Super Robot Wars: Stellar Vector

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In the tradition of the SRW games, SRW:Stellar Vector is a crossover-style grand strategy game. The core setting is a mash-up of several Gundam series/timelines with a number of other mecha settings added in to further flesh out the crossover setting. Also as is the norm for SRW, all these settings are assumed to coexist and share a common history; as such specific setting history may be changed to suit. An in-depth knowledge of the setting(s) involved or strict adherence to canon events and characters is not necessary to play; at its core SRW:Stellar Vector is a sandbox and a few of the pre-generated factions are essentially blank slates even in official works.

The ground rules

  • 1) Don't be a canon nazi. Some people may not have exposure to every piece of work being referenced and details may well be changed to suit the game's collective setting. Just roll with it.
  • 1b) If bringing in a more obscure fiction (e.g. Invincible Super Man Zambot 3) be a good sport and provide a wikipedia link, fansite, etc.
  • 1c) Feel free to make up new things/characters that are in theme. Playing neo-zeon doesn't mean you have to slavishly adhere to only Char and Haman.
  • 1d) Entirely OC factions are currently disallowed unless they directly tie in with existing setting elements (e.g. an OC Zeonic splinter faction that is not Char, Haman Karn, etc would be acceptable)
  • 2) Canon named heroes/villains can be narratively important but are not 'I win' buttons.
  • 3) Power levels will be equalized. No arguments about if Nadeciso's distortion field can repel mega particle cannons please.
  • 3b) Similar things are the same thing; newtypism and geass powers are just different terms for the same family of psychic woo-woo, an Aldnoah drive is the same as a phase transition engine, etc. Don't sweat the small stuff, your GM certainly won't.

Important History

The One Year War did not open with a mass nuclear conflict that killed over five billion (!) people, but tactical nuclear weapons were used in several battles around Side 4. The accidental destruction of the Island Iffish space colony shocked various neutral states and under pressure from PLANT and others, the 'One-Week Armistice' saw the rapid drafting and signing of the Antarctic Treaty between Zeon, the Federation and other major states. This outlawed the use of weapons of mass destruction and defined a number of war conduct agreements. Rumors abound that a number of 'guests' were also present for the signing of the Antarctic Treaty.

Soon afterwards, the Principality lands invasion forces under cover of mass Minovsky particle jamming, disrupting power grids all across the eastern hemisphere and disabling many electronic systems, achieving a massive foothold on Earth's surface as the Minovsky-blinded Federation forces attempt to rally. By the middle of the year the Indian Ocean had become a Zeonic lake with resistance only in Indochina and eastern Australia, while forces north had moved through the Caucasus and essentially split Russia in two. However the Federation's resistance was stiffening by this point and weapons were flowing out of the massive factory complexes at Jaburo in the South American uplands. Attempts to disable or destroy Jaburo were continually unsuccessful and Zeonic landings near Patagonia were stalled in Brazil. Operation British was the solution; part of Island Iffish was strapped with nuclear pulse engines and directed towards the Earth as a kinetic impactor. Unfortunately, (for Zeon) Federation defenders managed to mostly shatter it with nuclear weapons and knocking it off course. Unfortunately (for Australia) the endcap fell near Sydney, excavating a huge crater and killing millions in the direct impact and millions more in the ensuing tsunamis. This gross violation of both decency and the recently-signed Antarctic Treaty saw PLANT remove its support from Zeon and being spreading N-Jammers across the Earth sphere to deny any further use of nuclear weapons.

The failure of Operation British essentially stalled Zeonic advances and by September the first modern Federation mobile suits - the RX-78 Gundam family and soon after its mass-produced relatives the RGM-79 GM - had reached the battlefield and Zeon began to collapse. By early December the war (excluding stay-behind forces) had moved completely into space and the war culminated at the battle of A Baoa Qu on December 30-31. This apocalyptical battle saw the use of the Zeonic 'colony laser' and mass casualties on both sides, including much of the Zeonic leadership. Within days the now leaderless Zeonic government had sued for an armistice. A full political settlement was signed at the Granada Treaty, which among other things superseded the Antarctic Treaty and made its various sections permanent; today the Granada Treaty covers 'the rules of war'. Peace - of a sort - soon returned.

