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** About fifty years after Hell Day, Mars has a second civil war, the Fed War. This was fought between the Alliance and the "Feds," a rebel faction who wanted Mars to unite with Luna. The Feds were few in number, but made extensive use of [[RobotSoldier combat robots]]. In the end, the Feds lost. Most rejoined the Alliance and accepted amnesty when it was offered them, but the largest hardline faction, the Coalition of Duty, refused. The "Cods" were instead allowed to [[TheExile evacuate their forces off Mars entirely]]. They subsequently fought on Luna's side in the Solar Wars.

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** About fifty years after Hell Day, Day (so circa 2200), Mars has a second civil war, the Fed War. This was fought between the Alliance and the "Feds," a rebel faction who wanted Mars to unite with Luna. The Feds were few in number, but made extensive use of [[RobotSoldier combat robots]]. In the end, the Feds lost. Most rejoined the Alliance and accepted amnesty when it was offered them, but the largest hardline hardliner faction, the Coalition of Duty, refused. The "Cods" were instead allowed to [[TheExile evacuate their forces off Mars entirely]]. They subsequently fought on Luna's side in the Solar Wars.



* FantasticReligiousWeirdness: Fairly common on Mars, even setting aside the Barsu:
** Most Martian religions have a bit of Shinto about them, owing to Mars' enormous Japanese demographic.
** Mormonism is common on Mars - the LDS Church emigrated to Olympus Mons en masse in the 21st century - and it's considered entirely distinct from Christianity.
** Post-Hell Day, Mars takes in millions of American refugees, who subsequently develop an "American Folk Religion" based on the veneration of the old USA's civic religion and the Founding Fathers in particular. Practitioners of this faith are called Usanians.



* TakeOverTheCity: Their aim during the war was to take over Boeing City for the Red cause and destroy the city's terraforming-related industries. The police and local [=MarsCom=] elements stopped them.

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* TakeOverTheCity: Their aim during the war was to take over Boeing City for the Red cause and destroy the city's terraforming-related noaforming-related industries. The police and local [=MarsCom=] elements stopped them.



* UnitedNationsIsASuperpower: The MTO was essentially the Martian UN, and it did indeed wield a huge amount of power. Many Reds were just as uneasy about that as about terraforming, though the fears that it would evolve into a fascist superstate never quite came to pass.

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* UnitedNationsIsASuperpower: The MTO was essentially the Martian UN, and it did indeed wield a huge amount of power. Many Reds were just as uneasy about that as about terraforming, noaforming, though the fears that it would evolve into a fascist superstate never quite came to pass.



* InterserviceRivalry: The Intelligence Corps (the spies and unconventional warfare experts) aren't popular with the Alliance's other covert agencies.



* PlayfulHacker: The Cyber Defense Force is a whole army of white- and grey-hat hackers, whose job it is to crack enemy systems, protect Alliance systems and protect Martians against cybercrime and particularly nasty malware.



* SupportPartyMember: The Joint Support Service handles all the background logistics that keeps the rest of [=DefCom=] running.



* BioAugmentation: Part of the Biology Corps' job.

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* BioAugmentation: Part of the Biology Corps' job. The other part is engineering and breeding new flora and fauna for the noaformed Martian biosphere.



* BoldExplorer: The Exploration Corps' job is to chart the unexplored or poorly-mapped regions of Mars and the Sol System in general. This duty also serves as an excellent excuse for [=SciCom=] to maintain its own fleet of spaceships.
* BrainsAndBrawn: Interestingly, both sides are apparent in [=SciCom=]. The true scientists are almost exclusively commissioned officers. The enlisted and [=NCOs=], meanwhile, tend to be relatively BookDumb but have a great respect and enthusiasm for science - they don't mind doing the nerds' grunt work, because they mostly just want to be helpful.



* CoolTeacher: What the Education Corps aims to be.

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** After Hell Day, [=AstroCorps=] exploded in funding. For a long time, they were known for their complete obsession with finding the source and cause of the Hell Day impactor. By 2585, though, they've cooled down on this and now spend most of their time checking in on the interstellar colonies, operating telescopes and planetariums, looking for extrasolar intelligence and doing science.
* CoolTeacher: What the The Education Corps' job is to be this trope. They also do archaeology, social sciences, historical preservation and even historical reenactment.
* CrazyPrepared: The Astronomy
Corps aims has units whose job it is to be.devise as many potential FirstContact scenarios as possible.
** This is also why the Esper Corps is still around: better to have 50,000 trained psychics and not need them, than to need 50,000 trained psychics (for whatever ungodly reason) and not have them.
* KillItWithFire: The Biology Corps' biohazard units are known to invest in flamethrowers when the Corps' more ambitious projects get ''really'' out of hand.
* MadScientist: Present, though hardly a majority. Most are warrant officers - people who could be [=COs=] if they wanted to, but refused promotion in order to remain in the field.
* MildlyMilitary: The trope is outright name-dropped in describing [=SciCom=], since they are ultimately reliant on creative, outside-the-box thinking and thus can't afford to be as regimented as [=DefCom=].



* PsychicPowers: The Esper Corps' specialty, as the name suggests, lies in identifying and training espers and helping them put their powers to practical use.

