens Sapiens[/i] from the 20th century.  Badass normal powers combine!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Basic gene-screening has weeded out various ailments and weaknesses, though nobody is fundamentally [i]different[/i].&amp;lt;br&amp;gt;&lt;br /&gt;
2: Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques.  Reproductive speciation is a possible side-effect, though uncommon and can be mediated.&amp;lt;br&amp;gt;&lt;br /&gt;
6: ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
0: Well, you could probably &#039;&#039;rearm&#039;&#039; a warship . . .  Construction Rating 20, max size 2&amp;lt;br&amp;gt;&lt;br /&gt;
1: Construction Rating 30, max size 4&amp;lt;br&amp;gt;&lt;br /&gt;
2: Construction Rating 40, max size 8&amp;lt;br&amp;gt;&lt;br /&gt;
3: Construction Rating 50, max size 16&amp;lt;br&amp;gt;&lt;br /&gt;
4: Construction Rating 60, max size 48&amp;lt;br&amp;gt;&lt;br /&gt;
5: Massive, well developed planetary and spaceborn industry.  Construction Rating 70, max size 96&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Growth Potential===&lt;br /&gt;
0: Overcrowding and resource shortages are chronic; you need relief and now!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
2: &amp;lt;br&amp;gt;&lt;br /&gt;
3: &amp;lt;br&amp;gt;&lt;br /&gt;
4: &amp;lt;br&amp;gt;&lt;br /&gt;
5: The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Military Quality===&lt;br /&gt;
0: No real military, more like a glorified police force.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Barely adequate, not quite an undisciplined rabble but definately not very good.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average, your soldiers might be trained decently, but there&#039;s not many of them.  Or the reverse, with a large but ill-trained army.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average armed forces, nothing special but no glaring weaknesses.&amp;lt;br&amp;gt;&lt;br /&gt;
4: A respectable military force, definately something to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Best of the best, your military is well trained and/or very large.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Military Support (Replaces Military Quality)====&lt;br /&gt;
0: Your nation simply sees little need for a large military; 6x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
1: 8x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
2: 10x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
3: 12x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
4: 14x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
5: 16x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Fleet===&lt;br /&gt;
0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
1: 200 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
2: 350 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
3: 500 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
4: 650 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
5: 800 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Advancement===&lt;br /&gt;
0: Fairly limited technology, probably imports all high-tech goods.&amp;lt;br&amp;gt;&lt;br /&gt;
1: About the lowest level at which one could design a halfway-competitive spaceship.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average technology, probably a second tier power.  May have a spike or two of above-average effectiveness but overall not too impressive.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average advancement, no glaring weaknesses or strong points.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Powerful technology including advanced energy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Highly sophisticated technology across the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emergent Technologies:===&lt;br /&gt;
The 21st century was a boom time for so-called emergent technologies; ubiquitous connectivity, autonomous robots, flexible AIs, nanotechnology.  These promised the galaxy and delivered the solar system as legions of machines erected sunshades around Venus, built cities on Mars and excavated habitats all across the outer system.  Unfortunately, ‘Rogue machine’ incidents in the latter 21st as well as the heavy use of automated weapons in various Earthside conflicts saw these technologies progressively limited and collectively suppressed and the mechanical workers of the early colonization era worked until they failed, never to be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0:  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here, where (like a number of Sol states) emergent technologies were sealed away for the greater good.&amp;lt;br&amp;gt;&lt;br /&gt;
1:  You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged.  An example of this level is Halo, which has a smattering of AIs and cybernetics of generally primitive (if effective) design.&amp;lt;br&amp;gt;&lt;br /&gt;
3:  Cornucopias and similar devices have begun to radically reshape your economy.  Industry is faster and more flexible than ever before.  Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.&amp;lt;br&amp;gt;&lt;br /&gt;
6:  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 General Advancement.  Eclipse Phase and similar settings would be at this level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FTL Drives===&lt;br /&gt;
0: Has no ability to design or construct FTL ships.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Has the basic theory for FTL jumpships, but needs outside help to actually construct them.&amp;lt;br&amp;gt;&lt;br /&gt;
3: The principles of FTL travel are well-understood and your nation can construct jumpships.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You [i]invented[/i] the damn things and know a few tricks others don’t.  Adds +1 Outsystem Territory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsystem Territory===&lt;br /&gt;
0: No outsystem territories, strictly a Sol system power.  The norm at this stage of the game, really.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Little more than fueling stops and barren rocks.&amp;lt;br&amp;gt;&lt;br /&gt;
3: You have an actual outsystem presence of a few (armed?) stations and as a result can conduct meaningful fleet operations in the Great Beyond.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You’ve actually dropped a self-sustaining colony on a habitable world.  Mucho bragging rights.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting notes==&lt;br /&gt;
&lt;br /&gt;
===Getting There and Back===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quantum Transition Engine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First developed in the middle of the 21st century, Quantum Transition Engines (colloquially known as QTEs or ‘Cuties’, or Q-Drives for the more straightlaced) revolutionized space travel.  A non-newtonian propulsion method, they generate a macroquantum effect that essentially ‘tunnels’ the QTE and surroundings across significant distance.  The effect propagates directly forward at the speed of light and as such does not violate relativity – it would take another century and a half to cheat Einstein.  However, as it takes substantial time to recycle a QTE between jumps, the effective pseudovelocity is far below &#039;&#039;c&#039;&#039;, rarely exceeding ~1 light second jumps every 10-12 minutes for high-performance units and giving an effective pseudovelocity of 4-500 kms or about 1 AU every 4 days.  Outside of strong mass influences (several tens of light-seconds of distance for the Earth) the quantum effect can travel much further before dissipating, resulting in approximately an order of magnitude increase in pseudovelocity.  This is known as ‘high cruise’.&lt;br /&gt;
&lt;br /&gt;
Despite many years of use, the performance and general design of QTEs has not improved markedly since the late 21st century; a QTE from an American &#039;&#039;Trailblazer&#039;&#039; deep-space cruiser circa 2080 would recycle in 25 or so minutes instead of every 12 like that of a Jovian Federation &#039;&#039;Endeavor&#039;&#039; destroyer’s, circa 2200.  Growth in the speed of cargo ships has been essentially nonexistent with typical peudovelocities being in the 2-2.5 light secondshour range.  Durability, fault tolerance, size and cost &#039;&#039;have&#039;&#039; improved however, and few ships of any size built in the past half-century are not fitted with a QTE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*A typical civilian ship goes at 2.5 light seconds per hour.&lt;br /&gt;
*A typical military ship goes at 5 light seconds per hour.&lt;br /&gt;
*For high-travel, any ship outside of a defined distance from a significant sub-stellar mass can travel 10 times normal speed.&lt;br /&gt;
**Addendum - Any ship in the interstellar void beyond the interference of a stellar curb can accelerate to a further order of magnitude.&lt;br /&gt;
*Star ‘curb’:  500 light seconds&lt;br /&gt;
*Gas Giant ‘curb’: 100 light seconds&lt;br /&gt;
*Major Body ‘curb’:  25 light seconds&lt;br /&gt;
*Minor Body ‘curb’:  10 light seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would put Earth-Pluto travel times at 16-40 days, one way. A journey from Sol to Alpha Centauri would take approximately 31 &#039;&#039;years&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tachyon Jump Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While a handful of interstellar sleeperships were launched in the late 21st century, outfitted with special QTEs designed for the exceptionally flat space-time between stars and capable of upwards of 10% lightspeed even without using their immense antimatter drives, it seemed that for all intents and purposes humanity was locked inside its solar system, unless one wanted to be &#039;&#039;very&#039;&#039; patient.  All that changed with the publishing of a physics research paper in 2189 that laid out the foundation of a new theory of FTL transit.  The critical difference between this one and previous such as wormholes and Alcubierre drives was that the ‘tachyonic spatial displacement device’ was actually &#039;&#039;workable&#039;&#039;.  Several major governments poured immense resources into developing tachyon jump drives (or simply ‘jump drives’) and the first flights were scheduled to coincide with the 2200 centennial celebrations.&lt;br /&gt;
&lt;br /&gt;
Jump drives are radically different beasts from the familiar QTEs of solar system craft large and small.  First and most notably, jump drives are capable of bridging the distances between two stars essentially instantly.  They are also extremely large, cumbersome devices; where a QTE or fusion drive is a ship component, a jump drive essentially &#039;&#039;is&#039;&#039; the ship.&lt;br /&gt;
&lt;br /&gt;
A jumpdrive (and thus by extension a typical jumpship design) is essentially a pair of monolithic wheel-shaped field guides connected by a spine that houses much of the core generation equipment.  The particular and unusual design is a necessity to properly shape the jump envelope; the loss of even one field node could potentially critically compromise the entire envelope geometry.  Unsurprisingly, jumpships carry a lot of spares.  A number of combat jumpship designs have also been floated – the Earther ‘System Control Ship’ concept being most notable – which move away from the simple wheel-spine-wheel design for less efficient but less constraining geometries, though all are instantly recognizable by the massive field guide arrays.&lt;br /&gt;
&lt;br /&gt;
In operation, jumpships are designed to spread a field envelope around one or more in-system ships; the mass and strict design criteria of a jump drive make the best of them clumsy and pathetically ill-suited as anything other than interstellar tugs.  Since the jump takes place in the blink of an eye, hard docking is not required.  After each jump the drive must be purged, which involves both cooling it down (larger jumpships can go through a hundred tons of water in less than a minute, vented into space as superheated steam) and then the much longer process of stabilizing and damping the post-jump ‘static’ in the drive, which can take a week or more.&lt;br /&gt;
&lt;br /&gt;
Jump drives can only function between stellar-mass objects, and furthermore ones that are no more than ~8 light years apart (&#039;&#039;ed. note: test jumps of &amp;lt;8.75 and even [once] 9LY have been recorded, but are not recommended outside of dire emergency due to undue stress on the TJD and an uncomfortably high chance of total existence failure&#039;&#039;).  This has created an interesting dynamic with regards to exploration and expansion, as ships must take specific routes outward.&lt;br /&gt;
&lt;br /&gt;
==Smallcraft==&lt;br /&gt;
All fighters come in squadrons of twenty.&lt;br /&gt;
All bombers come in squadrons of ten.&lt;br /&gt;
&lt;br /&gt;
===Light Fighter Squadron===&lt;br /&gt;
Analogous to: nBSG Vipers, F-16s, TIEs, wyrdlife drones&amp;lt;br&amp;gt;&lt;br /&gt;
1pt&amp;lt;br&amp;gt;&lt;br /&gt;
10DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightweight single-seat screening and escort fighters, produced in mass numbers in wartime due to their low cost.&lt;br /&gt;
&lt;br /&gt;
===Medium Fighter Squadron===&lt;br /&gt;
Analogous to: X-wings, F-15s, Yukikaze Sylphids, wyrdlife centurions&amp;lt;br&amp;gt;&lt;br /&gt;
2pts&amp;lt;br&amp;gt;&lt;br /&gt;
20DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two-seat (usually) fleet Combat Space Patrol and strike fighters, the bulk of most nations&#039; peacetime fighter fleet.&lt;br /&gt;
&lt;br /&gt;
===Superfighter Squadron===&lt;br /&gt;
Analogous to: Yukikaze Maves, Su-47s, wyrdlife praetorians&amp;lt;br&amp;gt;&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
40DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incredibly expensive, incredibly valuable, and incredibly effective, these (also usually two-seat) multirole fighters are often deployed to dominate areas of space or as an ace card against attacking enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
===Attack Bomber Squadron===&lt;br /&gt;
Analogous to: B-25s, B-1s, wyrdlife princesses&amp;lt;br&amp;gt;&lt;br /&gt;
3pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smaller bombers, usually with crews of between four and eight, used to strike enemy ships and installations in hit-and-run raids. They have a rudimentary self-defense capability as represented by a number of light railgun turrets.&lt;br /&gt;
&lt;br /&gt;
===Heavy Bomber Squadron===&lt;br /&gt;
Analogous to: B-17s, B-52s, wyrdlife queens&amp;lt;br&amp;gt;&lt;br /&gt;
6pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are some things too fast to be hit by a three-ton antiship munition. For everything else, there&#039;s the Heavy Bomber. Usually crewed by between eight and sixteen people and positively &#039;&#039;bristling&#039;&#039; with antifighter weapons.&lt;br /&gt;
&lt;br /&gt;
==Preliminary hullcosts (Modernish)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In-system ships===&lt;br /&gt;
&lt;br /&gt;
Corvette:  1&amp;lt;br&amp;gt;&lt;br /&gt;
Frigate:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Destroyer:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser:  8&amp;lt;br&amp;gt;&lt;br /&gt;
Battlecruiser:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship:  32&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship: 64&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monitor: 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aviation Cruiser: 12 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Assault Carrier: 24 (30DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Escort Carrier: 8 (20DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Carrier:  16 (40DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Carrier:  32 (80DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Supercarrier:  48 (120DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jump-capable ships===&lt;br /&gt;
&lt;br /&gt;
Scout:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Constructor: 16 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
System Control Ship: 96 (80DP)&amp;lt;br&amp;gt; &lt;br /&gt;
Light Jumpship (4x8):  8&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Jumpship (4x32):  24&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
&lt;br /&gt;
===Gun Platforms===&lt;br /&gt;
The GP series of platforms was first introduced by the Union Navy during the latter half of the Synthlife Rebellion as part of the Lunar defense network. Each largely immobile platform was only half the cost and tonnage of a similarly-armed warship, allowing the Union to create a heavy shield around its&#039; primary refuge from the synthlife rampaging through the inner system, and the series was once again proven to be a worthwhile expenditure with each failed Synth attempt to break Luna&#039;s wall of defenses. In light of their effectiveness, most nations have since copied and continuously upgraded the series throughout a tumultuous century of service.&lt;br /&gt;
&lt;br /&gt;
====GP-L (Gun Platform, Light)====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-M (Gun Platform, Medium)====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-H (Gun Platform, Heavy)====&lt;br /&gt;
32pts&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Platforms===&lt;br /&gt;
Concieved as a way to eliminate the intercept delays and fuel expenditures of STO interceptions and to extend the defensive envelope of a world without requiring dedicated warships, the &#039;Long Fang&#039; fighter platform was the brainchild of the old People&#039;s Republic of the Red Planet, China&#039;s primary offworld puppet. The PLASF proved their worth when they repelled a typically fighter-heavy Jovian raiding force within seven minutes of its&#039; arrival over the Red Planet. Like the Terran GP series of gun-armed stations, the Long Fangs were copied across the Solar System and repeatedly upgraded.&lt;br /&gt;
&lt;br /&gt;
====FP1====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP2====&lt;br /&gt;
8pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP3====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===National Wonders===&lt;br /&gt;
National wonders represent truly massive constructions, hero projects designed to display and project a nation&#039;s power. They generally have a listed limit. Abusers will be spaced. Sry. U mad?&lt;br /&gt;
&lt;br /&gt;
====Skyhook (Limit 1)====&lt;br /&gt;
The archetypical space elevator, skyhooks are a composite-fiber tether leading from a space station in geosynchronous orbit to a point on the planet&#039;s surface directly below. Their primary use is as a cheap way to get things from surface to orbit without expensive cargo transport trips. &#039;&#039;Once completed&#039;&#039;, Skyhooks provide a one-time bonus to the world they orbit of one level of Infrastructure and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
240DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 40, max size 8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spacedock (Limit 1)====&lt;br /&gt;
Mammoth orbital fleet yards, Spacedocks are the beating heart of a large military and a heavily-defended hub of repair slips, fighter manufactories, and troop marshalling facilities. &#039;&#039;Once completed&#039;&#039;, Spacedocks provide a one-time bonus to the world they orbit of 150 points of ships (at player discretion and mod approval) and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 60, max size 48.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Orbital Colony Group (Limit 2 over your homeworld and 1 per extrasolar world under your control)====&lt;br /&gt;
Stanford Toruses, Bernal Spheres, O&#039;Neill Cylinders - these represent efforts to provide space for your burgeoning population by constructing groups of orbital colonies. &#039;&#039;Once completed&#039;&#039;, Orbital Colonies provide a one-time bonus to the world they orbit of one level of population, one level of Infrastructure, and one level of Military Support. Surgeon General&#039;s Warning: Will rebel and colony-drop you if abused.&amp;lt;br&amp;gt;&lt;br /&gt;
375pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Colony Mission (Limit 1 per extrasolar world under your control)====&lt;br /&gt;
The sum total of all the preparation required to colonize another world, Colony Missions comprise the colonists, supplies, prefabricated structures, transport ships, and myriad other items you gather in order to put a permanent presence on a world outside of Sol. &#039;&#039;Once safely landed and set up, a process requiring one game quarter&#039;&#039;, Colony Missions provide the following basic stats for that colony: one level of Population, one level of infrastructure, one level of military support, and five levels of growth potential. These are specific to this colony, and are not added to the totals for your Solar System holdings. Also, true bragging rights. Escort optional.&amp;lt;br&amp;gt;&lt;br /&gt;
500pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Rules Update (Dec 2012)==&lt;br /&gt;
&lt;br /&gt;
===GROUND/MARINE UNITS===&lt;br /&gt;
(by Jovian organization)&lt;br /&gt;
&lt;br /&gt;
====ARTILLERY====&lt;br /&gt;
-Artillery Piece: .5CP (.75CP hover)&lt;br /&gt;
--A long-barrelled gun&lt;br /&gt;
-Artillery Battery (4 guns): 2CP (3CP hover)&lt;br /&gt;
--A small independent artillery unit&lt;br /&gt;
-Artillery Battalion (16 guns): 8CP (12CP hover)&lt;br /&gt;
--A larger independent artillery unit&lt;br /&gt;
*AT Artillery units are .5x CP&lt;br /&gt;
*AA Artillery Units are .25x CP&lt;br /&gt;
*SP Artillery units are 2x CP&lt;br /&gt;
&lt;br /&gt;
ARMORED INFANTRY&lt;br /&gt;
-Armored Infantry Squad (9 men): .25CP&lt;br /&gt;
-Armored Infantry Platoon (36 men/4 Sqds): 1CP&lt;br /&gt;
-Armored Infantry Company (144 men/4 Plts): 4CP&lt;br /&gt;
-Armored Infantry Battalion (576 men/4 Cos): 16CP&lt;br /&gt;
-Armored Infantry Regiment (1728 men/3 Batts): 48CP &lt;br /&gt;
-Armored Infantry Brigade (2880 men/5 Batts): 80CP&lt;br /&gt;
*Armored Infantry come with jump-packs&lt;br /&gt;
&lt;br /&gt;
====LIGHT INFANTRY====&lt;br /&gt;
-Light Infantry Squad (13 men): .25CP&lt;br /&gt;
-Light Infantry Platoon (52 men/4 Sqds): 1CP&lt;br /&gt;
-Light Infantry Company (204 men/4 Plts): 4CP&lt;br /&gt;
-Light Infantry Battalion (816 men/4 Cos): 16CP&lt;br /&gt;
-Light Infantry Regiment (3264 men/3 Batts): 48CP&lt;br /&gt;
-Light Infantry Brigade (4080 men/5 Batts): 80CP&lt;br /&gt;
&lt;br /&gt;
====MECHANIZED INFANTRY====&lt;br /&gt;
(Tracked IFVs - eg Bradleys/EFVs)&lt;br /&gt;
-Mechanized Infantry Squad (9 men, IFV): .375CP (.5CP hover)&lt;br /&gt;
-Mechanized Infantry Platoon (36 men/4 Sqds, 4 IFVs): 1.5CP (2CP hover)&lt;br /&gt;
-Mechanized Infantry Company (144 men/4 Plts, 16 IFVs): 6CP (8CP hover)&lt;br /&gt;
-Mechanized Infantry Battalion (576 men/4 Cos, 64 IFVs): 24CP (30CP hover)&lt;br /&gt;
-Mechanized Infantry Regiment (1728 men/3 Batts, 192 IFVs): 72CP (90CP hover)&lt;br /&gt;
-Mechanized Infantry Brigade (2880 men/5 Batts, 320 IFVs): 120CP (150CP hover)&lt;br /&gt;
&lt;br /&gt;
====SPECIAL OPERATIONS====&lt;br /&gt;
-Special Operations Team (8 men): .25CP&lt;br /&gt;
-Special Operations Platoon (32 men): 2CP&lt;br /&gt;
-Special Operations Group (128 men): 8CP&lt;br /&gt;
&lt;br /&gt;
====VEHICLES====&lt;br /&gt;
-Light Vehicles (wheeled APCs) - eg Stryker/Pirahna series&lt;br /&gt;
--Light Vehicle (.25CP carry): .25CP&lt;br /&gt;
--Light Vehicle Platoon (4 vehicles, 1CP carry): 1CP&lt;br /&gt;
--Light Vehicle Company (16 vehicles, 4CP carry): 4CP&lt;br /&gt;
-Heavy Vehicles (tracked HAPCs) - eg Namer/AAV&lt;br /&gt;
--Heavy Vehicle (.5CP carry): .5CP&lt;br /&gt;
--Heavy Vehicle Platoon (4 vehicles, 2CP carry): 2CP&lt;br /&gt;
--Heavy Vehicle Company (16 vehicles, 8CP carry): 8CP&lt;br /&gt;
-Cargo  Vehicles (2x carry, unarmed/unarmored, REMF) - eg cargo trucks, etc&lt;br /&gt;
--Cargo Vehicle (1CP carry): .5CP&lt;br /&gt;
--Cargo Vehicle Platoon (4 vehicles, 4CP carry): 2CP&lt;br /&gt;
--Cargo Vehicle Company (16 vehicles, 16CP carry): 8CP&lt;br /&gt;
&lt;br /&gt;
====LIGHT TANKS/ARMORED RECON====&lt;br /&gt;
&amp;gt;Light Tank (15t): .2CP (eg FV100 series)&lt;br /&gt;
&amp;gt;Light Tank (30t): .4CP (eg M8 AGS)&lt;br /&gt;
-Light Tank Platoon/Lance (150t): 2CP&lt;br /&gt;
-Light Tank Company/Squadron (450t): 6CP&lt;br /&gt;
-Light Tank Battalion/Tank Regiment (1350-1500t): 18CP&lt;br /&gt;
&lt;br /&gt;
====MAIN BATTLE TANKS====&lt;br /&gt;
&amp;gt;Eastern-style MBT (60t): .75CP (eg RL T-90, ZTZ-99)&lt;br /&gt;
&amp;gt;Western-style MBT (75t): 1CP (eg RL Leo2, Abrams)&lt;br /&gt;
&amp;gt;TV/Game-style Heavy MBT (90t): 1.25CP (eg EFSF Type 61)&lt;br /&gt;
-Tank Platoon/Lance (300t): 4CP &lt;br /&gt;
--5x 60t/4x 75t/3x 90t&lt;br /&gt;
-Tank Company/Squadron (900t): 12CP&lt;br /&gt;
-Tank Battalion/Tank Regiment (2700-3000t): 36CP&lt;br /&gt;
*Hover Tank units are 2x CP&lt;br /&gt;
&lt;br /&gt;
====MOBILE FRAMES====&lt;br /&gt;
-Light/Striker Frame: .5CP/1.25DP&lt;br /&gt;
*MS optimized for speed and agility, eg ReZEL/Jegan-D/Jesta (20-40t)&lt;br /&gt;
-Medium/Combat Frame: .75CP/2.5DP&lt;br /&gt;
*MS designed for general combat, eg Zaku II/GM (40-60t)&lt;br /&gt;
-Heavy/Assault Frame: 1CP/3.75DP&lt;br /&gt;
*MS optimized for armor and firepower, eg RX-77-3 (50-70t)&lt;br /&gt;
 &lt;br /&gt;
===POINT TYPES===&lt;br /&gt;
&lt;br /&gt;
Cargo Point (CP)&lt;br /&gt;
*1 CP = 75 (+/- 25) tons of bulk cargo/vehicles/troops with necessary support equipment. &lt;br /&gt;
&lt;br /&gt;
Deck Point(DP)&lt;br /&gt;
*1 DP =  500m^3 of hangar volume taken up by an aircraft in stowed configuration.&lt;br /&gt;
**A single stowed Light Fighter takes up about 250m^3.&lt;br /&gt;
**A single stowed Heavy Bomber takes up about 3000m^3.&lt;br /&gt;
*1 AF&lt;br /&gt;
&lt;br /&gt;
Modular Point (MP)&lt;br /&gt;
*1 MP = One standardized ~3400m^2 modular attachment assembly or equivalent portion of a larger assembly.&lt;br /&gt;
&lt;br /&gt;
Production Points&lt;br /&gt;
*Advanced production Point (AP)&lt;br /&gt;
**1 AP = An abstracted fraction of a state&#039;s supply of complex or specialized items, eg composites/electronics/military powerplants, worth approximately $200,000,000 USD&lt;br /&gt;
***Used for aerospacecraft and warships&lt;br /&gt;
*Industrial production Point (IP)&lt;br /&gt;
**1 IP = An abstracted fraction of a state&#039;s industrial output of simple materials in bulk, eg fabrics/metals/plastics/etc, worth approximately $20,000,000 USD&lt;br /&gt;
***Used for ground forces and civilian shipping&lt;br /&gt;
&lt;br /&gt;
Size&lt;br /&gt;
*&amp;quot;Size&amp;quot; refers to the number of men/machines in that unit, and is usually specified after the unit name, but before points cost and/or CP/DP/MP consumption.&lt;br /&gt;
&lt;br /&gt;
===SMALL CRAFT===&lt;br /&gt;
&lt;br /&gt;
====MOBILE WEAPONS====&lt;br /&gt;
&lt;br /&gt;
Striker Frame Squad (4) (5DP)&lt;br /&gt;
-eg Zeta Gundam, Delta Plus, Macross VF-series aircraft&lt;br /&gt;
--Sleek, light, and especially fast mobile frames often able to transform into planelike &amp;quot;Windrider&amp;quot; configurations specialized for (trans-)atmopheric combat; frames capable of this are especially popular in the naval aerospace community for the much-reduced hangar &amp;quot;footprint&amp;quot; of their Windrider modes and their reducedimpact on shipboard craft-handling.&lt;br /&gt;
Combat Frame Squad (4) (10DP)&lt;br /&gt;
-eg Zaku II, GM&lt;br /&gt;
--Sturdy, mass-produced &amp;quot;grunt&amp;quot; mobile frames, generally as effective in general combat on land as they are in space.&lt;br /&gt;
Assault Frame Squad (4) (15DP)&lt;br /&gt;
-eg ???&lt;br /&gt;
--Bulky, thickly armored, and extremely heavily-armed mobile frames, built to spearhead offensives by shrugging off heavy fire to bring a whole lot of fight to the enemy.&lt;br /&gt;
&lt;br /&gt;
====NAVAL AEROSPACE====&lt;br /&gt;
(all are transatmospheric)&lt;br /&gt;
&lt;br /&gt;
Light Fighter Squadron (12): 1AP/5DP&lt;br /&gt;
--Small, mass-produced dogfighters originally invented by a resource-strapped International Fleet to combat large numbers of Synth smallcraft, primarily used for short-range missions and deployed in large numbers aboard Commonwealth warships, including the CDF&#039;s famed Yangtze-class battlecarriers.&lt;br /&gt;
Medium Fighter Squadron (12): 1AP/10DP&lt;br /&gt;
--Two-seat fighter-interceptors&lt;br /&gt;
Strikefighter Squadron (12): 2AP/10DP&lt;br /&gt;
--Rugged, durable multirole fighters often found in ground-force aerospace arms, equally able to perform antiship, antisurface, or antismallcraft missions but excellent at none.&lt;br /&gt;
Superfighter Squadron (12): 4AP/10DP&lt;br /&gt;
-F-22/PAK-FA/J-20 analogue&lt;br /&gt;
--Cutting-edge, high-performance interceptors flown by a nation&#039;s most experienced combat pilots, primarily used in the Spatial Dominance role to clear enemy aerospace and/or deny enemy aerospace from an operations area.&lt;br /&gt;
Attack Bomber Squadron (12)*: 4AP/20DP&lt;br /&gt;
--Fast, four-seat medium antiship/antisurface bombers&lt;br /&gt;
Heavy Bomber Flight (6): 6AP/30DP/&lt;br /&gt;
--Slow, eight-seat  heavy antisurface/antiship bombers&lt;br /&gt;
Utility Tanker Squadron (8)*: 2AP/10DP&lt;br /&gt;
Electronic Warfare/SWACS Squadron (8)*: 4AP/10DP&lt;br /&gt;
*Attack Bomber, EWAR/SWACS, and Utility Tanker Squadrons are the only naval aerospace units that can split into two Detachments, each comprising half the squadron&#039;s aircraft.&lt;br /&gt;
&lt;br /&gt;
====CARGO AEROSPACE====&lt;br /&gt;
&lt;br /&gt;
Utility Launch Flight (8): 1AP/10DP (8CP)&lt;br /&gt;
-75t cap.&lt;br /&gt;
&lt;br /&gt;
Light Dropship Flight (4): 1AP/10DP (4CP)&lt;br /&gt;
-75t cap. military landing craft&lt;br /&gt;
*role analogous to LCM, capacity analogous to C-17&lt;br /&gt;
Heavy Dropship Flight (2): 2AP/20DP (8CP)&lt;br /&gt;
-300t cap. military landing craft&lt;br /&gt;
*role analogous to LCT, capacity analogous to An-225&lt;br /&gt;
&lt;br /&gt;
Light Shuttle Flight (8): 1IP/10DP (8CP)&lt;br /&gt;
-75t cap. civilian utility craft&lt;br /&gt;
*space 737&lt;br /&gt;
Heavy Shuttle Flight (4): 2IP/20DP (16CP)&lt;br /&gt;
-300t cap. civilian utility craft&lt;br /&gt;
*space 747&lt;br /&gt;
&lt;br /&gt;
Modular Cargo Container (1): (1IP/1MP) (10CP)&lt;br /&gt;
Heavy Lift Vehicle (1): (2IP/1MP) (10CP)&lt;br /&gt;
&lt;br /&gt;
Launch: 0DP (.25CP)&lt;br /&gt;
-18.75t cap. short-range courier/scout&lt;br /&gt;
--Carried by all vessels&lt;br /&gt;
Pinnace: 5DP/.5MP (1CP)&lt;br /&gt;
-75t cap. long-range courier/scout&lt;br /&gt;
--Used to deliver mail, supplies, and boarding parties.&lt;br /&gt;
Cutter: 1AP/1MP (4CP)&lt;br /&gt;
-300t cap. self-contained patrol vessel&lt;br /&gt;
--Utilized by local patrol forces&lt;br /&gt;
&lt;br /&gt;
===SPACEGOING VESSELS===&lt;br /&gt;
&lt;br /&gt;
====QTE WARSHIPS====&lt;br /&gt;
&lt;br /&gt;
Frigate/Destroyer Escort[FF/DE]: 2AP&lt;br /&gt;
Destroyer [DD]: 4AP&lt;br /&gt;
Scout Cruiser/Destroyer Leader[CL/DDB]: 6AP&lt;br /&gt;
Cruiser [CG]: 8AP&lt;br /&gt;
Battlecruiser/Large Cruiser [BC/CB]: 16AP (1MP)&lt;br /&gt;
Battleship [BB]: 32AP (1MP)&lt;br /&gt;
Superbattleship [BBB]: 64AP (2MP)&lt;br /&gt;
&lt;br /&gt;
Monitor [MT]: 16AP&lt;br /&gt;
Supermonitor [MTB]: 32AP&lt;br /&gt;
&lt;br /&gt;
Light Modular Tender [AML]: 12AP (8MP)&lt;br /&gt;
Heavy Modular Tender [AMH]: 24AP (16MP)&lt;br /&gt;
&lt;br /&gt;
====SMALLCRAFT CARRIERS====&lt;br /&gt;
&lt;br /&gt;
Aviation Cruiser [CA(V)]: 12AP (10DP)&lt;br /&gt;
Light Attack Carrier [CVAL]: 24AP (30DP)&lt;br /&gt;
Attack Carrier [CVA]: 36AP (50DP)&lt;br /&gt;
&lt;br /&gt;
Escort Carrier [CVE]: 8AP (20DP)&lt;br /&gt;
Light Carrier [CVL]: 16AP (40DP)&lt;br /&gt;
Fleet Carrier [CV]: 32AP (80DP)&lt;br /&gt;
Supercarrier [CVB]: 64AP (120DP/40CP)&lt;br /&gt;
&lt;br /&gt;
TENTATIVE:&lt;br /&gt;
Light Mobile Frame Carrier [CVML]: 14AP&lt;br /&gt;
&lt;br /&gt;
====LANDING SHIPS====&lt;br /&gt;
&lt;br /&gt;
Assault Transport, Landing/Light [AT(L)]: 2AP/2MP (12CP)&lt;br /&gt;
-900t cap. space LST&lt;br /&gt;
*These medium-weight transatmospheric landing ships - easily recognized by the bulky, fat-bellied &amp;quot;lifting body&amp;quot; design nearly universal amongst vessels of their type - are equally capable of independent orbit-to-orbit transport and opposed orbit-to-surface landing of anything from a full company of armored vehicles to the better part of a rifle battalion. The AT(L) is probably best exemplified by the International Fleet Ground Forces&#039; humble-but-rugged Thunderhead, mass-produced in the hundreds and made famous by key roles in IFGF General Lee &amp;quot;Bulldog&amp;quot; Chang&#039;s daring spearhead assaults on Ceres, Mars, Luna, and Earth itself; beloved of the IFGF for its survivability and reliability, the venerable &amp;quot;Thud&amp;quot; and its derivatives remain the most common landing ships in the Solar System to this day.&lt;br /&gt;
&lt;br /&gt;
Assault Transport, Personnel [AT(P)]: 12AP (20DP/40CP/2MP)&lt;br /&gt;
-4500t cap. space LPD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles&lt;br /&gt;
Assault Transport, Dock [AT(D)]: 12AP (40DP/20CP/2MP)&lt;br /&gt;
-3000t cap. space LSD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles&lt;br /&gt;
Assault Transport, Aviation, Personnel [ATA(P)]: 24AP (40DP/80CP/4MP)&lt;br /&gt;
-9000t cap. space LHA&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles, Strikefighters&lt;br /&gt;
Assault Transport, Aviation, Dock (ATA(D)]: 24AP (80DP/40CP/4MP)&lt;br /&gt;
-6000t cap. space LHD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles, Strikefighters&lt;br /&gt;
&lt;br /&gt;
====QTE CIVIL SHIPPING====&lt;br /&gt;
&lt;br /&gt;
Light Transport, Modular Container: 4IP (8MP)&lt;br /&gt;
Light Transport, Conventional Storage: 4IP (80CP)&lt;br /&gt;
Light Transport, Composite Cargo: 6AP (40CP/4MP)&lt;br /&gt;
Medium Transport, Modular Container: 8IP (16MP)&lt;br /&gt;
Medium Transport, Conventional Storage: 8IP (160CP)&lt;br /&gt;
Medium Transport, Composite Cargo: 12IP (80CP/8MP)&lt;br /&gt;
Heavy Transport, Modular Container: 16IP (32MP)&lt;br /&gt;
Heavy Transport, Conventional Storage: 16IP (320CP)&lt;br /&gt;
Heavy Transport, Composite Cargo: 24IP (160CP/16MP)&lt;br /&gt;
&lt;br /&gt;
====TJD VESSELS====&lt;br /&gt;
&lt;br /&gt;
Scout: 4AP&lt;br /&gt;
Constructor: 16IP (10DP)&lt;br /&gt;
System Control Ship: 96AP (80DP)&lt;br /&gt;
Light Jumpship (32MP): 8IP&lt;br /&gt;
Heavy Jumpship (128MP): 24IP&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=45091</id>
		<title>UnSol</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=45091"/>
		<updated>2012-12-10T20:45:36Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Soon to be a book or three!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
&lt;br /&gt;
The year is 2201. The worlds of the Solar System are just now beginning to discover faster-than-light technology. The first scout ships preparing to leap away to nearby stars herald the dawn of a new age of discovery. The great Sol system, however, is not as it once was. &lt;br /&gt;
&lt;br /&gt;
*Mercury: ???&lt;br /&gt;
*Venus: ???&lt;br /&gt;
*Terra (Terran Union): &lt;br /&gt;
**The cradle of human civilization, overpopulated and covered with megalopoli teeming with human life, labors under a brutal, technologically stagnant hegemony bent on regaining control of the system and all of humanity. &lt;br /&gt;
*Luna (Terran Union): &lt;br /&gt;
**Primary base of the Union Navy, dotted with domed settlements and chafing under Earther oppression of all &#039;genetic deviants.&lt;br /&gt;
*Mars: MW&lt;br /&gt;
**Germans!&lt;br /&gt;
*The Belt:&lt;br /&gt;
*Ceres (CeresCorp): &lt;br /&gt;
**Of the hundreds of settlements in the Belt, only Ceres shows any semblance of organized government.&lt;br /&gt;
*Jupiter (Jovian Federation):&lt;br /&gt;
**The last bastion of Western (read: American) Democracy and #2 superpower in the system behind the Union.&lt;br /&gt;
*Jovian Trojans: Shrike&lt;br /&gt;
*Saturn: Oseng&lt;br /&gt;
*Uranus:&lt;br /&gt;
*Neptune:&lt;br /&gt;
**The edge of the Main System, Neptune looks out upon the lawless frontier that is the Kuiper Belt.&lt;br /&gt;
*Pluto: ???&lt;br /&gt;
*Eris: ???&lt;br /&gt;
*Sedna (Cyberlife): &amp;gt;|(&lt;br /&gt;
&lt;br /&gt;
==Making an UnSol nation==&lt;br /&gt;
&lt;br /&gt;
Simplicity itself.  Simply assign your points to each of the categories until you run out.  That&#039;ll give you the basis around which to write up the details of your nation.  Modifiers (such as +3 Infrastructure) are cost, not level modifiers.  Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.&lt;br /&gt;
&lt;br /&gt;
Current suggestion:  30 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
0: A backwater nowhere habitat, the solar equivalent of a city-state.&amp;lt;br&amp;gt;&lt;br /&gt;
2: A small alliance of habitats or a single dwarf planet like Ceres.  Adds +1 Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
3: A lesser state, though one that cannot be ignored.  An exceptionally populous minor world or else one of several nations on a major world.  Adds +1 to Infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
5: A fairly typical midsized nation, the typical owners of a major body or multiple smaller ones.  Adds +1 to Infrastructure and Space Fleet.&amp;lt;br&amp;gt;&lt;br /&gt;
6: A large nation with a substantial, diverse population spread across many cities and habitats.  Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.&amp;lt;br&amp;gt;&lt;br /&gt;
7: A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Transhumanism===&lt;br /&gt;
0: None at all!  Your people are the same old [i]Homo Sapiens Sapiens[/i] from the 20th century.  Badass normal powers combine!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Basic gene-screening has weeded out various ailments and weaknesses, though nobody is fundamentally [i]different[/i].&amp;lt;br&amp;gt;&lt;br /&gt;
2: Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques.  Reproductive speciation is a possible side-effect, though uncommon and can be mediated.&amp;lt;br&amp;gt;&lt;br /&gt;
6: ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
0: Well, you could probably &#039;&#039;rearm&#039;&#039; a warship . . .  Construction Rating 20, max size 2&amp;lt;br&amp;gt;&lt;br /&gt;
1: Construction Rating 30, max size 4&amp;lt;br&amp;gt;&lt;br /&gt;
2: Construction Rating 40, max size 8&amp;lt;br&amp;gt;&lt;br /&gt;
3: Construction Rating 50, max size 16&amp;lt;br&amp;gt;&lt;br /&gt;
4: Construction Rating 60, max size 48&amp;lt;br&amp;gt;&lt;br /&gt;
5: Massive, well developed planetary and spaceborn industry.  Construction Rating 70, max size 96&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Growth Potential===&lt;br /&gt;
0: Overcrowding and resource shortages are chronic; you need relief and now!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
2: &amp;lt;br&amp;gt;&lt;br /&gt;
3: &amp;lt;br&amp;gt;&lt;br /&gt;
4: &amp;lt;br&amp;gt;&lt;br /&gt;
5: The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Military Quality===&lt;br /&gt;
0: No real military, more like a glorified police force.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Barely adequate, not quite an undisciplined rabble but definately not very good.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average, your soldiers might be trained decently, but there&#039;s not many of them.  Or the reverse, with a large but ill-trained army.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average armed forces, nothing special but no glaring weaknesses.&amp;lt;br&amp;gt;&lt;br /&gt;
4: A respectable military force, definately something to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Best of the best, your military is well trained and/or very large.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Military Support (Replaces Military Quality)====&lt;br /&gt;
0: Your nation simply sees little need for a large military; 6x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
1: 8x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
2: 10x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
3: 12x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
4: 14x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
5: 16x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Fleet===&lt;br /&gt;
0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
1: 200 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
2: 350 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
3: 500 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
4: 650 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
5: 800 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Advancement===&lt;br /&gt;
0: Fairly limited technology, probably imports all high-tech goods.&amp;lt;br&amp;gt;&lt;br /&gt;
1: About the lowest level at which one could design a halfway-competitive spaceship.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average technology, probably a second tier power.  May have a spike or two of above-average effectiveness but overall not too impressive.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average advancement, no glaring weaknesses or strong points.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Powerful technology including advanced energy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Highly sophisticated technology across the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emergent Technologies:===&lt;br /&gt;
The 21st century was a boom time for so-called emergent technologies; ubiquitous connectivity, autonomous robots, flexible AIs, nanotechnology.  These promised the galaxy and delivered the solar system as legions of machines erected sunshades around Venus, built cities on Mars and excavated habitats all across the outer system.  Unfortunately, ‘Rogue machine’ incidents in the latter 21st as well as the heavy use of automated weapons in various Earthside conflicts saw these technologies progressively limited and collectively suppressed and the mechanical workers of the early colonization era worked until they failed, never to be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0:  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here, where (like a number of Sol states) emergent technologies were sealed away for the greater good.&amp;lt;br&amp;gt;&lt;br /&gt;
1:  You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged.  An example of this level is Halo, which has a smattering of AIs and cybernetics of generally primitive (if effective) design.&amp;lt;br&amp;gt;&lt;br /&gt;
3:  Cornucopias and similar devices have begun to radically reshape your economy.  Industry is faster and more flexible than ever before.  Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.&amp;lt;br&amp;gt;&lt;br /&gt;
6:  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 General Advancement.  Eclipse Phase and similar settings would be at this level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FTL Drives===&lt;br /&gt;
0: Has no ability to design or construct FTL ships.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Has the basic theory for FTL jumpships, but needs outside help to actually construct them.&amp;lt;br&amp;gt;&lt;br /&gt;
3: The principles of FTL travel are well-understood and your nation can construct jumpships.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You [i]invented[/i] the damn things and know a few tricks others don’t.  Adds +1 Outsystem Territory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsystem Territory===&lt;br /&gt;
0: No outsystem territories, strictly a Sol system power.  The norm at this stage of the game, really.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Little more than fueling stops and barren rocks.&amp;lt;br&amp;gt;&lt;br /&gt;
3: You have an actual outsystem presence of a few (armed?) stations and as a result can conduct meaningful fleet operations in the Great Beyond.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You’ve actually dropped a self-sustaining colony on a habitable world.  Mucho bragging rights.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting notes==&lt;br /&gt;
&lt;br /&gt;
===Getting There and Back===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quantum Transition Engine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First developed in the middle of the 21st century, Quantum Transition Engines (colloquially known as QTEs or ‘Cuties’, or Q-Drives for the more straightlaced) revolutionized space travel.  A non-newtonian propulsion method, they generate a macroquantum effect that essentially ‘tunnels’ the QTE and surroundings across significant distance.  The effect propagates directly forward at the speed of light and as such does not violate relativity – it would take another century and a half to cheat Einstein.  However, as it takes substantial time to recycle a QTE between jumps, the effective pseudovelocity is far below &#039;&#039;c&#039;&#039;, rarely exceeding ~1 light second jumps every 10-12 minutes for high-performance units and giving an effective pseudovelocity of 4-500 kms or about 1 AU every 4 days.  Outside of strong mass influences (several tens of light-seconds of distance for the Earth) the quantum effect can travel much further before dissipating, resulting in approximately an order of magnitude increase in pseudovelocity.  This is known as ‘high cruise’.&lt;br /&gt;
&lt;br /&gt;
Despite many years of use, the performance and general design of QTEs has not improved markedly since the late 21st century; a QTE from an American &#039;&#039;Trailblazer&#039;&#039; deep-space cruiser circa 2080 would recycle in 25 or so minutes instead of every 12 like that of a Jovian Federation &#039;&#039;Endeavor&#039;&#039; destroyer’s, circa 2200.  Growth in the speed of cargo ships has been essentially nonexistent with typical peudovelocities being in the 2-2.5 light secondshour range.  Durability, fault tolerance, size and cost &#039;&#039;have&#039;&#039; improved however, and few ships of any size built in the past half-century are not fitted with a QTE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*A typical civilian ship goes at 2.5 light seconds per hour.&lt;br /&gt;
*A typical military ship goes at 5 light seconds per hour.&lt;br /&gt;
*For high-travel, any ship outside of a defined distance from a significant sub-stellar mass can travel 10 times normal speed.&lt;br /&gt;
**Addendum - Any ship in the interstellar void beyond the interference of a stellar curb can accelerate to a further order of magnitude.&lt;br /&gt;
*Star ‘curb’:  500 light seconds&lt;br /&gt;
*Gas Giant ‘curb’: 100 light seconds&lt;br /&gt;
*Major Body ‘curb’:  25 light seconds&lt;br /&gt;
*Minor Body ‘curb’:  10 light seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would put Earth-Pluto travel times at 16-40 days, one way. A journey from Sol to Alpha Centauri would take approximately 31 &#039;&#039;years&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tachyon Jump Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While a handful of interstellar sleeperships were launched in the late 21st century, outfitted with special QTEs designed for the exceptionally flat space-time between stars and capable of upwards of 10% lightspeed even without using their immense antimatter drives, it seemed that for all intents and purposes humanity was locked inside its solar system, unless one wanted to be &#039;&#039;very&#039;&#039; patient.  All that changed with the publishing of a physics research paper in 2189 that laid out the foundation of a new theory of FTL transit.  The critical difference between this one and previous such as wormholes and Alcubierre drives was that the ‘tachyonic spatial displacement device’ was actually &#039;&#039;workable&#039;&#039;.  Several major governments poured immense resources into developing tachyon jump drives (or simply ‘jump drives’) and the first flights were scheduled to coincide with the 2200 centennial celebrations.&lt;br /&gt;
&lt;br /&gt;
Jump drives are radically different beasts from the familiar QTEs of solar system craft large and small.  First and most notably, jump drives are capable of bridging the distances between two stars essentially instantly.  They are also extremely large, cumbersome devices; where a QTE or fusion drive is a ship component, a jump drive essentially &#039;&#039;is&#039;&#039; the ship.&lt;br /&gt;
&lt;br /&gt;
A jumpdrive (and thus by extension a typical jumpship design) is essentially a pair of monolithic wheel-shaped field guides connected by a spine that houses much of the core generation equipment.  The particular and unusual design is a necessity to properly shape the jump envelope; the loss of even one field node could potentially critically compromise the entire envelope geometry.  Unsurprisingly, jumpships carry a lot of spares.  A number of combat jumpship designs have also been floated – the Earther ‘System Control Ship’ concept being most notable – which move away from the simple wheel-spine-wheel design for less efficient but less constraining geometries, though all are instantly recognizable by the massive field guide arrays.&lt;br /&gt;
&lt;br /&gt;
In operation, jumpships are designed to spread a field envelope around one or more in-system ships; the mass and strict design criteria of a jump drive make the best of them clumsy and pathetically ill-suited as anything other than interstellar tugs.  Since the jump takes place in the blink of an eye, hard docking is not required.  After each jump the drive must be purged, which involves both cooling it down (larger jumpships can go through a hundred tons of water in less than a minute, vented into space as superheated steam) and then the much longer process of stabilizing and damping the post-jump ‘static’ in the drive, which can take a week or more.&lt;br /&gt;
&lt;br /&gt;
Jump drives can only function between stellar-mass objects, and furthermore ones that are no more than ~8 light years apart (&#039;&#039;ed. note: test jumps of &amp;lt;8.75 and even [once] 9LY have been recorded, but are not recommended outside of dire emergency due to undue stress on the TJD and an uncomfortably high chance of total existence failure&#039;&#039;).  This has created an interesting dynamic with regards to exploration and expansion, as ships must take specific routes outward.&lt;br /&gt;
&lt;br /&gt;
==Smallcraft==&lt;br /&gt;
All fighters come in squadrons of twenty.&lt;br /&gt;
All bombers come in squadrons of ten.&lt;br /&gt;
&lt;br /&gt;
===Light Fighter Squadron===&lt;br /&gt;
Analogous to: nBSG Vipers, F-16s, TIEs, wyrdlife drones&amp;lt;br&amp;gt;&lt;br /&gt;
1pt&amp;lt;br&amp;gt;&lt;br /&gt;
10DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightweight single-seat screening and escort fighters, produced in mass numbers in wartime due to their low cost.&lt;br /&gt;
&lt;br /&gt;
===Medium Fighter Squadron===&lt;br /&gt;
Analogous to: X-wings, F-15s, Yukikaze Sylphids, wyrdlife centurions&amp;lt;br&amp;gt;&lt;br /&gt;
2pts&amp;lt;br&amp;gt;&lt;br /&gt;
20DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two-seat (usually) fleet Combat Space Patrol and strike fighters, the bulk of most nations&#039; peacetime fighter fleet.&lt;br /&gt;
&lt;br /&gt;
===Superfighter Squadron===&lt;br /&gt;
Analogous to: Yukikaze Maves, Su-47s, wyrdlife praetorians&amp;lt;br&amp;gt;&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
40DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incredibly expensive, incredibly valuable, and incredibly effective, these (also usually two-seat) multirole fighters are often deployed to dominate areas of space or as an ace card against attacking enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
===Attack Bomber Squadron===&lt;br /&gt;
Analogous to: B-25s, B-1s, wyrdlife princesses&amp;lt;br&amp;gt;&lt;br /&gt;
3pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smaller bombers, usually with crews of between four and eight, used to strike enemy ships and installations in hit-and-run raids. They have a rudimentary self-defense capability as represented by a number of light railgun turrets.&lt;br /&gt;
&lt;br /&gt;
===Heavy Bomber Squadron===&lt;br /&gt;
Analogous to: B-17s, B-52s, wyrdlife queens&amp;lt;br&amp;gt;&lt;br /&gt;
6pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are some things too fast to be hit by a three-ton antiship munition. For everything else, there&#039;s the Heavy Bomber. Usually crewed by between eight and sixteen people and positively &#039;&#039;bristling&#039;&#039; with antifighter weapons.&lt;br /&gt;
&lt;br /&gt;
==Preliminary hullcosts (Modernish)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In-system ships===&lt;br /&gt;
&lt;br /&gt;
Corvette:  1&amp;lt;br&amp;gt;&lt;br /&gt;
Frigate:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Destroyer:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser:  8&amp;lt;br&amp;gt;&lt;br /&gt;
Battlecruiser:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship:  32&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship: 64&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monitor: 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aviation Cruiser: 12 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Assault Carrier: 24 (30DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Escort Carrier: 8 (20DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Carrier:  16 (40DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Carrier:  32 (80DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Supercarrier:  48 (120DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jump-capable ships===&lt;br /&gt;
&lt;br /&gt;
Scout:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Constructor: 16 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
System Control Ship: 96 (80DP)&amp;lt;br&amp;gt; &lt;br /&gt;
Light Jumpship (4x8):  8&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Jumpship (4x32):  24&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
&lt;br /&gt;
===Gun Platforms===&lt;br /&gt;
The GP series of platforms was first introduced by the Union Navy during the latter half of the Synthlife Rebellion as part of the Lunar defense network. Each largely immobile platform was only half the cost and tonnage of a similarly-armed warship, allowing the Union to create a heavy shield around its&#039; primary refuge from the synthlife rampaging through the inner system, and the series was once again proven to be a worthwhile expenditure with each failed Synth attempt to break Luna&#039;s wall of defenses. In light of their effectiveness, most nations have since copied and continuously upgraded the series throughout a tumultuous century of service.&lt;br /&gt;
&lt;br /&gt;
====GP-L (Gun Platform, Light)====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-M (Gun Platform, Medium)====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-H (Gun Platform, Heavy)====&lt;br /&gt;
32pts&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Platforms===&lt;br /&gt;
Concieved as a way to eliminate the intercept delays and fuel expenditures of STO interceptions and to extend the defensive envelope of a world without requiring dedicated warships, the &#039;Long Fang&#039; fighter platform was the brainchild of the old People&#039;s Republic of the Red Planet, China&#039;s primary offworld puppet. The PLASF proved their worth when they repelled a typically fighter-heavy Jovian raiding force within seven minutes of its&#039; arrival over the Red Planet. Like the Terran GP series of gun-armed stations, the Long Fangs were copied across the Solar System and repeatedly upgraded.&lt;br /&gt;
&lt;br /&gt;
====FP1====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP2====&lt;br /&gt;
8pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP3====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===National Wonders===&lt;br /&gt;
National wonders represent truly massive constructions, hero projects designed to display and project a nation&#039;s power. They generally have a listed limit. Abusers will be spaced. Sry. U mad?&lt;br /&gt;
&lt;br /&gt;
====Skyhook (Limit 1)====&lt;br /&gt;
The archetypical space elevator, skyhooks are a composite-fiber tether leading from a space station in geosynchronous orbit to a point on the planet&#039;s surface directly below. Their primary use is as a cheap way to get things from surface to orbit without expensive cargo transport trips. &#039;&#039;Once completed&#039;&#039;, Skyhooks provide a one-time bonus to the world they orbit of one level of Infrastructure and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
240DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 40, max size 8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spacedock (Limit 1)====&lt;br /&gt;
Mammoth orbital fleet yards, Spacedocks are the beating heart of a large military and a heavily-defended hub of repair slips, fighter manufactories, and troop marshalling facilities. &#039;&#039;Once completed&#039;&#039;, Spacedocks provide a one-time bonus to the world they orbit of 150 points of ships (at player discretion and mod approval) and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 60, max size 48.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Orbital Colony Group (Limit 2 over your homeworld and 1 per extrasolar world under your control)====&lt;br /&gt;
Stanford Toruses, Bernal Spheres, O&#039;Neill Cylinders - these represent efforts to provide space for your burgeoning population by constructing groups of orbital colonies. &#039;&#039;Once completed&#039;&#039;, Orbital Colonies provide a one-time bonus to the world they orbit of one level of population, one level of Infrastructure, and one level of Military Support. Surgeon General&#039;s Warning: Will rebel and colony-drop you if abused.&amp;lt;br&amp;gt;&lt;br /&gt;
375pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Colony Mission (Limit 1 per extrasolar world under your control)====&lt;br /&gt;
The sum total of all the preparation required to colonize another world, Colony Missions comprise the colonists, supplies, prefabricated structures, transport ships, and myriad other items you gather in order to put a permanent presence on a world outside of Sol. &#039;&#039;Once safely landed and set up, a process requiring one game quarter&#039;&#039;, Colony Missions provide the following basic stats for that colony: one level of Population, one level of infrastructure, one level of military support, and five levels of growth potential. These are specific to this colony, and are not added to the totals for your Solar System holdings. Also, true bragging rights. Escort optional.&amp;lt;br&amp;gt;&lt;br /&gt;
500pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Rules Update (Dec 2012)==&lt;br /&gt;
&lt;br /&gt;
===GROUND/MARINE UNITS===&lt;br /&gt;
(by Jovian organization)&lt;br /&gt;
&lt;br /&gt;
====ARTILLERY====&lt;br /&gt;
-Artillery Piece: .5CP (.75CP hover)&lt;br /&gt;
--A long-barrelled gun&lt;br /&gt;
-Artillery Battery (4 guns): 2CP (3CP hover)&lt;br /&gt;
--A small independent artillery unit&lt;br /&gt;
-Artillery Battalion (16 guns): 8CP (12CP hover)&lt;br /&gt;
--A larger independent artillery unit&lt;br /&gt;
*AT Artillery units are .5x CP&lt;br /&gt;
*AA Artillery Units are .25x CP&lt;br /&gt;
*SP Artillery units are 2x CP&lt;br /&gt;
&lt;br /&gt;
ARMORED INFANTRY&lt;br /&gt;
-Armored Infantry Squad (9 men): .25CP&lt;br /&gt;
-Armored Infantry Platoon (36 men/4 Sqds): 1CP&lt;br /&gt;
-Armored Infantry Company (144 men/4 Plts): 4CP&lt;br /&gt;
-Armored Infantry Battalion (576 men/4 Cos): 16CP&lt;br /&gt;
-Armored Infantry Regiment (1728 men/3 Batts): 48CP &lt;br /&gt;
-Armored Infantry Brigade (2880 men/5 Batts): 80CP&lt;br /&gt;
*Armored Infantry come with jump-packs&lt;br /&gt;
&lt;br /&gt;
====LIGHT INFANTRY====&lt;br /&gt;
-Light Infantry Squad (13 men): .25CP&lt;br /&gt;
-Light Infantry Platoon (52 men/4 Sqds): 1CP&lt;br /&gt;
-Light Infantry Company (204 men/4 Plts): 4CP&lt;br /&gt;
-Light Infantry Battalion (816 men/4 Cos): 16CP&lt;br /&gt;
-Light Infantry Regiment (3264 men/3 Batts): 48CP&lt;br /&gt;
-Light Infantry Brigade (4080 men/5 Batts): 80CP&lt;br /&gt;
&lt;br /&gt;
====MECHANIZED INFANTRY====&lt;br /&gt;
(Tracked IFVs - eg Bradleys/EFVs)&lt;br /&gt;
-Mechanized Infantry Squad (9 men, IFV): .375CP (.5CP hover)&lt;br /&gt;
-Mechanized Infantry Platoon (36 men/4 Sqds, 4 IFVs): 1.5CP (2CP hover)&lt;br /&gt;
-Mechanized Infantry Company (144 men/4 Plts, 16 IFVs): 6CP (8CP hover)&lt;br /&gt;
-Mechanized Infantry Battalion (576 men/4 Cos, 64 IFVs): 24CP (30CP hover)&lt;br /&gt;
-Mechanized Infantry Regiment (1728 men/3 Batts, 192 IFVs): 72CP (90CP hover)&lt;br /&gt;
-Mechanized Infantry Brigade (2880 men/5 Batts, 320 IFVs): 120CP (150CP hover)&lt;br /&gt;
&lt;br /&gt;
====SPECIAL OPERATIONS====&lt;br /&gt;
-Special Operations Team (8 men): .25CP&lt;br /&gt;
-Special Operations Platoon (32 men): 2CP&lt;br /&gt;
-Special Operations Group (128 men): 8CP&lt;br /&gt;
&lt;br /&gt;
====VEHICLES====&lt;br /&gt;
-Light Vehicles (wheeled APCs) - eg Stryker/Pirahna series&lt;br /&gt;
--Light Vehicle (.25CP carry): .25CP&lt;br /&gt;
--Light Vehicle Platoon (4 vehicles, 1CP carry): 1CP&lt;br /&gt;
--Light Vehicle Company (16 vehicles, 4CP carry): 4CP&lt;br /&gt;
-Heavy Vehicles (tracked HAPCs) - eg Namer/AAV&lt;br /&gt;
--Heavy Vehicle (.5CP carry): .5CP&lt;br /&gt;
--Heavy Vehicle Platoon (4 vehicles, 2CP carry): 2CP&lt;br /&gt;
--Heavy Vehicle Company (16 vehicles, 8CP carry): 8CP&lt;br /&gt;
-Cargo  Vehicles (2x carry, unarmed/unarmored, REMF) - eg cargo trucks, etc&lt;br /&gt;
--Cargo Vehicle (1CP carry): .5CP&lt;br /&gt;
--Cargo Vehicle Platoon (4 vehicles, 4CP carry): 2CP&lt;br /&gt;
--Cargo Vehicle Company (16 vehicles, 16CP carry): 8CP&lt;br /&gt;
&lt;br /&gt;
====LIGHT TANKS/ARMORED RECON====&lt;br /&gt;
&amp;gt;Light Tank (15t): .2CP (eg FV100 series)&lt;br /&gt;
&amp;gt;Light Tank (30t): .4CP (eg M8 AGS)&lt;br /&gt;
-Light Tank Platoon/Lance (150t): 2CP&lt;br /&gt;
-Light Tank Company/Squadron (450t): 6CP&lt;br /&gt;
-Light Tank Battalion/Tank Regiment (1350-1500t): 18CP&lt;br /&gt;
&lt;br /&gt;
====MAIN BATTLE TANKS====&lt;br /&gt;
&amp;gt;Eastern-style MBT (60t): .75CP (eg RL T-90, ZTZ-99)&lt;br /&gt;
&amp;gt;Western-style MBT (75t): 1CP (eg RL Leo2, Abrams)&lt;br /&gt;
&amp;gt;TV/Game-style Heavy MBT (90t): 1.25CP (eg EFSF Type 61)&lt;br /&gt;
-Tank Platoon/Lance (300t): 4CP &lt;br /&gt;
--5x 60t/4x 75t/3x 90t&lt;br /&gt;
-Tank Company/Squadron (900t): 12CP&lt;br /&gt;
-Tank Battalion/Tank Regiment (2700-3000t): 36CP&lt;br /&gt;
*Hover Tank units are 2x CP&lt;br /&gt;
&lt;br /&gt;
====MOBILE FRAMES====&lt;br /&gt;
-Light/Striker Frame: .5CP/1.25DP&lt;br /&gt;
*MS optimized for speed and agility, eg ReZEL/Jegan-D/Jesta (20-40t)&lt;br /&gt;
-Medium/Combat Frame: .75CP/2.5DP&lt;br /&gt;
*MS designed for general combat, eg Zaku II/GM (40-60t)&lt;br /&gt;
-Heavy/Assault Frame: 1CP/3.75DP&lt;br /&gt;
*MS optimized for armor and firepower, eg RX-77-3 (50-70t)&lt;br /&gt;
 &lt;br /&gt;
===POINT TYPES===&lt;br /&gt;
&lt;br /&gt;
Cargo Point (CP)&lt;br /&gt;
*1 CP = 75 (+/- 25) tons of bulk cargo/vehicles/troops with necessary support equipment. &lt;br /&gt;
&lt;br /&gt;
Deck Point(DP)&lt;br /&gt;
*1 DP =  500m^3 of hangar volume taken up by an aircraft in stowed configuration.&lt;br /&gt;
**A single stowed Light Fighter takes up about 250m^3.&lt;br /&gt;
**A single stowed Heavy Bomber takes up about 3000m^3.&lt;br /&gt;
*1 AF&lt;br /&gt;
&lt;br /&gt;
Modular Point (MP)&lt;br /&gt;
*1 MP = One standardized ~3400m^2 modular attachment assembly or equivalent portion of a larger assembly.&lt;br /&gt;
&lt;br /&gt;
Production Points&lt;br /&gt;
*Advanced production Point (AP)&lt;br /&gt;
**1 AP = An abstracted fraction of a state&#039;s supply of complex or specialized items, eg composites/electronics/military powerplants, worth approximately $200,000,000 USD&lt;br /&gt;
***Used for aerospacecraft and warships&lt;br /&gt;
*Industrial production Point (IP)&lt;br /&gt;
**1 IP = An abstracted fraction of a state&#039;s industrial output of simple materials in bulk, eg fabrics/metals/plastics/etc, worth approximately $20,000,000 USD&lt;br /&gt;
***Used for ground forces and civilian shipping&lt;br /&gt;
&lt;br /&gt;
Size&lt;br /&gt;
*&amp;quot;Size&amp;quot; refers to the number of men/machines in that unit, and is usually specified after the unit name, but before points cost and/or CP/DP/MP consumption.&lt;br /&gt;
&lt;br /&gt;
===SMALL CRAFT===&lt;br /&gt;
&lt;br /&gt;
====MOBILE WEAPONS====&lt;br /&gt;
&lt;br /&gt;
Striker Frame Squad (4) (5DP)&lt;br /&gt;
-eg Zeta Gundam, Delta Plus, Macross VF-series aircraft&lt;br /&gt;
--Sleek, light, and especially fast mobile frames often able to transform into planelike &amp;quot;Windrider&amp;quot; configurations specialized for (trans-)atmopheric combat; frames capable of this are especially popular in the naval aerospace community for the much-reduced hangar &amp;quot;footprint&amp;quot; of their Windrider modes and their reducedimpact on shipboard craft-handling.&lt;br /&gt;
Combat Frame Squad (4) (10DP)&lt;br /&gt;
-eg Zaku II, GM&lt;br /&gt;
--Sturdy, mass-produced &amp;quot;grunt&amp;quot; mobile frames, generally as effective in general combat on land as they are in space.&lt;br /&gt;
Assault Frame Squad (4) (15DP)&lt;br /&gt;
-eg ???&lt;br /&gt;
--Bulky, thickly armored, and extremely heavily-armed mobile frames, built to spearhead offensives by shrugging off heavy fire to bring a whole lot of fight to the enemy.&lt;br /&gt;
&lt;br /&gt;
====NAVAL AEROSPACE====&lt;br /&gt;
(all are transatmospheric)&lt;br /&gt;
&lt;br /&gt;
Light Fighter Squadron (12): 1AP/5DP&lt;br /&gt;
--Small, mass-produced dogfighters originally invented by a resource-strapped International Fleet to combat large numbers of Synth smallcraft, primarily used for short-range missions and deployed in large numbers aboard Commonwealth warships, including the CDF&#039;s famed Yangtze-class battlecarriers.&lt;br /&gt;
Medium Fighter Squadron (12): 1AP/10DP&lt;br /&gt;
--Two-seat fighter-interceptors&lt;br /&gt;
Strikefighter Squadron (12): 2AP/10DP&lt;br /&gt;
--Rugged, durable multirole fighters often found in ground-force aerospace arms, equally able to perform antiship, antisurface, or antismallcraft missions but excellent at none.&lt;br /&gt;
Superfighter Squadron (12): 4AP/10DP&lt;br /&gt;
-F-22/PAK-FA/J-20 analogue&lt;br /&gt;
--Cutting-edge, high-performance interceptors flown by a nation&#039;s most experienced combat pilots, primarily used in the Spatial Dominance role to clear enemy aerospace and/or deny enemy aerospace from an operations area.&lt;br /&gt;
Attack Bomber Squadron (12)*: 4AP/20DP&lt;br /&gt;
--Fast, four-seat medium antiship/antisurface bombers&lt;br /&gt;
Heavy Bomber Flight (6): 6AP/30DP/&lt;br /&gt;
--Slow, eight-seat  heavy antisurface/antiship bombers&lt;br /&gt;
Utility Tanker Squadron (8)*: 2AP/10DP&lt;br /&gt;
Electronic Warfare/SWACS Squadron (8)*: 4AP/10DP&lt;br /&gt;
*Attack Bomber, EWAR/SWACS, and Utility Tanker Squadrons are the only naval aerospace units that can split into two Detachments, each comprising half the squadron&#039;s aircraft.&lt;br /&gt;
&lt;br /&gt;
====CARGO AEROSPACE====&lt;br /&gt;
&lt;br /&gt;
Utility Launch Flight (8): 1AP/10DP (8CP)&lt;br /&gt;
-75t cap.&lt;br /&gt;
&lt;br /&gt;
Light Dropship Flight (4): 1AP/10DP (4CP)&lt;br /&gt;
-75t cap. military landing craft&lt;br /&gt;
*role analogous to LCM, capacity analogous to C-17&lt;br /&gt;
Heavy Dropship Flight (2): 2AP/20DP (8CP)&lt;br /&gt;
-300t cap. military landing craft&lt;br /&gt;
*role analogous to LCT, capacity analogous to An-225&lt;br /&gt;
&lt;br /&gt;
Light Shuttle Flight (8): 1IP/10DP (8CP)&lt;br /&gt;
-75t cap. civilian utility craft&lt;br /&gt;
*space 737&lt;br /&gt;
Heavy Shuttle Flight (4): 2IP/20DP (16CP)&lt;br /&gt;
-300t cap. civilian utility craft&lt;br /&gt;
*space 747&lt;br /&gt;
&lt;br /&gt;
Modular Cargo Container (1): (1IP/1MP) (10CP)&lt;br /&gt;
Heavy Lift Vehicle (1): (2IP/1MP) (10CP)&lt;br /&gt;
&lt;br /&gt;
Launch: 0DP (.25CP)&lt;br /&gt;
-18.75t cap. short-range courier/scout&lt;br /&gt;
--Carried by all vessels&lt;br /&gt;
Pinnace: 5DP/.5MP (1CP)&lt;br /&gt;
-75t cap. long-range courier/scout&lt;br /&gt;
--Used to deliver mail, supplies, and boarding parties.&lt;br /&gt;
Cutter: 1AP/1MP (4CP)&lt;br /&gt;
-300t cap. self-contained patrol vessel&lt;br /&gt;
--Utilized by local patrol forces&lt;br /&gt;
&lt;br /&gt;
===SPACEGOING VESSELS===&lt;br /&gt;
&lt;br /&gt;
====QTE WARSHIPS====&lt;br /&gt;
&lt;br /&gt;
Frigate/Destroyer Escort[FF/DE]: 2AP&lt;br /&gt;
Destroyer [DD]: 4AP&lt;br /&gt;
Scout Cruiser/Destroyer Leader[CL/DDB]: 6AP&lt;br /&gt;
Cruiser [CG]: 8AP&lt;br /&gt;
Battlecruiser/Large Cruiser [BC/CB]: 16AP (1MP)&lt;br /&gt;
Battleship [BB]: 32AP (1MP)&lt;br /&gt;
Superbattleship [BBB]: 64AP (2MP)&lt;br /&gt;
&lt;br /&gt;
Monitor [MT]: 16AP&lt;br /&gt;
Supermonitor [MTB]: 32AP&lt;br /&gt;
&lt;br /&gt;
Light Modular Tender [AML]: 12AP (8MP)&lt;br /&gt;
Heavy Modular Tender [AMH]: 24AP (16MP)&lt;br /&gt;
&lt;br /&gt;
===SMALLCRAFT CARRIERS===&lt;br /&gt;
&lt;br /&gt;
Aviation Cruiser [CA(V)]: 12AP (10DP)&lt;br /&gt;
Light Attack Carrier [CVAL]: 24AP (30DP)&lt;br /&gt;
Attack Carrier [CVA]: 36AP (50DP)&lt;br /&gt;
&lt;br /&gt;
Escort Carrier [CVE]: 8AP (20DP)&lt;br /&gt;
Light Carrier [CVL]: 16AP (40DP)&lt;br /&gt;
Fleet Carrier [CV]: 32AP (80DP)&lt;br /&gt;
Supercarrier [CVB]: 64AP (120DP/40CP)&lt;br /&gt;
&lt;br /&gt;
TENTATIVE:&lt;br /&gt;
Light Mobile Frame Carrier [CVML]: 14AP&lt;br /&gt;
&lt;br /&gt;
====LANDING SHIPS====&lt;br /&gt;
&lt;br /&gt;
Assault Transport, Landing/Light [AT(L)]: 2AP/2MP (12CP)&lt;br /&gt;
-900t cap. space LST&lt;br /&gt;
*These medium-weight transatmospheric landing ships - easily recognized by the bulky, fat-bellied &amp;quot;lifting body&amp;quot; design nearly universal amongst vessels of their type - are equally capable of independent orbit-to-orbit transport and opposed orbit-to-surface landing of anything from a full company of armored vehicles to the better part of a rifle battalion. The AT(L) is probably best exemplified by the International Fleet Ground Forces&#039; humble-but-rugged Thunderhead, mass-produced in the hundreds and made famous by key roles in IFGF General Lee &amp;quot;Bulldog&amp;quot; Chang&#039;s daring spearhead assaults on Ceres, Mars, Luna, and Earth itself; beloved of the IFGF for its survivability and reliability, the venerable &amp;quot;Thud&amp;quot; and its derivatives remain the most common landing ships in the Solar System to this day.&lt;br /&gt;
&lt;br /&gt;
Assault Transport, Personnel [AT(P)]: 12AP (20DP/40CP/2MP)&lt;br /&gt;
-4500t cap. space LPD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles&lt;br /&gt;
Assault Transport, Dock [AT(D)]: 12AP (40DP/20CP/2MP)&lt;br /&gt;
-3000t cap. space LSD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles&lt;br /&gt;
Assault Transport, Aviation, Personnel [ATA(P)]: 24AP (40DP/80CP/4MP)&lt;br /&gt;
-9000t cap. space LHA&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles, Strikefighters&lt;br /&gt;
Assault Transport, Aviation, Dock (ATA(D)]: 24AP (80DP/40CP/4MP)&lt;br /&gt;
-6000t cap. space LHD&lt;br /&gt;
--can embark: Light/Heavy Dropships, Light/Heavy Shuttles, Strikefighters&lt;br /&gt;
&lt;br /&gt;
====QTE CIVIL SHIPPING====&lt;br /&gt;
&lt;br /&gt;
Light Transport, Modular Container: 4IP (8MP)&lt;br /&gt;
Light Transport, Conventional Storage: 4IP (80CP)&lt;br /&gt;
Light Transport, Composite Cargo: 6AP (40CP/4MP)&lt;br /&gt;
Medium Transport, Modular Container: 8IP (16MP)&lt;br /&gt;
Medium Transport, Conventional Storage: 8IP (160CP)&lt;br /&gt;
Medium Transport, Composite Cargo: 12IP (80CP/8MP)&lt;br /&gt;
Heavy Transport, Modular Container: 16IP (32MP)&lt;br /&gt;
Heavy Transport, Conventional Storage: 16IP (320CP)&lt;br /&gt;
Heavy Transport, Composite Cargo: 24IP (160CP/16MP)&lt;br /&gt;
&lt;br /&gt;
====TJD VESSELS====&lt;br /&gt;
&lt;br /&gt;
Scout: 4AP&lt;br /&gt;
Constructor: 16IP (10DP)&lt;br /&gt;
System Control Ship: 96AP (80DP)&lt;br /&gt;
Light Jumpship (32MP): 8IP&lt;br /&gt;
Heavy Jumpship (128MP): 24IP&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=24706</id>
		<title>UnSol</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=24706"/>
		<updated>2010-12-28T02:24:40Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Getting There and Back */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Soon to be a book or three!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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==Setting==&lt;br /&gt;
&lt;br /&gt;
The year is 2201. The worlds of the Solar System are just now beginning to discover faster-than-light technology. The first scout ships preparing to leap away to nearby stars herald the dawn of a new age of discovery. The great Sol system, however, is not as it once was. &lt;br /&gt;
&lt;br /&gt;
*Mercury: ???&lt;br /&gt;
*Venus: ???&lt;br /&gt;
*Terra (Terran Union): &lt;br /&gt;
**The cradle of human civilization, overpopulated and covered with megalopoli teeming with human life, labors under a brutal, technologically stagnant hegemony bent on regaining control of the system and all of humanity. &lt;br /&gt;
*Luna (Terran Union): &lt;br /&gt;
**Primary base of the Union Navy, dotted with domed settlements and chafing under Earther oppression of all &#039;genetic deviants.&lt;br /&gt;
*Mars: MW&lt;br /&gt;
**Germans!&lt;br /&gt;
*The Belt:&lt;br /&gt;
*Ceres (CeresCorp): &lt;br /&gt;
**Of the hundreds of settlements in the Belt, only Ceres shows any semblance of organized government.&lt;br /&gt;
*Jupiter (Jovian Federation):&lt;br /&gt;
**The last bastion of Western (read: American) Democracy and #2 superpower in the system behind the Union.&lt;br /&gt;
*Jovian Trojans: Shrike&lt;br /&gt;
*Saturn: Oseng&lt;br /&gt;
*Uranus:&lt;br /&gt;
*Neptune:&lt;br /&gt;
**The edge of the Main System, Neptune looks out upon the lawless frontier that is the Kuiper Belt.&lt;br /&gt;
*Pluto: ???&lt;br /&gt;
*Eris: ???&lt;br /&gt;
*Sedna (Cyberlife): &amp;gt;|(&lt;br /&gt;
&lt;br /&gt;
==Making an UnSol nation==&lt;br /&gt;
&lt;br /&gt;
Simplicity itself.  Simply assign your points to each of the categories until you run out.  That&#039;ll give you the basis around which to write up the details of your nation.  Modifiers (such as +3 Infrastructure) are cost, not level modifiers.  Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.&lt;br /&gt;
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Current suggestion:  30 points&amp;lt;br&amp;gt;&lt;br /&gt;
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===Population===&lt;br /&gt;
0: A backwater nowhere habitat, the solar equivalent of a city-state.&amp;lt;br&amp;gt;&lt;br /&gt;
2: A small alliance of habitats or a single dwarf planet like Ceres.  Adds +1 Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
3: A lesser state, though one that cannot be ignored.  An exceptionally populous minor world or else one of several nations on a major world.  Adds +1 to Infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
5: A fairly typical midsized nation, the typical owners of a major body or multiple smaller ones.  Adds +1 to Infrastructure and Space Fleet.&amp;lt;br&amp;gt;&lt;br /&gt;
6: A large nation with a substantial, diverse population spread across many cities and habitats.  Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.&amp;lt;br&amp;gt;&lt;br /&gt;
7: A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Transhumanism===&lt;br /&gt;
0: None at all!  Your people are the same old [i]Homo Sapiens Sapiens[/i] from the 20th century.  Badass normal powers combine!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Basic gene-screening has weeded out various ailments and weaknesses, though nobody is fundamentally [i]different[/i].&amp;lt;br&amp;gt;&lt;br /&gt;
2: Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques.  Reproductive speciation is a possible side-effect, though uncommon and can be mediated.&amp;lt;br&amp;gt;&lt;br /&gt;
6: ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
0: Well, you could probably &#039;&#039;rearm&#039;&#039; a warship . . .  Construction Rating 20, max size 2&amp;lt;br&amp;gt;&lt;br /&gt;
1: Construction Rating 30, max size 4&amp;lt;br&amp;gt;&lt;br /&gt;
2: Construction Rating 40, max size 8&amp;lt;br&amp;gt;&lt;br /&gt;
3: Construction Rating 50, max size 16&amp;lt;br&amp;gt;&lt;br /&gt;
4: Construction Rating 60, max size 48&amp;lt;br&amp;gt;&lt;br /&gt;
5: Massive, well developed planetary and spaceborn industry.  Construction Rating 70, max size 96&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Growth Potential===&lt;br /&gt;
0: Overcrowding and resource shortages are chronic; you need relief and now!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
2: &amp;lt;br&amp;gt;&lt;br /&gt;
3: &amp;lt;br&amp;gt;&lt;br /&gt;
4: &amp;lt;br&amp;gt;&lt;br /&gt;
5: The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Military Quality===&lt;br /&gt;
0: No real military, more like a glorified police force.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Barely adequate, not quite an undisciplined rabble but definately not very good.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average, your soldiers might be trained decently, but there&#039;s not many of them.  Or the reverse, with a large but ill-trained army.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average armed forces, nothing special but no glaring weaknesses.&amp;lt;br&amp;gt;&lt;br /&gt;
4: A respectable military force, definately something to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Best of the best, your military is well trained and/or very large.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Military Support (Replaces Military Quality)====&lt;br /&gt;
0: Your nation simply sees little need for a large military; 6x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
1: 8x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
2: 10x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
3: 12x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
4: 14x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
5: 16x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Fleet===&lt;br /&gt;
0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
1: 200 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
2: 350 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
3: 500 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
4: 650 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
5: 800 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Advancement===&lt;br /&gt;
0: Fairly limited technology, probably imports all high-tech goods.&amp;lt;br&amp;gt;&lt;br /&gt;
1: About the lowest level at which one could design a halfway-competitive spaceship.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average technology, probably a second tier power.  May have a spike or two of above-average effectiveness but overall not too impressive.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average advancement, no glaring weaknesses or strong points.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Powerful technology including advanced energy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Highly sophisticated technology across the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emergent Technologies:===&lt;br /&gt;
The 21st century was a boom time for so-called emergent technologies; ubiquitous connectivity, autonomous robots, flexible AIs, nanotechnology.  These promised the galaxy and delivered the solar system as legions of machines erected sunshades around Venus, built cities on Mars and excavated habitats all across the outer system.  Unfortunately, ‘Rogue machine’ incidents in the latter 21st as well as the heavy use of automated weapons in various Earthside conflicts saw these technologies progressively limited and collectively suppressed and the mechanical workers of the early colonization era worked until they failed, never to be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0:  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here, where (like a number of Sol states) emergent technologies were sealed away for the greater good.&amp;lt;br&amp;gt;&lt;br /&gt;
1:  You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged.  An example of this level is Halo, which has a smattering of AIs and cybernetics of generally primitive (if effective) design.&amp;lt;br&amp;gt;&lt;br /&gt;
3:  Cornucopias and similar devices have begun to radically reshape your economy.  Industry is faster and more flexible than ever before.  Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.&amp;lt;br&amp;gt;&lt;br /&gt;
6:  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 General Advancement.  Eclipse Phase and similar settings would be at this level.&amp;lt;br&amp;gt;&lt;br /&gt;
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===FTL Drives===&lt;br /&gt;
0: Has no ability to design or construct FTL ships.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Has the basic theory for FTL jumpships, but needs outside help to actually construct them.&amp;lt;br&amp;gt;&lt;br /&gt;
3: The principles of FTL travel are well-understood and your nation can construct jumpships.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You [i]invented[/i] the damn things and know a few tricks others don’t.  Adds +1 Outsystem Territory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsystem Territory===&lt;br /&gt;
0: No outsystem territories, strictly a Sol system power.  The norm at this stage of the game, really.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Little more than fueling stops and barren rocks.&amp;lt;br&amp;gt;&lt;br /&gt;
3: You have an actual outsystem presence of a few (armed?) stations and as a result can conduct meaningful fleet operations in the Great Beyond.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You’ve actually dropped a self-sustaining colony on a habitable world.  Mucho bragging rights.&amp;lt;br&amp;gt;&lt;br /&gt;
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==Setting notes==&lt;br /&gt;
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===Getting There and Back===&lt;br /&gt;
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&#039;&#039;&#039;Quantum Transition Engine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First developed in the middle of the 21st century, Quantum Transition Engines (colloquially known as QTEs or ‘Cuties’, or Q-Drives for the more straightlaced) revolutionized space travel.  A non-newtonian propulsion method, they generate a macroquantum effect that essentially ‘tunnels’ the QTE and surroundings across significant distance.  The effect propagates directly forward at the speed of light and as such does not violate relativity – it would take another century and a half to cheat Einstein.  However, as it takes substantial time to recycle a QTE between jumps, the effective pseudovelocity is far below &#039;&#039;c&#039;&#039;, rarely exceeding ~1 light second jumps every 10-12 minutes for high-performance units and giving an effective pseudovelocity of 4-500 kms or about 1 AU every 4 days.  Outside of strong mass influences (several tens of light-seconds of distance for the Earth) the quantum effect can travel much further before dissipating, resulting in approximately an order of magnitude increase in pseudovelocity.  This is known as ‘high cruise’.&lt;br /&gt;
&lt;br /&gt;
Despite many years of use, the performance and general design of QTEs has not improved markedly since the late 21st century; a QTE from an American &#039;&#039;Trailblazer&#039;&#039; deep-space cruiser circa 2080 would recycle in 25 or so minutes instead of every 12 like that of a Jovian Federation &#039;&#039;Endeavor&#039;&#039; destroyer’s, circa 2200.  Growth in the speed of cargo ships has been essentially nonexistent with typical peudovelocities being in the 2-2.5 light secondshour range.  Durability, fault tolerance, size and cost &#039;&#039;have&#039;&#039; improved however, and few ships of any size built in the past half-century are not fitted with a QTE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*A typical civilian ship goes at 2.5 light seconds per hour.&lt;br /&gt;
*A typical military ship goes at 5 light seconds per hour.&lt;br /&gt;
*For high-travel, any ship outside of a defined distance from a significant sub-stellar mass can travel 10 times normal speed.&lt;br /&gt;
**Addendum - Any ship in the interstellar void beyond the interference of a stellar curb can accelerate to a further order of magnitude.&lt;br /&gt;
*Star ‘curb’:  500 light seconds&lt;br /&gt;
*Gas Giant ‘curb’: 100 light seconds&lt;br /&gt;
*Major Body ‘curb’:  25 light seconds&lt;br /&gt;
*Minor Body ‘curb’:  10 light seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This would put Earth-Pluto travel times at 16-40 days, one way. A journey from Sol to Alpha Centauri would take approximately 31 &#039;&#039;years&#039;&#039;.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Tachyon Jump Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While a handful of interstellar sleeperships were launched in the late 21st century, outfitted with special QTEs designed for the exceptionally flat space-time between stars and capable of upwards of 10% lightspeed even without using their immense antimatter drives, it seemed that for all intents and purposes humanity was locked inside its solar system, unless one wanted to be &#039;&#039;very&#039;&#039; patient.  All that changed with the publishing of a physics research paper in 2189 that laid out the foundation of a new theory of FTL transit.  The critical difference between this one and previous such as wormholes and Alcubierre drives was that the ‘tachyonic spatial displacement device’ was actually &#039;&#039;workable&#039;&#039;.  Several major governments poured immense resources into developing tachyon jump drives (or simply ‘jump drives’) and the first flights were scheduled to coincide with the 2200 centennial celebrations.&lt;br /&gt;
&lt;br /&gt;
Jump drives are radically different beasts from the familiar QTEs of solar system craft large and small.  First and most notably, jump drives are capable of bridging the distances between two stars essentially instantly.  They are also extremely large, cumbersome devices; where a QTE or fusion drive is a ship component, a jump drive essentially &#039;&#039;is&#039;&#039; the ship.&lt;br /&gt;
&lt;br /&gt;
A jumpdrive (and thus by extension a typical jumpship design) is essentially a pair of monolithic wheel-shaped field guides connected by a spine that houses much of the core generation equipment.  The particular and unusual design is a necessity to properly shape the jump envelope; the loss of even one field node could potentially critically compromise the entire envelope geometry.  Unsurprisingly, jumpships carry a lot of spares.  A number of combat jumpship designs have also been floated – the Earther ‘System Control Ship’ concept being most notable – which move away from the simple wheel-spine-wheel design for less efficient but less constraining geometries, though all are instantly recognizable by the massive field guide arrays.&lt;br /&gt;
&lt;br /&gt;
In operation, jumpships are designed to spread a field envelope around one or more in-system ships; the mass and strict design criteria of a jump drive make the best of them clumsy and pathetically ill-suited as anything other than interstellar tugs.  Since the jump takes place in the blink of an eye, hard docking is not required.  After each jump the drive must be purged, which involves both cooling it down (larger jumpships can go through a hundred tons of water in less than a minute, vented into space as superheated steam) and then the much longer process of stabilizing and damping the post-jump ‘static’ in the drive, which can take a week or more.&lt;br /&gt;
&lt;br /&gt;
Jump drives can only function between stellar-mass objects, and furthermore ones that are no more than ~8 light years apart (&#039;&#039;ed. note: test jumps of &amp;lt;8.75 and even [once] 9LY have been recorded, but are not recommended outside of dire emergency due to undue stress on the TJD and an uncomfortably high chance of total existence failure&#039;&#039;).  This has created an interesting dynamic with regards to exploration and expansion, as ships must take specific routes outward.&lt;br /&gt;
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==Smallcraft==&lt;br /&gt;
All fighters come in squadrons of twenty.&lt;br /&gt;
All bombers come in squadrons of ten.&lt;br /&gt;
&lt;br /&gt;
===Light Fighter Squadron===&lt;br /&gt;
Analogous to: nBSG Vipers, F-16s, TIEs, wyrdlife drones&amp;lt;br&amp;gt;&lt;br /&gt;
1pt&amp;lt;br&amp;gt;&lt;br /&gt;
10DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightweight single-seat screening and escort fighters, produced in mass numbers in wartime due to their low cost.&lt;br /&gt;
&lt;br /&gt;
===Medium Fighter Squadron===&lt;br /&gt;
Analogous to: X-wings, F-15s, Yukikaze Sylphids, wyrdlife centurions&amp;lt;br&amp;gt;&lt;br /&gt;
2pts&amp;lt;br&amp;gt;&lt;br /&gt;
20DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two-seat (usually) fleet Combat Space Patrol and strike fighters, the bulk of most nations&#039; peacetime fighter fleet.&lt;br /&gt;
&lt;br /&gt;
===Superfighter Squadron===&lt;br /&gt;
Analogous to: Yukikaze Maves, Su-47s, wyrdlife praetorians&amp;lt;br&amp;gt;&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
40DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incredibly expensive, incredibly valuable, and incredibly effective, these (also usually two-seat) multirole fighters are often deployed to dominate areas of space or as an ace card against attacking enemy fighters and bombers.&lt;br /&gt;
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===Attack Bomber Squadron===&lt;br /&gt;
Analogous to: B-25s, B-1s, wyrdlife princesses&amp;lt;br&amp;gt;&lt;br /&gt;
3pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smaller bombers, usually with crews of between four and eight, used to strike enemy ships and installations in hit-and-run raids. They have a rudimentary self-defense capability as represented by a number of light railgun turrets.&lt;br /&gt;
&lt;br /&gt;
===Heavy Bomber Squadron===&lt;br /&gt;
Analogous to: B-17s, B-52s, wyrdlife queens&amp;lt;br&amp;gt;&lt;br /&gt;
6pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are some things too fast to be hit by a three-ton antiship munition. For everything else, there&#039;s the Heavy Bomber. Usually crewed by between eight and sixteen people and positively &#039;&#039;bristling&#039;&#039; with antifighter weapons.&lt;br /&gt;
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==Preliminary hullcosts (Modernish)==&lt;br /&gt;
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===In-system ships===&lt;br /&gt;
&lt;br /&gt;
Corvette:  1&amp;lt;br&amp;gt;&lt;br /&gt;
Frigate:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Destroyer:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser:  8&amp;lt;br&amp;gt;&lt;br /&gt;
Battlecruiser:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship:  32&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship: 64&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monitor: 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aviation Cruiser: 12 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Assault Carrier: 24 (30DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Escort Carrier: 8 (20DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Carrier:  16 (40DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Carrier:  32 (80DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Supercarrier:  48 (120DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jump-capable ships===&lt;br /&gt;
&lt;br /&gt;
Scout:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Constructor: 16 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
System Control Ship: 96 (80DP)&amp;lt;br&amp;gt; &lt;br /&gt;
Light Jumpship (4x8):  8&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Jumpship (4x32):  24&amp;lt;br&amp;gt;&lt;br /&gt;
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==Space Stations==&lt;br /&gt;
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===Gun Platforms===&lt;br /&gt;
The GP series of platforms was first introduced by the Union Navy during the latter half of the Synthlife Rebellion as part of the Lunar defense network. Each largely immobile platform was only half the cost and tonnage of a similarly-armed warship, allowing the Union to create a heavy shield around its&#039; primary refuge from the synthlife rampaging through the inner system, and the series was once again proven to be a worthwhile expenditure with each failed Synth attempt to break Luna&#039;s wall of defenses. In light of their effectiveness, most nations have since copied and continuously upgraded the series throughout a tumultuous century of service.&lt;br /&gt;