Of a sort because the Federation's concentration on the Earth Sphere gave free reign for other separatist groups such as BAHRAM on Mars to seize their autonomy by force. The lingering aftereffects and afterconflicts of the OYW has shaped the solar system as it exists today.

More history bits as it becomes relevant

Kaldar Dossier

The Boson Gate Network

The Jovian Boson Gates link Sol together and allow easy instant travel between planets. The Vers has long pored over the remnants of their gate to attempt to reclaim their place.

  1. Ganymede Gekiganger Gate, Jupiter
  2. Terra Gate, Earth Orbit / Side 0
  3. Selene Gate, Luna
  4. Helium Gate, Jupiter Orbit
  5. Ares Gate, Marsz
  6. Palladium Gate, Pallas in Asteroid Belt (near Axis territory)
  7. Zodiac Gate, Side 1
  8. Callisto Horizon Gate, Jupiter
  9. Chronos Gate, Saturn


Nation Factions

SRW: Stellar Vector is primarily a GSRP, but due to the nature of the Super Robots Franchise there is also room for smaller sub-national groups such as Londo Bell, neo-Zeonic insurgent groups, super robot teams, etc etc to perform heroics and villainy. Information for this follows the nation section.

Write-ins for nations are accepted, though they will be curated to make sure they fit. The Mars Bank (from Jovian Chronicles) would be acceptable. The Adeptus Mechanicus on Mars would probably not without a lot of fudging.

SRW:SV OOBs


NATION KEY Core Territories: A faction's primary territory (or territories) where much of their population, economy and industry can be found. Critical Sites: These are specific locations of high importance, such as capital cities Strength: The type and relative strength of a faction. Generally speaking stronger powers also have more interests. Affinity: Other factions that are well-disposed and share broad ideological similarities. Animus: Factions that would be very problematic to work with

Earth

Humanity's birthworld has been repeatedly damaged by calamities both natural and man-made, but remains unbowed. The great out-migration to the orbital colonies and Mars has greatly reduced Earthside population to only roughly two billion which has substantially lessened the impact of human civilization on an increasingly fragile ecosphere. For all that, Earth remains the heart of humanity and its center of power. Earth's political landscape has also been reshaped; with administrative boundaries redrawn during the Universal Century and social boundaries blurred and changed, the Earth of UC0100 looks very different from that of Earth two centuries ago.

The United Earth Sphere Federation - The successor of the AD-era United Nations, the United Earth Sphere Federation (generally just the Federation, or EF) was founded a hundred years ago in the aftermath of the War of Lunar Autonomy; its founding date was UC0001 under the new calender and for much of this time it was the de facto sovereign state of all objects outside of Earth's atmosphere and the superstate on Earth. Under its auspices major efforts were made to terraform Mars and move billions of humans into space to reduce the load of the by-then fragile biosphere of Earth. In practice it is a giant with feet of clay and several recent wars have sapped it and saw various secessionist movements successfully break away from the Federation, officially or unofficially. Likewise, many Earthside states have begun to chafe under the Federation bureaucracy.

  • Core Territories: South America, Europe, Africa, Luna, Luna II, Side 0
  • Critical Sites: Dakar (capital), Jaburo Base (primary military base, under Auyantepui), Von Braun City (Luna), Solomon (asteroid fort), A Baoa Qu (asteroid fort)
  • Strength: Superpower
  • Affinity:
  • Animus: Separatists
  • Morale: Moderate
  • Economy: Very Large
  • Hotbloodedness: Very Low
  • Contolism: Very Low

The Holy Britannian Empire - "Neither holy nor British", the Britannian Empire was once the Anglosphere states of North America. While one of the core players in the formation of the Earth Federation, a century later the Britannian Empire has drifted away and a complex relationship now exists. The One Year War saw them 'protect' Japan from Zeonic aggression, whereaupon they occupied it until the Black Knight uprising saw the newly-installed Emperor Lelouch pull Britannian troops out of the islands and relinquish control.