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* {{Neologism}}: Areology is the study of Martian geology and one of the Planet Corps' specialties.
* PsychicPowers: The Esper Corps' specialty, as the name suggests, lies in identifying and training espers and helping them put their powers to practical use. They've gotten very good at sorting out the PhonyPsychic from the real deal.



* SuperSoldier: One of the Innovation Corps' many responsibilities is the technical side of Project Marabunta.
* UndyingLoyalty: A Martian Alliance citizen who leaves the Sol System is considered to forfeit their Martian citizenship, as there's no way you can vote in an Alliance election (which is mandatory for citizens) across that distance. However, this doesn't stop many in the Xeno Corps from leaving anyway to study alien life on exoplanets, and they still consider themselves soldiers of [=MarsCom=]. As such, the Xeno Corps often receives reports from their "former" personnel.
** The Exploration Corps has the same "problem" - many in their number aren't satisfied with uncovering the mysteries of Mars and the rest of Sol, so they resign in order to explore Alpha Centauri and beyond.
* WeatherManipulation: The Weather Corps' job is to keep the weather of Mars' artificial atmosphere working as intended. They also regulate the climate.
* WeirdnessMagnet: Referred to InUniverse as "High Strangeness" - the Esper Corps believe that humanity as a whole is one, owing to the frequency of unexplained incidents and seemingly paranormal phenomena. They want to know why, and to that end they study lots of different "anomalies," not just ESP.



* DangerousOrbitalDebris: The Orbital Guard Corps' job is to clean it up.

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* {{Antimatter}}: Part of the Nuclear Corps' job (besides the obvious) is manufacturing antimatter, the security for which they take ''even more'' seriously than defending the atomic arsenal.
* CoolTrain: The Rail Corps of the Corps of Engineers operate everything from high-speed urban maglev networks to nuclear-powered cross-country lines. They also have dedicated armed units to defend said trains.
* DangerousOrbitalDebris: The Orbital Guard Corps' job is to clean it up.up and prevent Kessler Syndrome.



* TheEngineer: The Corps of Engineers is the single largest corps in all of [=MarsCom=].
* InterserviceRivalry: The Ecology Corps has one with the Biology Corps, as their jobs tend to overlap.

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* EmergencyServices: The Space Rescue Service's job is to handle emergency response and search-and-rescue missions in space, whilst the Emergency Response Corps does it planetside.
* TheEngineer: The Corps of Engineers is the single largest corps in all of [=MarsCom=].
[=MarsCom=]. At 12 million personnel, it's as large as all of [=DefCom=] put together!
* FluffyTamer: The Ecology Corps does a lot of work with Mars' "native" megabugs, which they often domesticate to help them in their duties.
* InterserviceRivalry: The Ecology Corps has one with the Biology Corps, as their jobs tend to overlap. It's mostly friendly.



* NuclearOption: The Nuclear Corps produces and defends the Martian nuclear arsenal. They also serve as Mars' international nuclear regulatory agency.

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* MundaneMadeAwesome: The Airborne Corps of the Corps of Engineers plants seeds and saplings via ''cluster bombing''.
* NuclearOption: The Nuclear Corps produces and defends the Martian nuclear arsenal. weapons stockpile. They also serve as provide most of Mars' international energy via nuclear regulatory agency.power plants.
* PastoralScienceFiction: For this trope, refer to the Agriculture Corps, which manages Mars' farmlands and combats hunger.
* SeriousBusiness: The Space Rescue Service is ''dead'' serious about docking standards protocols, as being able to safely dock with a ship in need is crucial to their job.




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* WiseTree: Marshal Hoold, the leader of the Ecology Corps, is a neurotree. He's [[ReallySevenHundredYearsOld over five centuries old]] and has been in charge of [=EcoCorps=] for half of that. He remains rooted to the ground - his HQ is built around him - but like all sentient plants, he's ''extremely'' good at long-term planning, information processing and strategizing. His rank insignia and medals are simply stuck into his trunk.



* TheAlcatraz: The Alliance Penitentiary System runs Mars' most secure prisons.



* SlaveLiberation: The Alliance's Department of Homeworld Security maintains an International Abolition Force, whose job it is to root out slavery and human trafficking in all its forms. They've gone as far afield as the Kuiper Belt to rescue Alliance civilians.



* PortTown: InSpace

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* PortTown: InSpaceIn space!
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* CoolBoat: The Alliance Navy boasts massive pirate-hunting submarine cruisers, "arsenal ships" that pack a whole [[MacrossMissileMassacre Macross Massacre's worth of missiles]], destroyers armed with FrickinLaserBeams and fusion-powered battleships with railguns that can hit targets in ''low orbit''. And they're one of the ''less important'' branches of [=DefCom=]!


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* PoweredArmor: The Marine Corps haven't got much use for tanks, so they use powered exoskeletons and MiniMecha instead.


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* ShotgunsAreJustBetter: Martian SpaceMarines prefer shotguns for boarding actions - they're good in close quarters and less likely to accidentally breach a ship's hull.


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* SubStory: Most of the Alliance Navy consists of submarines.

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