&lt;br /&gt;
====GP-L (Gun Platform, Light)====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-M (Gun Platform, Medium)====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-H (Gun Platform, Heavy)====&lt;br /&gt;
32pts&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Platforms===&lt;br /&gt;
Concieved as a way to eliminate the intercept delays and fuel expenditures of STO interceptions and to extend the defensive envelope of a world without requiring dedicated warships, the &#039;Long Fang&#039; fighter platform was the brainchild of the old People&#039;s Republic of the Red Planet, China&#039;s primary offworld puppet. The PLASF proved their worth when they repelled a typically fighter-heavy Jovian raiding force within seven minutes of its&#039; arrival over the Red Planet. Like the Terran GP series of gun-armed stations, the Long Fangs were copied across the Solar System and repeatedly upgraded.&lt;br /&gt;
&lt;br /&gt;
====FP1====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP2====&lt;br /&gt;
8pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP3====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===National Wonders===&lt;br /&gt;
National wonders represent truly massive constructions, hero projects designed to display and project a nation&#039;s power. They generally have a listed limit. Abusers will be spaced. Sry. U mad?&lt;br /&gt;
&lt;br /&gt;
====Skyhook (Limit 1)====&lt;br /&gt;
The archetypical space elevator, skyhooks are a composite-fiber tether leading from a space station in geosynchronous orbit to a point on the planet&#039;s surface directly below. Their primary use is as a cheap way to get things from surface to orbit without expensive cargo transport trips. &#039;&#039;Once completed&#039;&#039;, Skyhooks provide a one-time bonus to the world they orbit of one level of Infrastructure and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
240DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 40, max size 8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spacedock (Limit 1)====&lt;br /&gt;
Mammoth orbital fleet yards, Spacedocks are the beating heart of a large military and a heavily-defended hub of repair slips, fighter manufactories, and troop marshalling facilities. &#039;&#039;Once completed&#039;&#039;, Spacedocks provide a one-time bonus to the world they orbit of 150 points of ships (at player discretion and mod approval) and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 60, max size 48.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Orbital Colony Group (Limit 2 over your homeworld and 1 per extrasolar world under your control)====&lt;br /&gt;
Stanford Toruses, Bernal Spheres, O&#039;Neill Cylinders - these represent efforts to provide space for your burgeoning population by constructing groups of orbital colonies. &#039;&#039;Once completed&#039;&#039;, Orbital Colonies provide a one-time bonus to the world they orbit of one level of population, one level of Infrastructure, and one level of Military Support. Surgeon General&#039;s Warning: Will rebel and colony-drop you if abused.&amp;lt;br&amp;gt;&lt;br /&gt;
375pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Colony Mission (Limit 1 per extrasolar world under your control)====&lt;br /&gt;
The sum total of all the preparation required to colonize another world, Colony Missions comprise the colonists, supplies, prefabricated structures, transport ships, and myriad other items you gather in order to put a permanent presence on a world outside of Sol. &#039;&#039;Once safely landed and set up, a process requiring one game quarter&#039;&#039;, Colony Missions provide the following basic stats for that colony: one level of Population, one level of infrastructure, one level of military support, and five levels of growth potential. These are specific to this colony, and are not added to the totals for your Solar System holdings. Also, true bragging rights. Escort optional.&amp;lt;br&amp;gt;&lt;br /&gt;
500pts&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=24705</id>
		<title>UnSol</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=24705"/>
		<updated>2010-12-28T02:21:50Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Getting There and Back */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Soon to be a book or three!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
&lt;br /&gt;
The year is 2201. The worlds of the Solar System are just now beginning to discover faster-than-light technology. The first scout ships preparing to leap away to nearby stars herald the dawn of a new age of discovery. The great Sol system, however, is not as it once was. &lt;br /&gt;
&lt;br /&gt;
*Mercury: ???&lt;br /&gt;
*Venus: ???&lt;br /&gt;
*Terra (Terran Union): &lt;br /&gt;
**The cradle of human civilization, overpopulated and covered with megalopoli teeming with human life, labors under a brutal, technologically stagnant hegemony bent on regaining control of the system and all of humanity. &lt;br /&gt;
*Luna (Terran Union): &lt;br /&gt;
**Primary base of the Union Navy, dotted with domed settlements and chafing under Earther oppression of all &#039;genetic deviants.&lt;br /&gt;
*Mars: MW&lt;br /&gt;
**Germans!&lt;br /&gt;
*The Belt:&lt;br /&gt;
*Ceres (CeresCorp): &lt;br /&gt;
**Of the hundreds of settlements in the Belt, only Ceres shows any semblance of organized government.&lt;br /&gt;
*Jupiter (Jovian Federation):&lt;br /&gt;
**The last bastion of Western (read: American) Democracy and #2 superpower in the system behind the Union.&lt;br /&gt;
*Jovian Trojans: Shrike&lt;br /&gt;
*Saturn: Oseng&lt;br /&gt;
*Uranus:&lt;br /&gt;
*Neptune:&lt;br /&gt;
**The edge of the Main System, Neptune looks out upon the lawless frontier that is the Kuiper Belt.&lt;br /&gt;
*Pluto: ???&lt;br /&gt;
*Eris: ???&lt;br /&gt;
*Sedna (Cyberlife): &amp;gt;|(&lt;br /&gt;
&lt;br /&gt;
==Making an UnSol nation==&lt;br /&gt;
&lt;br /&gt;
Simplicity itself.  Simply assign your points to each of the categories until you run out.  That&#039;ll give you the basis around which to write up the details of your nation.  Modifiers (such as +3 Infrastructure) are cost, not level modifiers.  Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.&lt;br /&gt;
&lt;br /&gt;
Current suggestion:  30 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
0: A backwater nowhere habitat, the solar equivalent of a city-state.&amp;lt;br&amp;gt;&lt;br /&gt;
2: A small alliance of habitats or a single dwarf planet like Ceres.  Adds +1 Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
3: A lesser state, though one that cannot be ignored.  An exceptionally populous minor world or else one of several nations on a major world.  Adds +1 to Infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
5: A fairly typical midsized nation, the typical owners of a major body or multiple smaller ones.  Adds +1 to Infrastructure and Space Fleet.&amp;lt;br&amp;gt;&lt;br /&gt;
6: A large nation with a substantial, diverse population spread across many cities and habitats.  Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.&amp;lt;br&amp;gt;&lt;br /&gt;
7: A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Transhumanism===&lt;br /&gt;
0: None at all!  Your people are the same old [i]Homo Sapiens Sapiens[/i] from the 20th century.  Badass normal powers combine!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Basic gene-screening has weeded out various ailments and weaknesses, though nobody is fundamentally [i]different[/i].&amp;lt;br&amp;gt;&lt;br /&gt;
2: Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques.  Reproductive speciation is a possible side-effect, though uncommon and can be mediated.&amp;lt;br&amp;gt;&lt;br /&gt;
6: ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
0: Well, you could probably &#039;&#039;rearm&#039;&#039; a warship . . .  Construction Rating 20, max size 2&amp;lt;br&amp;gt;&lt;br /&gt;
1: Construction Rating 30, max size 4&amp;lt;br&amp;gt;&lt;br /&gt;
2: Construction Rating 40, max size 8&amp;lt;br&amp;gt;&lt;br /&gt;
3: Construction Rating 50, max size 16&amp;lt;br&amp;gt;&lt;br /&gt;
4: Construction Rating 60, max size 48&amp;lt;br&amp;gt;&lt;br /&gt;
5: Massive, well developed planetary and spaceborn industry.  Construction Rating 70, max size 96&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Growth Potential===&lt;br /&gt;
0: Overcrowding and resource shortages are chronic; you need relief and now!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
2: &amp;lt;br&amp;gt;&lt;br /&gt;
3: &amp;lt;br&amp;gt;&lt;br /&gt;
4: &amp;lt;br&amp;gt;&lt;br /&gt;
5: The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Military Quality===&lt;br /&gt;
0: No real military, more like a glorified police force.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Barely adequate, not quite an undisciplined rabble but definately not very good.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average, your soldiers might be trained decently, but there&#039;s not many of them.  Or the reverse, with a large but ill-trained army.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average armed forces, nothing special but no glaring weaknesses.&amp;lt;br&amp;gt;&lt;br /&gt;
4: A respectable military force, definately something to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Best of the best, your military is well trained and/or very large.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Military Support (Replaces Military Quality)====&lt;br /&gt;
0: Your nation simply sees little need for a large military; 6x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
1: 8x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
2: 10x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
3: 12x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
4: 14x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
5: 16x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Fleet===&lt;br /&gt;
0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
1: 200 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
2: 350 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
3: 500 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
4: 650 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
5: 800 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Advancement===&lt;br /&gt;
0: Fairly limited technology, probably imports all high-tech goods.&amp;lt;br&amp;gt;&lt;br /&gt;
1: About the lowest level at which one could design a halfway-competitive spaceship.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average technology, probably a second tier power.  May have a spike or two of above-average effectiveness but overall not too impressive.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average advancement, no glaring weaknesses or strong points.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Powerful technology including advanced energy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Highly sophisticated technology across the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emergent Technologies:===&lt;br /&gt;
The 21st century was a boom time for so-called emergent technologies; ubiquitous connectivity, autonomous robots, flexible AIs, nanotechnology.  These promised the galaxy and delivered the solar system as legions of machines erected sunshades around Venus, built cities on Mars and excavated habitats all across the outer system.  Unfortunately, ‘Rogue machine’ incidents in the latter 21st as well as the heavy use of automated weapons in various Earthside conflicts saw these technologies progressively limited and collectively suppressed and the mechanical workers of the early colonization era worked until they failed, never to be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0:  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here, where (like a number of Sol states) emergent technologies were sealed away for the greater good.&amp;lt;br&amp;gt;&lt;br /&gt;
1:  You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged.  An example of this level is Halo, which has a smattering of AIs and cybernetics of generally primitive (if effective) design.&amp;lt;br&amp;gt;&lt;br /&gt;
3:  Cornucopias and similar devices have begun to radically reshape your economy.  Industry is faster and more flexible than ever before.  Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.&amp;lt;br&amp;gt;&lt;br /&gt;
6:  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 General Advancement.  Eclipse Phase and similar settings would be at this level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FTL Drives===&lt;br /&gt;
0: Has no ability to design or construct FTL ships.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Has the basic theory for FTL jumpships, but needs outside help to actually construct them.&amp;lt;br&amp;gt;&lt;br /&gt;
3: The principles of FTL travel are well-understood and your nation can construct jumpships.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You [i]invented[/i] the damn things and know a few tricks others don’t.  Adds +1 Outsystem Territory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsystem Territory===&lt;br /&gt;
0: No outsystem territories, strictly a Sol system power.  The norm at this stage of the game, really.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Little more than fueling stops and barren rocks.&amp;lt;br&amp;gt;&lt;br /&gt;
3: You have an actual outsystem presence of a few (armed?) stations and as a result can conduct meaningful fleet operations in the Great Beyond.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You’ve actually dropped a self-sustaining colony on a habitable world.  Mucho bragging rights.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting notes==&lt;br /&gt;
&lt;br /&gt;
===Getting There and Back===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quantum Transition Engine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First developed in the middle of the 21st century, Quantum Transition Engines (colloquially known as QTEs or ‘Cuties’, or Q-Drives for the more straightlaced) revolutionized space travel.  A non-newtonian propulsion method, they generate a macroquantum effect that essentially ‘tunnels’ the QTE and surroundings across significant distance.  The effect propagates directly forward at the speed of light and as such does not violate relativity – it would take another century and a half to cheat Einstein.  However, as it takes substantial time to recycle a QTE between jumps, the effective pseudovelocity is far below &#039;&#039;c&#039;&#039;, rarely exceeding ~1 light second jumps every 10-12 minutes for high-performance units and giving an effective pseudovelocity of 4-500 kms or about 1 AU every 4 days.  Outside of strong mass influences (several tens of light-seconds of distance for the Earth) the quantum effect can travel much further before dissipating, resulting in approximately an order of magnitude increase in pseudovelocity.  This is known as ‘high cruise’.&lt;br /&gt;
&lt;br /&gt;
Despite many years of use, the performance and general design of QTEs has not improved markedly since the late 21st century; a QTE from an American &#039;&#039;Trailblazer&#039;&#039; deep-space cruiser circa 2080 would recycle in 25 or so minutes instead of every 12 like that of a Jovian Federation &#039;&#039;Endeavor&#039;&#039; destroyer’s, circa 2200.  Growth in the speed of cargo ships has been essentially nonexistent with typical peudovelocities being in the 2-2.5 light secondshour range.  Durability, fault tolerance, size and cost &#039;&#039;have&#039;&#039; improved however, and few ships of any size built in the past half-century are not fitted with a QTE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:A typical civilian ship goes at 2.5 light seconds per hour.&lt;br /&gt;
:A typical military ship goes at 5 light seconds per hour.&lt;br /&gt;
:For high-travel, any ship outside of a defined distance from a significant sub-stellar mass can travel 10 times normal speed.&lt;br /&gt;
*Addendum - Any ship in the interstellar void beyond the interference of a stellar curb can accelerate to a further order of magnitude.&lt;br /&gt;
:Star ‘curb’:  500 light seconds&lt;br /&gt;
:Gas Giant ‘curb’: 100 light seconds&lt;br /&gt;
:Major Body ‘curb’:  25 light seconds&lt;br /&gt;
:Minor Body ‘curb’:  10 light seconds&lt;br /&gt;
&lt;br /&gt;
This would put Earth-Pluto travel times at 16-40 days, one way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tachyon Jump Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While a handful of interstellar sleeperships were launched in the late 21st century, outfitted with special QTEs designed for the exceptionally flat space-time between stars and capable of upwards of 10% lightspeed even without using their immense antimatter drives, it seemed that for all intents and purposes humanity was locked inside its solar system, unless one wanted to be &#039;&#039;very&#039;&#039; patient.  All that changed with the publishing of a physics research paper in 2189 that laid out the foundation of a new theory of FTL transit.  The critical difference between this one and previous such as wormholes and Alcubierre drives was that the ‘tachyonic spatial displacement device’ was actually &#039;&#039;workable&#039;&#039;.  Several major governments poured immense resources into developing tachyon jump drives (or simply ‘jump drives’) and the first flights were scheduled to coincide with the 2200 centennial celebrations.&lt;br /&gt;
&lt;br /&gt;
Jump drives are radically different beasts from the familiar QTEs of solar system craft large and small.  First and most notably, jump drives are capable of bridging the distances between two stars essentially instantly.  They are also extremely large, cumbersome devices; where a QTE or fusion drive is a ship component, a jump drive essentially &#039;&#039;is&#039;&#039; the ship.&lt;br /&gt;
&lt;br /&gt;
A jumpdrive (and thus by extension a typical jumpship design) is essentially a pair of monolithic wheel-shaped field guides connected by a spine that houses much of the core generation equipment.  The particular and unusual design is a necessity to properly shape the jump envelope; the loss of even one field node could potentially critically compromise the entire envelope geometry.  Unsurprisingly, jumpships carry a lot of spares.  A number of combat jumpship designs have also been floated – the Earther ‘System Control Ship’ concept being most notable – which move away from the simple wheel-spine-wheel design for less efficient but less constraining geometries, though all are instantly recognizable by the massive field guide arrays.&lt;br /&gt;
&lt;br /&gt;
In operation, jumpships are designed to spread a field envelope around one or more in-system ships; the mass and strict design criteria of a jump drive make the best of them clumsy and pathetically ill-suited as anything other than interstellar tugs.  Since the jump takes place in the blink of an eye, hard docking is not required.  After each jump the drive must be purged, which involves both cooling it down (larger jumpships can go through a hundred tons of water in less than a minute, vented into space as superheated steam) and then the much longer process of stabilizing and damping the post-jump ‘static’ in the drive, which can take a week or more.&lt;br /&gt;
&lt;br /&gt;
Jump drives can only function between stellar-mass objects, and furthermore ones that are no more than ~8 light years apart (&#039;&#039;ed. note: test jumps of &amp;lt;8.75 and even [once] 9LY have been recorded, but are not recommended outside of dire emergency due to undue stress on the TJD and an uncomfortably high chance of total existence failure&#039;&#039;).  This has created an interesting dynamic with regards to exploration and expansion, as ships must take specific routes outward.&lt;br /&gt;
&lt;br /&gt;
==Smallcraft==&lt;br /&gt;
All fighters come in squadrons of twenty.&lt;br /&gt;
All bombers come in squadrons of ten.&lt;br /&gt;
&lt;br /&gt;
===Light Fighter Squadron===&lt;br /&gt;
Analogous to: nBSG Vipers, F-16s, TIEs, wyrdlife drones&amp;lt;br&amp;gt;&lt;br /&gt;
1pt&amp;lt;br&amp;gt;&lt;br /&gt;
10DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightweight single-seat screening and escort fighters, produced in mass numbers in wartime due to their low cost.&lt;br /&gt;
&lt;br /&gt;
===Medium Fighter Squadron===&lt;br /&gt;
Analogous to: X-wings, F-15s, Yukikaze Sylphids, wyrdlife centurions&amp;lt;br&amp;gt;&lt;br /&gt;
2pts&amp;lt;br&amp;gt;&lt;br /&gt;
20DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two-seat (usually) fleet Combat Space Patrol and strike fighters, the bulk of most nations&#039; peacetime fighter fleet.&lt;br /&gt;
&lt;br /&gt;
===Superfighter Squadron===&lt;br /&gt;
Analogous to: Yukikaze Maves, Su-47s, wyrdlife praetorians&amp;lt;br&amp;gt;&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
40DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incredibly expensive, incredibly valuable, and incredibly effective, these (also usually two-seat) multirole fighters are often deployed to dominate areas of space or as an ace card against attacking enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
===Attack Bomber Squadron===&lt;br /&gt;
Analogous to: B-25s, B-1s, wyrdlife princesses&amp;lt;br&amp;gt;&lt;br /&gt;
3pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smaller bombers, usually with crews of between four and eight, used to strike enemy ships and installations in hit-and-run raids. They have a rudimentary self-defense capability as represented by a number of light railgun turrets.&lt;br /&gt;
&lt;br /&gt;
===Heavy Bomber Squadron===&lt;br /&gt;
Analogous to: B-17s, B-52s, wyrdlife queens&amp;lt;br&amp;gt;&lt;br /&gt;
6pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are some things too fast to be hit by a three-ton antiship munition. For everything else, there&#039;s the Heavy Bomber. Usually crewed by between eight and sixteen people and positively &#039;&#039;bristling&#039;&#039; with antifighter weapons.&lt;br /&gt;
&lt;br /&gt;
==Preliminary hullcosts (Modernish)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In-system ships===&lt;br /&gt;
&lt;br /&gt;
Corvette:  1&amp;lt;br&amp;gt;&lt;br /&gt;
Frigate:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Destroyer:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser:  8&amp;lt;br&amp;gt;&lt;br /&gt;
Battlecruiser:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship:  32&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship: 64&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monitor: 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aviation Cruiser: 12 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Assault Carrier: 24 (30DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Escort Carrier: 8 (20DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Carrier:  16 (40DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Carrier:  32 (80DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Supercarrier:  48 (120DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jump-capable ships===&lt;br /&gt;
&lt;br /&gt;
Scout:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Constructor: 16 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
System Control Ship: 96 (80DP)&amp;lt;br&amp;gt; &lt;br /&gt;
Light Jumpship (4x8):  8&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Jumpship (4x32):  24&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
&lt;br /&gt;
===Gun Platforms===&lt;br /&gt;
The GP series of platforms was first introduced by the Union Navy during the latter half of the Synthlife Rebellion as part of the Lunar defense network. Each largely immobile platform was only half the cost and tonnage of a similarly-armed warship, allowing the Union to create a heavy shield around its&#039; primary refuge from the synthlife rampaging through the inner system, and the series was once again proven to be a worthwhile expenditure with each failed Synth attempt to break Luna&#039;s wall of defenses. In light of their effectiveness, most nations have since copied and continuously upgraded the series throughout a tumultuous century of service.&lt;br /&gt;
&lt;br /&gt;
====GP-L (Gun Platform, Light)====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-M (Gun Platform, Medium)====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-H (Gun Platform, Heavy)====&lt;br /&gt;
32pts&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Platforms===&lt;br /&gt;
Concieved as a way to eliminate the intercept delays and fuel expenditures of STO interceptions and to extend the defensive envelope of a world without requiring dedicated warships, the &#039;Long Fang&#039; fighter platform was the brainchild of the old People&#039;s Republic of the Red Planet, China&#039;s primary offworld puppet. The PLASF proved their worth when they repelled a typically fighter-heavy Jovian raiding force within seven minutes of its&#039; arrival over the Red Planet. Like the Terran GP series of gun-armed stations, the Long Fangs were copied across the Solar System and repeatedly upgraded.&lt;br /&gt;
&lt;br /&gt;
====FP1====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP2====&lt;br /&gt;
8pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP3====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===National Wonders===&lt;br /&gt;
National wonders represent truly massive constructions, hero projects designed to display and project a nation&#039;s power. They generally have a listed limit. Abusers will be spaced. Sry. U mad?&lt;br /&gt;
&lt;br /&gt;
====Skyhook (Limit 1)====&lt;br /&gt;
The archetypical space elevator, skyhooks are a composite-fiber tether leading from a space station in geosynchronous orbit to a point on the planet&#039;s surface directly below. Their primary use is as a cheap way to get things from surface to orbit without expensive cargo transport trips. &#039;&#039;Once completed&#039;&#039;, Skyhooks provide a one-time bonus to the world they orbit of one level of Infrastructure and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
240DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 40, max size 8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spacedock (Limit 1)====&lt;br /&gt;
Mammoth orbital fleet yards, Spacedocks are the beating heart of a large military and a heavily-defended hub of repair slips, fighter manufactories, and troop marshalling facilities. &#039;&#039;Once completed&#039;&#039;, Spacedocks provide a one-time bonus to the world they orbit of 150 points of ships (at player discretion and mod approval) and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 60, max size 48.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Orbital Colony Group (Limit 2 over your homeworld and 1 per extrasolar world under your control)====&lt;br /&gt;
Stanford Toruses, Bernal Spheres, O&#039;Neill Cylinders - these represent efforts to provide space for your burgeoning population by constructing groups of orbital colonies. &#039;&#039;Once completed&#039;&#039;, Orbital Colonies provide a one-time bonus to the world they orbit of one level of population, one level of Infrastructure, and one level of Military Support. Surgeon General&#039;s Warning: Will rebel and colony-drop you if abused.&amp;lt;br&amp;gt;&lt;br /&gt;
375pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Colony Mission (Limit 1 per extrasolar world under your control)====&lt;br /&gt;
The sum total of all the preparation required to colonize another world, Colony Missions comprise the colonists, supplies, prefabricated structures, transport ships, and myriad other items you gather in order to put a permanent presence on a world outside of Sol. &#039;&#039;Once safely landed and set up, a process requiring one game quarter&#039;&#039;, Colony Missions provide the following basic stats for that colony: one level of Population, one level of infrastructure, one level of military support, and five levels of growth potential. These are specific to this colony, and are not added to the totals for your Solar System holdings. Also, true bragging rights. Escort optional.&amp;lt;br&amp;gt;&lt;br /&gt;
500pts&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=24654</id>
		<title>UnSol</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=24654"/>
		<updated>2010-12-24T04:39:09Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Getting There and Back */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Soon to be a book or three!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
&lt;br /&gt;
The year is 2201. The worlds of the Solar System are just now beginning to discover faster-than-light technology. The first scout ships preparing to leap away to nearby stars herald the dawn of a new age of discovery. The great Sol system, however, is not as it once was. &lt;br /&gt;
&lt;br /&gt;
*Mercury: ???&lt;br /&gt;
*Venus: ???&lt;br /&gt;
*Terra (Terran Union): &lt;br /&gt;
**The cradle of human civilization, overpopulated and covered with megalopoli teeming with human life, labors under a brutal, technologically stagnant hegemony bent on regaining control of the system and all of humanity. &lt;br /&gt;
*Luna (Terran Union): &lt;br /&gt;
**Primary base of the Union Navy, dotted with domed settlements and chafing under Earther oppression of all &#039;genetic deviants.&lt;br /&gt;
*Mars: MW&lt;br /&gt;
**Germans!&lt;br /&gt;
*The Belt:&lt;br /&gt;
*Ceres (CeresCorp): &lt;br /&gt;
**Of the hundreds of settlements in the Belt, only Ceres shows any semblance of organized government.&lt;br /&gt;
*Jupiter (Jovian Federation):&lt;br /&gt;
**The last bastion of Western (read: American) Democracy and #2 superpower in the system behind the Union.&lt;br /&gt;
*Jovian Trojans: Shrike&lt;br /&gt;
*Saturn: Oseng&lt;br /&gt;
*Uranus:&lt;br /&gt;
*Neptune:&lt;br /&gt;
**The edge of the Main System, Neptune looks out upon the lawless frontier that is the Kuiper Belt.&lt;br /&gt;
*Pluto: ???&lt;br /&gt;
*Eris: ???&lt;br /&gt;
*Sedna (Cyberlife): &amp;gt;|(&lt;br /&gt;
&lt;br /&gt;
==Making an UnSol nation==&lt;br /&gt;
&lt;br /&gt;
Simplicity itself.  Simply assign your points to each of the categories until you run out.  That&#039;ll give you the basis around which to write up the details of your nation.  Modifiers (such as +3 Infrastructure) are cost, not level modifiers.  Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.&lt;br /&gt;
&lt;br /&gt;
Current suggestion:  30 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
0: A backwater nowhere habitat, the solar equivalent of a city-state.&amp;lt;br&amp;gt;&lt;br /&gt;
2: A small alliance of habitats or a single dwarf planet like Ceres.  Adds +1 Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
3: A lesser state, though one that cannot be ignored.  An exceptionally populous minor world or else one of several nations on a major world.  Adds +1 to Infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
5: A fairly typical midsized nation, the typical owners of a major body or multiple smaller ones.  Adds +1 to Infrastructure and Space Fleet.&amp;lt;br&amp;gt;&lt;br /&gt;
6: A large nation with a substantial, diverse population spread across many cities and habitats.  Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.&amp;lt;br&amp;gt;&lt;br /&gt;
7: A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Transhumanism===&lt;br /&gt;
0: None at all!  Your people are the same old [i]Homo Sapiens Sapiens[/i] from the 20th century.  Badass normal powers combine!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Basic gene-screening has weeded out various ailments and weaknesses, though nobody is fundamentally [i]different[/i].&amp;lt;br&amp;gt;&lt;br /&gt;
2: Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques.  Reproductive speciation is a possible side-effect, though uncommon and can be mediated.&amp;lt;br&amp;gt;&lt;br /&gt;
6: ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
0: Well, you could probably &#039;&#039;rearm&#039;&#039; a warship . . .  Construction Rating 20, max size 2&amp;lt;br&amp;gt;&lt;br /&gt;
1: Construction Rating 30, max size 4&amp;lt;br&amp;gt;&lt;br /&gt;
2: Construction Rating 40, max size 8&amp;lt;br&amp;gt;&lt;br /&gt;
3: Construction Rating 50, max size 16&amp;lt;br&amp;gt;&lt;br /&gt;
4: Construction Rating 60, max size 48&amp;lt;br&amp;gt;&lt;br /&gt;
5: Massive, well developed planetary and spaceborn industry.  Construction Rating 70, max size 96&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Growth Potential===&lt;br /&gt;
0: Overcrowding and resource shortages are chronic; you need relief and now!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
2: &amp;lt;br&amp;gt;&lt;br /&gt;
3: &amp;lt;br&amp;gt;&lt;br /&gt;
4: &amp;lt;br&amp;gt;&lt;br /&gt;
5: The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Military Quality===&lt;br /&gt;
0: No real military, more like a glorified police force.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Barely adequate, not quite an undisciplined rabble but definately not very good.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average, your soldiers might be trained decently, but there&#039;s not many of them.  Or the reverse, with a large but ill-trained army.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average armed forces, nothing special but no glaring weaknesses.&amp;lt;br&amp;gt;&lt;br /&gt;
4: A respectable military force, definately something to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Best of the best, your military is well trained and/or very large.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Military Support (Replaces Military Quality)====&lt;br /&gt;
0: Your nation simply sees little need for a large military; 6x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
1: 8x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
2: 10x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
3: 12x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
4: 14x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
5: 16x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Fleet===&lt;br /&gt;
0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
1: 200 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
2: 350 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
3: 500 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
4: 650 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
5: 800 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Advancement===&lt;br /&gt;
0: Fairly limited technology, probably imports all high-tech goods.&amp;lt;br&amp;gt;&lt;br /&gt;
1: About the lowest level at which one could design a halfway-competitive spaceship.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average technology, probably a second tier power.  May have a spike or two of above-average effectiveness but overall not too impressive.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average advancement, no glaring weaknesses or strong points.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Powerful technology including advanced energy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Highly sophisticated technology across the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emergent Technologies:===&lt;br /&gt;
The 21st century was a boom time for so-called emergent technologies; ubiquitous connectivity, autonomous robots, flexible AIs, nanotechnology.  These promised the galaxy and delivered the solar system as legions of machines erected sunshades around Venus, built cities on Mars and excavated habitats all across the outer system.  Unfortunately, ‘Rogue machine’ incidents in the latter 21st as well as the heavy use of automated weapons in various Earthside conflicts saw these technologies progressively limited and collectively suppressed and the mechanical workers of the early colonization era worked until they failed, never to be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0:  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here, where (like a number of Sol states) emergent technologies were sealed away for the greater good.&amp;lt;br&amp;gt;&lt;br /&gt;
1:  You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged.  An example of this level is Halo, which has a smattering of AIs and cybernetics of generally primitive (if effective) design.&amp;lt;br&amp;gt;&lt;br /&gt;
3:  Cornucopias and similar devices have begun to radically reshape your economy.  Industry is faster and more flexible than ever before.  Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.&amp;lt;br&amp;gt;&lt;br /&gt;
6:  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 General Advancement.  Eclipse Phase and similar settings would be at this level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FTL Drives===&lt;br /&gt;
0: Has no ability to design or construct FTL ships.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Has the basic theory for FTL jumpships, but needs outside help to actually construct them.&amp;lt;br&amp;gt;&lt;br /&gt;
3: The principles of FTL travel are well-understood and your nation can construct jumpships.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You [i]invented[/i] the damn things and know a few tricks others don’t.  Adds +1 Outsystem Territory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsystem Territory===&lt;br /&gt;
0: No outsystem territories, strictly a Sol system power.  The norm at this stage of the game, really.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Little more than fueling stops and barren rocks.&amp;lt;br&amp;gt;&lt;br /&gt;
3: You have an actual outsystem presence of a few (armed?) stations and as a result can conduct meaningful fleet operations in the Great Beyond.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You’ve actually dropped a self-sustaining colony on a habitable world.  Mucho bragging rights.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting notes==&lt;br /&gt;
&lt;br /&gt;
===Getting There and Back===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quantum Transition Engine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First developed in the middle of the 21st century, Quantum Transition Engines (colloquially known as QTEs or ‘Cuties’, or Q-Drives for the more straightlaced) revolutionized space travel.  A non-newtonian propulsion method, they generate a macroquantum effect that essentially ‘tunnels’ the QTE and surroundings across significant distance.  The effect propagates directly forward at the speed of light and as such does not violate relativity – it would take another century and a half to cheat Einstein.  However, as it takes substantial time to recycle a QTE between jumps, the effective pseudovelocity is far below &#039;&#039;c&#039;&#039;, rarely exceeding ~1 light second jumps every 10-12 minutes for high-performance units and giving an effective pseudovelocity of 4-500 kms or about 1 AU every 4 days.  Outside of strong mass influences (several tens of light-seconds of distance for the Earth) the quantum effect can travel much further before dissipating, resulting in approximately an order of magnitude increase in pseudovelocity.  This is known as ‘high cruise’.&lt;br /&gt;
&lt;br /&gt;
Despite many years of use, the performance and general design of QTEs has not improved markedly since the late 21st century; a QTE from an American &#039;&#039;Trailblazer&#039;&#039; deep-space cruiser circa 2080 would recycle in 25 or so minutes instead of every 12 like that of a Jovian Federation &#039;&#039;Endeavor&#039;&#039; destroyer’s, circa 2200.  Growth in the speed of cargo ships has been essentially nonexistent with typical peudovelocities being in the 2-2.5 light secondshour range.  Durability, fault tolerance, size and cost &#039;&#039;have&#039;&#039; improved however, and few ships of any size built in the past half-century are not fitted with a QTE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:A typical civilian ship goes at 2.5 light seconds per hour.&lt;br /&gt;
:A typical military ship goes at 5 light seconds per hour.&lt;br /&gt;
:For high-travel, any ship outside of a defined distance from a significant mass can travel 10 times normal speed.&lt;br /&gt;
:Star ‘curb’:  500 light seconds&lt;br /&gt;
:Gas Giant ‘curb’: 100 light seconds&lt;br /&gt;
:Major Body ‘curb’:  25 light seconds&lt;br /&gt;
:Minor Body ‘curb’:  10 light seconds&lt;br /&gt;
&lt;br /&gt;
This would put Earth-Pluto travel times at 16-40 days, one way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tachyon Jump Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While a handful of interstellar sleeperships were launched in the late 21st century, outfitted with special QTEs designed for the exceptionally flat space-time between stars and capable of upwards of 10% lightspeed even without using their immense antimatter drives, it seemed that for all intents and purposes humanity was locked inside its solar system, unless one wanted to be &#039;&#039;very&#039;&#039; patient.  All that changed with the publishing of a physics research paper in 2189 that laid out the foundation of a new theory of FTL transit.  The critical difference between this one and previous such as wormholes and Alcubierre drives was that the ‘tachyonic spatial displacement device’ was actually &#039;&#039;workable&#039;&#039;.  Several major governments poured immense resources into developing tachyon jump drives (or simply ‘jump drives’) and the first flights were scheduled to coincide with the 2200 centennial celebrations.&lt;br /&gt;
&lt;br /&gt;
Jump drives are radically different beasts from the familiar QTEs of solar system craft large and small.  First and most notably, jump drives are capable of bridging the distances between two stars essentially instantly.  They are also extremely large, cumbersome devices; where a QTE or fusion drive is a ship component, a jump drive essentially &#039;&#039;is&#039;&#039; the ship.&lt;br /&gt;
&lt;br /&gt;
A jumpdrive (and thus by extension a typical jumpship design) is essentially a pair of monolithic wheel-shaped field guides connected by a spine that houses much of the core generation equipment.  The particular and unusual design is a necessity to properly shape the jump envelope; the loss of even one field node could potentially critically compromise the entire envelope geometry.  Unsurprisingly, jumpships carry a lot of spares.  A number of combat jumpship designs have also been floated – the Earther ‘System Control Ship’ concept being most notable – which move away from the simple wheel-spine-wheel design for less efficient but less constraining geometries, though all are instantly recognizable by the massive field guide arrays.&lt;br /&gt;
&lt;br /&gt;
In operation, jumpships are designed to spread a field envelope around one or more in-system ships; the mass and strict design criteria of a jump drive make the best of them clumsy and pathetically ill-suited as anything other than interstellar tugs.  Since the jump takes place in the blink of an eye, hard docking is not required.  After each jump the drive must be purged, which involves both cooling it down (larger jumpships can go through a hundred tons of water in less than a minute, vented into space as superheated steam) and then the much longer process of stabilizing and damping the post-jump ‘static’ in the drive, which can take a week or more.&lt;br /&gt;
&lt;br /&gt;
Jump drives can only function between stellar-mass objects, and furthermore ones that are no more than ~8 light years apart (&#039;&#039;ed. note: test jumps of &amp;lt;8.75 and even [once] 9LY have been recorded, but are not recommended outside of dire emergency due to undue stress on the TJD and an uncomfortably high chance of total existence failure&#039;&#039;).  This has created an interesting dynamic with regards to exploration and expansion, as ships must take specific routes outward.&lt;br /&gt;
&lt;br /&gt;
==Smallcraft==&lt;br /&gt;
All fighters come in squadrons of twenty.&lt;br /&gt;
All bombers come in squadrons of ten.&lt;br /&gt;
&lt;br /&gt;
===Light Fighter Squadron===&lt;br /&gt;
Analogous to: nBSG Vipers, F-16s, TIEs, wyrdlife drones&amp;lt;br&amp;gt;&lt;br /&gt;
1pt&amp;lt;br&amp;gt;&lt;br /&gt;
10DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightweight single-seat screening and escort fighters, produced in mass numbers in wartime due to their low cost.&lt;br /&gt;
&lt;br /&gt;
===Medium Fighter Squadron===&lt;br /&gt;
Analogous to: X-wings, F-15s, Yukikaze Sylphids, wyrdlife centurions&amp;lt;br&amp;gt;&lt;br /&gt;
2pts&amp;lt;br&amp;gt;&lt;br /&gt;
20DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two-seat (usually) fleet Combat Space Patrol and strike fighters, the bulk of most nations&#039; peacetime fighter fleet.&lt;br /&gt;
&lt;br /&gt;
===Superfighter Squadron===&lt;br /&gt;
Analogous to: Yukikaze Maves, Su-47s, wyrdlife praetorians&amp;lt;br&amp;gt;&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
40DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incredibly expensive, incredibly valuable, and incredibly effective, these (also usually two-seat) multirole fighters are often deployed to dominate areas of space or as an ace card against attacking enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
===Attack Bomber Squadron===&lt;br /&gt;
Analogous to: B-25s, B-1s, wyrdlife princesses&amp;lt;br&amp;gt;&lt;br /&gt;
3pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smaller bombers, usually with crews of between four and eight, used to strike enemy ships and installations in hit-and-run raids. They have a rudimentary self-defense capability as represented by a number of light railgun turrets.&lt;br /&gt;
&lt;br /&gt;
===Heavy Bomber Squadron===&lt;br /&gt;
Analogous to: B-17s, B-52s, wyrdlife queens&amp;lt;br&amp;gt;&lt;br /&gt;
6pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are some things too fast to be hit by a three-ton antiship munition. For everything else, there&#039;s the Heavy Bomber. Usually crewed by between eight and sixteen people and positively &#039;&#039;bristling&#039;&#039; with antifighter weapons.&lt;br /&gt;
&lt;br /&gt;
==Preliminary hullcosts (Modernish)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In-system ships===&lt;br /&gt;
&lt;br /&gt;
Corvette:  1&amp;lt;br&amp;gt;&lt;br /&gt;
Frigate:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Destroyer:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser:  8&amp;lt;br&amp;gt;&lt;br /&gt;
Battlecruiser:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship:  32&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship: 64&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monitor: 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aviation Cruiser: 12 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Assault Carrier: 24 (30DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Escort Carrier: 8 (20DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Carrier:  16 (40DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Carrier:  32 (80DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Supercarrier:  48 (120DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jump-capable ships===&lt;br /&gt;
&lt;br /&gt;
Scout:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Constructor: 16 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
System Control Ship: 96 (80DP)&amp;lt;br&amp;gt; &lt;br /&gt;
Light Jumpship (4x8):  8&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Jumpship (4x32):  24&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
&lt;br /&gt;
===Gun Platforms===&lt;br /&gt;
The GP series of platforms was first introduced by the Union Navy during the latter half of the Synthlife Rebellion as part of the Lunar defense network. Each largely immobile platform was only half the cost and tonnage of a similarly-armed warship, allowing the Union to create a heavy shield around its&#039; primary refuge from the synthlife rampaging through the inner system, and the series was once again proven to be a worthwhile expenditure with each failed Synth attempt to break Luna&#039;s wall of defenses. In light of their effectiveness, most nations have since copied and continuously upgraded the series throughout a tumultuous century of service.&lt;br /&gt;
&lt;br /&gt;
====GP-L (Gun Platform, Light)====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-M (Gun Platform, Medium)====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-H (Gun Platform, Heavy)====&lt;br /&gt;
32pts&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Platforms===&lt;br /&gt;
Concieved as a way to eliminate the intercept delays and fuel expenditures of STO interceptions and to extend the defensive envelope of a world without requiring dedicated warships, the &#039;Long Fang&#039; fighter platform was the brainchild of the old People&#039;s Republic of the Red Planet, China&#039;s primary offworld puppet. The PLASF proved their worth when they repelled a typically fighter-heavy Jovian raiding force within seven minutes of its&#039; arrival over the Red Planet. Like the Terran GP series of gun-armed stations, the Long Fangs were copied across the Solar System and repeatedly upgraded.&lt;br /&gt;
&lt;br /&gt;
====FP1====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP2====&lt;br /&gt;
8pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP3====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===National Wonders===&lt;br /&gt;
National wonders represent truly massive constructions, hero projects designed to display and project a nation&#039;s power. They generally have a listed limit. Abusers will be spaced. Sry. U mad?&lt;br /&gt;
&lt;br /&gt;
====Skyhook (Limit 1)====&lt;br /&gt;
The archetypical space elevator, skyhooks are a composite-fiber tether leading from a space station in geosynchronous orbit to a point on the planet&#039;s surface directly below. Their primary use is as a cheap way to get things from surface to orbit without expensive cargo transport trips. &#039;&#039;Once completed&#039;&#039;, Skyhooks provide a one-time bonus to the world they orbit of one level of Infrastructure and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
240DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 40, max size 8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spacedock (Limit 1)====&lt;br /&gt;
Mammoth orbital fleet yards, Spacedocks are the beating heart of a large military and a heavily-defended hub of repair slips, fighter manufactories, and troop marshalling facilities. &#039;&#039;Once completed&#039;&#039;, Spacedocks provide a one-time bonus to the world they orbit of 150 points of ships (at player discretion and mod approval) and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 60, max size 48.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Orbital Colony Group (Limit 2 over your homeworld and 1 per extrasolar world under your control)====&lt;br /&gt;
Stanford Toruses, Bernal Spheres, O&#039;Neill Cylinders - these represent efforts to provide space for your burgeoning population by constructing groups of orbital colonies. &#039;&#039;Once completed&#039;&#039;, Orbital Colonies provide a one-time bonus to the world they orbit of one level of population, one level of Infrastructure, and one level of Military Support. Surgeon General&#039;s Warning: Will rebel and colony-drop you if abused.&amp;lt;br&amp;gt;&lt;br /&gt;
375pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Colony Mission (Limit 1 per extrasolar world under your control)====&lt;br /&gt;
The sum total of all the preparation required to colonize another world, Colony Missions comprise the colonists, supplies, prefabricated structures, transport ships, and myriad other items you gather in order to put a permanent presence on a world outside of Sol. &#039;&#039;Once safely landed and set up, a process requiring one game quarter&#039;&#039;, Colony Missions provide the following basic stats for that colony: one level of Population, one level of infrastructure, one level of military support, and five levels of growth potential. These are specific to this colony, and are not added to the totals for your Solar System holdings. Also, true bragging rights. Escort optional.&amp;lt;br&amp;gt;&lt;br /&gt;
500pts&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=24653</id>
		<title>UnSol</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=24653"/>
		<updated>2010-12-24T04:35:10Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Getting There and Back */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Soon to be a book or three!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
&lt;br /&gt;
The year is 2201. The worlds of the Solar System are just now beginning to discover faster-than-light technology. The first scout ships preparing to leap away to nearby stars herald the dawn of a new age of discovery. The great Sol system, however, is not as it once was. &lt;br /&gt;
&lt;br /&gt;
*Mercury: ???&lt;br /&gt;
*Venus: ???&lt;br /&gt;
*Terra (Terran Union): &lt;br /&gt;
**The cradle of human civilization, overpopulated and covered with megalopoli teeming with human life, labors under a brutal, technologically stagnant hegemony bent on regaining control of the system and all of humanity. &lt;br /&gt;
*Luna (Terran Union): &lt;br /&gt;
**Primary base of the Union Navy, dotted with domed settlements and chafing under Earther oppression of all &#039;genetic deviants.&lt;br /&gt;
*Mars: MW&lt;br /&gt;
**Germans!&lt;br /&gt;
*The Belt:&lt;br /&gt;
*Ceres (CeresCorp): &lt;br /&gt;
**Of the hundreds of settlements in the Belt, only Ceres shows any semblance of organized government.&lt;br /&gt;
*Jupiter (Jovian Federation):&lt;br /&gt;
**The last bastion of Western (read: American) Democracy and #2 superpower in the system behind the Union.&lt;br /&gt;
*Jovian Trojans: Shrike&lt;br /&gt;
*Saturn: Oseng&lt;br /&gt;
*Uranus:&lt;br /&gt;
*Neptune:&lt;br /&gt;
**The edge of the Main System, Neptune looks out upon the lawless frontier that is the Kuiper Belt.&lt;br /&gt;
*Pluto: ???&lt;br /&gt;
*Eris: ???&lt;br /&gt;
*Sedna (Cyberlife): &amp;gt;|(&lt;br /&gt;
&lt;br /&gt;
==Making an UnSol nation==&lt;br /&gt;
&lt;br /&gt;
Simplicity itself.  Simply assign your points to each of the categories until you run out.  That&#039;ll give you the basis around which to write up the details of your nation.  Modifiers (such as +3 Infrastructure) are cost, not level modifiers.  Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.&lt;br /&gt;
&lt;br /&gt;
Current suggestion:  30 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
0: A backwater nowhere habitat, the solar equivalent of a city-state.&amp;lt;br&amp;gt;&lt;br /&gt;
2: A small alliance of habitats or a single dwarf planet like Ceres.  Adds +1 Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
3: A lesser state, though one that cannot be ignored.  An exceptionally populous minor world or else one of several nations on a major world.  Adds +1 to Infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
5: A fairly typical midsized nation, the typical owners of a major body or multiple smaller ones.  Adds +1 to Infrastructure and Space Fleet.&amp;lt;br&amp;gt;&lt;br /&gt;
6: A large nation with a substantial, diverse population spread across many cities and habitats.  Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.&amp;lt;br&amp;gt;&lt;br /&gt;
7: A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Transhumanism===&lt;br /&gt;
0: None at all!  Your people are the same old [i]Homo Sapiens Sapiens[/i] from the 20th century.  Badass normal powers combine!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Basic gene-screening has weeded out various ailments and weaknesses, though nobody is fundamentally [i]different[/i].&amp;lt;br&amp;gt;&lt;br /&gt;
2: Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques.  Reproductive speciation is a possible side-effect, though uncommon and can be mediated.&amp;lt;br&amp;gt;&lt;br /&gt;
6: ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
0: Well, you could probably &#039;&#039;rearm&#039;&#039; a warship . . .  Construction Rating 20, max size 2&amp;lt;br&amp;gt;&lt;br /&gt;
1: Construction Rating 30, max size 4&amp;lt;br&amp;gt;&lt;br /&gt;
2: Construction Rating 40, max size 8&amp;lt;br&amp;gt;&lt;br /&gt;
3: Construction Rating 50, max size 16&amp;lt;br&amp;gt;&lt;br /&gt;
4: Construction Rating 60, max size 48&amp;lt;br&amp;gt;&lt;br /&gt;
5: Massive, well developed planetary and spaceborn industry.  Construction Rating 70, max size 96&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Growth Potential===&lt;br /&gt;
0: Overcrowding and resource shortages are chronic; you need relief and now!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
2: &amp;lt;br&amp;gt;&lt;br /&gt;
3: &amp;lt;br&amp;gt;&lt;br /&gt;
4: &amp;lt;br&amp;gt;&lt;br /&gt;
5: The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Military Quality===&lt;br /&gt;
0: No real military, more like a glorified police force.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Barely adequate, not quite an undisciplined rabble but definately not very good.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average, your soldiers might be trained decently, but there&#039;s not many of them.  Or the reverse, with a large but ill-trained army.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average armed forces, nothing special but no glaring weaknesses.&amp;lt;br&amp;gt;&lt;br /&gt;
4: A respectable military force, definately something to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Best of the best, your military is well trained and/or very large.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Military Support (Replaces Military Quality)====&lt;br /&gt;
0: Your nation simply sees little need for a large military; 6x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
1: 8x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
2: 10x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
3: 12x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
4: 14x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
5: 16x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Fleet===&lt;br /&gt;
0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
1: 200 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
2: 350 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
3: 500 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
4: 650 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
5: 800 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Advancement===&lt;br /&gt;
0: Fairly limited technology, probably imports all high-tech goods.&amp;lt;br&amp;gt;&lt;br /&gt;
1: About the lowest level at which one could design a halfway-competitive spaceship.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average technology, probably a second tier power.  May have a spike or two of above-average effectiveness but overall not too impressive.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average advancement, no glaring weaknesses or strong points.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Powerful technology including advanced energy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Highly sophisticated technology across the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emergent Technologies:===&lt;br /&gt;
The 21st century was a boom time for so-called emergent technologies; ubiquitous connectivity, autonomous robots, flexible AIs, nanotechnology.  These promised the galaxy and delivered the solar system as legions of machines erected sunshades around Venus, built cities on Mars and excavated habitats all across the outer system.  Unfortunately, ‘Rogue machine’ incidents in the latter 21st as well as the heavy use of automated weapons in various Earthside conflicts saw these technologies progressively limited and collectively suppressed and the mechanical workers of the early colonization era worked until they failed, never to be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0:  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here, where (like a number of Sol states) emergent technologies were sealed away for the greater good.&amp;lt;br&amp;gt;&lt;br /&gt;
1:  You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged.  An example of this level is Halo, which has a smattering of AIs and cybernetics of generally primitive (if effective) design.&amp;lt;br&amp;gt;&lt;br /&gt;
3:  Cornucopias and similar devices have begun to radically reshape your economy.  Industry is faster and more flexible than ever before.  Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.&amp;lt;br&amp;gt;&lt;br /&gt;
6:  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 General Advancement.  Eclipse Phase and similar settings would be at this level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FTL Drives===&lt;br /&gt;
0: Has no ability to design or construct FTL ships.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Has the basic theory for FTL jumpships, but needs outside help to actually construct them.&amp;lt;br&amp;gt;&lt;br /&gt;
3: The principles of FTL travel are well-understood and your nation can construct jumpships.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You [i]invented[/i] the damn things and know a few tricks others don’t.  Adds +1 Outsystem Territory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsystem Territory===&lt;br /&gt;
0: No outsystem territories, strictly a Sol system power.  The norm at this stage of the game, really.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Little more than fueling stops and barren rocks.&amp;lt;br&amp;gt;&lt;br /&gt;
3: You have an actual outsystem presence of a few (armed?) stations and as a result can conduct meaningful fleet operations in the Great Beyond.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You’ve actually dropped a self-sustaining colony on a habitable world.  Mucho bragging rights.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting notes==&lt;br /&gt;
&lt;br /&gt;
===Getting There and Back===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quantum Transition Engine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First developed in the middle of the 21st century, Quantum Transition Engines (colloquially known as QTEs or ‘Cuties’, or Q-Drives for the more straightlaced) revolutionized space travel.  A non-newtonian propulsion method, they generate a macroquantum effect that essentially ‘tunnels’ the QTE and surroundings across significant distance.  The effect propagates directly forward at the speed of light and as such does not violate relativity – it would take another century and a half to cheat Einstein.  However, as it takes substantial time to recycle a QTE between jumps, the effective pseudovelocity is far below &#039;&#039;c&#039;&#039;, rarely exceeding ~1 light second jumps every 10-12 minutes for high-performance units and giving an effective pseudovelocity of 4-500 kms or about 1 AU every 4 days.  Outside of strong mass influences (several tens of light-seconds of distance for the Earth) the quantum effect can travel much further before dissipating, resulting in approximately an order of magnitude increase in pseudovelocity.  This is known as ‘high cruise’.&lt;br /&gt;
&lt;br /&gt;
Despite many years of use, the performance and general design of QTEs has not improved markedly since the late 21st century; a QTE from an American &#039;&#039;Trailblazer&#039;&#039; deep-space cruiser circa 2080 would recycle in 25 or so minutes instead of every 12 like that of a Jovian Federation &#039;&#039;Endeavor&#039;&#039; destroyer’s, circa 2200.  Growth in the speed of cargo ships has been essentially nonexistent with typical peudovelocities being in the 2-2.5 light secondshour range.  Durability, fault tolerance, size and cost &#039;&#039;have&#039;&#039; improved however, and few ships of any size built in the past half-century are not fitted with a QTE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:A typical civilian ship goes at 2.5 light seconds per hour.&lt;br /&gt;
:A typical military ship goes at 5 light seconds per hour.&lt;br /&gt;
:For high-travel, any ship outside of a defined distance from a significant mass can travel 10 times normal speed.&lt;br /&gt;
:Star ‘curb’:  500 light seconds&lt;br /&gt;
:Gas Giant ‘curb’: 100 light seconds&lt;br /&gt;
:Major Body ‘curb’:  25 light seconds&lt;br /&gt;
:Minor Body ‘curb’:  10 light seconds&lt;br /&gt;
&lt;br /&gt;
This would put Earth-Pluto travel times at 16-40 days, one way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tachyon Jump Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While a handful of interstellar sleeperships were launched in the late 21st century, outfitted with special QTEs designed for the exceptionally flat space-time between stars and capable of upwards of 10% lightspeed even without using their immense antimatter drives, it seemed that for all intents and purposes humanity was locked inside its solar system, unless one wanted to be &#039;&#039;very&#039;&#039; patient.  All that changed with the publishing of a physics research paper in 2189 that laid out the foundation of a new theory of FTL transit.  The critical difference between this one and previous such as wormholes and Alcubierre drives was that the ‘tachyonic spatial displacement device’ was actually &#039;&#039;workable&#039;&#039;.  Several major governments poured immense resources into developing tachyon jump drives (or simply ‘jump drives’) and the first flights were scheduled to coincide with the 2200 centennial celebrations.&lt;br /&gt;
&lt;br /&gt;
Jump drives are radically different beasts from the familiar QTEs of solar system craft large and small.  First and most notably, jump drives are capable of bridging the distances between two stars essentially instantly.  They are also extremely large, cumbersome devices; where a QTE or fusion drive is a ship component, a jump drive essentially &#039;&#039;is&#039;&#039; the ship.&lt;br /&gt;
&lt;br /&gt;
A jumpdrive (and thus by extension a typical jumpship design) is essentially a pair of monolithic wheel-shaped field guides connected by a spine that houses much of the core generation equipment.  The particular and unusual design is a necessity to properly shape the jump envelope; the loss of even one field node could potentially critically compromise the entire envelope geometry.  Unsurprisingly, jumpships carry a lot of spares.  A number of combat jumpship designs have also been floated – the Earther ‘System Control Ship’ concept being most notable – which move away from the simple wheel-spine-wheel design for less efficient but less constraining geometries, though all are instantly recognizable by the massive field guide arrays.&lt;br /&gt;
&lt;br /&gt;
In operation, jumpships are designed to spread a field envelope around one or more in-system ships; the mass and strict design criteria of a jump drive make the best of them clumsy and pathetically ill-suited as anything other than interstellar tugs.  Since the jump takes place in the blink of an eye, hard docking is not required.  After each jump the drive must be purged, which involves both cooling it down (larger jumpships can go through a hundred tons of water in less than a minute, vented into space as superheated steam) and then the much longer process of stabilizing and damping the post-jump ‘static’ in the drive, which can take a week or more.&lt;br /&gt;
&lt;br /&gt;
Jump drives can only function between stellar-mass objects, and furthermore ones that are no more than ~8 light years apart (&#039;&#039;ed. note: test jumps of &amp;lt;8.75LY have been recorded, but are not recommended outside of dire emergency due to undue stress on the TJD and an uncomfortably high chance of total existence failure&#039;&#039;).  This has created an interesting dynamic with regards to exploration and expansion, as ships must take specific routes outward.&lt;br /&gt;
&lt;br /&gt;
==Smallcraft==&lt;br /&gt;
All fighters come in squadrons of twenty.&lt;br /&gt;
All bombers come in squadrons of ten.&lt;br /&gt;
&lt;br /&gt;
===Light Fighter Squadron===&lt;br /&gt;
Analogous to: nBSG Vipers, F-16s, TIEs, wyrdlife drones&amp;lt;br&amp;gt;&lt;br /&gt;
1pt&amp;lt;br&amp;gt;&lt;br /&gt;
10DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightweight single-seat screening and escort fighters, produced in mass numbers in wartime due to their low cost.&lt;br /&gt;
&lt;br /&gt;
===Medium Fighter Squadron===&lt;br /&gt;
Analogous to: X-wings, F-15s, Yukikaze Sylphids, wyrdlife centurions&amp;lt;br&amp;gt;&lt;br /&gt;
2pts&amp;lt;br&amp;gt;&lt;br /&gt;
20DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two-seat (usually) fleet Combat Space Patrol and strike fighters, the bulk of most nations&#039; peacetime fighter fleet.&lt;br /&gt;
&lt;br /&gt;
===Superfighter Squadron===&lt;br /&gt;
Analogous to: Yukikaze Maves, Su-47s, wyrdlife praetorians&amp;lt;br&amp;gt;&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
40DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incredibly expensive, incredibly valuable, and incredibly effective, these (also usually two-seat) multirole fighters are often deployed to dominate areas of space or as an ace card against attacking enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
===Attack Bomber Squadron===&lt;br /&gt;
Analogous to: B-25s, B-1s, wyrdlife princesses&amp;lt;br&amp;gt;&lt;br /&gt;
3pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smaller bombers, usually with crews of between four and eight, used to strike enemy ships and installations in hit-and-run raids. They have a rudimentary self-defense capability as represented by a number of light railgun turrets.&lt;br /&gt;
&lt;br /&gt;
===Heavy Bomber Squadron===&lt;br /&gt;
Analogous to: B-17s, B-52s, wyrdlife queens&amp;lt;br&amp;gt;&lt;br /&gt;
6pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are some things too fast to be hit by a three-ton antiship munition. For everything else, there&#039;s the Heavy Bomber. Usually crewed by between eight and sixteen people and positively &#039;&#039;bristling&#039;&#039; with antifighter weapons.&lt;br /&gt;
&lt;br /&gt;
==Preliminary hullcosts (Modernish)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In-system ships===&lt;br /&gt;
&lt;br /&gt;
Corvette:  1&amp;lt;br&amp;gt;&lt;br /&gt;
Frigate:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Destroyer:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser:  8&amp;lt;br&amp;gt;&lt;br /&gt;
Battlecruiser:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship:  32&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship: 64&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monitor: 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aviation Cruiser: 12 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Assault Carrier: 24 (30DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Escort Carrier: 8 (20DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Carrier:  16 (40DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Carrier:  32 (80DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Supercarrier:  48 (120DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jump-capable ships===&lt;br /&gt;
&lt;br /&gt;
Scout:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Constructor: 16 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
System Control Ship: 96 (80DP)&amp;lt;br&amp;gt; &lt;br /&gt;
Light Jumpship (4x8):  8&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Jumpship (4x32):  24&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
&lt;br /&gt;
===Gun Platforms===&lt;br /&gt;
The GP series of platforms was first introduced by the Union Navy during the latter half of the Synthlife Rebellion as part of the Lunar defense network. Each largely immobile platform was only half the cost and tonnage of a similarly-armed warship, allowing the Union to create a heavy shield around its&#039; primary refuge from the synthlife rampaging through the inner system, and the series was once again proven to be a worthwhile expenditure with each failed Synth attempt to break Luna&#039;s wall of defenses. In light of their effectiveness, most nations have since copied and continuously upgraded the series throughout a tumultuous century of service.&lt;br /&gt;
&lt;br /&gt;
====GP-L (Gun Platform, Light)====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-M (Gun Platform, Medium)====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-H (Gun Platform, Heavy)====&lt;br /&gt;
32pts&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Platforms===&lt;br /&gt;
Concieved as a way to eliminate the intercept delays and fuel expenditures of STO interceptions and to extend the defensive envelope of a world without requiring dedicated warships, the &#039;Long Fang&#039; fighter platform was the brainchild of the old People&#039;s Republic of the Red Planet, China&#039;s primary offworld puppet. The PLASF proved their worth when they repelled a typically fighter-heavy Jovian raiding force within seven minutes of its&#039; arrival over the Red Planet. Like the Terran GP series of gun-armed stations, the Long Fangs were copied across the Solar System and repeatedly upgraded.&lt;br /&gt;
&lt;br /&gt;
====FP1====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP2====&lt;br /&gt;
8pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP3====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===National Wonders===&lt;br /&gt;
National wonders represent truly massive constructions, hero projects designed to display and project a nation&#039;s power. They generally have a listed limit. Abusers will be spaced. Sry. U mad?&lt;br /&gt;
&lt;br /&gt;
====Skyhook (Limit 1)====&lt;br /&gt;
The archetypical space elevator, skyhooks are a composite-fiber tether leading from a space station in geosynchronous orbit to a point on the planet&#039;s surface directly below. Their primary use is as a cheap way to get things from surface to orbit without expensive cargo transport trips. &#039;&#039;Once completed&#039;&#039;, Skyhooks provide a one-time bonus to the world they orbit of one level of Infrastructure and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
240DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 40, max size 8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spacedock (Limit 1)====&lt;br /&gt;
Mammoth orbital fleet yards, Spacedocks are the beating heart of a large military and a heavily-defended hub of repair slips, fighter manufactories, and troop marshalling facilities. &#039;&#039;Once completed&#039;&#039;, Spacedocks provide a one-time bonus to the world they orbit of 150 points of ships (at player discretion and mod approval) and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 60, max size 48.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Orbital Colony Group (Limit 2 over your homeworld and 1 per extrasolar world under your control)====&lt;br /&gt;
Stanford Toruses, Bernal Spheres, O&#039;Neill Cylinders - these represent efforts to provide space for your burgeoning population by constructing groups of orbital colonies. &#039;&#039;Once completed&#039;&#039;, Orbital Colonies provide a one-time bonus to the world they orbit of one level of population, one level of Infrastructure, and one level of Military Support. Surgeon General&#039;s Warning: Will rebel and colony-drop you if abused.&amp;lt;br&amp;gt;&lt;br /&gt;
375pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Colony Mission (Limit 1 per extrasolar world under your control)====&lt;br /&gt;
The sum total of all the preparation required to colonize another world, Colony Missions comprise the colonists, supplies, prefabricated structures, transport ships, and myriad other items you gather in order to put a permanent presence on a world outside of Sol. &#039;&#039;Once safely landed and set up, a process requiring one game quarter&#039;&#039;, Colony Missions provide the following basic stats for that colony: one level of Population, one level of infrastructure, one level of military support, and five levels of growth potential. These are specific to this colony, and are not added to the totals for your Solar System holdings. Also, true bragging rights. Escort optional.&amp;lt;br&amp;gt;&lt;br /&gt;
500pts&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=24652</id>
		<title>UnSol</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=24652"/>
		<updated>2010-12-24T04:34:01Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Soon to be a book or three!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
&lt;br /&gt;
The year is 2201. The worlds of the Solar System are just now beginning to discover faster-than-light technology. The first scout ships preparing to leap away to nearby stars herald the dawn of a new age of discovery. The great Sol system, however, is not as it once was. &lt;br /&gt;
&lt;br /&gt;
*Mercury: ???&lt;br /&gt;
*Venus: ???&lt;br /&gt;
*Terra (Terran Union): &lt;br /&gt;
**The cradle of human civilization, overpopulated and covered with megalopoli teeming with human life, labors under a brutal, technologically stagnant hegemony bent on regaining control of the system and all of humanity. &lt;br /&gt;
*Luna (Terran Union): &lt;br /&gt;
**Primary base of the Union Navy, dotted with domed settlements and chafing under Earther oppression of all &#039;genetic deviants.&lt;br /&gt;
*Mars: MW&lt;br /&gt;
**Germans!&lt;br /&gt;
*The Belt:&lt;br /&gt;
*Ceres (CeresCorp): &lt;br /&gt;
**Of the hundreds of settlements in the Belt, only Ceres shows any semblance of organized government.&lt;br /&gt;
*Jupiter (Jovian Federation):&lt;br /&gt;
**The last bastion of Western (read: American) Democracy and #2 superpower in the system behind the Union.&lt;br /&gt;
*Jovian Trojans: Shrike&lt;br /&gt;
*Saturn: Oseng&lt;br /&gt;
*Uranus:&lt;br /&gt;
*Neptune:&lt;br /&gt;
**The edge of the Main System, Neptune looks out upon the lawless frontier that is the Kuiper Belt.&lt;br /&gt;
*Pluto: ???&lt;br /&gt;
*Eris: ???&lt;br /&gt;
*Sedna (Cyberlife): &amp;gt;|(&lt;br /&gt;
&lt;br /&gt;
==Making an UnSol nation==&lt;br /&gt;
&lt;br /&gt;
Simplicity itself.  Simply assign your points to each of the categories until you run out.  That&#039;ll give you the basis around which to write up the details of your nation.  Modifiers (such as +3 Infrastructure) are cost, not level modifiers.  Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.&lt;br /&gt;
&lt;br /&gt;
Current suggestion:  30 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
0: A backwater nowhere habitat, the solar equivalent of a city-state.&amp;lt;br&amp;gt;&lt;br /&gt;
2: A small alliance of habitats or a single dwarf planet like Ceres.  Adds +1 Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
3: A lesser state, though one that cannot be ignored.  An exceptionally populous minor world or else one of several nations on a major world.  Adds +1 to Infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
5: A fairly typical midsized nation, the typical owners of a major body or multiple smaller ones.  Adds +1 to Infrastructure and Space Fleet.&amp;lt;br&amp;gt;&lt;br /&gt;
6: A large nation with a substantial, diverse population spread across many cities and habitats.  Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.&amp;lt;br&amp;gt;&lt;br /&gt;
7: A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Transhumanism===&lt;br /&gt;
0: None at all!  Your people are the same old [i]Homo Sapiens Sapiens[/i] from the 20th century.  Badass normal powers combine!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Basic gene-screening has weeded out various ailments and weaknesses, though nobody is fundamentally [i]different[/i].&amp;lt;br&amp;gt;&lt;br /&gt;
2: Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques.  Reproductive speciation is a possible side-effect, though uncommon and can be mediated.&amp;lt;br&amp;gt;&lt;br /&gt;
6: ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
0: Well, you could probably &#039;&#039;rearm&#039;&#039; a warship . . .  Construction Rating 20, max size 2&amp;lt;br&amp;gt;&lt;br /&gt;
1: Construction Rating 30, max size 4&amp;lt;br&amp;gt;&lt;br /&gt;
2: Construction Rating 40, max size 8&amp;lt;br&amp;gt;&lt;br /&gt;
3: Construction Rating 50, max size 16&amp;lt;br&amp;gt;&lt;br /&gt;
4: Construction Rating 60, max size 48&amp;lt;br&amp;gt;&lt;br /&gt;
5: Massive, well developed planetary and spaceborn industry.  Construction Rating 70, max size 96&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Growth Potential===&lt;br /&gt;
0: Overcrowding and resource shortages are chronic; you need relief and now!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
2: &amp;lt;br&amp;gt;&lt;br /&gt;
3: &amp;lt;br&amp;gt;&lt;br /&gt;
4: &amp;lt;br&amp;gt;&lt;br /&gt;
5: The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Military Quality===&lt;br /&gt;
0: No real military, more like a glorified police force.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Barely adequate, not quite an undisciplined rabble but definately not very good.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average, your soldiers might be trained decently, but there&#039;s not many of them.  Or the reverse, with a large but ill-trained army.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average armed forces, nothing special but no glaring weaknesses.&amp;lt;br&amp;gt;&lt;br /&gt;
4: A respectable military force, definately something to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Best of the best, your military is well trained and/or very large.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Military Support (Replaces Military Quality)====&lt;br /&gt;
0: Your nation simply sees little need for a large military; 6x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
1: 8x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
2: 10x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
3: 12x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
4: 14x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
5: 16x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Fleet===&lt;br /&gt;
0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
1: 200 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
2: 350 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
3: 500 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
4: 650 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
5: 800 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Advancement===&lt;br /&gt;
0: Fairly limited technology, probably imports all high-tech goods.&amp;lt;br&amp;gt;&lt;br /&gt;
1: About the lowest level at which one could design a halfway-competitive spaceship.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average technology, probably a second tier power.  May have a spike or two of above-average effectiveness but overall not too impressive.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average advancement, no glaring weaknesses or strong points.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Powerful technology including advanced energy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Highly sophisticated technology across the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emergent Technologies:===&lt;br /&gt;
The 21st century was a boom time for so-called emergent technologies; ubiquitous connectivity, autonomous robots, flexible AIs, nanotechnology.  These promised the galaxy and delivered the solar system as legions of machines erected sunshades around Venus, built cities on Mars and excavated habitats all across the outer system.  Unfortunately, ‘Rogue machine’ incidents in the latter 21st as well as the heavy use of automated weapons in various Earthside conflicts saw these technologies progressively limited and collectively suppressed and the mechanical workers of the early colonization era worked until they failed, never to be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0:  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here, where (like a number of Sol states) emergent technologies were sealed away for the greater good.&amp;lt;br&amp;gt;&lt;br /&gt;
1:  You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged.  An example of this level is Halo, which has a smattering of AIs and cybernetics of generally primitive (if effective) design.&amp;lt;br&amp;gt;&lt;br /&gt;
3:  Cornucopias and similar devices have begun to radically reshape your economy.  Industry is faster and more flexible than ever before.  Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.&amp;lt;br&amp;gt;&lt;br /&gt;
6:  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 General Advancement.  Eclipse Phase and similar settings would be at this level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FTL Drives===&lt;br /&gt;
0: Has no ability to design or construct FTL ships.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Has the basic theory for FTL jumpships, but needs outside help to actually construct them.&amp;lt;br&amp;gt;&lt;br /&gt;
3: The principles of FTL travel are well-understood and your nation can construct jumpships.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You [i]invented[/i] the damn things and know a few tricks others don’t.  Adds +1 Outsystem Territory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsystem Territory===&lt;br /&gt;
0: No outsystem territories, strictly a Sol system power.  The norm at this stage of the game, really.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Little more than fueling stops and barren rocks.&amp;lt;br&amp;gt;&lt;br /&gt;
3: You have an actual outsystem presence of a few (armed?) stations and as a result can conduct meaningful fleet operations in the Great Beyond.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You’ve actually dropped a self-sustaining colony on a habitable world.  Mucho bragging rights.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting notes==&lt;br /&gt;
&lt;br /&gt;
===Getting There and Back===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quantum Transition Engine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First developed in the middle of the 21st century, Quantum Transition Engines (colloquially known as QTEs or ‘Cuties’, or Q-Drives for the more straightlaced) revolutionized space travel.  A non-newtonian propulsion method, they generate a macroquantum effect that essentially ‘tunnels’ the QTE and surroundings across significant distance.  The effect propagates directly forward at the speed of light and as such does not violate relativity – it would take another century and a half to cheat Einstein.  However, as it takes substantial time to recycle a QTE between jumps, the effective pseudovelocity is far below &#039;&#039;c&#039;&#039;, rarely exceeding ~1 light second jumps every 10-12 minutes for high-performance units and giving an effective pseudovelocity of 4-500 kms or about 1 AU every 4 days.  Outside of strong mass influences (several tens of light-seconds of distance for the Earth) the quantum effect can travel much further before dissipating, resulting in approximately an order of magnitude increase in pseudovelocity.  This is known as ‘high cruise’.&lt;br /&gt;
&lt;br /&gt;
Despite many years of use, the performance and general design of QTEs has not improved markedly since the late 21st century; a QTE from an American &#039;&#039;Trailblazer&#039;&#039; deep-space cruiser circa 2080 would recycle in 25 or so minutes instead of every 12 like that of a Jovian Federation &#039;&#039;Endeavor&#039;&#039; destroyer’s, circa 2200.  Growth in the speed of cargo ships has been essentially nonexistent with typical peudovelocities being in the 2-2.5 light secondshour range.  Durability, fault tolerance, size and cost &#039;&#039;have&#039;&#039; improved however, and few ships of any size built in the past half-century are not fitted with a QTE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:A typical civilian ship goes at 2.5 light seconds per hour.&lt;br /&gt;
:A typical military ship goes at 5 light seconds per hour.&lt;br /&gt;
:For high-travel, any ship outside of a defined distance from a significant mass can travel 10 times normal speed.&lt;br /&gt;
:Star ‘curb’:  500 light seconds&lt;br /&gt;
:Gas Giant ‘curb’: 100 light seconds&lt;br /&gt;
:Major Body ‘curb’:  25 light seconds&lt;br /&gt;
:Minor Body ‘curb’:  10 light seconds&lt;br /&gt;
&lt;br /&gt;
This would put Earth-Pluto travel times at 16-40 days, one way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tachyon Jump Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While a handful of interstellar sleeperships were launched in the late 21st century, outfitted with special QTEs designed for the exceptionally flat space-time between stars and capable of upwards of 10% lightspeed even without using their immense antimatter drives, it seemed that for all intents and purposes humanity was locked inside its solar system, unless one wanted to be &#039;&#039;very&#039;&#039; patient.  All that changed with the publishing of a physics research paper in 2189 that laid out the foundation of a new theory of FTL transit.  The critical difference between this one and previous such as wormholes and Alcubierre drives was that the ‘tachyonic spatial displacement device’ was actually &#039;&#039;workable&#039;&#039;.  Several major governments poured immense resources into developing tachyon jump drives (or simply ‘jump drives’) and the first flights were scheduled to coincide with the 2200 centennial celebrations.&lt;br /&gt;
&lt;br /&gt;
Jump drives are radically different beasts from the familiar QTEs of solar system craft large and small.  First and most notably, jump drives are capable of bridging the distances between two stars essentially instantly.  They are also extremely large, cumbersome devices; where a QTE or fusion drive is a ship component, a jump drive essentially &#039;&#039;is&#039;&#039; the ship.&lt;br /&gt;
&lt;br /&gt;
A jumpdrive (and thus by extension a typical jumpship design) is essentially a pair of monolithic wheel-shaped field guides connected by a spine that houses much of the core generation equipment.  The particular and unusual design is a necessity to properly shape the jump envelope; the loss of even one field node could potentially critically compromise the entire envelope geometry.  Unsurprisingly, jumpships carry a lot of spares.  A number of combat jumpship designs have also been floated – the Earther ‘System Control Ship’ concept being most notable – which move away from the simple wheel-spine-wheel design for less efficient but less constraining geometries, though all are instantly recognizable by the massive field guide arrays.&lt;br /&gt;
&lt;br /&gt;
In operation, jumpships are designed to spread a field envelope around one or more in-system ships; the mass and strict design criteria of a jump drive make the best of them clumsy and pathetically ill-suited as anything other than interstellar tugs.  Since the jump takes place in the blink of an eye, hard docking is not required.  After each jump the drive must be purged, which involves both cooling it down (larger jumpships can go through a hundred tons of water in less than a minute, vented into space as superheated steam) and then the much longer process of stabilizing and damping the post-jump ‘static’ in the drive, which can take a week or more.&lt;br /&gt;
&lt;br /&gt;
Jump drives can only function between stellar-mass objects, and furthermore ones that are no more than ~8 light years apart (ed. note: test jumps of &amp;lt;8.75LY have been recorded, but are not recommended outside of dire emergency due to undue stress on the TJD and an uncomfortably high chance of total existence failure).  This has created an interesting dynamic with regards to exploration and expansion, as ships must take specific routes outward.&lt;br /&gt;
&lt;br /&gt;
==Smallcraft==&lt;br /&gt;
All fighters come in squadrons of twenty.&lt;br /&gt;
All bombers come in squadrons of ten.&lt;br /&gt;
&lt;br /&gt;
===Light Fighter Squadron===&lt;br /&gt;
Analogous to: nBSG Vipers, F-16s, TIEs, wyrdlife drones&amp;lt;br&amp;gt;&lt;br /&gt;
1pt&amp;lt;br&amp;gt;&lt;br /&gt;
10DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightweight single-seat screening and escort fighters, produced in mass numbers in wartime due to their low cost.&lt;br /&gt;
&lt;br /&gt;
===Medium Fighter Squadron===&lt;br /&gt;
Analogous to: X-wings, F-15s, Yukikaze Sylphids, wyrdlife centurions&amp;lt;br&amp;gt;&lt;br /&gt;
2pts&amp;lt;br&amp;gt;&lt;br /&gt;
20DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two-seat (usually) fleet Combat Space Patrol and strike fighters, the bulk of most nations&#039; peacetime fighter fleet.&lt;br /&gt;