  • Core Territories: North America, United Kingdom, Side 7
  • Critical Sites: Pendragon (capital)
  • Strength: Major Power
  • Affinity: Vers Empire
  • Animus: Chinese Federation
  • Morale: Average
  • Economy: Very Large
  • Hotbloodedness: Low
  • Contolism: Very Low

The Chinese Federation - Britannia's counterpart in the east, the Chinese Federation has grown to encompass south-east Asia, the Korean peninsula and much of Siberia. As a whole the Chinese Federation postdates the adoption of the Universal Century calender, the core state of China having manipulated lesser Earth Federation states to join it in a political bloc. Like Britannia is it still nominally part of the Earth Federation but, again like Britannia, acts essentially as it wills.

  • Core Territories: Asia (minus India), Australia, Side 5
  • Critical Sites: Beijing (capital)
  • Strength: Major Power
  • Affinity: Zanscare Empire
  • Animus: Britannia
  • Morale: Low
  • Economy: Very Large
  • Hotbloodedness: Very Low
  • Contolism: Low

Orb Union - The Japanese Republic was seized during the OYW by Britannia under pretext of protecting it from Zeonic aggression, what proved to be a thinly-disguised territorial grab. Eventually however Britannia relinquished its grip and the new government of the Japanese islands declared itself to be the Orb Union, making a break with its history before the conquest. This also gave the people a strong dislike for aristocrats.

  • Core Territories: Japan
  • Critical Sites: Tokyo (capital)
  • Strength: Minor Power
  • Affinity: Earth Federation
  • Animus: Britannia, Cosmo Babylonia, Vers Empire
  • Morale: High
  • Economy: Midsize
  • Hotbloodedness: Average
  • Contolism: Low

The Divine Crusaders - The Divine Crusaders are a secretive branch of the Earth Federation forces, formed before the OYW as the Extra-Over Technological Investigative Institute to fully investigate the overtechnology found on Mars (and, not yet publicly revealed, Jupiter as well) and develop ways to combat it in case the extraterrestrial creators arrived on Earth and were hostile. A number of significant facilities were built to support the activities of the EOTII along the Antarctic Peninsula and it was the host for the Antarctic Summit where the Antarctic Treaty was signed. Latterly it has become even more independent of Earth Federation oversight and completed the 'Earth Cradle' and 'Moon Cradle', immense survival bunkers-slash-underground cities

  • Core Territories: Antarctica
  • Critical Sites: The Earth Cradle, The Moon Cradle
  • Strength: Minor Power
  • Affinity:
  • Animus: Alien Bastards
  • Morale: High
  • Economy: Midsize
  • Hotbloodedness: High
  • Contolism: Low

Earth Sphere

Most of humanity's population lives in the so-called 'Earth Sphere', the area of space in and around the Earth-Moon system, including the Moon itself. Much of this population is in the 'Sides', large constellations of O'Neil cylinders. There are a total of seven Sides, one per Lagrange Point save L4 and L5 which both host two. The unofficial 'Side 8' is the catch-all term for those colonies and stations orbiting the Earth-Moon system collectively, some wandering up to a million kilometers distant or in nonstandard orbits. Likewise, 'Side 0' or 'Gateway' is some of the oldest space habitation, predating the Universal Century and filling the medium orbits around Earth to act essentially as directly managed territories of Earth states; Side 0 also includes the huge number of communication, sensing and powersats supporting the Earth itself.

PLANT - PLANT (more officially Productive Location Ally on Nexus Technology, a full term literally nobody uses) was the first Side to be constructed and remains the most populous today. With a population consisting mostly of Coordinators PLANT has long considered itself the haven for the genetically improved and has had a rocky relationship with the Earth Federation ever since it, along with the Riah Republic, gained independence some 35 years ago in UC0065. It stayed officially neutral in the One Year War, though it supported Zeon politically during the first half of the conflict and only withdrew support in the aftermath of Operation British. PLANT was also instrumental in crafting the current treaty that covered the Republic of Zeon's autonomy.

  • Core Territories: Side 1
  • Critical Sites: Aprilius One (capital)
  • Strength: Major Power
  • Affinity: Republic of Zeon, Riah Republic
  • Animus:
  • Morale: High
  • Economy: Large
  • Hotbloodedness: Average
  • Contolism: High

Republic of Zeon - The Principality of Zeon was the loser of the One Year War, the former Autonomous Republic of Munzo returning to its republican roots as the Republic of Zeon. The post-war has been rough for the people of Side 3 and they continue to believe in the 'ideals of spacenoid independence'. The Republic's military is stringently limited in size by treaty so it has begun developing a variety of high-spec equipment that was only prototypes during the OYW and training a small, fierce cadre of soldiers to use them.

  • Core Territories: Side 3
  • Critical Sites: Zum City (capital)
  • Strength: Middle Power
  • Affinity: PLANT
  • Animus: Earth Federation

Zanscare Empire - The Zanscare Empire forcibly seized its independence in the aftermath of the Gryps War, rallying millions to their cause and the philosophy of Marianism as the Britannian Titans were driven back to Earth and eventually dissolved. Unfortunately while a backer of the AEUG (Anti-Earth Union Group) during that conflict, they have become what they fought against and have ressurected the archaic guillotine as a symbol. It is widely believed that they have struck a secret deal with the Chinese Federation to ensure their safety against any possible Britannian counterblow. The fact that no such counterblow has fallen for years suggests that perhaps there is truth to this.

  • Core Territories: Side 2
  • Critical Sites: Amelia (capital)
  • Strength: Middle Power
  • Affinity: Chinese Federation
  • Animus: Britannia

Riah Republic - In UC0065 the Riah Republic gained autonomy from the Earth Federation alonside PLANT and the Republic of Munzo, promptly declaring neutrality in all political affairs. This was sorely tested during the so-called "war in the pocket" when their neutrality was abused by the EF to construct weapons and recently a new generation of leaders has said it is time to put their neutrality aside lest they forever exist in the shadows of others.

  • Core Territories: Side 6
  • Critical Sites:
  • Strength: Middle Power
  • Affinity: PLANT
  • Animus:
  • Morale: Average
  • Economy: Midsize
  • Hotbloodedness: Low
  • Contolism: Average

Cosmo Babylonia - Side 4 was heavily damaged during the OYW and later once again during the Gryps War and only a small number of colony cylinders still existed at this Side when it was taken over by the Crossbone Vanguard and the new state of Cosmo Babylonia was established. Dedicated to the principles of aristocracy and noblesse oblige this young state has signed a treaty of friendship with the Britannians, foiling any plans to 'correct things' by the Earth Federation. Privately though, most EF officers are quite happy to just ignore the pretend aristocrats and their pocket kingdom unless the Crossbone Vanguard does something foolish.

  • Core Territories: Side 4
  • Critical Sites: Frontier IV (capital)
  • Strength: Minor Power
  • Affinity: Britannia
  • Animus: Earth Federation
  • Morale: High
  • Economy: Small
  • Hotbloodedness: Average
  • Contolism: High

Moore Colonies Cosmo Union - Formerly the

  • Core Territories: Side 4
  • Critical Sites: High Garden (capital)
  • Strength: Minor Power
  • Affinity:
  • Animus:
  • Morale: Average
  • Economy: Small
  • Hotbloodedness: Average
  • Contolism: Average

Mars

Scattered habitation existed on Mars even before the Universal Century but these were small, proof of concept settlements. All that changed with the discovery of the Lunar boson leap gate on the dark side of the Moon just a few years before the Universal Century. Connected to Mars and monopolized by the self-styled Vers Empire until the catastrophic destruction of the Lunar gate at the end of the OYW, Mars colonization and terraforming was, alongside the migration into the Sides, one of the great works undertaken during the Universal Century. While Mars is still not shirtsleeve habitable today, a century of terraforming efforts have at least rendered the Martian surface one that can be visited with nothing more than a supplementary oxygen mask and a warm jacket.

The Martian Union - A recent nation created by the reorganization and reformation of the previous Martian settlements and borders in the wake of the Tekkaden Affair. While many have high hopes for the Union, it is under military threat by both BAHRAM and the Vers Empire (and potentially even Mars Zeon); to make matters worse it has earned the ire of both Britannia and the Chinese Federation due to loss of territory. Thankfully for Unionist leaders, they have no small support in the Earth Federation proper, as they are seen as a stabilizing influence on the Red Planet.