&lt;br /&gt;
===Superfighter Squadron===&lt;br /&gt;
Analogous to: Yukikaze Maves, Su-47s, wyrdlife praetorians&amp;lt;br&amp;gt;&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
40DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incredibly expensive, incredibly valuable, and incredibly effective, these (also usually two-seat) multirole fighters are often deployed to dominate areas of space or as an ace card against attacking enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
===Attack Bomber Squadron===&lt;br /&gt;
Analogous to: B-25s, B-1s, wyrdlife princesses&amp;lt;br&amp;gt;&lt;br /&gt;
3pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smaller bombers, usually with crews of between four and eight, used to strike enemy ships and installations in hit-and-run raids. They have a rudimentary self-defense capability as represented by a number of light railgun turrets.&lt;br /&gt;
&lt;br /&gt;
===Heavy Bomber Squadron===&lt;br /&gt;
Analogous to: B-17s, B-52s, wyrdlife queens&amp;lt;br&amp;gt;&lt;br /&gt;
6pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are some things too fast to be hit by a three-ton antiship munition. For everything else, there&#039;s the Heavy Bomber. Usually crewed by between eight and sixteen people and positively &#039;&#039;bristling&#039;&#039; with antifighter weapons.&lt;br /&gt;
&lt;br /&gt;
==Preliminary hullcosts (Modernish)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In-system ships===&lt;br /&gt;
&lt;br /&gt;
Corvette:  1&amp;lt;br&amp;gt;&lt;br /&gt;
Frigate:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Destroyer:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser:  8&amp;lt;br&amp;gt;&lt;br /&gt;
Battlecruiser:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship:  32&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship: 64&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monitor: 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aviation Cruiser: 12 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Assault Carrier: 24 (30DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Escort Carrier: 8 (20DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Carrier:  16 (40DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Carrier:  32 (80DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Supercarrier:  48 (120DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jump-capable ships===&lt;br /&gt;
&lt;br /&gt;
Scout:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Constructor: 16 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
System Control Ship: 96 (80DP)&amp;lt;br&amp;gt; &lt;br /&gt;
Light Jumpship (4x8):  8&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Jumpship (4x32):  24&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
&lt;br /&gt;
===Gun Platforms===&lt;br /&gt;
The GP series of platforms was first introduced by the Union Navy during the latter half of the Synthlife Rebellion as part of the Lunar defense network. Each largely immobile platform was only half the cost and tonnage of a similarly-armed warship, allowing the Union to create a heavy shield around its&#039; primary refuge from the synthlife rampaging through the inner system, and the series was once again proven to be a worthwhile expenditure with each failed Synth attempt to break Luna&#039;s wall of defenses. In light of their effectiveness, most nations have since copied and continuously upgraded the series throughout a tumultuous century of service.&lt;br /&gt;
&lt;br /&gt;
====GP-L (Gun Platform, Light)====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-M (Gun Platform, Medium)====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-H (Gun Platform, Heavy)====&lt;br /&gt;
32pts&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Platforms===&lt;br /&gt;
Concieved as a way to eliminate the intercept delays and fuel expenditures of STO interceptions and to extend the defensive envelope of a world without requiring dedicated warships, the &#039;Long Fang&#039; fighter platform was the brainchild of the old People&#039;s Republic of the Red Planet, China&#039;s primary offworld puppet. The PLASF proved their worth when they repelled a typically fighter-heavy Jovian raiding force within seven minutes of its&#039; arrival over the Red Planet. Like the Terran GP series of gun-armed stations, the Long Fangs were copied across the Solar System and repeatedly upgraded.&lt;br /&gt;
&lt;br /&gt;
====FP1====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP2====&lt;br /&gt;
8pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP3====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===National Wonders===&lt;br /&gt;
National wonders represent truly massive constructions, hero projects designed to display and project a nation&#039;s power. They generally have a listed limit. Abusers will be spaced. Sry. U mad?&lt;br /&gt;
&lt;br /&gt;
====Skyhook (Limit 1)====&lt;br /&gt;
The archetypical space elevator, skyhooks are a composite-fiber tether leading from a space station in geosynchronous orbit to a point on the planet&#039;s surface directly below. Their primary use is as a cheap way to get things from surface to orbit without expensive cargo transport trips. &#039;&#039;Once completed&#039;&#039;, Skyhooks provide a one-time bonus to the world they orbit of one level of Infrastructure and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
240DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 40, max size 8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spacedock (Limit 1)====&lt;br /&gt;
Mammoth orbital fleet yards, Spacedocks are the beating heart of a large military and a heavily-defended hub of repair slips, fighter manufactories, and troop marshalling facilities. &#039;&#039;Once completed&#039;&#039;, Spacedocks provide a one-time bonus to the world they orbit of 150 points of ships (at player discretion and mod approval) and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 60, max size 48.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Orbital Colony Group (Limit 2 over your homeworld and 1 per extrasolar world under your control)====&lt;br /&gt;
Stanford Toruses, Bernal Spheres, O&#039;Neill Cylinders - these represent efforts to provide space for your burgeoning population by constructing groups of orbital colonies. &#039;&#039;Once completed&#039;&#039;, Orbital Colonies provide a one-time bonus to the world they orbit of one level of population, one level of Infrastructure, and one level of Military Support. Surgeon General&#039;s Warning: Will rebel and colony-drop you if abused.&amp;lt;br&amp;gt;&lt;br /&gt;
375pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Colony Mission (Limit 1 per extrasolar world under your control)====&lt;br /&gt;
The sum total of all the preparation required to colonize another world, Colony Missions comprise the colonists, supplies, prefabricated structures, transport ships, and myriad other items you gather in order to put a permanent presence on a world outside of Sol. &#039;&#039;Once safely landed and set up, a process requiring one game quarter&#039;&#039;, Colony Missions provide the following basic stats for that colony: one level of Population, one level of infrastructure, one level of military support, and five levels of growth potential. These are specific to this colony, and are not added to the totals for your Solar System holdings. Also, true bragging rights. Escort optional.&amp;lt;br&amp;gt;&lt;br /&gt;
500pts&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=24651</id>
		<title>UnSol</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=UnSol&amp;diff=24651"/>
		<updated>2010-12-24T04:33:26Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Getting There and Back */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setting==&lt;br /&gt;
&lt;br /&gt;
The year is 2201. The worlds of the Solar System are just now beginning to discover faster-than-light technology. The first scout ships preparing to leap away to nearby stars herald the dawn of a new age of discovery. The great Sol system, however, is not as it once was. &lt;br /&gt;
&lt;br /&gt;
*Mercury: ???&lt;br /&gt;
*Venus: ???&lt;br /&gt;
*Terra (Terran Union): &lt;br /&gt;
**The cradle of human civilization, overpopulated and covered with megalopoli teeming with human life, labors under a brutal, technologically stagnant hegemony bent on regaining control of the system and all of humanity. &lt;br /&gt;
*Luna (Terran Union): &lt;br /&gt;
**Primary base of the Union Navy, dotted with domed settlements and chafing under Earther oppression of all &#039;genetic deviants.&lt;br /&gt;
*Mars: MW&lt;br /&gt;
**Germans!&lt;br /&gt;
*The Belt:&lt;br /&gt;
*Ceres (CeresCorp): &lt;br /&gt;
**Of the hundreds of settlements in the Belt, only Ceres shows any semblance of organized government.&lt;br /&gt;
*Jupiter (Jovian Federation):&lt;br /&gt;
**The last bastion of Western (read: American) Democracy and #2 superpower in the system behind the Union.&lt;br /&gt;
*Jovian Trojans: Shrike&lt;br /&gt;
*Saturn: Oseng&lt;br /&gt;
*Uranus:&lt;br /&gt;
*Neptune:&lt;br /&gt;
**The edge of the Main System, Neptune looks out upon the lawless frontier that is the Kuiper Belt.&lt;br /&gt;
*Pluto: ???&lt;br /&gt;
*Eris: ???&lt;br /&gt;
*Sedna (Cyberlife): &amp;gt;|(&lt;br /&gt;
&lt;br /&gt;
==Making an UnSol nation==&lt;br /&gt;
&lt;br /&gt;
Simplicity itself.  Simply assign your points to each of the categories until you run out.  That&#039;ll give you the basis around which to write up the details of your nation.  Modifiers (such as +3 Infrastructure) are cost, not level modifiers.  Negative modifiers do not need to be bought up to zero, though values below 0 can be assumed to be particularly exaggerated.&lt;br /&gt;
&lt;br /&gt;
Current suggestion:  30 points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
0: A backwater nowhere habitat, the solar equivalent of a city-state.&amp;lt;br&amp;gt;&lt;br /&gt;
2: A small alliance of habitats or a single dwarf planet like Ceres.  Adds +1 Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
3: A lesser state, though one that cannot be ignored.  An exceptionally populous minor world or else one of several nations on a major world.  Adds +1 to Infrastructure.&amp;lt;br&amp;gt;&lt;br /&gt;
5: A fairly typical midsized nation, the typical owners of a major body or multiple smaller ones.  Adds +1 to Infrastructure and Space Fleet.&amp;lt;br&amp;gt;&lt;br /&gt;
6: A large nation with a substantial, diverse population spread across many cities and habitats.  Adds +2 to Space Fleet and Infrastructure but suffers -1 to Growth Potential and Transhumanism.&amp;lt;br&amp;gt;&lt;br /&gt;
7: A top-tier state with a massive population.  Space-China.  Adds +3 to Infrastructure, +2 to Space Fleet, but suffers -1 to Transhumanism and -2 to Growth Potential.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Transhumanism===&lt;br /&gt;
0: None at all!  Your people are the same old [i]Homo Sapiens Sapiens[/i] from the 20th century.  Badass normal powers combine!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Basic gene-screening has weeded out various ailments and weaknesses, though nobody is fundamentally [i]different[/i].&amp;lt;br&amp;gt;&lt;br /&gt;
2: Minor genetic engineering has spliced in desirable traits from exceptional humans, but except for a few outliers, everyone remains functionally ‘natural’.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Significant genetic engineering allows for the implementation of more radical changes through transgenic techniques.  Reproductive speciation is a possible side-effect, though uncommon and can be mediated.&amp;lt;br&amp;gt;&lt;br /&gt;
6: ‘Strong’ transhumanism starts to skirt the edge of what’s no longer truly ‘human’, at least in the eyes of some.  Reproductive speciation is inevitable and discrimination from baselines is not uncommon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infrastructure===&lt;br /&gt;
0: Well, you could probably &#039;&#039;rearm&#039;&#039; a warship . . .  Construction Rating 20, max size 2&amp;lt;br&amp;gt;&lt;br /&gt;
1: Construction Rating 30, max size 4&amp;lt;br&amp;gt;&lt;br /&gt;
2: Construction Rating 40, max size 8&amp;lt;br&amp;gt;&lt;br /&gt;
3: Construction Rating 50, max size 16&amp;lt;br&amp;gt;&lt;br /&gt;
4: Construction Rating 60, max size 48&amp;lt;br&amp;gt;&lt;br /&gt;
5: Massive, well developed planetary and spaceborn industry.  Construction Rating 70, max size 96&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Growth Potential===&lt;br /&gt;
0: Overcrowding and resource shortages are chronic; you need relief and now!&amp;lt;br&amp;gt;&lt;br /&gt;
1: Either planning or natural growth has put you at a comfortable maximum, but you have nowhere to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
2: &amp;lt;br&amp;gt;&lt;br /&gt;
3: &amp;lt;br&amp;gt;&lt;br /&gt;
4: &amp;lt;br&amp;gt;&lt;br /&gt;
5: The Frontier.  Resources are plentiful, with plenty you probably haven’t even begun to tap yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Military Quality===&lt;br /&gt;
0: No real military, more like a glorified police force.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Barely adequate, not quite an undisciplined rabble but definately not very good.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average, your soldiers might be trained decently, but there&#039;s not many of them.  Or the reverse, with a large but ill-trained army.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average armed forces, nothing special but no glaring weaknesses.&amp;lt;br&amp;gt;&lt;br /&gt;
4: A respectable military force, definately something to be reckoned with.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Best of the best, your military is well trained and/or very large.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Military Support (Replaces Military Quality)====&lt;br /&gt;
0: Your nation simply sees little need for a large military; 6x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
1: 8x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
2: 10x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
3: 12x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
4: 14x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
5: 16x Infrastructure in support&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Space Fleet===&lt;br /&gt;
0: No deep space fleet whatsoever, just a handful of short-range corvettes. 50 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
1: 200 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
2: 350 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
3: 500 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
4: 650 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
5: 800 fleet points&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Advancement===&lt;br /&gt;
0: Fairly limited technology, probably imports all high-tech goods.&amp;lt;br&amp;gt;&lt;br /&gt;
1: About the lowest level at which one could design a halfway-competitive spaceship.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Below average technology, probably a second tier power.  May have a spike or two of above-average effectiveness but overall not too impressive.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Average advancement, no glaring weaknesses or strong points.&amp;lt;br&amp;gt;&lt;br /&gt;
4: Powerful technology including advanced energy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Highly sophisticated technology across the board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emergent Technologies:===&lt;br /&gt;
The 21st century was a boom time for so-called emergent technologies; ubiquitous connectivity, autonomous robots, flexible AIs, nanotechnology.  These promised the galaxy and delivered the solar system as legions of machines erected sunshades around Venus, built cities on Mars and excavated habitats all across the outer system.  Unfortunately, ‘Rogue machine’ incidents in the latter 21st as well as the heavy use of automated weapons in various Earthside conflicts saw these technologies progressively limited and collectively suppressed and the mechanical workers of the early colonization era worked until they failed, never to be replaced.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
0:  Safetech only; while the overall advancement level might be high, there is no access (probably deliberately) to nanotechnology, advanced AIs and the like.  The reimagined Battlestar Galactica is the archetype here, where (like a number of Sol states) emergent technologies were sealed away for the greater good.&amp;lt;br&amp;gt;&lt;br /&gt;
1:  You have a few examples of emergent technologies, though they are almost certainly kept under (very) tight control and may not even be publically acknowledged.  An example of this level is Halo, which has a smattering of AIs and cybernetics of generally primitive (if effective) design.&amp;lt;br&amp;gt;&lt;br /&gt;
3:  Cornucopias and similar devices have begun to radically reshape your economy.  Industry is faster and more flexible than ever before.  Star Trek is firmly at this level, though in a much more ‘floppytech’ paradigm.&amp;lt;br&amp;gt;&lt;br /&gt;
6:  You’ve passed into the New Economy, though the dreams of post-scarcity and TA-style instant construction haven’t materialized.  Adds +1 General Advancement.  Eclipse Phase and similar settings would be at this level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FTL Drives===&lt;br /&gt;
0: Has no ability to design or construct FTL ships.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Has the basic theory for FTL jumpships, but needs outside help to actually construct them.&amp;lt;br&amp;gt;&lt;br /&gt;
3: The principles of FTL travel are well-understood and your nation can construct jumpships.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You [i]invented[/i] the damn things and know a few tricks others don’t.  Adds +1 Outsystem Territory.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsystem Territory===&lt;br /&gt;
0: No outsystem territories, strictly a Sol system power.  The norm at this stage of the game, really.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Little more than fueling stops and barren rocks.&amp;lt;br&amp;gt;&lt;br /&gt;
3: You have an actual outsystem presence of a few (armed?) stations and as a result can conduct meaningful fleet operations in the Great Beyond.&amp;lt;br&amp;gt;&lt;br /&gt;
6: You’ve actually dropped a self-sustaining colony on a habitable world.  Mucho bragging rights.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setting notes==&lt;br /&gt;
&lt;br /&gt;
===Getting There and Back===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quantum Transition Engine&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
First developed in the middle of the 21st century, Quantum Transition Engines (colloquially known as QTEs or ‘Cuties’, or Q-Drives for the more straightlaced) revolutionized space travel.  A non-newtonian propulsion method, they generate a macroquantum effect that essentially ‘tunnels’ the QTE and surroundings across significant distance.  The effect propagates directly forward at the speed of light and as such does not violate relativity – it would take another century and a half to cheat Einstein.  However, as it takes substantial time to recycle a QTE between jumps, the effective pseudovelocity is far below &#039;&#039;c&#039;&#039;, rarely exceeding ~1 light second jumps every 10-12 minutes for high-performance units and giving an effective pseudovelocity of 4-500 kms or about 1 AU every 4 days.  Outside of strong mass influences (several tens of light-seconds of distance for the Earth) the quantum effect can travel much further before dissipating, resulting in approximately an order of magnitude increase in pseudovelocity.  This is known as ‘high cruise’.&lt;br /&gt;
&lt;br /&gt;
Despite many years of use, the performance and general design of QTEs has not improved markedly since the late 21st century; a QTE from an American &#039;&#039;Trailblazer&#039;&#039; deep-space cruiser circa 2080 would recycle in 25 or so minutes instead of every 12 like that of a Jovian Federation &#039;&#039;Endeavor&#039;&#039; destroyer’s, circa 2200.  Growth in the speed of cargo ships has been essentially nonexistent with typical peudovelocities being in the 2-2.5 light secondshour range.  Durability, fault tolerance, size and cost &#039;&#039;have&#039;&#039; improved however, and few ships of any size built in the past half-century are not fitted with a QTE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:A typical civilian ship goes at 2.5 light seconds per hour.&lt;br /&gt;
:A typical military ship goes at 5 light seconds per hour.&lt;br /&gt;
:For high-travel, any ship outside of a defined distance from a significant mass can travel 10 times normal speed.&lt;br /&gt;
:Star ‘curb’:  500 light seconds&lt;br /&gt;
:Gas Giant ‘curb’: 100 light seconds&lt;br /&gt;
:Major Body ‘curb’:  25 light seconds&lt;br /&gt;
:Minor Body ‘curb’:  10 light seconds&lt;br /&gt;
&lt;br /&gt;
This would put Earth-Pluto travel times at 16-40 days, one way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tachyon Jump Drive&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While a handful of interstellar sleeperships were launched in the late 21st century, outfitted with special QTEs designed for the exceptionally flat space-time between stars and capable of upwards of 10% lightspeed even without using their immense antimatter drives, it seemed that for all intents and purposes humanity was locked inside its solar system, unless one wanted to be &#039;&#039;very&#039;&#039; patient.  All that changed with the publishing of a physics research paper in 2189 that laid out the foundation of a new theory of FTL transit.  The critical difference between this one and previous such as wormholes and Alcubierre drives was that the ‘tachyonic spatial displacement device’ was actually &#039;&#039;workable&#039;&#039;.  Several major governments poured immense resources into developing tachyon jump drives (or simply ‘jump drives’) and the first flights were scheduled to coincide with the 2200 centennial celebrations.&lt;br /&gt;
&lt;br /&gt;
Jump drives are radically different beasts from the familiar QTEs of solar system craft large and small.  First and most notably, jump drives are capable of bridging the distances between two stars essentially instantly.  They are also extremely large, cumbersome devices; where a QTE or fusion drive is a ship component, a jump drive essentially &#039;&#039;is&#039;&#039; the ship.&lt;br /&gt;
&lt;br /&gt;
A jumpdrive (and thus by extension a typical jumpship design) is essentially a pair of monolithic wheel-shaped field guides connected by a spine that houses much of the core generation equipment.  The particular and unusual design is a necessity to properly shape the jump envelope; the loss of even one field node could potentially critically compromise the entire envelope geometry.  Unsurprisingly, jumpships carry a lot of spares.  A number of combat jumpship designs have also been floated – the Earther ‘System Control Ship’ concept being most notable – which move away from the simple wheel-spine-wheel design for less efficient but less constraining geometries, though all are instantly recognizable by the massive field guide arrays.&lt;br /&gt;
&lt;br /&gt;
In operation, jumpships are designed to spread a field envelope around one or more in-system ships; the mass and strict design criteria of a jump drive make the best of them clumsy and pathetically ill-suited as anything other than interstellar tugs.  Since the jump takes place in the blink of an eye, hard docking is not required.  After each jump the drive must be purged, which involves both cooling it down (larger jumpships can go through a hundred tons of water in less than a minute, vented into space as superheated steam) and then the much longer process of stabilizing and damping the post-jump ‘static’ in the drive, which can take a week or more.&lt;br /&gt;
&lt;br /&gt;
Jump drives can only function between stellar-mass objects, and furthermore ones that are no more than ~8 light years apart (ed. note: test jumps of &amp;lt;8.75LY have been recorded, but are not recommended outside of dire emergency due to undue stress on the TJD and an uncomfortably high chance of total existence failure).  This has created an interesting dynamic with regards to exploration and expansion, as ships must take specific routes outward.&lt;br /&gt;
&lt;br /&gt;
==Smallcraft==&lt;br /&gt;
All fighters come in squadrons of twenty.&lt;br /&gt;
All bombers come in squadrons of ten.&lt;br /&gt;
&lt;br /&gt;
===Light Fighter Squadron===&lt;br /&gt;
Analogous to: nBSG Vipers, F-16s, TIEs, wyrdlife drones&amp;lt;br&amp;gt;&lt;br /&gt;
1pt&amp;lt;br&amp;gt;&lt;br /&gt;
10DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightweight single-seat screening and escort fighters, produced in mass numbers in wartime due to their low cost.&lt;br /&gt;
&lt;br /&gt;
===Medium Fighter Squadron===&lt;br /&gt;
Analogous to: X-wings, F-15s, Yukikaze Sylphids, wyrdlife centurions&amp;lt;br&amp;gt;&lt;br /&gt;
2pts&amp;lt;br&amp;gt;&lt;br /&gt;
20DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Two-seat (usually) fleet Combat Space Patrol and strike fighters, the bulk of most nations&#039; peacetime fighter fleet.&lt;br /&gt;
&lt;br /&gt;
===Superfighter Squadron===&lt;br /&gt;
Analogous to: Yukikaze Maves, Su-47s, wyrdlife praetorians&amp;lt;br&amp;gt;&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
40DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incredibly expensive, incredibly valuable, and incredibly effective, these (also usually two-seat) multirole fighters are often deployed to dominate areas of space or as an ace card against attacking enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
===Attack Bomber Squadron===&lt;br /&gt;
Analogous to: B-25s, B-1s, wyrdlife princesses&amp;lt;br&amp;gt;&lt;br /&gt;
3pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Smaller bombers, usually with crews of between four and eight, used to strike enemy ships and installations in hit-and-run raids. They have a rudimentary self-defense capability as represented by a number of light railgun turrets.&lt;br /&gt;
&lt;br /&gt;
===Heavy Bomber Squadron===&lt;br /&gt;
Analogous to: B-17s, B-52s, wyrdlife queens&amp;lt;br&amp;gt;&lt;br /&gt;
6pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are some things too fast to be hit by a three-ton antiship munition. For everything else, there&#039;s the Heavy Bomber. Usually crewed by between eight and sixteen people and positively &#039;&#039;bristling&#039;&#039; with antifighter weapons.&lt;br /&gt;
&lt;br /&gt;
==Preliminary hullcosts (Modernish)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In-system ships===&lt;br /&gt;
&lt;br /&gt;
Corvette:  1&amp;lt;br&amp;gt;&lt;br /&gt;
Frigate:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Destroyer:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser:  8&amp;lt;br&amp;gt;&lt;br /&gt;
Battlecruiser:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship:  32&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship: 64&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monitor: 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aviation Cruiser: 12 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Assault Carrier: 24 (30DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Escort Carrier: 8 (20DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Light Carrier:  16 (40DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Carrier:  32 (80DP)&amp;lt;br&amp;gt;&lt;br /&gt;
Supercarrier:  48 (120DP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jump-capable ships===&lt;br /&gt;
&lt;br /&gt;
Scout:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Constructor: 16 (10DP)&amp;lt;br&amp;gt;&lt;br /&gt;
System Control Ship: 96 (80DP)&amp;lt;br&amp;gt; &lt;br /&gt;
Light Jumpship (4x8):  8&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Jumpship (4x32):  24&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
&lt;br /&gt;
===Gun Platforms===&lt;br /&gt;
The GP series of platforms was first introduced by the Union Navy during the latter half of the Synthlife Rebellion as part of the Lunar defense network. Each largely immobile platform was only half the cost and tonnage of a similarly-armed warship, allowing the Union to create a heavy shield around its&#039; primary refuge from the synthlife rampaging through the inner system, and the series was once again proven to be a worthwhile expenditure with each failed Synth attempt to break Luna&#039;s wall of defenses. In light of their effectiveness, most nations have since copied and continuously upgraded the series throughout a tumultuous century of service.&lt;br /&gt;
&lt;br /&gt;
====GP-L (Gun Platform, Light)====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
Cruiser equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-M (Gun Platform, Medium)====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
Battleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====GP-H (Gun Platform, Heavy)====&lt;br /&gt;
32pts&amp;lt;br&amp;gt;&lt;br /&gt;
Superbattleship equivalent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fighter Platforms===&lt;br /&gt;
Concieved as a way to eliminate the intercept delays and fuel expenditures of STO interceptions and to extend the defensive envelope of a world without requiring dedicated warships, the &#039;Long Fang&#039; fighter platform was the brainchild of the old People&#039;s Republic of the Red Planet, China&#039;s primary offworld puppet. The PLASF proved their worth when they repelled a typically fighter-heavy Jovian raiding force within seven minutes of its&#039; arrival over the Red Planet. Like the Terran GP series of gun-armed stations, the Long Fangs were copied across the Solar System and repeatedly upgraded.&lt;br /&gt;
&lt;br /&gt;
====FP1====&lt;br /&gt;
4pts&amp;lt;br&amp;gt;&lt;br /&gt;
30DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP2====&lt;br /&gt;
8pts&amp;lt;br&amp;gt;&lt;br /&gt;
60DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FP3====&lt;br /&gt;
16pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===National Wonders===&lt;br /&gt;
National wonders represent truly massive constructions, hero projects designed to display and project a nation&#039;s power. They generally have a listed limit. Abusers will be spaced. Sry. U mad?&lt;br /&gt;
&lt;br /&gt;
====Skyhook (Limit 1)====&lt;br /&gt;
The archetypical space elevator, skyhooks are a composite-fiber tether leading from a space station in geosynchronous orbit to a point on the planet&#039;s surface directly below. Their primary use is as a cheap way to get things from surface to orbit without expensive cargo transport trips. &#039;&#039;Once completed&#039;&#039;, Skyhooks provide a one-time bonus to the world they orbit of one level of Infrastructure and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
240DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 40, max size 8.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spacedock (Limit 1)====&lt;br /&gt;
Mammoth orbital fleet yards, Spacedocks are the beating heart of a large military and a heavily-defended hub of repair slips, fighter manufactories, and troop marshalling facilities. &#039;&#039;Once completed&#039;&#039;, Spacedocks provide a one-time bonus to the world they orbit of 150 points of ships (at player discretion and mod approval) and one level of Military Support.&amp;lt;br&amp;gt;&lt;br /&gt;
250pts&amp;lt;br&amp;gt;&lt;br /&gt;
120DP&amp;lt;br&amp;gt;&lt;br /&gt;
Has effective Construction Rating 60, max size 48.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Orbital Colony Group (Limit 2 over your homeworld and 1 per extrasolar world under your control)====&lt;br /&gt;
Stanford Toruses, Bernal Spheres, O&#039;Neill Cylinders - these represent efforts to provide space for your burgeoning population by constructing groups of orbital colonies. &#039;&#039;Once completed&#039;&#039;, Orbital Colonies provide a one-time bonus to the world they orbit of one level of population, one level of Infrastructure, and one level of Military Support. Surgeon General&#039;s Warning: Will rebel and colony-drop you if abused.&amp;lt;br&amp;gt;&lt;br /&gt;
375pts&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Colony Mission (Limit 1 per extrasolar world under your control)====&lt;br /&gt;
The sum total of all the preparation required to colonize another world, Colony Missions comprise the colonists, supplies, prefabricated structures, transport ships, and myriad other items you gather in order to put a permanent presence on a world outside of Sol. &#039;&#039;Once safely landed and set up, a process requiring one game quarter&#039;&#039;, Colony Missions provide the following basic stats for that colony: one level of Population, one level of infrastructure, one level of military support, and five levels of growth potential. These are specific to this colony, and are not added to the totals for your Solar System holdings. Also, true bragging rights. Escort optional.&amp;lt;br&amp;gt;&lt;br /&gt;
500pts&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=23897</id>
		<title>User:Ezekiel-</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=23897"/>
		<updated>2010-12-03T09:37:09Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Quotes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Battles==&lt;br /&gt;
&lt;br /&gt;
===The Battle of Anchorage===&lt;br /&gt;
&#039;&#039;&#039;November 2186&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039;  PACT forces pyhrrically defended the Anchorage Project mobile suit development center&lt;br /&gt;
&lt;br /&gt;
====Forces====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Admiral Byon Chuk-Bae, Choson&lt;br /&gt;
:2 &#039;&#039;Concord&#039;&#039;-class Cruisers &#039;&#039;Sejong the Great&#039;&#039; and &#039;&#039;Ulsan&#039;&#039;&lt;br /&gt;
:6 &#039;&#039;Proton&#039;&#039;-class Light Cruisers&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Commodore Ichijo Fujita, Horizon&lt;br /&gt;
:1 &#039;&#039;Ryuho&#039;&#039;(&#039;&#039;Melbourne&#039;&#039;)-class light carrier &#039;&#039;Ryuho&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:3 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Losses====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Concord&#039;&#039;-class Cruiser &#039;&#039;Sejong the Great&#039;&#039;&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:2 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
coming&lt;br /&gt;
&lt;br /&gt;
===The Battle of Rapture===&lt;br /&gt;
UNSO-1701&amp;lt;br&amp;gt;&lt;br /&gt;
April 19, 2189&amp;lt;br&amp;gt;&lt;br /&gt;
All times in Zulu / Expanse Standard Time&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*0000 - PACT&#039;s First Fleet, comprised of Joint Task Forces 11, 12, 14, and 15, arrives in the Rapture system from Horizon via Widowmaker (ed note: placeholder name) and sets course for the Choson catapult station with JTF 14 in the van and all other task forces in line astern.&lt;br /&gt;
&lt;br /&gt;
*0300 - First Fleet picket destroyers detect a ZOCU task force approaching from the Choson catapult and report this to the fleet commander (Admiral Michael Konde, USN) aboard the supercarrier &#039;&#039;Ronald Reagan&#039;&#039; as &#039;Group Alpha&#039;.&lt;br /&gt;
&lt;br /&gt;
*0700 - Group Alpha engages First Fleet&#039;s leading elements slightly more than halfway between Jump Zone Widowmaker and JZ Choson; losses are estimated at approximately five vessels destroyed (each side) and ten damaged (each side). Group Alpha then commences a tactical withdrawal toward the concentration of cosmic debris designated Asteroid Field 1, approximately equidistant from the Choson, Kanon, and Erebus catapult stations. Admiral Konde detaches JTF 14 to secure JZ Choson and the catapult there and orders pursuit of Group Alpha.&lt;br /&gt;
&lt;br /&gt;
*1200 - JTF 14 arrives at and secures JZ Choson, and commences boarding operations to secure the catapult there.&lt;br /&gt;
&lt;br /&gt;
*1400 - First Fleet pickets detect large concentrations of ZOCU vessels and a large, unknown signature approximately equidistant from the Kanon and Erebus catapults. The pickets are engaged and destroyed by mobile suit forces before they can relay their report to Admiral Konde.&lt;br /&gt;
&lt;br /&gt;
*1500 - First Fleet catches up to Group Alpha near AF1 and re-engages. Enemy ships continue to fight, but withdraw toward JZ Kanon at the first opportunity once damage is sustained. Konde chooses to order First Fleet to remain in place and secure spatial dominance within the sensor shadow afforded by the asteroid field. Combat continues, abating slowly.&lt;br /&gt;
&lt;br /&gt;
*1600 - Group Alpha has by this time either withdrawn to JZ Kanon or been destroyed. First Fleet has established itself along the starward edge of the asteroid field and begun temporary repairs. The ZOCU forces and unknown energy signature remain undetected as Konde temporarily abandons his pursuit of the enemy and focuses on reordering his formation.&lt;br /&gt;
&lt;br /&gt;
*1607 - A massive energy signature is detected midway between JZ Kanon and JZ Erebus.&lt;br /&gt;
&lt;br /&gt;
*1610 - An enormous beam strikes out toward First Fleet from the location of the signature and narrowly misses, instead superheating and detonating many of the asteroids First Fleet has hidden itself behind and sending kiloton-weight asteroid remnants into the midst of Konde&#039;s formation. Konde immediately orders the fleet to open fire on the incoming asteroids, but a number of escorts are damaged or lost outright to impacts.&lt;br /&gt;
&lt;br /&gt;
*1611 -&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
&lt;br /&gt;
===Algiers-class Deep Space Cutter (6x Cruiser)===&lt;br /&gt;
&lt;br /&gt;
:Mobility: 4 &lt;br /&gt;
:Evasion: 3.5&lt;br /&gt;
:Armor: 16 &lt;br /&gt;
:Structure: 11 &lt;br /&gt;
:Hits: 52 &lt;br /&gt;
:Space: 160&lt;br /&gt;
:Power: 180&lt;br /&gt;
:P. Consumption: 152&lt;br /&gt;
&lt;br /&gt;
*Combat Fittings (41 spaces)&lt;br /&gt;
&lt;br /&gt;
:4x Burst-modal DP cannon&lt;br /&gt;
::(-16 spaces, -8 power)&lt;br /&gt;
:2x Dual-mode Medium Beam Cannon&lt;br /&gt;
::(-16 spaces, -32 power)&lt;br /&gt;
:2x Scattering Beam Point Defence&lt;br /&gt;
::(-4 spaces, -8 power)&lt;br /&gt;
:1x Cluster Missile Launcher&lt;br /&gt;
::(-5 spaces)&lt;br /&gt;
&lt;br /&gt;
*Noncombat Fittings (119 spaces)&lt;br /&gt;
&lt;br /&gt;
:1x Flash Field &lt;br /&gt;
::(-4 spaces, -32 power)&lt;br /&gt;
:4x Fusion Thruster&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2x Jump Drive&lt;br /&gt;
::(-2 spaces, -8 power)&lt;br /&gt;
:1x Structural Reinforcement&lt;br /&gt;
::(-8 spaces)&lt;br /&gt;
:4x Double-Bonded Lunar Titanium Armor&lt;br /&gt;
::(-16 spaces)&lt;br /&gt;
:9x Forced Fusion Reactor&lt;br /&gt;
::(-9 spaces)&lt;br /&gt;
:20CP cargo bay&lt;br /&gt;
::(-20 spaces)&lt;br /&gt;
:24DP hangar&lt;br /&gt;
::(-24 spaces)&lt;br /&gt;
:2x Docking Ring&lt;br /&gt;
::(-4 spaces)&lt;br /&gt;
&lt;br /&gt;
:Engineering Coefficient: 4 &lt;br /&gt;
:Hull Coefficient: 4&lt;br /&gt;
&lt;br /&gt;
==PACT TO&amp;amp;E (March 1 2189)==&lt;br /&gt;
PACIFIC ARM COOPERATION TREATY - JOINT COMBAT COMMAND&lt;br /&gt;
&lt;br /&gt;
TABLE OF ORGANIZATION &amp;amp; EQUIPMENT A/O 1 MAR 2189&lt;br /&gt;
&lt;br /&gt;
*GHQ Horizon (Fortress Tsushima, Horizon Prefecture, Euclid System)&amp;lt;br&amp;gt;&lt;br /&gt;
**First Fleet (Supercarrier USS Ronald Reagan)&amp;lt;br&amp;gt;&lt;br /&gt;
***Joint Task Force 11 (Supercarrier USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
****Independent Carrier Task Group 1&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARGRU 11 (USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Joseph Morales (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ronald Reagan (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS William Clinton (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.1 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1111 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Bradley (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Patton (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Marshal (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1112 (USS Essex)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Essex (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Hornet (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Wasp (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1112 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-1 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Eridanus (Antietam-II-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Saratoga (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Yorktown (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-2 (Cruiser USS San Jacinto)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Jacinto (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Cowpens (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Juan (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1114 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-1 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Truxton (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS William Fitzpatrick (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Franklin (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-2 (Destroyer USS Bulkeley)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Bulkeley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Caine (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Huxley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESRON 1115&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.2 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1121 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Clark (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Grant (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Franks (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1122 (Carrier USS Ticonderoga)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ticonderoga (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Kaesong (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Khe Sanh (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1123 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-1 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Montpelier (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Boston (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Hue City(Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-2 (Cruiser USS Fredericksburg)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Fredericksburg (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Falaise (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Ste. Marie du Mont (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1124&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1125&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; 100% of everything MJ says is a lie or said to confuse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ralson&amp;gt; MJ, when you try to make stuff sound cool you make absolutely everyone with a brain think it&#039;s the dumbest shit ever invented.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; You should go to SB talking about how great Freehold is.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; Nobody would ever read it again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; Why do you hate freedom?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Nasdaq&amp;gt; I&#039;m a conservative&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; FBH is of the FBH school of IR&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; which is be smug and not give helpful advice ever&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; and be smug&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; Birds gotta fly, dogs gotta bark, and I have to destroy the world for a psuedo-religious reason&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;g_g&amp;gt; It&#039;s a preemptive defense measure. After getting somehow involved in a world war in every SD since god knows what you stop taking the Stahlhelm off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Shrike&amp;gt; you can&#039;t spell world war without Germans, and G is an important part of this ethno-militaristic group&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; so...Ophen is exactly the same as Hampshire?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; No one is run by Ted Kennedy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; The other is run by Boss Hogg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Rask&amp;gt; Is it time for the newest episode of &amp;quot;FBH Wants More&amp;quot; already? ;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; As the Jewish state collapsed, many Jews of various nationalities pooled their resources to GTFO&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Screwball&amp;gt; clearly, when the going gets tough, the Jews get going. D:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara is really Corrigedor&#039;s puppet&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; plausable denability&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara started as a CIA project in 66&amp;lt;br&amp;gt;&lt;br /&gt;
* Ezekiel does not approve of Silence&#039;s plan &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; You see my dear padawan&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; fear of the Adharans will drive the outer systems to look for a strong patron&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; But not any&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; one who will embody virtures such as &amp;quot;justice&amp;quot; and &amp;quot;honor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; and then the rim will belong to the rightful rulers of the galaxy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; all thanks to tin men who foolishy thought they were people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[00:18:05] * MW cleanses Zeke in the Keeper fashion&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:11] &amp;lt;MW&amp;gt; welcome brother &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:45] * Zekebed bows to MW, master of the Host&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:14] &amp;lt;dacis2uni&amp;gt; Cleansed = cleaved by fission blade?&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:24] &amp;lt;MW&amp;gt; more like decapitated&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:27] &amp;lt;MW&amp;gt; whilst on your knees&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:29] &amp;lt;MW&amp;gt; so...executed&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:38] &amp;lt;MW&amp;gt; but it&#039;s a really lovely ceremony&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:46] &amp;lt;MW&amp;gt; I get a tear every time I see it&amp;lt;br&amp;gt;&lt;br /&gt;
[00:20:10] &amp;lt;MW&amp;gt; I totally just earned dark side points there, didn&#039;t I&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Maybe it&#039;s time to find Uncle before your various misdeeds here catch up with  you.  Mari is totally unimpressed with Chinese Heaven.  Next stop, Valhalla!&lt;br /&gt;
&lt;br /&gt;
[00:41:46] &amp;lt;IXJac&amp;gt; You realize you&#039;re never going to go anywhere near the Egyptian afterlife, right Norse? I mean, what a nightmare to run.  I&#039;d just sit back and say, &amp;quot;OK, write as much as you want for the next four hours.  Then I&#039;ll come back and give you some XP.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Beta-chan&amp;gt; This is the day half the chantry couldn&#039;t figure out any of the puzzles and therefore decided to crash through the door with a Soviet armoured train&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ezekiel&amp;gt; Well, unlike MJ&#039;s simple monotasking processor, us humans can actually converse about multiple things at a time&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;MJ12&amp;gt; Shut the fuck up Ezekiel I will have you know that I have a quad-core processor and can think about four things at a time D:&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[11:39:26] &amp;lt;Koffee_away&amp;gt; MJ12 speech reminds me of this&amp;lt;br&amp;gt;&lt;br /&gt;
[11:39:27] &amp;lt;Koffee_away&amp;gt; &amp;quot;Who cares about Derek Zoolander anyway? The man has only one look, for Christ&#039;s sake! Blue Steel? Ferrari? Le Tigra? They&#039;re the same face! Doesn&#039;t anybody notice this? I feel like I&#039;m taking crazy pills! I invented the piano key necktie, I invented it! What have you done, Derek? You&#039;ve done nothing! NOTHIIIING! And I will be a monkey&#039;s uncle if I let you ruin this for me, because if you can&#039;t get the job done, then I will! &amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Peel&amp;gt; If ZOCU was opposed to silly waste, they wouldn&#039;t have invented mecha.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Two mages standing side by side viewing the same Vista could see different things&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;IXJac&amp;gt; To the VA there&#039;s only one explanation for this inconsistency - Drug Addled Peyote Binge&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Investigating a chaos cult in an underhive. While searching, you find a man larger than the biggest space marine laying there with what looks to be a pike-mounted lasweapon that&#039;s way too big to carry laying next to him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s right, children of the Inquisition, who rescued me from that dank, inescapable pit. Listen to me.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget what the liars and charlatans in the Ecclesiarchy have told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget what your indoctrination in the Imperial Guard has told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget everything your rotten Inquisitor and his rotten Inquisitor Lords have told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Gather &#039;round, and I shall tell you the truth of the heresy of the traitor Horus, of the Age of Strife, and of the Emperor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who is also huge.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[13:04:18] &amp;lt;IXJac&amp;gt; Did I ever tell you about the dead baby rule?&amp;lt;br&amp;gt;&lt;br /&gt;
[13:04:45] &amp;lt;IXJac&amp;gt; Well, there&#039;s a certain amount of acceptable collateral damage based on target.  legally.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:30] &amp;lt;IXJac&amp;gt; So we&#039;d list targets as &amp;quot;He&#039;s a 10 baby target.&amp;quot;  IE, if he were in a school surrounded by ten cooing babies - we&#039;d bomb him.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:48] &amp;lt;IXJac&amp;gt; We thought it was all very funny&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:54] &amp;lt;IXJac&amp;gt; We were such evil people.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:57] &amp;lt;Shrike&amp;gt; that&#039;s so awesomely immoral&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:58] &amp;lt;IXJac&amp;gt; &amp;gt;:D&amp;lt;br&amp;gt;&lt;br /&gt;
[13:06:06] &amp;lt;Shrike&amp;gt; gold star&amp;lt;br&amp;gt;&lt;br /&gt;
[13:07:03] &amp;lt;IXJac&amp;gt; Of course in PRACTICE we were never allowed to exercise our legal limits.  Politicians have no sense of the rules of war. :P&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Kerrus&amp;gt; The biggest thing I have with SD&#039;s is the lack of mechancially being able to accrue resources or other shiny stuff, and that &#039;status quo is god&#039; mentality, however realistic the latter is&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Kerrus&amp;gt; The status quo is god thing typically manifests as &#039;all the big nations and small nations are at peace, there was a big war but the PCs just missed it, any attempt at stirring up trouble is met with the iron fist of big NPC #1, players can&#039;t change anything,any technological development fails, players can&#039;t challenge the big NPCs, and Zeronet quits DMing the moment any of the players try to challenge that.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; Haraway is a villain in the same way Iran is&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Shrike&amp;gt; It&#039;s got some grievances but is also a raging douche&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FBH_&amp;gt; has anyone else read Seeds of Earth?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;FBH_&amp;gt; It&#039;s interesting so far but I can&#039;t help noticing that 1: there&#039;s like one female character and 2: all the AIs are evil so far save one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee_&amp;gt; hey FBH&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee_&amp;gt; can I point out something&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee_&amp;gt; I just noticed in your Mirland game there has been two males show up&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee_&amp;gt; and one of them is a evil noble&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee_&amp;gt; and the other is a demon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FBH_&amp;gt; So that&#039;s why for instance it seems like every video game set in the modern day or near future now is set in one single giant shared universe&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;FBH_&amp;gt; Tom Kojima&#039;s Rainbow Ghost HAWX Solid Company.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mage Shit==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Jimmy Bellici]]&#039;&#039;&#039; (Eze)&lt;br /&gt;
:He&#039;s on a mission. &#039;&#039;From God&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Teutony 2.0==&lt;br /&gt;
&lt;br /&gt;
Military (Secundus)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Army 4&amp;lt;br&amp;gt;&lt;br /&gt;
Navy 3&amp;lt;br&amp;gt;&lt;br /&gt;
Air Force 1&amp;lt;br&amp;gt;&lt;br /&gt;
Mages 1&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses 1+3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement (Tertius)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technology 4+1&amp;lt;br&amp;gt;&lt;br /&gt;
Magic 1B&amp;lt;br&amp;gt;&lt;br /&gt;
Research 2&amp;lt;br&amp;gt;&lt;br /&gt;
Spycraft 0+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Infrastructure (Primus)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Industry 4&amp;lt;br&amp;gt;&lt;br /&gt;
Economy 3&amp;lt;br&amp;gt;&lt;br /&gt;
Population 4&amp;lt;br&amp;gt;&lt;br /&gt;
Natural Resources 4+1&amp;lt;br&amp;gt;&lt;br /&gt;
Strategic Position 0+2&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=23880</id>
		<title>User:Ezekiel-</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=23880"/>
		<updated>2010-12-03T02:17:57Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Quotes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Battles==&lt;br /&gt;
&lt;br /&gt;
===The Battle of Anchorage===&lt;br /&gt;
&#039;&#039;&#039;November 2186&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039;  PACT forces pyhrrically defended the Anchorage Project mobile suit development center&lt;br /&gt;
&lt;br /&gt;
====Forces====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Admiral Byon Chuk-Bae, Choson&lt;br /&gt;
:2 &#039;&#039;Concord&#039;&#039;-class Cruisers &#039;&#039;Sejong the Great&#039;&#039; and &#039;&#039;Ulsan&#039;&#039;&lt;br /&gt;
:6 &#039;&#039;Proton&#039;&#039;-class Light Cruisers&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Commodore Ichijo Fujita, Horizon&lt;br /&gt;
:1 &#039;&#039;Ryuho&#039;&#039;(&#039;&#039;Melbourne&#039;&#039;)-class light carrier &#039;&#039;Ryuho&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:3 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Losses====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Concord&#039;&#039;-class Cruiser &#039;&#039;Sejong the Great&#039;&#039;&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:2 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
coming&lt;br /&gt;
&lt;br /&gt;
===The Battle of Rapture===&lt;br /&gt;
UNSO-1701&amp;lt;br&amp;gt;&lt;br /&gt;
April 19, 2189&amp;lt;br&amp;gt;&lt;br /&gt;
All times in Zulu / Expanse Standard Time&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*0000 - PACT&#039;s First Fleet, comprised of Joint Task Forces 11, 12, 14, and 15, arrives in the Rapture system from Horizon via Widowmaker (ed note: placeholder name) and sets course for the Choson catapult station with JTF 14 in the van and all other task forces in line astern.&lt;br /&gt;
&lt;br /&gt;
*0300 - First Fleet picket destroyers detect a ZOCU task force approaching from the Choson catapult and report this to the fleet commander (Admiral Michael Konde, USN) aboard the supercarrier &#039;&#039;Ronald Reagan&#039;&#039; as &#039;Group Alpha&#039;.&lt;br /&gt;
&lt;br /&gt;
*0700 - Group Alpha engages First Fleet&#039;s leading elements slightly more than halfway between Jump Zone Widowmaker and JZ Choson; losses are estimated at approximately five vessels destroyed (each side) and ten damaged (each side). Group Alpha then commences a tactical withdrawal toward the concentration of cosmic debris designated Asteroid Field 1, approximately equidistant from the Choson, Kanon, and Erebus catapult stations. Admiral Konde detaches JTF 14 to secure JZ Choson and the catapult there and orders pursuit of Group Alpha.&lt;br /&gt;
&lt;br /&gt;
*1200 - JTF 14 arrives at and secures JZ Choson, and commences boarding operations to secure the catapult there.&lt;br /&gt;
&lt;br /&gt;
*1400 - First Fleet pickets detect large concentrations of ZOCU vessels and a large, unknown signature approximately equidistant from the Kanon and Erebus catapults. The pickets are engaged and destroyed by mobile suit forces before they can relay their report to Admiral Konde.&lt;br /&gt;
&lt;br /&gt;
*1500 - First Fleet catches up to Group Alpha near AF1 and re-engages. Enemy ships continue to fight, but withdraw toward JZ Kanon at the first opportunity once damage is sustained. Konde chooses to order First Fleet to remain in place and secure spatial dominance within the sensor shadow afforded by the asteroid field. Combat continues, abating slowly.&lt;br /&gt;
&lt;br /&gt;
*1600 - Group Alpha has by this time either withdrawn to JZ Kanon or been destroyed. First Fleet has established itself along the starward edge of the asteroid field and begun temporary repairs. The ZOCU forces and unknown energy signature remain undetected as Konde temporarily abandons his pursuit of the enemy and focuses on reordering his formation.&lt;br /&gt;
&lt;br /&gt;
*1607 - A massive energy signature is detected midway between JZ Kanon and JZ Erebus.&lt;br /&gt;
&lt;br /&gt;
*1610 - An enormous beam strikes out toward First Fleet from the location of the signature and narrowly misses, instead superheating and detonating many of the asteroids First Fleet has hidden itself behind and sending kiloton-weight asteroid remnants into the midst of Konde&#039;s formation. Konde immediately orders the fleet to open fire on the incoming asteroids, but a number of escorts are damaged or lost outright to impacts.&lt;br /&gt;
&lt;br /&gt;
*1611 -&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
&lt;br /&gt;
===Algiers-class Deep Space Cutter (6x Cruiser)===&lt;br /&gt;
&lt;br /&gt;
:Mobility: 4 &lt;br /&gt;
:Evasion: 3.5&lt;br /&gt;
:Armor: 16 &lt;br /&gt;
:Structure: 11 &lt;br /&gt;
:Hits: 52 &lt;br /&gt;
:Space: 160&lt;br /&gt;
:Power: 180&lt;br /&gt;
:P. Consumption: 152&lt;br /&gt;
&lt;br /&gt;
*Combat Fittings (41 spaces)&lt;br /&gt;
&lt;br /&gt;
:4x Burst-modal DP cannon&lt;br /&gt;
::(-16 spaces, -8 power)&lt;br /&gt;
:2x Dual-mode Medium Beam Cannon&lt;br /&gt;
::(-16 spaces, -32 power)&lt;br /&gt;
:2x Scattering Beam Point Defence&lt;br /&gt;
::(-4 spaces, -8 power)&lt;br /&gt;
:1x Cluster Missile Launcher&lt;br /&gt;
::(-5 spaces)&lt;br /&gt;
&lt;br /&gt;
*Noncombat Fittings (119 spaces)&lt;br /&gt;
&lt;br /&gt;
:1x Flash Field &lt;br /&gt;
::(-4 spaces, -32 power)&lt;br /&gt;
:4x Fusion Thruster&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2x Jump Drive&lt;br /&gt;
::(-2 spaces, -8 power)&lt;br /&gt;
:1x Structural Reinforcement&lt;br /&gt;
::(-8 spaces)&lt;br /&gt;
:4x Double-Bonded Lunar Titanium Armor&lt;br /&gt;
::(-16 spaces)&lt;br /&gt;
:9x Forced Fusion Reactor&lt;br /&gt;
::(-9 spaces)&lt;br /&gt;
:20CP cargo bay&lt;br /&gt;
::(-20 spaces)&lt;br /&gt;
:24DP hangar&lt;br /&gt;
::(-24 spaces)&lt;br /&gt;
:2x Docking Ring&lt;br /&gt;
::(-4 spaces)&lt;br /&gt;
&lt;br /&gt;
:Engineering Coefficient: 4 &lt;br /&gt;
:Hull Coefficient: 4&lt;br /&gt;
&lt;br /&gt;
==PACT TO&amp;amp;E (March 1 2189)==&lt;br /&gt;
PACIFIC ARM COOPERATION TREATY - JOINT COMBAT COMMAND&lt;br /&gt;
&lt;br /&gt;
TABLE OF ORGANIZATION &amp;amp; EQUIPMENT A/O 1 MAR 2189&lt;br /&gt;
&lt;br /&gt;
*GHQ Horizon (Fortress Tsushima, Horizon Prefecture, Euclid System)&amp;lt;br&amp;gt;&lt;br /&gt;
**First Fleet (Supercarrier USS Ronald Reagan)&amp;lt;br&amp;gt;&lt;br /&gt;
***Joint Task Force 11 (Supercarrier USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
****Independent Carrier Task Group 1&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARGRU 11 (USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Joseph Morales (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ronald Reagan (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS William Clinton (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.1 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1111 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Bradley (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Patton (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Marshal (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1112 (USS Essex)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Essex (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Hornet (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Wasp (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1112 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-1 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Eridanus (Antietam-II-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Saratoga (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Yorktown (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-2 (Cruiser USS San Jacinto)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Jacinto (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Cowpens (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Juan (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1114 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-1 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Truxton (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS William Fitzpatrick (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Franklin (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-2 (Destroyer USS Bulkeley)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Bulkeley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Caine (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Huxley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESRON 1115&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.2 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1121 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Clark (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Grant (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Franks (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1122 (Carrier USS Ticonderoga)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ticonderoga (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Kaesong (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Khe Sanh (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1123 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-1 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Montpelier (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Boston (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Hue City(Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-2 (Cruiser USS Fredericksburg)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Fredericksburg (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Falaise (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Ste. Marie du Mont (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1124&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1125&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; 100% of everything MJ says is a lie or said to confuse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ralson&amp;gt; MJ, when you try to make stuff sound cool you make absolutely everyone with a brain think it&#039;s the dumbest shit ever invented.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; You should go to SB talking about how great Freehold is.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; Nobody would ever read it again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; Why do you hate freedom?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Nasdaq&amp;gt; I&#039;m a conservative&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; FBH is of the FBH school of IR&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; which is be smug and not give helpful advice ever&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; and be smug&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; Birds gotta fly, dogs gotta bark, and I have to destroy the world for a psuedo-religious reason&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;g_g&amp;gt; It&#039;s a preemptive defense measure. After getting somehow involved in a world war in every SD since god knows what you stop taking the Stahlhelm off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Shrike&amp;gt; you can&#039;t spell world war without Germans, and G is an important part of this ethno-militaristic group&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; so...Ophen is exactly the same as Hampshire?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; No one is run by Ted Kennedy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; The other is run by Boss Hogg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Rask&amp;gt; Is it time for the newest episode of &amp;quot;FBH Wants More&amp;quot; already? ;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; As the Jewish state collapsed, many Jews of various nationalities pooled their resources to GTFO&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Screwball&amp;gt; clearly, when the going gets tough, the Jews get going. D:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara is really Corrigedor&#039;s puppet&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; plausable denability&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara started as a CIA project in 66&amp;lt;br&amp;gt;&lt;br /&gt;
* Ezekiel does not approve of Silence&#039;s plan &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; You see my dear padawan&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; fear of the Adharans will drive the outer systems to look for a strong patron&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; But not any&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; one who will embody virtures such as &amp;quot;justice&amp;quot; and &amp;quot;honor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; and then the rim will belong to the rightful rulers of the galaxy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; all thanks to tin men who foolishy thought they were people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[00:18:05] * MW cleanses Zeke in the Keeper fashion&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:11] &amp;lt;MW&amp;gt; welcome brother &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:45] * Zekebed bows to MW, master of the Host&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:14] &amp;lt;dacis2uni&amp;gt; Cleansed = cleaved by fission blade?&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:24] &amp;lt;MW&amp;gt; more like decapitated&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:27] &amp;lt;MW&amp;gt; whilst on your knees&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:29] &amp;lt;MW&amp;gt; so...executed&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:38] &amp;lt;MW&amp;gt; but it&#039;s a really lovely ceremony&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:46] &amp;lt;MW&amp;gt; I get a tear every time I see it&amp;lt;br&amp;gt;&lt;br /&gt;
[00:20:10] &amp;lt;MW&amp;gt; I totally just earned dark side points there, didn&#039;t I&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Maybe it&#039;s time to find Uncle before your various misdeeds here catch up with  you.  Mari is totally unimpressed with Chinese Heaven.  Next stop, Valhalla!&lt;br /&gt;
&lt;br /&gt;
[00:41:46] &amp;lt;IXJac&amp;gt; You realize you&#039;re never going to go anywhere near the Egyptian afterlife, right Norse? I mean, what a nightmare to run.  I&#039;d just sit back and say, &amp;quot;OK, write as much as you want for the next four hours.  Then I&#039;ll come back and give you some XP.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Beta-chan&amp;gt; This is the day half the chantry couldn&#039;t figure out any of the puzzles and therefore decided to crash through the door with a Soviet armoured train&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ezekiel&amp;gt; Well, unlike MJ&#039;s simple monotasking processor, us humans can actually converse about multiple things at a time&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;MJ12&amp;gt; Shut the fuck up Ezekiel I will have you know that I have a quad-core processor and can think about four things at a time D:&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[11:39:26] &amp;lt;Koffee_away&amp;gt; MJ12 speech reminds me of this&amp;lt;br&amp;gt;&lt;br /&gt;
[11:39:27] &amp;lt;Koffee_away&amp;gt; &amp;quot;Who cares about Derek Zoolander anyway? The man has only one look, for Christ&#039;s sake! Blue Steel? Ferrari? Le Tigra? They&#039;re the same face! Doesn&#039;t anybody notice this? I feel like I&#039;m taking crazy pills! I invented the piano key necktie, I invented it! What have you done, Derek? You&#039;ve done nothing! NOTHIIIING! And I will be a monkey&#039;s uncle if I let you ruin this for me, because if you can&#039;t get the job done, then I will! &amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Peel&amp;gt; If ZOCU was opposed to silly waste, they wouldn&#039;t have invented mecha.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Two mages standing side by side viewing the same Vista could see different things&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;IXJac&amp;gt; To the VA there&#039;s only one explanation for this inconsistency - Drug Addled Peyote Binge&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Investigating a chaos cult in an underhive. While searching, you find a man larger than the biggest space marine laying there with what looks to be a pike-mounted lasweapon that&#039;s way too big to carry laying next to him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s right, children of the Inquisition, who rescued me from that dank, inescapable pit. Listen to me.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget what the liars and charlatans in the Ecclesiarchy have told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget what your indoctrination in the Imperial Guard has told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget everything your rotten Inquisitor and his rotten Inquisitor Lords have told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Gather &#039;round, and I shall tell you the truth of the heresy of the traitor Horus, of the Age of Strife, and of the Emperor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who is also huge.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[13:04:18] &amp;lt;IXJac&amp;gt; Did I ever tell you about the dead baby rule?&amp;lt;br&amp;gt;&lt;br /&gt;
[13:04:45] &amp;lt;IXJac&amp;gt; Well, there&#039;s a certain amount of acceptable collateral damage based on target.  legally.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:30] &amp;lt;IXJac&amp;gt; So we&#039;d list targets as &amp;quot;He&#039;s a 10 baby target.&amp;quot;  IE, if he were in a school surrounded by ten cooing babies - we&#039;d bomb him.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:48] &amp;lt;IXJac&amp;gt; We thought it was all very funny&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:54] &amp;lt;IXJac&amp;gt; We were such evil people.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:57] &amp;lt;Shrike&amp;gt; that&#039;s so awesomely immoral&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:58] &amp;lt;IXJac&amp;gt; &amp;gt;:D&amp;lt;br&amp;gt;&lt;br /&gt;
[13:06:06] &amp;lt;Shrike&amp;gt; gold star&amp;lt;br&amp;gt;&lt;br /&gt;
[13:07:03] &amp;lt;IXJac&amp;gt; Of course in PRACTICE we were never allowed to exercise our legal limits.  Politicians have no sense of the rules of war. :P&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Kerrus&amp;gt; The biggest thing I have with SD&#039;s is the lack of mechancially being able to accrue resources or other shiny stuff, and that &#039;status quo is god&#039; mentality, however realistic the latter is&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Kerrus&amp;gt; The status quo is god thing typically manifests as &#039;all the big nations and small nations are at peace, there was a big war but the PCs just missed it, any attempt at stirring up trouble is met with the iron fist of big NPC #1, players can&#039;t change anything,any technological development fails, players can&#039;t challenge the big NPCs, and Zeronet quits DMing the moment any of the players try to challenge that.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; Haraway is a villain in the same way Iran is&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Shrike&amp;gt; It&#039;s got some grievances but is also a raging douche&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;FBH_&amp;gt; has anyone else read Seeds of Earth?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;FBH_&amp;gt; It&#039;s interesting so far but I can&#039;t help noticing that 1: there&#039;s like one female character and 2: all the AIs are evil so far save one&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee_&amp;gt; hey FBH&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee_&amp;gt; can I point out something&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee_&amp;gt; I just noticed in your Mirland game there has been two males show up&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee_&amp;gt; and one of them is a evil noble&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee_&amp;gt; and the other is a demon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mage Shit==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Jimmy Bellici]]&#039;&#039;&#039; (Eze)&lt;br /&gt;
:He&#039;s on a mission. &#039;&#039;From God&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Teutony 2.0==&lt;br /&gt;
&lt;br /&gt;
Military (Secundus)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Army 4&amp;lt;br&amp;gt;&lt;br /&gt;
Navy 3&amp;lt;br&amp;gt;&lt;br /&gt;
Air Force 1&amp;lt;br&amp;gt;&lt;br /&gt;
Mages 1&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses 1+3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement (Tertius)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technology 4+1&amp;lt;br&amp;gt;&lt;br /&gt;
Magic 1B&amp;lt;br&amp;gt;&lt;br /&gt;
Research 2&amp;lt;br&amp;gt;&lt;br /&gt;
Spycraft 0+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Infrastructure (Primus)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Industry 4&amp;lt;br&amp;gt;&lt;br /&gt;
Economy 3&amp;lt;br&amp;gt;&lt;br /&gt;
Population 4&amp;lt;br&amp;gt;&lt;br /&gt;
Natural Resources 4+1&amp;lt;br&amp;gt;&lt;br /&gt;
Strategic Position 0+2&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=23854</id>
		<title>User:Ezekiel-</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=23854"/>
		<updated>2010-11-30T02:19:46Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Battles==&lt;br /&gt;
&lt;br /&gt;
===The Battle of Anchorage===&lt;br /&gt;
&#039;&#039;&#039;November 2186&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039;  PACT forces pyhrrically defended the Anchorage Project mobile suit development center&lt;br /&gt;
&lt;br /&gt;
====Forces====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Admiral Byon Chuk-Bae, Choson&lt;br /&gt;
:2 &#039;&#039;Concord&#039;&#039;-class Cruisers &#039;&#039;Sejong the Great&#039;&#039; and &#039;&#039;Ulsan&#039;&#039;&lt;br /&gt;
:6 &#039;&#039;Proton&#039;&#039;-class Light Cruisers&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Commodore Ichijo Fujita, Horizon&lt;br /&gt;
:1 &#039;&#039;Ryuho&#039;&#039;(&#039;&#039;Melbourne&#039;&#039;)-class light carrier &#039;&#039;Ryuho&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:3 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Losses====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Concord&#039;&#039;-class Cruiser &#039;&#039;Sejong the Great&#039;&#039;&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:2 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
coming&lt;br /&gt;
&lt;br /&gt;
===The Battle of Rapture===&lt;br /&gt;
UNSO-1701&amp;lt;br&amp;gt;&lt;br /&gt;
April 19, 2189&amp;lt;br&amp;gt;&lt;br /&gt;
All times in Zulu / Expanse Standard Time&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*0000 - PACT&#039;s First Fleet, comprised of Joint Task Forces 11, 12, 14, and 15, arrives in the Rapture system from Horizon via Widowmaker (ed note: placeholder name) and sets course for the Choson catapult station with JTF 14 in the van and all other task forces in line astern.&lt;br /&gt;
&lt;br /&gt;
*0300 - First Fleet picket destroyers detect a ZOCU task force approaching from the Choson catapult and report this to the fleet commander (Admiral Michael Konde, USN) aboard the supercarrier &#039;&#039;Ronald Reagan&#039;&#039; as &#039;Group Alpha&#039;.&lt;br /&gt;
&lt;br /&gt;
*0700 - Group Alpha engages First Fleet&#039;s leading elements slightly more than halfway between Jump Zone Widowmaker and JZ Choson; losses are estimated at approximately five vessels destroyed (each side) and ten damaged (each side). Group Alpha then commences a tactical withdrawal toward the concentration of cosmic debris designated Asteroid Field 1, approximately equidistant from the Choson, Kanon, and Erebus catapult stations. Admiral Konde detaches JTF 14 to secure JZ Choson and the catapult there and orders pursuit of Group Alpha.&lt;br /&gt;
&lt;br /&gt;
*1200 - JTF 14 arrives at and secures JZ Choson, and commences boarding operations to secure the catapult there.&lt;br /&gt;
&lt;br /&gt;
*1400 - First Fleet pickets detect large concentrations of ZOCU vessels and a large, unknown signature approximately equidistant from the Kanon and Erebus catapults. The pickets are engaged and destroyed by mobile suit forces before they can relay their report to Admiral Konde.&lt;br /&gt;
&lt;br /&gt;
*1500 - First Fleet catches up to Group Alpha near AF1 and re-engages. Enemy ships continue to fight, but withdraw toward JZ Kanon at the first opportunity once damage is sustained. Konde chooses to order First Fleet to remain in place and secure spatial dominance within the sensor shadow afforded by the asteroid field. Combat continues, abating slowly.&lt;br /&gt;
&lt;br /&gt;
*1600 - Group Alpha has by this time either withdrawn to JZ Kanon or been destroyed. First Fleet has established itself along the starward edge of the asteroid field and begun temporary repairs. The ZOCU forces and unknown energy signature remain undetected as Konde temporarily abandons his pursuit of the enemy and focuses on reordering his formation.&lt;br /&gt;
&lt;br /&gt;
*1607 - A massive energy signature is detected midway between JZ Kanon and JZ Erebus.&lt;br /&gt;
&lt;br /&gt;
*1610 - An enormous beam strikes out toward First Fleet from the location of the signature and narrowly misses, instead superheating and detonating many of the asteroids First Fleet has hidden itself behind and sending kiloton-weight asteroid remnants into the midst of Konde&#039;s formation. Konde immediately orders the fleet to open fire on the incoming asteroids, but a number of escorts are damaged or lost outright to impacts.&lt;br /&gt;
&lt;br /&gt;
*1611 -&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
&lt;br /&gt;
===Algiers-class Deep Space Cutter (6x Cruiser)===&lt;br /&gt;
&lt;br /&gt;
:Mobility: 4 &lt;br /&gt;
:Evasion: 3.5&lt;br /&gt;
:Armor: 16 &lt;br /&gt;
:Structure: 11 &lt;br /&gt;
:Hits: 52 &lt;br /&gt;
:Space: 160&lt;br /&gt;
:Power: 180&lt;br /&gt;
:P. Consumption: 152&lt;br /&gt;
&lt;br /&gt;
*Combat Fittings (41 spaces)&lt;br /&gt;
&lt;br /&gt;
:4x Burst-modal DP cannon&lt;br /&gt;
::(-16 spaces, -8 power)&lt;br /&gt;
:2x Dual-mode Medium Beam Cannon&lt;br /&gt;
::(-16 spaces, -32 power)&lt;br /&gt;
:2x Scattering Beam Point Defence&lt;br /&gt;
::(-4 spaces, -8 power)&lt;br /&gt;
:1x Cluster Missile Launcher&lt;br /&gt;
::(-5 spaces)&lt;br /&gt;
&lt;br /&gt;
*Noncombat Fittings (119 spaces)&lt;br /&gt;
&lt;br /&gt;
:1x Flash Field &lt;br /&gt;
::(-4 spaces, -32 power)&lt;br /&gt;
:4x Fusion Thruster&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2x Jump Drive&lt;br /&gt;
::(-2 spaces, -8 power)&lt;br /&gt;
:1x Structural Reinforcement&lt;br /&gt;
::(-8 spaces)&lt;br /&gt;
:4x Double-Bonded Lunar Titanium Armor&lt;br /&gt;
::(-16 spaces)&lt;br /&gt;
:9x Forced Fusion Reactor&lt;br /&gt;
::(-9 spaces)&lt;br /&gt;
:20CP cargo bay&lt;br /&gt;
::(-20 spaces)&lt;br /&gt;
:24DP hangar&lt;br /&gt;
::(-24 spaces)&lt;br /&gt;
:2x Docking Ring&lt;br /&gt;
::(-4 spaces)&lt;br /&gt;
&lt;br /&gt;
:Engineering Coefficient: 4 &lt;br /&gt;
:Hull Coefficient: 4&lt;br /&gt;
&lt;br /&gt;
==PACT TO&amp;amp;E (March 1 2189)==&lt;br /&gt;
PACIFIC ARM COOPERATION TREATY - JOINT COMBAT COMMAND&lt;br /&gt;
&lt;br /&gt;
TABLE OF ORGANIZATION &amp;amp; EQUIPMENT A/O 1 MAR 2189&lt;br /&gt;
&lt;br /&gt;
*GHQ Horizon (Fortress Tsushima, Horizon Prefecture, Euclid System)&amp;lt;br&amp;gt;&lt;br /&gt;
**First Fleet (Supercarrier USS Ronald Reagan)&amp;lt;br&amp;gt;&lt;br /&gt;
***Joint Task Force 11 (Supercarrier USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
****Independent Carrier Task Group 1&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARGRU 11 (USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Joseph Morales (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ronald Reagan (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS William Clinton (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.1 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1111 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Bradley (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Patton (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Marshal (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1112 (USS Essex)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Essex (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Hornet (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Wasp (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1112 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-1 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Eridanus (Antietam-II-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Saratoga (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Yorktown (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-2 (Cruiser USS San Jacinto)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Jacinto (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Cowpens (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Juan (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1114 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-1 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Truxton (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS William Fitzpatrick (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Franklin (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-2 (Destroyer USS Bulkeley)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Bulkeley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Caine (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Huxley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESRON 1115&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.2 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1121 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Clark (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Grant (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Franks (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1122 (Carrier USS Ticonderoga)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ticonderoga (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Kaesong (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Khe Sanh (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1123 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-1 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Montpelier (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Boston (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Hue City(Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-2 (Cruiser USS Fredericksburg)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Fredericksburg (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Falaise (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Ste. Marie du Mont (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1124&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1125&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; 100% of everything MJ says is a lie or said to confuse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ralson&amp;gt; MJ, when you try to make stuff sound cool you make absolutely everyone with a brain think it&#039;s the dumbest shit ever invented.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; You should go to SB talking about how great Freehold is.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; Nobody would ever read it again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; Why do you hate freedom?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Nasdaq&amp;gt; I&#039;m a conservative&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; FBH is of the FBH school of IR&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; which is be smug and not give helpful advice ever&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; and be smug&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; Birds gotta fly, dogs gotta bark, and I have to destroy the world for a psuedo-religious reason&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;g_g&amp;gt; It&#039;s a preemptive defense measure. After getting somehow involved in a world war in every SD since god knows what you stop taking the Stahlhelm off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Shrike&amp;gt; you can&#039;t spell world war without Germans, and G is an important part of this ethno-militaristic group&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; so...Ophen is exactly the same as Hampshire?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; No one is run by Ted Kennedy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; The other is run by Boss Hogg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Rask&amp;gt; Is it time for the newest episode of &amp;quot;FBH Wants More&amp;quot; already? ;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; As the Jewish state collapsed, many Jews of various nationalities pooled their resources to GTFO&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Screwball&amp;gt; clearly, when the going gets tough, the Jews get going. D:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara is really Corrigedor&#039;s puppet&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; plausable denability&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara started as a CIA project in 66&amp;lt;br&amp;gt;&lt;br /&gt;
* Ezekiel does not approve of Silence&#039;s plan &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; You see my dear padawan&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; fear of the Adharans will drive the outer systems to look for a strong patron&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; But not any&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; one who will embody virtures such as &amp;quot;justice&amp;quot; and &amp;quot;honor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; and then the rim will belong to the rightful rulers of the galaxy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; all thanks to tin men who foolishy thought they were people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[00:18:05] * MW cleanses Zeke in the Keeper fashion&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:11] &amp;lt;MW&amp;gt; welcome brother &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:45] * Zekebed bows to MW, master of the Host&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:14] &amp;lt;dacis2uni&amp;gt; Cleansed = cleaved by fission blade?&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:24] &amp;lt;MW&amp;gt; more like decapitated&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:27] &amp;lt;MW&amp;gt; whilst on your knees&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:29] &amp;lt;MW&amp;gt; so...executed&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:38] &amp;lt;MW&amp;gt; but it&#039;s a really lovely ceremony&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:46] &amp;lt;MW&amp;gt; I get a tear every time I see it&amp;lt;br&amp;gt;&lt;br /&gt;
[00:20:10] &amp;lt;MW&amp;gt; I totally just earned dark side points there, didn&#039;t I&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Maybe it&#039;s time to find Uncle before your various misdeeds here catch up with  you.  Mari is totally unimpressed with Chinese Heaven.  Next stop, Valhalla!&lt;br /&gt;
&lt;br /&gt;
[00:41:46] &amp;lt;IXJac&amp;gt; You realize you&#039;re never going to go anywhere near the Egyptian afterlife, right Norse? I mean, what a nightmare to run.  I&#039;d just sit back and say, &amp;quot;OK, write as much as you want for the next four hours.  Then I&#039;ll come back and give you some XP.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Beta-chan&amp;gt; This is the day half the chantry couldn&#039;t figure out any of the puzzles and therefore decided to crash through the door with a Soviet armoured train&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ezekiel&amp;gt; Well, unlike MJ&#039;s simple monotasking processor, us humans can actually converse about multiple things at a time&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;MJ12&amp;gt; Shut the fuck up Ezekiel I will have you know that I have a quad-core processor and can think about four things at a time D:&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[11:39:26] &amp;lt;Koffee_away&amp;gt; MJ12 speech reminds me of this&amp;lt;br&amp;gt;&lt;br /&gt;