  • Core Territories: Mars
  • Critical Sites: Chryse (capital)
  • Strength: Middle Power
  • Affinity: Earth Federation
  • Animus: BAHRAM, Vers Empire

BAHRAM - BAHRAM was one of the belligerents during the 'troubles', successfully fighting against Earth Federation forces and establishing their independence. Unfortunately they were first in line when the EF returned, their military command structure and powerful space fortress destroyed by a defector. Forced to all but disarm, the BAHRAM counties were stuck in a humilitating position by an EF looking to make an example of someone, ideally someone distant enough that they couldn't cause problems. BAHRAM has also nursed a grudge against the Martian Union, seeing the Unionists as willing to support the cause of collective Martian independence right up until they could throw BAHRAM out as a sacrificial lamb.

  • Core Territories: Valle Marinaris, Margaritifer,
  • Critical Sites: Vacilia (capital)
  • Strength: Minor Power
  • Affinity: Zeon
  • Animus: Martian Union
  • Morale: Average
  • Economy: Small
  • Hotbloodedness: High
  • Contolism: Very High


Mars Zeon - The philosophies of Zeon Zum Daikun spread all the way to Mars and in the years leading up to the OYW there was significant travel between Side 3 and Mars. The defeat of Zeon at the end of the OYW also saw many flee through the Lunar darkside boson leap gate as the Earth Federation forces moved to assume control of Side 3. There they founded Mars Zeon. Several attempts by EF forces to crush armed resistance were foiled by distance and logistical concerns and by the time the EF was in a position to do properly after the losses taken in defeating BAHRAM, a political agreement not dissimilar to the one governing the Republic of Zeon was agreed upon.

  • Core Territories: Tharsis Uplands
  • Critical Sites: Olympus Mons
  • Strength: Minor Power
  • Affinity: BAHRAM, Martian Republic
  • Animus:
  • Morale: High
  • Economy: Small
  • Hotbloodedness: Average
  • Contolism: High

Free Mars Republic - The founding of the Martian Union had high expectations upon it by many of the Martian radicals who had agitated for it. Many found them dashed when it became clear how much influence Earth would continue to exert on the new country, but even more would find their hopes shattered when General Von Stein of the local forces would briefly seize power. Though he would quickly relinquish power back to the civilian government, the incident resulted in the purges of many anti-Earth radicals and ending the careers of several Federation politicians sympathetic to greater Martian autonomy. In response, the Martian city of Deloyer would distance itself from the Union, and its citizens would take up arms in defence of the settlement. This lead to a harsh response, as General Von Stein sent forces to brutally suppress Deloyer's uprising. Though many lives would be lost in the iron fisted crackdown, it would ultimately backfire. Deloyer might have been suppressed, but many of its citizens would escape and unite with radicals from across Mars under the leadership of Professor David Samalin, a long-time organizer of Martian indepence groups.

  • Core Territories:
  • Critical Sites: Deloyer
  • Strength: Autonomous Group
  • Affinity: PLANT
  • Animus: Earth Federation, Martian Union
  • Morale: High
  • Economy: N/A
  • Hotbloodedness: Average
  • Contolism: High

The Vers Empire - The discovery of the boson leap gate on the darkside of the Moon drastically changed the course of Mars's history. Among the first to use it was the ancestors of those who would become the Vers Empire. Managing to repurpose some of the overtechnology found at the Mars boson leap gate they declared an independent state. With the Martian boson leap gate under their control they had the leverage to do so and while never populous, they grew rich on transit tarrifs. This all came to an end in the final act of the OYW, as the accidental destruction of the darkside Lunar gate severed the instantaneous link to the Earthsphere and with it, their economic and political importance. The subsequent government has become progressively more radical and militant and it is believed to be only a matter of time until they unleash their Orbital Knights on others. They hold a particular and one-sided antipathy towards the Jovians who have constructed a number of boson jump gates across the solar system (including Mars) and consequently taken the position that the Vers consider rightfully theirs.

  • Core Territories:
  • Critical Sites:
  • Strength: Minor Power
  • Affinity: Britannian Empire
  • Animus: Martian Union, Jovian Federation
  • Morale: Low
  • Economy: Small
  • Hotbloodedness: Very High
  • Contolism: Very High

The Belt

Axis Zeon

  • Core Territories: Pallas Shoal
  • Critical Sites: Axis
  • Strength: Minor Power
  • Affinity:
  • Animus:


The Enders - The collective name for various habitats that have been built over the years at the end of human settlement, the Enders have begun to form a collective identity. Armed with a ramshackle array of weapons piloted by everyone from Zeonic hardliners still refighting the OYW to child soldiers that fell in the cockpit of an orbital frame they are disorganized but not to be taken lightly. Many in the Earth Federation express concern about the potential for trouble in these distant colonies, but many others simply say it's too far and the Federation is stretched too thin to worry about them.

  • Core Territories: Here and there
  • Critical Sites: None
  • Strength: Minor Power
  • Affinity:
  • Animus:


Jupiter

Jupiter has long been a major source of Helium-3 fuel, the power source that made the Universal Century possible. Mysterious and insular for much of the last century, it is only recently that the Jovians has charted a new course and sought to re-integrate into the great human metaculture.

The Jovian Federation - The losers of the century-passed War of Lunar Autonomy, the future inhabitants of Jupiter agreed to a Faustian bargain; they would relocate to the frontier of Jupiter, settle it and provide an agreed-upon quota of Helium-3 to the Earth Sphere. In return their crimes would be collectively forgiven and they would have otherwise full autonomy. For much of the subsequent century the Jovian colonists were extremely insular, providing only the requisite Helium fuel and avoiding other contact with the rest of the Solar system. They were curiously unconcerned with the discovery of Metatron ore on Mars and it was only with the arrival of 'The Man From Jupiter', Paptimus Scirocco, and Jovian support for Neo-Zeon forces did the Earth Federation discover that the Jovians had hereto-unsuspected technology and a source of Metatron. The death of Scirocco saw a coup against his supporters and the Jovian Federation has since charted a more open course, including sharing their boson gate technology that now ties Earth, Mars and Jupiter together.

  • Core Territories: Galilean moons
  • Critical Sites: 'The Artifact' (overtechnology factory)
  • Strength: Middle Power
  • Affinity:
  • Animus:
  • Morale: Very High
  • Economy: Moderate
  • Hotbloodedness: Very High
  • Contolism: Moderate

Saturn

Saturn was initially a

Solar Retaliation Wardens - Formed in response to the Kaldar threat by the Divine Crusaders, Jovian Federation, and Earth Federation with the assistance of Londo Bell, Terminal, and the Chronos Project

  • Core Territories: Here and there
  • Critical Sites: None
  • Strength: Minor Power
  • Affinity:
  • Animus: Kaldar
  • Morale: High
  • Economy: N/A
  • Hotbloodedness: Medium
  • Contolism: Low

Titan Union

  • Core Territories: Titan
  • Critical Sites: Mikazuki Base / Syrtis Bay
  • Strength: Minor Power
  • Affinity: Divine Crusaders, Chinese Federation
  • Animus:
  • Morale: Moderate
  • Economy: Small
  • Hotbloodedness: High
  • Contolism: Average

Autonomous Groups

Autonomous groups is the catch-all term for non-state actors. They can work for larger governments (such as Londo Bell) or be entirely independent (typical super robot groups). In absolute terms autonomous groups lack in strength, but they have no real weaknesses or territories that need to be held and can apply all their force at one point. Autonomous Groups have a few advantages - more of their top-tier units are heroic, and they are much less tied down. They are much more flexible in moving around. Autonomous Groups will need support to replace losses from combat, unlike powers. You can spin off a group of forces as an autonomous group, but they are semi-independent. I reserve the right to have them refuse orders if it seems like they are just another facet of your military. Unlike nations, which are preplaced, autonomous groups are created on an ad-hoc basis at player instigation. While some always exist, such as Londo Bell and Neo-Zeonic remnants, others such as the Mazinger team will only be brought in to the game canon if a PC plays them. tldr: Autonomous groups are created on player request

The other thing to note is that playing an autonomous group will normally also bring their most well-known antagonists in to the game; Baron Ashura and the Mechanical Beasts are part and parcel of Mazinger.

Londo Bell - Founded to replace the Titans and the Sentinels, Londo Bell's creation is essentially a case of 'hire a criminal to catch a criminal'; most of their original staff and arsenal was AUEG given a new uniform and registration code. Today they continue to uphold the ideals of justice for spacenoids by spacenoids and to that end they exercise a high degree of autonomy from the mainline Federation forces.