[11:39:27] &amp;lt;Koffee_away&amp;gt; &amp;quot;Who cares about Derek Zoolander anyway? The man has only one look, for Christ&#039;s sake! Blue Steel? Ferrari? Le Tigra? They&#039;re the same face! Doesn&#039;t anybody notice this? I feel like I&#039;m taking crazy pills! I invented the piano key necktie, I invented it! What have you done, Derek? You&#039;ve done nothing! NOTHIIIING! And I will be a monkey&#039;s uncle if I let you ruin this for me, because if you can&#039;t get the job done, then I will! &amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Peel&amp;gt; If ZOCU was opposed to silly waste, they wouldn&#039;t have invented mecha.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Two mages standing side by side viewing the same Vista could see different things&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;IXJac&amp;gt; To the VA there&#039;s only one explanation for this inconsistency - Drug Addled Peyote Binge&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Investigating a chaos cult in an underhive. While searching, you find a man larger than the biggest space marine laying there with what looks to be a pike-mounted lasweapon that&#039;s way too big to carry laying next to him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s right, children of the Inquisition, who rescued me from that dank, inescapable pit. Listen to me.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget what the liars and charlatans in the Ecclesiarchy have told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget what your indoctrination in the Imperial Guard has told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget everything your rotten Inquisitor and his rotten Inquisitor Lords have told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Gather &#039;round, and I shall tell you the truth of the heresy of the traitor Horus, of the Age of Strife, and of the Emperor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who is also huge.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[13:04:18] &amp;lt;IXJac&amp;gt; Did I ever tell you about the dead baby rule?&amp;lt;br&amp;gt;&lt;br /&gt;
[13:04:45] &amp;lt;IXJac&amp;gt; Well, there&#039;s a certain amount of acceptable collateral damage based on target.  legally.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:30] &amp;lt;IXJac&amp;gt; So we&#039;d list targets as &amp;quot;He&#039;s a 10 baby target.&amp;quot;  IE, if he were in a school surrounded by ten cooing babies - we&#039;d bomb him.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:48] &amp;lt;IXJac&amp;gt; We thought it was all very funny&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:54] &amp;lt;IXJac&amp;gt; We were such evil people.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:57] &amp;lt;Shrike&amp;gt; that&#039;s so awesomely immoral&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:58] &amp;lt;IXJac&amp;gt; &amp;gt;:D&amp;lt;br&amp;gt;&lt;br /&gt;
[13:06:06] &amp;lt;Shrike&amp;gt; gold star&amp;lt;br&amp;gt;&lt;br /&gt;
[13:07:03] &amp;lt;IXJac&amp;gt; Of course in PRACTICE we were never allowed to exercise our legal limits.  Politicians have no sense of the rules of war. :P&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Kerrus&amp;gt; The biggest thing I have with SD&#039;s is the lack of mechancially being able to accrue resources or other shiny stuff, and that &#039;status quo is god&#039; mentality, however realistic the latter is&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Kerrus&amp;gt; The status quo is god thing typically manifests as &#039;all the big nations and small nations are at peace, there was a big war but the PCs just missed it, any attempt at stirring up trouble is met with the iron fist of big NPC #1, players can&#039;t change anything,any technological development fails, players can&#039;t challenge the big NPCs, and Zeronet quits DMing the moment any of the players try to challenge that.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; Haraway is a villain in the same way Iran is&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Shrike&amp;gt; It&#039;s got some grievances but is also a raging douche&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mage Shit==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Jimmy Bellici]]&#039;&#039;&#039; (Eze)&lt;br /&gt;
:He&#039;s on a mission. &#039;&#039;From God&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Teutony 2.0==&lt;br /&gt;
&lt;br /&gt;
Military (Secundus)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Army 4&amp;lt;br&amp;gt;&lt;br /&gt;
Navy 3&amp;lt;br&amp;gt;&lt;br /&gt;
Air Force 1&amp;lt;br&amp;gt;&lt;br /&gt;
Mages 1&amp;lt;br&amp;gt;&lt;br /&gt;
Defenses 1+3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Advancement (Tertius)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technology 4+1&amp;lt;br&amp;gt;&lt;br /&gt;
Magic 1B&amp;lt;br&amp;gt;&lt;br /&gt;
Research 2&amp;lt;br&amp;gt;&lt;br /&gt;
Spycraft 0+1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Infrastructure (Primus)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Industry 4&amp;lt;br&amp;gt;&lt;br /&gt;
Economy 3&amp;lt;br&amp;gt;&lt;br /&gt;
Population 4&amp;lt;br&amp;gt;&lt;br /&gt;
Natural Resources 4+1&amp;lt;br&amp;gt;&lt;br /&gt;
Strategic Position 0+2&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Weapons_of_the_PACT&amp;diff=18994</id>
		<title>Weapons of the PACT</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Weapons_of_the_PACT&amp;diff=18994"/>
		<updated>2010-07-25T21:27:44Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* UNASUR Mecha */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ground Vehicles and Infantry ==&lt;br /&gt;
&lt;br /&gt;
=== M85A/B/C Combat Automata ===&lt;br /&gt;
[[M85 Combat Automaton]]&lt;br /&gt;
&lt;br /&gt;
=== M393 Advanced Multipurpose Medium Wheeled Vehicle (Amvee) ===&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== M7A1 Stuart ===&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===M6A4E3 Petraeus Omnitank===&lt;br /&gt;
[http://www.mahq.net/mecha/gundam/msigloo2/type61.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerospace Craft and Mecha ==&lt;br /&gt;
&lt;br /&gt;
=== NorPac Mecha ===&lt;br /&gt;
==== VMS-10 Nishizawa (1x Combat Frame) ====&lt;br /&gt;
[[Image:Nishizawa.jpg|thumb|MS-10 in PACT space superiority colors]]&lt;br /&gt;
&lt;br /&gt;
Designed in 2188 and briefly fielded in 2189, the Nishizawa is an advanced, transformable model of the Rickenbacker designed to spearhead strikes by PACT mobile suit units and conduct special operations from PACT stealth insertion vessels. It possesses significantly greater mobility compared to the Rickenbacker and is the first PACT combat frame to mount a flash field system.&lt;br /&gt;
 &lt;br /&gt;
:Speed: &lt;br /&gt;
:Agility: &lt;br /&gt;
:Evasion: &lt;br /&gt;
:Armor: &lt;br /&gt;
:Hits: &lt;br /&gt;
:Component Space: &lt;br /&gt;
:Power Consumption: &lt;br /&gt;
:External Carriage: &lt;br /&gt;
&lt;br /&gt;
*Internal Components (0/16):&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
*External Components (0/14):&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
==== VMS-11 Bishop (2x Combat Frame) ====&lt;br /&gt;
[[Image:Bishop.jpg|thumb|MS-11 in PACT space superiority colors]]&lt;br /&gt;
&lt;br /&gt;
:Speed: 11&lt;br /&gt;
:Agility: 12&lt;br /&gt;
:Evasion: 10&lt;br /&gt;
:Armor: 11&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 20&lt;br /&gt;
:Power Consumption: 28/30&lt;br /&gt;
:External Carriage: 16&lt;br /&gt;
&lt;br /&gt;
*Internal Components (20/20):&lt;br /&gt;
:6x Thrusters (6 spaces, -6 power)&lt;br /&gt;
:5x Verniers (5 space, -5 power)&lt;br /&gt;
:5x Forced Fusion Reactor (5 spaces, +30 power)&lt;br /&gt;
:3x Armor (3 spaces)&lt;br /&gt;
:1x Flash Field (1 space, -8 power)&lt;br /&gt;
&lt;br /&gt;
*External Components (16/16):&lt;br /&gt;
:1x Cluster Missiles (2 spaces)&lt;br /&gt;
:1x Pulse Gun (6 spaces, -5 power)&lt;br /&gt;
:1x Anti-Missile Gatling (2 spaces)&lt;br /&gt;
:2x Plasma Lance (2 spaces, -4 power)&lt;br /&gt;
:2x Strike Missile (4 spaces)&lt;br /&gt;
&lt;br /&gt;
==== XM-12 Cunningham (3x Combat Frame)====&lt;br /&gt;
[[Image:Cunningham.jpg|thumb|XM-12 in MSDG demonstration colors]]&lt;br /&gt;
&lt;br /&gt;
:Speed: 11&lt;br /&gt;
:Agility: 12&lt;br /&gt;
:Evasion: 10&lt;br /&gt;
:Armor: 11&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 24&lt;br /&gt;
:Power Consumption: 20/30&lt;br /&gt;
:External Carriage: 18&lt;br /&gt;
&lt;br /&gt;
*Internal Components (24/24):&lt;br /&gt;
:8x Thrusters (6 spaces, -6 power)&lt;br /&gt;
:6x Verniers (6 space, -6 power)&lt;br /&gt;
:5x Forced Fusion Reactor (5 spaces, +30 power)&lt;br /&gt;
:4x Armor (4 spaces)&lt;br /&gt;
:1x Flash Field (1 space, -8 power)&lt;br /&gt;
&lt;br /&gt;
*External Components (0/18):&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
===NorPac Aircraft===&lt;br /&gt;
==== F-76 &#039;&#039;Mustang&#039;&#039; ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/f1.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F-87 &#039;&#039;Hellcat&#039;&#039; ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/nfs.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== EF-87 &#039;&#039;Blackcat&#039;&#039; ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/ssy.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-41 &#039;&#039;Vigilante&#039;&#039; Strike Fighter ====&lt;br /&gt;
[http://www.new-un-spacy.com/sdfmacross/avengerii/avengerii.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F-84 &#039;&#039;Phantom&#039;&#039; Spatial Superiority Fighter ====&lt;br /&gt;
[http://userdisk.webry.biglobe.ne.jp/006/925/74/N000/000/002/yukikaze01.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== QRF-84 &#039;&#039;Wraith&#039;&#039; Drone Reconnaissance Fighter ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/frx-99-3.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== B-8 &#039;&#039;Revenant&#039;&#039; Stealth Bomber ====&lt;br /&gt;
[http://unsd.macrossroleplay.org/sb-10-3.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== R/AV-88 &#039;&#039;Navajo&#039;&#039; Gunship ====&lt;br /&gt;
[http://fc05.deviantart.net/fs11/i/2006/238/7/b/Sturm_Class_Gunship_by_ikarus_tm.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UNASUR Mecha===&lt;br /&gt;
==== &#039;&#039;TM-1 Alce&#039;&#039; (1x Assault Frame) ====&lt;br /&gt;
[[File:Monkeyking.PNG|thumb|&#039;&#039;Alce&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Based on the MS-9 Rickenbacker, the Terno Móvel 1 Alce(another word for Griffin) was UNASUR&#039;s main Mobile Suit from it&#039;s induction until the end of the ZOCU War, and remains the most common mobile suit in UNASUR armed forces to this day. Entering service in 2187, the first combat Alce squadron served onboard the NAeL Rio de Janeiro, with following squadrons of the mecha distributed to the fleets of other PACT powers. The Alce is sturdily built, and protected with a mobile suit sized flash field, though most of the mech&#039;s generated power is directed towards the energy hogging Mectron TMR-1 Particle Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
:Speed: 10&lt;br /&gt;
:Agility: 10&lt;br /&gt;
:Evasion: 8&lt;br /&gt;
:Armor: 10&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 16/16&lt;br /&gt;
:Used Power: 27/28 &lt;br /&gt;
:External Carriage: 14/14&lt;br /&gt;
Assault Frame x1&lt;br /&gt;
&lt;br /&gt;
Internal Components:&lt;br /&gt;
:5 Forced Fusion Reactors(5 Space, +28 Power)&lt;br /&gt;
:6 Thrusters (6 Space, 6 Power, +6 Speed, +3 Agility, +3 Evasion)&lt;br /&gt;
:3 Verniers (3 Space, 3 Power, +3 Agility, +1.5 Evasion)&lt;br /&gt;
:Flash Field (1 Space, 8 Power, +2 Armor, +0.5 Evasion, +2 AP Protection)&lt;br /&gt;
:2Alpha Edge, Knife[Internally Stored] (1 Space)&lt;br /&gt;
&lt;br /&gt;
Standard Loadout: 14 Space, 10 Power &lt;br /&gt;
:Mectron TMR-1 Particle Beam Gun(Beam Gun, 8 spaces, 10 power)&lt;br /&gt;
:Alpha Edge[Blade](2 spaces, 0 power)&lt;br /&gt;
:Twin Missile Racks (4 Spaces, 0 power)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;TM-2 Salamander&#039;&#039;(2x Assault Frame) ====&lt;br /&gt;
[[File:Salamander.PNG|thumb|&#039;&#039;Salamander&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
:Speed: 10&lt;br /&gt;
:Agility: 12&lt;br /&gt;
:Evasion: 9&lt;br /&gt;
:Armor: 10&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 20/20&lt;br /&gt;
:Used Power: 34/38 &lt;br /&gt;
:External Carriage: 14/16&lt;br /&gt;
Assault Frame x2&lt;br /&gt;
&lt;br /&gt;
Internal Components:&lt;br /&gt;
:7 Forced Fusion Reactors(7 Space, +38 Power)&lt;br /&gt;
:6 Thrusters (6 Space, 6 Power, +6 Speed, +3 Agility, +3 Evasion)&lt;br /&gt;
:5 Verniers (5 Space, 5 Power, +5 Agility, +2.5 Evasion)&lt;br /&gt;
:Flash Field (1 Space, 8 Power, +2 Armor, +0.5 Evasion, +2 AP Protection)&lt;br /&gt;
:2Alpha Edge, Knife[Internally Stored] (1 Space)&lt;br /&gt;
&lt;br /&gt;
Standard Loadout: 14 Space, 15 Power &lt;br /&gt;
:Mectron TMR-1 Particle Beam Gun(Beam Gun, 8 spaces, 10 power)&lt;br /&gt;
:Alpha Edge[Blade](2 spaces, 0 power)&lt;br /&gt;
:USASF Mk 16 Remote Drones (4 Spaces, 5 Power)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;TM-3 Manticore&#039;&#039; Assault Mobile Suit ====&lt;br /&gt;
&lt;br /&gt;
[[File:Manticore.PNG|thumb|&#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
:Speed: 10&lt;br /&gt;
:Agility: 13&lt;br /&gt;
:Evasion: 11&lt;br /&gt;
:Armor: 12&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 24/24&lt;br /&gt;
:Used Power: 43/44 &lt;br /&gt;
:External Carriage: 18/18&lt;br /&gt;
Assault Frame x3&lt;br /&gt;
&lt;br /&gt;
Internal Components:&lt;br /&gt;
:8 Forced Fusion Reactors(8 Space, +44 Power)&lt;br /&gt;
:6 Thrusters (6 Space, 6 Power, +6 Speed, +3 Agility, +3 Evasion)&lt;br /&gt;
:6 Verniers (6 Space, 6 Power, +6 Agility, +3.5 Evasion)&lt;br /&gt;
:2 Flash Field (2 Space, 16 Power, +4 Armor, +1 Evasion, +2 AP Protection)&lt;br /&gt;
:2 Alpha Edge, Knife[Internally Stored] (1 Space)&lt;br /&gt;
:Anti-Missile Gatling (1 space, 0 power)&lt;br /&gt;
&lt;br /&gt;
Standard Loadout: 18 Space, 15 Power &lt;br /&gt;
:Mectron TMR-1 Particle Beam Gun(Beam Gun, 8 spaces, 10 power)&lt;br /&gt;
:Alpha Edge[Blade](2 spaces, 0 power)&lt;br /&gt;
:USASF Mk 16 Remote Drones (4 Spaces, 5 Power)&lt;br /&gt;
:Twin Missile Racks (4 Spaces, 0 power)&lt;br /&gt;
&lt;br /&gt;
== Warships and Support Vessels ==&lt;br /&gt;
=== NorPac Starships ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Melbourne&#039;&#039; Light Carrier ====&lt;br /&gt;
[http://www.mahq.net/mecha/macross/sdfmacross/armd.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Truxton&#039;&#039; Destroyer ====&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Antietam&#039;&#039; Heavy Cruiser (6x Cruiser)====&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Mobility: 4 &lt;br /&gt;
:Evasion: 3.5 &lt;br /&gt;
:Armor: 19&lt;br /&gt;
:Evasion: 3&lt;br /&gt;
:Structure: 14 &lt;br /&gt;
:Hits: 40 &lt;br /&gt;
:Space: 160&lt;br /&gt;
:Power: 200&lt;br /&gt;
:P. Consumption: 180&lt;br /&gt;
&lt;br /&gt;
*Combat Fittings (62 spaces)&lt;br /&gt;
&lt;br /&gt;
:Flash Field &lt;br /&gt;
::(-4 spaces, -32 power)&lt;br /&gt;
:4 Dual-Setting Medium Beam Cannons&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2 Burst Cannons &lt;br /&gt;
::(-4 spaces, -8 power)&lt;br /&gt;
:1 Leap Missile Launcher &lt;br /&gt;
::(-5 spaces)&lt;br /&gt;
:3 Cluster Missile Launchers &lt;br /&gt;
::(-15 spaces)&lt;br /&gt;
:1 Scattering Beam Point Defence &lt;br /&gt;
::(-2 spaces, -4 power)&lt;br /&gt;
&lt;br /&gt;
*Noncombat Fittings (98 spaces)&lt;br /&gt;
&lt;br /&gt;
:4 Fusion Thrusters&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2 LockMartBoeing Jump Drives&lt;br /&gt;
::(-2 space, -8 power)&lt;br /&gt;
:Passive Stealth Design&lt;br /&gt;
::(-12 spaces)&lt;br /&gt;
:2 Structural Reinforcements&lt;br /&gt;
::(-16 spaces)&lt;br /&gt;
:6 Anti-Beam Laminate Armor...s?&lt;br /&gt;
::(-24 spaces)&lt;br /&gt;
:10 Forced Fusion Reactors&lt;br /&gt;
::(-10 spaces)&lt;br /&gt;
:1 Docking Ring&lt;br /&gt;
::(-2 spaces)&lt;br /&gt;
&lt;br /&gt;
:Engineering Coefficient: 4 &lt;br /&gt;
:Hull Coefficient: 4&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Inchon&#039;&#039; Landing Platform Dock ====&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modernized &#039;&#039;MacArthur&#039;&#039; Class Battleship ====&lt;br /&gt;
[http://www.xs4all.nl/~ptn/images/Tokugawa_animec1084p49.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Kaga&#039;&#039; Battlecarrier ====&lt;br /&gt;
[http://www.mahq.net/mecha/gundam/sentinel/argama.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ise&#039;&#039; Aviation Cruiser&#039;&#039; ====&lt;br /&gt;
[[Image:Clop.jpg|thumb|JDS &#039;&#039;Ise&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shinano&#039;&#039; Aviation Battleship ====&lt;br /&gt;
[[Image:Cailum.jpg|thumb|JDS &#039;&#039;Shinano&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Lincoln&#039;&#039; Supercarrier ====&lt;br /&gt;
[http://www.new-un-spacy.com/macrossf/guantanamo-stealthcarrier/guantanamo-stealthcarrier.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Vespuchi&#039;&#039; Logistics Ship====&lt;br /&gt;
[http://www.mahq.net/mecha/gundam/0083/columbus.jpg]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Weapons_of_the_PACT&amp;diff=18993</id>
		<title>Weapons of the PACT</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Weapons_of_the_PACT&amp;diff=18993"/>
		<updated>2010-07-25T21:27:23Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* TM-3 Manticore Assault Mobile Suit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ground Vehicles and Infantry ==&lt;br /&gt;
&lt;br /&gt;
=== M85A/B/C Combat Automata ===&lt;br /&gt;
[[M85 Combat Automaton]]&lt;br /&gt;
&lt;br /&gt;
=== M393 Advanced Multipurpose Medium Wheeled Vehicle (Amvee) ===&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== M7A1 Stuart ===&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===M6A4E3 Petraeus Omnitank===&lt;br /&gt;
[http://www.mahq.net/mecha/gundam/msigloo2/type61.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerospace Craft and Mecha ==&lt;br /&gt;
&lt;br /&gt;
=== NorPac Mecha ===&lt;br /&gt;
==== VMS-10 Nishizawa (1x Combat Frame) ====&lt;br /&gt;
[[Image:Nishizawa.jpg|thumb|MS-10 in PACT space superiority colors]]&lt;br /&gt;
&lt;br /&gt;
Designed in 2188 and briefly fielded in 2189, the Nishizawa is an advanced, transformable model of the Rickenbacker designed to spearhead strikes by PACT mobile suit units and conduct special operations from PACT stealth insertion vessels. It possesses significantly greater mobility compared to the Rickenbacker and is the first PACT combat frame to mount a flash field system.&lt;br /&gt;
 &lt;br /&gt;
:Speed: &lt;br /&gt;
:Agility: &lt;br /&gt;
:Evasion: &lt;br /&gt;
:Armor: &lt;br /&gt;
:Hits: &lt;br /&gt;
:Component Space: &lt;br /&gt;
:Power Consumption: &lt;br /&gt;
:External Carriage: &lt;br /&gt;
&lt;br /&gt;
*Internal Components (0/16):&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
*External Components (0/14):&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
==== VMS-11 Bishop (2x Combat Frame) ====&lt;br /&gt;
[[Image:Bishop.jpg|thumb|MS-11 in PACT space superiority colors]]&lt;br /&gt;
&lt;br /&gt;
:Speed: 11&lt;br /&gt;
:Agility: 12&lt;br /&gt;
:Evasion: 10&lt;br /&gt;
:Armor: 11&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 20&lt;br /&gt;
:Power Consumption: 28/30&lt;br /&gt;
:External Carriage: 16&lt;br /&gt;
&lt;br /&gt;
*Internal Components (20/20):&lt;br /&gt;
:6x Thrusters (6 spaces, -6 power)&lt;br /&gt;
:5x Verniers (5 space, -5 power)&lt;br /&gt;
:5x Forced Fusion Reactor (5 spaces, +30 power)&lt;br /&gt;
:3x Armor (3 spaces)&lt;br /&gt;
:1x Flash Field (1 space, -8 power)&lt;br /&gt;
&lt;br /&gt;
*External Components (16/16):&lt;br /&gt;
:1x Cluster Missiles (2 spaces)&lt;br /&gt;
:1x Pulse Gun (6 spaces, -5 power)&lt;br /&gt;
:1x Anti-Missile Gatling (2 spaces)&lt;br /&gt;
:2x Plasma Lance (2 spaces, -4 power)&lt;br /&gt;
:2x Strike Missile (4 spaces)&lt;br /&gt;
&lt;br /&gt;
==== XM-12 Cunningham (3x Combat Frame)====&lt;br /&gt;
[[Image:Cunningham.jpg|thumb|XM-12 in MSDG demonstration colors]]&lt;br /&gt;
&lt;br /&gt;
:Speed: 11&lt;br /&gt;
:Agility: 12&lt;br /&gt;
:Evasion: 10&lt;br /&gt;
:Armor: 11&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 24&lt;br /&gt;
:Power Consumption: 20/30&lt;br /&gt;
:External Carriage: 18&lt;br /&gt;
&lt;br /&gt;
*Internal Components (24/24):&lt;br /&gt;
:8x Thrusters (6 spaces, -6 power)&lt;br /&gt;
:6x Verniers (6 space, -6 power)&lt;br /&gt;
:5x Forced Fusion Reactor (5 spaces, +30 power)&lt;br /&gt;
:4x Armor (4 spaces)&lt;br /&gt;
:1x Flash Field (1 space, -8 power)&lt;br /&gt;
&lt;br /&gt;
*External Components (0/18):&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
===NorPac Aircraft===&lt;br /&gt;
==== F-76 &#039;&#039;Mustang&#039;&#039; ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/f1.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F-87 &#039;&#039;Hellcat&#039;&#039; ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/nfs.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== EF-87 &#039;&#039;Blackcat&#039;&#039; ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/ssy.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-41 &#039;&#039;Vigilante&#039;&#039; Strike Fighter ====&lt;br /&gt;
[http://www.new-un-spacy.com/sdfmacross/avengerii/avengerii.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F-84 &#039;&#039;Phantom&#039;&#039; Spatial Superiority Fighter ====&lt;br /&gt;
[http://userdisk.webry.biglobe.ne.jp/006/925/74/N000/000/002/yukikaze01.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== QRF-84 &#039;&#039;Wraith&#039;&#039; Drone Reconnaissance Fighter ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/frx-99-3.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== B-8 &#039;&#039;Revenant&#039;&#039; Stealth Bomber ====&lt;br /&gt;
[http://unsd.macrossroleplay.org/sb-10-3.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== R/AV-88 &#039;&#039;Navajo&#039;&#039; Gunship ====&lt;br /&gt;
[http://fc05.deviantart.net/fs11/i/2006/238/7/b/Sturm_Class_Gunship_by_ikarus_tm.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UNASUR Mecha===&lt;br /&gt;
==== &#039;&#039;TM-1 Alce&#039;&#039; (1x Assault Frame) ====&lt;br /&gt;
[[File:Monkeyking.PNG|thumb|&#039;&#039;Alce&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Based on the MS-9 Rickenbacker, the Terno Móvel 1 Alce(another word for Griffin) was UNASUR&#039;s main Mobile Suit from it&#039;s induction until the end of the ZOCU War, and remains the most common mobile suit in UNASUR armed forces to this day. Entering service in 2187, the first combat Alce squadron served onboard the NAeL Rio de Janeiro, with following squadrons of the mecha distributed to the fleets of other PACT powers. The Alce is sturdily built, and protected with a mobile suit sized flash field, though most of the mech&#039;s generated power is directed towards the energy hogging Mectron TMR-1 Particle Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
:Speed: 10&lt;br /&gt;
:Agility: 10&lt;br /&gt;
:Evasion: 8&lt;br /&gt;
:Armor: 10&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 16/16&lt;br /&gt;
:Used Power: 27/28 &lt;br /&gt;
:External Carriage: 14/14&lt;br /&gt;
Assault Frame x1&lt;br /&gt;
&lt;br /&gt;
Internal Components:&lt;br /&gt;
:5 Forced Fusion Reactors(5 Space, +28 Power)&lt;br /&gt;
:6 Thrusters (6 Space, 6 Power, +6 Speed, +3 Agility, +3 Evasion)&lt;br /&gt;
:3 Verniers (3 Space, 3 Power, +3 Agility, +1.5 Evasion)&lt;br /&gt;
:Flash Field (1 Space, 8 Power, +2 Armor, +0.5 Evasion, +2 AP Protection)&lt;br /&gt;
:2Alpha Edge, Knife[Internally Stored] (1 Space)&lt;br /&gt;
&lt;br /&gt;
Standard Loadout: 14 Space, 10 Power &lt;br /&gt;
:Mectron TMR-1 Particle Beam Gun(Beam Gun, 8 spaces, 10 power)&lt;br /&gt;
:Alpha Edge[Blade](2 spaces, 0 power)&lt;br /&gt;
:Twin Missile Racks (4 Spaces, 0 power)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;TM-2 Salamander&#039;&#039;(2x Assault Frame) =====&lt;br /&gt;
[[File:Salamander.PNG|thumb|&#039;&#039;Salamander&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
:Speed: 10&lt;br /&gt;
:Agility: 12&lt;br /&gt;
:Evasion: 9&lt;br /&gt;
:Armor: 10&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 20/20&lt;br /&gt;
:Used Power: 34/38 &lt;br /&gt;
:External Carriage: 14/16&lt;br /&gt;
Assault Frame x2&lt;br /&gt;
&lt;br /&gt;
Internal Components:&lt;br /&gt;
:7 Forced Fusion Reactors(7 Space, +38 Power)&lt;br /&gt;
:6 Thrusters (6 Space, 6 Power, +6 Speed, +3 Agility, +3 Evasion)&lt;br /&gt;
:5 Verniers (5 Space, 5 Power, +5 Agility, +2.5 Evasion)&lt;br /&gt;
:Flash Field (1 Space, 8 Power, +2 Armor, +0.5 Evasion, +2 AP Protection)&lt;br /&gt;
:2Alpha Edge, Knife[Internally Stored] (1 Space)&lt;br /&gt;
&lt;br /&gt;
Standard Loadout: 14 Space, 15 Power &lt;br /&gt;
:Mectron TMR-1 Particle Beam Gun(Beam Gun, 8 spaces, 10 power)&lt;br /&gt;
:Alpha Edge[Blade](2 spaces, 0 power)&lt;br /&gt;
:USASF Mk 16 Remote Drones (4 Spaces, 5 Power)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;TM-3 Manticore&#039;&#039; Assault Mobile Suit ====&lt;br /&gt;
&lt;br /&gt;
[[File:Manticore.PNG|thumb|&#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
:Speed: 10&lt;br /&gt;
:Agility: 13&lt;br /&gt;
:Evasion: 11&lt;br /&gt;
:Armor: 12&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 24/24&lt;br /&gt;
:Used Power: 43/44 &lt;br /&gt;
:External Carriage: 18/18&lt;br /&gt;
Assault Frame x3&lt;br /&gt;
&lt;br /&gt;
Internal Components:&lt;br /&gt;
:8 Forced Fusion Reactors(8 Space, +44 Power)&lt;br /&gt;
:6 Thrusters (6 Space, 6 Power, +6 Speed, +3 Agility, +3 Evasion)&lt;br /&gt;
:6 Verniers (6 Space, 6 Power, +6 Agility, +3.5 Evasion)&lt;br /&gt;
:2 Flash Field (2 Space, 16 Power, +4 Armor, +1 Evasion, +2 AP Protection)&lt;br /&gt;
:2 Alpha Edge, Knife[Internally Stored] (1 Space)&lt;br /&gt;
:Anti-Missile Gatling (1 space, 0 power)&lt;br /&gt;
&lt;br /&gt;
Standard Loadout: 18 Space, 15 Power &lt;br /&gt;
:Mectron TMR-1 Particle Beam Gun(Beam Gun, 8 spaces, 10 power)&lt;br /&gt;
:Alpha Edge[Blade](2 spaces, 0 power)&lt;br /&gt;
:USASF Mk 16 Remote Drones (4 Spaces, 5 Power)&lt;br /&gt;
:Twin Missile Racks (4 Spaces, 0 power)&lt;br /&gt;
&lt;br /&gt;
== Warships and Support Vessels ==&lt;br /&gt;
=== NorPac Starships ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Melbourne&#039;&#039; Light Carrier ====&lt;br /&gt;
[http://www.mahq.net/mecha/macross/sdfmacross/armd.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Truxton&#039;&#039; Destroyer ====&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Antietam&#039;&#039; Heavy Cruiser (6x Cruiser)====&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Mobility: 4 &lt;br /&gt;
:Evasion: 3.5 &lt;br /&gt;
:Armor: 19&lt;br /&gt;
:Evasion: 3&lt;br /&gt;
:Structure: 14 &lt;br /&gt;
:Hits: 40 &lt;br /&gt;
:Space: 160&lt;br /&gt;
:Power: 200&lt;br /&gt;
:P. Consumption: 180&lt;br /&gt;
&lt;br /&gt;
*Combat Fittings (62 spaces)&lt;br /&gt;
&lt;br /&gt;
:Flash Field &lt;br /&gt;
::(-4 spaces, -32 power)&lt;br /&gt;
:4 Dual-Setting Medium Beam Cannons&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2 Burst Cannons &lt;br /&gt;
::(-4 spaces, -8 power)&lt;br /&gt;
:1 Leap Missile Launcher &lt;br /&gt;
::(-5 spaces)&lt;br /&gt;
:3 Cluster Missile Launchers &lt;br /&gt;
::(-15 spaces)&lt;br /&gt;
:1 Scattering Beam Point Defence &lt;br /&gt;
::(-2 spaces, -4 power)&lt;br /&gt;
&lt;br /&gt;
*Noncombat Fittings (98 spaces)&lt;br /&gt;
&lt;br /&gt;
:4 Fusion Thrusters&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2 LockMartBoeing Jump Drives&lt;br /&gt;
::(-2 space, -8 power)&lt;br /&gt;
:Passive Stealth Design&lt;br /&gt;
::(-12 spaces)&lt;br /&gt;
:2 Structural Reinforcements&lt;br /&gt;
::(-16 spaces)&lt;br /&gt;
:6 Anti-Beam Laminate Armor...s?&lt;br /&gt;
::(-24 spaces)&lt;br /&gt;
:10 Forced Fusion Reactors&lt;br /&gt;
::(-10 spaces)&lt;br /&gt;
:1 Docking Ring&lt;br /&gt;
::(-2 spaces)&lt;br /&gt;
&lt;br /&gt;
:Engineering Coefficient: 4 &lt;br /&gt;
:Hull Coefficient: 4&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Inchon&#039;&#039; Landing Platform Dock ====&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modernized &#039;&#039;MacArthur&#039;&#039; Class Battleship ====&lt;br /&gt;
[http://www.xs4all.nl/~ptn/images/Tokugawa_animec1084p49.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Kaga&#039;&#039; Battlecarrier ====&lt;br /&gt;
[http://www.mahq.net/mecha/gundam/sentinel/argama.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ise&#039;&#039; Aviation Cruiser&#039;&#039; ====&lt;br /&gt;
[[Image:Clop.jpg|thumb|JDS &#039;&#039;Ise&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shinano&#039;&#039; Aviation Battleship ====&lt;br /&gt;
[[Image:Cailum.jpg|thumb|JDS &#039;&#039;Shinano&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Lincoln&#039;&#039; Supercarrier ====&lt;br /&gt;
[http://www.new-un-spacy.com/macrossf/guantanamo-stealthcarrier/guantanamo-stealthcarrier.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Vespuchi&#039;&#039; Logistics Ship====&lt;br /&gt;
[http://www.mahq.net/mecha/gundam/0083/columbus.jpg]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Weapons_of_the_PACT&amp;diff=18992</id>
		<title>Weapons of the PACT</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Weapons_of_the_PACT&amp;diff=18992"/>
		<updated>2010-07-25T21:27:00Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* UNASUR Mecha */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ground Vehicles and Infantry ==&lt;br /&gt;
&lt;br /&gt;
=== M85A/B/C Combat Automata ===&lt;br /&gt;
[[M85 Combat Automaton]]&lt;br /&gt;
&lt;br /&gt;
=== M393 Advanced Multipurpose Medium Wheeled Vehicle (Amvee) ===&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== M7A1 Stuart ===&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===M6A4E3 Petraeus Omnitank===&lt;br /&gt;
[http://www.mahq.net/mecha/gundam/msigloo2/type61.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerospace Craft and Mecha ==&lt;br /&gt;
&lt;br /&gt;
=== NorPac Mecha ===&lt;br /&gt;
==== VMS-10 Nishizawa (1x Combat Frame) ====&lt;br /&gt;
[[Image:Nishizawa.jpg|thumb|MS-10 in PACT space superiority colors]]&lt;br /&gt;
&lt;br /&gt;
Designed in 2188 and briefly fielded in 2189, the Nishizawa is an advanced, transformable model of the Rickenbacker designed to spearhead strikes by PACT mobile suit units and conduct special operations from PACT stealth insertion vessels. It possesses significantly greater mobility compared to the Rickenbacker and is the first PACT combat frame to mount a flash field system.&lt;br /&gt;
 &lt;br /&gt;
:Speed: &lt;br /&gt;
:Agility: &lt;br /&gt;
:Evasion: &lt;br /&gt;
:Armor: &lt;br /&gt;
:Hits: &lt;br /&gt;
:Component Space: &lt;br /&gt;
:Power Consumption: &lt;br /&gt;
:External Carriage: &lt;br /&gt;
&lt;br /&gt;
*Internal Components (0/16):&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
*External Components (0/14):&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
==== VMS-11 Bishop (2x Combat Frame) ====&lt;br /&gt;
[[Image:Bishop.jpg|thumb|MS-11 in PACT space superiority colors]]&lt;br /&gt;
&lt;br /&gt;
:Speed: 11&lt;br /&gt;
:Agility: 12&lt;br /&gt;
:Evasion: 10&lt;br /&gt;
:Armor: 11&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 20&lt;br /&gt;
:Power Consumption: 28/30&lt;br /&gt;
:External Carriage: 16&lt;br /&gt;
&lt;br /&gt;
*Internal Components (20/20):&lt;br /&gt;
:6x Thrusters (6 spaces, -6 power)&lt;br /&gt;
:5x Verniers (5 space, -5 power)&lt;br /&gt;
:5x Forced Fusion Reactor (5 spaces, +30 power)&lt;br /&gt;
:3x Armor (3 spaces)&lt;br /&gt;
:1x Flash Field (1 space, -8 power)&lt;br /&gt;
&lt;br /&gt;
*External Components (16/16):&lt;br /&gt;
:1x Cluster Missiles (2 spaces)&lt;br /&gt;
:1x Pulse Gun (6 spaces, -5 power)&lt;br /&gt;
:1x Anti-Missile Gatling (2 spaces)&lt;br /&gt;
:2x Plasma Lance (2 spaces, -4 power)&lt;br /&gt;
:2x Strike Missile (4 spaces)&lt;br /&gt;
&lt;br /&gt;
==== XM-12 Cunningham (3x Combat Frame)====&lt;br /&gt;
[[Image:Cunningham.jpg|thumb|XM-12 in MSDG demonstration colors]]&lt;br /&gt;
&lt;br /&gt;
:Speed: 11&lt;br /&gt;
:Agility: 12&lt;br /&gt;
:Evasion: 10&lt;br /&gt;
:Armor: 11&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 24&lt;br /&gt;
:Power Consumption: 20/30&lt;br /&gt;
:External Carriage: 18&lt;br /&gt;
&lt;br /&gt;
*Internal Components (24/24):&lt;br /&gt;
:8x Thrusters (6 spaces, -6 power)&lt;br /&gt;
:6x Verniers (6 space, -6 power)&lt;br /&gt;
:5x Forced Fusion Reactor (5 spaces, +30 power)&lt;br /&gt;
:4x Armor (4 spaces)&lt;br /&gt;
:1x Flash Field (1 space, -8 power)&lt;br /&gt;
&lt;br /&gt;
*External Components (0/18):&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
===NorPac Aircraft===&lt;br /&gt;
==== F-76 &#039;&#039;Mustang&#039;&#039; ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/f1.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F-87 &#039;&#039;Hellcat&#039;&#039; ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/nfs.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== EF-87 &#039;&#039;Blackcat&#039;&#039; ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/ssy.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-41 &#039;&#039;Vigilante&#039;&#039; Strike Fighter ====&lt;br /&gt;
[http://www.new-un-spacy.com/sdfmacross/avengerii/avengerii.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F-84 &#039;&#039;Phantom&#039;&#039; Spatial Superiority Fighter ====&lt;br /&gt;
[http://userdisk.webry.biglobe.ne.jp/006/925/74/N000/000/002/yukikaze01.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== QRF-84 &#039;&#039;Wraith&#039;&#039; Drone Reconnaissance Fighter ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/frx-99-3.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== B-8 &#039;&#039;Revenant&#039;&#039; Stealth Bomber ====&lt;br /&gt;
[http://unsd.macrossroleplay.org/sb-10-3.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== R/AV-88 &#039;&#039;Navajo&#039;&#039; Gunship ====&lt;br /&gt;
[http://fc05.deviantart.net/fs11/i/2006/238/7/b/Sturm_Class_Gunship_by_ikarus_tm.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UNASUR Mecha===&lt;br /&gt;
==== &#039;&#039;TM-1 Alce&#039;&#039; (1x Assault Frame) ====&lt;br /&gt;
[[File:Monkeyking.PNG|thumb|&#039;&#039;Alce&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Based on the MS-9 Rickenbacker, the Terno Móvel 1 Alce(another word for Griffin) was UNASUR&#039;s main Mobile Suit from it&#039;s induction until the end of the ZOCU War, and remains the most common mobile suit in UNASUR armed forces to this day. Entering service in 2187, the first combat Alce squadron served onboard the NAeL Rio de Janeiro, with following squadrons of the mecha distributed to the fleets of other PACT powers. The Alce is sturdily built, and protected with a mobile suit sized flash field, though most of the mech&#039;s generated power is directed towards the energy hogging Mectron TMR-1 Particle Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
:Speed: 10&lt;br /&gt;
:Agility: 10&lt;br /&gt;
:Evasion: 8&lt;br /&gt;
:Armor: 10&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 16/16&lt;br /&gt;
:Used Power: 27/28 &lt;br /&gt;
:External Carriage: 14/14&lt;br /&gt;
Assault Frame x1&lt;br /&gt;
&lt;br /&gt;
Internal Components:&lt;br /&gt;
:5 Forced Fusion Reactors(5 Space, +28 Power)&lt;br /&gt;
:6 Thrusters (6 Space, 6 Power, +6 Speed, +3 Agility, +3 Evasion)&lt;br /&gt;
:3 Verniers (3 Space, 3 Power, +3 Agility, +1.5 Evasion)&lt;br /&gt;
:Flash Field (1 Space, 8 Power, +2 Armor, +0.5 Evasion, +2 AP Protection)&lt;br /&gt;
:2Alpha Edge, Knife[Internally Stored] (1 Space)&lt;br /&gt;
&lt;br /&gt;
Standard Loadout: 14 Space, 10 Power &lt;br /&gt;
:Mectron TMR-1 Particle Beam Gun(Beam Gun, 8 spaces, 10 power)&lt;br /&gt;
:Alpha Edge[Blade](2 spaces, 0 power)&lt;br /&gt;
:Twin Missile Racks (4 Spaces, 0 power)&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;TM-2 Salamander&#039;&#039;(2x Assault Frame) =====&lt;br /&gt;
[[File:Salamander.PNG|thumb|&#039;&#039;Salamander&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
:Speed: 10&lt;br /&gt;
:Agility: 12&lt;br /&gt;
:Evasion: 9&lt;br /&gt;
:Armor: 10&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 20/20&lt;br /&gt;
:Used Power: 34/38 &lt;br /&gt;
:External Carriage: 14/16&lt;br /&gt;
Assault Frame x2&lt;br /&gt;
&lt;br /&gt;
Internal Components:&lt;br /&gt;
:7 Forced Fusion Reactors(7 Space, +38 Power)&lt;br /&gt;
:6 Thrusters (6 Space, 6 Power, +6 Speed, +3 Agility, +3 Evasion)&lt;br /&gt;
:5 Verniers (5 Space, 5 Power, +5 Agility, +2.5 Evasion)&lt;br /&gt;
:Flash Field (1 Space, 8 Power, +2 Armor, +0.5 Evasion, +2 AP Protection)&lt;br /&gt;
:2Alpha Edge, Knife[Internally Stored] (1 Space)&lt;br /&gt;
&lt;br /&gt;
Standard Loadout: 14 Space, 15 Power &lt;br /&gt;
:Mectron TMR-1 Particle Beam Gun(Beam Gun, 8 spaces, 10 power)&lt;br /&gt;
:Alpha Edge[Blade](2 spaces, 0 power)&lt;br /&gt;
:USASF Mk 16 Remote Drones (4 Spaces, 5 Power)&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;TM-3 Manticore&#039;&#039; Assault Mobile Suit ===&lt;br /&gt;
&lt;br /&gt;
[[File:Manticore.PNG|thumb|&#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
:Speed: 10&lt;br /&gt;
:Agility: 13&lt;br /&gt;
:Evasion: 11&lt;br /&gt;
:Armor: 12&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 24/24&lt;br /&gt;
:Used Power: 43/44 &lt;br /&gt;
:External Carriage: 18/18&lt;br /&gt;
Assault Frame x3&lt;br /&gt;
&lt;br /&gt;
Internal Components:&lt;br /&gt;
:8 Forced Fusion Reactors(8 Space, +44 Power)&lt;br /&gt;
:6 Thrusters (6 Space, 6 Power, +6 Speed, +3 Agility, +3 Evasion)&lt;br /&gt;
:6 Verniers (6 Space, 6 Power, +6 Agility, +3.5 Evasion)&lt;br /&gt;
:2 Flash Field (2 Space, 16 Power, +4 Armor, +1 Evasion, +2 AP Protection)&lt;br /&gt;
:2 Alpha Edge, Knife[Internally Stored] (1 Space)&lt;br /&gt;
:Anti-Missile Gatling (1 space, 0 power)&lt;br /&gt;
&lt;br /&gt;
Standard Loadout: 18 Space, 15 Power &lt;br /&gt;
:Mectron TMR-1 Particle Beam Gun(Beam Gun, 8 spaces, 10 power)&lt;br /&gt;
:Alpha Edge[Blade](2 spaces, 0 power)&lt;br /&gt;
:USASF Mk 16 Remote Drones (4 Spaces, 5 Power)&lt;br /&gt;
:Twin Missile Racks (4 Spaces, 0 power)&lt;br /&gt;
&lt;br /&gt;
== Warships and Support Vessels ==&lt;br /&gt;
=== NorPac Starships ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Melbourne&#039;&#039; Light Carrier ====&lt;br /&gt;
[http://www.mahq.net/mecha/macross/sdfmacross/armd.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Truxton&#039;&#039; Destroyer ====&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Antietam&#039;&#039; Heavy Cruiser (6x Cruiser)====&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Mobility: 4 &lt;br /&gt;
:Evasion: 3.5 &lt;br /&gt;
:Armor: 19&lt;br /&gt;
:Evasion: 3&lt;br /&gt;
:Structure: 14 &lt;br /&gt;
:Hits: 40 &lt;br /&gt;
:Space: 160&lt;br /&gt;
:Power: 200&lt;br /&gt;
:P. Consumption: 180&lt;br /&gt;
&lt;br /&gt;
*Combat Fittings (62 spaces)&lt;br /&gt;
&lt;br /&gt;
:Flash Field &lt;br /&gt;
::(-4 spaces, -32 power)&lt;br /&gt;
:4 Dual-Setting Medium Beam Cannons&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2 Burst Cannons &lt;br /&gt;
::(-4 spaces, -8 power)&lt;br /&gt;
:1 Leap Missile Launcher &lt;br /&gt;
::(-5 spaces)&lt;br /&gt;
:3 Cluster Missile Launchers &lt;br /&gt;
::(-15 spaces)&lt;br /&gt;
:1 Scattering Beam Point Defence &lt;br /&gt;
::(-2 spaces, -4 power)&lt;br /&gt;
&lt;br /&gt;
*Noncombat Fittings (98 spaces)&lt;br /&gt;
&lt;br /&gt;
:4 Fusion Thrusters&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2 LockMartBoeing Jump Drives&lt;br /&gt;
::(-2 space, -8 power)&lt;br /&gt;
:Passive Stealth Design&lt;br /&gt;
::(-12 spaces)&lt;br /&gt;
:2 Structural Reinforcements&lt;br /&gt;
::(-16 spaces)&lt;br /&gt;
:6 Anti-Beam Laminate Armor...s?&lt;br /&gt;
::(-24 spaces)&lt;br /&gt;
:10 Forced Fusion Reactors&lt;br /&gt;
::(-10 spaces)&lt;br /&gt;
:1 Docking Ring&lt;br /&gt;
::(-2 spaces)&lt;br /&gt;
&lt;br /&gt;
:Engineering Coefficient: 4 &lt;br /&gt;
:Hull Coefficient: 4&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Inchon&#039;&#039; Landing Platform Dock ====&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Modernized &#039;&#039;MacArthur&#039;&#039; Class Battleship ====&lt;br /&gt;
[http://www.xs4all.nl/~ptn/images/Tokugawa_animec1084p49.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Kaga&#039;&#039; Battlecarrier ====&lt;br /&gt;
[http://www.mahq.net/mecha/gundam/sentinel/argama.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Ise&#039;&#039; Aviation Cruiser&#039;&#039; ====&lt;br /&gt;
[[Image:Clop.jpg|thumb|JDS &#039;&#039;Ise&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Shinano&#039;&#039; Aviation Battleship ====&lt;br /&gt;
[[Image:Cailum.jpg|thumb|JDS &#039;&#039;Shinano&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Lincoln&#039;&#039; Supercarrier ====&lt;br /&gt;
[http://www.new-un-spacy.com/macrossf/guantanamo-stealthcarrier/guantanamo-stealthcarrier.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Vespuchi&#039;&#039; Logistics Ship====&lt;br /&gt;
[http://www.mahq.net/mecha/gundam/0083/columbus.jpg]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=18961</id>
		<title>Watanabe Ichijo</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=18961"/>
		<updated>2010-07-25T08:40:24Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Ichijo Watanabe &amp;lt;br&amp;gt;&lt;br /&gt;
Player: Zeke&amp;lt;br&amp;gt;&lt;br /&gt;
Nature: Survivor&amp;lt;br&amp;gt;&lt;br /&gt;
Essence: Questing&amp;lt;br&amp;gt;&lt;br /&gt;
Demeanor: Rebel&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition: Virtual Adept &amp;lt;br&amp;gt;&lt;br /&gt;
Concept: Cyberpunk Anti-Hero&amp;lt;br&amp;gt;&lt;br /&gt;
Paradigm: &amp;lt;s&amp;gt;Everything is controlled by electronics, so why not manipulate them to control everything else?&amp;lt;/s&amp;gt; ELECTROMANCY &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 23/79 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Known Location: ???, Chicago, Illinois&lt;br /&gt;
&lt;br /&gt;
Misc. In-Session Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PWP: 5&amp;lt;br&amp;gt;&lt;br /&gt;
TWP: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Arete: 4 (8 fp[3]+24 xp[4])&amp;lt;br&amp;gt;&lt;br /&gt;
Quint: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Real World): 6&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Virtual World): 9&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon(s):&amp;lt;br&amp;gt;&lt;br /&gt;
*1 HK MP5SD silenced 9mm submachinegun&lt;br /&gt;
**several clips of 9mm ammunition&lt;br /&gt;
*1 Technocracy shotgun&lt;br /&gt;
**several reloads of shells&lt;br /&gt;
Medical Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br&amp;gt;&lt;br /&gt;
*Messenger Bag&lt;br /&gt;
**Touchscreen Palmtop made from an HTC smartphone (Warded: one story duration, strength 4)&lt;br /&gt;
**mundane stuff&lt;br /&gt;
&lt;br /&gt;
Other Assets:&amp;lt;br&amp;gt;&lt;br /&gt;
*10 dream tass&lt;br /&gt;
*1 techno tass&lt;br /&gt;
&lt;br /&gt;
Rotes (1/2):&amp;lt;br&amp;gt;&lt;br /&gt;
*INACTIVE - Nimrod Close Combat Armor (6 armour, 4 HL, a forces shield, a blade, a contact grenade/mine launcher, and an X-6 SMG)&lt;br /&gt;
** The CC suit adds +3 Str and +1 Wits&lt;br /&gt;
&lt;br /&gt;
Attributes:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Stamina: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Perception: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: 4 (Specialty: Problem Solving)&amp;lt;br&amp;gt;&lt;br /&gt;
Wits: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents (9):&amp;lt;br&amp;gt;&lt;br /&gt;
*Alertness: 3&lt;br /&gt;
*Awareness: 3&lt;br /&gt;
*Dodge: 3&lt;br /&gt;
&lt;br /&gt;
Skills (13):&amp;lt;br&amp;gt;&lt;br /&gt;
*Stealth: 3 (2 fp)&lt;br /&gt;
*Drive: 2&lt;br /&gt;
*Firearms: 3 (4 xp)&lt;br /&gt;
*Melee: 3&lt;br /&gt;
*Technology: 3&lt;br /&gt;
*Brawl: 2 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Knowledges (7):&amp;lt;br&amp;gt;&lt;br /&gt;
*Computers: 3&lt;br /&gt;
*Enigmas: 2&lt;br /&gt;
*Investigation: 2&lt;br /&gt;
*Linguistics (Japanese &amp;amp; English): 1 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Spheres:&amp;lt;br&amp;gt;&lt;br /&gt;
*Correspondence: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Forces: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Prime: 3 (Focus: Palmtop)(18xp[2]+16xp[3])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds: 7&amp;lt;br&amp;gt;&lt;br /&gt;
*Ally: 3 (1 fp)&lt;br /&gt;
**[[Kiyoshi Nakamura]]&lt;br /&gt;
*Arcane: 3 (1 fp)&lt;br /&gt;
*Avatar: 3&lt;br /&gt;
&lt;br /&gt;
Bonus/Freebie Points Remaining: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flaws:&amp;lt;br&amp;gt;&lt;br /&gt;
*Strangeness: +1 fp&lt;br /&gt;
Merits:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage_PCS]]&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=18960</id>
		<title>Watanabe Ichijo</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=18960"/>
		<updated>2010-07-25T08:24:28Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Ichijo Watanabe &amp;lt;br&amp;gt;&lt;br /&gt;
Player: Zeke&amp;lt;br&amp;gt;&lt;br /&gt;
Nature: Survivor&amp;lt;br&amp;gt;&lt;br /&gt;
Essence: Questing&amp;lt;br&amp;gt;&lt;br /&gt;
Demeanor: Rebel&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition: Virtual Adept &amp;lt;br&amp;gt;&lt;br /&gt;
Concept: Cyberpunk Anti-Hero&amp;lt;br&amp;gt;&lt;br /&gt;
Paradigm: &amp;lt;s&amp;gt;Everything is controlled by electronics, so why not manipulate them to control everything else?&amp;lt;/s&amp;gt; ELECTROMANCY &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 13/69 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Known Location: ???, Chicago, Illinois&lt;br /&gt;
&lt;br /&gt;
Misc. In-Session Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PWP: 5&amp;lt;br&amp;gt;&lt;br /&gt;
TWP: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Arete: 4 (8 fp[3]+24 xp[4])&amp;lt;br&amp;gt;&lt;br /&gt;
Quint: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Real World): 6&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Virtual World): 9&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon(s):&amp;lt;br&amp;gt;&lt;br /&gt;
*1 HK MP5SD silenced 9mm submachinegun&lt;br /&gt;
**several clips of 9mm ammunition&lt;br /&gt;
*1 Technocracy shotgun&lt;br /&gt;
**several reloads of shells&lt;br /&gt;
Medical Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br&amp;gt;&lt;br /&gt;
*Messenger Bag&lt;br /&gt;
**Touchscreen Palmtop made from an HTC smartphone (Warded: one story duration, strength 4)&lt;br /&gt;
**mundane stuff&lt;br /&gt;
&lt;br /&gt;
Other Assets:&amp;lt;br&amp;gt;&lt;br /&gt;
*10 dream tass&lt;br /&gt;
*1 techno tass&lt;br /&gt;
&lt;br /&gt;
Rotes (1/2):&amp;lt;br&amp;gt;&lt;br /&gt;
*INACTIVE - Nimrod Close Combat Armor (6 armour, 4 HL, a forces shield, a blade, a contact grenade/mine launcher, and an X-6 SMG)&lt;br /&gt;
** The CC suit adds +3 Str and +1 Wits&lt;br /&gt;
&lt;br /&gt;
Attributes:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Stamina: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Perception: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: 4 (Specialty: Problem Solving)&amp;lt;br&amp;gt;&lt;br /&gt;
Wits: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents (9):&amp;lt;br&amp;gt;&lt;br /&gt;
*Alertness: 3&lt;br /&gt;
*Awareness: 3&lt;br /&gt;
*Dodge: 3&lt;br /&gt;
&lt;br /&gt;
Skills (13):&amp;lt;br&amp;gt;&lt;br /&gt;
*Stealth: 3 (2 fp)&lt;br /&gt;
*Drive: 2&lt;br /&gt;
*Firearms: 3 (4 xp)&lt;br /&gt;
*Melee: 3&lt;br /&gt;
*Technology: 3&lt;br /&gt;
*Brawl: 2 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Knowledges (7):&amp;lt;br&amp;gt;&lt;br /&gt;
*Computers: 3&lt;br /&gt;
*Enigmas: 2&lt;br /&gt;
*Investigation: 2&lt;br /&gt;
*Linguistics (Japanese &amp;amp; English): 1 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Spheres:&amp;lt;br&amp;gt;&lt;br /&gt;
*Correspondence: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Forces: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Prime: 3 (Focus: Palmtop)(18xp[2]+16xp[3])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds: 7&amp;lt;br&amp;gt;&lt;br /&gt;
*Ally: 3 (1 fp)&lt;br /&gt;
**[[Kiyoshi Nakamura]]&lt;br /&gt;
*Arcane: 3 (1 fp)&lt;br /&gt;
*Avatar: 3&lt;br /&gt;
&lt;br /&gt;
Bonus/Freebie Points Remaining: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flaws:&amp;lt;br&amp;gt;&lt;br /&gt;
*Strangeness: +1 fp&lt;br /&gt;
Merits:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage_PCS]]&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=18957</id>
		<title>Watanabe Ichijo</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=18957"/>
		<updated>2010-07-25T08:04:57Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Ichijo Watanabe &amp;lt;br&amp;gt;&lt;br /&gt;
Player: Zeke&amp;lt;br&amp;gt;&lt;br /&gt;
Nature: Survivor&amp;lt;br&amp;gt;&lt;br /&gt;
Essence: Questing&amp;lt;br&amp;gt;&lt;br /&gt;
Demeanor: Rebel&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition: Virtual Adept &amp;lt;br&amp;gt;&lt;br /&gt;
Concept: Cyberpunk Anti-Hero&amp;lt;br&amp;gt;&lt;br /&gt;
Paradigm: &amp;lt;s&amp;gt;Everything is controlled by electronics, so why not manipulate them to control everything else?&amp;lt;/s&amp;gt; ELECTROMANCY &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 13/69 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Known Location: ???, Chicago, Illinois&lt;br /&gt;
&lt;br /&gt;
Misc. In-Session Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PWP: 5&amp;lt;br&amp;gt;&lt;br /&gt;
TWP: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Arete: 4 (8 fp[3]+24 xp[4])&amp;lt;br&amp;gt;&lt;br /&gt;
Quint: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Real World): 6&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Virtual World): 9&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon(s):&amp;lt;br&amp;gt;&lt;br /&gt;
*1 HK MP5SD silenced 9mm submachinegun&lt;br /&gt;
*several clips of 9mm ammunition&lt;br /&gt;
&lt;br /&gt;
Medical Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br&amp;gt;&lt;br /&gt;
*Messenger Bag&lt;br /&gt;
**Touchscreen Palmtop made from an HTC smartphone (Warded: one story duration, strength 4)&lt;br /&gt;
**mundane stuff&lt;br /&gt;
&lt;br /&gt;
Other Assets:&amp;lt;br&amp;gt;&lt;br /&gt;
*10 tass&lt;br /&gt;
&lt;br /&gt;
Rotes (1/2):&amp;lt;br&amp;gt;&lt;br /&gt;
*INACTIVE - Nimrod Close Combat Armor (6 armour, 4 HL, a forces shield, a blade, a contact grenade/mine launcher, and an X-6 SMG)&lt;br /&gt;
** The CC suit adds +3 Str and +1 Wits&lt;br /&gt;
&lt;br /&gt;
Attributes:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Stamina: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Perception: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: 4 (Specialty: Problem Solving)&amp;lt;br&amp;gt;&lt;br /&gt;
Wits: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents (9):&amp;lt;br&amp;gt;&lt;br /&gt;
*Alertness: 3&lt;br /&gt;
*Awareness: 3&lt;br /&gt;
*Dodge: 3&lt;br /&gt;
&lt;br /&gt;
Skills (13):&amp;lt;br&amp;gt;&lt;br /&gt;
*Stealth: 3 (2 fp)&lt;br /&gt;
*Drive: 2&lt;br /&gt;
*Firearms: 3 (4 xp)&lt;br /&gt;
*Melee: 3&lt;br /&gt;
*Technology: 3&lt;br /&gt;
*Brawl: 2 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Knowledges (7):&amp;lt;br&amp;gt;&lt;br /&gt;
*Computers: 3&lt;br /&gt;
*Enigmas: 2&lt;br /&gt;
*Investigation: 2&lt;br /&gt;
*Linguistics (Japanese &amp;amp; English): 1 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Spheres:&amp;lt;br&amp;gt;&lt;br /&gt;
*Correspondence: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Forces: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Prime: 3 (Focus: Palmtop)(18xp[2]+16xp[3])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds: 7&amp;lt;br&amp;gt;&lt;br /&gt;
*Ally: 3 (1 fp)&lt;br /&gt;
**[[Kiyoshi Nakamura]]&lt;br /&gt;
*Arcane: 3 (1 fp)&lt;br /&gt;
*Avatar: 3&lt;br /&gt;
&lt;br /&gt;
Bonus/Freebie Points Remaining: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flaws:&amp;lt;br&amp;gt;&lt;br /&gt;
*Strangeness: +1 fp&lt;br /&gt;
Merits:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage_PCS]]&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Weapons_of_the_ZOCU_War&amp;diff=18956</id>
		<title>Weapons of the ZOCU War</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Weapons_of_the_ZOCU_War&amp;diff=18956"/>
		<updated>2010-07-25T07:58:05Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==European Union==&lt;br /&gt;
===EU Mobile Weapons===&lt;br /&gt;
&lt;br /&gt;
====Ge-02 &#039;&#039;Lambert&#039;&#039; Combat Frame====&lt;br /&gt;
The Ge-02 &#039;&#039;Lambert&#039;&#039; was the first real product of the European Union&#039;s crash mobile suit development program, with the first prototype completed in January 2186. An exceptionally primative design that was deemed unsuitable for mass production, only a handful of Lamberts were produced and they saw little actual combat against Zodiac Forces despite having the distinction of being involved in the first battle between combat frames. The real value of the &#039;&#039;Lambert&#039;&#039; was the considerable amount of data it provided to the EU&#039;s military engineers, information that eventually led to the far more successful Ge-03 &#039;&#039;Leopold&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In the postwar years a number of &#039;&#039;Lambert&#039;&#039; type combat frames have been produced under license on various remote worlds eager to gain access to combat frame technology but unable or unwilling to deal with ZOCU and lacking in technological sophsetication needed to maintain more advanced machines. &amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ge-02 &#039;&#039;Lambert&#039;&#039; Combat Frame&#039;&#039;&#039; &amp;lt;Br&amp;gt;&lt;br /&gt;
Origin: Earth&amp;lt;Br&amp;gt;&lt;br /&gt;
Primary Operator: European Union&amp;lt;Br&amp;gt;&lt;br /&gt;
Date Of Introduction: 2186&amp;lt;Br&amp;gt;&lt;br /&gt;
Role: Combat Frame&amp;lt;Br&amp;gt;&lt;br /&gt;
Control System: Linear Frame&amp;lt;Br&amp;gt;&lt;br /&gt;
Height: 16 Meters&amp;lt;Br&amp;gt;&lt;br /&gt;
Powerplant: Compact Fusion Reactor&amp;lt;Br&amp;gt;&lt;br /&gt;
Main Thrusters: 4&amp;lt;Br&amp;gt;&lt;br /&gt;
Apogee Motors: 15&amp;lt;Br&amp;gt;&lt;br /&gt;
Fixed Armament: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament: 1 x GIAT F3 100mm Autocannon &amp;lt;Br&amp;gt;&lt;br /&gt;
Defensive Systems: Composite Armor&amp;lt;Br&amp;gt;&lt;br /&gt;
&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ge-03C &#039;&#039;Leopold&#039;&#039; Main Battle Frame====&lt;br /&gt;
[[Image:Leo.JPG|thumb|&#039;&#039;Leopold&#039;&#039; Prototype with Linear Rifle]]&lt;br /&gt;
Throughout the 2160s and 2170s military observers from the European Union watched with some interest as the Zodiac Colonies fielded their first &#039;&#039;Peltast&#039;&#039; combat frames on remote frontier battlefields. While these strange humanoid fighting vehicles were a favorite topic of discussion in EU military circles the general consensus was that the &#039;&#039;Peltast&#039;&#039; and any future successors to it would remain nothing more than a curiosity of dubious effectiveness against the powerful conventional forces fielded by the Union and the other Terran superpowers. At the outbreak of war with ZOCU in 2185 no real effort had been made on the part of the EU to develop its own combat frame technology.&lt;br /&gt;
&lt;br /&gt;
Although the &#039;&#039;Peltast&#039;&#039; proved to be more capable than predicted, it was the superior capabilities of the much more advanced &#039;&#039;Hoplite&#039;&#039; model of combat frame that quickly began to alarm European battlefield commanders and staff officers. The highly capable &#039;&#039;Hoplite&#039;&#039; was superior to nearly every existing space and ground combat platform in the EU&#039;s arsenal and played a major role in nearly every one of the Union&#039;s military disasters of the war&#039;s first year. Crash upgrade programs for the existing space fighters and armored fighting inventories could serve only to lessen future blows, it was obvious that new weapons were required as quickly as they could possibly be put on the field. Amongst the projects authorized in early 2186 was a program for combat frame development.&lt;br /&gt;
&lt;br /&gt;
The EU began its combat frame program with nothing more than a handful of examples in the form of several captured Zodiac machines and a spattering of stolen technical documents. Simply copying ZOCU designs outright was absolutely out of the question as neither the Union&#039;s military or political leadership were willing to suffer such a blow to their state&#039;s pride. A completely European machine would have to be developed even if the process would take considerably longer. Engineers from several important defense contractors such as France&#039;s GIAT and Germany&#039;s Rheinmetall were brought in to tackle the problem and by 2187 had built and tested a mass production prototype, the Ge-02 &#039;&#039;Lambert&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Nearly everything about the Ge-02 proved to be a disappointment. The &#039;&#039;Lambert&#039;&#039;s lackluster performance compared unfavorably even with the decades old &#039;&#039;Peltast&#039;&#039; and its lack of power generation limited its armament to an unacceptable degree. Although a number of Lamberts were produced and a few of those even saw limited deployment, it was deemed to be a failure and passed over in favor of new conventional platforms. But the &#039;&#039;Lambert&#039;&#039; was a valuable learning experience that paved the way for future success. Using the lessons from their lackluster creation most of the same design team would move on to begin work on what would eventually become the Ge-03 &#039;&#039;Leopold&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In 2188 the Zodiac Forces archived another spectacular success with the unveiling of the &#039;&#039;Sarissa&#039;&#039;, a &#039;&#039;Hoplite&#039;&#039; variant of such increased ability that it was initially believed to be a completely new model. Once again there were no available craft capable of matching it in the EU&#039;s arsenals and the mere thought that this deadly new machine and its particle rifle might be mass produced caused a considerable amount of worry in the Union&#039;s high command. While such fears proved unfounded additional resources were diverted to the combat frame development project and in early 2189 the first prototype of their new model was ready for testing.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Leopold&#039;&#039; surpassed all expectations. Fast, agile, and heavily armored it clearly had the makings of a superior machine worthy of Europe&#039;s proud military traditions. Although its electromotive linear rifle was certainly inferior to the megaparticle gun used by the &#039;&#039;Sarissa&#039;&#039;, in all other respects the &#039;&#039;Leopold&#039;&#039; could be considered a comparable machine. Approved for production, the first mass produced Ge-03s had reached the front lines in time to be sent into action with the Zweiker&#039;s fleet during the final push onward to victory in the skies above Haraway&#039;s World. Their considerable abilities came as an unpleasant shock to many Zodiac pilots who had now long believed that their machines would never be equaled by their European foes.&lt;br /&gt;
&lt;br /&gt;
Following the Armistice the EU has continued production of additional &#039;&#039;Leopolds&#039;&#039; in limited numbers. Although the combat frame has still failed to supplant the position of conventional weapons within the EU&#039;s arsenal it has through the success of the &#039;&#039;Leopold&#039;&#039; won a permanent place alongside them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ge-03C &#039;&#039;Leopold&#039;&#039; Main Battle Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin: Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator: European Union&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction: 2189&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Main Battle Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System: Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height: 18 Meters&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant: Compact Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors: 20&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament: 2.5cm Goalie CIWS (Mounted in Head), 1 x Katzbalger Alpha Edge&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament: 1 x 10cm Rheinmetall Linear Rifle, 2 x Quarrel AAMs&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems: Composite Armor, ERA Plates (Optional)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===EU Warships===&lt;br /&gt;
====&#039;&#039;Drake&#039;&#039; Class Battleship (Mark VII Refit)====&lt;br /&gt;
[[Image:|thumb|&#039;&#039;Drake Mk VII&#039;&#039;]]&lt;br /&gt;
The opening of the 22nd century found the European Union in need of a powerful warship capable of operating for extended periods out on the ever expanding borders of its territory. Completed just a year after the first of America&#039;s MacArthur Class System Control Ships, the Drake Class Battleship was both a military and technological marvel. Highly versatile in addition to being exceptionally rugged and durable ships for their day, the early Drakes were extremely well suited for nearly any possible extended mission far from the safe ports of Sol and the inner colonies. While the need for a battle fleet was a topic of serious debate in Brussels at the turn of the century, the Drakes proved to be a vital line of defense with the first major battles against rogue drones in the early 2120s. &lt;br /&gt;
&lt;br /&gt;
At the opening of the Zodiac War in 2185, the Drake Class had served as the backbone of the European Fleets for over fifty years. Five major upgrades and decades of successful service including a number of spectacular victories over rogue drone and magnate forces had convinced the Union&#039;s Admiralty, wrongly, that their battleships were nearly invincible. The disastrous opening battles of the war, particularly Lord Dorington&#039;s stunning rout of several battle divisions under the command of Garun&#039;s Admiral Mackenzie, proved just how wrong those notions were. While the exact reasons for the fleet&#039;s failures remain a subject of intense debate, it is undeniable that modern Zodiac warships equipped with new mega particle technology proved more than a match for the venerable Drake Mark V. &lt;br /&gt;
&lt;br /&gt;
A number of short term fixes and dubiously effective stopgap upgrades generally grouped together as the Mark VI refit characterized the first wartime attempts and dragging the aging Drake back into top form. It was not until 2188 when the first Mark VII refit was completed that the EU&#039;s Admirals could truly be certain they at last had a fighting capital ship capable of going head to head with the Zodiac Fleet. The Mark VII, usually referred to as the War Drake, sacrifices the versatility of its earlier incarnations in exchange for combat power and sheer survivability. &lt;br /&gt;
&lt;br /&gt;
Nearly completely rebuilt, a War Drake is considerably more durable than the proceeding Marks with all manner of damage control and redundant systems keeping it in the fight even when under mega particle fire. While even the Mark VIIs proved unable to match the sheer raw firepower of ZOCU&#039;s feared Pallada Class Battleships, they certainly were as well protected. And with the shipyards of Sol and the EU&#039;s colonies working around the clock to complete refits on existing Drakes, the number of Mark VIIs available grew quickly. &lt;br /&gt;
&lt;br /&gt;
The deployment of a considerable force of Mark VIIs was one of the crucial factors leading to Admiral Zweiker&#039;s final crushing victory in the skies above Haraway&#039;s World in 2189. The postwar years have seen all of the remaining older model Drakes converted to the Mark VII standard, and although they are now being joined by new warships of modern design it is likely they will continue to see service well into the next century.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Drake&#039;&#039; Class Battleship (Mark VII Refit)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  EU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction: 2119 (Class), 2188 (Mark VII)&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Battleship&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  307 meters (hull)&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  79,300 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  88,700 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  4x BAE Mark 43b Forced-Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  6x Rolls-Royce H58 High-Flow Fusion Rockets&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  72&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Rolls-Royce MGQ-99 Delta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  8x Twin 275mm Railcannon Turrets, 4x Twin 140mm Railgun Turrets, 14x 85mm Railgun Turrets, 16x Cluster Missile Launchers, Multiple Laser Cluster Defense Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Scattering Field&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pacific-American Colonization Treaty==&lt;br /&gt;
===PACT Mobile Weapons===&lt;br /&gt;
&lt;br /&gt;
====The Anchorage Project====&lt;br /&gt;
After the near-loss of USS &#039;&#039;Gerald R. Ford&#039;&#039; over [[Important_Battles_of_the_ZOCU_War#The_Kanon_Campaign | Kanon]], the United States Navy was thrown into a panic. After consulting with their European allies and the upper-tier PACT navies of Japan, Australia, and Canada, the Pentagon commissioned a secret development complex on an unmapped world near the Horizon system. Dubbed the &#039;Anchorage Project&#039; and primarily composed of local Horizonic science personnel along with invited scientists from research centers across PACT space, the facility staff was charged with the responsibility of rushing a mobile suit into PACT military service within a year.&lt;br /&gt;
&lt;br /&gt;
Faced with this deadline and equipped with a massive checkbook, the scientists of Anchorage turned to several outlets to save time. First, all captured enemy MS technology was requisitioned, including a nearly-intact [[Weapons_of_the_ZOCU_War#OMF-06_Hoplite_Mobile_Suit | Hoplite]] torso, waist and arms recovered by PACT forces withdrawing from Kanon. Second, the European Union was bartered with by Japanese diplomats to secure design blueprints and advice from EUSF engineers working on the [[Weapons_of_the_ZOCU_War#Ge-03C_Leopold_Main_Battle_Frame | Gundam Counterattack]]. Last, the decision was made to utilize components developed for the [[Jane&#039;s_Weapons_of_the_CPTO#F-87_Hellcat_Fighter_Family | F-87]] and the top-secret [[Jane&#039;s_Weapons_of_the_CPTO#F-84_Phantom_Superiority_Fighter | YF-84]], eliminating the need to develop those parts on-site. Unfortunately, the courier carrying essential xenotech was nearly intercepted by ZOCU forces as it doglegged through unincorporated UNSO space to Horizon (See [[Flight of the Adelaide]] for further details), delaying the project for weeks as the courier fled through the Backcountry from harassing enemy forces.&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;MS-9 Rickenbacker Mobile Suit&#039;&#039;&#039;=====&lt;br /&gt;
[[Image:Rickenbacker.jpg|thumb|MS-9 in factory base colors]]&lt;br /&gt;
&lt;br /&gt;
The first product of the Anchorage Project, the XM-9 Rickenbacker was the PACT&#039;s initial attempt at a combat frame. The system&#039;s prototype first fired in anger on November 27th, 2186, when ZOCU forces from Choson attempted to seize the Anchorage Project facility and prevent PACT from putting the system into service; test pilot Amuro Takahashi managed to destroy five enemy mobile suits in the ensuing melee before the prototype was overcome by enemy fire and disabled, instantly becoming PACT&#039;s first combat frame ace.&lt;br /&gt;
&lt;br /&gt;
The first standard-type MS-9A production frames saw combat mere weeks later in January 2187, when the converted mobile suit carrier &#039;&#039;Ryuho&#039;&#039; encountered a Hampshiran raider while enroute to conduct a retaliatory attack in the Backcountry, and saw rapid success there and on other fronts. Later ground-type and space-type models would be introduced in the following years, seeing service with the Commonwealth of Theia Defense Force, Neve Israeli Armed Forces, Japanese Defense Forces, United States Military, Horizonic Defense Forces, and many other national militaries operating in the PACT-ZOCU theater.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Projeto Heráldico====&lt;br /&gt;
Following the completion of the Anchorage Project, UNASUR, rather than purchase the basic MS-9 Rickenbacker and take a further blow to their honor, and still eager to obtain a mobile suit of their own, took a third option. After obtaining production rights to the Rickenbacker, and with technical and financial assistance from ANZO, The Projeto Heráldico was begun. While the Anchorage Project was done in almost complete secrecy and had a longer timeframe, Projeto Heráldico was run quite publicly, with UNASUR&#039;s homebuilt MS-9 derived mobile suit, the TM-1 Alce, being created in the span of a few months at Engesa&#039;s main Sao Galvao factory.&lt;br /&gt;
&lt;br /&gt;
=====Embraer (TM)Terno Móvel-1 Alce=====&lt;br /&gt;
[[File:Monkeyking.PNG|thumb|&#039;&#039;Alce&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Based on the MS-9 Rickenbacker, the Terno Móvel 1 Alce(another word for Griffin) was UNASUR&#039;s main Mobile Suit for the remainder of the ZOCU War, and remains the most common mobile suit in UNASUR armed forces to this day. Described as a stunning success, the Alce prototype was produced and put into proving trials, with three squadrons of the mecha being ordered by the Marinha Brasileira do Espaço, and a single squadron were recieved by the Australia-New Zealand-Oceania Space Corps as a a thank you from the Brazilian government for the assistance with financing the Alce&#039;s development. &lt;br /&gt;
&lt;br /&gt;
Overall, the Alce is a superior model of MS to the Rickenbacker, on par with Zodiac Legionares. The Alce&#039;s armament is deceptively simple, comprised of a simple Particle Beam rifle with an under-slung blade, and an internally stored knife. The Alce&#039;s sturdy structure is supported with energy shielding, and twin missile racks in the shoulders for dealing with high speed enemy threats. The Alce is unique in the fact that it mounts a staggering five forced fusion reactors, two of them dedicated to powering the energy sucking Mectron TMR-1 Particle Beam Rifle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TM-1 &#039;&#039;Alce&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:[[São Galvão]] &amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator: PACT(UNASUR) &amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2187&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Assault Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  17.6 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant: 5x Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  6&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  3&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament: 2x Taurus Alpha Edge Knives (Internally stored,hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Mectron TMR-1 Particle Beam rifle w/ underslung Taurus Alpha-Edge Sword, 2x &#039;Javelin&#039; Assault Missiles or 6x &#039;Hornet&#039; Cluster Missiles or 2x &#039;Meteor&#039; Anti-Air Missiles or 2x &#039;Striker&#039; Strike Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems: Composite Armor, Flash Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zodiac Outworld Colony Union==&lt;br /&gt;
===ZOCU Mobile Weapons===&lt;br /&gt;
&lt;br /&gt;
====OMF-04 &#039;&#039;Peltast&#039;&#039; Mobile Suit====&lt;br /&gt;
[[Image:Peltast.jpg|thumb|&#039;&#039;Peltast&#039;&#039; armed with Londenium Metals Mk-11 Railgun]]&lt;br /&gt;
For the worlds of the ZOCU organization, the Breakdown offered an opportunity to seize their national destinies.  Unfortunately with the effective termination of significant core world contact, the ZOCU Worlds were forced into nearly total self-reliance.  Armed with limited weapons and with no source for replacement or reinforcement it was almost inevitable that civilian vehicles would be pressed into service.  Among these were orbital transfer vehicles and manipulation vehicles, the ancestors of modern combat frames.  Not terribly efficient, they nonetheless served as stopgaps until ZOCU military industry matured.  Out of the &#039;second&#039; generation of ZOCU weapons, the OMF-04 &#039;&#039;Peltast&#039;&#039; was the first frame to be designed and built from conception forward as a combat craft.&lt;br /&gt;
&lt;br /&gt;
Originally produced by Londenium Metals for the local militia, the arrival of the &#039;&#039;Peltast&#039;&#039; into service did not come too soon as less than six months after the first companies achieved operational status, the ZOCU world of Nidaros was attacked by forces of the Magnates.  The organized clone-soldiers of the Magnates swiftly overwhelmed Nidaros&#039;s militia and a rushed relief force from several ZOCU worlds was organized.  At the lead were Londenium&#039;s &#039;&#039;Peltasts&#039;&#039; which led the landing operation in December 2165 and subsequent counterattacks.  This and smaller brushfire wars gave the ZOCU &#039;&#039;Peltast&#039;&#039; pilots and tacticians solid experience that they put to good use in the &#039;80s.&lt;br /&gt;
&lt;br /&gt;
While rugged and relatively simple to produce, the &#039;&#039;Peltast&#039;&#039; was already starting to show its limitations by the early &#039;80s.  Its early design was beginning to hold it back and the design austerity that had allowed it to be produced all across the ZOCU worlds was being superseded by almost two decades of technological and industrial improvements.  Furthermore, despite the successes scored by &#039;&#039;Peltast&#039;&#039; teams in the early 80s, recontact and the looming spectre of conflict with the industrially and technologically powerful core worlds pointed towards the need for replacements.  These were to be the OMF-06 &#039;&#039;Hoplite&#039;&#039; and the OMF-07 &#039;&#039;Legionnaire&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The wartime record of the &#039;&#039;Peltast&#039;&#039; ultimately spanned more than two decades from the Magnate Wars of the 60s to the ZOCU war of the 80s.  Designed as an all-environment craft it saw most of its battles on land, with the majority of its space combat time occurring near the end of its service period.  For most of this time the standard load was a Londenium Metals Mk-11 railgun or locally-built weapons, with the more expensive PG-47 particle rifle only entering service in the 80s for units assigned to orbital ops.  Despite the &#039;&#039;Peltast&#039;&#039;&#039;s age, it performed adequately against the EU&#039;s aging space fighters and ground vehicles, though PACT aerospace craft proved to be difficult opponents for the relatively underpowered mobile frame.&lt;br /&gt;
&lt;br /&gt;
The introduction of the &#039;&#039;Hoplite&#039;&#039; pushed the &#039;&#039;Peltast&#039;&#039; into second-line formations as fast the newer frames could be produced.  Today, surviving &#039;&#039;Peltasts&#039;&#039; have been relegated to home guard forces or sold/provided to third-world Expanse states, making them a reasonably common sight in smaller militaries.&lt;br /&gt;
&lt;br /&gt;
The following specifications are typical for a war-era &#039;&#039;Peltast&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-04 &#039;&#039;Peltast&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2165&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  General Role Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.9 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  72.5 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  7&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  1x PL3 Plasma Lance (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Kojima-Saitama Collective Technologies PG-47 Particle Rifle (arm-mounted in use), 2x &#039;Hammerhead&#039; Medium  &lt;br /&gt;
Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====OMF-05e4 &#039;&#039;Sheltron&#039;&#039; Mobile Suit====&lt;br /&gt;
[[Image:Sheltron.jpg|thumb|&#039;&#039;OMF-05e4 Sheltron&#039;&#039; in Ithacan colours]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-05e4 &#039;&#039;Sheltron&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Ithaca&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2181&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Fire Support Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.9 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  79.6 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  5&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  12&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  1x Ithaca Arms defense laser&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  2x Mk 11 collimated beam cannons&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====OMF-06 &#039;&#039;Hoplite&#039;&#039; Mobile Suit====&lt;br /&gt;
[[Image:Hoplite.jpg|thumb|&#039;&#039;OMF-06A Hoplite&#039;&#039; in Kanonian colours]]&lt;br /&gt;
Early skirmishing on and around Kanon, Haraway’s World and New Mercia between 2181 and 2183 demonstrated the creeping strategic inferiority of the &#039;&#039;Peltasts&#039;&#039; that had been ZOCU&#039;s backbone for fifteen years.  While well-suited for their original role, it was clear that in the case of all-out war - which had already begun on New Mercia - the unsophisticated &#039;60s design would not suffice.  Plans for a &#039;&#039;Peltast&#039;&#039; replacement were duly accelerated and the introduction of the &#039;&#039;Hoplite&#039;&#039; to battle in 2185 was instrumental in several ZOCU victories in space.  Indeed, if it were not for the heroic efforts of the 16th ZOCU Mobile Volunteer Battalion in getting the full design schematics and prototypes out of Kanonian space in the face of stiff PACT resistance it is quite possible that the EU&#039;s attack on the Londenium orbital yards four months later would have been successful, crippling half of ZOCU&#039;s entire starship production ability.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Hoplite&#039;&#039; entered warzones in first a trickle and then as production ramped up across the ZOCU worlds.  By the end of 2185, virtually all production lines had been turned to the &#039;&#039;Hoplite&#039;&#039; family and between 2185 and the armistice of 2189, approximately 80% of all ZOCU combat frames built were &#039;&#039;Hoplite&#039;&#039; variants.  The Alpha model was the definitive production model and saw both production and fighting on all fronts.  Other common variants include the Beta superiority/ace model with enhanced apogee motors and tweaked control systems for better aerospace performance and the Gamma &#039;shell&#039; model which was clad in advanced armor composites, seeing use in both antishipping strikes and ground actions.  Many specialized or local variants were also built, such as the Lambda electronic attack model and the Harawayan-built &#039;&#039;Heras&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The rapid introduction of the &#039;&#039;Hoplite&#039;&#039; came as welcome news to ZOCU pilots.  Importantly, the control systems and general outfit were quite similar between the &#039;&#039;Peltast&#039;&#039; and &#039;&#039;Hoplites&#039;&#039; replacing them, ensuring that changeover to the new units was smooth and quick.  Superior in performance to the &#039;&#039;Peltasts&#039;&#039;, &#039;&#039;Hoplites&#039;&#039; allowed ZOCU to effectively control space for the first time in the war.  Beyond the improvements to thruster output and armor and the increased agility due to reduced weight, the &#039;&#039;Hoplites&#039;&#039; also had substantially improved powerplants.  This meant that &#039;&#039;Hoplites&#039;&#039; could power high-energy weapons like the standard PG-55 directly from their onboard power grid, as opposed to relying on capacitor &#039;magazines&#039; like the &#039;&#039;Peltast&#039;&#039; was forced to do.&lt;br /&gt;
&lt;br /&gt;
Fighting on the ground and in space across both the Pac-Am and European Arms, the &#039;&#039;Hoplite&#039;&#039; was the dependable soldier of ZOCU.  Its effectiveness and reliability has ensured it remains in service to the current day.  No official replacement has yet been planned, though some forces are slowly shifting to the more powerful &#039;&#039;Sarissa&#039;&#039; derivative or upgunning &#039;&#039;Hoplites&#039;&#039; with mega particle rifles.  &#039;&#039;Hoplites&#039;&#039; have also been sold to a number of friendly governments, as they include no cutting-edge ZOCU technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-06A &#039;&#039;Hoplite Alpha&#039;&#039; Mass Production Model&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Kanon&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2185&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  General Role Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  56 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  14&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 2x PL6 Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Kojima-Saitama Collective Technologies PG-55 Particle Rifle (hand-carried in use), 4x &#039;Hammerhead&#039; Medium Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====OMF-07 &#039;&#039;Legionare&#039;&#039; Mobile Suit====&lt;br /&gt;
[[Image:Legionare.jpg|thumb|&#039;&#039;Legionare&#039;&#039; in standard production colors]]&lt;br /&gt;
While the &#039;&#039;Hoplite&#039;&#039; was a solid performer, its ability to perform anti-shipping strikes in the face of increasingly effective Core anti-air defenses became a concern by early 2187. Even the deployment of the heavily-armored &#039;&#039;Hoplite Gamma&#039;&#039; model could not reverse this trend. This made the introduction of the OMF-07 &#039;&#039;Legionare&#039;&#039; in June 2187 an unpleasant surprise for Core shipping.  Sharing some outward similarities with the old &#039;&#039;Peltast&#039;&#039;, the &#039;&#039;Legionare&#039;&#039; was nonetheless an entirely new machine designed designed by Londenium Metals for heavy assault.&lt;br /&gt;
&lt;br /&gt;
Thickly armoured in low-mass composites and equipped with a frame-sized flash shield, the &#039;&#039;Legionare&#039;&#039; was a tough target for the Core ships’ railguns and pulse cannons, making it popular with pilots and earning it the nickname &#039;The Tank.&#039; As befitting an assault unit its default armament emphasised anti-ship and anti-armor effectiveness, starting with a LDS-2 assault cannon.  This large bazooka-style weapon and the pair of &#039;Sledge&#039; heavy missiles proved to be effective at antiship strikes.  A lightweight particle carbine provides firepower against other mobile units.  Unfortunately this &#039;&#039;Legionare&#039;&#039; was something of a rushed design and shipboard maintenance crews were forced to replace overworked components after almost every mission.  Additionally, while the &#039;&#039;Legionares&#039;&#039; were only slightly taller than their stablemates, they were considerably bulkier than &#039;&#039;Hoplites&#039;&#039; and as a result some hangars could not handle them properly.&lt;br /&gt;
&lt;br /&gt;
Despite its flaws, the &#039;&#039;Legionares&#039;&#039; performed well during the war.  A sweeping upgrade in the early &#039;90s solved many of the outstanding maintenance issues, though &#039;&#039;Legionares&#039;&#039; still retain their reputation as hangar queens.  Few &#039;&#039;Legionare&#039;&#039; variants exist, as for most roles it is cheaper and easier to modify a &#039;&#039;Hoplite&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-07 &#039;&#039;Legionare&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2187&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Assault Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.9 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  84.8 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  12&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 1x PL6 Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x LDS-2 Assault Cannon, 1x Kojima-Saitama Collective Technologies PG-59 Particle Carbine, 2x &#039;Sledge&#039; Heavy Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Depleted Uranium Armor, Flash Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====OMF-09 &#039;&#039;Sarissa&#039;&#039; Mobile Suit====&lt;br /&gt;
[[Image:Sarissa.jpg|thumb|&#039;&#039;Sarissa&#039;&#039; in standard &#039;Ace&#039; paint scheme, wielding &#039;Stonebridge&#039; electromotive shotgun]]&lt;br /&gt;
The introduction of the &#039;&#039;Hoplite&#039;&#039; in 2185 spurred Core efforts to fast-track new, more effective craft to the battle.  Unfortunately, ZOCU was not resting on its laurels and the introduction of the &#039;&#039;Sarissa&#039;&#039; in early 2188 demonstrated that they&#039;d solved various problems with mass-producing compact mega particle weapons.  A high-performance unit intended for commanders and aces, the &#039;&#039;Sarissa&#039;&#039; is a heavily upgraded derivative of the &#039;&#039;Hoplite&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In addition to the new mega particle rifle and an electromotive shotgun for close fights, the &#039;&#039;Sarissa&#039;&#039; replaced the original fusion drive system of the &#039;&#039;Hoplite&#039;&#039; with a compact and powerful Mercurion drive array.  This allowed for both better performance and thicker armor, as well as the robust fusion generators required for the &#039;&#039;Sarissa&#039;&#039;&#039;s array of power-hungry systems.  Normally used by aces or squadron leaders, some all-&#039;&#039;Sarissa&#039;&#039; formations were organized and sent into battle where they proved to be deadly adversaries for Core pilots who soon learned to fear their tell-tale sprays of energized particles.&lt;br /&gt;
&lt;br /&gt;
Unlike the &#039;&#039;Hoplites&#039;&#039; and &#039;&#039;Legionnaires&#039;&#039; that saw a great deal of planetside fighting, &#039;&#039;Sarissas&#039;&#039; were priority allocated to orbital operations.  Their advantages were less pronounced inside atmosphere and there were never enough of them to deploy them groundside in all but the most pressing engagements.  No official variants were built during the war, though recently the Alpha model upgrade kit has begun to circulate which primarily consists of a lightweight flash shield retrofit for added protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-09 &#039;&#039;Sarissa&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Kanon&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2188&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Ace use Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  360&#039; Panoramic Cockpit w/ Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.0 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  57.9 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Delta-Type Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  2 (Mercurion Drives)&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  18&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 2x PL7+ Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Kojima-Saitama Collective Technologies MP-1 Mega Particle Rifle (hand-carried in use), 1x &#039;Stonebridge&#039; 140mm electromotive shotgun (hand-carried in use), 12x MM-3 Swarm Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====OMF-14 &#039;&#039;Masamune&#039;&#039; Mobile Suit====&lt;br /&gt;
[[Image:Masamune.jpg|thumb|&#039;&#039;Masamune&#039;&#039; with stealth system disabled]]&lt;br /&gt;
One of the strategic issues that ZOCU planners were acutely aware of was the varying level of technology and industrial development of the ZOCU worlds.  Mindful of this, the &#039;&#039;Hoplite&#039;&#039; and &#039;&#039;Peltast&#039;&#039; had been designed relatively conservatively with mass production in mind .  However, there was always a need for advanced models to conduct special missions.  Rarely produced in significant numbers, these combat frames were at the cutting edge of ZOCU science and had technologies and equipment unsuitable or too expensive for main line units.  The last of these to achieve production status during the war was the OMF-14 &#039;&#039;Masamune&#039;&#039;.  A veil of secrecy still surrounds the &#039;&#039;Masamune&#039;&#039; and virtually all performance specifications remain secret.  However some information has been gleaned from intelligence sources and battle data and a general if incomplete picture has been assembled.&lt;br /&gt;
&lt;br /&gt;
Having entered service sometime in 2189, &#039;&#039;Masamunes&#039;&#039; were limited to elite pilots.  The Transbaal ace Y.G. Kruger is believed to have recieved the first frame built, with the second going to &#039;Geist&#039;, ZOCU&#039;s top-ranked ace.  Several more frames were rolled out but the cost and complexity of the &#039;&#039;Masamunes&#039;&#039; kept them very rare.  This cost was due to the diverse array of cutting-edge technology they carried, the requisite miniaturization to fit and the staggering quantities of theta dust needed for all the systems.  This technology came from multiple sources, including a Transbaal-designed fast-scan neural interface system, twin Kanonian mega particle pulse guns and a stealth system reputedly reverse-engineered from a crashed posthuman drone by scientists on Hampshire.  The key to making this work however was the SIYAN-supplied power core and propulsion system.  Like the stealth system, it is believed to be posthuman-derived.  A ZOCU ally, it is believed that SIYAN traded their power system expertise as repayment for technical help in ship design development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-14 &#039;&#039;Masamune&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Kanon&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2189&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Special Operations Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Neural Interface&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  14.0 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  50 tons (estimated)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 2x Kojima-Saitama Collective Technologies MP-2 Mega Particle Guns (chest mounted), 4x PL7+ Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Stealth System&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ZOCU Spacecraft===&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Spartacus&#039;&#039; Heavy Cruiser====&lt;br /&gt;
[[Image:Spartacus.jpg|thumb|&#039;&#039;Spartacus&#039;&#039; in standard ZOCU fleet paint scheme]]&lt;br /&gt;
One of the earlier warships to emerge from the Expanse, &#039;&#039;Spartacus&#039;&#039; heavy cruisers were the cutting edge of technology when the name ship officially entered service in 2162.  Some of the largest and by far the most technologically advanced warships to be built outside the Core at the time, the &#039;&#039;Spartaci&#039;&#039; were symbols of Londenium military might and industrial power.  Designed before the need for transporting combat frames or fighters for space combat was properly recognized, the design and the several &#039;&#039;Spartaci&#039;&#039; in service during the Magnate War were modified to carry eight strike craft, replacing much of the ship&#039;s internal cargo bays and leading to the now-familiar external fuel spheres.&lt;br /&gt;
&lt;br /&gt;
It originally took about two years to build each &#039;&#039;Spartacus&#039;&#039;, though by the early 70s increased automation had cut this down to approximately fifteen months and production continued methodically.  By the recontact, all ZOCU major worlds had anywhere from one to three of these cruisers forming the cores of their navies, all built at the Londenium orbital shipyards.  Most went through a major SLEP upgrade between 2179 and 2183, with their original heavy railcannons replaced by newly-developed mega particle cannons, a scattering field system added and additional power generation capacity fitted.  No further &#039;&#039;Spartaci&#039;&#039; were completed after 2178, when the Londenium cruiser yards were shut down for a two-year reconstruction in preparation to commence construction of the newer, larger &#039;&#039;Palada&#039;&#039; battleships.&lt;br /&gt;
&lt;br /&gt;
While recently upgraded and carrying exceptionally powerful cannon armament only exceeded by the eventual introduction of the &#039;&#039;Pallada&#039;&#039; battleships, overall the &#039;&#039;Spartaci&#039;&#039; were past their prime during the ZOCU war and by the armistice in 2189, more than half had been destroyed or rendered unfit for fleet operations.  Most of the survivors have been transferred to second-tier navies, though New Mercia maintains a number of modernized hulls in the Royal Fleet, preferring the well-gunned &#039;&#039;Spartaci&#039;&#039; over the more generalized &#039;&#039;Ionias&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Spartacus&#039;&#039; Heavy Cruiser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2162&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Heavy Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  264.4 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  44,500 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  52,700 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  5x Closed-Cycle Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  5&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  52&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Theta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  3x Triple Mega Particle Cannon Turrets, 18x 80mm AA Railgun Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Orbital Steel Armor, Scattering Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Concord&#039;&#039; Cruiser====&lt;br /&gt;