  • Core Territories: Londenion (Earth Orbit)
  • Critical Sites: Londenion (home base)
  • Strength: Autonomous Group
  • Affinity:
  • Animus: Zeon

Neo-Zeon - The Gryps War was a multisided conflict that inadvertently flamed the fires of spacenoid autonomy, a political force that has emboldened various militant groups and strengthened the cause of Neo-Zeon with fresh recruits bolstering the hardliner veterans of the OYW. Receiving backing from several sources and sheltered among a population that has grown deeply distrustful of Earthnoid control, Neo-Zeon has a small but effective military that currently exists mostly as a 'fleet in being' - they have not acted directly for several years but their mere existence cause many problems for the Federation.

  • Core Territories:
  • Critical Sites:
  • Strength: Autonomous Group
  • Affinity:
  • Animus: Earth Federation, Londo Bell

DC Chronos Project - Formally, the Divine Crusaders Outer Planets Group, the

  • Core Territories: Chronos Base
  • Critical Sites: Chronos Base
  • Strength: Autonomous Group
  • Affinity:
  • Animus: Alien Bastards
  • Morale: High
  • Economy: N/A
  • Hotbloodedness: Very High
  • Contolism: Low

13th Experimental Battle Group -

  • Core Territories:
  • Critical Sites:
  • Strength: Autonomous Group
  • Affinity:
  • Animus:
  • Morale: Very High
  • Economy: Moderate
  • Hotbloodedness: Very High
  • Contolism: Moderate

Units

All units are rated from Generation I to Generation V;

  • Generation I is OWY-era equipment, just badly maintained, or sometimes mass-volume units such as Jovian robotic weapons. Generally speaking they are no longer particularly competitive today but many states maintain large stockpiles of old weapons as a reserve.
  • Generation II is late OYW to Titans-era equipment. No longer top of the line but functions adequately.
  • Generation III is the current tier of mass-produced equipment.
  • Generation IV is limited-run, sometimes experimental equipment.
  • Generation V is effectively hand-crafted prototypes, far too intricate and expensive for mass production - or sometimes even for battle.
Damage Rules

Damaged means out of action for the next phase.
Crippled / Heavily Damaged means out of action for the next two phases, and must return to a major base for repairs The pilot / crew are often wounded as well. Only capital ships and elite robots can be crippled.
Losses are all based on categories, and I will give a percentage. It's up to you how to divide it - round down if you lack enough forces. Lower Gen units are more likely to take damage.

Pilot Quality
Some groups get a buff to pilot skill when consider their units, especially units they specialize in or more heroic units. This can also be affected by research. While Kaldar are losing some of the edge due to tech differences, they are working hard to make up the difference in pilot quality.

Unit types

Guntanks (1) - The future of armored warfare!!
Mobile Suits (1) - You know what these are. They're probably why you're here.
Orbital Frames (10) - Extremely powerful and high-spec mobile suits. The first was the original RX-78 Gundam, the nemesis of Zeon. They have since spread (particularly due to the profiteering of Anaheim Electronics) but their relative rarity sees them only assigned to the top pilots.
Mobile Armors (12) - The counterpart and rival of mobile suits, mobile armors had become heavy weapon platforms by the time they reached operational capability in the latter half of the OYW. Generally speaking Mobile Armors are space-only or have flight capability.
Super Robots (24) - Everything is bigger when it comes to super robots. With far more tonnage than mobile suits they are relatively sluggish but make up for this by being installed with various systems too massive or too power-hungry for conventional mobile suits. Most are humanoid, though some have more unusual configurations. Higher-grade models include the ability to operate in zero-G environments.

Escort (4)- The smallest warships such as Public-class attack boats and Barracuda-class gunboats, these saw heavy use in the early stages of the OYW but have rapidly lost their place in most militaries since. Today they're mostly used for security purposes or by civilians that have outfitted shuttles and the like with salvaged mecha-scale weapons.
Cruiser (12) - The bulk of most fleets, huge numbers of Salamis and Musai cruisers were built (and destroyed) during the course of the OYW and even today these two designs are incredibly common. Many other models exist, of course. Early generation cruisers had crude mobile suit handling facilities, if they had any at all, but starting from Gen II some degree of mobile suit handling capability is the norm.
Battleship(36) - An aeronavy's 'big stick', battleships have no equals when it comes to laying down barrages of heavy minovsky cannon fire. Likewise, battleships are large enough and tough enough that they can take repeated mega particle cannon hits without suffering catastrophic failure. In the same vein as cruisers, starting from Gen II ships the ability to carry mobile suits comes as default. In addition, battleships are large enough that they can mothership mobile armors and super robots.
Carrier (16) - Sometimes you need to bring a whole lot of mobile suits to battle. That's when you call a carrier. Don't expect them to win any gunfights though.
Flagship - The triumph of aggrandizement over good sense, flagships are grossly oversized warships. The first two were Zeonic supercarriers, lost during the final days of the OYW, while since then several others of varying configuration have been built by a number of states. The most well-known of these is the General Revil, flagship of the Federation's Orbital Fleet - but not the largest, with that title belonging to PLANT's immense supercarrier Gondwana.

Fighter Groups(2) - Fightercraft operating via aerodynamic lift are still a major military asset for Earthside conflicts and increasingly Martian as well as the atmosphere thickens. More sophisticated models are capable of atmospheric transit, though the OYW-era Operation Valkyrie to develop a fighter that could transform into a mobile suit was far less successful Operation Victory that produced the RX-78 Gundam.
Bomber Groups (2) - The conventional bomber was brought back from the history books in the OYW as Zeonic forces deployed attack bombers to strike at Federation industrial sites.

Hostile Environment Companies (HECs) (2) - Space is a hostile and unforgiving environment and regular infantry is not qualified to operate there. Enter the HECs, highly-trained soldiers capable of operating in any gravity and atmospheric condition. The Federation retains a more archaic styling with the Britannian Colonial Marines and European Union Espatiers two examples. Landships (12) - Extremely large ground (or hover) vehicles saw use on multiple Earthside fronts during the OYW such as the famous 'Big Tray' land battleships and Brittanian G-1 Bases that acted both as regimental command vehicles and super-heavy artillery platforms.

Conventional ground forces - Mechanized infantry, armor (including knightmare frames) and artillery were all the unsung heroes of the OYW and still make up much of the Earth's groundside battle ability. Small numbers also act as internal colony security. However for game simplicity these will not be tracked in detail, they will instead be a holistic conventional strength value for ground campaigns.

Naval forces - Conventional wet-navy ships are becoming increasingly dated with the continued adoption of Minovsky float systems but it will likely be decades before they are entirely replaced. In the interim, they have essentially the same classification as space warships.

Production Rules

If this is too much math, just tell me what you want to build and I will tell you what you get. (Last updated 2022-07-13)

  • 100 points of production per action (can be modified in circumstances) at the base level. This can potentially be increased by actions or special situations.
    • Small Economy builds at 100 points base
    • Midsize builds at 160 points
    • Large builds at 300 points base
    • Very Large builds at 440 points base
  • Going over twice your starting military (in terms of numbers of units - upgrading / replacing is fine) when not at war can lead to morale penalties and rising costs. Upgrading units applies discounts which are determined by the GM.
  • Gen I drones build 3 for 1, Gen II stuff builds 2 for 1, Gen III is standard cost, Gen IV is double cost, and Gen V is 8x cost
  • Prototyping - building the first version of a new unit costs double. This first batch can often have an edge in combat and are given to the best pilots / crews (bonuses based on narrative)
  • After building a design regularly for at least two turns, production cost can be decreased by standardization / mass production. Usually this will halve the cost, but this is up for GM determination. This does not apply to Heroic units. A reduction in production, or even a short pause with justification will not reduce this benefit.
  • Naval and Land force improvements are handled with an action.
  • Flagships are not built with normal production - they require heavy industrial capacity and actions over multiple turns
Production Costs
Unit Type Cost Notes
Guntank 1
Mobile Suit 1
Orbital Frame 10 Heroic Unit
Mobile Armor 12 Heroic Unit
Super Robot 24 Heroic Unit
Fighter Group 2 Unit of multiple craft
Bomber Group 2 Unit of multiple craft
Hostile Environment Company 2 Heroic Unit
Escort 4
Cruiser 16
TBA 24
Battleship 36
Carrier 16
Landship 12