[[Image:Concord.jpg|thumb|&#039;&#039;Concord&#039;&#039; 3D design model]]&lt;br /&gt;
During the 2170s, ZOCU industrialization proceeded apace as the factories used for arms in the Magnate conflict could be turned instead towards reinvestment.  While Londenium had been the only source for domestically-built heavy ships during that period, ZOCU&#039;s industrial heart was eventually joined by both Hampshire and Haraway who had steadily expanded their orbital infrastructure.  Both of them had constructed a number of smaller warships over the years; their joint project to develop the next ZOCU cruiser was the inevitable and welcome result of their confidence as states.  Eventually joined (like almost all ZOCU shipbuilding projects) by all the Zodiac members, the &#039;&#039;Concord&#039;&#039; project nonetheless continued to be led by the two originators and reflected this.&lt;br /&gt;
&lt;br /&gt;
Designed from the outset as a combat frame transport, the &#039;&#039;Concord&#039;&#039; was consequently the first ZOCU warship to integrate the lessons and the tactics learned during the Magnate war.  Carrying the same number of frames as the &#039;&#039;Spartacus&#039;&#039; on a hull massing only 2/3rds as much and with large cargo holds, the &#039;&#039;Concords&#039;&#039; were to make exemplary expeditionary ships.  Their fusion drives were also powerful, giving them a good turn of speed.  Unfortunately they were both thinner-skinned and more lightly armed than the &#039;&#039;Spartacus&#039;&#039; they were supplanting; the heavy railcannons had proven to be something of a production bottleneck and consequently the &#039;&#039;Concord&#039;&#039; designers opted for smaller but more numerous weapons.  Two primary variations existed, the Hampshire mark used pulse cannons whereas the Harawayan mark was armed with railguns.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Concords&#039;&#039; were built in multiple yards across ZOCU space, making them the most common cruiser during the war.  As such they fought in both the EU and Pac-Am arms and became something of a symbol of the war on the ZOCU side.  Many of the most famous squadrons and ships of the war were &#039;&#039;Concords&#039;&#039;.  In the postwar era their sleek lines continue to be a strong visual contrast to the hulking &#039;&#039;Ionias&#039;&#039; and slab-sided &#039;&#039;Nepthys&#039;&#039; of the late and postwar ZOCU block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Concord&#039;&#039; Cruiser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Hampshire/Haraway&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2179&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  289 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  30,300 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  38,400 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  4x Closed-Cycle Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  54&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Theta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  6x Twin Railgun or Pulse Cannon Turrets*, 12x 80mm AA Railgun Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Scattering Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  8&amp;lt;br&amp;gt;&lt;br /&gt;
*Later ships and refits often replace the original rail or pulse turrets with mega particle turrets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Liberty Ship====&lt;br /&gt;
The re-establishment of regular contact with the Core worlds at the end of the Breakdown brought with it both new challenges and new opportunities.  For almost three decades merchant marines throughout the Expanse were limited by what was immune to the Breakdown, in other words mostly various &#039;&#039;painfully&#039;&#039; slow freighters dating to the dawn of the 22nd century and a handful of modern theta dust designs operated by naval auxilaries.  Individual worlds were forced into self-sufficiency.  Eventually however the virus that had infected delta drives was isolated and eliminated and in in 2179, regular travel once again began.  This suddenly exposed the near-total lack of proper merchant marine in any of the ZOCU worlds.  Luckily, New Mercia had been working on a new model of modular conveyor since the opening of the EU catapult in 2176.  Named after the famous Liberty ships of WWII, these ships were specifically designed to be easily built on the ground and then launched into orbit inside a single civilian lift vehicle.&lt;br /&gt;
&lt;br /&gt;
While originally intended for civilian operations, the rapid escalation of tension saw various ZOCU states modifying the original Liberty Ship design to fill the role of stopgap mobile weapon carrier to augment the abilities of the few dedicated warships the ZOCU militias had at the time.  To this end the bow habitation section was replaced with an independent command pod/escape ship capable of detaching from the main frame with the docking collars, engineering and primary fuel stores.  The command pod was also fitted with various locally-built weapons, though generally these needed to be ejected in order to perform atmospheric landing.&lt;br /&gt;
&lt;br /&gt;
In a combat role, Liberty Ships normally carried four fast-release racks, each of which could hold four frames or fighters.  However, due to the distinct lack of support facilities onboard either the racks or the ships themselves, frames were preferred as at least they could rearm themselves.  This also tied Liberty Ships closely to bases, though it was not uncommon to see them as part of offensive fleets, paired up with &#039;&#039;Protons&#039;&#039; and/or with one or two racks replaced with small hangars and supply pods capable of performing maintenance.  SIYAN used this tactic particularly widely, as they had few other warships.  It was also not uncommon for Liberty ships to swap roles on a regular basis; a ship launching mecha for patrols one month would be moving supplies the next and transporting dropships the third.  They were cheap, fast to build and expendable.&lt;br /&gt;
&lt;br /&gt;
After the war, the need for cheap hulls vanished and many of the surviving Liberty Ships were demilitarized and sold into civilian service, replaced by &#039;&#039;Samo&#039;&#039; class logistics ships in a support role.  A number of Expanse and Rim governments have since licensed the design to expand their own merchant marines without needing to invest in pricy orbital yards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZOCU Liberty Ship&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  New Mercia&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2180&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Armed Merchantman&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  162 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  2,900 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  3,600 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum Jumpable Mass:  14,000 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  1x Closed-Cycle Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  16&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Civilian Delta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Varies, normally 1x or 2x pulse cannons&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Radiation Protection Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Proton&#039;&#039; Light Cruiser====&lt;br /&gt;
[[Image:Proton3D.jpg|thumb|&#039;&#039;Proton&#039;&#039; 3D design model]]&lt;br /&gt;
During the years before the Recontact, ZOCU had few interstellar-capable escorts, using homogeneous fleets of &#039;&#039;Spartacus&#039;&#039; and later &#039;&#039;Concord&#039;&#039; cruisers for infrequent tours.  The return of regular travel and the increasing threat of military action caused a stark revision of this policy.  While several designs were eventually produced such as the Ithacan &#039;&#039;Ariane&#039;&#039; destroyer, the ship that essentially came to define an entire generation of warships was the &#039;&#039;Proton&#039;&#039;.  The name originated from a speech given by Lord Khrushov to the Londenium parliment in 2180 in which he stated they would make a warship &#039;as common as the Proton rockets of the 20th century&#039;.  The monicker stuck in the popular press and the ZOCU Combined Militias eventually bowed to the inevitable and made the name official.&lt;br /&gt;
&lt;br /&gt;
Taking the rotating bin system from the &#039;&#039;Palada&#039;&#039;, the &#039;&#039;Protons&#039;&#039; originally carried a single team of mobile suits into combat.  Lightly-armed with only four railgun turrets to engage hostile warships, the &#039;&#039;Protons&#039;&#039; were cheap and fast to build and were not without significant flaws. However it was ideal for its role and the Proton was mass-produced in shipyards across ZOCU space to become the most common warship in the combined ZOCU fleet.  The Alpha model came soon, in 2185, as the production kinks of mega-particle weapons were ironed and clearing them for use on second-priority craft.&lt;br /&gt;
&lt;br /&gt;
While ZOCU-designated a light cruiser due to its strike craft complement, the &#039;&#039;Proton&#039;&#039; is more properly an aircraft-carrying destroyer and consequently was too light to fall under Sirius treaty restrictions and remains ubiquitous to the current day in a wide variety of different subtypes.  The statistics below represent the Delta model, the second-generation Definative Production subtype.  It includes the increased hangar capacity of the Beta model (bringing the carried craft up to 6, an understrength squadron) as well as a proper set of anti-air weapons and current-generation shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Proton&#039;&#039; Light Cruiser (Delta Model)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2183&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Escort/Light Carrier&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  160.3 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  19,800 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  22,700 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Closed-Cycle Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  60&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Delta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  4x Twin Mega Particle Cannon Turrets, 8x AA Burst Cannon Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Flash Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  6&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Ionia&#039;&#039; Heavy Cruiser====&lt;br /&gt;
[[Image:Ionia3D.jpg|thumb|&#039;&#039;Ionia&#039;&#039; 3D design model]]&lt;br /&gt;
ZOCU&#039;s current state of the art cruiser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ionia&#039;&#039; Heavy Cruiser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2187&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Heavy Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  228 meters (hull)&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  32,600 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  36,200 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Forced-Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  2; Mercurion Type&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  52&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Theta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  8x Twin Mega Particle Cannon Turrets, Leap Missile System, 8x AA Burst Cannon Turrets, 42x Cluster Missile Launchers, ACLS Warden System&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Flash Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  14&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Weapons_of_the_ZOCU_War&amp;diff=18955</id>
		<title>Weapons of the ZOCU War</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Weapons_of_the_ZOCU_War&amp;diff=18955"/>
		<updated>2010-07-25T07:55:35Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Pacific-American Colonization Treaty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===European Union===&lt;br /&gt;
====EU Mobile Weapons====&lt;br /&gt;
&lt;br /&gt;
=====Ge-02 &#039;&#039;Lambert&#039;&#039; Combat Frame=====&lt;br /&gt;
The Ge-02 &#039;&#039;Lambert&#039;&#039; was the first real product of the European Union&#039;s crash mobile suit development program, with the first prototype completed in January 2186. An exceptionally primative design that was deemed unsuitable for mass production, only a handful of Lamberts were produced and they saw little actual combat against Zodiac Forces despite having the distinction of being involved in the first battle between combat frames. The real value of the &#039;&#039;Lambert&#039;&#039; was the considerable amount of data it provided to the EU&#039;s military engineers, information that eventually led to the far more successful Ge-03 &#039;&#039;Leopold&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In the postwar years a number of &#039;&#039;Lambert&#039;&#039; type combat frames have been produced under license on various remote worlds eager to gain access to combat frame technology but unable or unwilling to deal with ZOCU and lacking in technological sophsetication needed to maintain more advanced machines. &amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ge-02 &#039;&#039;Lambert&#039;&#039; Combat Frame&#039;&#039;&#039; &amp;lt;Br&amp;gt;&lt;br /&gt;
Origin: Earth&amp;lt;Br&amp;gt;&lt;br /&gt;
Primary Operator: European Union&amp;lt;Br&amp;gt;&lt;br /&gt;
Date Of Introduction: 2186&amp;lt;Br&amp;gt;&lt;br /&gt;
Role: Combat Frame&amp;lt;Br&amp;gt;&lt;br /&gt;
Control System: Linear Frame&amp;lt;Br&amp;gt;&lt;br /&gt;
Height: 16 Meters&amp;lt;Br&amp;gt;&lt;br /&gt;
Powerplant: Compact Fusion Reactor&amp;lt;Br&amp;gt;&lt;br /&gt;
Main Thrusters: 4&amp;lt;Br&amp;gt;&lt;br /&gt;
Apogee Motors: 15&amp;lt;Br&amp;gt;&lt;br /&gt;
Fixed Armament: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament: 1 x GIAT F3 100mm Autocannon &amp;lt;Br&amp;gt;&lt;br /&gt;
Defensive Systems: Composite Armor&amp;lt;Br&amp;gt;&lt;br /&gt;
&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ge-03C &#039;&#039;Leopold&#039;&#039; Main Battle Frame=====&lt;br /&gt;
[[Image:Leo.JPG|thumb|&#039;&#039;Leopold&#039;&#039; Prototype with Linear Rifle]]&lt;br /&gt;
Throughout the 2160s and 2170s military observers from the European Union watched with some interest as the Zodiac Colonies fielded their first &#039;&#039;Peltast&#039;&#039; combat frames on remote frontier battlefields. While these strange humanoid fighting vehicles were a favorite topic of discussion in EU military circles the general consensus was that the &#039;&#039;Peltast&#039;&#039; and any future successors to it would remain nothing more than a curiosity of dubious effectiveness against the powerful conventional forces fielded by the Union and the other Terran superpowers. At the outbreak of war with ZOCU in 2185 no real effort had been made on the part of the EU to develop its own combat frame technology.&lt;br /&gt;
&lt;br /&gt;
Although the &#039;&#039;Peltast&#039;&#039; proved to be more capable than predicted, it was the superior capabilities of the much more advanced &#039;&#039;Hoplite&#039;&#039; model of combat frame that quickly began to alarm European battlefield commanders and staff officers. The highly capable &#039;&#039;Hoplite&#039;&#039; was superior to nearly every existing space and ground combat platform in the EU&#039;s arsenal and played a major role in nearly every one of the Union&#039;s military disasters of the war&#039;s first year. Crash upgrade programs for the existing space fighters and armored fighting inventories could serve only to lessen future blows, it was obvious that new weapons were required as quickly as they could possibly be put on the field. Amongst the projects authorized in early 2186 was a program for combat frame development.&lt;br /&gt;
&lt;br /&gt;
The EU began its combat frame program with nothing more than a handful of examples in the form of several captured Zodiac machines and a spattering of stolen technical documents. Simply copying ZOCU designs outright was absolutely out of the question as neither the Union&#039;s military or political leadership were willing to suffer such a blow to their state&#039;s pride. A completely European machine would have to be developed even if the process would take considerably longer. Engineers from several important defense contractors such as France&#039;s GIAT and Germany&#039;s Rheinmetall were brought in to tackle the problem and by 2187 had built and tested a mass production prototype, the Ge-02 &#039;&#039;Lambert&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Nearly everything about the Ge-02 proved to be a disappointment. The &#039;&#039;Lambert&#039;&#039;s lackluster performance compared unfavorably even with the decades old &#039;&#039;Peltast&#039;&#039; and its lack of power generation limited its armament to an unacceptable degree. Although a number of Lamberts were produced and a few of those even saw limited deployment, it was deemed to be a failure and passed over in favor of new conventional platforms. But the &#039;&#039;Lambert&#039;&#039; was a valuable learning experience that paved the way for future success. Using the lessons from their lackluster creation most of the same design team would move on to begin work on what would eventually become the Ge-03 &#039;&#039;Leopold&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In 2188 the Zodiac Forces archived another spectacular success with the unveiling of the &#039;&#039;Sarissa&#039;&#039;, a &#039;&#039;Hoplite&#039;&#039; variant of such increased ability that it was initially believed to be a completely new model. Once again there were no available craft capable of matching it in the EU&#039;s arsenals and the mere thought that this deadly new machine and its particle rifle might be mass produced caused a considerable amount of worry in the Union&#039;s high command. While such fears proved unfounded additional resources were diverted to the combat frame development project and in early 2189 the first prototype of their new model was ready for testing.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Leopold&#039;&#039; surpassed all expectations. Fast, agile, and heavily armored it clearly had the makings of a superior machine worthy of Europe&#039;s proud military traditions. Although its electromotive linear rifle was certainly inferior to the megaparticle gun used by the &#039;&#039;Sarissa&#039;&#039;, in all other respects the &#039;&#039;Leopold&#039;&#039; could be considered a comparable machine. Approved for production, the first mass produced Ge-03s had reached the front lines in time to be sent into action with the Zweiker&#039;s fleet during the final push onward to victory in the skies above Haraway&#039;s World. Their considerable abilities came as an unpleasant shock to many Zodiac pilots who had now long believed that their machines would never be equaled by their European foes.&lt;br /&gt;
&lt;br /&gt;
Following the Armistice the EU has continued production of additional &#039;&#039;Leopolds&#039;&#039; in limited numbers. Although the combat frame has still failed to supplant the position of conventional weapons within the EU&#039;s arsenal it has through the success of the &#039;&#039;Leopold&#039;&#039; won a permanent place alongside them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ge-03C &#039;&#039;Leopold&#039;&#039; Main Battle Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin: Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator: European Union&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction: 2189&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Main Battle Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System: Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height: 18 Meters&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant: Compact Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors: 20&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament: 2.5cm Goalie CIWS (Mounted in Head), 1 x Katzbalger Alpha Edge&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament: 1 x 10cm Rheinmetall Linear Rifle, 2 x Quarrel AAMs&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems: Composite Armor, ERA Plates (Optional)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====EU Warships====&lt;br /&gt;
=====&#039;&#039;Drake&#039;&#039; Class Battleship (Mark VII Refit)=====&lt;br /&gt;
[[Image:|thumb|&#039;&#039;Drake Mk VII&#039;&#039;]]&lt;br /&gt;
The opening of the 22nd century found the European Union in need of a powerful warship capable of operating for extended periods out on the ever expanding borders of its territory. Completed just a year after the first of America&#039;s MacArthur Class System Control Ships, the Drake Class Battleship was both a military and technological marvel. Highly versatile in addition to being exceptionally rugged and durable ships for their day, the early Drakes were extremely well suited for nearly any possible extended mission far from the safe ports of Sol and the inner colonies. While the need for a battle fleet was a topic of serious debate in Brussels at the turn of the century, the Drakes proved to be a vital line of defense with the first major battles against rogue drones in the early 2120s. &lt;br /&gt;
&lt;br /&gt;
At the opening of the Zodiac War in 2185, the Drake Class had served as the backbone of the European Fleets for over fifty years. Five major upgrades and decades of successful service including a number of spectacular victories over rogue drone and magnate forces had convinced the Union&#039;s Admiralty, wrongly, that their battleships were nearly invincible. The disastrous opening battles of the war, particularly Lord Dorington&#039;s stunning rout of several battle divisions under the command of Garun&#039;s Admiral Mackenzie, proved just how wrong those notions were. While the exact reasons for the fleet&#039;s failures remain a subject of intense debate, it is undeniable that modern Zodiac warships equipped with new mega particle technology proved more than a match for the venerable Drake Mark V. &lt;br /&gt;
&lt;br /&gt;
A number of short term fixes and dubiously effective stopgap upgrades generally grouped together as the Mark VI refit characterized the first wartime attempts and dragging the aging Drake back into top form. It was not until 2188 when the first Mark VII refit was completed that the EU&#039;s Admirals could truly be certain they at last had a fighting capital ship capable of going head to head with the Zodiac Fleet. The Mark VII, usually referred to as the War Drake, sacrifices the versatility of its earlier incarnations in exchange for combat power and sheer survivability. &lt;br /&gt;
&lt;br /&gt;
Nearly completely rebuilt, a War Drake is considerably more durable than the proceeding Marks with all manner of damage control and redundant systems keeping it in the fight even when under mega particle fire. While even the Mark VIIs proved unable to match the sheer raw firepower of ZOCU&#039;s feared Pallada Class Battleships, they certainly were as well protected. And with the shipyards of Sol and the EU&#039;s colonies working around the clock to complete refits on existing Drakes, the number of Mark VIIs available grew quickly. &lt;br /&gt;
&lt;br /&gt;
The deployment of a considerable force of Mark VIIs was one of the crucial factors leading to Admiral Zweiker&#039;s final crushing victory in the skies above Haraway&#039;s World in 2189. The postwar years have seen all of the remaining older model Drakes converted to the Mark VII standard, and although they are now being joined by new warships of modern design it is likely they will continue to see service well into the next century.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Drake&#039;&#039; Class Battleship (Mark VII Refit)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  EU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction: 2119 (Class), 2188 (Mark VII)&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Battleship&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  307 meters (hull)&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  79,300 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  88,700 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  4x BAE Mark 43b Forced-Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  6x Rolls-Royce H58 High-Flow Fusion Rockets&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  72&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Rolls-Royce MGQ-99 Delta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  8x Twin 275mm Railcannon Turrets, 4x Twin 140mm Railgun Turrets, 14x 85mm Railgun Turrets, 16x Cluster Missile Launchers, Multiple Laser Cluster Defense Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Scattering Field&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pacific-American Colonization Treaty==&lt;br /&gt;
===PACT Mobile Weapons===&lt;br /&gt;
&lt;br /&gt;
====The Anchorage Project====&lt;br /&gt;
After the near-loss of USS &#039;&#039;Gerald R. Ford&#039;&#039; over [[Important_Battles_of_the_ZOCU_War#The_Kanon_Campaign | Kanon]], the United States Navy was thrown into a panic. After consulting with their European allies and the upper-tier PACT navies of Japan, Australia, and Canada, the Pentagon commissioned a secret development complex on an unmapped world near the Horizon system. Dubbed the &#039;Anchorage Project&#039; and primarily composed of local Horizonic science personnel along with invited scientists from research centers across PACT space, the facility staff was charged with the responsibility of rushing a mobile suit into PACT military service within a year.&lt;br /&gt;
&lt;br /&gt;
Faced with this deadline and equipped with a massive checkbook, the scientists of Anchorage turned to several outlets to save time. First, all captured enemy MS technology was requisitioned, including a nearly-intact [[Weapons_of_the_ZOCU_War#OMF-06_Hoplite_Mobile_Suit | Hoplite]] torso, waist and arms recovered by PACT forces withdrawing from Kanon. Second, the European Union was bartered with by Japanese diplomats to secure design blueprints and advice from EUSF engineers working on the [[Weapons_of_the_ZOCU_War#Ge-03C_Leopold_Main_Battle_Frame | Gundam Counterattack]]. Last, the decision was made to utilize components developed for the [[Jane&#039;s_Weapons_of_the_CPTO#F-87_Hellcat_Fighter_Family | F-87]] and the top-secret [[Jane&#039;s_Weapons_of_the_CPTO#F-84_Phantom_Superiority_Fighter | YF-84]], eliminating the need to develop those parts on-site. Unfortunately, the courier carrying essential xenotech was nearly intercepted by ZOCU forces as it doglegged through unincorporated UNSO space to Horizon (See [[Flight of the Adelaide]] for further details), delaying the project for weeks as the courier fled through the Backcountry from harassing enemy forces.&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;&#039;MS-9 Rickenbacker Mobile Suit&#039;&#039;&#039;=====&lt;br /&gt;
[[Image:Rickenbacker.jpg|thumb|MS-9 in factory base colors]]&lt;br /&gt;
&lt;br /&gt;
The first product of the Anchorage Project, the XM-9 Rickenbacker was the PACT&#039;s initial attempt at a combat frame. The system&#039;s prototype first fired in anger on November 27th, 2186, when ZOCU forces from Choson attempted to seize the Anchorage Project facility and prevent PACT from putting the system into service; test pilot Amuro Takahashi managed to destroy five enemy mobile suits in the ensuing melee before the prototype was overcome by enemy fire and disabled, instantly becoming PACT&#039;s first combat frame ace.&lt;br /&gt;
&lt;br /&gt;
The first standard-type MS-9A production frames saw combat mere weeks later in January 2187, when the converted mobile suit carrier &#039;&#039;Ryuho&#039;&#039; encountered a Hampshiran raider while enroute to conduct a retaliatory attack in the Backcountry, and saw rapid success there and on other fronts. Later ground-type and space-type models would be introduced in the following years, seeing service with the Commonwealth of Theia Defense Force, Neve Israeli Armed Forces, Japanese Defense Forces, United States Military, Horizonic Defense Forces, and many other national militaries operating in the PACT-ZOCU theater.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Projeto Heráldico====&lt;br /&gt;
Following the completion of the Anchorage Project, UNASUR, rather than purchase the basic MS-9 Rickenbacker and take a further blow to their honor, and still eager to obtain a mobile suit of their own, took a third option. After obtaining production rights to the Rickenbacker, and with technical and financial assistance from ANZO, The Projeto Heráldico was begun. While the Anchorage Project was done in almost complete secrecy and had a longer timeframe, Projeto Heráldico was run quite publicly, with UNASUR&#039;s homebuilt MS-9 derived mobile suit, the TM-1 Alce, being created in the span of a few months at Engesa&#039;s main Sao Galvao factory.&lt;br /&gt;
&lt;br /&gt;
=====Embraer (TM)Terno Móvel-1 Alce=====&lt;br /&gt;
[[File:Monkeyking.PNG|thumb|&#039;&#039;Alce&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Based on the MS-9 Rickenbacker, the Terno Móvel 1 Alce(another word for Griffin) was UNASUR&#039;s main Mobile Suit for the remainder of the ZOCU War, and remains the most common mobile suit in UNASUR armed forces to this day. Described as a stunning success, the Alce prototype was produced and put into proving trials, with three squadrons of the mecha being ordered by the Marinha Brasileira do Espaço, and a single squadron were recieved by the Australia-New Zealand-Oceania Space Corps as a a thank you from the Brazilian government for the assistance with financing the Alce&#039;s development. &lt;br /&gt;
&lt;br /&gt;
Overall, the Alce is a superior model of MS to the Rickenbacker, on par with Zodiac Legionares. The Alce&#039;s armament is deceptively simple, comprised of a simple Particle Beam rifle with an under-slung blade, and an internally stored knife. The Alce&#039;s sturdy structure is supported with energy shielding, and twin missile racks in the shoulders for dealing with high speed enemy threats. The Alce is unique in the fact that it mounts a staggering five forced fusion reactors, two of them dedicated to powering the energy sucking Mectron TMR-1 Particle Beam Rifle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TM-1 &#039;&#039;Alce&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:[[São Galvão]] &amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator: PACT(UNASUR) &amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2187&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Assault Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  17.6 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant: 5x Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  6&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  3&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament: 2x Taurus Alpha Edge Knives (Internally stored,hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Mectron TMR-1 Particle Beam rifle w/ underslung Taurus Alpha-Edge Sword, 2x &#039;Javelin&#039; Assault Missiles or 6x &#039;Hornet&#039; Cluster Missiles or 2x &#039;Meteor&#039; Anti-Air Missiles or 2x &#039;Striker&#039; Strike Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems: Composite Armor, Flash Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zodiac Outworld Colony Union===&lt;br /&gt;
====ZOCU Mobile Weapons====&lt;br /&gt;
&lt;br /&gt;
=====OMF-04 &#039;&#039;Peltast&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Peltast.jpg|thumb|&#039;&#039;Peltast&#039;&#039; armed with Londenium Metals Mk-11 Railgun]]&lt;br /&gt;
For the worlds of the ZOCU organization, the Breakdown offered an opportunity to seize their national destinies.  Unfortunately with the effective termination of significant core world contact, the ZOCU Worlds were forced into nearly total self-reliance.  Armed with limited weapons and with no source for replacement or reinforcement it was almost inevitable that civilian vehicles would be pressed into service.  Among these were orbital transfer vehicles and manipulation vehicles, the ancestors of modern combat frames.  Not terribly efficient, they nonetheless served as stopgaps until ZOCU military industry matured.  Out of the &#039;second&#039; generation of ZOCU weapons, the OMF-04 &#039;&#039;Peltast&#039;&#039; was the first frame to be designed and built from conception forward as a combat craft.&lt;br /&gt;
&lt;br /&gt;
Originally produced by Londenium Metals for the local militia, the arrival of the &#039;&#039;Peltast&#039;&#039; into service did not come too soon as less than six months after the first companies achieved operational status, the ZOCU world of Nidaros was attacked by forces of the Magnates.  The organized clone-soldiers of the Magnates swiftly overwhelmed Nidaros&#039;s militia and a rushed relief force from several ZOCU worlds was organized.  At the lead were Londenium&#039;s &#039;&#039;Peltasts&#039;&#039; which led the landing operation in December 2165 and subsequent counterattacks.  This and smaller brushfire wars gave the ZOCU &#039;&#039;Peltast&#039;&#039; pilots and tacticians solid experience that they put to good use in the &#039;80s.&lt;br /&gt;
&lt;br /&gt;
While rugged and relatively simple to produce, the &#039;&#039;Peltast&#039;&#039; was already starting to show its limitations by the early &#039;80s.  Its early design was beginning to hold it back and the design austerity that had allowed it to be produced all across the ZOCU worlds was being superseded by almost two decades of technological and industrial improvements.  Furthermore, despite the successes scored by &#039;&#039;Peltast&#039;&#039; teams in the early 80s, recontact and the looming spectre of conflict with the industrially and technologically powerful core worlds pointed towards the need for replacements.  These were to be the OMF-06 &#039;&#039;Hoplite&#039;&#039; and the OMF-07 &#039;&#039;Legionnaire&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The wartime record of the &#039;&#039;Peltast&#039;&#039; ultimately spanned more than two decades from the Magnate Wars of the 60s to the ZOCU war of the 80s.  Designed as an all-environment craft it saw most of its battles on land, with the majority of its space combat time occurring near the end of its service period.  For most of this time the standard load was a Londenium Metals Mk-11 railgun or locally-built weapons, with the more expensive PG-47 particle rifle only entering service in the 80s for units assigned to orbital ops.  Despite the &#039;&#039;Peltast&#039;&#039;&#039;s age, it performed adequately against the EU&#039;s aging space fighters and ground vehicles, though PACT aerospace craft proved to be difficult opponents for the relatively underpowered mobile frame.&lt;br /&gt;
&lt;br /&gt;
The introduction of the &#039;&#039;Hoplite&#039;&#039; pushed the &#039;&#039;Peltast&#039;&#039; into second-line formations as fast the newer frames could be produced.  Today, surviving &#039;&#039;Peltasts&#039;&#039; have been relegated to home guard forces or sold/provided to third-world Expanse states, making them a reasonably common sight in smaller militaries.&lt;br /&gt;
&lt;br /&gt;
The following specifications are typical for a war-era &#039;&#039;Peltast&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-04 &#039;&#039;Peltast&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2165&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  General Role Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.9 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  72.5 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  7&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  1x PL3 Plasma Lance (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Kojima-Saitama Collective Technologies PG-47 Particle Rifle (arm-mounted in use), 2x &#039;Hammerhead&#039; Medium  &lt;br /&gt;
Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-05e4 &#039;&#039;Sheltron&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Sheltron.jpg|thumb|&#039;&#039;OMF-05e4 Sheltron&#039;&#039; in Ithacan colours]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-05e4 &#039;&#039;Sheltron&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Ithaca&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2181&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Fire Support Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.9 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  79.6 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  5&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  12&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  1x Ithaca Arms defense laser&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  2x Mk 11 collimated beam cannons&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-06 &#039;&#039;Hoplite&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Hoplite.jpg|thumb|&#039;&#039;OMF-06A Hoplite&#039;&#039; in Kanonian colours]]&lt;br /&gt;
Early skirmishing on and around Kanon, Haraway’s World and New Mercia between 2181 and 2183 demonstrated the creeping strategic inferiority of the &#039;&#039;Peltasts&#039;&#039; that had been ZOCU&#039;s backbone for fifteen years.  While well-suited for their original role, it was clear that in the case of all-out war - which had already begun on New Mercia - the unsophisticated &#039;60s design would not suffice.  Plans for a &#039;&#039;Peltast&#039;&#039; replacement were duly accelerated and the introduction of the &#039;&#039;Hoplite&#039;&#039; to battle in 2185 was instrumental in several ZOCU victories in space.  Indeed, if it were not for the heroic efforts of the 16th ZOCU Mobile Volunteer Battalion in getting the full design schematics and prototypes out of Kanonian space in the face of stiff PACT resistance it is quite possible that the EU&#039;s attack on the Londenium orbital yards four months later would have been successful, crippling half of ZOCU&#039;s entire starship production ability.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Hoplite&#039;&#039; entered warzones in first a trickle and then as production ramped up across the ZOCU worlds.  By the end of 2185, virtually all production lines had been turned to the &#039;&#039;Hoplite&#039;&#039; family and between 2185 and the armistice of 2189, approximately 80% of all ZOCU combat frames built were &#039;&#039;Hoplite&#039;&#039; variants.  The Alpha model was the definitive production model and saw both production and fighting on all fronts.  Other common variants include the Beta superiority/ace model with enhanced apogee motors and tweaked control systems for better aerospace performance and the Gamma &#039;shell&#039; model which was clad in advanced armor composites, seeing use in both antishipping strikes and ground actions.  Many specialized or local variants were also built, such as the Lambda electronic attack model and the Harawayan-built &#039;&#039;Heras&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The rapid introduction of the &#039;&#039;Hoplite&#039;&#039; came as welcome news to ZOCU pilots.  Importantly, the control systems and general outfit were quite similar between the &#039;&#039;Peltast&#039;&#039; and &#039;&#039;Hoplites&#039;&#039; replacing them, ensuring that changeover to the new units was smooth and quick.  Superior in performance to the &#039;&#039;Peltasts&#039;&#039;, &#039;&#039;Hoplites&#039;&#039; allowed ZOCU to effectively control space for the first time in the war.  Beyond the improvements to thruster output and armor and the increased agility due to reduced weight, the &#039;&#039;Hoplites&#039;&#039; also had substantially improved powerplants.  This meant that &#039;&#039;Hoplites&#039;&#039; could power high-energy weapons like the standard PG-55 directly from their onboard power grid, as opposed to relying on capacitor &#039;magazines&#039; like the &#039;&#039;Peltast&#039;&#039; was forced to do.&lt;br /&gt;
&lt;br /&gt;
Fighting on the ground and in space across both the Pac-Am and European Arms, the &#039;&#039;Hoplite&#039;&#039; was the dependable soldier of ZOCU.  Its effectiveness and reliability has ensured it remains in service to the current day.  No official replacement has yet been planned, though some forces are slowly shifting to the more powerful &#039;&#039;Sarissa&#039;&#039; derivative or upgunning &#039;&#039;Hoplites&#039;&#039; with mega particle rifles.  &#039;&#039;Hoplites&#039;&#039; have also been sold to a number of friendly governments, as they include no cutting-edge ZOCU technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-06A &#039;&#039;Hoplite Alpha&#039;&#039; Mass Production Model&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Kanon&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2185&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  General Role Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  56 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  14&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 2x PL6 Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Kojima-Saitama Collective Technologies PG-55 Particle Rifle (hand-carried in use), 4x &#039;Hammerhead&#039; Medium Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-07 &#039;&#039;Legionare&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Legionare.jpg|thumb|&#039;&#039;Legionare&#039;&#039; in standard production colors]]&lt;br /&gt;
While the &#039;&#039;Hoplite&#039;&#039; was a solid performer, its ability to perform anti-shipping strikes in the face of increasingly effective Core anti-air defenses became a concern by early 2187. Even the deployment of the heavily-armored &#039;&#039;Hoplite Gamma&#039;&#039; model could not reverse this trend. This made the introduction of the OMF-07 &#039;&#039;Legionare&#039;&#039; in June 2187 an unpleasant surprise for Core shipping.  Sharing some outward similarities with the old &#039;&#039;Peltast&#039;&#039;, the &#039;&#039;Legionare&#039;&#039; was nonetheless an entirely new machine designed designed by Londenium Metals for heavy assault.&lt;br /&gt;
&lt;br /&gt;
Thickly armoured in low-mass composites and equipped with a frame-sized flash shield, the &#039;&#039;Legionare&#039;&#039; was a tough target for the Core ships’ railguns and pulse cannons, making it popular with pilots and earning it the nickname &#039;The Tank.&#039; As befitting an assault unit its default armament emphasised anti-ship and anti-armor effectiveness, starting with a LDS-2 assault cannon.  This large bazooka-style weapon and the pair of &#039;Sledge&#039; heavy missiles proved to be effective at antiship strikes.  A lightweight particle carbine provides firepower against other mobile units.  Unfortunately this &#039;&#039;Legionare&#039;&#039; was something of a rushed design and shipboard maintenance crews were forced to replace overworked components after almost every mission.  Additionally, while the &#039;&#039;Legionares&#039;&#039; were only slightly taller than their stablemates, they were considerably bulkier than &#039;&#039;Hoplites&#039;&#039; and as a result some hangars could not handle them properly.&lt;br /&gt;
&lt;br /&gt;
Despite its flaws, the &#039;&#039;Legionares&#039;&#039; performed well during the war.  A sweeping upgrade in the early &#039;90s solved many of the outstanding maintenance issues, though &#039;&#039;Legionares&#039;&#039; still retain their reputation as hangar queens.  Few &#039;&#039;Legionare&#039;&#039; variants exist, as for most roles it is cheaper and easier to modify a &#039;&#039;Hoplite&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-07 &#039;&#039;Legionare&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2187&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Assault Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.9 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  84.8 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  12&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 1x PL6 Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x LDS-2 Assault Cannon, 1x Kojima-Saitama Collective Technologies PG-59 Particle Carbine, 2x &#039;Sledge&#039; Heavy Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Depleted Uranium Armor, Flash Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-09 &#039;&#039;Sarissa&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Sarissa.jpg|thumb|&#039;&#039;Sarissa&#039;&#039; in standard &#039;Ace&#039; paint scheme, wielding &#039;Stonebridge&#039; electromotive shotgun]]&lt;br /&gt;
The introduction of the &#039;&#039;Hoplite&#039;&#039; in 2185 spurred Core efforts to fast-track new, more effective craft to the battle.  Unfortunately, ZOCU was not resting on its laurels and the introduction of the &#039;&#039;Sarissa&#039;&#039; in early 2188 demonstrated that they&#039;d solved various problems with mass-producing compact mega particle weapons.  A high-performance unit intended for commanders and aces, the &#039;&#039;Sarissa&#039;&#039; is a heavily upgraded derivative of the &#039;&#039;Hoplite&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In addition to the new mega particle rifle and an electromotive shotgun for close fights, the &#039;&#039;Sarissa&#039;&#039; replaced the original fusion drive system of the &#039;&#039;Hoplite&#039;&#039; with a compact and powerful Mercurion drive array.  This allowed for both better performance and thicker armor, as well as the robust fusion generators required for the &#039;&#039;Sarissa&#039;&#039;&#039;s array of power-hungry systems.  Normally used by aces or squadron leaders, some all-&#039;&#039;Sarissa&#039;&#039; formations were organized and sent into battle where they proved to be deadly adversaries for Core pilots who soon learned to fear their tell-tale sprays of energized particles.&lt;br /&gt;
&lt;br /&gt;
Unlike the &#039;&#039;Hoplites&#039;&#039; and &#039;&#039;Legionnaires&#039;&#039; that saw a great deal of planetside fighting, &#039;&#039;Sarissas&#039;&#039; were priority allocated to orbital operations.  Their advantages were less pronounced inside atmosphere and there were never enough of them to deploy them groundside in all but the most pressing engagements.  No official variants were built during the war, though recently the Alpha model upgrade kit has begun to circulate which primarily consists of a lightweight flash shield retrofit for added protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-09 &#039;&#039;Sarissa&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Kanon&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2188&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Ace use Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  360&#039; Panoramic Cockpit w/ Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.0 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  57.9 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Delta-Type Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  2 (Mercurion Drives)&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  18&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 2x PL7+ Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Kojima-Saitama Collective Technologies MP-1 Mega Particle Rifle (hand-carried in use), 1x &#039;Stonebridge&#039; 140mm electromotive shotgun (hand-carried in use), 12x MM-3 Swarm Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-14 &#039;&#039;Masamune&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Masamune.jpg|thumb|&#039;&#039;Masamune&#039;&#039; with stealth system disabled]]&lt;br /&gt;
One of the strategic issues that ZOCU planners were acutely aware of was the varying level of technology and industrial development of the ZOCU worlds.  Mindful of this, the &#039;&#039;Hoplite&#039;&#039; and &#039;&#039;Peltast&#039;&#039; had been designed relatively conservatively with mass production in mind .  However, there was always a need for advanced models to conduct special missions.  Rarely produced in significant numbers, these combat frames were at the cutting edge of ZOCU science and had technologies and equipment unsuitable or too expensive for main line units.  The last of these to achieve production status during the war was the OMF-14 &#039;&#039;Masamune&#039;&#039;.  A veil of secrecy still surrounds the &#039;&#039;Masamune&#039;&#039; and virtually all performance specifications remain secret.  However some information has been gleaned from intelligence sources and battle data and a general if incomplete picture has been assembled.&lt;br /&gt;
&lt;br /&gt;
Having entered service sometime in 2189, &#039;&#039;Masamunes&#039;&#039; were limited to elite pilots.  The Transbaal ace Y.G. Kruger is believed to have recieved the first frame built, with the second going to &#039;Geist&#039;, ZOCU&#039;s top-ranked ace.  Several more frames were rolled out but the cost and complexity of the &#039;&#039;Masamunes&#039;&#039; kept them very rare.  This cost was due to the diverse array of cutting-edge technology they carried, the requisite miniaturization to fit and the staggering quantities of theta dust needed for all the systems.  This technology came from multiple sources, including a Transbaal-designed fast-scan neural interface system, twin Kanonian mega particle pulse guns and a stealth system reputedly reverse-engineered from a crashed posthuman drone by scientists on Hampshire.  The key to making this work however was the SIYAN-supplied power core and propulsion system.  Like the stealth system, it is believed to be posthuman-derived.  A ZOCU ally, it is believed that SIYAN traded their power system expertise as repayment for technical help in ship design development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-14 &#039;&#039;Masamune&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Kanon&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2189&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Special Operations Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Neural Interface&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  14.0 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  50 tons (estimated)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 2x Kojima-Saitama Collective Technologies MP-2 Mega Particle Guns (chest mounted), 4x PL7+ Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Stealth System&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====ZOCU Spacecraft====&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;Spartacus&#039;&#039; Heavy Cruiser=====&lt;br /&gt;
[[Image:Spartacus.jpg|thumb|&#039;&#039;Spartacus&#039;&#039; in standard ZOCU fleet paint scheme]]&lt;br /&gt;
One of the earlier warships to emerge from the Expanse, &#039;&#039;Spartacus&#039;&#039; heavy cruisers were the cutting edge of technology when the name ship officially entered service in 2162.  Some of the largest and by far the most technologically advanced warships to be built outside the Core at the time, the &#039;&#039;Spartaci&#039;&#039; were symbols of Londenium military might and industrial power.  Designed before the need for transporting combat frames or fighters for space combat was properly recognized, the design and the several &#039;&#039;Spartaci&#039;&#039; in service during the Magnate War were modified to carry eight strike craft, replacing much of the ship&#039;s internal cargo bays and leading to the now-familiar external fuel spheres.&lt;br /&gt;
&lt;br /&gt;
It originally took about two years to build each &#039;&#039;Spartacus&#039;&#039;, though by the early 70s increased automation had cut this down to approximately fifteen months and production continued methodically.  By the recontact, all ZOCU major worlds had anywhere from one to three of these cruisers forming the cores of their navies, all built at the Londenium orbital shipyards.  Most went through a major SLEP upgrade between 2179 and 2183, with their original heavy railcannons replaced by newly-developed mega particle cannons, a scattering field system added and additional power generation capacity fitted.  No further &#039;&#039;Spartaci&#039;&#039; were completed after 2178, when the Londenium cruiser yards were shut down for a two-year reconstruction in preparation to commence construction of the newer, larger &#039;&#039;Palada&#039;&#039; battleships.&lt;br /&gt;
&lt;br /&gt;
While recently upgraded and carrying exceptionally powerful cannon armament only exceeded by the eventual introduction of the &#039;&#039;Pallada&#039;&#039; battleships, overall the &#039;&#039;Spartaci&#039;&#039; were past their prime during the ZOCU war and by the armistice in 2189, more than half had been destroyed or rendered unfit for fleet operations.  Most of the survivors have been transferred to second-tier navies, though New Mercia maintains a number of modernized hulls in the Royal Fleet, preferring the well-gunned &#039;&#039;Spartaci&#039;&#039; over the more generalized &#039;&#039;Ionias&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Spartacus&#039;&#039; Heavy Cruiser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2162&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Heavy Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  264.4 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  44,500 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  52,700 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  5x Closed-Cycle Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  5&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  52&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Theta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  3x Triple Mega Particle Cannon Turrets, 18x 80mm AA Railgun Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Orbital Steel Armor, Scattering Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;Concord&#039;&#039; Cruiser=====&lt;br /&gt;
[[Image:Concord.jpg|thumb|&#039;&#039;Concord&#039;&#039; 3D design model]]&lt;br /&gt;
During the 2170s, ZOCU industrialization proceeded apace as the factories used for arms in the Magnate conflict could be turned instead towards reinvestment.  While Londenium had been the only source for domestically-built heavy ships during that period, ZOCU&#039;s industrial heart was eventually joined by both Hampshire and Haraway who had steadily expanded their orbital infrastructure.  Both of them had constructed a number of smaller warships over the years; their joint project to develop the next ZOCU cruiser was the inevitable and welcome result of their confidence as states.  Eventually joined (like almost all ZOCU shipbuilding projects) by all the Zodiac members, the &#039;&#039;Concord&#039;&#039; project nonetheless continued to be led by the two originators and reflected this.&lt;br /&gt;
&lt;br /&gt;
Designed from the outset as a combat frame transport, the &#039;&#039;Concord&#039;&#039; was consequently the first ZOCU warship to integrate the lessons and the tactics learned during the Magnate war.  Carrying the same number of frames as the &#039;&#039;Spartacus&#039;&#039; on a hull massing only 2/3rds as much and with large cargo holds, the &#039;&#039;Concords&#039;&#039; were to make exemplary expeditionary ships.  Their fusion drives were also powerful, giving them a good turn of speed.  Unfortunately they were both thinner-skinned and more lightly armed than the &#039;&#039;Spartacus&#039;&#039; they were supplanting; the heavy railcannons had proven to be something of a production bottleneck and consequently the &#039;&#039;Concord&#039;&#039; designers opted for smaller but more numerous weapons.  Two primary variations existed, the Hampshire mark used pulse cannons whereas the Harawayan mark was armed with railguns.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Concords&#039;&#039; were built in multiple yards across ZOCU space, making them the most common cruiser during the war.  As such they fought in both the EU and Pac-Am arms and became something of a symbol of the war on the ZOCU side.  Many of the most famous squadrons and ships of the war were &#039;&#039;Concords&#039;&#039;.  In the postwar era their sleek lines continue to be a strong visual contrast to the hulking &#039;&#039;Ionias&#039;&#039; and slab-sided &#039;&#039;Nepthys&#039;&#039; of the late and postwar ZOCU block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Concord&#039;&#039; Cruiser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Hampshire/Haraway&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2179&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  289 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  30,300 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  38,400 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  4x Closed-Cycle Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  54&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Theta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  6x Twin Railgun or Pulse Cannon Turrets*, 12x 80mm AA Railgun Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Scattering Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  8&amp;lt;br&amp;gt;&lt;br /&gt;
*Later ships and refits often replace the original rail or pulse turrets with mega particle turrets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Liberty Ship=====&lt;br /&gt;
The re-establishment of regular contact with the Core worlds at the end of the Breakdown brought with it both new challenges and new opportunities.  For almost three decades merchant marines throughout the Expanse were limited by what was immune to the Breakdown, in other words mostly various &#039;&#039;painfully&#039;&#039; slow freighters dating to the dawn of the 22nd century and a handful of modern theta dust designs operated by naval auxilaries.  Individual worlds were forced into self-sufficiency.  Eventually however the virus that had infected delta drives was isolated and eliminated and in in 2179, regular travel once again began.  This suddenly exposed the near-total lack of proper merchant marine in any of the ZOCU worlds.  Luckily, New Mercia had been working on a new model of modular conveyor since the opening of the EU catapult in 2176.  Named after the famous Liberty ships of WWII, these ships were specifically designed to be easily built on the ground and then launched into orbit inside a single civilian lift vehicle.&lt;br /&gt;
&lt;br /&gt;
While originally intended for civilian operations, the rapid escalation of tension saw various ZOCU states modifying the original Liberty Ship design to fill the role of stopgap mobile weapon carrier to augment the abilities of the few dedicated warships the ZOCU militias had at the time.  To this end the bow habitation section was replaced with an independent command pod/escape ship capable of detaching from the main frame with the docking collars, engineering and primary fuel stores.  The command pod was also fitted with various locally-built weapons, though generally these needed to be ejected in order to perform atmospheric landing.&lt;br /&gt;
&lt;br /&gt;
In a combat role, Liberty Ships normally carried four fast-release racks, each of which could hold four frames or fighters.  However, due to the distinct lack of support facilities onboard either the racks or the ships themselves, frames were preferred as at least they could rearm themselves.  This also tied Liberty Ships closely to bases, though it was not uncommon to see them as part of offensive fleets, paired up with &#039;&#039;Protons&#039;&#039; and/or with one or two racks replaced with small hangars and supply pods capable of performing maintenance.  SIYAN used this tactic particularly widely, as they had few other warships.  It was also not uncommon for Liberty ships to swap roles on a regular basis; a ship launching mecha for patrols one month would be moving supplies the next and transporting dropships the third.  They were cheap, fast to build and expendable.&lt;br /&gt;
&lt;br /&gt;
After the war, the need for cheap hulls vanished and many of the surviving Liberty Ships were demilitarized and sold into civilian service, replaced by &#039;&#039;Samo&#039;&#039; class logistics ships in a support role.  A number of Expanse and Rim governments have since licensed the design to expand their own merchant marines without needing to invest in pricy orbital yards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZOCU Liberty Ship&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  New Mercia&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2180&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Armed Merchantman&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  162 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  2,900 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  3,600 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum Jumpable Mass:  14,000 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  1x Closed-Cycle Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  16&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Civilian Delta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Varies, normally 1x or 2x pulse cannons&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Radiation Protection Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;Proton&#039;&#039; Light Cruiser=====&lt;br /&gt;
[[Image:Proton3D.jpg|thumb|&#039;&#039;Proton&#039;&#039; 3D design model]]&lt;br /&gt;
During the years before the Recontact, ZOCU had few interstellar-capable escorts, using homogeneous fleets of &#039;&#039;Spartacus&#039;&#039; and later &#039;&#039;Concord&#039;&#039; cruisers for infrequent tours.  The return of regular travel and the increasing threat of military action caused a stark revision of this policy.  While several designs were eventually produced such as the Ithacan &#039;&#039;Ariane&#039;&#039; destroyer, the ship that essentially came to define an entire generation of warships was the &#039;&#039;Proton&#039;&#039;.  The name originated from a speech given by Lord Khrushov to the Londenium parliment in 2180 in which he stated they would make a warship &#039;as common as the Proton rockets of the 20th century&#039;.  The monicker stuck in the popular press and the ZOCU Combined Militias eventually bowed to the inevitable and made the name official.&lt;br /&gt;
&lt;br /&gt;
Taking the rotating bin system from the &#039;&#039;Palada&#039;&#039;, the &#039;&#039;Protons&#039;&#039; originally carried a single team of mobile suits into combat.  Lightly-armed with only four railgun turrets to engage hostile warships, the &#039;&#039;Protons&#039;&#039; were cheap and fast to build and were not without significant flaws. However it was ideal for its role and the Proton was mass-produced in shipyards across ZOCU space to become the most common warship in the combined ZOCU fleet.  The Alpha model came soon, in 2185, as the production kinks of mega-particle weapons were ironed and clearing them for use on second-priority craft.&lt;br /&gt;
&lt;br /&gt;
While ZOCU-designated a light cruiser due to its strike craft complement, the &#039;&#039;Proton&#039;&#039; is more properly an aircraft-carrying destroyer and consequently was too light to fall under Sirius treaty restrictions and remains ubiquitous to the current day in a wide variety of different subtypes.  The statistics below represent the Delta model, the second-generation Definative Production subtype.  It includes the increased hangar capacity of the Beta model (bringing the carried craft up to 6, an understrength squadron) as well as a proper set of anti-air weapons and current-generation shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Proton&#039;&#039; Light Cruiser (Delta Model)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2183&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Escort/Light Carrier&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  160.3 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  19,800 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  22,700 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Closed-Cycle Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  60&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Delta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  4x Twin Mega Particle Cannon Turrets, 8x AA Burst Cannon Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Flash Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  6&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;Ionia&#039;&#039; Heavy Cruiser=====&lt;br /&gt;
[[Image:Ionia3D.jpg|thumb|&#039;&#039;Ionia&#039;&#039; 3D design model]]&lt;br /&gt;
ZOCU&#039;s current state of the art cruiser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ionia&#039;&#039; Heavy Cruiser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2187&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Heavy Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  228 meters (hull)&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  32,600 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  36,200 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Forced-Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  2; Mercurion Type&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  52&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Theta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  8x Twin Mega Particle Cannon Turrets, Leap Missile System, 8x AA Burst Cannon Turrets, 42x Cluster Missile Launchers, ACLS Warden System&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Flash Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  14&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Weapons_of_the_ZOCU_War&amp;diff=18954</id>
		<title>Weapons of the ZOCU War</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Weapons_of_the_ZOCU_War&amp;diff=18954"/>
		<updated>2010-07-25T07:53:20Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* PACT Mobile Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===European Union===&lt;br /&gt;
====EU Mobile Weapons====&lt;br /&gt;
&lt;br /&gt;
=====Ge-02 &#039;&#039;Lambert&#039;&#039; Combat Frame=====&lt;br /&gt;
The Ge-02 &#039;&#039;Lambert&#039;&#039; was the first real product of the European Union&#039;s crash mobile suit development program, with the first prototype completed in January 2186. An exceptionally primative design that was deemed unsuitable for mass production, only a handful of Lamberts were produced and they saw little actual combat against Zodiac Forces despite having the distinction of being involved in the first battle between combat frames. The real value of the &#039;&#039;Lambert&#039;&#039; was the considerable amount of data it provided to the EU&#039;s military engineers, information that eventually led to the far more successful Ge-03 &#039;&#039;Leopold&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In the postwar years a number of &#039;&#039;Lambert&#039;&#039; type combat frames have been produced under license on various remote worlds eager to gain access to combat frame technology but unable or unwilling to deal with ZOCU and lacking in technological sophsetication needed to maintain more advanced machines. &amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ge-02 &#039;&#039;Lambert&#039;&#039; Combat Frame&#039;&#039;&#039; &amp;lt;Br&amp;gt;&lt;br /&gt;
Origin: Earth&amp;lt;Br&amp;gt;&lt;br /&gt;
Primary Operator: European Union&amp;lt;Br&amp;gt;&lt;br /&gt;
Date Of Introduction: 2186&amp;lt;Br&amp;gt;&lt;br /&gt;
Role: Combat Frame&amp;lt;Br&amp;gt;&lt;br /&gt;
Control System: Linear Frame&amp;lt;Br&amp;gt;&lt;br /&gt;
Height: 16 Meters&amp;lt;Br&amp;gt;&lt;br /&gt;
Powerplant: Compact Fusion Reactor&amp;lt;Br&amp;gt;&lt;br /&gt;
Main Thrusters: 4&amp;lt;Br&amp;gt;&lt;br /&gt;
Apogee Motors: 15&amp;lt;Br&amp;gt;&lt;br /&gt;
Fixed Armament: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament: 1 x GIAT F3 100mm Autocannon &amp;lt;Br&amp;gt;&lt;br /&gt;
Defensive Systems: Composite Armor&amp;lt;Br&amp;gt;&lt;br /&gt;
&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ge-03C &#039;&#039;Leopold&#039;&#039; Main Battle Frame=====&lt;br /&gt;
[[Image:Leo.JPG|thumb|&#039;&#039;Leopold&#039;&#039; Prototype with Linear Rifle]]&lt;br /&gt;
Throughout the 2160s and 2170s military observers from the European Union watched with some interest as the Zodiac Colonies fielded their first &#039;&#039;Peltast&#039;&#039; combat frames on remote frontier battlefields. While these strange humanoid fighting vehicles were a favorite topic of discussion in EU military circles the general consensus was that the &#039;&#039;Peltast&#039;&#039; and any future successors to it would remain nothing more than a curiosity of dubious effectiveness against the powerful conventional forces fielded by the Union and the other Terran superpowers. At the outbreak of war with ZOCU in 2185 no real effort had been made on the part of the EU to develop its own combat frame technology.&lt;br /&gt;
&lt;br /&gt;
Although the &#039;&#039;Peltast&#039;&#039; proved to be more capable than predicted, it was the superior capabilities of the much more advanced &#039;&#039;Hoplite&#039;&#039; model of combat frame that quickly began to alarm European battlefield commanders and staff officers. The highly capable &#039;&#039;Hoplite&#039;&#039; was superior to nearly every existing space and ground combat platform in the EU&#039;s arsenal and played a major role in nearly every one of the Union&#039;s military disasters of the war&#039;s first year. Crash upgrade programs for the existing space fighters and armored fighting inventories could serve only to lessen future blows, it was obvious that new weapons were required as quickly as they could possibly be put on the field. Amongst the projects authorized in early 2186 was a program for combat frame development.&lt;br /&gt;
&lt;br /&gt;
The EU began its combat frame program with nothing more than a handful of examples in the form of several captured Zodiac machines and a spattering of stolen technical documents. Simply copying ZOCU designs outright was absolutely out of the question as neither the Union&#039;s military or political leadership were willing to suffer such a blow to their state&#039;s pride. A completely European machine would have to be developed even if the process would take considerably longer. Engineers from several important defense contractors such as France&#039;s GIAT and Germany&#039;s Rheinmetall were brought in to tackle the problem and by 2187 had built and tested a mass production prototype, the Ge-02 &#039;&#039;Lambert&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Nearly everything about the Ge-02 proved to be a disappointment. The &#039;&#039;Lambert&#039;&#039;s lackluster performance compared unfavorably even with the decades old &#039;&#039;Peltast&#039;&#039; and its lack of power generation limited its armament to an unacceptable degree. Although a number of Lamberts were produced and a few of those even saw limited deployment, it was deemed to be a failure and passed over in favor of new conventional platforms. But the &#039;&#039;Lambert&#039;&#039; was a valuable learning experience that paved the way for future success. Using the lessons from their lackluster creation most of the same design team would move on to begin work on what would eventually become the Ge-03 &#039;&#039;Leopold&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In 2188 the Zodiac Forces archived another spectacular success with the unveiling of the &#039;&#039;Sarissa&#039;&#039;, a &#039;&#039;Hoplite&#039;&#039; variant of such increased ability that it was initially believed to be a completely new model. Once again there were no available craft capable of matching it in the EU&#039;s arsenals and the mere thought that this deadly new machine and its particle rifle might be mass produced caused a considerable amount of worry in the Union&#039;s high command. While such fears proved unfounded additional resources were diverted to the combat frame development project and in early 2189 the first prototype of their new model was ready for testing.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Leopold&#039;&#039; surpassed all expectations. Fast, agile, and heavily armored it clearly had the makings of a superior machine worthy of Europe&#039;s proud military traditions. Although its electromotive linear rifle was certainly inferior to the megaparticle gun used by the &#039;&#039;Sarissa&#039;&#039;, in all other respects the &#039;&#039;Leopold&#039;&#039; could be considered a comparable machine. Approved for production, the first mass produced Ge-03s had reached the front lines in time to be sent into action with the Zweiker&#039;s fleet during the final push onward to victory in the skies above Haraway&#039;s World. Their considerable abilities came as an unpleasant shock to many Zodiac pilots who had now long believed that their machines would never be equaled by their European foes.&lt;br /&gt;
&lt;br /&gt;
Following the Armistice the EU has continued production of additional &#039;&#039;Leopolds&#039;&#039; in limited numbers. Although the combat frame has still failed to supplant the position of conventional weapons within the EU&#039;s arsenal it has through the success of the &#039;&#039;Leopold&#039;&#039; won a permanent place alongside them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ge-03C &#039;&#039;Leopold&#039;&#039; Main Battle Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin: Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator: European Union&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction: 2189&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Main Battle Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System: Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height: 18 Meters&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant: Compact Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors: 20&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament: 2.5cm Goalie CIWS (Mounted in Head), 1 x Katzbalger Alpha Edge&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament: 1 x 10cm Rheinmetall Linear Rifle, 2 x Quarrel AAMs&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems: Composite Armor, ERA Plates (Optional)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====EU Warships====&lt;br /&gt;
=====&#039;&#039;Drake&#039;&#039; Class Battleship (Mark VII Refit)=====&lt;br /&gt;
[[Image:|thumb|&#039;&#039;Drake Mk VII&#039;&#039;]]&lt;br /&gt;
The opening of the 22nd century found the European Union in need of a powerful warship capable of operating for extended periods out on the ever expanding borders of its territory. Completed just a year after the first of America&#039;s MacArthur Class System Control Ships, the Drake Class Battleship was both a military and technological marvel. Highly versatile in addition to being exceptionally rugged and durable ships for their day, the early Drakes were extremely well suited for nearly any possible extended mission far from the safe ports of Sol and the inner colonies. While the need for a battle fleet was a topic of serious debate in Brussels at the turn of the century, the Drakes proved to be a vital line of defense with the first major battles against rogue drones in the early 2120s. &lt;br /&gt;
&lt;br /&gt;
At the opening of the Zodiac War in 2185, the Drake Class had served as the backbone of the European Fleets for over fifty years. Five major upgrades and decades of successful service including a number of spectacular victories over rogue drone and magnate forces had convinced the Union&#039;s Admiralty, wrongly, that their battleships were nearly invincible. The disastrous opening battles of the war, particularly Lord Dorington&#039;s stunning rout of several battle divisions under the command of Garun&#039;s Admiral Mackenzie, proved just how wrong those notions were. While the exact reasons for the fleet&#039;s failures remain a subject of intense debate, it is undeniable that modern Zodiac warships equipped with new mega particle technology proved more than a match for the venerable Drake Mark V. &lt;br /&gt;
&lt;br /&gt;
A number of short term fixes and dubiously effective stopgap upgrades generally grouped together as the Mark VI refit characterized the first wartime attempts and dragging the aging Drake back into top form. It was not until 2188 when the first Mark VII refit was completed that the EU&#039;s Admirals could truly be certain they at last had a fighting capital ship capable of going head to head with the Zodiac Fleet. The Mark VII, usually referred to as the War Drake, sacrifices the versatility of its earlier incarnations in exchange for combat power and sheer survivability. &lt;br /&gt;
&lt;br /&gt;
Nearly completely rebuilt, a War Drake is considerably more durable than the proceeding Marks with all manner of damage control and redundant systems keeping it in the fight even when under mega particle fire. While even the Mark VIIs proved unable to match the sheer raw firepower of ZOCU&#039;s feared Pallada Class Battleships, they certainly were as well protected. And with the shipyards of Sol and the EU&#039;s colonies working around the clock to complete refits on existing Drakes, the number of Mark VIIs available grew quickly. &lt;br /&gt;
&lt;br /&gt;
The deployment of a considerable force of Mark VIIs was one of the crucial factors leading to Admiral Zweiker&#039;s final crushing victory in the skies above Haraway&#039;s World in 2189. The postwar years have seen all of the remaining older model Drakes converted to the Mark VII standard, and although they are now being joined by new warships of modern design it is likely they will continue to see service well into the next century.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Drake&#039;&#039; Class Battleship (Mark VII Refit)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  EU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction: 2119 (Class), 2188 (Mark VII)&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Battleship&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  307 meters (hull)&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  79,300 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  88,700 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  4x BAE Mark 43b Forced-Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  6x Rolls-Royce H58 High-Flow Fusion Rockets&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  72&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Rolls-Royce MGQ-99 Delta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  8x Twin 275mm Railcannon Turrets, 4x Twin 140mm Railgun Turrets, 14x 85mm Railgun Turrets, 16x Cluster Missile Launchers, Multiple Laser Cluster Defense Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Scattering Field&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pacific-American Colonization Treaty===&lt;br /&gt;
====PACT Mobile Weapons====&lt;br /&gt;
&lt;br /&gt;
=====The Anchorage Project=====&lt;br /&gt;
After the near-loss of USS &#039;&#039;Gerald R. Ford&#039;&#039; over [[Important_Battles_of_the_ZOCU_War#The_Kanon_Campaign | Kanon]], the United States Navy was thrown into a panic. After consulting with their European allies and the upper-tier PACT navies of Japan, Australia, and Canada, the Pentagon commissioned a secret development complex on an unmapped world near the Horizon system. Dubbed the &#039;Anchorage Project&#039; and primarily composed of local Horizonic science personnel along with invited scientists from research centers across PACT space, the facility staff was charged with the responsibility of rushing a mobile suit into PACT military service within a year.&lt;br /&gt;
&lt;br /&gt;
Faced with this deadline and equipped with a massive checkbook, the scientists of Anchorage turned to several outlets to save time. First, all captured enemy MS technology was requisitioned, including a nearly-intact [[Weapons_of_the_ZOCU_War#OMF-06_Hoplite_Mobile_Suit | Hoplite]] torso, waist and arms recovered by PACT forces withdrawing from Kanon. Second, the European Union was bartered with by Japanese diplomats to secure design blueprints and advice from EUSF engineers working on the [[Weapons_of_the_ZOCU_War#Ge-03C_Leopold_Main_Battle_Frame | Gundam Counterattack]]. Last, the decision was made to utilize components developed for the [[Jane&#039;s_Weapons_of_the_CPTO#F-87_Hellcat_Fighter_Family | F-87]] and the top-secret [[Jane&#039;s_Weapons_of_the_CPTO#F-84_Phantom_Superiority_Fighter | YF-84]], eliminating the need to develop those parts on-site. Unfortunately, the courier carrying essential xenotech was nearly intercepted by ZOCU forces as it doglegged through unincorporated UNSO space to Horizon (See [[Flight of the Adelaide]] for further details), delaying the project for weeks as the courier fled through the Backcountry from harassing enemy forces.&lt;br /&gt;
&lt;br /&gt;
======MS-9 Rickenbacker Mobile Suit======&lt;br /&gt;
[[Image:Rickenbacker.jpg|thumb|MS-9 in factory base colors]]&lt;br /&gt;
&lt;br /&gt;
The first product of the Anchorage Project, the XM-9 Rickenbacker was the PACT&#039;s initial attempt at a combat frame. The system&#039;s prototype first fired in anger on November 27th, 2186, when ZOCU forces from Choson attempted to seize the Anchorage Project facility and prevent PACT from putting the system into service; test pilot Amuro Takahashi managed to destroy five enemy mobile suits in the ensuing melee before the prototype was overcome by enemy fire and disabled, instantly becoming PACT&#039;s first combat frame ace.&lt;br /&gt;
&lt;br /&gt;
The first standard-type MS-9A production frames saw combat mere weeks later in January 2187, when the converted mobile suit carrier &#039;&#039;Ryuho&#039;&#039; encountered a Hampshiran raider while enroute to conduct a retaliatory attack in the Backcountry, and saw rapid success there and on other fronts. Later ground-type and space-type models would be introduced in the following years, seeing service with the Commonwealth of Theia Defense Force, Neve Israeli Armed Forces, Japanese Defense Forces, United States Military, Horizonic Defense Forces, and many other national militaries operating in the PACT-ZOCU theater.&lt;br /&gt;
&lt;br /&gt;
=====Projeto Heráldico=====&lt;br /&gt;
Following the completion of the Anchorage Project, UNASUR, rather than purchase the basic MS-9 Rickenbacker and take a further blow to their honor, and still eager to obtain a mobile suit of their own, took a third option. After obtaining production rights to the Rickenbacker, and with technical and financial assistance from ANZO, The Projeto Heráldico was begun. While the Anchorage Project was done in almost complete secrecy and had a longer timeframe, Projeto Heráldico was run quite publicly, with UNASUR&#039;s homebuilt MS-9 derived mobile suit, the TM-1 Alce, being created in the span of a few months at Engesa&#039;s main Sao Galvao factory.&lt;br /&gt;
&lt;br /&gt;
======Embraer (TM)Terno Móvel-1 Alce======&lt;br /&gt;
[[File:Monkeyking.PNG|thumb|&#039;&#039;Alce&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Based on the MS-9 Rickenbacker, the Terno Móvel 1 Alce(another word for Griffin) was UNASUR&#039;s main Mobile Suit for the remainder of the ZOCU War, and remains the most common mobile suit in UNASUR armed forces to this day. Described as a stunning success, the Alce prototype was produced and put into proving trials, with three squadrons of the mecha being ordered by the Marinha Brasileira do Espaço, and a single squadron were recieved by the Australia-New Zealand-Oceania Space Corps as a a thank you from the Brazilian government for the assistance with financing the Alce&#039;s development. &lt;br /&gt;
&lt;br /&gt;
Overall, the Alce is a superior model of MS to the Rickenbacker, on par with Zodiac Legionares. The Alce&#039;s armament is deceptively simple, comprised of a simple Particle Beam rifle with an under-slung blade, and an internally stored knife. The Alce&#039;s sturdy structure is supported with energy shielding, and twin missile racks in the shoulders for dealing with high speed enemy threats. The Alce is unique in the fact that it mounts a staggering five forced fusion reactors, two of them dedicated to powering the energy sucking Mectron TMR-1 Particle Beam Rifle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TM-1 &#039;&#039;Alce&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:[[São Galvão]] &amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator: PACT(UNASUR) &amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2187&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Assault Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  17.6 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant: 5x Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  6&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  3&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament: 2x Taurus Alpha Edge Knives (Internally stored,hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Mectron TMR-1 Particle Beam rifle w/ underslung Taurus Alpha-Edge Sword, 2x &#039;Javelin&#039; Assault Missiles or 6x &#039;Hornet&#039; Cluster Missiles or 2x &#039;Meteor&#039; Anti-Air Missiles or 2x &#039;Striker&#039; Strike Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems: Composite Armor, Flash Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zodiac Outworld Colony Union===&lt;br /&gt;
====ZOCU Mobile Weapons====&lt;br /&gt;
&lt;br /&gt;
=====OMF-04 &#039;&#039;Peltast&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Peltast.jpg|thumb|&#039;&#039;Peltast&#039;&#039; armed with Londenium Metals Mk-11 Railgun]]&lt;br /&gt;
For the worlds of the ZOCU organization, the Breakdown offered an opportunity to seize their national destinies.  Unfortunately with the effective termination of significant core world contact, the ZOCU Worlds were forced into nearly total self-reliance.  Armed with limited weapons and with no source for replacement or reinforcement it was almost inevitable that civilian vehicles would be pressed into service.  Among these were orbital transfer vehicles and manipulation vehicles, the ancestors of modern combat frames.  Not terribly efficient, they nonetheless served as stopgaps until ZOCU military industry matured.  Out of the &#039;second&#039; generation of ZOCU weapons, the OMF-04 &#039;&#039;Peltast&#039;&#039; was the first frame to be designed and built from conception forward as a combat craft.&lt;br /&gt;
&lt;br /&gt;
Originally produced by Londenium Metals for the local militia, the arrival of the &#039;&#039;Peltast&#039;&#039; into service did not come too soon as less than six months after the first companies achieved operational status, the ZOCU world of Nidaros was attacked by forces of the Magnates.  The organized clone-soldiers of the Magnates swiftly overwhelmed Nidaros&#039;s militia and a rushed relief force from several ZOCU worlds was organized.  At the lead were Londenium&#039;s &#039;&#039;Peltasts&#039;&#039; which led the landing operation in December 2165 and subsequent counterattacks.  This and smaller brushfire wars gave the ZOCU &#039;&#039;Peltast&#039;&#039; pilots and tacticians solid experience that they put to good use in the &#039;80s.&lt;br /&gt;
&lt;br /&gt;
While rugged and relatively simple to produce, the &#039;&#039;Peltast&#039;&#039; was already starting to show its limitations by the early &#039;80s.  Its early design was beginning to hold it back and the design austerity that had allowed it to be produced all across the ZOCU worlds was being superseded by almost two decades of technological and industrial improvements.  Furthermore, despite the successes scored by &#039;&#039;Peltast&#039;&#039; teams in the early 80s, recontact and the looming spectre of conflict with the industrially and technologically powerful core worlds pointed towards the need for replacements.  These were to be the OMF-06 &#039;&#039;Hoplite&#039;&#039; and the OMF-07 &#039;&#039;Legionnaire&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The wartime record of the &#039;&#039;Peltast&#039;&#039; ultimately spanned more than two decades from the Magnate Wars of the 60s to the ZOCU war of the 80s.  Designed as an all-environment craft it saw most of its battles on land, with the majority of its space combat time occurring near the end of its service period.  For most of this time the standard load was a Londenium Metals Mk-11 railgun or locally-built weapons, with the more expensive PG-47 particle rifle only entering service in the 80s for units assigned to orbital ops.  Despite the &#039;&#039;Peltast&#039;&#039;&#039;s age, it performed adequately against the EU&#039;s aging space fighters and ground vehicles, though PACT aerospace craft proved to be difficult opponents for the relatively underpowered mobile frame.&lt;br /&gt;
&lt;br /&gt;
The introduction of the &#039;&#039;Hoplite&#039;&#039; pushed the &#039;&#039;Peltast&#039;&#039; into second-line formations as fast the newer frames could be produced.  Today, surviving &#039;&#039;Peltasts&#039;&#039; have been relegated to home guard forces or sold/provided to third-world Expanse states, making them a reasonably common sight in smaller militaries.&lt;br /&gt;
&lt;br /&gt;
The following specifications are typical for a war-era &#039;&#039;Peltast&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-04 &#039;&#039;Peltast&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2165&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  General Role Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.9 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  72.5 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  7&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  1x PL3 Plasma Lance (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Kojima-Saitama Collective Technologies PG-47 Particle Rifle (arm-mounted in use), 2x &#039;Hammerhead&#039; Medium  &lt;br /&gt;
Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-05e4 &#039;&#039;Sheltron&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Sheltron.jpg|thumb|&#039;&#039;OMF-05e4 Sheltron&#039;&#039; in Ithacan colours]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-05e4 &#039;&#039;Sheltron&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Ithaca&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2181&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Fire Support Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.9 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  79.6 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  5&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  12&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  1x Ithaca Arms defense laser&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  2x Mk 11 collimated beam cannons&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-06 &#039;&#039;Hoplite&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Hoplite.jpg|thumb|&#039;&#039;OMF-06A Hoplite&#039;&#039; in Kanonian colours]]&lt;br /&gt;
Early skirmishing on and around Kanon, Haraway’s World and New Mercia between 2181 and 2183 demonstrated the creeping strategic inferiority of the &#039;&#039;Peltasts&#039;&#039; that had been ZOCU&#039;s backbone for fifteen years.  While well-suited for their original role, it was clear that in the case of all-out war - which had already begun on New Mercia - the unsophisticated &#039;60s design would not suffice.  Plans for a &#039;&#039;Peltast&#039;&#039; replacement were duly accelerated and the introduction of the &#039;&#039;Hoplite&#039;&#039; to battle in 2185 was instrumental in several ZOCU victories in space.  Indeed, if it were not for the heroic efforts of the 16th ZOCU Mobile Volunteer Battalion in getting the full design schematics and prototypes out of Kanonian space in the face of stiff PACT resistance it is quite possible that the EU&#039;s attack on the Londenium orbital yards four months later would have been successful, crippling half of ZOCU&#039;s entire starship production ability.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Hoplite&#039;&#039; entered warzones in first a trickle and then as production ramped up across the ZOCU worlds.  By the end of 2185, virtually all production lines had been turned to the &#039;&#039;Hoplite&#039;&#039; family and between 2185 and the armistice of 2189, approximately 80% of all ZOCU combat frames built were &#039;&#039;Hoplite&#039;&#039; variants.  The Alpha model was the definitive production model and saw both production and fighting on all fronts.  Other common variants include the Beta superiority/ace model with enhanced apogee motors and tweaked control systems for better aerospace performance and the Gamma &#039;shell&#039; model which was clad in advanced armor composites, seeing use in both antishipping strikes and ground actions.  Many specialized or local variants were also built, such as the Lambda electronic attack model and the Harawayan-built &#039;&#039;Heras&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The rapid introduction of the &#039;&#039;Hoplite&#039;&#039; came as welcome news to ZOCU pilots.  Importantly, the control systems and general outfit were quite similar between the &#039;&#039;Peltast&#039;&#039; and &#039;&#039;Hoplites&#039;&#039; replacing them, ensuring that changeover to the new units was smooth and quick.  Superior in performance to the &#039;&#039;Peltasts&#039;&#039;, &#039;&#039;Hoplites&#039;&#039; allowed ZOCU to effectively control space for the first time in the war.  Beyond the improvements to thruster output and armor and the increased agility due to reduced weight, the &#039;&#039;Hoplites&#039;&#039; also had substantially improved powerplants.  This meant that &#039;&#039;Hoplites&#039;&#039; could power high-energy weapons like the standard PG-55 directly from their onboard power grid, as opposed to relying on capacitor &#039;magazines&#039; like the &#039;&#039;Peltast&#039;&#039; was forced to do.&lt;br /&gt;
&lt;br /&gt;
Fighting on the ground and in space across both the Pac-Am and European Arms, the &#039;&#039;Hoplite&#039;&#039; was the dependable soldier of ZOCU.  Its effectiveness and reliability has ensured it remains in service to the current day.  No official replacement has yet been planned, though some forces are slowly shifting to the more powerful &#039;&#039;Sarissa&#039;&#039; derivative or upgunning &#039;&#039;Hoplites&#039;&#039; with mega particle rifles.  &#039;&#039;Hoplites&#039;&#039; have also been sold to a number of friendly governments, as they include no cutting-edge ZOCU technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-06A &#039;&#039;Hoplite Alpha&#039;&#039; Mass Production Model&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Kanon&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2185&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  General Role Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  56 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  14&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 2x PL6 Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Kojima-Saitama Collective Technologies PG-55 Particle Rifle (hand-carried in use), 4x &#039;Hammerhead&#039; Medium Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-07 &#039;&#039;Legionare&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Legionare.jpg|thumb|&#039;&#039;Legionare&#039;&#039; in standard production colors]]&lt;br /&gt;
While the &#039;&#039;Hoplite&#039;&#039; was a solid performer, its ability to perform anti-shipping strikes in the face of increasingly effective Core anti-air defenses became a concern by early 2187. Even the deployment of the heavily-armored &#039;&#039;Hoplite Gamma&#039;&#039; model could not reverse this trend. This made the introduction of the OMF-07 &#039;&#039;Legionare&#039;&#039; in June 2187 an unpleasant surprise for Core shipping.  Sharing some outward similarities with the old &#039;&#039;Peltast&#039;&#039;, the &#039;&#039;Legionare&#039;&#039; was nonetheless an entirely new machine designed designed by Londenium Metals for heavy assault.&lt;br /&gt;
&lt;br /&gt;
Thickly armoured in low-mass composites and equipped with a frame-sized flash shield, the &#039;&#039;Legionare&#039;&#039; was a tough target for the Core ships’ railguns and pulse cannons, making it popular with pilots and earning it the nickname &#039;The Tank.&#039; As befitting an assault unit its default armament emphasised anti-ship and anti-armor effectiveness, starting with a LDS-2 assault cannon.  This large bazooka-style weapon and the pair of &#039;Sledge&#039; heavy missiles proved to be effective at antiship strikes.  A lightweight particle carbine provides firepower against other mobile units.  Unfortunately this &#039;&#039;Legionare&#039;&#039; was something of a rushed design and shipboard maintenance crews were forced to replace overworked components after almost every mission.  Additionally, while the &#039;&#039;Legionares&#039;&#039; were only slightly taller than their stablemates, they were considerably bulkier than &#039;&#039;Hoplites&#039;&#039; and as a result some hangars could not handle them properly.&lt;br /&gt;
&lt;br /&gt;
Despite its flaws, the &#039;&#039;Legionares&#039;&#039; performed well during the war.  A sweeping upgrade in the early &#039;90s solved many of the outstanding maintenance issues, though &#039;&#039;Legionares&#039;&#039; still retain their reputation as hangar queens.  Few &#039;&#039;Legionare&#039;&#039; variants exist, as for most roles it is cheaper and easier to modify a &#039;&#039;Hoplite&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-07 &#039;&#039;Legionare&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2187&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Assault Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.9 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  84.8 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  12&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 1x PL6 Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x LDS-2 Assault Cannon, 1x Kojima-Saitama Collective Technologies PG-59 Particle Carbine, 2x &#039;Sledge&#039; Heavy Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Depleted Uranium Armor, Flash Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-09 &#039;&#039;Sarissa&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Sarissa.jpg|thumb|&#039;&#039;Sarissa&#039;&#039; in standard &#039;Ace&#039; paint scheme, wielding &#039;Stonebridge&#039; electromotive shotgun]]&lt;br /&gt;
The introduction of the &#039;&#039;Hoplite&#039;&#039; in 2185 spurred Core efforts to fast-track new, more effective craft to the battle.  Unfortunately, ZOCU was not resting on its laurels and the introduction of the &#039;&#039;Sarissa&#039;&#039; in early 2188 demonstrated that they&#039;d solved various problems with mass-producing compact mega particle weapons.  A high-performance unit intended for commanders and aces, the &#039;&#039;Sarissa&#039;&#039; is a heavily upgraded derivative of the &#039;&#039;Hoplite&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In addition to the new mega particle rifle and an electromotive shotgun for close fights, the &#039;&#039;Sarissa&#039;&#039; replaced the original fusion drive system of the &#039;&#039;Hoplite&#039;&#039; with a compact and powerful Mercurion drive array.  This allowed for both better performance and thicker armor, as well as the robust fusion generators required for the &#039;&#039;Sarissa&#039;&#039;&#039;s array of power-hungry systems.  Normally used by aces or squadron leaders, some all-&#039;&#039;Sarissa&#039;&#039; formations were organized and sent into battle where they proved to be deadly adversaries for Core pilots who soon learned to fear their tell-tale sprays of energized particles.&lt;br /&gt;
&lt;br /&gt;
Unlike the &#039;&#039;Hoplites&#039;&#039; and &#039;&#039;Legionnaires&#039;&#039; that saw a great deal of planetside fighting, &#039;&#039;Sarissas&#039;&#039; were priority allocated to orbital operations.  Their advantages were less pronounced inside atmosphere and there were never enough of them to deploy them groundside in all but the most pressing engagements.  No official variants were built during the war, though recently the Alpha model upgrade kit has begun to circulate which primarily consists of a lightweight flash shield retrofit for added protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-09 &#039;&#039;Sarissa&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Kanon&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2188&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Ace use Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  360&#039; Panoramic Cockpit w/ Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.0 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  57.9 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Delta-Type Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  2 (Mercurion Drives)&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  18&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 2x PL7+ Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Kojima-Saitama Collective Technologies MP-1 Mega Particle Rifle (hand-carried in use), 1x &#039;Stonebridge&#039; 140mm electromotive shotgun (hand-carried in use), 12x MM-3 Swarm Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-14 &#039;&#039;Masamune&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Masamune.jpg|thumb|&#039;&#039;Masamune&#039;&#039; with stealth system disabled]]&lt;br /&gt;
One of the strategic issues that ZOCU planners were acutely aware of was the varying level of technology and industrial development of the ZOCU worlds.  Mindful of this, the &#039;&#039;Hoplite&#039;&#039; and &#039;&#039;Peltast&#039;&#039; had been designed relatively conservatively with mass production in mind .  However, there was always a need for advanced models to conduct special missions.  Rarely produced in significant numbers, these combat frames were at the cutting edge of ZOCU science and had technologies and equipment unsuitable or too expensive for main line units.  The last of these to achieve production status during the war was the OMF-14 &#039;&#039;Masamune&#039;&#039;.  A veil of secrecy still surrounds the &#039;&#039;Masamune&#039;&#039; and virtually all performance specifications remain secret.  However some information has been gleaned from intelligence sources and battle data and a general if incomplete picture has been assembled.&lt;br /&gt;
&lt;br /&gt;
Having entered service sometime in 2189, &#039;&#039;Masamunes&#039;&#039; were limited to elite pilots.  The Transbaal ace Y.G. Kruger is believed to have recieved the first frame built, with the second going to &#039;Geist&#039;, ZOCU&#039;s top-ranked ace.  Several more frames were rolled out but the cost and complexity of the &#039;&#039;Masamunes&#039;&#039; kept them very rare.  This cost was due to the diverse array of cutting-edge technology they carried, the requisite miniaturization to fit and the staggering quantities of theta dust needed for all the systems.  This technology came from multiple sources, including a Transbaal-designed fast-scan neural interface system, twin Kanonian mega particle pulse guns and a stealth system reputedly reverse-engineered from a crashed posthuman drone by scientists on Hampshire.  The key to making this work however was the SIYAN-supplied power core and propulsion system.  Like the stealth system, it is believed to be posthuman-derived.  A ZOCU ally, it is believed that SIYAN traded their power system expertise as repayment for technical help in ship design development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-14 &#039;&#039;Masamune&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Kanon&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2189&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Special Operations Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Neural Interface&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  14.0 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  50 tons (estimated)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 2x Kojima-Saitama Collective Technologies MP-2 Mega Particle Guns (chest mounted), 4x PL7+ Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Stealth System&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====ZOCU Spacecraft====&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;Spartacus&#039;&#039; Heavy Cruiser=====&lt;br /&gt;
[[Image:Spartacus.jpg|thumb|&#039;&#039;Spartacus&#039;&#039; in standard ZOCU fleet paint scheme]]&lt;br /&gt;
One of the earlier warships to emerge from the Expanse, &#039;&#039;Spartacus&#039;&#039; heavy cruisers were the cutting edge of technology when the name ship officially entered service in 2162.  Some of the largest and by far the most technologically advanced warships to be built outside the Core at the time, the &#039;&#039;Spartaci&#039;&#039; were symbols of Londenium military might and industrial power.  Designed before the need for transporting combat frames or fighters for space combat was properly recognized, the design and the several &#039;&#039;Spartaci&#039;&#039; in service during the Magnate War were modified to carry eight strike craft, replacing much of the ship&#039;s internal cargo bays and leading to the now-familiar external fuel spheres.&lt;br /&gt;
&lt;br /&gt;
It originally took about two years to build each &#039;&#039;Spartacus&#039;&#039;, though by the early 70s increased automation had cut this down to approximately fifteen months and production continued methodically.  By the recontact, all ZOCU major worlds had anywhere from one to three of these cruisers forming the cores of their navies, all built at the Londenium orbital shipyards.  Most went through a major SLEP upgrade between 2179 and 2183, with their original heavy railcannons replaced by newly-developed mega particle cannons, a scattering field system added and additional power generation capacity fitted.  No further &#039;&#039;Spartaci&#039;&#039; were completed after 2178, when the Londenium cruiser yards were shut down for a two-year reconstruction in preparation to commence construction of the newer, larger &#039;&#039;Palada&#039;&#039; battleships.&lt;br /&gt;
&lt;br /&gt;
While recently upgraded and carrying exceptionally powerful cannon armament only exceeded by the eventual introduction of the &#039;&#039;Pallada&#039;&#039; battleships, overall the &#039;&#039;Spartaci&#039;&#039; were past their prime during the ZOCU war and by the armistice in 2189, more than half had been destroyed or rendered unfit for fleet operations.  Most of the survivors have been transferred to second-tier navies, though New Mercia maintains a number of modernized hulls in the Royal Fleet, preferring the well-gunned &#039;&#039;Spartaci&#039;&#039; over the more generalized &#039;&#039;Ionias&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Spartacus&#039;&#039; Heavy Cruiser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2162&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Heavy Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  264.4 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  44,500 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  52,700 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  5x Closed-Cycle Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  5&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  52&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Theta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  3x Triple Mega Particle Cannon Turrets, 18x 80mm AA Railgun Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Orbital Steel Armor, Scattering Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;Concord&#039;&#039; Cruiser=====&lt;br /&gt;
[[Image:Concord.jpg|thumb|&#039;&#039;Concord&#039;&#039; 3D design model]]&lt;br /&gt;
During the 2170s, ZOCU industrialization proceeded apace as the factories used for arms in the Magnate conflict could be turned instead towards reinvestment.  While Londenium had been the only source for domestically-built heavy ships during that period, ZOCU&#039;s industrial heart was eventually joined by both Hampshire and Haraway who had steadily expanded their orbital infrastructure.  Both of them had constructed a number of smaller warships over the years; their joint project to develop the next ZOCU cruiser was the inevitable and welcome result of their confidence as states.  Eventually joined (like almost all ZOCU shipbuilding projects) by all the Zodiac members, the &#039;&#039;Concord&#039;&#039; project nonetheless continued to be led by the two originators and reflected this.&lt;br /&gt;
&lt;br /&gt;
Designed from the outset as a combat frame transport, the &#039;&#039;Concord&#039;&#039; was consequently the first ZOCU warship to integrate the lessons and the tactics learned during the Magnate war.  Carrying the same number of frames as the &#039;&#039;Spartacus&#039;&#039; on a hull massing only 2/3rds as much and with large cargo holds, the &#039;&#039;Concords&#039;&#039; were to make exemplary expeditionary ships.  Their fusion drives were also powerful, giving them a good turn of speed.  Unfortunately they were both thinner-skinned and more lightly armed than the &#039;&#039;Spartacus&#039;&#039; they were supplanting; the heavy railcannons had proven to be something of a production bottleneck and consequently the &#039;&#039;Concord&#039;&#039; designers opted for smaller but more numerous weapons.  Two primary variations existed, the Hampshire mark used pulse cannons whereas the Harawayan mark was armed with railguns.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Concords&#039;&#039; were built in multiple yards across ZOCU space, making them the most common cruiser during the war.  As such they fought in both the EU and Pac-Am arms and became something of a symbol of the war on the ZOCU side.  Many of the most famous squadrons and ships of the war were &#039;&#039;Concords&#039;&#039;.  In the postwar era their sleek lines continue to be a strong visual contrast to the hulking &#039;&#039;Ionias&#039;&#039; and slab-sided &#039;&#039;Nepthys&#039;&#039; of the late and postwar ZOCU block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Concord&#039;&#039; Cruiser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Hampshire/Haraway&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2179&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  289 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  30,300 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  38,400 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  4x Closed-Cycle Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  54&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Theta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  6x Twin Railgun or Pulse Cannon Turrets*, 12x 80mm AA Railgun Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Scattering Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  8&amp;lt;br&amp;gt;&lt;br /&gt;
*Later ships and refits often replace the original rail or pulse turrets with mega particle turrets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Liberty Ship=====&lt;br /&gt;
The re-establishment of regular contact with the Core worlds at the end of the Breakdown brought with it both new challenges and new opportunities.  For almost three decades merchant marines throughout the Expanse were limited by what was immune to the Breakdown, in other words mostly various &#039;&#039;painfully&#039;&#039; slow freighters dating to the dawn of the 22nd century and a handful of modern theta dust designs operated by naval auxilaries.  Individual worlds were forced into self-sufficiency.  Eventually however the virus that had infected delta drives was isolated and eliminated and in in 2179, regular travel once again began.  This suddenly exposed the near-total lack of proper merchant marine in any of the ZOCU worlds.  Luckily, New Mercia had been working on a new model of modular conveyor since the opening of the EU catapult in 2176.  Named after the famous Liberty ships of WWII, these ships were specifically designed to be easily built on the ground and then launched into orbit inside a single civilian lift vehicle.&lt;br /&gt;
&lt;br /&gt;
While originally intended for civilian operations, the rapid escalation of tension saw various ZOCU states modifying the original Liberty Ship design to fill the role of stopgap mobile weapon carrier to augment the abilities of the few dedicated warships the ZOCU militias had at the time.  To this end the bow habitation section was replaced with an independent command pod/escape ship capable of detaching from the main frame with the docking collars, engineering and primary fuel stores.  The command pod was also fitted with various locally-built weapons, though generally these needed to be ejected in order to perform atmospheric landing.&lt;br /&gt;
&lt;br /&gt;
In a combat role, Liberty Ships normally carried four fast-release racks, each of which could hold four frames or fighters.  However, due to the distinct lack of support facilities onboard either the racks or the ships themselves, frames were preferred as at least they could rearm themselves.  This also tied Liberty Ships closely to bases, though it was not uncommon to see them as part of offensive fleets, paired up with &#039;&#039;Protons&#039;&#039; and/or with one or two racks replaced with small hangars and supply pods capable of performing maintenance.  SIYAN used this tactic particularly widely, as they had few other warships.  It was also not uncommon for Liberty ships to swap roles on a regular basis; a ship launching mecha for patrols one month would be moving supplies the next and transporting dropships the third.  They were cheap, fast to build and expendable.&lt;br /&gt;
&lt;br /&gt;
After the war, the need for cheap hulls vanished and many of the surviving Liberty Ships were demilitarized and sold into civilian service, replaced by &#039;&#039;Samo&#039;&#039; class logistics ships in a support role.  A number of Expanse and Rim governments have since licensed the design to expand their own merchant marines without needing to invest in pricy orbital yards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZOCU Liberty Ship&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  New Mercia&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2180&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Armed Merchantman&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  162 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  2,900 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  3,600 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum Jumpable Mass:  14,000 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  1x Closed-Cycle Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  16&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Civilian Delta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Varies, normally 1x or 2x pulse cannons&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Radiation Protection Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;Proton&#039;&#039; Light Cruiser=====&lt;br /&gt;
[[Image:Proton3D.jpg|thumb|&#039;&#039;Proton&#039;&#039; 3D design model]]&lt;br /&gt;
During the years before the Recontact, ZOCU had few interstellar-capable escorts, using homogeneous fleets of &#039;&#039;Spartacus&#039;&#039; and later &#039;&#039;Concord&#039;&#039; cruisers for infrequent tours.  The return of regular travel and the increasing threat of military action caused a stark revision of this policy.  While several designs were eventually produced such as the Ithacan &#039;&#039;Ariane&#039;&#039; destroyer, the ship that essentially came to define an entire generation of warships was the &#039;&#039;Proton&#039;&#039;.  The name originated from a speech given by Lord Khrushov to the Londenium parliment in 2180 in which he stated they would make a warship &#039;as common as the Proton rockets of the 20th century&#039;.  The monicker stuck in the popular press and the ZOCU Combined Militias eventually bowed to the inevitable and made the name official.&lt;br /&gt;
&lt;br /&gt;
Taking the rotating bin system from the &#039;&#039;Palada&#039;&#039;, the &#039;&#039;Protons&#039;&#039; originally carried a single team of mobile suits into combat.  Lightly-armed with only four railgun turrets to engage hostile warships, the &#039;&#039;Protons&#039;&#039; were cheap and fast to build and were not without significant flaws. However it was ideal for its role and the Proton was mass-produced in shipyards across ZOCU space to become the most common warship in the combined ZOCU fleet.  The Alpha model came soon, in 2185, as the production kinks of mega-particle weapons were ironed and clearing them for use on second-priority craft.&lt;br /&gt;
&lt;br /&gt;
While ZOCU-designated a light cruiser due to its strike craft complement, the &#039;&#039;Proton&#039;&#039; is more properly an aircraft-carrying destroyer and consequently was too light to fall under Sirius treaty restrictions and remains ubiquitous to the current day in a wide variety of different subtypes.  The statistics below represent the Delta model, the second-generation Definative Production subtype.  It includes the increased hangar capacity of the Beta model (bringing the carried craft up to 6, an understrength squadron) as well as a proper set of anti-air weapons and current-generation shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Proton&#039;&#039; Light Cruiser (Delta Model)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2183&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Escort/Light Carrier&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  160.3 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  19,800 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  22,700 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Closed-Cycle Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  60&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Delta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  4x Twin Mega Particle Cannon Turrets, 8x AA Burst Cannon Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Flash Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  6&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;Ionia&#039;&#039; Heavy Cruiser=====&lt;br /&gt;
[[Image:Ionia3D.jpg|thumb|&#039;&#039;Ionia&#039;&#039; 3D design model]]&lt;br /&gt;
ZOCU&#039;s current state of the art cruiser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ionia&#039;&#039; Heavy Cruiser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2187&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Heavy Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  228 meters (hull)&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  32,600 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  36,200 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Forced-Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  2; Mercurion Type&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  52&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Theta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  8x Twin Mega Particle Cannon Turrets, Leap Missile System, 8x AA Burst Cannon Turrets, 42x Cluster Missile Launchers, ACLS Warden System&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Flash Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  14&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Weapons_of_the_ZOCU_War&amp;diff=18953</id>
		<title>Weapons of the ZOCU War</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Weapons_of_the_ZOCU_War&amp;diff=18953"/>
		<updated>2010-07-25T07:52:40Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* PACT Mobile Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===European Union===&lt;br /&gt;
====EU Mobile Weapons====&lt;br /&gt;
&lt;br /&gt;
=====Ge-02 &#039;&#039;Lambert&#039;&#039; Combat Frame=====&lt;br /&gt;
The Ge-02 &#039;&#039;Lambert&#039;&#039; was the first real product of the European Union&#039;s crash mobile suit development program, with the first prototype completed in January 2186. An exceptionally primative design that was deemed unsuitable for mass production, only a handful of Lamberts were produced and they saw little actual combat against Zodiac Forces despite having the distinction of being involved in the first battle between combat frames. The real value of the &#039;&#039;Lambert&#039;&#039; was the considerable amount of data it provided to the EU&#039;s military engineers, information that eventually led to the far more successful Ge-03 &#039;&#039;Leopold&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In the postwar years a number of &#039;&#039;Lambert&#039;&#039; type combat frames have been produced under license on various remote worlds eager to gain access to combat frame technology but unable or unwilling to deal with ZOCU and lacking in technological sophsetication needed to maintain more advanced machines. &amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ge-02 &#039;&#039;Lambert&#039;&#039; Combat Frame&#039;&#039;&#039; &amp;lt;Br&amp;gt;&lt;br /&gt;
Origin: Earth&amp;lt;Br&amp;gt;&lt;br /&gt;
Primary Operator: European Union&amp;lt;Br&amp;gt;&lt;br /&gt;
Date Of Introduction: 2186&amp;lt;Br&amp;gt;&lt;br /&gt;
Role: Combat Frame&amp;lt;Br&amp;gt;&lt;br /&gt;
Control System: Linear Frame&amp;lt;Br&amp;gt;&lt;br /&gt;
Height: 16 Meters&amp;lt;Br&amp;gt;&lt;br /&gt;
Powerplant: Compact Fusion Reactor&amp;lt;Br&amp;gt;&lt;br /&gt;
Main Thrusters: 4&amp;lt;Br&amp;gt;&lt;br /&gt;
Apogee Motors: 15&amp;lt;Br&amp;gt;&lt;br /&gt;
Fixed Armament: N/A &amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament: 1 x GIAT F3 100mm Autocannon &amp;lt;Br&amp;gt;&lt;br /&gt;
Defensive Systems: Composite Armor&amp;lt;Br&amp;gt;&lt;br /&gt;
&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Ge-03C &#039;&#039;Leopold&#039;&#039; Main Battle Frame=====&lt;br /&gt;
[[Image:Leo.JPG|thumb|&#039;&#039;Leopold&#039;&#039; Prototype with Linear Rifle]]&lt;br /&gt;
Throughout the 2160s and 2170s military observers from the European Union watched with some interest as the Zodiac Colonies fielded their first &#039;&#039;Peltast&#039;&#039; combat frames on remote frontier battlefields. While these strange humanoid fighting vehicles were a favorite topic of discussion in EU military circles the general consensus was that the &#039;&#039;Peltast&#039;&#039; and any future successors to it would remain nothing more than a curiosity of dubious effectiveness against the powerful conventional forces fielded by the Union and the other Terran superpowers. At the outbreak of war with ZOCU in 2185 no real effort had been made on the part of the EU to develop its own combat frame technology.&lt;br /&gt;
&lt;br /&gt;
Although the &#039;&#039;Peltast&#039;&#039; proved to be more capable than predicted, it was the superior capabilities of the much more advanced &#039;&#039;Hoplite&#039;&#039; model of combat frame that quickly began to alarm European battlefield commanders and staff officers. The highly capable &#039;&#039;Hoplite&#039;&#039; was superior to nearly every existing space and ground combat platform in the EU&#039;s arsenal and played a major role in nearly every one of the Union&#039;s military disasters of the war&#039;s first year. Crash upgrade programs for the existing space fighters and armored fighting inventories could serve only to lessen future blows, it was obvious that new weapons were required as quickly as they could possibly be put on the field. Amongst the projects authorized in early 2186 was a program for combat frame development.&lt;br /&gt;
&lt;br /&gt;
The EU began its combat frame program with nothing more than a handful of examples in the form of several captured Zodiac machines and a spattering of stolen technical documents. Simply copying ZOCU designs outright was absolutely out of the question as neither the Union&#039;s military or political leadership were willing to suffer such a blow to their state&#039;s pride. A completely European machine would have to be developed even if the process would take considerably longer. Engineers from several important defense contractors such as France&#039;s GIAT and Germany&#039;s Rheinmetall were brought in to tackle the problem and by 2187 had built and tested a mass production prototype, the Ge-02 &#039;&#039;Lambert&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Nearly everything about the Ge-02 proved to be a disappointment. The &#039;&#039;Lambert&#039;&#039;s lackluster performance compared unfavorably even with the decades old &#039;&#039;Peltast&#039;&#039; and its lack of power generation limited its armament to an unacceptable degree. Although a number of Lamberts were produced and a few of those even saw limited deployment, it was deemed to be a failure and passed over in favor of new conventional platforms. But the &#039;&#039;Lambert&#039;&#039; was a valuable learning experience that paved the way for future success. Using the lessons from their lackluster creation most of the same design team would move on to begin work on what would eventually become the Ge-03 &#039;&#039;Leopold&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In 2188 the Zodiac Forces archived another spectacular success with the unveiling of the &#039;&#039;Sarissa&#039;&#039;, a &#039;&#039;Hoplite&#039;&#039; variant of such increased ability that it was initially believed to be a completely new model. Once again there were no available craft capable of matching it in the EU&#039;s arsenals and the mere thought that this deadly new machine and its particle rifle might be mass produced caused a considerable amount of worry in the Union&#039;s high command. While such fears proved unfounded additional resources were diverted to the combat frame development project and in early 2189 the first prototype of their new model was ready for testing.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Leopold&#039;&#039; surpassed all expectations. Fast, agile, and heavily armored it clearly had the makings of a superior machine worthy of Europe&#039;s proud military traditions. Although its electromotive linear rifle was certainly inferior to the megaparticle gun used by the &#039;&#039;Sarissa&#039;&#039;, in all other respects the &#039;&#039;Leopold&#039;&#039; could be considered a comparable machine. Approved for production, the first mass produced Ge-03s had reached the front lines in time to be sent into action with the Zweiker&#039;s fleet during the final push onward to victory in the skies above Haraway&#039;s World. Their considerable abilities came as an unpleasant shock to many Zodiac pilots who had now long believed that their machines would never be equaled by their European foes.&lt;br /&gt;
&lt;br /&gt;
Following the Armistice the EU has continued production of additional &#039;&#039;Leopolds&#039;&#039; in limited numbers. Although the combat frame has still failed to supplant the position of conventional weapons within the EU&#039;s arsenal it has through the success of the &#039;&#039;Leopold&#039;&#039; won a permanent place alongside them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ge-03C &#039;&#039;Leopold&#039;&#039; Main Battle Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin: Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator: European Union&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction: 2189&amp;lt;br&amp;gt;&lt;br /&gt;
Role: Main Battle Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System: Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height: 18 Meters&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant: Compact Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters: 6&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors: 20&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament: 2.5cm Goalie CIWS (Mounted in Head), 1 x Katzbalger Alpha Edge&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament: 1 x 10cm Rheinmetall Linear Rifle, 2 x Quarrel AAMs&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems: Composite Armor, ERA Plates (Optional)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====EU Warships====&lt;br /&gt;
=====&#039;&#039;Drake&#039;&#039; Class Battleship (Mark VII Refit)=====&lt;br /&gt;
[[Image:|thumb|&#039;&#039;Drake Mk VII&#039;&#039;]]&lt;br /&gt;
The opening of the 22nd century found the European Union in need of a powerful warship capable of operating for extended periods out on the ever expanding borders of its territory. Completed just a year after the first of America&#039;s MacArthur Class System Control Ships, the Drake Class Battleship was both a military and technological marvel. Highly versatile in addition to being exceptionally rugged and durable ships for their day, the early Drakes were extremely well suited for nearly any possible extended mission far from the safe ports of Sol and the inner colonies. While the need for a battle fleet was a topic of serious debate in Brussels at the turn of the century, the Drakes proved to be a vital line of defense with the first major battles against rogue drones in the early 2120s. &lt;br /&gt;
&lt;br /&gt;
At the opening of the Zodiac War in 2185, the Drake Class had served as the backbone of the European Fleets for over fifty years. Five major upgrades and decades of successful service including a number of spectacular victories over rogue drone and magnate forces had convinced the Union&#039;s Admiralty, wrongly, that their battleships were nearly invincible. The disastrous opening battles of the war, particularly Lord Dorington&#039;s stunning rout of several battle divisions under the command of Garun&#039;s Admiral Mackenzie, proved just how wrong those notions were. While the exact reasons for the fleet&#039;s failures remain a subject of intense debate, it is undeniable that modern Zodiac warships equipped with new mega particle technology proved more than a match for the venerable Drake Mark V. &lt;br /&gt;
&lt;br /&gt;
A number of short term fixes and dubiously effective stopgap upgrades generally grouped together as the Mark VI refit characterized the first wartime attempts and dragging the aging Drake back into top form. It was not until 2188 when the first Mark VII refit was completed that the EU&#039;s Admirals could truly be certain they at last had a fighting capital ship capable of going head to head with the Zodiac Fleet. The Mark VII, usually referred to as the War Drake, sacrifices the versatility of its earlier incarnations in exchange for combat power and sheer survivability. &lt;br /&gt;
&lt;br /&gt;
Nearly completely rebuilt, a War Drake is considerably more durable than the proceeding Marks with all manner of damage control and redundant systems keeping it in the fight even when under mega particle fire. While even the Mark VIIs proved unable to match the sheer raw firepower of ZOCU&#039;s feared Pallada Class Battleships, they certainly were as well protected. And with the shipyards of Sol and the EU&#039;s colonies working around the clock to complete refits on existing Drakes, the number of Mark VIIs available grew quickly. &lt;br /&gt;
&lt;br /&gt;
The deployment of a considerable force of Mark VIIs was one of the crucial factors leading to Admiral Zweiker&#039;s final crushing victory in the skies above Haraway&#039;s World in 2189. The postwar years have seen all of the remaining older model Drakes converted to the Mark VII standard, and although they are now being joined by new warships of modern design it is likely they will continue to see service well into the next century.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Drake&#039;&#039; Class Battleship (Mark VII Refit)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Earth&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  EU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction: 2119 (Class), 2188 (Mark VII)&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Battleship&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  307 meters (hull)&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  79,300 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  88,700 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  4x BAE Mark 43b Forced-Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  6x Rolls-Royce H58 High-Flow Fusion Rockets&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  72&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Rolls-Royce MGQ-99 Delta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  8x Twin 275mm Railcannon Turrets, 4x Twin 140mm Railgun Turrets, 14x 85mm Railgun Turrets, 16x Cluster Missile Launchers, Multiple Laser Cluster Defense Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Scattering Field&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pacific-American Colonization Treaty===&lt;br /&gt;
====PACT Mobile Weapons====&lt;br /&gt;
&lt;br /&gt;
=====The Anchorage Project=====&lt;br /&gt;
After the near-loss of USS &#039;&#039;Gerald R. Ford&#039;&#039; over [[Important_Battles_of_the_ZOCU_War#The_Kanon_Campaign | Kanon]], the United States Navy was thrown into a panic. After consulting with their European allies and the upper-tier PACT navies of Japan, Australia, and Canada, the Pentagon commissioned a secret development complex on an unmapped world near the Horizon system. Dubbed the &#039;Anchorage Project&#039; and primarily composed of local Horizonic science personnel along with invited scientists from research centers across PACT space, the facility staff was charged with the responsibility of rushing a mobile suit into PACT military service within a year.&lt;br /&gt;
&lt;br /&gt;
Faced with this deadline and equipped with a massive checkbook, the scientists of Anchorage turned to several outlets to save time. First, all captured enemy MS technology was requisitioned, including a nearly-intact [[Weapons_of_the_ZOCU_War#OMF-06_Hoplite_Mobile_Suit | Hoplite]] torso, waist and arms recovered by PACT forces withdrawing from Kanon. Second, the European Union was bartered with by Japanese diplomats to secure design blueprints and advice from EUSF engineers working on the [[Weapons_of_the_ZOCU_War#Ge-03C_Leopold_Main_Battle_Frame | Gundam Counterattack]]. Last, the decision was made to utilize components developed for the [[Jane&#039;s_Weapons_of_the_CPTO#F-87_Hellcat_Fighter_Family | F-87]] and the top-secret [[Jane&#039;s_Weapons_of_the_CPTO#F-84_Phantom_Superiority_Fighter | YF-84]], eliminating the need to develop those parts on-site. Unfortunately, the courier carrying essential xenotech was nearly intercepted by ZOCU forces as it doglegged through unincorporated UNSO space to Horizon (See [[Flight of the Adelaide]] for further details), delaying the project for weeks as the courier fled through the Backcountry from harassing enemy forces.&lt;br /&gt;
&lt;br /&gt;
=====MS-9 Rickenbacker Mobile Suit=====&lt;br /&gt;
[[Image:Rickenbacker.jpg|thumb|MS-9 in factory base colors]]&lt;br /&gt;
&lt;br /&gt;
The first product of the Anchorage Project, the XM-9 Rickenbacker was the PACT&#039;s initial attempt at a combat frame. The system&#039;s prototype first fired in anger on November 27th, 2186, when ZOCU forces from Choson attempted to seize the Anchorage Project facility and prevent PACT from putting the system into service; test pilot Amuro Takahashi managed to destroy five enemy mobile suits in the ensuing melee before the prototype was overcome by enemy fire and disabled, instantly becoming PACT&#039;s first combat frame ace.&lt;br /&gt;
&lt;br /&gt;
The first standard-type MS-9A production frames saw combat mere weeks later in January 2187, when the converted mobile suit carrier &#039;&#039;Ryuho&#039;&#039; encountered a Hampshiran raider while enroute to conduct a retaliatory attack in the Backcountry, and saw rapid success there and on other fronts. Later ground-type and space-type models would be introduced in the following years, seeing service with the Commonwealth of Theia Defense Force, Neve Israeli Armed Forces, Japanese Defense Forces, United States Military, Horizonic Defense Forces, and many other national militaries operating in the PACT-ZOCU theater.&lt;br /&gt;
&lt;br /&gt;
=====Projeto Heráldico=====&lt;br /&gt;
Following the completion of the Anchorage Project, UNASUR, rather than purchase the basic MS-9 Rickenbacker and take a further blow to their honor, and still eager to obtain a mobile suit of their own, took a third option. After obtaining production rights to the Rickenbacker, and with technical and financial assistance from ANZO, The Projeto Heráldico was begun. While the Anchorage Project was done in almost complete secrecy and had a longer timeframe, Projeto Heráldico was run quite publicly, with UNASUR&#039;s homebuilt MS-9 derived mobile suit, the TM-1 Alce, being created in the span of a few months at Engesa&#039;s main Sao Galvao factory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Embraer (TM)Terno Móvel-1 Alce=====&lt;br /&gt;
[[File:Monkeyking.PNG|thumb|&#039;&#039;Alce&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
Based on the MS-9 Rickenbacker, the Terno Móvel 1 Alce(another word for Griffin) was UNASUR&#039;s main Mobile Suit for the remainder of the ZOCU War, and remains the most common mobile suit in UNASUR armed forces to this day. Described as a stunning success, the Alce prototype was produced and put into proving trials, with three squadrons of the mecha being ordered by the Marinha Brasileira do Espaço, and a single squadron were recieved by the Australia-New Zealand-Oceania Space Corps as a a thank you from the Brazilian government for the assistance with financing the Alce&#039;s development. &lt;br /&gt;
&lt;br /&gt;
Overall, the Alce is a superior model of MS to the Rickenbacker, on par with Zodiac Legionares. The Alce&#039;s armament is deceptively simple, comprised of a simple Particle Beam rifle with an under-slung blade, and an internally stored knife. The Alce&#039;s sturdy structure is supported with energy shielding, and twin missile racks in the shoulders for dealing with high speed enemy threats. The Alce is unique in the fact that it mounts a staggering five forced fusion reactors, two of them dedicated to powering the energy sucking Mectron TMR-1 Particle Beam Rifle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-07 &#039;&#039;Legionare&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:[[São Galvão]] &amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator: PACT(UNASUR) &amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2187&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Assault Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  17.6 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant: 5x Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  6&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  3&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament: 2x Taurus Alpha Edge Knives (Internally stored,hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Mectron TMR-1 Particle Beam rifle w/ underslung Taurus Alpha-Edge Sword, 2x &#039;Javelin&#039; Assault Missiles or 6x &#039;Hornet&#039; Cluster Missiles or 2x &#039;Meteor&#039; Anti-Air Missiles or 2x &#039;Striker&#039; Strike Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems: Composite Armor, Flash Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zodiac Outworld Colony Union===&lt;br /&gt;
====ZOCU Mobile Weapons====&lt;br /&gt;
&lt;br /&gt;
=====OMF-04 &#039;&#039;Peltast&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Peltast.jpg|thumb|&#039;&#039;Peltast&#039;&#039; armed with Londenium Metals Mk-11 Railgun]]&lt;br /&gt;
For the worlds of the ZOCU organization, the Breakdown offered an opportunity to seize their national destinies.  Unfortunately with the effective termination of significant core world contact, the ZOCU Worlds were forced into nearly total self-reliance.  Armed with limited weapons and with no source for replacement or reinforcement it was almost inevitable that civilian vehicles would be pressed into service.  Among these were orbital transfer vehicles and manipulation vehicles, the ancestors of modern combat frames.  Not terribly efficient, they nonetheless served as stopgaps until ZOCU military industry matured.  Out of the &#039;second&#039; generation of ZOCU weapons, the OMF-04 &#039;&#039;Peltast&#039;&#039; was the first frame to be designed and built from conception forward as a combat craft.&lt;br /&gt;
&lt;br /&gt;
Originally produced by Londenium Metals for the local militia, the arrival of the &#039;&#039;Peltast&#039;&#039; into service did not come too soon as less than six months after the first companies achieved operational status, the ZOCU world of Nidaros was attacked by forces of the Magnates.  The organized clone-soldiers of the Magnates swiftly overwhelmed Nidaros&#039;s militia and a rushed relief force from several ZOCU worlds was organized.  At the lead were Londenium&#039;s &#039;&#039;Peltasts&#039;&#039; which led the landing operation in December 2165 and subsequent counterattacks.  This and smaller brushfire wars gave the ZOCU &#039;&#039;Peltast&#039;&#039; pilots and tacticians solid experience that they put to good use in the &#039;80s.&lt;br /&gt;
&lt;br /&gt;
While rugged and relatively simple to produce, the &#039;&#039;Peltast&#039;&#039; was already starting to show its limitations by the early &#039;80s.  Its early design was beginning to hold it back and the design austerity that had allowed it to be produced all across the ZOCU worlds was being superseded by almost two decades of technological and industrial improvements.  Furthermore, despite the successes scored by &#039;&#039;Peltast&#039;&#039; teams in the early 80s, recontact and the looming spectre of conflict with the industrially and technologically powerful core worlds pointed towards the need for replacements.  These were to be the OMF-06 &#039;&#039;Hoplite&#039;&#039; and the OMF-07 &#039;&#039;Legionnaire&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The wartime record of the &#039;&#039;Peltast&#039;&#039; ultimately spanned more than two decades from the Magnate Wars of the 60s to the ZOCU war of the 80s.  Designed as an all-environment craft it saw most of its battles on land, with the majority of its space combat time occurring near the end of its service period.  For most of this time the standard load was a Londenium Metals Mk-11 railgun or locally-built weapons, with the more expensive PG-47 particle rifle only entering service in the 80s for units assigned to orbital ops.  Despite the &#039;&#039;Peltast&#039;&#039;&#039;s age, it performed adequately against the EU&#039;s aging space fighters and ground vehicles, though PACT aerospace craft proved to be difficult opponents for the relatively underpowered mobile frame.&lt;br /&gt;
&lt;br /&gt;
The introduction of the &#039;&#039;Hoplite&#039;&#039; pushed the &#039;&#039;Peltast&#039;&#039; into second-line formations as fast the newer frames could be produced.  Today, surviving &#039;&#039;Peltasts&#039;&#039; have been relegated to home guard forces or sold/provided to third-world Expanse states, making them a reasonably common sight in smaller militaries.&lt;br /&gt;
&lt;br /&gt;
The following specifications are typical for a war-era &#039;&#039;Peltast&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-04 &#039;&#039;Peltast&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2165&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  General Role Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.9 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  72.5 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  7&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  16&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  1x PL3 Plasma Lance (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Kojima-Saitama Collective Technologies PG-47 Particle Rifle (arm-mounted in use), 2x &#039;Hammerhead&#039; Medium  &lt;br /&gt;
Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-05e4 &#039;&#039;Sheltron&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Sheltron.jpg|thumb|&#039;&#039;OMF-05e4 Sheltron&#039;&#039; in Ithacan colours]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-05e4 &#039;&#039;Sheltron&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Ithaca&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2181&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Fire Support Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.9 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  79.6 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  5&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  12&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  1x Ithaca Arms defense laser&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  2x Mk 11 collimated beam cannons&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-06 &#039;&#039;Hoplite&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Hoplite.jpg|thumb|&#039;&#039;OMF-06A Hoplite&#039;&#039; in Kanonian colours]]&lt;br /&gt;
Early skirmishing on and around Kanon, Haraway’s World and New Mercia between 2181 and 2183 demonstrated the creeping strategic inferiority of the &#039;&#039;Peltasts&#039;&#039; that had been ZOCU&#039;s backbone for fifteen years.  While well-suited for their original role, it was clear that in the case of all-out war - which had already begun on New Mercia - the unsophisticated &#039;60s design would not suffice.  Plans for a &#039;&#039;Peltast&#039;&#039; replacement were duly accelerated and the introduction of the &#039;&#039;Hoplite&#039;&#039; to battle in 2185 was instrumental in several ZOCU victories in space.  Indeed, if it were not for the heroic efforts of the 16th ZOCU Mobile Volunteer Battalion in getting the full design schematics and prototypes out of Kanonian space in the face of stiff PACT resistance it is quite possible that the EU&#039;s attack on the Londenium orbital yards four months later would have been successful, crippling half of ZOCU&#039;s entire starship production ability.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Hoplite&#039;&#039; entered warzones in first a trickle and then as production ramped up across the ZOCU worlds.  By the end of 2185, virtually all production lines had been turned to the &#039;&#039;Hoplite&#039;&#039; family and between 2185 and the armistice of 2189, approximately 80% of all ZOCU combat frames built were &#039;&#039;Hoplite&#039;&#039; variants.  The Alpha model was the definitive production model and saw both production and fighting on all fronts.  Other common variants include the Beta superiority/ace model with enhanced apogee motors and tweaked control systems for better aerospace performance and the Gamma &#039;shell&#039; model which was clad in advanced armor composites, seeing use in both antishipping strikes and ground actions.  Many specialized or local variants were also built, such as the Lambda electronic attack model and the Harawayan-built &#039;&#039;Heras&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The rapid introduction of the &#039;&#039;Hoplite&#039;&#039; came as welcome news to ZOCU pilots.  Importantly, the control systems and general outfit were quite similar between the &#039;&#039;Peltast&#039;&#039; and &#039;&#039;Hoplites&#039;&#039; replacing them, ensuring that changeover to the new units was smooth and quick.  Superior in performance to the &#039;&#039;Peltasts&#039;&#039;, &#039;&#039;Hoplites&#039;&#039; allowed ZOCU to effectively control space for the first time in the war.  Beyond the improvements to thruster output and armor and the increased agility due to reduced weight, the &#039;&#039;Hoplites&#039;&#039; also had substantially improved powerplants.  This meant that &#039;&#039;Hoplites&#039;&#039; could power high-energy weapons like the standard PG-55 directly from their onboard power grid, as opposed to relying on capacitor &#039;magazines&#039; like the &#039;&#039;Peltast&#039;&#039; was forced to do.&lt;br /&gt;
&lt;br /&gt;
Fighting on the ground and in space across both the Pac-Am and European Arms, the &#039;&#039;Hoplite&#039;&#039; was the dependable soldier of ZOCU.  Its effectiveness and reliability has ensured it remains in service to the current day.  No official replacement has yet been planned, though some forces are slowly shifting to the more powerful &#039;&#039;Sarissa&#039;&#039; derivative or upgunning &#039;&#039;Hoplites&#039;&#039; with mega particle rifles.  &#039;&#039;Hoplites&#039;&#039; have also been sold to a number of friendly governments, as they include no cutting-edge ZOCU technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-06A &#039;&#039;Hoplite Alpha&#039;&#039; Mass Production Model&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Kanon&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2185&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  General Role Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  56 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  14&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 2x PL6 Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Kojima-Saitama Collective Technologies PG-55 Particle Rifle (hand-carried in use), 4x &#039;Hammerhead&#039; Medium Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-07 &#039;&#039;Legionare&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Legionare.jpg|thumb|&#039;&#039;Legionare&#039;&#039; in standard production colors]]&lt;br /&gt;
While the &#039;&#039;Hoplite&#039;&#039; was a solid performer, its ability to perform anti-shipping strikes in the face of increasingly effective Core anti-air defenses became a concern by early 2187. Even the deployment of the heavily-armored &#039;&#039;Hoplite Gamma&#039;&#039; model could not reverse this trend. This made the introduction of the OMF-07 &#039;&#039;Legionare&#039;&#039; in June 2187 an unpleasant surprise for Core shipping.  Sharing some outward similarities with the old &#039;&#039;Peltast&#039;&#039;, the &#039;&#039;Legionare&#039;&#039; was nonetheless an entirely new machine designed designed by Londenium Metals for heavy assault.&lt;br /&gt;
&lt;br /&gt;
Thickly armoured in low-mass composites and equipped with a frame-sized flash shield, the &#039;&#039;Legionare&#039;&#039; was a tough target for the Core ships’ railguns and pulse cannons, making it popular with pilots and earning it the nickname &#039;The Tank.&#039; As befitting an assault unit its default armament emphasised anti-ship and anti-armor effectiveness, starting with a LDS-2 assault cannon.  This large bazooka-style weapon and the pair of &#039;Sledge&#039; heavy missiles proved to be effective at antiship strikes.  A lightweight particle carbine provides firepower against other mobile units.  Unfortunately this &#039;&#039;Legionare&#039;&#039; was something of a rushed design and shipboard maintenance crews were forced to replace overworked components after almost every mission.  Additionally, while the &#039;&#039;Legionares&#039;&#039; were only slightly taller than their stablemates, they were considerably bulkier than &#039;&#039;Hoplites&#039;&#039; and as a result some hangars could not handle them properly.&lt;br /&gt;
&lt;br /&gt;
Despite its flaws, the &#039;&#039;Legionares&#039;&#039; performed well during the war.  A sweeping upgrade in the early &#039;90s solved many of the outstanding maintenance issues, though &#039;&#039;Legionares&#039;&#039; still retain their reputation as hangar queens.  Few &#039;&#039;Legionare&#039;&#039; variants exist, as for most roles it is cheaper and easier to modify a &#039;&#039;Hoplite&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-07 &#039;&#039;Legionare&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2187&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Assault Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.9 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  84.8 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  12&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 1x PL6 Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x LDS-2 Assault Cannon, 1x Kojima-Saitama Collective Technologies PG-59 Particle Carbine, 2x &#039;Sledge&#039; Heavy Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Depleted Uranium Armor, Flash Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-09 &#039;&#039;Sarissa&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Sarissa.jpg|thumb|&#039;&#039;Sarissa&#039;&#039; in standard &#039;Ace&#039; paint scheme, wielding &#039;Stonebridge&#039; electromotive shotgun]]&lt;br /&gt;
The introduction of the &#039;&#039;Hoplite&#039;&#039; in 2185 spurred Core efforts to fast-track new, more effective craft to the battle.  Unfortunately, ZOCU was not resting on its laurels and the introduction of the &#039;&#039;Sarissa&#039;&#039; in early 2188 demonstrated that they&#039;d solved various problems with mass-producing compact mega particle weapons.  A high-performance unit intended for commanders and aces, the &#039;&#039;Sarissa&#039;&#039; is a heavily upgraded derivative of the &#039;&#039;Hoplite&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In addition to the new mega particle rifle and an electromotive shotgun for close fights, the &#039;&#039;Sarissa&#039;&#039; replaced the original fusion drive system of the &#039;&#039;Hoplite&#039;&#039; with a compact and powerful Mercurion drive array.  This allowed for both better performance and thicker armor, as well as the robust fusion generators required for the &#039;&#039;Sarissa&#039;&#039;&#039;s array of power-hungry systems.  Normally used by aces or squadron leaders, some all-&#039;&#039;Sarissa&#039;&#039; formations were organized and sent into battle where they proved to be deadly adversaries for Core pilots who soon learned to fear their tell-tale sprays of energized particles.&lt;br /&gt;
&lt;br /&gt;
Unlike the &#039;&#039;Hoplites&#039;&#039; and &#039;&#039;Legionnaires&#039;&#039; that saw a great deal of planetside fighting, &#039;&#039;Sarissas&#039;&#039; were priority allocated to orbital operations.  Their advantages were less pronounced inside atmosphere and there were never enough of them to deploy them groundside in all but the most pressing engagements.  No official variants were built during the war, though recently the Alpha model upgrade kit has begun to circulate which primarily consists of a lightweight flash shield retrofit for added protection.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-09 &#039;&#039;Sarissa&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Kanon&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2188&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Ace use Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  360&#039; Panoramic Cockpit w/ Linear Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  16.0 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  57.9 tons (standard combat loadout)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Delta-Type Forced Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  2 (Mercurion Drives)&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  18&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 2x PL7+ Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  1x Kojima-Saitama Collective Technologies MP-1 Mega Particle Rifle (hand-carried in use), 1x &#039;Stonebridge&#039; 140mm electromotive shotgun (hand-carried in use), 12x MM-3 Swarm Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Laminate Armor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====OMF-14 &#039;&#039;Masamune&#039;&#039; Mobile Suit=====&lt;br /&gt;
[[Image:Masamune.jpg|thumb|&#039;&#039;Masamune&#039;&#039; with stealth system disabled]]&lt;br /&gt;
One of the strategic issues that ZOCU planners were acutely aware of was the varying level of technology and industrial development of the ZOCU worlds.  Mindful of this, the &#039;&#039;Hoplite&#039;&#039; and &#039;&#039;Peltast&#039;&#039; had been designed relatively conservatively with mass production in mind .  However, there was always a need for advanced models to conduct special missions.  Rarely produced in significant numbers, these combat frames were at the cutting edge of ZOCU science and had technologies and equipment unsuitable or too expensive for main line units.  The last of these to achieve production status during the war was the OMF-14 &#039;&#039;Masamune&#039;&#039;.  A veil of secrecy still surrounds the &#039;&#039;Masamune&#039;&#039; and virtually all performance specifications remain secret.  However some information has been gleaned from intelligence sources and battle data and a general if incomplete picture has been assembled.&lt;br /&gt;
&lt;br /&gt;
Having entered service sometime in 2189, &#039;&#039;Masamunes&#039;&#039; were limited to elite pilots.  The Transbaal ace Y.G. Kruger is believed to have recieved the first frame built, with the second going to &#039;Geist&#039;, ZOCU&#039;s top-ranked ace.  Several more frames were rolled out but the cost and complexity of the &#039;&#039;Masamunes&#039;&#039; kept them very rare.  This cost was due to the diverse array of cutting-edge technology they carried, the requisite miniaturization to fit and the staggering quantities of theta dust needed for all the systems.  This technology came from multiple sources, including a Transbaal-designed fast-scan neural interface system, twin Kanonian mega particle pulse guns and a stealth system reputedly reverse-engineered from a crashed posthuman drone by scientists on Hampshire.  The key to making this work however was the SIYAN-supplied power core and propulsion system.  Like the stealth system, it is believed to be posthuman-derived.  A ZOCU ally, it is believed that SIYAN traded their power system expertise as repayment for technical help in ship design development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OMF-14 &#039;&#039;Masamune&#039;&#039; Combat Frame&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Kanon&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2189&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Special Operations Combat Frame&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Neural Interface&amp;lt;br&amp;gt;&lt;br /&gt;
Height:  14.0 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Weight:  50 tons (estimated)&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Kojima R-10 Pulse Laser Array (head mounted), 2x Kojima-Saitama Collective Technologies MP-2 Mega Particle Guns (chest mounted), 4x PL7+ Plasma Lances (hand-carried in use)&amp;lt;br&amp;gt;&lt;br /&gt;
Additional Armament:  Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Stealth System&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====ZOCU Spacecraft====&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;Spartacus&#039;&#039; Heavy Cruiser=====&lt;br /&gt;
[[Image:Spartacus.jpg|thumb|&#039;&#039;Spartacus&#039;&#039; in standard ZOCU fleet paint scheme]]&lt;br /&gt;
One of the earlier warships to emerge from the Expanse, &#039;&#039;Spartacus&#039;&#039; heavy cruisers were the cutting edge of technology when the name ship officially entered service in 2162.  Some of the largest and by far the most technologically advanced warships to be built outside the Core at the time, the &#039;&#039;Spartaci&#039;&#039; were symbols of Londenium military might and industrial power.  Designed before the need for transporting combat frames or fighters for space combat was properly recognized, the design and the several &#039;&#039;Spartaci&#039;&#039; in service during the Magnate War were modified to carry eight strike craft, replacing much of the ship&#039;s internal cargo bays and leading to the now-familiar external fuel spheres.&lt;br /&gt;
&lt;br /&gt;
It originally took about two years to build each &#039;&#039;Spartacus&#039;&#039;, though by the early 70s increased automation had cut this down to approximately fifteen months and production continued methodically.  By the recontact, all ZOCU major worlds had anywhere from one to three of these cruisers forming the cores of their navies, all built at the Londenium orbital shipyards.  Most went through a major SLEP upgrade between 2179 and 2183, with their original heavy railcannons replaced by newly-developed mega particle cannons, a scattering field system added and additional power generation capacity fitted.  No further &#039;&#039;Spartaci&#039;&#039; were completed after 2178, when the Londenium cruiser yards were shut down for a two-year reconstruction in preparation to commence construction of the newer, larger &#039;&#039;Palada&#039;&#039; battleships.&lt;br /&gt;
&lt;br /&gt;
While recently upgraded and carrying exceptionally powerful cannon armament only exceeded by the eventual introduction of the &#039;&#039;Pallada&#039;&#039; battleships, overall the &#039;&#039;Spartaci&#039;&#039; were past their prime during the ZOCU war and by the armistice in 2189, more than half had been destroyed or rendered unfit for fleet operations.  Most of the survivors have been transferred to second-tier navies, though New Mercia maintains a number of modernized hulls in the Royal Fleet, preferring the well-gunned &#039;&#039;Spartaci&#039;&#039; over the more generalized &#039;&#039;Ionias&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Spartacus&#039;&#039; Heavy Cruiser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2162&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Heavy Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  264.4 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  44,500 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  52,700 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  5x Closed-Cycle Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  5&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  52&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Theta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  3x Triple Mega Particle Cannon Turrets, 18x 80mm AA Railgun Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Orbital Steel Armor, Scattering Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;Concord&#039;&#039; Cruiser=====&lt;br /&gt;
[[Image:Concord.jpg|thumb|&#039;&#039;Concord&#039;&#039; 3D design model]]&lt;br /&gt;
During the 2170s, ZOCU industrialization proceeded apace as the factories used for arms in the Magnate conflict could be turned instead towards reinvestment.  While Londenium had been the only source for domestically-built heavy ships during that period, ZOCU&#039;s industrial heart was eventually joined by both Hampshire and Haraway who had steadily expanded their orbital infrastructure.  Both of them had constructed a number of smaller warships over the years; their joint project to develop the next ZOCU cruiser was the inevitable and welcome result of their confidence as states.  Eventually joined (like almost all ZOCU shipbuilding projects) by all the Zodiac members, the &#039;&#039;Concord&#039;&#039; project nonetheless continued to be led by the two originators and reflected this.&lt;br /&gt;
&lt;br /&gt;
Designed from the outset as a combat frame transport, the &#039;&#039;Concord&#039;&#039; was consequently the first ZOCU warship to integrate the lessons and the tactics learned during the Magnate war.  Carrying the same number of frames as the &#039;&#039;Spartacus&#039;&#039; on a hull massing only 2/3rds as much and with large cargo holds, the &#039;&#039;Concords&#039;&#039; were to make exemplary expeditionary ships.  Their fusion drives were also powerful, giving them a good turn of speed.  Unfortunately they were both thinner-skinned and more lightly armed than the &#039;&#039;Spartacus&#039;&#039; they were supplanting; the heavy railcannons had proven to be something of a production bottleneck and consequently the &#039;&#039;Concord&#039;&#039; designers opted for smaller but more numerous weapons.  Two primary variations existed, the Hampshire mark used pulse cannons whereas the Harawayan mark was armed with railguns.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Concords&#039;&#039; were built in multiple yards across ZOCU space, making them the most common cruiser during the war.  As such they fought in both the EU and Pac-Am arms and became something of a symbol of the war on the ZOCU side.  Many of the most famous squadrons and ships of the war were &#039;&#039;Concords&#039;&#039;.  In the postwar era their sleek lines continue to be a strong visual contrast to the hulking &#039;&#039;Ionias&#039;&#039; and slab-sided &#039;&#039;Nepthys&#039;&#039; of the late and postwar ZOCU block.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Concord&#039;&#039; Cruiser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Hampshire/Haraway&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2179&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  289 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  30,300 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  38,400 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  4x Closed-Cycle Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  54&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Theta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  6x Twin Railgun or Pulse Cannon Turrets*, 12x 80mm AA Railgun Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Scattering Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  8&amp;lt;br&amp;gt;&lt;br /&gt;
*Later ships and refits often replace the original rail or pulse turrets with mega particle turrets.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Liberty Ship=====&lt;br /&gt;
The re-establishment of regular contact with the Core worlds at the end of the Breakdown brought with it both new challenges and new opportunities.  For almost three decades merchant marines throughout the Expanse were limited by what was immune to the Breakdown, in other words mostly various &#039;&#039;painfully&#039;&#039; slow freighters dating to the dawn of the 22nd century and a handful of modern theta dust designs operated by naval auxilaries.  Individual worlds were forced into self-sufficiency.  Eventually however the virus that had infected delta drives was isolated and eliminated and in in 2179, regular travel once again began.  This suddenly exposed the near-total lack of proper merchant marine in any of the ZOCU worlds.  Luckily, New Mercia had been working on a new model of modular conveyor since the opening of the EU catapult in 2176.  Named after the famous Liberty ships of WWII, these ships were specifically designed to be easily built on the ground and then launched into orbit inside a single civilian lift vehicle.&lt;br /&gt;
&lt;br /&gt;
While originally intended for civilian operations, the rapid escalation of tension saw various ZOCU states modifying the original Liberty Ship design to fill the role of stopgap mobile weapon carrier to augment the abilities of the few dedicated warships the ZOCU militias had at the time.  To this end the bow habitation section was replaced with an independent command pod/escape ship capable of detaching from the main frame with the docking collars, engineering and primary fuel stores.  The command pod was also fitted with various locally-built weapons, though generally these needed to be ejected in order to perform atmospheric landing.&lt;br /&gt;
&lt;br /&gt;
In a combat role, Liberty Ships normally carried four fast-release racks, each of which could hold four frames or fighters.  However, due to the distinct lack of support facilities onboard either the racks or the ships themselves, frames were preferred as at least they could rearm themselves.  This also tied Liberty Ships closely to bases, though it was not uncommon to see them as part of offensive fleets, paired up with &#039;&#039;Protons&#039;&#039; and/or with one or two racks replaced with small hangars and supply pods capable of performing maintenance.  SIYAN used this tactic particularly widely, as they had few other warships.  It was also not uncommon for Liberty ships to swap roles on a regular basis; a ship launching mecha for patrols one month would be moving supplies the next and transporting dropships the third.  They were cheap, fast to build and expendable.&lt;br /&gt;
&lt;br /&gt;
After the war, the need for cheap hulls vanished and many of the surviving Liberty Ships were demilitarized and sold into civilian service, replaced by &#039;&#039;Samo&#039;&#039; class logistics ships in a support role.  A number of Expanse and Rim governments have since licensed the design to expand their own merchant marines without needing to invest in pricy orbital yards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZOCU Liberty Ship&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  New Mercia&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2180&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Armed Merchantman&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  162 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  2,900 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  3,600 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Maximum Jumpable Mass:  14,000 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  1x Closed-Cycle Fusion Reactor&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  4&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  16&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Civilian Delta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  Varies, normally 1x or 2x pulse cannons&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Radiation Protection Shield&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;Proton&#039;&#039; Light Cruiser=====&lt;br /&gt;
[[Image:Proton3D.jpg|thumb|&#039;&#039;Proton&#039;&#039; 3D design model]]&lt;br /&gt;
During the years before the Recontact, ZOCU had few interstellar-capable escorts, using homogeneous fleets of &#039;&#039;Spartacus&#039;&#039; and later &#039;&#039;Concord&#039;&#039; cruisers for infrequent tours.  The return of regular travel and the increasing threat of military action caused a stark revision of this policy.  While several designs were eventually produced such as the Ithacan &#039;&#039;Ariane&#039;&#039; destroyer, the ship that essentially came to define an entire generation of warships was the &#039;&#039;Proton&#039;&#039;.  The name originated from a speech given by Lord Khrushov to the Londenium parliment in 2180 in which he stated they would make a warship &#039;as common as the Proton rockets of the 20th century&#039;.  The monicker stuck in the popular press and the ZOCU Combined Militias eventually bowed to the inevitable and made the name official.&lt;br /&gt;
&lt;br /&gt;
Taking the rotating bin system from the &#039;&#039;Palada&#039;&#039;, the &#039;&#039;Protons&#039;&#039; originally carried a single team of mobile suits into combat.  Lightly-armed with only four railgun turrets to engage hostile warships, the &#039;&#039;Protons&#039;&#039; were cheap and fast to build and were not without significant flaws. However it was ideal for its role and the Proton was mass-produced in shipyards across ZOCU space to become the most common warship in the combined ZOCU fleet.  The Alpha model came soon, in 2185, as the production kinks of mega-particle weapons were ironed and clearing them for use on second-priority craft.&lt;br /&gt;
&lt;br /&gt;
While ZOCU-designated a light cruiser due to its strike craft complement, the &#039;&#039;Proton&#039;&#039; is more properly an aircraft-carrying destroyer and consequently was too light to fall under Sirius treaty restrictions and remains ubiquitous to the current day in a wide variety of different subtypes.  The statistics below represent the Delta model, the second-generation Definative Production subtype.  It includes the increased hangar capacity of the Beta model (bringing the carried craft up to 6, an understrength squadron) as well as a proper set of anti-air weapons and current-generation shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Proton&#039;&#039; Light Cruiser (Delta Model)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2183&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Escort/Light Carrier&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  160.3 meters&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  19,800 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  22,700 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Closed-Cycle Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  2&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  60&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Delta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  4x Twin Mega Particle Cannon Turrets, 8x AA Burst Cannon Turrets&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Flash Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  6&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;Ionia&#039;&#039; Heavy Cruiser=====&lt;br /&gt;
[[Image:Ionia3D.jpg|thumb|&#039;&#039;Ionia&#039;&#039; 3D design model]]&lt;br /&gt;
ZOCU&#039;s current state of the art cruiser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ionia&#039;&#039; Heavy Cruiser&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Origin:  Londenium&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Operator:  ZOCU&amp;lt;br&amp;gt;&lt;br /&gt;
Date Of Introduction:  2187&amp;lt;br&amp;gt;&lt;br /&gt;
Role:  Heavy Cruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Control System:  Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Length:  228 meters (hull)&amp;lt;br&amp;gt;&lt;br /&gt;
Empty Mass:  32,600 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Loaded Mass:  36,200 tons&amp;lt;br&amp;gt;&lt;br /&gt;
Powerplant:  2x Forced-Fusion Reactors&amp;lt;br&amp;gt;&lt;br /&gt;
Main Thrusters:  2; Mercurion Type&amp;lt;br&amp;gt;&lt;br /&gt;
Apogee Motors:  52&amp;lt;br&amp;gt;&lt;br /&gt;
FTL Drive:  Theta Type&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed Armament:  8x Twin Mega Particle Cannon Turrets, Leap Missile System, 8x AA Burst Cannon Turrets, 42x Cluster Missile Launchers, ACLS Warden System&amp;lt;br&amp;gt;&lt;br /&gt;
Defensive Systems:  Composite Armor, Flash Field&amp;lt;br&amp;gt;&lt;br /&gt;
Strike Craft:  14&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Weapons_of_the_PACT&amp;diff=18952</id>
		<title>Weapons of the PACT</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Weapons_of_the_PACT&amp;diff=18952"/>
		<updated>2010-07-25T07:49:13Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Aerospace Craft and Mecha */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ground Vehicles and Infantry ==&lt;br /&gt;
&lt;br /&gt;
=== M85A/B/C Combat Automata ===&lt;br /&gt;
[[M85 Combat Automaton]]&lt;br /&gt;
&lt;br /&gt;
=== M393 Advanced Multipurpose Medium Wheeled Vehicle (Amvee) ===&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== M7A1 Stuart ===&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===M6A4E3 Petraeus Omnitank===&lt;br /&gt;
[http://www.mahq.net/mecha/gundam/msigloo2/type61.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aerospace Craft and Mecha ==&lt;br /&gt;
&lt;br /&gt;
=== NorPac Mecha ===&lt;br /&gt;
==== VMS-10 Nishizawa (1x Combat Frame) ====&lt;br /&gt;
[[Image:Nishizawa.jpg|thumb|MS-10 in PACT space superiority colors]]&lt;br /&gt;
&lt;br /&gt;
Designed in 2188 and briefly fielded in 2189, the Nishizawa is an advanced, transformable model of the Rickenbacker designed to spearhead strikes by PACT mobile suit units and conduct special operations from PACT stealth insertion vessels. It possesses significantly greater mobility compared to the Rickenbacker and is the first PACT combat frame to mount a flash field system.&lt;br /&gt;
 &lt;br /&gt;
:Speed: &lt;br /&gt;
:Agility: &lt;br /&gt;
:Evasion: &lt;br /&gt;
:Armor: &lt;br /&gt;
:Hits: &lt;br /&gt;
:Component Space: &lt;br /&gt;
:Power Consumption: &lt;br /&gt;
:External Carriage: &lt;br /&gt;
&lt;br /&gt;
*Internal Components (0/16):&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
*External Components (0/14):&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
==== VMS-11 Bishop (2x Combat Frame) ====&lt;br /&gt;
[[Image:Bishop.jpg|thumb|MS-11 in PACT space superiority colors]]&lt;br /&gt;
&lt;br /&gt;
:Speed: 11&lt;br /&gt;
:Agility: 12&lt;br /&gt;
:Evasion: 10&lt;br /&gt;
:Armor: 11&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 20&lt;br /&gt;
:Power Consumption: 28/30&lt;br /&gt;
:External Carriage: 16&lt;br /&gt;
&lt;br /&gt;
*Internal Components (20/20):&lt;br /&gt;
:6x Thrusters (6 spaces, -6 power)&lt;br /&gt;
:5x Verniers (5 space, -5 power)&lt;br /&gt;
:5x Forced Fusion Reactor (5 spaces, +30 power)&lt;br /&gt;
:3x Armor (3 spaces)&lt;br /&gt;
:1x Flash Field (1 space, -8 power)&lt;br /&gt;
&lt;br /&gt;
*External Components (16/16):&lt;br /&gt;
:1x Cluster Missiles (2 spaces)&lt;br /&gt;
:1x Pulse Gun (6 spaces, -5 power)&lt;br /&gt;
:1x Anti-Missile Gatling (2 spaces)&lt;br /&gt;
:2x Plasma Lance (2 spaces, -4 power)&lt;br /&gt;
:2x Strike Missile (4 spaces)&lt;br /&gt;
&lt;br /&gt;
==== XM-12 Cunningham (3x Combat Frame)====&lt;br /&gt;
[[Image:Cunningham.jpg|thumb|XM-12 in MSDG demonstration colors]]&lt;br /&gt;
&lt;br /&gt;
:Speed: 11&lt;br /&gt;
:Agility: 12&lt;br /&gt;
:Evasion: 10&lt;br /&gt;
:Armor: 11&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 24&lt;br /&gt;
:Power Consumption: 20/30&lt;br /&gt;
:External Carriage: 18&lt;br /&gt;
&lt;br /&gt;
*Internal Components (24/24):&lt;br /&gt;
:8x Thrusters (6 spaces, -6 power)&lt;br /&gt;
:6x Verniers (6 space, -6 power)&lt;br /&gt;
:5x Forced Fusion Reactor (5 spaces, +30 power)&lt;br /&gt;
:4x Armor (4 spaces)&lt;br /&gt;
:1x Flash Field (1 space, -8 power)&lt;br /&gt;
&lt;br /&gt;
*External Components (0/18):&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
===NorPac Aircraft===&lt;br /&gt;
==== F-76 &#039;&#039;Mustang&#039;&#039; ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/f1.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F-87 &#039;&#039;Hellcat&#039;&#039; ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/nfs.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== EF-87 &#039;&#039;Blackcat&#039;&#039; ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/ssy.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A-41 &#039;&#039;Vigilante&#039;&#039; Strike Fighter ====&lt;br /&gt;
[http://www.new-un-spacy.com/sdfmacross/avengerii/avengerii.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== F-84 &#039;&#039;Phantom&#039;&#039; Spatial Superiority Fighter ====&lt;br /&gt;
[http://userdisk.webry.biglobe.ne.jp/006/925/74/N000/000/002/yukikaze01.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== QRF-84 &#039;&#039;Wraith&#039;&#039; Drone Reconnaissance Fighter ====&lt;br /&gt;
[http://www.faf.jp/archive/fafar/01/img/frx-99-3.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== B-8 &#039;&#039;Revenant&#039;&#039; Stealth Bomber ====&lt;br /&gt;
[http://unsd.macrossroleplay.org/sb-10-3.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== R/AV-88 &#039;&#039;Navajo&#039;&#039; Gunship ====&lt;br /&gt;
[http://fc05.deviantart.net/fs11/i/2006/238/7/b/Sturm_Class_Gunship_by_ikarus_tm.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===UNASUR Mecha===&lt;br /&gt;
==== &#039;&#039;TM-1 Alce&#039;&#039; (1x Assault Frame) ====&lt;br /&gt;
[[File:Monkeyking.PNG|thumb|&#039;&#039;Alce&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Based on the MS-9 Rickenbacker, the Terno Móvel 1 Alce(another word for Griffin) was UNASUR&#039;s main Mobile Suit from it&#039;s induction until the end of the ZOCU War, and remains the most common mobile suit in UNASUR armed forces to this day. Entering service in 2187, the first combat Alce squadron served onboard the NAeL Rio de Janeiro, with following squadrons of the mecha distributed to the fleets of other PACT powers. The Alce is sturdily built, and protected with a mobile suit sized flash field, though most of the mech&#039;s generated power is directed towards the energy hogging Mectron TMR-1 Particle Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
:Speed: 10&lt;br /&gt;
:Agility: 10&lt;br /&gt;
:Evasion: 8&lt;br /&gt;
:Armor: 10&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 16/16&lt;br /&gt;
:Used Power: 27/28 &lt;br /&gt;
:External Carriage: 14/14&lt;br /&gt;
Assault Frame x1&lt;br /&gt;
&lt;br /&gt;
Internal Components:&lt;br /&gt;
:5 Forced Fusion Reactors(5 Space, +28 Power)&lt;br /&gt;
:6 Thrusters (6 Space, 6 Power, +6 Speed, +3 Agility, +3 Evasion)&lt;br /&gt;
:3 Verniers (3 Space, 3 Power, +3 Agility, +1.5 Evasion)&lt;br /&gt;
:Flash Field (1 Space, 8 Power, +2 Armor, +0.5 Evasion, +2 AP Protection)&lt;br /&gt;
:2Alpha Edge, Knife[Internally Stored] (1 Space)&lt;br /&gt;
&lt;br /&gt;
Standard Loadout: 14 Space, 10 Power &lt;br /&gt;
:Mectron TMR-1 Particle Beam Gun(Beam Gun, 8 spaces, 10 power)&lt;br /&gt;
:Alpha Edge[Blade](2 spaces, 0 power)&lt;br /&gt;
:Twin Missile Racks (4 Spaces, 0 power)&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;TM-2 Salamander&#039;&#039;(2x Assault Frame) ====&lt;br /&gt;
[[File:Salamander.PNG|thumb|&#039;&#039;Salamander&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
:Speed: 10&lt;br /&gt;
:Agility: 12&lt;br /&gt;
:Evasion: 9&lt;br /&gt;
:Armor: 10&lt;br /&gt;
:Hits: 4&lt;br /&gt;
:Component Space: 20/20&lt;br /&gt;
:Used Power: 34/38 &lt;br /&gt;
:External Carriage: 16/16&lt;br /&gt;
Assault Frame x2&lt;br /&gt;
&lt;br /&gt;
Internal Components:&lt;br /&gt;
:7 Forced Fusion Reactors(7 Space, +38 Power)&lt;br /&gt;
:6 Thrusters (6 Space, 6 Power, +6 Speed, +3 Agility, +3 Evasion)&lt;br /&gt;
:5 Verniers (5 Space, 5 Power, +5 Agility, +2.5 Evasion)&lt;br /&gt;
:Flash Field (1 Space, 8 Power, +2 Armor, +0.5 Evasion, +2 AP Protection)&lt;br /&gt;
:2Alpha Edge, Knife[Internally Stored] (1 Space)&lt;br /&gt;
&lt;br /&gt;
Standard Loadout: 16 Space, 15 Power &lt;br /&gt;
:Mectron TMR-1 Particle Beam Gun(Beam Gun, 8 spaces, 10 power)&lt;br /&gt;
:Alpha Edge[Blade](2 spaces, 0 power)&lt;br /&gt;
:USASF Mk 16 Remote Drones (4 Spaces, 5 Power)&lt;br /&gt;
&lt;br /&gt;
== Warships and Support Vessels ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Melbourne&#039;&#039; Light Carrier ===&lt;br /&gt;
[http://www.mahq.net/mecha/macross/sdfmacross/armd.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Truxton&#039;&#039; Destroyer ===&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Antietam&#039;&#039; Heavy Cruiser (6x Cruiser)===&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Mobility: 4 &lt;br /&gt;
:Evasion: 3.5 &lt;br /&gt;
:Armor: 19&lt;br /&gt;
:Evasion: 3&lt;br /&gt;
:Structure: 14 &lt;br /&gt;
:Hits: 40 &lt;br /&gt;
:Space: 160&lt;br /&gt;
:Power: 200&lt;br /&gt;
:P. Consumption: 180&lt;br /&gt;
&lt;br /&gt;
*Combat Fittings (62 spaces)&lt;br /&gt;
&lt;br /&gt;
:Flash Field &lt;br /&gt;
::(-4 spaces, -32 power)&lt;br /&gt;
:4 Dual-Setting Medium Beam Cannons&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2 Burst Cannons &lt;br /&gt;
::(-4 spaces, -8 power)&lt;br /&gt;
:1 Leap Missile Launcher &lt;br /&gt;
::(-5 spaces)&lt;br /&gt;
:3 Cluster Missile Launchers &lt;br /&gt;
::(-15 spaces)&lt;br /&gt;
:1 Scattering Beam Point Defence &lt;br /&gt;
::(-2 spaces, -4 power)&lt;br /&gt;
&lt;br /&gt;
*Noncombat Fittings (98 spaces)&lt;br /&gt;
&lt;br /&gt;
:4 Fusion Thrusters&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2 LockMartBoeing Jump Drives&lt;br /&gt;
::(-2 space, -8 power)&lt;br /&gt;
:Passive Stealth Design&lt;br /&gt;
::(-12 spaces)&lt;br /&gt;
:2 Structural Reinforcements&lt;br /&gt;
::(-16 spaces)&lt;br /&gt;
:6 Anti-Beam Laminate Armor...s?&lt;br /&gt;
::(-24 spaces)&lt;br /&gt;
:10 Forced Fusion Reactors&lt;br /&gt;
::(-10 spaces)&lt;br /&gt;
:1 Docking Ring&lt;br /&gt;
::(-2 spaces)&lt;br /&gt;
&lt;br /&gt;
:Engineering Coefficient: 4 &lt;br /&gt;
:Hull Coefficient: 4&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Inchon&#039;&#039; Landing Platform Dock ===&lt;br /&gt;
[]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modernized &#039;&#039;MacArthur&#039;&#039; Class Battleship ===&lt;br /&gt;
[http://www.xs4all.nl/~ptn/images/Tokugawa_animec1084p49.gif]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Kaga&#039;&#039; Battlecarrier ===&lt;br /&gt;
[http://www.mahq.net/mecha/gundam/sentinel/argama.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Ise&#039;&#039; Aviation Cruiser&#039;&#039; ===&lt;br /&gt;
[[Image:Clop.jpg|thumb|JDS &#039;&#039;Ise&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Shinano&#039;&#039; Aviation Battleship ===&lt;br /&gt;
[[Image:Cailum.jpg|thumb|JDS &#039;&#039;Shinano&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Lincoln&#039;&#039; Supercarrier ===&lt;br /&gt;
[http://www.new-un-spacy.com/macrossf/guantanamo-stealthcarrier/guantanamo-stealthcarrier.jpg]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Vespuchi&#039;&#039; Logistics Ship===&lt;br /&gt;
[http://www.mahq.net/mecha/gundam/0083/columbus.jpg]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=18949</id>
		<title>Watanabe Ichijo</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=18949"/>
		<updated>2010-07-25T07:34:18Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Ichijo Watanabe &amp;lt;br&amp;gt;&lt;br /&gt;
Player: Zeke&amp;lt;br&amp;gt;&lt;br /&gt;
Nature: Survivor&amp;lt;br&amp;gt;&lt;br /&gt;
Essence: Questing&amp;lt;br&amp;gt;&lt;br /&gt;
Demeanor: Rebel&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition: Virtual Adept &amp;lt;br&amp;gt;&lt;br /&gt;
Concept: Cyberpunk Anti-Hero&amp;lt;br&amp;gt;&lt;br /&gt;
Paradigm: &amp;lt;s&amp;gt;Everything is controlled by electronics, so why not manipulate them to control everything else?&amp;lt;/s&amp;gt; ELECTROMANCY &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 13/69 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Known Location: ???, Chicago, Illinois&lt;br /&gt;
&lt;br /&gt;
Misc. In-Session Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PWP: 5&amp;lt;br&amp;gt;&lt;br /&gt;
TWP: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Arete: 4 (8 fp[3]+24 xp[4])&amp;lt;br&amp;gt;&lt;br /&gt;
Quint: 12&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Real World): 6&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Virtual World): 9&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon(s):&amp;lt;br&amp;gt;&lt;br /&gt;
*1 HK MP5SD silenced 9mm submachinegun&lt;br /&gt;
*several clips of 9mm ammunition&lt;br /&gt;
&lt;br /&gt;
Medical Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br&amp;gt;&lt;br /&gt;
*Messenger Bag&lt;br /&gt;
**Touchscreen Palmtop made from an HTC smartphone (Warded: one story duration, strength 4)&lt;br /&gt;
**mundane stuff&lt;br /&gt;
&lt;br /&gt;
Other Assets:&amp;lt;br&amp;gt;&lt;br /&gt;
*10 tass&lt;br /&gt;
&lt;br /&gt;
Rotes (1/2):&amp;lt;br&amp;gt;&lt;br /&gt;
*INACTIVE - Nimrod Close Combat Armor (6 armour, 4 HL, a forces shield, a blade, a contact grenade/mine launcher, and an X-6 SMG)&lt;br /&gt;
** The CC suit adds +3 Str and +1 Wits&lt;br /&gt;
&lt;br /&gt;
Attributes:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Stamina: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Perception: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: 4 (Specialty: Problem Solving)&amp;lt;br&amp;gt;&lt;br /&gt;
Wits: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents (9):&amp;lt;br&amp;gt;&lt;br /&gt;
*Alertness: 3&lt;br /&gt;
*Awareness: 3&lt;br /&gt;
*Dodge: 3&lt;br /&gt;
&lt;br /&gt;
Skills (13):&amp;lt;br&amp;gt;&lt;br /&gt;
*Stealth: 3 (2 fp)&lt;br /&gt;
*Drive: 2&lt;br /&gt;
*Firearms: 3 (4 xp)&lt;br /&gt;
*Melee: 3&lt;br /&gt;
*Technology: 3&lt;br /&gt;
*Brawl: 2 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Knowledges (7):&amp;lt;br&amp;gt;&lt;br /&gt;
*Computers: 3&lt;br /&gt;
*Enigmas: 2&lt;br /&gt;
*Investigation: 2&lt;br /&gt;
*Linguistics (Japanese &amp;amp; English): 1 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Spheres:&amp;lt;br&amp;gt;&lt;br /&gt;
*Correspondence: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Forces: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Prime: 3 (Focus: Palmtop)(18xp[2]+16xp[3])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds: 7&amp;lt;br&amp;gt;&lt;br /&gt;
*Ally: 3 (1 fp)&lt;br /&gt;
**[[Kiyoshi Nakamura]]&lt;br /&gt;
*Arcane: 3 (1 fp)&lt;br /&gt;
*Avatar: 3&lt;br /&gt;
&lt;br /&gt;
Bonus/Freebie Points Remaining: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flaws:&amp;lt;br&amp;gt;&lt;br /&gt;
*Strangeness: +1 fp&lt;br /&gt;
Merits:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage_PCS]]&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=18947</id>
		<title>Watanabe Ichijo</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=18947"/>
		<updated>2010-07-25T07:18:50Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Ichijo Watanabe &amp;lt;br&amp;gt;&lt;br /&gt;
Player: Zeke&amp;lt;br&amp;gt;&lt;br /&gt;
Nature: Survivor&amp;lt;br&amp;gt;&lt;br /&gt;
Essence: Questing&amp;lt;br&amp;gt;&lt;br /&gt;
Demeanor: Rebel&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition: Virtual Adept &amp;lt;br&amp;gt;&lt;br /&gt;
Concept: Cyberpunk Anti-Hero&amp;lt;br&amp;gt;&lt;br /&gt;
Paradigm: &amp;lt;s&amp;gt;Everything is controlled by electronics, so why not manipulate them to control everything else?&amp;lt;/s&amp;gt; ELECTROMANCY &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 13/69 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Known Location: ???, Chicago, Illinois&lt;br /&gt;
&lt;br /&gt;
Misc. In-Session Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PWP: 5&amp;lt;br&amp;gt;&lt;br /&gt;
TWP: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Arete: 4 (8 fp[3]+24 xp[4])&amp;lt;br&amp;gt;&lt;br /&gt;
Quint: 15&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Real World): 5&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Virtual World): 9&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon(s):&amp;lt;br&amp;gt;&lt;br /&gt;
*1 HK MP5SD silenced 9mm submachinegun&lt;br /&gt;
*several clips of 9mm ammunition&lt;br /&gt;
&lt;br /&gt;
Medical Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br&amp;gt;&lt;br /&gt;
*Messenger Bag&lt;br /&gt;
**Touchscreen Palmtop made from an HTC smartphone (Warded: one story duration, strength 4)&lt;br /&gt;
**mundane stuff&lt;br /&gt;
&lt;br /&gt;
Other Assets:&amp;lt;br&amp;gt;&lt;br /&gt;
*10 tass&lt;br /&gt;
&lt;br /&gt;
Rotes (1/2):&amp;lt;br&amp;gt;&lt;br /&gt;
*INACTIVE - Nimrod Close Combat Armor (6 armour, 4 HL, a forces shield, a blade, a contact grenade/mine launcher, and an X-6 SMG)&lt;br /&gt;
** The CC suit adds +3 Str and +1 Wits&lt;br /&gt;
&lt;br /&gt;
Attributes:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Stamina: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Perception: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: 4 (Specialty: Problem Solving)&amp;lt;br&amp;gt;&lt;br /&gt;
Wits: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents (9):&amp;lt;br&amp;gt;&lt;br /&gt;
*Alertness: 3&lt;br /&gt;
*Awareness: 3&lt;br /&gt;
*Dodge: 3&lt;br /&gt;
&lt;br /&gt;
Skills (13):&amp;lt;br&amp;gt;&lt;br /&gt;
*Stealth: 3 (2 fp)&lt;br /&gt;
*Drive: 2&lt;br /&gt;
*Firearms: 3 (4 xp)&lt;br /&gt;
*Melee: 3&lt;br /&gt;
*Technology: 3&lt;br /&gt;
*Brawl: 2 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Knowledges (7):&amp;lt;br&amp;gt;&lt;br /&gt;
*Computers: 3&lt;br /&gt;
*Enigmas: 2&lt;br /&gt;
*Investigation: 2&lt;br /&gt;
*Linguistics (Japanese &amp;amp; English): 1 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Spheres:&amp;lt;br&amp;gt;&lt;br /&gt;
*Correspondence: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Forces: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Prime: 3 (Focus: Palmtop)(18xp[2]+16xp[3])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds: 7&amp;lt;br&amp;gt;&lt;br /&gt;
*Ally: 3 (1 fp)&lt;br /&gt;
**[[Kiyoshi Nakamura]]&lt;br /&gt;
*Arcane: 3 (1 fp)&lt;br /&gt;
*Avatar: 3&lt;br /&gt;
&lt;br /&gt;
Bonus/Freebie Points Remaining: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flaws:&amp;lt;br&amp;gt;&lt;br /&gt;
*Strangeness: +1 fp&lt;br /&gt;
Merits:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage_PCS]]&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=18946</id>
		<title>Watanabe Ichijo</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=18946"/>
		<updated>2010-07-25T06:58:28Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Ichijo Watanabe &amp;lt;br&amp;gt;&lt;br /&gt;
Player: Zeke&amp;lt;br&amp;gt;&lt;br /&gt;
Nature: Survivor&amp;lt;br&amp;gt;&lt;br /&gt;
Essence: Questing&amp;lt;br&amp;gt;&lt;br /&gt;
Demeanor: Rebel&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition: Virtual Adept &amp;lt;br&amp;gt;&lt;br /&gt;
Concept: Cyberpunk Anti-Hero&amp;lt;br&amp;gt;&lt;br /&gt;
Paradigm: &amp;lt;s&amp;gt;Everything is controlled by electronics, so why not manipulate them to control everything else?&amp;lt;/s&amp;gt; ELECTROMANCY &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 13/69 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Known Location: ???, Chicago, Illinois&lt;br /&gt;
&lt;br /&gt;
Misc. In-Session Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PWP: 5&amp;lt;br&amp;gt;&lt;br /&gt;
TWP: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Arete: 4 (8 fp[3]+24 xp[4])&amp;lt;br&amp;gt;&lt;br /&gt;
Quint: 11&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Real World): 5&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Virtual World): 9&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon(s):&amp;lt;br&amp;gt;&lt;br /&gt;
*1 HK MP5SD silenced 9mm submachinegun&lt;br /&gt;
*several clips of 9mm ammunition&lt;br /&gt;
&lt;br /&gt;
Medical Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br&amp;gt;&lt;br /&gt;
*Messenger Bag&lt;br /&gt;
**Touchscreen Palmtop made from an HTC smartphone (Warded: one story duration, strength 4)&lt;br /&gt;
**mundane stuff&lt;br /&gt;
&lt;br /&gt;
Other Assets:&amp;lt;br&amp;gt;&lt;br /&gt;
*10 tass&lt;br /&gt;
&lt;br /&gt;
Rotes (1/2):&amp;lt;br&amp;gt;&lt;br /&gt;
*INACTIVE - Nimrod Close Combat Armor (6 armour, 4 HL, a forces shield, a blade, a contact grenade/mine launcher, and an X-6 SMG)&lt;br /&gt;
** The CC suit adds +3 Str and +1 Wits&lt;br /&gt;
&lt;br /&gt;
Attributes:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Stamina: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Perception: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: 4 (Specialty: Problem Solving)&amp;lt;br&amp;gt;&lt;br /&gt;
Wits: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents (9):&amp;lt;br&amp;gt;&lt;br /&gt;
*Alertness: 3&lt;br /&gt;
*Awareness: 3&lt;br /&gt;
*Dodge: 3&lt;br /&gt;
&lt;br /&gt;
Skills (13):&amp;lt;br&amp;gt;&lt;br /&gt;
*Stealth: 3 (2 fp)&lt;br /&gt;
*Drive: 2&lt;br /&gt;
*Firearms: 3 (4 xp)&lt;br /&gt;
*Melee: 3&lt;br /&gt;
*Technology: 3&lt;br /&gt;
*Brawl: 2 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Knowledges (7):&amp;lt;br&amp;gt;&lt;br /&gt;
*Computers: 3&lt;br /&gt;
*Enigmas: 2&lt;br /&gt;
*Investigation: 2&lt;br /&gt;
*Linguistics (Japanese &amp;amp; English): 1 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Spheres:&amp;lt;br&amp;gt;&lt;br /&gt;
*Correspondence: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Forces: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Prime: 3 (Focus: Palmtop)(18xp[2]+16xp[3])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds: 7&amp;lt;br&amp;gt;&lt;br /&gt;
*Ally: 3 (1 fp)&lt;br /&gt;
**[[Kiyoshi Nakamura]]&lt;br /&gt;
*Arcane: 3 (1 fp)&lt;br /&gt;
*Avatar: 3&lt;br /&gt;
&lt;br /&gt;
Bonus/Freebie Points Remaining: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flaws:&amp;lt;br&amp;gt;&lt;br /&gt;
*Strangeness: +1 fp&lt;br /&gt;
Merits:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage_PCS]]&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Second_Sphere_Nations_and_Powers&amp;diff=18565</id>
		<title>Second Sphere Nations and Powers</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Second_Sphere_Nations_and_Powers&amp;diff=18565"/>
		<updated>2010-07-21T03:52:41Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==PC Nations==&lt;br /&gt;
Note:  This is currently incomplete.&lt;br /&gt;
*[[Alto Tirol]]&lt;br /&gt;
*[[Confederate Alliance of Sandorn|Confederate Alliance]]&lt;br /&gt;
*[[Corrigedor]]&lt;br /&gt;
*[[The Daedalus Republic]]&lt;br /&gt;
*[[The Eternal Dawn]] &lt;br /&gt;
*[[Deltenian Principality|The Deltenian Principality]]&lt;br /&gt;
*[[Delnaya Odessa]]&lt;br /&gt;
*[[The Kingdom of Ithaca|Ithaca]]&lt;br /&gt;
*[[Hampshire]]&lt;br /&gt;
*[[Haraway&#039;s World|Haraway&#039;s World]] &lt;br /&gt;
*[[Hyperborea]]&lt;br /&gt;
*[[Jianghu]]&lt;br /&gt;
*[[Kanon]]&lt;br /&gt;
*[[New Mercia|The Kingdom of New Mercia]]&lt;br /&gt;
*[[Minkowski]]&lt;br /&gt;
*[[Nefer]]&lt;br /&gt;
*[[New Silesia]]&lt;br /&gt;
*[[Outremonde Magnus|Outremonde]]&lt;br /&gt;
*[[Remontoire| The Remontoire Synthesis]]&lt;br /&gt;
*[[Tast Morei|Tast Morei]]&lt;br /&gt;
*[[Temasek|The Republic of Temasek]]&lt;br /&gt;
*[[Valera|Valera]]&lt;br /&gt;
*[[Vimelan|Vimelan]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
[[SIYAN]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Submissions]]&lt;br /&gt;
===Minor Worlds===&lt;br /&gt;
[[Dropstone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tartarus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[We Made It]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tast Morei]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cydonia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xanadu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zoo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kirsi]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Asterix]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Potos]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Excis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tamerin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alejandros Star]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vajeya]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Silver]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Graceland]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Penance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gyre]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bolivar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mgonde]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jamesons World]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Merchants and other transnationals  ==&lt;br /&gt;
&lt;br /&gt;
*[[Tensor Industries|Tensor Industries]]&lt;br /&gt;
&lt;br /&gt;
[[Category:PC States]]&lt;br /&gt;
[[Category:Second_Sphere_NPC_Powers]]&lt;br /&gt;
[[Category:EU_Arm]]&lt;br /&gt;
[[Category:Pac-Am_Arm]]&lt;br /&gt;
[[Category:Sino-Russian_Arm]]&lt;br /&gt;
[[Category:ZOCU]]&lt;br /&gt;
[[Category:Independent_States]]&lt;br /&gt;
[[Category:Expanse_States]]&lt;br /&gt;
[[Category:Rim_States]]&lt;br /&gt;
[[category:Unincorporated_Systems]]&lt;br /&gt;
[[category:Backup]]&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Alto_Tirol&amp;diff=18564</id>
		<title>Alto Tirol</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Alto_Tirol&amp;diff=18564"/>
		<updated>2010-07-21T03:50:14Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border-spacing: 2px; width: 250px&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: darkgray&amp;quot; colspan=&amp;quot;2&amp;quot; | Alto Tirol)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: green&amp;quot; colspan=&amp;quot;2&amp;quot; | EU&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: silver&amp;quot; colspan=&amp;quot;2&amp;quot; | System Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; border-bottom: #aaa 1px solid; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-right: 0px; padding-right: 0px; padding-left: 0px; border-top: 0px; padding-bottom: 0px; margin: 0px; border-left: 0px; padding-top: 0px; border-bottom: 0px; cellpadding: 0&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | World Name:&lt;br /&gt;
| Alto Tirol&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Map ID: &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Surface Gravity:&lt;br /&gt;
| .92g&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Climate: &lt;br /&gt;
| Semi-Earthlike (.8)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Atmosphere:&lt;br /&gt;
| Nitro-Oxygenous&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-right: 0px; padding-right: 0px; padding-left: 0px; border-top: 0px; padding-bottom: 0px; margin: 0px; border-left: 0px; padding-top: 0px; border-bottom: 0px; cellpadding: 0&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Population:&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Population Breakdown: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Capital:&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Type of Power: &lt;br /&gt;
| EU&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: silver 0% 50%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial&amp;quot; colspan=&amp;quot;2&amp;quot; | Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;padding-right: 0px; padding-left: 0px; padding-bottom: 0px; margin: 0px; padding-top: 0px&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Wealth: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | PIP: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | CIP: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Dust: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Logistics: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Military: &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== National Overview  ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As Of January 2194&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Genre:&lt;br /&gt;
&lt;br /&gt;
Head of State: &lt;br /&gt;
&lt;br /&gt;
Head of Government: &lt;br /&gt;
&lt;br /&gt;
Government: Die Weltstag / Dieta Mondiale&lt;br /&gt;
&lt;br /&gt;
Cultural Makeup: Austro-Italian&lt;br /&gt;
&lt;br /&gt;
Political Alignment: European Union&lt;br /&gt;
&lt;br /&gt;
=== History Paths ===&lt;br /&gt;
&lt;br /&gt;
Exp-1) World Type &amp;lt;br&amp;gt;&lt;br /&gt;
Terraformable World (go to Exp-4) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-4) Terraformable World&amp;lt;br&amp;gt;&lt;br /&gt;
Get To Work (+ 90 pop, +150 PIP, + 1 SP)&amp;lt;br&amp;gt;&lt;br /&gt;
Exp-6) Precursor Relics &amp;lt;br&amp;gt;&lt;br /&gt;
Limited (+ 100 dust, + 5 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-7) Feral Drones &amp;lt;br&amp;gt;&lt;br /&gt;
Limited (+ 30 population, +50 Wealth, +100 PIP)&amp;lt;br&amp;gt;&lt;br /&gt;
Exp-8) Posthuman Footsteps&amp;lt;br&amp;gt;&lt;br /&gt;
Nano-Factories (+ 100 Fabers, +100 PIP) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-9) Location&amp;lt;br&amp;gt;&lt;br /&gt;
Hub (+ 60 Population)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Col-1) Axis Of Colonization&amp;lt;br&amp;gt;&lt;br /&gt;
EU Arm (+5,000 military, + 100 CIP, + 100 PIP, + 100 Dust, go to Col-3) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-3) EU Department Of Planetary Development &amp;lt;br&amp;gt;&lt;br /&gt;
Second Stage (+ 120 Population, + 200 PIP, + 100 CIP, + 100 Wealth, + logistics) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-3B) EU Transgenic Relations &amp;lt;br&amp;gt;&lt;br /&gt;
Our Blue And Pure World (+ 60 Pop, + 5 SP, -10 Transgene) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-3C) EU Colonial Economics &amp;lt;br&amp;gt;&lt;br /&gt;
Liberal Market Capitalism (+ 100 CIP, + 200 PIP, + 300 Wealth, + 60 Population) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-3D) EU&#039;s Project PRISM &amp;lt;br&amp;gt;&lt;br /&gt;
Beyond The Aquila Rift (+ 7,500 fleet, +1 Logistics, - 100 Wealth) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-7A) Local Affairs &amp;lt;br&amp;gt;&lt;br /&gt;
Quiet (+ 60 population, +100 Wealth, + 100 PIP, + 10 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Break-2) Broken EU &amp;lt;br&amp;gt;&lt;br /&gt;
Connection Never Dropped! (Go to Break-2B) &amp;lt;br&amp;gt;&lt;br /&gt;
Break-2B) Catapulted EU Policies&amp;lt;br&amp;gt;&lt;br /&gt;
Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
War-1) Choose Your Side&amp;lt;br&amp;gt;&lt;br /&gt;
The EU Includes Us (+ 200 PIP, +200 Wealth, +10,000 military, Go to War-3) *Must be EU arm &amp;lt;br&amp;gt;&lt;br /&gt;
War-3A) EU World Politics &amp;lt;br&amp;gt;&lt;br /&gt;
Light Into Darkness (+ 2,500 military, +100 Wealth, + 100 applications, + Morale, - Rim relations) &amp;lt;br&amp;gt;&lt;br /&gt;
War-3B) EU World Economics &amp;lt;br&amp;gt;&lt;br /&gt;
Arms Production Center (+ 100 PIP, + 100 CIP, + weapon application) &amp;lt;br&amp;gt;&lt;br /&gt;
War-3C) EU World Military &amp;lt;br&amp;gt;&lt;br /&gt;
Gundam Counterattack (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha application) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cur-1) The Business of Government&amp;lt;br&amp;gt;&lt;br /&gt;
Single Party Governance (+ 100 PIP, + 100 Wealth, + 2,500 military or  +2,500 Stockpiles or + 60 Population, + 1 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chaotic)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= PIP&amp;lt;br&amp;gt;&lt;br /&gt;
= CIP&amp;lt;br&amp;gt;&lt;br /&gt;
= dust&amp;lt;br&amp;gt;&lt;br /&gt;
= pop&amp;lt;br&amp;gt;&lt;br /&gt;
= wealth&amp;lt;br&amp;gt;&lt;br /&gt;
= SP&amp;lt;br&amp;gt;&lt;br /&gt;
= military&amp;lt;br&amp;gt;&lt;br /&gt;
= fabbers&amp;lt;br&amp;gt;&lt;br /&gt;
= 0 transgene&amp;lt;br&amp;gt;&lt;br /&gt;
logistics&amp;lt;br&amp;gt;&lt;br /&gt;
morale&amp;lt;br&amp;gt;&lt;br /&gt;
general application&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- rim relations&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Alto_Tirol&amp;diff=18563</id>
		<title>Alto Tirol</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Alto_Tirol&amp;diff=18563"/>
		<updated>2010-07-21T03:49:46Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border-spacing: 2px; width: 250px&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: darkgray&amp;quot; colspan=&amp;quot;2&amp;quot; | Alto Tirol)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: green&amp;quot; colspan=&amp;quot;2&amp;quot; | EU&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: silver&amp;quot; colspan=&amp;quot;2&amp;quot; | System Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; border-bottom: #aaa 1px solid; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-right: 0px; padding-right: 0px; padding-left: 0px; border-top: 0px; padding-bottom: 0px; margin: 0px; border-left: 0px; padding-top: 0px; border-bottom: 0px; cellpadding: 0&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | World Name:&lt;br /&gt;
| Alto Tirol&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Map ID: &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Surface Gravity:&lt;br /&gt;
| .92g&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Climate: &lt;br /&gt;
| Semi-Earthlike (.8)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Atmosphere:&lt;br /&gt;
| Nitro-Oxygenous&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-right: 0px; padding-right: 0px; padding-left: 0px; border-top: 0px; padding-bottom: 0px; margin: 0px; border-left: 0px; padding-top: 0px; border-bottom: 0px; cellpadding: 0&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Population:&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Population Breakdown: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Capital:&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Type of Power: &lt;br /&gt;
| EU&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: silver 0% 50%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial&amp;quot; colspan=&amp;quot;2&amp;quot; | Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;padding-right: 0px; padding-left: 0px; padding-bottom: 0px; margin: 0px; padding-top: 0px&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Wealth: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | PIP: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | CIP: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Dust: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Logistics: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Military: &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== National Overview  ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As Of January 2194&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Genre:&lt;br /&gt;
&lt;br /&gt;
Head of State: &lt;br /&gt;
&lt;br /&gt;
Head of Government: &lt;br /&gt;
&lt;br /&gt;
Government: Die Weltstag / Dieta Mondiale&lt;br /&gt;
&lt;br /&gt;
Political Alignment: European Union&lt;br /&gt;
&lt;br /&gt;
=== History Paths ===&lt;br /&gt;
&lt;br /&gt;
Exp-1) World Type &amp;lt;br&amp;gt;&lt;br /&gt;
Terraformable World (go to Exp-4) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-4) Terraformable World&amp;lt;br&amp;gt;&lt;br /&gt;
Get To Work (+ 90 pop, +150 PIP, + 1 SP)&amp;lt;br&amp;gt;&lt;br /&gt;
Exp-6) Precursor Relics &amp;lt;br&amp;gt;&lt;br /&gt;
Limited (+ 100 dust, + 5 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-7) Feral Drones &amp;lt;br&amp;gt;&lt;br /&gt;
Limited (+ 30 population, +50 Wealth, +100 PIP)&amp;lt;br&amp;gt;&lt;br /&gt;
Exp-8) Posthuman Footsteps&amp;lt;br&amp;gt;&lt;br /&gt;
Nano-Factories (+ 100 Fabers, +100 PIP) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-9) Location&amp;lt;br&amp;gt;&lt;br /&gt;
Hub (+ 60 Population)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Col-1) Axis Of Colonization&amp;lt;br&amp;gt;&lt;br /&gt;
EU Arm (+5,000 military, + 100 CIP, + 100 PIP, + 100 Dust, go to Col-3) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-3) EU Department Of Planetary Development &amp;lt;br&amp;gt;&lt;br /&gt;
Second Stage (+ 120 Population, + 200 PIP, + 100 CIP, + 100 Wealth, + logistics) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-3B) EU Transgenic Relations &amp;lt;br&amp;gt;&lt;br /&gt;
Our Blue And Pure World (+ 60 Pop, + 5 SP, -10 Transgene) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-3C) EU Colonial Economics &amp;lt;br&amp;gt;&lt;br /&gt;
Liberal Market Capitalism (+ 100 CIP, + 200 PIP, + 300 Wealth, + 60 Population) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-3D) EU&#039;s Project PRISM &amp;lt;br&amp;gt;&lt;br /&gt;
Beyond The Aquila Rift (+ 7,500 fleet, +1 Logistics, - 100 Wealth) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-7A) Local Affairs &amp;lt;br&amp;gt;&lt;br /&gt;
Quiet (+ 60 population, +100 Wealth, + 100 PIP, + 10 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Break-2) Broken EU &amp;lt;br&amp;gt;&lt;br /&gt;
Connection Never Dropped! (Go to Break-2B) &amp;lt;br&amp;gt;&lt;br /&gt;
Break-2B) Catapulted EU Policies&amp;lt;br&amp;gt;&lt;br /&gt;
Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
War-1) Choose Your Side&amp;lt;br&amp;gt;&lt;br /&gt;
The EU Includes Us (+ 200 PIP, +200 Wealth, +10,000 military, Go to War-3) *Must be EU arm &amp;lt;br&amp;gt;&lt;br /&gt;
War-3A) EU World Politics &amp;lt;br&amp;gt;&lt;br /&gt;
Light Into Darkness (+ 2,500 military, +100 Wealth, + 100 applications, + Morale, - Rim relations) &amp;lt;br&amp;gt;&lt;br /&gt;
War-3B) EU World Economics &amp;lt;br&amp;gt;&lt;br /&gt;
Arms Production Center (+ 100 PIP, + 100 CIP, + weapon application) &amp;lt;br&amp;gt;&lt;br /&gt;
War-3C) EU World Military &amp;lt;br&amp;gt;&lt;br /&gt;
Gundam Counterattack (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha application) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cur-1) The Business of Government&amp;lt;br&amp;gt;&lt;br /&gt;
Single Party Governance (+ 100 PIP, + 100 Wealth, + 2,500 military or  +2,500 Stockpiles or + 60 Population, + 1 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chaotic)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= PIP&amp;lt;br&amp;gt;&lt;br /&gt;
= CIP&amp;lt;br&amp;gt;&lt;br /&gt;
= dust&amp;lt;br&amp;gt;&lt;br /&gt;
= pop&amp;lt;br&amp;gt;&lt;br /&gt;
= wealth&amp;lt;br&amp;gt;&lt;br /&gt;
= SP&amp;lt;br&amp;gt;&lt;br /&gt;
= military&amp;lt;br&amp;gt;&lt;br /&gt;
= fabbers&amp;lt;br&amp;gt;&lt;br /&gt;
= 0 transgene&amp;lt;br&amp;gt;&lt;br /&gt;
logistics&amp;lt;br&amp;gt;&lt;br /&gt;
morale&amp;lt;br&amp;gt;&lt;br /&gt;
general application&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- rim relations&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Alto_Tirol&amp;diff=18562</id>
		<title>Alto Tirol</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Alto_Tirol&amp;diff=18562"/>
		<updated>2010-07-21T03:49:36Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: Created page with &amp;#039;{| style=&amp;quot;border-spacing: 2px; width: 250px&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; align=&amp;quot;right&amp;quot; |- ! style=&amp;quot;background: darkgray&amp;quot; colspan=&amp;quot;2&amp;quot; | Alto Tirol) |- ! style=&amp;quot;backgroun…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border-spacing: 2px; width: 250px&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: darkgray&amp;quot; colspan=&amp;quot;2&amp;quot; | Alto Tirol)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: green&amp;quot; colspan=&amp;quot;2&amp;quot; | PACT&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: silver&amp;quot; colspan=&amp;quot;2&amp;quot; | System Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; border-bottom: #aaa 1px solid; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-right: 0px; padding-right: 0px; padding-left: 0px; border-top: 0px; padding-bottom: 0px; margin: 0px; border-left: 0px; padding-top: 0px; border-bottom: 0px; cellpadding: 0&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | World Name:&lt;br /&gt;
| Alto Tirol&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Map ID: &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Surface Gravity:&lt;br /&gt;
| .92g&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Climate: &lt;br /&gt;
| Semi-Earthlike (.8)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Atmosphere:&lt;br /&gt;
| Nitro-Oxygenous&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-right: 0px; padding-right: 0px; padding-left: 0px; border-top: 0px; padding-bottom: 0px; margin: 0px; border-left: 0px; padding-top: 0px; border-bottom: 0px; cellpadding: 0&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Population:&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Population Breakdown: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Capital:&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Type of Power: &lt;br /&gt;
| EU&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: silver 0% 50%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial&amp;quot; colspan=&amp;quot;2&amp;quot; | Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;padding-right: 0px; padding-left: 0px; padding-bottom: 0px; margin: 0px; padding-top: 0px&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Wealth: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | PIP: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | CIP: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Dust: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Logistics: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Military: &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== National Overview  ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As Of January 2194&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Genre:&lt;br /&gt;
&lt;br /&gt;
Head of State: &lt;br /&gt;
&lt;br /&gt;
Head of Government: &lt;br /&gt;
&lt;br /&gt;
Government: Die Weltstag / Dieta Mondiale&lt;br /&gt;
&lt;br /&gt;
Political Alignment: European Union&lt;br /&gt;
&lt;br /&gt;
=== History Paths ===&lt;br /&gt;
&lt;br /&gt;
Exp-1) World Type &amp;lt;br&amp;gt;&lt;br /&gt;
Terraformable World (go to Exp-4) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-4) Terraformable World&amp;lt;br&amp;gt;&lt;br /&gt;
Get To Work (+ 90 pop, +150 PIP, + 1 SP)&amp;lt;br&amp;gt;&lt;br /&gt;
Exp-6) Precursor Relics &amp;lt;br&amp;gt;&lt;br /&gt;
Limited (+ 100 dust, + 5 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-7) Feral Drones &amp;lt;br&amp;gt;&lt;br /&gt;
Limited (+ 30 population, +50 Wealth, +100 PIP)&amp;lt;br&amp;gt;&lt;br /&gt;
Exp-8) Posthuman Footsteps&amp;lt;br&amp;gt;&lt;br /&gt;
Nano-Factories (+ 100 Fabers, +100 PIP) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-9) Location&amp;lt;br&amp;gt;&lt;br /&gt;
Hub (+ 60 Population)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Col-1) Axis Of Colonization&amp;lt;br&amp;gt;&lt;br /&gt;
EU Arm (+5,000 military, + 100 CIP, + 100 PIP, + 100 Dust, go to Col-3) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-3) EU Department Of Planetary Development &amp;lt;br&amp;gt;&lt;br /&gt;
Second Stage (+ 120 Population, + 200 PIP, + 100 CIP, + 100 Wealth, + logistics) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-3B) EU Transgenic Relations &amp;lt;br&amp;gt;&lt;br /&gt;
Our Blue And Pure World (+ 60 Pop, + 5 SP, -10 Transgene) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-3C) EU Colonial Economics &amp;lt;br&amp;gt;&lt;br /&gt;
Liberal Market Capitalism (+ 100 CIP, + 200 PIP, + 300 Wealth, + 60 Population) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-3D) EU&#039;s Project PRISM &amp;lt;br&amp;gt;&lt;br /&gt;
Beyond The Aquila Rift (+ 7,500 fleet, +1 Logistics, - 100 Wealth) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-7A) Local Affairs &amp;lt;br&amp;gt;&lt;br /&gt;
Quiet (+ 60 population, +100 Wealth, + 100 PIP, + 10 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Break-2) Broken EU &amp;lt;br&amp;gt;&lt;br /&gt;
Connection Never Dropped! (Go to Break-2B) &amp;lt;br&amp;gt;&lt;br /&gt;
Break-2B) Catapulted EU Policies&amp;lt;br&amp;gt;&lt;br /&gt;
Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
War-1) Choose Your Side&amp;lt;br&amp;gt;&lt;br /&gt;
The EU Includes Us (+ 200 PIP, +200 Wealth, +10,000 military, Go to War-3) *Must be EU arm &amp;lt;br&amp;gt;&lt;br /&gt;
War-3A) EU World Politics &amp;lt;br&amp;gt;&lt;br /&gt;
Light Into Darkness (+ 2,500 military, +100 Wealth, + 100 applications, + Morale, - Rim relations) &amp;lt;br&amp;gt;&lt;br /&gt;
War-3B) EU World Economics &amp;lt;br&amp;gt;&lt;br /&gt;
Arms Production Center (+ 100 PIP, + 100 CIP, + weapon application) &amp;lt;br&amp;gt;&lt;br /&gt;
War-3C) EU World Military &amp;lt;br&amp;gt;&lt;br /&gt;
Gundam Counterattack (+ ground doctrines, + air doctrines, + fleet doctrines, + mecha application) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cur-1) The Business of Government&amp;lt;br&amp;gt;&lt;br /&gt;
Single Party Governance (+ 100 PIP, + 100 Wealth, + 2,500 military or  +2,500 Stockpiles or + 60 Population, + 1 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chaotic)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= PIP&amp;lt;br&amp;gt;&lt;br /&gt;
= CIP&amp;lt;br&amp;gt;&lt;br /&gt;
= dust&amp;lt;br&amp;gt;&lt;br /&gt;
= pop&amp;lt;br&amp;gt;&lt;br /&gt;
= wealth&amp;lt;br&amp;gt;&lt;br /&gt;
= SP&amp;lt;br&amp;gt;&lt;br /&gt;
= military&amp;lt;br&amp;gt;&lt;br /&gt;
= fabbers&amp;lt;br&amp;gt;&lt;br /&gt;
= 0 transgene&amp;lt;br&amp;gt;&lt;br /&gt;
logistics&amp;lt;br&amp;gt;&lt;br /&gt;
morale&amp;lt;br&amp;gt;&lt;br /&gt;
general application&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- rim relations&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Horizon&amp;diff=18558</id>
		<title>Horizon</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Horizon&amp;diff=18558"/>
		<updated>2010-07-21T03:19:41Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border-spacing: 2px; width: 250px&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: red&amp;quot; colspan=&amp;quot;2&amp;quot; | Tensai (aka &#039;Horizon&#039;)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: blue&amp;quot; colspan=&amp;quot;2&amp;quot; | PACT&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: silver&amp;quot; colspan=&amp;quot;2&amp;quot; | System Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; border-bottom: #aaa 1px solid; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-right: 0px; padding-right: 0px; padding-left: 0px; border-top: 0px; padding-bottom: 0px; margin: 0px; border-left: 0px; padding-top: 0px; border-bottom: 0px; cellpadding: 0&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | World Name:&lt;br /&gt;
| Tensai&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Map ID: &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Surface Gravity:&lt;br /&gt;
| .92g&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Climate: &lt;br /&gt;
| Semi-Earthlike (.8)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Atmosphere:&lt;br /&gt;
| Nitro-Oxygenous&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-right: 0px; padding-right: 0px; padding-left: 0px; border-top: 0px; padding-bottom: 0px; margin: 0px; border-left: 0px; padding-top: 0px; border-bottom: 0px; cellpadding: 0&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Population:&lt;br /&gt;
| 30,000,000&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Population Breakdown: &lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Capital:&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Type of Power: &lt;br /&gt;
| PACT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: silver 0% 50%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial&amp;quot; colspan=&amp;quot;2&amp;quot; | Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;padding-right: 0px; padding-left: 0px; padding-bottom: 0px; margin: 0px; padding-top: 0px&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Wealth: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | PIP: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | CIP: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Dust: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Logistics: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Military: &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== National Overview  ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As Of January 2194&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Genre:&lt;br /&gt;
&lt;br /&gt;
Head of State: &lt;br /&gt;
&lt;br /&gt;
Head of Government: &lt;br /&gt;
&lt;br /&gt;
Government: Central Council&lt;br /&gt;
&lt;br /&gt;
Political Alignment: PACT&lt;br /&gt;
&lt;br /&gt;
=== History Paths ===&lt;br /&gt;
====Spacenoid Variant====&lt;br /&gt;
A1) Early National (+ 100 CIP) &amp;lt;br&amp;gt;&lt;br /&gt;
A2) Dominantly Baseline (+ 60 pop, + logistics) &amp;lt;br&amp;gt;&lt;br /&gt;
A3) No Suitable World (Go to A4) &amp;lt;br&amp;gt; &lt;br /&gt;
A4) Build Our Own (+ 100 PIP) &amp;lt;br&amp;gt; &lt;br /&gt;
B1) Artifact Find (+ 100 dust, Go to B4) &amp;lt;br&amp;gt; &lt;br /&gt;
B4) Reverse-Engineerable (+ Tech) &amp;lt;br&amp;gt;&lt;br /&gt;
C1) Artifact Find (+ 100 dust, Go to C4) &amp;lt;br&amp;gt;  &lt;br /&gt;
C4) Feral Drone Attack (+ 2,500 military) &amp;lt;br&amp;gt; &lt;br /&gt;
D1) Catapulted (+ 100 CIP, Go to D4) &amp;lt;br&amp;gt; &lt;br /&gt;
D4) Trade Hub (+ 100 wealth, + 100 PIP) &amp;lt;br&amp;gt;&lt;br /&gt;
E1) Sign the PACT (+ 100 Wealth, - 200 theta, Go to H1) &amp;lt;br&amp;gt; &lt;br /&gt;
H1) Corporate State (+ 100 Wealth, + Tech) &amp;lt;br&amp;gt; &lt;br /&gt;
H2) Arms Production Center (+ 100 PIP, + Techlevel, + weapon tech) &amp;lt;br&amp;gt; &lt;br /&gt;
H3) Beta Carbon Samurai (+ Aerospace Doctrine, + Ground doctrine, + Mecha technology, + Propulsion Technology) &amp;lt;br&amp;gt;&lt;br /&gt;
N1) Corporate Direction (+ 100 Wealth, + 100 CIP, + Tech) &amp;lt;br&amp;gt; &lt;br /&gt;
Chaotic) &amp;lt;s&amp;gt;Communist Manifesto&amp;lt;/s&amp;gt; Competitor Buyout (+ 100 PIP, - 100 Wealth) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+400 PIP &amp;lt;br&amp;gt;&lt;br /&gt;
+400 CIP &amp;lt;br&amp;gt;&lt;br /&gt;
+200 dust &amp;lt;br&amp;gt;&lt;br /&gt;
+60 pop &amp;lt;br&amp;gt;&lt;br /&gt;
+200 wealth &amp;lt;br&amp;gt;&lt;br /&gt;
+++tech applications &amp;lt;br&amp;gt;&lt;br /&gt;
+beam/pulse application &amp;lt;br&amp;gt;&lt;br /&gt;
+aerospace application &amp;lt;br&amp;gt;&lt;br /&gt;
++++++shipbuilding application &amp;lt;br&amp;gt;&lt;br /&gt;
+carrier application &amp;lt;br&amp;gt;&lt;br /&gt;
+stealth application &amp;lt;br&amp;gt; &lt;br /&gt;
+tech level &amp;lt;br&amp;gt;&lt;br /&gt;
+weapons tech &amp;lt;br&amp;gt;&lt;br /&gt;
+mecha tech &amp;lt;br&amp;gt;&lt;br /&gt;
+propulsion tech &amp;lt;br&amp;gt;&lt;br /&gt;
+2,500 military &amp;lt;br&amp;gt;&lt;br /&gt;
+logistics &amp;lt;br&amp;gt;&lt;br /&gt;
+aero docs &amp;lt;br&amp;gt;&lt;br /&gt;
+&amp;lt;s&amp;gt;ground&amp;lt;/s&amp;gt; fleet docs &amp;lt;br&amp;gt;&lt;br /&gt;
+capital construction &amp;lt;br&amp;gt;&lt;br /&gt;
-200 theta &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Planetary Variant====&lt;br /&gt;
Exp-1) World Type &amp;lt;br&amp;gt;&lt;br /&gt;
Terraformable World (go to Exp-4) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-4) Terraformable World &amp;lt;br&amp;gt;&lt;br /&gt;
Get To Work (+ 90 pop, +150 PIP, + 1 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-6) Precursor Relics &amp;lt;br&amp;gt;&lt;br /&gt;
Limited (+ 100 dust, + 5 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-7) Feral Drones &amp;lt;br&amp;gt;&lt;br /&gt;
Limited (+ 30 population, +50 Wealth, +100 PIP)&amp;lt;br&amp;gt;&lt;br /&gt;
Exp-8) Posthuman Footsteps&amp;lt;br&amp;gt;&lt;br /&gt;
Nano-Factories (+ 100 Fabers, +100 PIP) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-9) Location&amp;lt;br&amp;gt;&lt;br /&gt;
Strategic (+ 2,500 military)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Col-1) Axis Of Colonization&amp;lt;br&amp;gt;&lt;br /&gt;
PACT Arm (+5,000 military, + 200 CIP, + 100 Dust, go to Col-2)&amp;lt;br&amp;gt;&lt;br /&gt;
Col-2) PACT Colonization Authority &amp;lt;br&amp;gt;&lt;br /&gt;
Second Stage (+ 120 Population, + 150 PIP, + 100 CIP, + 100 Wealth, + logistics, + 10 Transgene)&amp;lt;br&amp;gt;&lt;br /&gt;
Col-2B) PACT Transgenic Relations &amp;lt;br&amp;gt;&lt;br /&gt;
Our Blue And Pure World (+ 60 Pop, + 5 SP, -10 Transgene) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-2C) PACT Colonial Economics &amp;lt;br&amp;gt;&lt;br /&gt;
Liberal Market Capitalism (+ 100 CIP, + 100 PIP, + 100 Wealth, + 60 Population) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-2D) PACT actions during the Eridanus Campaign&amp;lt;br&amp;gt;&lt;br /&gt;
Drone Deconstructors (+ 100 Fabs, + 100 Dust, + 100 CIP) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-7A) Local Affairs &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Break-1) Broken PACT&amp;lt;br&amp;gt;&lt;br /&gt;
Connection Never Dropped! (Go to Break-1B)&amp;lt;br&amp;gt;&lt;br /&gt;
Break-1B) Catapulted PACT Policies&amp;lt;br&amp;gt;&lt;br /&gt;
Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
War-1) Choose Your Side&amp;lt;br&amp;gt;&lt;br /&gt;
Sign The PACT (+ 200 CIP, +200 Wealth, +10,000 military, Go to War-2) *Must be PACT arm&amp;lt;br&amp;gt;&lt;br /&gt;
War-2A) PACT World Politics&amp;lt;br&amp;gt;&lt;br /&gt;
New American Millenium (+ 2,500 Military, + Technology, + Morale, - Rim relations)&amp;lt;br&amp;gt;&lt;br /&gt;
War-2B) PACT World Economics&amp;lt;br&amp;gt;&lt;br /&gt;
Center for Research (++ Techlevel, + 100 application, + 100 CIP, - 100 PIP)&amp;lt;br&amp;gt;&lt;br /&gt;
War-2C) PACT World Military &amp;lt;br&amp;gt;&lt;br /&gt;
Beta Carbon Samurai (+ Aerospace Doctrine, + Ground doctrine, + Mecha application, + Propulsion application) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cur-1) The Business of Government&amp;lt;br&amp;gt;&lt;br /&gt;
Corporate Direction (+ 100 Wealth, + 100 CIP, + Tech or +100 Dust, + 1 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chaotic)&amp;lt;br&amp;gt;&lt;br /&gt;
Communist Manifesto (+ 100 PIP, - 100 Wealth) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+150+100+150+100-100+100 = 600PIP&amp;lt;br&amp;gt;&lt;br /&gt;
+200+100+100+100+200+100+100+ = 900CIP&amp;lt;br&amp;gt;&lt;br /&gt;
+100+200+100 = 400 dust&amp;lt;br&amp;gt;&lt;br /&gt;
+60+30+120+60+60+60 = 390 pop&amp;lt;br&amp;gt;&lt;br /&gt;
+50+100+100+200+100+100-100 = 550 wealth&amp;lt;br&amp;gt;&lt;br /&gt;
+1+5+5+1 = 12SP&amp;lt;br&amp;gt;&lt;br /&gt;
+2500+5,000+10,000+2500 = 20000 military&amp;lt;br&amp;gt;&lt;br /&gt;
+100+100 fabbers = 200 fabbers&amp;lt;br&amp;gt;&lt;br /&gt;
+10-10 transgene = 0 transgene&amp;lt;br&amp;gt;&lt;br /&gt;
++++++logistics&amp;lt;br&amp;gt;&lt;br /&gt;
+morale&amp;lt;br&amp;gt;&lt;br /&gt;
+500 general application&amp;lt;br&amp;gt;&lt;br /&gt;
+aerospace application&amp;lt;br&amp;gt;&lt;br /&gt;
+mecha tech&amp;lt;br&amp;gt;&lt;br /&gt;
+propulsion tech&amp;lt;br&amp;gt;&lt;br /&gt;
+aero docs&amp;lt;br&amp;gt;&lt;br /&gt;
+ground docs&amp;lt;br&amp;gt;&lt;br /&gt;
beam/pulse application&amp;lt;br&amp;gt;&lt;br /&gt;
shipbuilding application&amp;lt;br&amp;gt;&lt;br /&gt;
carrier application&amp;lt;br&amp;gt;&lt;br /&gt;
stealth application&amp;lt;br&amp;gt;&lt;br /&gt;
weapons tech&amp;lt;br&amp;gt;&lt;br /&gt;
capital construction&amp;lt;br&amp;gt;&lt;br /&gt;
- theta&amp;lt;br&amp;gt;&lt;br /&gt;
- rim relations&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Politics  ===&lt;br /&gt;
&lt;br /&gt;
=== Dramatis Personae  ===&lt;br /&gt;
&lt;br /&gt;
=== Military  ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Sphere_PC_Powers]] [[Category:Pac-Am_Arm]]&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Horizon&amp;diff=18554</id>
		<title>Horizon</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Horizon&amp;diff=18554"/>
		<updated>2010-07-21T02:22:07Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* History Paths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border-spacing: 2px; width: 250px&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: red&amp;quot; colspan=&amp;quot;2&amp;quot; | Horizon(, Unincorporated District of)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: blue&amp;quot; colspan=&amp;quot;2&amp;quot; | PACT&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: silver&amp;quot; colspan=&amp;quot;2&amp;quot; | System Info&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; border-bottom: #aaa 1px solid; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-right: 0px; padding-right: 0px; padding-left: 0px; border-top: 0px; padding-bottom: 0px; margin: 0px; border-left: 0px; padding-top: 0px; border-bottom: 0px; cellpadding: 0&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | World Name:&lt;br /&gt;
| Euclid&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Map ID: &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Surface Gravity:&lt;br /&gt;
| .15g&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Climate: &lt;br /&gt;
| Lunar&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Atmosphere:&lt;br /&gt;
| None&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-right: 0px; padding-right: 0px; padding-left: 0px; border-top: 0px; padding-bottom: 0px; margin: 0px; border-left: 0px; padding-top: 0px; border-bottom: 0px; cellpadding: 0&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Population:&lt;br /&gt;
| 30,000,000&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Population Breakdown: &lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Capital:&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Type of Power: &lt;br /&gt;
| PACT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: silver 0% 50%; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial&amp;quot; colspan=&amp;quot;2&amp;quot; | Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 90%; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;padding-right: 0px; padding-left: 0px; padding-bottom: 0px; margin: 0px; padding-top: 0px&amp;quot; class=&amp;quot;infobox FCK__ShowTableBorders&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Wealth: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | PIP: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | CIP: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Dust: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Logistics: &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Military: &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== National Overview  ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As Of January 2194&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Genre:&lt;br /&gt;
&lt;br /&gt;
Head of State: &lt;br /&gt;
&lt;br /&gt;
Head of Government: &lt;br /&gt;
&lt;br /&gt;
Government: Central Council&lt;br /&gt;
&lt;br /&gt;
Political Alignment: PACT&lt;br /&gt;
&lt;br /&gt;
=== History Paths ===&lt;br /&gt;
====Spacenoid Variant====&lt;br /&gt;
A1) Early National (+ 100 CIP) &amp;lt;br&amp;gt;&lt;br /&gt;
A2) Dominantly Baseline (+ 60 pop, + logistics) &amp;lt;br&amp;gt;&lt;br /&gt;
A3) No Suitable World (Go to A4) &amp;lt;br&amp;gt; &lt;br /&gt;
A4) Build Our Own (+ 100 PIP) &amp;lt;br&amp;gt; &lt;br /&gt;
B1) Artifact Find (+ 100 dust, Go to B4) &amp;lt;br&amp;gt; &lt;br /&gt;
B4) Reverse-Engineerable (+ Tech) &amp;lt;br&amp;gt;&lt;br /&gt;
C1) Artifact Find (+ 100 dust, Go to C4) &amp;lt;br&amp;gt;  &lt;br /&gt;
C4) Feral Drone Attack (+ 2,500 military) &amp;lt;br&amp;gt; &lt;br /&gt;
D1) Catapulted (+ 100 CIP, Go to D4) &amp;lt;br&amp;gt; &lt;br /&gt;
D4) Trade Hub (+ 100 wealth, + 100 PIP) &amp;lt;br&amp;gt;&lt;br /&gt;
E1) Sign the PACT (+ 100 Wealth, - 200 theta, Go to H1) &amp;lt;br&amp;gt; &lt;br /&gt;
H1) Corporate State (+ 100 Wealth, + Tech) &amp;lt;br&amp;gt; &lt;br /&gt;
H2) Arms Production Center (+ 100 PIP, + Techlevel, + weapon tech) &amp;lt;br&amp;gt; &lt;br /&gt;
H3) Beta Carbon Samurai (+ Aerospace Doctrine, + Ground doctrine, + Mecha technology, + Propulsion Technology) &amp;lt;br&amp;gt;&lt;br /&gt;
N1) Corporate Direction (+ 100 Wealth, + 100 CIP, + Tech) &amp;lt;br&amp;gt; &lt;br /&gt;
Chaotic) &amp;lt;s&amp;gt;Communist Manifesto&amp;lt;/s&amp;gt; Competitor Buyout (+ 100 PIP, - 100 Wealth) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+400 PIP &amp;lt;br&amp;gt;&lt;br /&gt;
+400 CIP &amp;lt;br&amp;gt;&lt;br /&gt;
+200 dust &amp;lt;br&amp;gt;&lt;br /&gt;
+60 pop &amp;lt;br&amp;gt;&lt;br /&gt;
+200 wealth &amp;lt;br&amp;gt;&lt;br /&gt;
+++tech applications &amp;lt;br&amp;gt;&lt;br /&gt;
+beam/pulse application &amp;lt;br&amp;gt;&lt;br /&gt;
+aerospace application &amp;lt;br&amp;gt;&lt;br /&gt;
++++++shipbuilding application &amp;lt;br&amp;gt;&lt;br /&gt;
+carrier application &amp;lt;br&amp;gt;&lt;br /&gt;
+stealth application &amp;lt;br&amp;gt; &lt;br /&gt;
+tech level &amp;lt;br&amp;gt;&lt;br /&gt;
+weapons tech &amp;lt;br&amp;gt;&lt;br /&gt;
+mecha tech &amp;lt;br&amp;gt;&lt;br /&gt;
+propulsion tech &amp;lt;br&amp;gt;&lt;br /&gt;
+2,500 military &amp;lt;br&amp;gt;&lt;br /&gt;
+logistics &amp;lt;br&amp;gt;&lt;br /&gt;
+aero docs &amp;lt;br&amp;gt;&lt;br /&gt;
+&amp;lt;s&amp;gt;ground&amp;lt;/s&amp;gt; fleet docs &amp;lt;br&amp;gt;&lt;br /&gt;
+capital construction &amp;lt;br&amp;gt;&lt;br /&gt;
-200 theta &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Planetary Variant====&lt;br /&gt;
Exp-1) World Type &amp;lt;br&amp;gt;&lt;br /&gt;
Terraformable World (go to Exp-4) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-4) Terraformable World &amp;lt;br&amp;gt;&lt;br /&gt;
Get To Work (+ 90 pop, +150 PIP, + 1 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-6) Precursor Relics &amp;lt;br&amp;gt;&lt;br /&gt;
Limited (+ 100 dust, + 5 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-7) Feral Drones &amp;lt;br&amp;gt;&lt;br /&gt;
Limited (+ 30 population, +50 Wealth, +100 PIP)&amp;lt;br&amp;gt;&lt;br /&gt;
Exp-8) Posthuman Footsteps&amp;lt;br&amp;gt;&lt;br /&gt;
Nano-Factories (+ 100 Fabers, +100 PIP) &amp;lt;br&amp;gt;&lt;br /&gt;
Exp-9) Location&amp;lt;br&amp;gt;&lt;br /&gt;
Strategic (+ 2,500 military)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Col-1) Axis Of Colonization&amp;lt;br&amp;gt;&lt;br /&gt;
PACT Arm (+5,000 military, + 200 CIP, + 100 Dust, go to Col-2)&amp;lt;br&amp;gt;&lt;br /&gt;
Col-2) PACT Colonization Authority &amp;lt;br&amp;gt;&lt;br /&gt;
Second Stage (+ 120 Population, + 150 PIP, + 100 CIP, + 100 Wealth, + logistics, + 10 Transgene)&amp;lt;br&amp;gt;&lt;br /&gt;
Col-2B) PACT Transgenic Relations &amp;lt;br&amp;gt;&lt;br /&gt;
Our Blue And Pure World (+ 60 Pop, + 5 SP, -10 Transgene) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-2C) PACT Colonial Economics &amp;lt;br&amp;gt;&lt;br /&gt;
Liberal Market Capitalism (+ 100 CIP, + 100 PIP, + 100 Wealth, + 60 Population) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-2D) PACT actions during the Eridanus Campaign&amp;lt;br&amp;gt;&lt;br /&gt;
Drone Deconstructors (+ 100 Fabs, + 100 Dust, + 100 CIP) &amp;lt;br&amp;gt;&lt;br /&gt;
Col-7A) Local Affairs &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Break-1) Broken PACT&amp;lt;br&amp;gt;&lt;br /&gt;
Connection Never Dropped! (Go to Break-1B)&amp;lt;br&amp;gt;&lt;br /&gt;
Break-1B) Catapulted PACT Policies&amp;lt;br&amp;gt;&lt;br /&gt;
Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
War-1) Choose Your Side&amp;lt;br&amp;gt;&lt;br /&gt;
Sign The PACT (+ 200 CIP, +200 Wealth, +10,000 military, Go to War-2) *Must be PACT arm&amp;lt;br&amp;gt;&lt;br /&gt;
War-2A) PACT World Politics&amp;lt;br&amp;gt;&lt;br /&gt;
New American Millenium (+ 2,500 Military, + Technology, + Morale, - Rim relations)&amp;lt;br&amp;gt;&lt;br /&gt;
War-2B) PACT World Economics&amp;lt;br&amp;gt;&lt;br /&gt;
Center for Research (++ Techlevel, + 100 application, + 100 CIP, - 100 PIP)&amp;lt;br&amp;gt;&lt;br /&gt;
War-2C) PACT World Military &amp;lt;br&amp;gt;&lt;br /&gt;
Beta Carbon Samurai (+ Aerospace Doctrine, + Ground doctrine, + Mecha application, + Propulsion application) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cur-1) The Business of Government&amp;lt;br&amp;gt;&lt;br /&gt;
Corporate Direction (+ 100 Wealth, + 100 CIP, + Tech or +100 Dust, + 1 SP) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chaotic)&amp;lt;br&amp;gt;&lt;br /&gt;
Communist Manifesto (+ 100 PIP, - 100 Wealth) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+150+100+150+100-100+100 = 600PIP&amp;lt;br&amp;gt;&lt;br /&gt;
+200+100+100+100+200+100+100+ = 900CIP&amp;lt;br&amp;gt;&lt;br /&gt;
+100+200+100 = 400 dust&amp;lt;br&amp;gt;&lt;br /&gt;
+60+30+120+60+60+60 = 390 pop&amp;lt;br&amp;gt;&lt;br /&gt;
+50+100+100+200+100+100-100 = 550 wealth&amp;lt;br&amp;gt;&lt;br /&gt;
+1+5+5+1 = 12SP&amp;lt;br&amp;gt;&lt;br /&gt;
+2500+5,000+10,000+2500 = 20000 military&amp;lt;br&amp;gt;&lt;br /&gt;
+100+100 fabbers = 200 fabbers&amp;lt;br&amp;gt;&lt;br /&gt;
+10-10 transgene = 0 transgene&amp;lt;br&amp;gt;&lt;br /&gt;
++++++logistics&amp;lt;br&amp;gt;&lt;br /&gt;
+morale&amp;lt;br&amp;gt;&lt;br /&gt;
+500 general application&amp;lt;br&amp;gt;&lt;br /&gt;
+aerospace application&amp;lt;br&amp;gt;&lt;br /&gt;
+mecha tech&amp;lt;br&amp;gt;&lt;br /&gt;
+propulsion tech&amp;lt;br&amp;gt;&lt;br /&gt;
+aero docs&amp;lt;br&amp;gt;&lt;br /&gt;
+ground docs&amp;lt;br&amp;gt;&lt;br /&gt;
beam/pulse application&amp;lt;br&amp;gt;&lt;br /&gt;
shipbuilding application&amp;lt;br&amp;gt;&lt;br /&gt;
carrier application&amp;lt;br&amp;gt;&lt;br /&gt;
stealth application&amp;lt;br&amp;gt;&lt;br /&gt;
weapons tech&amp;lt;br&amp;gt;&lt;br /&gt;
capital construction&amp;lt;br&amp;gt;&lt;br /&gt;
- theta&amp;lt;br&amp;gt;&lt;br /&gt;
- rim relations&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Politics  ===&lt;br /&gt;
&lt;br /&gt;
=== Dramatis Personae  ===&lt;br /&gt;
&lt;br /&gt;
=== Military  ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Sphere_PC_Powers]] [[Category:Pac-Am_Arm]]&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=18550</id>
		<title>User:Ezekiel-</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=18550"/>
		<updated>2010-07-21T02:03:56Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Quotes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Battles==&lt;br /&gt;
&lt;br /&gt;
===The Battle of Anchorage===&lt;br /&gt;
&#039;&#039;&#039;November 2186&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039;  PACT forces pyhrrically defended the Anchorage Project mobile suit development center&lt;br /&gt;
&lt;br /&gt;
====Forces====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Admiral Byon Chuk-Bae, Choson&lt;br /&gt;
:2 &#039;&#039;Concord&#039;&#039;-class Cruisers &#039;&#039;Sejong the Great&#039;&#039; and &#039;&#039;Ulsan&#039;&#039;&lt;br /&gt;
:6 &#039;&#039;Proton&#039;&#039;-class Light Cruisers&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Commodore Ichijo Fujita, Horizon&lt;br /&gt;
:1 &#039;&#039;Ryuho&#039;&#039;(&#039;&#039;Melbourne&#039;&#039;)-class light carrier &#039;&#039;Ryuho&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:3 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Losses====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Concord&#039;&#039;-class Cruiser &#039;&#039;Sejong the Great&#039;&#039;&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:2 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
coming&lt;br /&gt;
&lt;br /&gt;
===The Battle of Rapture===&lt;br /&gt;
UNSO-1701&amp;lt;br&amp;gt;&lt;br /&gt;
April 19, 2189&amp;lt;br&amp;gt;&lt;br /&gt;
All times in Zulu / Expanse Standard Time&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*0000 - PACT&#039;s First Fleet, comprised of Joint Task Forces 11, 12, 14, and 15, arrives in the Rapture system from Horizon via Widowmaker (ed note: placeholder name) and sets course for the Choson catapult station with JTF 14 in the van and all other task forces in line astern.&lt;br /&gt;
&lt;br /&gt;
*0300 - First Fleet picket destroyers detect a ZOCU task force approaching from the Choson catapult and report this to the fleet commander (Admiral Michael Konde, USN) aboard the supercarrier &#039;&#039;Ronald Reagan&#039;&#039; as &#039;Group Alpha&#039;.&lt;br /&gt;
&lt;br /&gt;
*0700 - Group Alpha engages First Fleet&#039;s leading elements slightly more than halfway between Jump Zone Widowmaker and JZ Choson; losses are estimated at approximately five vessels destroyed (each side) and ten damaged (each side). Group Alpha then commences a tactical withdrawal toward the concentration of cosmic debris designated Asteroid Field 1, approximately equidistant from the Choson, Kanon, and Erebus catapult stations. Admiral Konde detaches JTF 14 to secure JZ Choson and the catapult there and orders pursuit of Group Alpha.&lt;br /&gt;
&lt;br /&gt;
*1200 - JTF 14 arrives at and secures JZ Choson, and commences boarding operations to secure the catapult there.&lt;br /&gt;
&lt;br /&gt;
*1400 - First Fleet pickets detect large concentrations of ZOCU vessels and a large, unknown signature approximately equidistant from the Kanon and Erebus catapults. The pickets are engaged and destroyed by mobile suit forces before they can relay their report to Admiral Konde.&lt;br /&gt;
&lt;br /&gt;
*1500 - First Fleet catches up to Group Alpha near AF1 and re-engages. Enemy ships continue to fight, but withdraw toward JZ Kanon at the first opportunity once damage is sustained. Konde chooses to order First Fleet to remain in place and secure spatial dominance within the sensor shadow afforded by the asteroid field. Combat continues, abating slowly.&lt;br /&gt;
&lt;br /&gt;
*1600 - Group Alpha has by this time either withdrawn to JZ Kanon or been destroyed. First Fleet has established itself along the starward edge of the asteroid field and begun temporary repairs. The ZOCU forces and unknown energy signature remain undetected as Konde temporarily abandons his pursuit of the enemy and focuses on reordering his formation.&lt;br /&gt;
&lt;br /&gt;
*1607 - A massive energy signature is detected midway between JZ Kanon and JZ Erebus.&lt;br /&gt;
&lt;br /&gt;
*1610 - An enormous beam strikes out toward First Fleet from the location of the signature and narrowly misses, instead superheating and detonating many of the asteroids First Fleet has hidden itself behind and sending kiloton-weight asteroid remnants into the midst of Konde&#039;s formation. Konde immediately orders the fleet to open fire on the incoming asteroids, but a number of escorts are damaged or lost outright to impacts.&lt;br /&gt;
&lt;br /&gt;
*1611 -&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
&lt;br /&gt;
===Algiers-class Deep Space Cutter (6x Cruiser)===&lt;br /&gt;
&lt;br /&gt;
:Mobility: 4 &lt;br /&gt;
:Evasion: 3.5&lt;br /&gt;
:Armor: 16 &lt;br /&gt;
:Structure: 11 &lt;br /&gt;
:Hits: 52 &lt;br /&gt;
:Space: 160&lt;br /&gt;
:Power: 180&lt;br /&gt;
:P. Consumption: 152&lt;br /&gt;
&lt;br /&gt;
*Combat Fittings (41 spaces)&lt;br /&gt;
&lt;br /&gt;
:4x Burst-modal DP cannon&lt;br /&gt;
::(-16 spaces, -8 power)&lt;br /&gt;
:2x Dual-mode Medium Beam Cannon&lt;br /&gt;
::(-16 spaces, -32 power)&lt;br /&gt;
:2x Scattering Beam Point Defence&lt;br /&gt;
::(-4 spaces, -8 power)&lt;br /&gt;
:1x Cluster Missile Launcher&lt;br /&gt;
::(-5 spaces)&lt;br /&gt;
&lt;br /&gt;
*Noncombat Fittings (119 spaces)&lt;br /&gt;
&lt;br /&gt;
:1x Flash Field &lt;br /&gt;
::(-4 spaces, -32 power)&lt;br /&gt;
:4x Fusion Thruster&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2x Jump Drive&lt;br /&gt;
::(-2 spaces, -8 power)&lt;br /&gt;
:1x Structural Reinforcement&lt;br /&gt;
::(-8 spaces)&lt;br /&gt;
:4x Double-Bonded Lunar Titanium Armor&lt;br /&gt;
::(-16 spaces)&lt;br /&gt;
:9x Forced Fusion Reactor&lt;br /&gt;
::(-9 spaces)&lt;br /&gt;
:20CP cargo bay&lt;br /&gt;
::(-20 spaces)&lt;br /&gt;
:24DP hangar&lt;br /&gt;
::(-24 spaces)&lt;br /&gt;
:2x Docking Ring&lt;br /&gt;
::(-4 spaces)&lt;br /&gt;
&lt;br /&gt;
:Engineering Coefficient: 4 &lt;br /&gt;
:Hull Coefficient: 4&lt;br /&gt;
&lt;br /&gt;
==PACT TO&amp;amp;E (March 1 2189)==&lt;br /&gt;
PACIFIC ARM COOPERATION TREATY - JOINT COMBAT COMMAND&lt;br /&gt;
&lt;br /&gt;
TABLE OF ORGANIZATION &amp;amp; EQUIPMENT A/O 1 MAR 2189&lt;br /&gt;
&lt;br /&gt;
*GHQ Horizon (Fortress Tsushima, Horizon Prefecture, Euclid System)&amp;lt;br&amp;gt;&lt;br /&gt;
**First Fleet (Supercarrier USS Ronald Reagan)&amp;lt;br&amp;gt;&lt;br /&gt;
***Joint Task Force 11 (Supercarrier USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
****Independent Carrier Task Group 1&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARGRU 11 (USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Joseph Morales (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ronald Reagan (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS William Clinton (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.1 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1111 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Bradley (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Patton (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Marshal (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1112 (USS Essex)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Essex (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Hornet (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Wasp (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1112 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-1 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Eridanus (Antietam-II-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Saratoga (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Yorktown (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-2 (Cruiser USS San Jacinto)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Jacinto (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Cowpens (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Juan (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1114 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-1 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Truxton (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS William Fitzpatrick (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Franklin (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-2 (Destroyer USS Bulkeley)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Bulkeley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Caine (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Huxley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESRON 1115&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.2 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1121 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Clark (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Grant (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Franks (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1122 (Carrier USS Ticonderoga)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ticonderoga (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Kaesong (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Khe Sanh (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1123 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-1 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Montpelier (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Boston (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Hue City(Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-2 (Cruiser USS Fredericksburg)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Fredericksburg (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Falaise (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Ste. Marie du Mont (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1124&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1125&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; 100% of everything MJ says is a lie or said to confuse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ralson&amp;gt; MJ, when you try to make stuff sound cool you make absolutely everyone with a brain think it&#039;s the dumbest shit ever invented.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; You should go to SB talking about how great Freehold is.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; Nobody would ever read it again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; Why do you hate freedom?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Nasdaq&amp;gt; I&#039;m a conservative&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; FBH is of the FBH school of IR&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; which is be smug and not give helpful advice ever&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; and be smug&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; Birds gotta fly, dogs gotta bark, and I have to destroy the world for a psuedo-religious reason&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;g_g&amp;gt; It&#039;s a preemptive defense measure. After getting somehow involved in a world war in every SD since god knows what you stop taking the Stahlhelm off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Shrike&amp;gt; you can&#039;t spell world war without Germans, and G is an important part of this ethno-militaristic group&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; so...Ophen is exactly the same as Hampshire?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; No one is run by Ted Kennedy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; The other is run by Boss Hogg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Rask&amp;gt; Is it time for the newest episode of &amp;quot;FBH Wants More&amp;quot; already? ;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; As the Jewish state collapsed, many Jews of various nationalities pooled their resources to GTFO&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Screwball&amp;gt; clearly, when the going gets tough, the Jews get going. D:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara is really Corrigedor&#039;s puppet&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; plausable denability&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara started as a CIA project in 66&amp;lt;br&amp;gt;&lt;br /&gt;
* Ezekiel does not approve of Silence&#039;s plan &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; You see my dear padawan&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; fear of the Adharans will drive the outer systems to look for a strong patron&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; But not any&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; one who will embody virtures such as &amp;quot;justice&amp;quot; and &amp;quot;honor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; and then the rim will belong to the rightful rulers of the galaxy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; all thanks to tin men who foolishy thought they were people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[00:18:05] * MW cleanses Zeke in the Keeper fashion&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:11] &amp;lt;MW&amp;gt; welcome brother &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:45] * Zekebed bows to MW, master of the Host&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:14] &amp;lt;dacis2uni&amp;gt; Cleansed = cleaved by fission blade?&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:24] &amp;lt;MW&amp;gt; more like decapitated&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:27] &amp;lt;MW&amp;gt; whilst on your knees&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:29] &amp;lt;MW&amp;gt; so...executed&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:38] &amp;lt;MW&amp;gt; but it&#039;s a really lovely ceremony&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:46] &amp;lt;MW&amp;gt; I get a tear every time I see it&amp;lt;br&amp;gt;&lt;br /&gt;
[00:20:10] &amp;lt;MW&amp;gt; I totally just earned dark side points there, didn&#039;t I&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Maybe it&#039;s time to find Uncle before your various misdeeds here catch up with  you.  Mari is totally unimpressed with Chinese Heaven.  Next stop, Valhalla!&lt;br /&gt;
&lt;br /&gt;
[00:41:46] &amp;lt;IXJac&amp;gt; You realize you&#039;re never going to go anywhere near the Egyptian afterlife, right Norse? I mean, what a nightmare to run.  I&#039;d just sit back and say, &amp;quot;OK, write as much as you want for the next four hours.  Then I&#039;ll come back and give you some XP.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Beta-chan&amp;gt; This is the day half the chantry couldn&#039;t figure out any of the puzzles and therefore decided to crash through the door with a Soviet armoured train&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ezekiel&amp;gt; Well, unlike MJ&#039;s simple monotasking processor, us humans can actually converse about multiple things at a time&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;MJ12&amp;gt; Shut the fuck up Ezekiel I will have you know that I have a quad-core processor and can think about four things at a time D:&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[11:39:26] &amp;lt;Koffee_away&amp;gt; MJ12 speech reminds me of this&amp;lt;br&amp;gt;&lt;br /&gt;
[11:39:27] &amp;lt;Koffee_away&amp;gt; &amp;quot;Who cares about Derek Zoolander anyway? The man has only one look, for Christ&#039;s sake! Blue Steel? Ferrari? Le Tigra? They&#039;re the same face! Doesn&#039;t anybody notice this? I feel like I&#039;m taking crazy pills! I invented the piano key necktie, I invented it! What have you done, Derek? You&#039;ve done nothing! NOTHIIIING! And I will be a monkey&#039;s uncle if I let you ruin this for me, because if you can&#039;t get the job done, then I will! &amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Peel&amp;gt; If ZOCU was opposed to silly waste, they wouldn&#039;t have invented mecha.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Two mages standing side by side viewing the same Vista could see different things&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;IXJac&amp;gt; To the VA there&#039;s only one explanation for this inconsistency - Drug Addled Peyote Binge&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Investigating a chaos cult in an underhive. While searching, you find a man larger than the biggest space marine laying there with what looks to be a pike-mounted lasweapon that&#039;s way too big to carry laying next to him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s right, children of the Inquisition, who rescued me from that dank, inescapable pit. Listen to me.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget what the liars and charlatans in the Ecclesiarchy have told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget what your indoctrination in the Imperial Guard has told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget everything your rotten Inquisitor and his rotten Inquisitor Lords have told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Gather &#039;round, and I shall tell you the truth of the heresy of the traitor Horus, of the Age of Strife, and of the Emperor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who is also huge.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[13:04:18] &amp;lt;IXJac&amp;gt; Did I ever tell you about the dead baby rule?&amp;lt;br&amp;gt;&lt;br /&gt;
[13:04:45] &amp;lt;IXJac&amp;gt; Well, there&#039;s a certain amount of acceptable collateral damage based on target.  legally.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:30] &amp;lt;IXJac&amp;gt; So we&#039;d list targets as &amp;quot;He&#039;s a 10 baby target.&amp;quot;  IE, if he were in a school surrounded by ten cooing babies - we&#039;d bomb him.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:48] &amp;lt;IXJac&amp;gt; We thought it was all very funny&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:54] &amp;lt;IXJac&amp;gt; We were such evil people.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:57] &amp;lt;Shrike&amp;gt; that&#039;s so awesomely immoral&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:58] &amp;lt;IXJac&amp;gt; &amp;gt;:D&amp;lt;br&amp;gt;&lt;br /&gt;
[13:06:06] &amp;lt;Shrike&amp;gt; gold star&amp;lt;br&amp;gt;&lt;br /&gt;
[13:07:03] &amp;lt;IXJac&amp;gt; Of course in PRACTICE we were never allowed to exercise our legal limits.  Politicians have no sense of the rules of war. :P&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Kerrus&amp;gt; The biggest thing I have with SD&#039;s is the lack of mechancially being able to accrue resources or other shiny stuff, and that &#039;status quo is god&#039; mentality, however realistic the latter is&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Kerrus&amp;gt; The status quo is god thing typically manifests as &#039;all the big nations and small nations are at peace, there was a big war but the PCs just missed it, any attempt at stirring up trouble is met with the iron fist of big NPC #1, players can&#039;t change anything,any technological development fails, players can&#039;t challenge the big NPCs, and Zeronet quits DMing the moment any of the players try to challenge that.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; Haraway is a villain in the same way Iran is&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Shrike&amp;gt; It&#039;s got some grievances but is also a raging douche&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mage Shit==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Jimmy Bellici]]&#039;&#039;&#039; (Eze)&lt;br /&gt;
:He&#039;s on a mission. &#039;&#039;From God&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=18117</id>
		<title>User:Ezekiel-</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=18117"/>
		<updated>2010-07-02T19:36:39Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Battles==&lt;br /&gt;
&lt;br /&gt;
===The Battle of Anchorage===&lt;br /&gt;
&#039;&#039;&#039;November 2186&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039;  PACT forces pyhrrically defended the Anchorage Project mobile suit development center&lt;br /&gt;
&lt;br /&gt;
====Forces====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Admiral Byon Chuk-Bae, Choson&lt;br /&gt;
:2 &#039;&#039;Concord&#039;&#039;-class Cruisers &#039;&#039;Sejong the Great&#039;&#039; and &#039;&#039;Ulsan&#039;&#039;&lt;br /&gt;
:6 &#039;&#039;Proton&#039;&#039;-class Light Cruisers&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Commodore Ichijo Fujita, Horizon&lt;br /&gt;
:1 &#039;&#039;Ryuho&#039;&#039;(&#039;&#039;Melbourne&#039;&#039;)-class light carrier &#039;&#039;Ryuho&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:3 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Losses====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Concord&#039;&#039;-class Cruiser &#039;&#039;Sejong the Great&#039;&#039;&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:2 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
coming&lt;br /&gt;
&lt;br /&gt;
===The Battle of Rapture===&lt;br /&gt;
UNSO-1701&amp;lt;br&amp;gt;&lt;br /&gt;
April 19, 2189&amp;lt;br&amp;gt;&lt;br /&gt;
All times in Zulu / Expanse Standard Time&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*0000 - PACT&#039;s First Fleet, comprised of Joint Task Forces 11, 12, 14, and 15, arrives in the Rapture system from Horizon via Widowmaker (ed note: placeholder name) and sets course for the Choson catapult station with JTF 14 in the van and all other task forces in line astern.&lt;br /&gt;
&lt;br /&gt;
*0300 - First Fleet picket destroyers detect a ZOCU task force approaching from the Choson catapult and report this to the fleet commander (Admiral Michael Konde, USN) aboard the supercarrier &#039;&#039;Ronald Reagan&#039;&#039; as &#039;Group Alpha&#039;.&lt;br /&gt;
&lt;br /&gt;
*0700 - Group Alpha engages First Fleet&#039;s leading elements slightly more than halfway between Jump Zone Widowmaker and JZ Choson; losses are estimated at approximately five vessels destroyed (each side) and ten damaged (each side). Group Alpha then commences a tactical withdrawal toward the concentration of cosmic debris designated Asteroid Field 1, approximately equidistant from the Choson, Kanon, and Erebus catapult stations. Admiral Konde detaches JTF 14 to secure JZ Choson and the catapult there and orders pursuit of Group Alpha.&lt;br /&gt;
&lt;br /&gt;
*1200 - JTF 14 arrives at and secures JZ Choson, and commences boarding operations to secure the catapult there.&lt;br /&gt;
&lt;br /&gt;
*1400 - First Fleet pickets detect large concentrations of ZOCU vessels and a large, unknown signature approximately equidistant from the Kanon and Erebus catapults. The pickets are engaged and destroyed by mobile suit forces before they can relay their report to Admiral Konde.&lt;br /&gt;
&lt;br /&gt;
*1500 - First Fleet catches up to Group Alpha near AF1 and re-engages. Enemy ships continue to fight, but withdraw toward JZ Kanon at the first opportunity once damage is sustained. Konde chooses to order First Fleet to remain in place and secure spatial dominance within the sensor shadow afforded by the asteroid field. Combat continues, abating slowly.&lt;br /&gt;
&lt;br /&gt;
*1600 - Group Alpha has by this time either withdrawn to JZ Kanon or been destroyed. First Fleet has established itself along the starward edge of the asteroid field and begun temporary repairs. The ZOCU forces and unknown energy signature remain undetected as Konde temporarily abandons his pursuit of the enemy and focuses on reordering his formation.&lt;br /&gt;
&lt;br /&gt;
*1607 - A massive energy signature is detected midway between JZ Kanon and JZ Erebus.&lt;br /&gt;
&lt;br /&gt;
*1610 - An enormous beam strikes out toward First Fleet from the location of the signature and narrowly misses, instead superheating and detonating many of the asteroids First Fleet has hidden itself behind and sending kiloton-weight asteroid remnants into the midst of Konde&#039;s formation. Konde immediately orders the fleet to open fire on the incoming asteroids, but a number of escorts are damaged or lost outright to impacts.&lt;br /&gt;
&lt;br /&gt;
*1611 -&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
&lt;br /&gt;
===Algiers-class Deep Space Cutter (6x Cruiser)===&lt;br /&gt;
&lt;br /&gt;
:Mobility: 4 &lt;br /&gt;
:Evasion: 3.5&lt;br /&gt;
:Armor: 16 &lt;br /&gt;
:Structure: 11 &lt;br /&gt;
:Hits: 52 &lt;br /&gt;
:Space: 160&lt;br /&gt;
:Power: 180&lt;br /&gt;
:P. Consumption: 152&lt;br /&gt;
&lt;br /&gt;
*Combat Fittings (41 spaces)&lt;br /&gt;
&lt;br /&gt;
:4x Burst-modal DP cannon&lt;br /&gt;
::(-16 spaces, -8 power)&lt;br /&gt;
:2x Dual-mode Medium Beam Cannon&lt;br /&gt;
::(-16 spaces, -32 power)&lt;br /&gt;
:2x Scattering Beam Point Defence&lt;br /&gt;
::(-4 spaces, -8 power)&lt;br /&gt;
:1x Cluster Missile Launcher&lt;br /&gt;
::(-5 spaces)&lt;br /&gt;
&lt;br /&gt;
*Noncombat Fittings (119 spaces)&lt;br /&gt;
&lt;br /&gt;
:1x Flash Field &lt;br /&gt;
::(-4 spaces, -32 power)&lt;br /&gt;
:4x Fusion Thruster&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2x Jump Drive&lt;br /&gt;
::(-2 spaces, -8 power)&lt;br /&gt;
:1x Structural Reinforcement&lt;br /&gt;
::(-8 spaces)&lt;br /&gt;
:4x Double-Bonded Lunar Titanium Armor&lt;br /&gt;
::(-16 spaces)&lt;br /&gt;
:9x Forced Fusion Reactor&lt;br /&gt;
::(-9 spaces)&lt;br /&gt;
:20CP cargo bay&lt;br /&gt;
::(-20 spaces)&lt;br /&gt;
:24DP hangar&lt;br /&gt;
::(-24 spaces)&lt;br /&gt;
:2x Docking Ring&lt;br /&gt;
::(-4 spaces)&lt;br /&gt;
&lt;br /&gt;
:Engineering Coefficient: 4 &lt;br /&gt;
:Hull Coefficient: 4&lt;br /&gt;
&lt;br /&gt;
==PACT TO&amp;amp;E (March 1 2189)==&lt;br /&gt;
PACIFIC ARM COOPERATION TREATY - JOINT COMBAT COMMAND&lt;br /&gt;
&lt;br /&gt;
TABLE OF ORGANIZATION &amp;amp; EQUIPMENT A/O 1 MAR 2189&lt;br /&gt;
&lt;br /&gt;
*GHQ Horizon (Fortress Tsushima, Horizon Prefecture, Euclid System)&amp;lt;br&amp;gt;&lt;br /&gt;
**First Fleet (Supercarrier USS Ronald Reagan)&amp;lt;br&amp;gt;&lt;br /&gt;
***Joint Task Force 11 (Supercarrier USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
****Independent Carrier Task Group 1&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARGRU 11 (USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Joseph Morales (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ronald Reagan (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS William Clinton (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.1 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1111 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Bradley (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Patton (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Marshal (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1112 (USS Essex)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Essex (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Hornet (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Wasp (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1112 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-1 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Eridanus (Antietam-II-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Saratoga (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Yorktown (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-2 (Cruiser USS San Jacinto)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Jacinto (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Cowpens (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Juan (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1114 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-1 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Truxton (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS William Fitzpatrick (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Franklin (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-2 (Destroyer USS Bulkeley)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Bulkeley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Caine (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Huxley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESRON 1115&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.2 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1121 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Clark (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Grant (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Franks (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1122 (Carrier USS Ticonderoga)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ticonderoga (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Kaesong (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Khe Sanh (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1123 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-1 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Montpelier (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Boston (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Hue City(Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-2 (Cruiser USS Fredericksburg)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Fredericksburg (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Falaise (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Ste. Marie du Mont (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1124&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1125&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; 100% of everything MJ says is a lie or said to confuse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ralson&amp;gt; MJ, when you try to make stuff sound cool you make absolutely everyone with a brain think it&#039;s the dumbest shit ever invented.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; You should go to SB talking about how great Freehold is.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; Nobody would ever read it again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; Why do you hate freedom?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Nasdaq&amp;gt; I&#039;m a conservative&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; FBH is of the FBH school of IR&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; which is be smug and not give helpful advice ever&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; and be smug&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; Birds gotta fly, dogs gotta bark, and I have to destroy the world for a psuedo-religious reason&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;g_g&amp;gt; It&#039;s a preemptive defense measure. After getting somehow involved in a world war in every SD since god knows what you stop taking the Stahlhelm off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Shrike&amp;gt; you can&#039;t spell world war without Germans, and G is an important part of this ethno-militaristic group&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; so...Ophen is exactly the same as Hampshire?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; No one is run by Ted Kennedy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; The other is run by Boss Hogg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Rask&amp;gt; Is it time for the newest episode of &amp;quot;FBH Wants More&amp;quot; already? ;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; As the Jewish state collapsed, many Jews of various nationalities pooled their resources to GTFO&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Screwball&amp;gt; clearly, when the going gets tough, the Jews get going. D:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara is really Corrigedor&#039;s puppet&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; plausable denability&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara started as a CIA project in 66&amp;lt;br&amp;gt;&lt;br /&gt;
* Ezekiel does not approve of Silence&#039;s plan &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; You see my dear padawan&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; fear of the Adharans will drive the outer systems to look for a strong patron&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; But not any&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; one who will embody virtures such as &amp;quot;justice&amp;quot; and &amp;quot;honor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; and then the rim will belong to the rightful rulers of the galaxy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; all thanks to tin men who foolishy thought they were people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[00:18:05] * MW cleanses Zeke in the Keeper fashion&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:11] &amp;lt;MW&amp;gt; welcome brother &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:45] * Zekebed bows to MW, master of the Host&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:14] &amp;lt;dacis2uni&amp;gt; Cleansed = cleaved by fission blade?&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:24] &amp;lt;MW&amp;gt; more like decapitated&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:27] &amp;lt;MW&amp;gt; whilst on your knees&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:29] &amp;lt;MW&amp;gt; so...executed&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:38] &amp;lt;MW&amp;gt; but it&#039;s a really lovely ceremony&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:46] &amp;lt;MW&amp;gt; I get a tear every time I see it&amp;lt;br&amp;gt;&lt;br /&gt;
[00:20:10] &amp;lt;MW&amp;gt; I totally just earned dark side points there, didn&#039;t I&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Maybe it&#039;s time to find Uncle before your various misdeeds here catch up with  you.  Mari is totally unimpressed with Chinese Heaven.  Next stop, Valhalla!&lt;br /&gt;
&lt;br /&gt;
[00:41:46] &amp;lt;IXJac&amp;gt; You realize you&#039;re never going to go anywhere near the Egyptian afterlife, right Norse? I mean, what a nightmare to run.  I&#039;d just sit back and say, &amp;quot;OK, write as much as you want for the next four hours.  Then I&#039;ll come back and give you some XP.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Beta-chan&amp;gt; This is the day half the chantry couldn&#039;t figure out any of the puzzles and therefore decided to crash through the door with a Soviet armoured train&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ezekiel&amp;gt; Well, unlike MJ&#039;s simple monotasking processor, us humans can actually converse about multiple things at a time&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;MJ12&amp;gt; Shut the fuck up Ezekiel I will have you know that I have a quad-core processor and can think about four things at a time D:&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[11:39:26] &amp;lt;Koffee_away&amp;gt; MJ12 speech reminds me of this&amp;lt;br&amp;gt;&lt;br /&gt;
[11:39:27] &amp;lt;Koffee_away&amp;gt; &amp;quot;Who cares about Derek Zoolander anyway? The man has only one look, for Christ&#039;s sake! Blue Steel? Ferrari? Le Tigra? They&#039;re the same face! Doesn&#039;t anybody notice this? I feel like I&#039;m taking crazy pills! I invented the piano key necktie, I invented it! What have you done, Derek? You&#039;ve done nothing! NOTHIIIING! And I will be a monkey&#039;s uncle if I let you ruin this for me, because if you can&#039;t get the job done, then I will! &amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Peel&amp;gt; If ZOCU was opposed to silly waste, they wouldn&#039;t have invented mecha.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Two mages standing side by side viewing the same Vista could see different things&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;IXJac&amp;gt; To the VA there&#039;s only one explanation for this inconsistency - Drug Addled Peyote Binge&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Investigating a chaos cult in an underhive. While searching, you find a man larger than the biggest space marine laying there with what looks to be a pike-mounted lasweapon that&#039;s way too big to carry laying next to him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s right, children of the Inquisition, who rescued me from that dank, inescapable pit. Listen to me.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget what the liars and charlatans in the Ecclesiarchy have told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget what your indoctrination in the Imperial Guard has told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget everything your rotten Inquisitor and his rotten Inquisitor Lords have told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Gather &#039;round, and I shall tell you the truth of the heresy of the traitor Horus, of the Age of Strife, and of the Emperor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who is also huge.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[13:04:18] &amp;lt;IXJac&amp;gt; Did I ever tell you about the dead baby rule?&amp;lt;br&amp;gt;&lt;br /&gt;
[13:04:45] &amp;lt;IXJac&amp;gt; Well, there&#039;s a certain amount of acceptable collateral damage based on target.  legally.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:30] &amp;lt;IXJac&amp;gt; So we&#039;d list targets as &amp;quot;He&#039;s a 10 baby target.&amp;quot;  IE, if he were in a school surrounded by ten cooing babies - we&#039;d bomb him.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:48] &amp;lt;IXJac&amp;gt; We thought it was all very funny&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:54] &amp;lt;IXJac&amp;gt; We were such evil people.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:57] &amp;lt;Shrike&amp;gt; that&#039;s so awesomely immoral&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:58] &amp;lt;IXJac&amp;gt; &amp;gt;:D&amp;lt;br&amp;gt;&lt;br /&gt;
[13:06:06] &amp;lt;Shrike&amp;gt; gold star&amp;lt;br&amp;gt;&lt;br /&gt;
[13:07:03] &amp;lt;IXJac&amp;gt; Of course in PRACTICE we were never allowed to exercise our legal limits.  Politicians have no sense of the rules of war. :P&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Kerrus&amp;gt; The biggest thing I have with SD&#039;s is the lack of mechancially being able to accrue resources or other shiny stuff, and that &#039;status quo is god&#039; mentality, however realistic the latter is&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;Kerrus&amp;gt; The status quo is god thing typically manifests as &#039;all the big nations and small nations are at peace, there was a big war but the PCs just missed it, any attempt at stirring up trouble is met with the iron fist of big NPC #1, players can&#039;t change anything,a ny technological development fails, players can&#039;t challenge the big NPCs, and Zeronet quits DMing the moment any of the players try to challenge that.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mage Shit==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Jimmy Bellici]]&#039;&#039;&#039; (Eze)&lt;br /&gt;
:He&#039;s on a mission. &#039;&#039;From God&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=18070</id>
		<title>User:Ezekiel-</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=18070"/>
		<updated>2010-06-29T20:12:23Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Battles==&lt;br /&gt;
&lt;br /&gt;
===The Battle of Anchorage===&lt;br /&gt;
&#039;&#039;&#039;November 2186&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039;  PACT forces pyhrrically defended the Anchorage Project mobile suit development center&lt;br /&gt;
&lt;br /&gt;
====Forces====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Admiral Byon Chuk-Bae, Choson&lt;br /&gt;
:2 &#039;&#039;Concord&#039;&#039;-class Cruisers &#039;&#039;Sejong the Great&#039;&#039; and &#039;&#039;Ulsan&#039;&#039;&lt;br /&gt;
:6 &#039;&#039;Proton&#039;&#039;-class Light Cruisers&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Commodore Ichijo Fujita, Horizon&lt;br /&gt;
:1 &#039;&#039;Ryuho&#039;&#039;(&#039;&#039;Melbourne&#039;&#039;)-class light carrier &#039;&#039;Ryuho&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:3 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Losses====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Concord&#039;&#039;-class Cruiser &#039;&#039;Sejong the Great&#039;&#039;&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:2 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
coming&lt;br /&gt;
&lt;br /&gt;
===The Battle of Rapture===&lt;br /&gt;
UNSO-1701&amp;lt;br&amp;gt;&lt;br /&gt;
April 19, 2189&amp;lt;br&amp;gt;&lt;br /&gt;
All times in Zulu / Expanse Standard Time&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*0000 - PACT&#039;s First Fleet, comprised of Joint Task Forces 11, 12, 14, and 15, arrives in the Rapture system from Horizon via Widowmaker (ed note: placeholder name) and sets course for the Choson catapult station with JTF 14 in the van and all other task forces in line astern.&lt;br /&gt;
&lt;br /&gt;
*0300 - First Fleet picket destroyers detect a ZOCU task force approaching from the Choson catapult and report this to the fleet commander (Admiral Michael Konde, USN) aboard the supercarrier &#039;&#039;Ronald Reagan&#039;&#039; as &#039;Group Alpha&#039;.&lt;br /&gt;
&lt;br /&gt;
*0700 - Group Alpha engages First Fleet&#039;s leading elements slightly more than halfway between Jump Zone Widowmaker and JZ Choson; losses are estimated at approximately five vessels destroyed (each side) and ten damaged (each side). Group Alpha then commences a tactical withdrawal toward the concentration of cosmic debris designated Asteroid Field 1, approximately equidistant from the Choson, Kanon, and Erebus catapult stations. Admiral Konde detaches JTF 14 to secure JZ Choson and the catapult there and orders pursuit of Group Alpha.&lt;br /&gt;
&lt;br /&gt;
*1200 - JTF 14 arrives at and secures JZ Choson, and commences boarding operations to secure the catapult there.&lt;br /&gt;
&lt;br /&gt;
*1400 - First Fleet pickets detect large concentrations of ZOCU vessels and a large, unknown signature approximately equidistant from the Kanon and Erebus catapults. The pickets are engaged and destroyed by mobile suit forces before they can relay their report to Admiral Konde.&lt;br /&gt;
&lt;br /&gt;
*1500 - First Fleet catches up to Group Alpha near AF1 and re-engages. Enemy ships continue to fight, but withdraw toward JZ Kanon at the first opportunity once damage is sustained. Konde chooses to order First Fleet to remain in place and secure spatial dominance within the sensor shadow afforded by the asteroid field. Combat continues, abating slowly.&lt;br /&gt;
&lt;br /&gt;
*1600 - Group Alpha has by this time either withdrawn to JZ Kanon or been destroyed. First Fleet has established itself along the starward edge of the asteroid field and begun temporary repairs. The ZOCU forces and unknown energy signature remain undetected as Konde temporarily abandons his pursuit of the enemy and focuses on reordering his formation.&lt;br /&gt;
&lt;br /&gt;
*1607 - A massive energy signature is detected midway between JZ Kanon and JZ Erebus.&lt;br /&gt;
&lt;br /&gt;
*1610 - An enormous beam strikes out toward First Fleet from the location of the signature and narrowly misses, instead superheating and detonating many of the asteroids First Fleet has hidden itself behind and sending kiloton-weight asteroid remnants into the midst of Konde&#039;s formation. Konde immediately orders the fleet to open fire on the incoming asteroids, but a number of escorts are damaged or lost outright to impacts.&lt;br /&gt;
&lt;br /&gt;
*1611 -&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
&lt;br /&gt;
===Algiers-class Deep Space Cutter (6x Cruiser)===&lt;br /&gt;
&lt;br /&gt;
:Mobility: 4 &lt;br /&gt;
:Evasion: 3.5&lt;br /&gt;
:Armor: 16 &lt;br /&gt;
:Structure: 11 &lt;br /&gt;
:Hits: 52 &lt;br /&gt;
:Space: 160&lt;br /&gt;
:Power: 180&lt;br /&gt;
:P. Consumption: 152&lt;br /&gt;
&lt;br /&gt;
*Combat Fittings (41 spaces)&lt;br /&gt;
&lt;br /&gt;
:4x Burst-modal DP cannon&lt;br /&gt;
::(-16 spaces, -8 power)&lt;br /&gt;
:2x Dual-mode Medium Beam Cannon&lt;br /&gt;
::(-16 spaces, -32 power)&lt;br /&gt;
:2x Scattering Beam Point Defence&lt;br /&gt;
::(-4 spaces, -8 power)&lt;br /&gt;
:1x Cluster Missile Launcher&lt;br /&gt;
::(-5 spaces)&lt;br /&gt;
&lt;br /&gt;
*Noncombat Fittings (119 spaces)&lt;br /&gt;
&lt;br /&gt;
:1x Flash Field &lt;br /&gt;
::(-4 spaces, -32 power)&lt;br /&gt;
:4x Fusion Thruster&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2x Jump Drive&lt;br /&gt;
::(-2 spaces, -8 power)&lt;br /&gt;
:1x Structural Reinforcement&lt;br /&gt;
::(-8 spaces)&lt;br /&gt;
:4x Double-Bonded Lunar Titanium Armor&lt;br /&gt;
::(-16 spaces)&lt;br /&gt;
:9x Forced Fusion Reactor&lt;br /&gt;
::(-9 spaces)&lt;br /&gt;
:20CP cargo bay&lt;br /&gt;
::(-20 spaces)&lt;br /&gt;
:24DP hangar&lt;br /&gt;
::(-24 spaces)&lt;br /&gt;
:2x Docking Ring&lt;br /&gt;
::(-4 spaces)&lt;br /&gt;
&lt;br /&gt;
:Engineering Coefficient: 4 &lt;br /&gt;
:Hull Coefficient: 4&lt;br /&gt;
&lt;br /&gt;
==PACT TO&amp;amp;E (March 1 2189)==&lt;br /&gt;
PACIFIC ARM COOPERATION TREATY - JOINT COMBAT COMMAND&lt;br /&gt;
&lt;br /&gt;
TABLE OF ORGANIZATION &amp;amp; EQUIPMENT A/O 1 MAR 2189&lt;br /&gt;
&lt;br /&gt;
*GHQ Horizon (Fortress Tsushima, Horizon Prefecture, Euclid System)&amp;lt;br&amp;gt;&lt;br /&gt;
**First Fleet (Supercarrier USS Ronald Reagan)&amp;lt;br&amp;gt;&lt;br /&gt;
***Joint Task Force 11 (Supercarrier USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
****Independent Carrier Task Group 1&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARGRU 11 (USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Joseph Morales (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ronald Reagan (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS William Clinton (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.1 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1111 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Bradley (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Patton (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Marshal (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1112 (USS Essex)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Essex (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Hornet (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Wasp (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1112 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-1 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Eridanus (Antietam-II-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Saratoga (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Yorktown (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-2 (Cruiser USS San Jacinto)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Jacinto (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Cowpens (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Juan (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1114 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-1 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Truxton (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS William Fitzpatrick (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Franklin (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-2 (Destroyer USS Bulkeley)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Bulkeley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Caine (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Huxley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESRON 1115&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.2 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1121 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Clark (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Grant (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Franks (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1122 (Carrier USS Ticonderoga)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ticonderoga (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Kaesong (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Khe Sanh (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1123 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-1 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Montpelier (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Boston (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Hue City(Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-2 (Cruiser USS Fredericksburg)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Fredericksburg (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Falaise (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Ste. Marie du Mont (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1124&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1125&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; 100% of everything MJ says is a lie or said to confuse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ralson&amp;gt; MJ, when you try to make stuff sound cool you make absolutely everyone with a brain think it&#039;s the dumbest shit ever invented.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; You should go to SB talking about how great Freehold is.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; Nobody would ever read it again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; Why do you hate freedom?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Nasdaq&amp;gt; I&#039;m a conservative&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; FBH is of the FBH school of IR&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; which is be smug and not give helpful advice ever&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; and be smug&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; Birds gotta fly, dogs gotta bark, and I have to destroy the world for a psuedo-religious reason&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;g_g&amp;gt; It&#039;s a preemptive defense measure. After getting somehow involved in a world war in every SD since god knows what you stop taking the Stahlhelm off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Shrike&amp;gt; you can&#039;t spell world war without Germans, and G is an important part of this ethno-militaristic group&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; so...Ophen is exactly the same as Hampshire?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; No one is run by Ted Kennedy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; The other is run by Boss Hogg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Rask&amp;gt; Is it time for the newest episode of &amp;quot;FBH Wants More&amp;quot; already? ;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; As the Jewish state collapsed, many Jews of various nationalities pooled their resources to GTFO&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Screwball&amp;gt; clearly, when the going gets tough, the Jews get going. D:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara is really Corrigedor&#039;s puppet&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; plausable denability&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara started as a CIA project in 66&amp;lt;br&amp;gt;&lt;br /&gt;
* Ezekiel does not approve of Silence&#039;s plan &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; You see my dear padawan&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; fear of the Adharans will drive the outer systems to look for a strong patron&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; But not any&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; one who will embody virtures such as &amp;quot;justice&amp;quot; and &amp;quot;honor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; and then the rim will belong to the rightful rulers of the galaxy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; all thanks to tin men who foolishy thought they were people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[00:18:05] * MW cleanses Zeke in the Keeper fashion&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:11] &amp;lt;MW&amp;gt; welcome brother &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:45] * Zekebed bows to MW, master of the Host&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:14] &amp;lt;dacis2uni&amp;gt; Cleansed = cleaved by fission blade?&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:24] &amp;lt;MW&amp;gt; more like decapitated&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:27] &amp;lt;MW&amp;gt; whilst on your knees&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:29] &amp;lt;MW&amp;gt; so...executed&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:38] &amp;lt;MW&amp;gt; but it&#039;s a really lovely ceremony&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:46] &amp;lt;MW&amp;gt; I get a tear every time I see it&amp;lt;br&amp;gt;&lt;br /&gt;
[00:20:10] &amp;lt;MW&amp;gt; I totally just earned dark side points there, didn&#039;t I&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Maybe it&#039;s time to find Uncle before your various misdeeds here catch up with  you.  Mari is totally unimpressed with Chinese Heaven.  Next stop, Valhalla!&lt;br /&gt;
&lt;br /&gt;
[00:41:46] &amp;lt;IXJac&amp;gt; You realize you&#039;re never going to go anywhere near the Egyptian afterlife, right Norse? I mean, what a nightmare to run.  I&#039;d just sit back and say, &amp;quot;OK, write as much as you want for the next four hours.  Then I&#039;ll come back and give you some XP.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Beta-chan&amp;gt; This is the day half the chantry couldn&#039;t figure out any of the puzzles and therefore decided to crash through the door with a Soviet armoured train&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ezekiel&amp;gt; Well, unlike MJ&#039;s simple monotasking processor, us humans can actually converse about multiple things at a time&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;MJ12&amp;gt; Shut the fuck up Ezekiel I will have you know that I have a quad-core processor and can think about four things at a time D:&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[11:39:26] &amp;lt;Koffee_away&amp;gt; MJ12 speech reminds me of this&amp;lt;br&amp;gt;&lt;br /&gt;
[11:39:27] &amp;lt;Koffee_away&amp;gt; &amp;quot;Who cares about Derek Zoolander anyway? The man has only one look, for Christ&#039;s sake! Blue Steel? Ferrari? Le Tigra? They&#039;re the same face! Doesn&#039;t anybody notice this? I feel like I&#039;m taking crazy pills! I invented the piano key necktie, I invented it! What have you done, Derek? You&#039;ve done nothing! NOTHIIIING! And I will be a monkey&#039;s uncle if I let you ruin this for me, because if you can&#039;t get the job done, then I will! &amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Peel&amp;gt; If ZOCU was opposed to silly waste, they wouldn&#039;t have invented mecha.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Two mages standing side by side viewing the same Vista could see different things&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;IXJac&amp;gt; To the VA there&#039;s only one explanation for this inconsistency - Drug Addled Peyote Binge&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Investigating a chaos cult in an underhive. While searching, you find a man larger than the biggest space marine laying there with what looks to be a pike-mounted lasweapon that&#039;s way too big to carry laying next to him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s right, children of the Inquisition, who rescued me from that dank, inescapable pit. Listen to me.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget what the liars and charlatans in the Ecclesiarchy have told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget what your indoctrination in the Imperial Guard has told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget everything your rotten Inquisitor and his rotten Inquisitor Lords have told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Gather &#039;round, and I shall tell you the truth of the heresy of the traitor Horus, of the Age of Strife, and of the Emperor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who is also huge.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[13:04:18] &amp;lt;IXJac&amp;gt; Did I ever tell you about the dead baby rule?&amp;lt;br&amp;gt;&lt;br /&gt;
[13:04:45] &amp;lt;IXJac&amp;gt; Well, there&#039;s a certain amount of acceptable collateral damage based on target.  legally.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:30] &amp;lt;IXJac&amp;gt; So we&#039;d list targets as &amp;quot;He&#039;s a 10 baby target.&amp;quot;  IE, if he were in a school surrounded by ten cooing babies - we&#039;d bomb him.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:48] &amp;lt;IXJac&amp;gt; We thought it was all very funny&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:54] &amp;lt;IXJac&amp;gt; We were such evil people.&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:57] &amp;lt;Shrike&amp;gt; that&#039;s so awesomely immoral&amp;lt;br&amp;gt;&lt;br /&gt;
[13:05:58] &amp;lt;IXJac&amp;gt; &amp;gt;:D&amp;lt;br&amp;gt;&lt;br /&gt;
[13:06:06] &amp;lt;Shrike&amp;gt; gold star&amp;lt;br&amp;gt;&lt;br /&gt;
[13:07:03] &amp;lt;IXJac&amp;gt; Of course in PRACTICE we were never allowed to exercise our legal limits.  Politicians have no sense of the rules of war. :P&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mage Shit==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Jimmy Bellici]]&#039;&#039;&#039; (Eze)&lt;br /&gt;
:He&#039;s on a mission. &#039;&#039;From God&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Main_Page&amp;diff=17632</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Main_Page&amp;diff=17632"/>
		<updated>2010-06-11T03:06:03Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Second Sphere==&lt;br /&gt;
[[File:Spheremap.png| thumb]]&lt;br /&gt;
===[[Spacer&#039;s Guide to the Sphere]]===&lt;br /&gt;
&lt;br /&gt;
[[The Breakdown]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Second Sphere Locations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Sphere Articles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Sphere Timeline]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Sphere PC Plans]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Sphere Nations and Powers]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Sphere Suggestion Box]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Sphere Jane&#039;s]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Weapons of the Colonization Era]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ZOCU War===&lt;br /&gt;
[[Battles of the ZOCU War]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Weapons of the ZOCU War]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[People of the ZOCU War]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Formations and Ships of the ZOCU War]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[ZOCU War Aftermath]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magnate War===&lt;br /&gt;
[[Battles of the Magnate War]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Weapons of the Magnate War]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[People of the Magnate War]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magnate War Aftermath]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
[[Second Sphere History Paths]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Sphere SP Rules]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Sphere Economic Rules]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Second Sphere Trade]]&lt;br /&gt;
[[Second Sphere Technology Rules]]&amp;lt;br&amp;gt;&lt;br /&gt;
:[[Xeno and Theotech]]&lt;br /&gt;
[[Second Sphere Application Rules]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Sphere Craft Construction Rules]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Sphere Ship Construction Rules]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Sphere Transgenic Rules]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Sphere Experimental Rules]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Second Sphere Technologies]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Second Sphere Rules]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sphere Robot Wars===&lt;br /&gt;
[[Beyond the Veil]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sphere Robot Wars]]:  A permutation of the Second Sphere combat rules, for character (eg, individual machine) level RPing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Currently Running Games ==&lt;br /&gt;
[[Timetable]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mage: The Ascension]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Expanse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Persona]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Exalted: Silence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aberrant:Legacy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[FRW:Ray&#039;s Counter Attack]] (Only on off days) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Silicon Substrate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Exalted: Mal]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[A Road Taken]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[MJInfernals]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Potential Games ==&lt;br /&gt;
[[Apocalypse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sphere: Longshots]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[ZR Chronicles]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Traveler: The Summer Mini Campaign]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[FSN: Clock Tower]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Crystal Ambition]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mai Expanse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Music of the Spheres]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Fall Further]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Strangereal World]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Battletech: 3090]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Games on Hiatus ==&lt;br /&gt;
[[Aberrant: Elites]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Corporation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Exalted: FBH]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exalted: Romance of the Dragon Kingdoms]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fate/Silence/Night]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[FBH Robot Wars]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pulp Horror]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fictional Games==&lt;br /&gt;
[[Cyberpunk in 2042]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malhou Project]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heaven&#039;s Wake]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage 1920]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Megastructure]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[New Dawn]] - Under Construction&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Yon Crusade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Ascension: The Game]]&lt;br /&gt;
&lt;br /&gt;
==Developmental Prototypes==&lt;br /&gt;
[[Skies of Arcana]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Deep Beyond]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sphere: the Other Side]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heaven&#039;s Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mal Otome]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nexus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Exile]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Subspace Wars]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Lordstech]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[UnSol]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Games ==&lt;br /&gt;
&amp;lt;s&amp;gt;[[Alpha Omega]]&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[Bliss Stage]]&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[Code Cravat]]&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[C-Tech Game]]&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[Eclipse Phase]]&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[Fuels of Empire]]&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[Imperial Dreams]]&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[Maelstrom]]&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[Nyxfall]]&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[Smoke and Mirrors]]&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[Turn SRW]]&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[The Unbound]]&amp;lt;/s&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lords of Ether ===&lt;br /&gt;
[[LOE Rules|Rules]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[LOE Nations|Nations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[LOE Hero Sessions|Hero Sessions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[LOE Miscellaneous|Miscellaneous]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://cid-194df5ff1d442264.skydrive.live.com/self.aspx/Images/loe2map1.jpg LoE Map]&lt;br /&gt;
&lt;br /&gt;
=== Old Sphere ===&lt;br /&gt;
[[Setting and Backstory|Setting and Backstory]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rules|Rules]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nations and Powers|Nations and Powers]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Militaries|Militaries]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jane&#039;s|Jane&#039;s]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Miscellaneous|Miscellaneous]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Updates and Errata|Updates and Errata]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Supporting Material|Supporting Material]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Sphere.jpg|Sphere Map]]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://leqxiq.bay.livefilestore.com/y1p25htQg17eHDldkTWA5590j6l7-si80AoDcj19ayaL7MezP2Ah_aMhqjpxNZBu9P-_kOEfEKev1c/sphere.jpg Sphere Map Mirror]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://leqxiq.bay.livefilestore.com/y1pQJTTud63h9kQn5hGldx7st6o3sKVsqHuePhi4rC54TSgRtyss-7u-9mZSs1dnzpvB_ziLt2mkZo/mapthing.GIF The other map]&lt;br /&gt;
&lt;br /&gt;
=== Arcana ===&lt;br /&gt;
[[Arcana: Iron and Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Arcana: Mages and Magic]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Arcana: Unit Design]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Arcana: PC Nations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Arcana: Important NPCs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Sphere Story Debate Forum Links]]&lt;br /&gt;
&lt;br /&gt;
== Fictive Prose ==&lt;br /&gt;
=== Game Fanfiction ===&lt;br /&gt;
=== Nanowrimo ===&lt;br /&gt;
[[Shrike&#039;s Nanowrimo Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Unlimited Mal Works]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Singh&#039;s Nanowrimo stuff]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc Content ==&lt;br /&gt;
[[Wiki Discussion]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
XML dumps of the current contents of the wiki are made on a regular basis, currently at least once a week. See [http://fancruft.com/swikitest/backup.7z backup.7z].  A backup of the wiki including page history and revisions is made less frequently, see [http://fancruft.com/swikitest/backup-full.7z backup-full.7z].&lt;br /&gt;
&lt;br /&gt;
You will need [[wikipedia:7-Zip|7-Zip]] or similar for this.&lt;br /&gt;
&lt;br /&gt;
- [[User:RedWordSmith|RWS]], [http://fancruft.com/ FanCruft] 13:25, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=17432</id>
		<title>User:Ezekiel-</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=17432"/>
		<updated>2010-06-05T11:55:36Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Quotes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Battles==&lt;br /&gt;
&lt;br /&gt;
===The Battle of Anchorage===&lt;br /&gt;
&#039;&#039;&#039;November 2186&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039;  PACT forces pyhrrically defended the Anchorage Project mobile suit development center&lt;br /&gt;
&lt;br /&gt;
====Forces====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Admiral Byon Chuk-Bae, Choson&lt;br /&gt;
:2 &#039;&#039;Concord&#039;&#039;-class Cruisers &#039;&#039;Sejong the Great&#039;&#039; and &#039;&#039;Ulsan&#039;&#039;&lt;br /&gt;
:6 &#039;&#039;Proton&#039;&#039;-class Light Cruisers&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Commodore Ichijo Fujita, Horizon&lt;br /&gt;
:1 &#039;&#039;Ryuho&#039;&#039;(&#039;&#039;Melbourne&#039;&#039;)-class light carrier &#039;&#039;Ryuho&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:3 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Losses====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Concord&#039;&#039;-class Cruiser &#039;&#039;Sejong the Great&#039;&#039;&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:2 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
coming&lt;br /&gt;
&lt;br /&gt;
===The Battle of Rapture===&lt;br /&gt;
UNSO-1701&amp;lt;br&amp;gt;&lt;br /&gt;
April 19, 2189&amp;lt;br&amp;gt;&lt;br /&gt;
All times in Zulu / Expanse Standard Time&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*0000 - PACT&#039;s First Fleet, comprised of Joint Task Forces 11, 12, 14, and 15, arrives in the Rapture system from Horizon via Widowmaker (ed note: placeholder name) and sets course for the Choson catapult station with JTF 14 in the van and all other task forces in line astern.&lt;br /&gt;
&lt;br /&gt;
*0300 - First Fleet picket destroyers detect a ZOCU task force approaching from the Choson catapult and report this to the fleet commander (Admiral Michael Konde, USN) aboard the supercarrier &#039;&#039;Ronald Reagan&#039;&#039; as &#039;Group Alpha&#039;.&lt;br /&gt;
&lt;br /&gt;
*0700 - Group Alpha engages First Fleet&#039;s leading elements slightly more than halfway between Jump Zone Widowmaker and JZ Choson; losses are estimated at approximately five vessels destroyed (each side) and ten damaged (each side). Group Alpha then commences a tactical withdrawal toward the concentration of cosmic debris designated Asteroid Field 1, approximately equidistant from the Choson, Kanon, and Erebus catapult stations. Admiral Konde detaches JTF 14 to secure JZ Choson and the catapult there and orders pursuit of Group Alpha.&lt;br /&gt;
&lt;br /&gt;
*1200 - JTF 14 arrives at and secures JZ Choson, and commences boarding operations to secure the catapult there.&lt;br /&gt;
&lt;br /&gt;
*1400 - First Fleet pickets detect large concentrations of ZOCU vessels and a large, unknown signature approximately equidistant from the Kanon and Erebus catapults. The pickets are engaged and destroyed by mobile suit forces before they can relay their report to Admiral Konde.&lt;br /&gt;
&lt;br /&gt;
*1500 - First Fleet catches up to Group Alpha near AF1 and re-engages. Enemy ships continue to fight, but withdraw toward JZ Kanon at the first opportunity once damage is sustained. Konde chooses to order First Fleet to remain in place and secure spatial dominance within the sensor shadow afforded by the asteroid field. Combat continues, abating slowly.&lt;br /&gt;
&lt;br /&gt;
*1600 - Group Alpha has by this time either withdrawn to JZ Kanon or been destroyed. First Fleet has established itself along the starward edge of the asteroid field and begun temporary repairs. The ZOCU forces and unknown energy signature remain undetected as Konde temporarily abandons his pursuit of the enemy and focuses on reordering his formation.&lt;br /&gt;
&lt;br /&gt;
*1607 - A massive energy signature is detected midway between JZ Kanon and JZ Erebus.&lt;br /&gt;
&lt;br /&gt;
*1610 - An enormous beam strikes out toward First Fleet from the location of the signature and narrowly misses, instead superheating and detonating many of the asteroids First Fleet has hidden itself behind and sending kiloton-weight asteroid remnants into the midst of Konde&#039;s formation. Konde immediately orders the fleet to open fire on the incoming asteroids, but a number of escorts are damaged or lost outright to impacts.&lt;br /&gt;
&lt;br /&gt;
*1611 -&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
&lt;br /&gt;
===Algiers-class Deep Space Cutter (6x Cruiser)===&lt;br /&gt;
&lt;br /&gt;
:Mobility: 4 &lt;br /&gt;
:Evasion: 3.5&lt;br /&gt;
:Armor: 16 &lt;br /&gt;
:Structure: 11 &lt;br /&gt;
:Hits: 52 &lt;br /&gt;
:Space: 160&lt;br /&gt;
:Power: 180&lt;br /&gt;
:P. Consumption: 152&lt;br /&gt;
&lt;br /&gt;
*Combat Fittings (41 spaces)&lt;br /&gt;
&lt;br /&gt;
:4x Burst-modal DP cannon&lt;br /&gt;
::(-16 spaces, -8 power)&lt;br /&gt;
:2x Dual-mode Medium Beam Cannon&lt;br /&gt;
::(-16 spaces, -32 power)&lt;br /&gt;
:2x Scattering Beam Point Defence&lt;br /&gt;
::(-4 spaces, -8 power)&lt;br /&gt;
:1x Cluster Missile Launcher&lt;br /&gt;
::(-5 spaces)&lt;br /&gt;
&lt;br /&gt;
*Noncombat Fittings (119 spaces)&lt;br /&gt;
&lt;br /&gt;
:1x Flash Field &lt;br /&gt;
::(-4 spaces, -32 power)&lt;br /&gt;
:4x Fusion Thruster&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2x Jump Drive&lt;br /&gt;
::(-2 spaces, -8 power)&lt;br /&gt;
:1x Structural Reinforcement&lt;br /&gt;
::(-8 spaces)&lt;br /&gt;
:4x Double-Bonded Lunar Titanium Armor&lt;br /&gt;
::(-16 spaces)&lt;br /&gt;
:9x Forced Fusion Reactor&lt;br /&gt;
::(-9 spaces)&lt;br /&gt;
:20CP cargo bay&lt;br /&gt;
::(-20 spaces)&lt;br /&gt;
:24DP hangar&lt;br /&gt;
::(-24 spaces)&lt;br /&gt;
:2x Docking Ring&lt;br /&gt;
::(-4 spaces)&lt;br /&gt;
&lt;br /&gt;
:Engineering Coefficient: 4 &lt;br /&gt;
:Hull Coefficient: 4&lt;br /&gt;
&lt;br /&gt;
==PACT TO&amp;amp;E (March 1 2189)==&lt;br /&gt;
PACIFIC ARM COOPERATION TREATY - JOINT COMBAT COMMAND&lt;br /&gt;
&lt;br /&gt;
TABLE OF ORGANIZATION &amp;amp; EQUIPMENT A/O 1 MAR 2189&lt;br /&gt;
&lt;br /&gt;
*GHQ Horizon (Fortress Tsushima, Horizon Prefecture, Euclid System)&amp;lt;br&amp;gt;&lt;br /&gt;
**First Fleet (Supercarrier USS Ronald Reagan)&amp;lt;br&amp;gt;&lt;br /&gt;
***Joint Task Force 11 (Supercarrier USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
****Independent Carrier Task Group 1&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARGRU 11 (USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Joseph Morales (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ronald Reagan (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS William Clinton (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.1 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1111 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Bradley (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Patton (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Marshal (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1112 (USS Essex)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Essex (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Hornet (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Wasp (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1112 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-1 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Eridanus (Antietam-II-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Saratoga (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Yorktown (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-2 (Cruiser USS San Jacinto)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Jacinto (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Cowpens (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Juan (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1114 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-1 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Truxton (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS William Fitzpatrick (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Franklin (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-2 (Destroyer USS Bulkeley)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Bulkeley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Caine (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Huxley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESRON 1115&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.2 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1121 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Clark (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Grant (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Franks (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1122 (Carrier USS Ticonderoga)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ticonderoga (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Kaesong (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Khe Sanh (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1123 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-1 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Montpelier (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Boston (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Hue City(Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-2 (Cruiser USS Fredericksburg)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Fredericksburg (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Falaise (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Ste. Marie du Mont (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1124&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1125&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; 100% of everything MJ says is a lie or said to confuse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ralson&amp;gt; MJ, when you try to make stuff sound cool you make absolutely everyone with a brain think it&#039;s the dumbest shit ever invented.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; You should go to SB talking about how great Freehold is.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; Nobody would ever read it again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; Why do you hate freedom?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Nasdaq&amp;gt; I&#039;m a conservative&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; FBH is of the FBH school of IR&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; which is be smug and not give helpful advice ever&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; and be smug&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; Birds gotta fly, dogs gotta bark, and I have to destroy the world for a psuedo-religious reason&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;g_g&amp;gt; It&#039;s a preemptive defense measure. After getting somehow involved in a world war in every SD since god knows what you stop taking the Stahlhelm off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Shrike&amp;gt; you can&#039;t spell world war without Germans, and G is an important part of this ethno-militaristic group&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; so...Ophen is exactly the same as Hampshire?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; No one is run by Ted Kennedy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; The other is run by Boss Hogg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Rask&amp;gt; Is it time for the newest episode of &amp;quot;FBH Wants More&amp;quot; already? ;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; As the Jewish state collapsed, many Jews of various nationalities pooled their resources to GTFO&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Screwball&amp;gt; clearly, when the going gets tough, the Jews get going. D:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara is really Corrigedor&#039;s puppet&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; plausable denability&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara started as a CIA project in 66&amp;lt;br&amp;gt;&lt;br /&gt;
* Ezekiel does not approve of Silence&#039;s plan &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; You see my dear padawan&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; fear of the Adharans will drive the outer systems to look for a strong patron&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; But not any&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; one who will embody virtures such as &amp;quot;justice&amp;quot; and &amp;quot;honor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; and then the rim will belong to the rightful rulers of the galaxy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; all thanks to tin men who foolishy thought they were people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[00:18:05] * MW cleanses Zeke in the Keeper fashion&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:11] &amp;lt;MW&amp;gt; welcome brother &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:45] * Zekebed bows to MW, master of the Host&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:14] &amp;lt;dacis2uni&amp;gt; Cleansed = cleaved by fission blade?&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:24] &amp;lt;MW&amp;gt; more like decapitated&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:27] &amp;lt;MW&amp;gt; whilst on your knees&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:29] &amp;lt;MW&amp;gt; so...executed&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:38] &amp;lt;MW&amp;gt; but it&#039;s a really lovely ceremony&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:46] &amp;lt;MW&amp;gt; I get a tear every time I see it&amp;lt;br&amp;gt;&lt;br /&gt;
[00:20:10] &amp;lt;MW&amp;gt; I totally just earned dark side points there, didn&#039;t I&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Maybe it&#039;s time to find Uncle before your various misdeeds here catch up with  you.  Mari is totally unimpressed with Chinese Heaven.  Next stop, Valhalla!&lt;br /&gt;
&lt;br /&gt;
[00:41:46] &amp;lt;IXJac&amp;gt; You realize you&#039;re never going to go anywhere near the Egyptian afterlife, right Norse? I mean, what a nightmare to run.  I&#039;d just sit back and say, &amp;quot;OK, write as much as you want for the next four hours.  Then I&#039;ll come back and give you some XP.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Beta-chan&amp;gt; This is the day half the chantry couldn&#039;t figure out any of the puzzles and therefore decided to crash through the door with a Soviet armoured train&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ezekiel&amp;gt; Well, unlike MJ&#039;s simple monotasking processor, us humans can actually converse about multiple things at a time&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;MJ12&amp;gt; Shut the fuck up Ezekiel I will have you know that I have a quad-core processor and can think about four things at a time D:&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[11:39:26] &amp;lt;Koffee_away&amp;gt; MJ12 speech reminds me of this&amp;lt;br&amp;gt;&lt;br /&gt;
[11:39:27] &amp;lt;Koffee_away&amp;gt; &amp;quot;Who cares about Derek Zoolander anyway? The man has only one look, for Christ&#039;s sake! Blue Steel? Ferrari? Le Tigra? They&#039;re the same face! Doesn&#039;t anybody notice this? I feel like I&#039;m taking crazy pills! I invented the piano key necktie, I invented it! What have you done, Derek? You&#039;ve done nothing! NOTHIIIING! And I will be a monkey&#039;s uncle if I let you ruin this for me, because if you can&#039;t get the job done, then I will! &amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Peel&amp;gt; If ZOCU was opposed to silly waste, they wouldn&#039;t have invented mecha.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Two mages standing side by side viewing the same Vista could see different things&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;IXJac&amp;gt; To the VA there&#039;s only one explanation for this inconsistency - Drug Addled Peyote Binge&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Investigating a chaos cult in an underhive. While searching, you find a man larger than the biggest space marine laying there with what looks to be a pike-mounted lasweapon that&#039;s way too big to carry laying next to him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s right, children of the Inquisition, who rescued me from that dank, inescapable pit. Listen to me.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget what the liars and charlatans in the Ecclesiarchy have told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget what your indoctrination in the Imperial Guard has told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Forget everything your rotten Inquisitor and his rotten Inquisitor Lords have told you.&amp;lt;br&amp;gt;&lt;br /&gt;
Gather &#039;round, and I shall tell you the truth of the heresy of the traitor Horus, of the Age of Strife, and of the Emperor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who is also huge.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mage Shit==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Jimmy Bellici]]&#039;&#039;&#039; (Eze)&lt;br /&gt;
:He&#039;s on a mission. &#039;&#039;From God&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User_talk:Maloncanth&amp;diff=17422</id>
		<title>User talk:Maloncanth</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User_talk:Maloncanth&amp;diff=17422"/>
		<updated>2010-06-05T06:12:06Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Normal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt;:|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Easy Modo====&lt;br /&gt;
&#039;&#039;&#039;Lawful Good&#039;&#039;&#039; - Canada&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Neutral Good&#039;&#039;&#039; - United Kingdom&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaotic Good&#039;&#039;&#039; - America&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lawful Neutral&#039;&#039;&#039; - Japan&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;True Neutral&#039;&#039;&#039; - India&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaotic Neutral&#039;&#039;&#039; - France&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lawful Evil&#039;&#039;&#039; - China&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Neutral Evil&#039;&#039;&#039; - Saudi Arabia&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaotic Evil&#039;&#039;&#039; - Russia&amp;lt;br&amp;gt;&lt;br /&gt;
====Normal====&lt;br /&gt;
&#039;&#039;&#039;Lawful Good&#039;&#039;&#039; - Norway&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Neutral Good&#039;&#039;&#039; - Finland&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaotic Good&#039;&#039;&#039; - The Netherlands&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lawful Neutral&#039;&#039;&#039; - South Korea&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;True Neutral&#039;&#039;&#039; - Switzerland&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaotic Neutral&#039;&#039;&#039; - Turkey&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lawful Evil&#039;&#039;&#039; - Venezuela&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Neutral Evil&#039;&#039;&#039; - Egypt&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaotic Evil&#039;&#039;&#039; - Iran&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lunatic====&lt;br /&gt;
&#039;&#039;&#039;Lawful Good&#039;&#039;&#039; - United Nations&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Neutral Good&#039;&#039;&#039; - Estonia&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaotic Good&#039;&#039;&#039; - South Africa&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lawful Neutral&#039;&#039;&#039; - Taiwan&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;True Neutral&#039;&#039;&#039; - Catholic Church&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaotic Neutral&#039;&#039;&#039; - Israel&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lawful Evil&#039;&#039;&#039; - Libya&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Neutral Evil&#039;&#039;&#039; - Cuba&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chaotic Evil&#039;&#039;&#039; - North Korea&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=17396</id>
		<title>Watanabe Ichijo</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=17396"/>
		<updated>2010-06-04T07:29:26Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Ichijo Watanabe &amp;lt;br&amp;gt;&lt;br /&gt;
Player: Zeke&amp;lt;br&amp;gt;&lt;br /&gt;
Nature: Survivor&amp;lt;br&amp;gt;&lt;br /&gt;
Essence: Questing&amp;lt;br&amp;gt;&lt;br /&gt;
Demeanor: Rebel&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition: Virtual Adept &amp;lt;br&amp;gt;&lt;br /&gt;
Concept: Cyberpunk Anti-Hero&amp;lt;br&amp;gt;&lt;br /&gt;
Paradigm: &amp;lt;s&amp;gt;Everything is controlled by electronics, so why not manipulate them to control everything else?&amp;lt;/s&amp;gt; ELECTROMANCY &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 13/69 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Known Location: ???, Chicago, Illinois&lt;br /&gt;
&lt;br /&gt;
Misc. In-Session Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PWP: 5&amp;lt;br&amp;gt;&lt;br /&gt;
TWP: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Arete: 4 (8 fp[3]+24 xp[4])&amp;lt;br&amp;gt;&lt;br /&gt;
Quint: 12&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Real World): 5&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Virtual World): 9&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon(s):&amp;lt;br&amp;gt;&lt;br /&gt;
*1 HK MP5SD silenced 9mm submachinegun&lt;br /&gt;
*several clips of 9mm ammunition&lt;br /&gt;
&lt;br /&gt;
Medical Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br&amp;gt;&lt;br /&gt;
*Messenger Bag&lt;br /&gt;
**Touchscreen Palmtop made from an HTC smartphone (Warded: one story duration, strength 4)&lt;br /&gt;
**mundane stuff&lt;br /&gt;
&lt;br /&gt;
Other Assets:&amp;lt;br&amp;gt;&lt;br /&gt;
*10 tass&lt;br /&gt;
&lt;br /&gt;
Rotes (1/2):&amp;lt;br&amp;gt;&lt;br /&gt;
*INACTIVE - Nimrod Close Combat Armor (6 armour, 4 HL, a forces shield, a blade, a contact grenade/mine launcher, and an X-6 SMG)&lt;br /&gt;
** The CC suit adds +3 Str and +1 Wits&lt;br /&gt;
&lt;br /&gt;
Attributes:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Stamina: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Perception: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: 4 (Specialty: Problem Solving)&amp;lt;br&amp;gt;&lt;br /&gt;
Wits: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents (9):&amp;lt;br&amp;gt;&lt;br /&gt;
*Alertness: 3&lt;br /&gt;
*Awareness: 3&lt;br /&gt;
*Dodge: 3&lt;br /&gt;
&lt;br /&gt;
Skills (13):&amp;lt;br&amp;gt;&lt;br /&gt;
*Stealth: 3 (2 fp)&lt;br /&gt;
*Drive: 2&lt;br /&gt;
*Firearms: 3 (4 xp)&lt;br /&gt;
*Melee: 3&lt;br /&gt;
*Technology: 3&lt;br /&gt;
*Brawl: 2 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Knowledges (7):&amp;lt;br&amp;gt;&lt;br /&gt;
*Computers: 3&lt;br /&gt;
*Enigmas: 2&lt;br /&gt;
*Investigation: 2&lt;br /&gt;
*Linguistics (Japanese &amp;amp; English): 1 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Spheres:&amp;lt;br&amp;gt;&lt;br /&gt;
*Correspondence: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Forces: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Prime: 3 (Focus: Palmtop)(18xp[2]+16xp[3])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds: 7&amp;lt;br&amp;gt;&lt;br /&gt;
*Ally: 3 (1 fp)&lt;br /&gt;
**[[Kiyoshi Nakamura]]&lt;br /&gt;
*Arcane: 3 (1 fp)&lt;br /&gt;
*Avatar: 3&lt;br /&gt;
&lt;br /&gt;
Bonus/Freebie Points Remaining: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flaws:&amp;lt;br&amp;gt;&lt;br /&gt;
*Strangeness: +1 fp&lt;br /&gt;
Merits:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage_PCS]]&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=17394</id>
		<title>Watanabe Ichijo</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=17394"/>
		<updated>2010-06-04T07:27:29Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Ichijo Watanabe &amp;lt;br&amp;gt;&lt;br /&gt;
Player: Zeke&amp;lt;br&amp;gt;&lt;br /&gt;
Nature: Survivor&amp;lt;br&amp;gt;&lt;br /&gt;
Essence: Questing&amp;lt;br&amp;gt;&lt;br /&gt;
Demeanor: Rebel&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition: Virtual Adept &amp;lt;br&amp;gt;&lt;br /&gt;
Concept: Cyberpunk Anti-Hero&amp;lt;br&amp;gt;&lt;br /&gt;
Paradigm: &amp;lt;s&amp;gt;Everything is controlled by electronics, so why not manipulate them to control everything else?&amp;lt;/s&amp;gt; ELECTROMANCY &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 13/69 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Known Location: ???, Tokyo, Japan&lt;br /&gt;
&lt;br /&gt;
Misc. In-Session Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PWP: 5&amp;lt;br&amp;gt;&lt;br /&gt;
TWP: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Arete: 4 (8 fp[3]+24 xp[4])&amp;lt;br&amp;gt;&lt;br /&gt;
Quint: 12&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Real World): 5&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Virtual World): 9&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon(s):&amp;lt;br&amp;gt;&lt;br /&gt;
*1 HK MP5SD silenced 9mm submachinegun&lt;br /&gt;
*several clips of 9mm ammunition&lt;br /&gt;
&lt;br /&gt;
Medical Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br&amp;gt;&lt;br /&gt;
*Messenger Bag&lt;br /&gt;
**Touchscreen Palmtop made from an HTC smartphone (Warded: one story duration, strength 4)&lt;br /&gt;
**mundane stuff&lt;br /&gt;
&lt;br /&gt;
Rotes (1/2):&amp;lt;br&amp;gt;&lt;br /&gt;
*INACTIVE - Nimrod Close Combat Armor (6 armour, 4 HL, a forces shield, a blade, a contact grenade/mine launcher, and an X-6 SMG)&lt;br /&gt;
** The CC suit adds +3 Str and +1 Wits&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Current&amp;lt;/s&amp;gt; Icon: Agent Feanor&amp;lt;br&amp;gt;&lt;br /&gt;
*2 sux to hide armor of contempt&lt;br /&gt;
*4 sux to app (dat elf)&lt;br /&gt;
&lt;br /&gt;
Attributes:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Stamina: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Perception: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: 4 (Specialty: Problem Solving)&amp;lt;br&amp;gt;&lt;br /&gt;
Wits: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents (9):&amp;lt;br&amp;gt;&lt;br /&gt;
*Alertness: 3&lt;br /&gt;
*Awareness: 3&lt;br /&gt;
*Dodge: 3&lt;br /&gt;
&lt;br /&gt;
Skills (13):&amp;lt;br&amp;gt;&lt;br /&gt;
*Stealth: 3 (2 fp)&lt;br /&gt;
*Drive: 2&lt;br /&gt;
*Firearms: 3 (4 xp)&lt;br /&gt;
*Melee: 3&lt;br /&gt;
*Technology: 3&lt;br /&gt;
*Brawl: 2 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Knowledges (7):&amp;lt;br&amp;gt;&lt;br /&gt;
*Computers: 3&lt;br /&gt;
*Enigmas: 2&lt;br /&gt;
*Investigation: 2&lt;br /&gt;
*Linguistics (Japanese &amp;amp; English): 1 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Spheres:&amp;lt;br&amp;gt;&lt;br /&gt;
*Correspondence: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Forces: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Prime: 3 (Focus: Palmtop)(18xp[2]+16xp[3])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds: 7&amp;lt;br&amp;gt;&lt;br /&gt;
*Ally: 3 (1 fp)&lt;br /&gt;
**[[Kiyoshi Nakamura]]&lt;br /&gt;
*Arcane: 3 (1 fp)&lt;br /&gt;
*Avatar: 3&lt;br /&gt;
&lt;br /&gt;
Bonus/Freebie Points Remaining: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flaws:&amp;lt;br&amp;gt;&lt;br /&gt;
*Strangeness: +1 fp&lt;br /&gt;
Merits:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage_PCS]]&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=17392</id>
		<title>Watanabe Ichijo</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=17392"/>
		<updated>2010-06-04T06:38:35Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Ichijo Watanabe &amp;lt;br&amp;gt;&lt;br /&gt;
Player: Zeke&amp;lt;br&amp;gt;&lt;br /&gt;
Nature: Survivor&amp;lt;br&amp;gt;&lt;br /&gt;
Essence: Questing&amp;lt;br&amp;gt;&lt;br /&gt;
Demeanor: Rebel&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition: Virtual Adept &amp;lt;br&amp;gt;&lt;br /&gt;
Concept: Cyberpunk Anti-Hero&amp;lt;br&amp;gt;&lt;br /&gt;
Paradigm: &amp;lt;s&amp;gt;Everything is controlled by electronics, so why not manipulate them to control everything else?&amp;lt;/s&amp;gt; ELECTROMANCY &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 7/63 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Known Location: ???, Tokyo, Japan&lt;br /&gt;
&lt;br /&gt;
Misc. In-Session Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PWP: 5&amp;lt;br&amp;gt;&lt;br /&gt;
TWP: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Arete: 4 (8 fp[3]+24 xp[4])&amp;lt;br&amp;gt;&lt;br /&gt;
Quint: 12&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Real World): 5&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Virtual World): 9&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon(s):&amp;lt;br&amp;gt;&lt;br /&gt;
*1 HK MP5SD silenced 9mm submachinegun&lt;br /&gt;
*several clips of 9mm ammunition&lt;br /&gt;
&lt;br /&gt;
Medical Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br&amp;gt;&lt;br /&gt;
*Messenger Bag&lt;br /&gt;
**Touchscreen Palmtop made from an HTC smartphone (Warded: one story duration, strength 4)&lt;br /&gt;
**mundane stuff&lt;br /&gt;
&lt;br /&gt;
Rotes (1/2):&amp;lt;br&amp;gt;&lt;br /&gt;
*INACTIVE - Nimrod Close Combat Armor (6 armour, 4 HL, a forces shield, a blade, a contact grenade/mine launcher, and an X-6 SMG)&lt;br /&gt;
** The CC suit adds +3 Str and +1 Wits&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Current&amp;lt;/s&amp;gt; Icon: Agent Feanor&amp;lt;br&amp;gt;&lt;br /&gt;
*2 sux to hide armor of contempt&lt;br /&gt;
*4 sux to app (dat elf)&lt;br /&gt;
&lt;br /&gt;
Attributes:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Stamina: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Perception: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: 4 (Specialty: Problem Solving)&amp;lt;br&amp;gt;&lt;br /&gt;
Wits: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents (9):&amp;lt;br&amp;gt;&lt;br /&gt;
*Alertness: 3&lt;br /&gt;
*Awareness: 3&lt;br /&gt;
*Dodge: 3&lt;br /&gt;
&lt;br /&gt;
Skills (13):&amp;lt;br&amp;gt;&lt;br /&gt;
*Stealth: 3 (2 fp)&lt;br /&gt;
*Drive: 2&lt;br /&gt;
*Firearms: 3 (4 xp)&lt;br /&gt;
*Melee: 3&lt;br /&gt;
*Technology: 3&lt;br /&gt;
*Brawl: 2 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Knowledges (7):&amp;lt;br&amp;gt;&lt;br /&gt;
*Computers: 3&lt;br /&gt;
*Enigmas: 2&lt;br /&gt;
*Investigation: 2&lt;br /&gt;
*Linguistics (Japanese &amp;amp; English): 1 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Spheres:&amp;lt;br&amp;gt;&lt;br /&gt;
*Correspondence: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Forces: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Prime: 3 (Focus: Palmtop)(18xp[2]+16xp[3])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds: 7&amp;lt;br&amp;gt;&lt;br /&gt;
*Ally: 3 (1 fp)&lt;br /&gt;
**[[Kiyoshi Nakamura]]&lt;br /&gt;
*Arcane: 3 (1 fp)&lt;br /&gt;
*Avatar: 3&lt;br /&gt;
&lt;br /&gt;
Bonus/Freebie Points Remaining: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flaws:&amp;lt;br&amp;gt;&lt;br /&gt;
*Strangeness: +1 fp&lt;br /&gt;
Merits:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage_PCS]]&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=17391</id>
		<title>Watanabe Ichijo</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=17391"/>
		<updated>2010-06-04T06:18:19Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Ichijo Watanabe &amp;lt;br&amp;gt;&lt;br /&gt;
Player: Zeke&amp;lt;br&amp;gt;&lt;br /&gt;
Nature: Survivor&amp;lt;br&amp;gt;&lt;br /&gt;
Essence: Questing&amp;lt;br&amp;gt;&lt;br /&gt;
Demeanor: Rebel&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition: Virtual Adept &amp;lt;br&amp;gt;&lt;br /&gt;
Concept: Cyberpunk Anti-Hero&amp;lt;br&amp;gt;&lt;br /&gt;
Paradigm: &amp;lt;s&amp;gt;Everything is controlled by electronics, so why not manipulate them to control everything else?&amp;lt;/s&amp;gt; ELECTROMANCY &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 7/63 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Known Location: ???, Tokyo, Japan&lt;br /&gt;
&lt;br /&gt;
Misc. In-Session Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PWP: 5&amp;lt;br&amp;gt;&lt;br /&gt;
TWP: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Arete: 4 (8 fp[3]+24 xp[4])&amp;lt;br&amp;gt;&lt;br /&gt;
Quint: 13&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Real World): 5&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Virtual World): 9&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon(s):&amp;lt;br&amp;gt;&lt;br /&gt;
*1 HK MP5SD silenced 9mm submachinegun&lt;br /&gt;
*several clips of 9mm ammunition&lt;br /&gt;
&lt;br /&gt;
Medical Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br&amp;gt;&lt;br /&gt;
*Messenger Bag&lt;br /&gt;
**Touchscreen Palmtop made from an HTC smartphone (Warded: one story duration, strength 4)&lt;br /&gt;
**mundane stuff&lt;br /&gt;
&lt;br /&gt;
Rotes (1/2):&amp;lt;br&amp;gt;&lt;br /&gt;
*INACTIVE - Nimrod Close Combat Armor (6 armour, 4 HL, a forces shield, a blade, a contact grenade/mine launcher, and an X-6 SMG)&lt;br /&gt;
** The CC suit adds +3 Str and +1 Wits&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Current&amp;lt;/s&amp;gt; Icon: Agent Feanor&amp;lt;br&amp;gt;&lt;br /&gt;
*2 sux to hide armor of contempt&lt;br /&gt;
*4 sux to app (dat elf)&lt;br /&gt;
&lt;br /&gt;
Attributes:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Stamina: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Perception: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: 4 (Specialty: Problem Solving)&amp;lt;br&amp;gt;&lt;br /&gt;
Wits: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents (9):&amp;lt;br&amp;gt;&lt;br /&gt;
*Alertness: 3&lt;br /&gt;
*Awareness: 3&lt;br /&gt;
*Dodge: 3&lt;br /&gt;
&lt;br /&gt;
Skills (13):&amp;lt;br&amp;gt;&lt;br /&gt;
*Stealth: 3 (2 fp)&lt;br /&gt;
*Drive: 2&lt;br /&gt;
*Firearms: 3 (4 xp)&lt;br /&gt;
*Melee: 3&lt;br /&gt;
*Technology: 3&lt;br /&gt;
*Brawl: 2 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Knowledges (7):&amp;lt;br&amp;gt;&lt;br /&gt;
*Computers: 3&lt;br /&gt;
*Enigmas: 2&lt;br /&gt;
*Investigation: 2&lt;br /&gt;
*Linguistics (Japanese &amp;amp; English): 1 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Spheres:&amp;lt;br&amp;gt;&lt;br /&gt;
*Correspondence: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Forces: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Prime: 3 (Focus: Palmtop)(18xp[2]+16xp[3])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds: 7&amp;lt;br&amp;gt;&lt;br /&gt;
*Ally: 3 (1 fp)&lt;br /&gt;
**[[Kiyoshi Nakamura]]&lt;br /&gt;
*Arcane: 3 (1 fp)&lt;br /&gt;
*Avatar: 3&lt;br /&gt;
&lt;br /&gt;
Bonus/Freebie Points Remaining: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flaws:&amp;lt;br&amp;gt;&lt;br /&gt;
*Strangeness: +1 fp&lt;br /&gt;
Merits:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage_PCS]]&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=17383</id>
		<title>Watanabe Ichijo</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Watanabe_Ichijo&amp;diff=17383"/>
		<updated>2010-06-04T05:28:12Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Ichijo Watanabe &amp;lt;br&amp;gt;&lt;br /&gt;
Player: Zeke&amp;lt;br&amp;gt;&lt;br /&gt;
Nature: Survivor&amp;lt;br&amp;gt;&lt;br /&gt;
Essence: Questing&amp;lt;br&amp;gt;&lt;br /&gt;
Demeanor: Rebel&amp;lt;br&amp;gt;&lt;br /&gt;
Tradition: Virtual Adept &amp;lt;br&amp;gt;&lt;br /&gt;
Concept: Cyberpunk Anti-Hero&amp;lt;br&amp;gt;&lt;br /&gt;
Paradigm: &amp;lt;s&amp;gt;Everything is controlled by electronics, so why not manipulate them to control everything else?&amp;lt;/s&amp;gt; ELECTROMANCY &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 7/63 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Known Location: ???, Tokyo, Japan&lt;br /&gt;
&lt;br /&gt;
Misc. In-Session Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PWP: 5&amp;lt;br&amp;gt;&lt;br /&gt;
TWP: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Arete: 4 (8 fp[3]+24 xp[4])&amp;lt;br&amp;gt;&lt;br /&gt;
Quint: 15&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Real World): 5&amp;lt;br&amp;gt;&lt;br /&gt;
Dox (Virtual World): 9&amp;lt;br&amp;gt;&lt;br /&gt;
Weapon(s):&amp;lt;br&amp;gt;&lt;br /&gt;
*1 HK MP5SD silenced 9mm submachinegun&lt;br /&gt;
*several clips of 9mm ammunition&lt;br /&gt;
&lt;br /&gt;
Medical Data:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br&amp;gt;&lt;br /&gt;
*Messenger Bag&lt;br /&gt;
**Touchscreen Palmtop made from an HTC smartphone (Warded: one story duration, strength 4)&lt;br /&gt;
**mundane stuff&lt;br /&gt;
&lt;br /&gt;
Rotes (1/2):&amp;lt;br&amp;gt;&lt;br /&gt;
*INACTIVE - Nimrod Close Combat Armor (6 armour, 4 HL, a forces shield, a blade, a contact grenade/mine launcher, and an X-6 SMG)&lt;br /&gt;
** The CC suit adds +3 Str and +1 Wits&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Current&amp;lt;/s&amp;gt; Icon: Agent Feanor&amp;lt;br&amp;gt;&lt;br /&gt;
*2 sux to hide armor of contempt&lt;br /&gt;
*4 sux to app (dat elf)&lt;br /&gt;
&lt;br /&gt;
Attributes:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strength: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Stamina: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Manipulation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Appearance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Perception: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence: 4 (Specialty: Problem Solving)&amp;lt;br&amp;gt;&lt;br /&gt;
Wits: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Abilities:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Talents (9):&amp;lt;br&amp;gt;&lt;br /&gt;
*Alertness: 3&lt;br /&gt;
*Awareness: 3&lt;br /&gt;
*Dodge: 3&lt;br /&gt;
&lt;br /&gt;
Skills (13):&amp;lt;br&amp;gt;&lt;br /&gt;
*Stealth: 3 (2 fp)&lt;br /&gt;
*Drive: 2&lt;br /&gt;
*Firearms: 3 (4 xp)&lt;br /&gt;
*Melee: 3&lt;br /&gt;
*Technology: 3&lt;br /&gt;
*Brawl: 2 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Knowledges (7):&amp;lt;br&amp;gt;&lt;br /&gt;
*Computers: 3&lt;br /&gt;
*Enigmas: 2&lt;br /&gt;
*Investigation: 2&lt;br /&gt;
*Linguistics (Japanese &amp;amp; English): 1 (2 fp)&lt;br /&gt;
&lt;br /&gt;
Spheres:&amp;lt;br&amp;gt;&lt;br /&gt;
*Correspondence: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Forces: 3 (Focus: Palmtop)&amp;lt;br&amp;gt;&lt;br /&gt;
*Prime: 3 (Focus: Palmtop)(18xp[2]+16xp[3])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Backgrounds: 7&amp;lt;br&amp;gt;&lt;br /&gt;
*Ally: 3 (1 fp)&lt;br /&gt;
**[[Kiyoshi Nakamura]]&lt;br /&gt;
*Arcane: 3 (1 fp)&lt;br /&gt;
*Avatar: 3&lt;br /&gt;
&lt;br /&gt;
Bonus/Freebie Points Remaining: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flaws:&amp;lt;br&amp;gt;&lt;br /&gt;
*Strangeness: +1 fp&lt;br /&gt;
Merits:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mage_PCS]]&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=17363</id>
		<title>User:Ezekiel-</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User:Ezekiel-&amp;diff=17363"/>
		<updated>2010-06-03T22:31:00Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Quotes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Battles==&lt;br /&gt;
&lt;br /&gt;
===The Battle of Anchorage===&lt;br /&gt;
&#039;&#039;&#039;November 2186&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Result:&#039;&#039;&#039;  PACT forces pyhrrically defended the Anchorage Project mobile suit development center&lt;br /&gt;
&lt;br /&gt;
====Forces====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Admiral Byon Chuk-Bae, Choson&lt;br /&gt;
:2 &#039;&#039;Concord&#039;&#039;-class Cruisers &#039;&#039;Sejong the Great&#039;&#039; and &#039;&#039;Ulsan&#039;&#039;&lt;br /&gt;
:6 &#039;&#039;Proton&#039;&#039;-class Light Cruisers&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer:  Commodore Ichijo Fujita, Horizon&lt;br /&gt;
:1 &#039;&#039;Ryuho&#039;&#039;(&#039;&#039;Melbourne&#039;&#039;)-class light carrier &#039;&#039;Ryuho&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:3 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Losses====&lt;br /&gt;
&#039;&#039;&#039;ZOCU Combined Militia&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Concord&#039;&#039;-class Cruiser &#039;&#039;Sejong the Great&#039;&#039;&lt;br /&gt;
:Mixed mobile suits and aerospace&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Japanese Space Defense Force&#039;&#039;&#039;&lt;br /&gt;
:1 &#039;&#039;Hokkaido&#039;&#039;(&#039;&#039;Antietam&#039;&#039;)-class Heavy Cruiser &#039;&#039;Hokkaido&#039;&#039;&lt;br /&gt;
:2 &#039;&#039;Okinawa&#039;&#039;(&#039;&#039;Truxton&#039;&#039;)-class destroyers&lt;br /&gt;
:1 XM-9 &#039;&#039;Rickenbacker&#039;&#039; Combat Frame&lt;br /&gt;
:Mixed aerospace&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
coming&lt;br /&gt;
&lt;br /&gt;
===The Battle of Rapture===&lt;br /&gt;
UNSO-1701&amp;lt;br&amp;gt;&lt;br /&gt;
April 19, 2189&amp;lt;br&amp;gt;&lt;br /&gt;
All times in Zulu / Expanse Standard Time&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*0000 - PACT&#039;s First Fleet, comprised of Joint Task Forces 11, 12, 14, and 15, arrives in the Rapture system from Horizon via Widowmaker (ed note: placeholder name) and sets course for the Choson catapult station with JTF 14 in the van and all other task forces in line astern.&lt;br /&gt;
&lt;br /&gt;
*0300 - First Fleet picket destroyers detect a ZOCU task force approaching from the Choson catapult and report this to the fleet commander (Admiral Michael Konde, USN) aboard the supercarrier &#039;&#039;Ronald Reagan&#039;&#039; as &#039;Group Alpha&#039;.&lt;br /&gt;
&lt;br /&gt;
*0700 - Group Alpha engages First Fleet&#039;s leading elements slightly more than halfway between Jump Zone Widowmaker and JZ Choson; losses are estimated at approximately five vessels destroyed (each side) and ten damaged (each side). Group Alpha then commences a tactical withdrawal toward the concentration of cosmic debris designated Asteroid Field 1, approximately equidistant from the Choson, Kanon, and Erebus catapult stations. Admiral Konde detaches JTF 14 to secure JZ Choson and the catapult there and orders pursuit of Group Alpha.&lt;br /&gt;
&lt;br /&gt;
*1200 - JTF 14 arrives at and secures JZ Choson, and commences boarding operations to secure the catapult there.&lt;br /&gt;
&lt;br /&gt;
*1400 - First Fleet pickets detect large concentrations of ZOCU vessels and a large, unknown signature approximately equidistant from the Kanon and Erebus catapults. The pickets are engaged and destroyed by mobile suit forces before they can relay their report to Admiral Konde.&lt;br /&gt;
&lt;br /&gt;
*1500 - First Fleet catches up to Group Alpha near AF1 and re-engages. Enemy ships continue to fight, but withdraw toward JZ Kanon at the first opportunity once damage is sustained. Konde chooses to order First Fleet to remain in place and secure spatial dominance within the sensor shadow afforded by the asteroid field. Combat continues, abating slowly.&lt;br /&gt;
&lt;br /&gt;
*1600 - Group Alpha has by this time either withdrawn to JZ Kanon or been destroyed. First Fleet has established itself along the starward edge of the asteroid field and begun temporary repairs. The ZOCU forces and unknown energy signature remain undetected as Konde temporarily abandons his pursuit of the enemy and focuses on reordering his formation.&lt;br /&gt;
&lt;br /&gt;
*1607 - A massive energy signature is detected midway between JZ Kanon and JZ Erebus.&lt;br /&gt;
&lt;br /&gt;
*1610 - An enormous beam strikes out toward First Fleet from the location of the signature and narrowly misses, instead superheating and detonating many of the asteroids First Fleet has hidden itself behind and sending kiloton-weight asteroid remnants into the midst of Konde&#039;s formation. Konde immediately orders the fleet to open fire on the incoming asteroids, but a number of escorts are damaged or lost outright to impacts.&lt;br /&gt;
&lt;br /&gt;
*1611 -&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
&lt;br /&gt;
===Algiers-class Deep Space Cutter (6x Cruiser)===&lt;br /&gt;
&lt;br /&gt;
:Mobility: 4 &lt;br /&gt;
:Evasion: 3.5&lt;br /&gt;
:Armor: 16 &lt;br /&gt;
:Structure: 11 &lt;br /&gt;
:Hits: 52 &lt;br /&gt;
:Space: 160&lt;br /&gt;
:Power: 180&lt;br /&gt;
:P. Consumption: 152&lt;br /&gt;
&lt;br /&gt;
*Combat Fittings (41 spaces)&lt;br /&gt;
&lt;br /&gt;
:4x Burst-modal DP cannon&lt;br /&gt;
::(-16 spaces, -8 power)&lt;br /&gt;
:2x Dual-mode Medium Beam Cannon&lt;br /&gt;
::(-16 spaces, -32 power)&lt;br /&gt;
:2x Scattering Beam Point Defence&lt;br /&gt;
::(-4 spaces, -8 power)&lt;br /&gt;
:1x Cluster Missile Launcher&lt;br /&gt;
::(-5 spaces)&lt;br /&gt;
&lt;br /&gt;
*Noncombat Fittings (119 spaces)&lt;br /&gt;
&lt;br /&gt;
:1x Flash Field &lt;br /&gt;
::(-4 spaces, -32 power)&lt;br /&gt;
:4x Fusion Thruster&lt;br /&gt;
::(-32 spaces, -64 power)&lt;br /&gt;
:2x Jump Drive&lt;br /&gt;
::(-2 spaces, -8 power)&lt;br /&gt;
:1x Structural Reinforcement&lt;br /&gt;
::(-8 spaces)&lt;br /&gt;
:4x Double-Bonded Lunar Titanium Armor&lt;br /&gt;
::(-16 spaces)&lt;br /&gt;
:9x Forced Fusion Reactor&lt;br /&gt;
::(-9 spaces)&lt;br /&gt;
:20CP cargo bay&lt;br /&gt;
::(-20 spaces)&lt;br /&gt;
:24DP hangar&lt;br /&gt;
::(-24 spaces)&lt;br /&gt;
:2x Docking Ring&lt;br /&gt;
::(-4 spaces)&lt;br /&gt;
&lt;br /&gt;
:Engineering Coefficient: 4 &lt;br /&gt;
:Hull Coefficient: 4&lt;br /&gt;
&lt;br /&gt;
==PACT TO&amp;amp;E (March 1 2189)==&lt;br /&gt;
PACIFIC ARM COOPERATION TREATY - JOINT COMBAT COMMAND&lt;br /&gt;
&lt;br /&gt;
TABLE OF ORGANIZATION &amp;amp; EQUIPMENT A/O 1 MAR 2189&lt;br /&gt;
&lt;br /&gt;
*GHQ Horizon (Fortress Tsushima, Horizon Prefecture, Euclid System)&amp;lt;br&amp;gt;&lt;br /&gt;
**First Fleet (Supercarrier USS Ronald Reagan)&amp;lt;br&amp;gt;&lt;br /&gt;
***Joint Task Force 11 (Supercarrier USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
****Independent Carrier Task Group 1&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARGRU 11 (USS Joseph Morales)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Joseph Morales (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ronald Reagan (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS William Clinton (Lincoln-class CVB)&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.1 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1111 (Battleship USS Bradley)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Bradley (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Patton (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Marshal (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1112 (USS Essex)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Essex (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Hornet (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Wasp (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1112 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-1 (Cruiser USS Eridanus)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Eridanus (Antietam-II-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Saratoga (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Yorktown (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1113-2 (Cruiser USS San Jacinto)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Jacinto (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Cowpens (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS San Juan (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1114 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-1 (Destroyer USS Truxton)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Truxton (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS William Fitzpatrick (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Franklin (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESDIV 1114-2 (Destroyer USS Bulkeley)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Bulkeley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Caine (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Huxley (Truxton-II-class DDG)&amp;lt;br&amp;gt;&lt;br /&gt;
******DESRON 1115&amp;lt;br&amp;gt;&lt;br /&gt;
****Joint Task Group 11.2 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
*****BATRON 1121 (Battleship USS Clark)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Clark (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Grant (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Franks (Rft. Macarthur-class BB)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CARRON 1122 (Carrier USS Ticonderoga)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Ticonderoga (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Kaesong (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
******USS Khe Sanh (Rft. Essex-class CVL)&amp;lt;br&amp;gt;&lt;br /&gt;
*****CRURON 1123 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-1 (Cruiser USS Montpelier)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Montpelier (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Boston (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Hue City(Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
******CRUDIV 1123-2 (Cruiser USS Fredericksburg)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Fredericksburg (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Falaise (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*******USS Ste. Marie du Mont (Antietam-I-class CA)&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1124&amp;lt;br&amp;gt;&lt;br /&gt;
*****DESRON 1125&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; 100% of everything MJ says is a lie or said to confuse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ralson&amp;gt; MJ, when you try to make stuff sound cool you make absolutely everyone with a brain think it&#039;s the dumbest shit ever invented.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; You should go to SB talking about how great Freehold is.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Ralson&amp;gt; Nobody would ever read it again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Shrike&amp;gt; Why do you hate freedom?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Nasdaq&amp;gt; I&#039;m a conservative&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; FBH is of the FBH school of IR&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; which is be smug and not give helpful advice ever&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; and be smug&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Koffee&amp;gt; Birds gotta fly, dogs gotta bark, and I have to destroy the world for a psuedo-religious reason&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;g_g&amp;gt; It&#039;s a preemptive defense measure. After getting somehow involved in a world war in every SD since god knows what you stop taking the Stahlhelm off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Shrike&amp;gt; you can&#039;t spell world war without Germans, and G is an important part of this ethno-militaristic group&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; so...Ophen is exactly the same as Hampshire?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; No one is run by Ted Kennedy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Koffee&amp;gt; The other is run by Boss Hogg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Rask&amp;gt; Is it time for the newest episode of &amp;quot;FBH Wants More&amp;quot; already? ;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Hizqeel&amp;gt; As the Jewish state collapsed, many Jews of various nationalities pooled their resources to GTFO&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Screwball&amp;gt; clearly, when the going gets tough, the Jews get going. D:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara is really Corrigedor&#039;s puppet&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; plausable denability&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; Adhara started as a CIA project in 66&amp;lt;br&amp;gt;&lt;br /&gt;
* Ezekiel does not approve of Silence&#039;s plan &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; You see my dear padawan&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; fear of the Adharans will drive the outer systems to look for a strong patron&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; But not any&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; one who will embody virtures such as &amp;quot;justice&amp;quot; and &amp;quot;honor&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; and then the rim will belong to the rightful rulers of the galaxy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;Duke&amp;gt; all thanks to tin men who foolishy thought they were people.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[00:18:05] * MW cleanses Zeke in the Keeper fashion&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:11] &amp;lt;MW&amp;gt; welcome brother &amp;gt;:(&amp;lt;br&amp;gt;&lt;br /&gt;
[00:18:45] * Zekebed bows to MW, master of the Host&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:14] &amp;lt;dacis2uni&amp;gt; Cleansed = cleaved by fission blade?&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:24] &amp;lt;MW&amp;gt; more like decapitated&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:27] &amp;lt;MW&amp;gt; whilst on your knees&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:29] &amp;lt;MW&amp;gt; so...executed&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:38] &amp;lt;MW&amp;gt; but it&#039;s a really lovely ceremony&amp;lt;br&amp;gt;&lt;br /&gt;
[00:19:46] &amp;lt;MW&amp;gt; I get a tear every time I see it&amp;lt;br&amp;gt;&lt;br /&gt;
[00:20:10] &amp;lt;MW&amp;gt; I totally just earned dark side points there, didn&#039;t I&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Maybe it&#039;s time to find Uncle before your various misdeeds here catch up with  you.  Mari is totally unimpressed with Chinese Heaven.  Next stop, Valhalla!&lt;br /&gt;
&lt;br /&gt;
[00:41:46] &amp;lt;IXJac&amp;gt; You realize you&#039;re never going to go anywhere near the Egyptian afterlife, right Norse? I mean, what a nightmare to run.  I&#039;d just sit back and say, &amp;quot;OK, write as much as you want for the next four hours.  Then I&#039;ll come back and give you some XP.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Beta-chan&amp;gt; This is the day half the chantry couldn&#039;t figure out any of the puzzles and therefore decided to crash through the door with a Soviet armoured train&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Ezekiel&amp;gt; Well, unlike MJ&#039;s simple monotasking processor, us humans can actually converse about multiple things at a time&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;MJ12&amp;gt; Shut the fuck up Ezekiel I will have you know that I have a quad-core processor and can think about four things at a time D:&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[11:39:26] &amp;lt;Koffee_away&amp;gt; MJ12 speech reminds me of this&amp;lt;br&amp;gt;&lt;br /&gt;
[11:39:27] &amp;lt;Koffee_away&amp;gt; &amp;quot;Who cares about Derek Zoolander anyway? The man has only one look, for Christ&#039;s sake! Blue Steel? Ferrari? Le Tigra? They&#039;re the same face! Doesn&#039;t anybody notice this? I feel like I&#039;m taking crazy pills! I invented the piano key necktie, I invented it! What have you done, Derek? You&#039;ve done nothing! NOTHIIIING! And I will be a monkey&#039;s uncle if I let you ruin this for me, because if you can&#039;t get the job done, then I will! &amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Peel&amp;gt; If ZOCU was opposed to silly waste, they wouldn&#039;t have invented mecha.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;IXJac&amp;gt; Two mages standing side by side viewing the same Vista could see different things&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;IXJac&amp;gt; To the VA there&#039;s only one explanation for this inconsistency - Drug Addled Peyote Binge&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mage Shit==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Jimmy Bellici]]&#039;&#039;&#039; (Eze)&lt;br /&gt;
:He&#039;s on a mission. &#039;&#039;From God&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lordstech&amp;diff=17348</id>
		<title>Lordstech</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lordstech&amp;diff=17348"/>
		<updated>2010-06-03T05:20:55Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Aim==&lt;br /&gt;
&lt;br /&gt;
*Produce glorious new reimagining (/unfuck) of Btech starting from 3025 &lt;br /&gt;
(assumption is that most everything in the setting is on the chopping block until specifically pardoned)&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
===Essentials===&lt;br /&gt;
&lt;br /&gt;
*The core concept of Battletech is a neo-feudal future in which Mechwarriors are the knights and Battlemechs their steeds. Continuing in this vein, the rest of a given house army are men-at-arms serving their feudal lord.&lt;br /&gt;
&lt;br /&gt;
*The Star League was feudal, but enlightened and industrialized; the &#039;modern&#039; Inner Sphere of 3025 is still feudal but a much rougher sort.&lt;br /&gt;
&lt;br /&gt;
**The Clans could be considered the equivalent of Mongols. --Ezekiel- 02:27, 2 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
*Analyze setting for things worth keeping.&lt;br /&gt;
*Get rid of fucking clanhax (Valla, sign your shit!)&lt;br /&gt;
&lt;br /&gt;
==Participants==&lt;br /&gt;
*Shrike&lt;br /&gt;
*Zeke&lt;br /&gt;
*MJ12&lt;br /&gt;
*Ent?&lt;br /&gt;
&lt;br /&gt;
==IMPORTANT NOTES==&lt;br /&gt;
&lt;br /&gt;
*No fanboyism allowed. Fanboys will be purged.&lt;br /&gt;
*Sign your work! --Ezekiel- 02:27, 2 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lordstech&amp;diff=17326</id>
		<title>Lordstech</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lordstech&amp;diff=17326"/>
		<updated>2010-06-02T02:27:48Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Aim==&lt;br /&gt;
&lt;br /&gt;
*Produce glorious new reimagining (/unfuck) of Btech starting from 3025 &lt;br /&gt;
(assumption is that most everything in the setting is on the chopping block until specifically pardoned)&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
===Essentials===&lt;br /&gt;
&lt;br /&gt;
*The core concept of Battletech is a neo-feudal future in which Mechwarriors are the knights and Battlemechs their steeds. Continuing in this vein, the rest of a given house army are men-at-arms serving their feudal lord.&lt;br /&gt;
&lt;br /&gt;
*The Star League was feudal, but enlightened and industrialized; the &#039;modern&#039; Inner Sphere of 3025 is still feudal but a much rougher sort.&lt;br /&gt;
&lt;br /&gt;
**The Clans could be considered the equivalent of Mongols. --Ezekiel- 02:27, 2 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
*Analyze setting for things worth keeping.&lt;br /&gt;
&lt;br /&gt;
==Participants==&lt;br /&gt;
*Shrike&lt;br /&gt;
*Zeke&lt;br /&gt;
*MJ12&lt;br /&gt;
*Ent?&lt;br /&gt;
&lt;br /&gt;
==IMPORTANT NOTES==&lt;br /&gt;
&lt;br /&gt;
*No fanboyism allowed. Fanboys will be purged.&lt;br /&gt;
*Sign your work! --Ezekiel- 02:27, 2 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lordstech&amp;diff=17325</id>
		<title>Lordstech</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lordstech&amp;diff=17325"/>
		<updated>2010-06-02T02:26:48Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: /* Essentials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Aim==&lt;br /&gt;
&lt;br /&gt;
*Produce glorious new reimagining (/unfuck) of Btech starting from 3025 &lt;br /&gt;
(assumption is that most everything in the setting is on the chopping block until specifically pardoned)&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
===Essentials===&lt;br /&gt;
&lt;br /&gt;
*The core concept of Battletech is a neo-feudal future in which Mechwarriors are the knights and Battlemechs their steeds. Continuing in this vein, the rest of a given house army are men-at-arms serving their feudal lord.&lt;br /&gt;
&lt;br /&gt;
*The Star League was feudal, but enlightened and industrialized; the &#039;modern&#039; Inner Sphere of 3025 is still feudal but a much rougher sort.&lt;br /&gt;
&lt;br /&gt;
**The Clans could be considered the equivalent of Mongols.&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
*Analyze setting for things worth keeping.&lt;br /&gt;
&lt;br /&gt;
==Participants==&lt;br /&gt;
*Shrike&lt;br /&gt;
*Zeke&lt;br /&gt;
*MJ12&lt;br /&gt;
*Ent?&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Lordstech&amp;diff=17324</id>
		<title>Lordstech</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Lordstech&amp;diff=17324"/>
		<updated>2010-06-02T02:25:32Z</updated>

		<summary type="html">&lt;p&gt;Ezekiel-: Created page with &amp;#039;==Primary Aim==  *Produce glorious new reimagining (/unfuck) of Btech starting from 3025  (assumption is that most everything in the setting is on the chopping block until specif…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Primary Aim==&lt;br /&gt;
&lt;br /&gt;
*Produce glorious new reimagining (/unfuck) of Btech starting from 3025 &lt;br /&gt;
(assumption is that most everything in the setting is on the chopping block until specifically pardoned)&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
===Essentials===&lt;br /&gt;
&lt;br /&gt;
*The core concept of Battletech is a neo-feudal future in which Mechwarriors are the knights and Battlemechs their steeds. Continuing in this vein, the rest of a given house army are men-at-arms serving their feudal lord.&lt;br /&gt;
&lt;br /&gt;
*The Star League was feudal, but enlightened and industrialized;&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
*Analyze setting for things worth keeping.&lt;br /&gt;
&lt;br /&gt;
==Participants==&lt;br /&gt;
*Shrike&lt;br /&gt;
*Zeke&lt;br /&gt;
*MJ12&lt;br /&gt;
*Ent?&lt;/div&gt;</summary>
		<author><name>Ezekiel-</name></author>
	</entry>
</feed>