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Flanker66 Dreams of Revenge from 30,000 feet and climbing Since: Nov, 2009 Relationship Status: You can be my wingman any time
Dreams of Revenge
#1: Jul 4th 2013 at 10:16:49 AM

Hello!

I'm working on a sci-fi setting, and I can't help but feel that certain parts feel lacking, or at least "off" to me. Therefore, I would like whatever assistance you can provide, no matter how big or small - at the end of this post will be a to do list that I will try to update regularly as things get complete (hopefully!). Without further ado, here are the major factions of the story:

Factions

  • Name: Coalition of United Peoples
  • Government Type: Single Party State. Diktats are handed down by the Party headquarters, which are then interpreted and implemented by planetary governors crisscrossing the Coalition's domain. Surprisingly, there is actually a fair amount of leeway in how these instructions are carried out. Though the Party is always in power, individuals (including the Premier) can be voted in and out, though they always subscribe to Party ideals - the main difference being how moderate or not they are. Dealing with the Confederacy is almost always a hot button issue, and electoral hopefuls often accuse their opponents of being "soft" (or "foolish", in the case of the hardliners) on the Confederates to gain easy votes.

Every planetary governor usually has at least one secret agent - often more - monitoring him, looking out for any signs that he is gaining ideas above his station and sending reports back to Earth to be collected and analysed for their implications.

  • Technology: The CUP is one of the most advanced powers in the setting, having cracked FTL travel and other groundbreaking technologies at least a century (if not longer) ago. AIs are in use in specialist applications, and quantum computing is a commonplace technology. They also created the successor to the Internet, the Outernet, a network that covers the known galaxy.

Cars and other ground vehicles predominantly utilise levitation technology, though they suffer on rough and unpredictable terrain due to having to react to a constantly changing surface - hence tracked and wheeled vehicles are not entirely gone.

Aircraft manufactured in the CUP tend to be both air and space capable, being able to transition seamlessly from one environment to the other.

Their technology is hard wearing and reliable, unlikely to fail except in freak accidents.

  • Military: The CUP is similarly one of the prime military powers, possessing potent capabilities to bring potential foes to heel. Perhaps peculiarly, their fleets fall under the purview of the UPAF (United Peoples' Air Force) as the United Peoples' Space Force (UPSF), the UPN (United Peoples' Navy) being relegated to waterborne and amphibious operations. When acting defensively - as they often are - they attempt to intercept and destroy enemy fleets in deep space, so that any risk towards the planet(s) they are defending is minimised.

When offensive action is required, the UPSF prefers to crush opposition with local superiority, both qualitively and numeratively. The effect is rather like concentrating the blow of a sledgehammer into a tiny area, shattering resistance and allowing the rest of the fleet to exploit the vulnerability in weakness. Once in control of the space over a planet, important installations are invariably pounded into dust by attacks launched from orbit. While the enemy is still reeling from this, the UPSF consolidates its gains by launching assaults to secure crucial infrastructure.

The United Peoples' Army (UPA), a hybrid force of organic beings and drones, then takes over, doing whatever is necessary. One of their more ingenious gadgets is the Grad (Hail) anti-personnel mini-missile, which usually darts into the midst of squads and showers them in a cloud of high explosive*

. They are not a threat to be taken lightly. Energy weapons are widespread, though most vehicles have at least one gun as a back-up.

Finally, the CUP enjoys access to an elite group of special forces collectively known as Armata - a corruption of the word arma, or "weapon". It is an appropriate name, as many of the soldiers are extensively modified with cybernetics to give them an extra edge.

  • Economy: High tech products, especially those requiring lots of technical expertise. [Needs filling out]
  • History: The CUP come from Earth, which is to this day their capital. Initially they were just a conglomerate of many different governments, but as they expanded aggressively into the galaxy they accepted (or assimilated) many more races into their fold.

To this day they still eye their rivals with suspicion, who will be covered next.


  • Name: Svina Confederacy
  • Government Type: Parliamentary Democracy. The highest authority is the Prime Minister. There are two houses - the Lower House and the Upper House. The Lower House is where all legislation goes first - if it is passed, the Upper House re-checks the legislation to check that it is acceptable and makes further changes if necessary and then re-sends it to the Lower House. Only after both Houses have agreed is it passed into law. There are a bewildering variety of parties in the Confederacy, though the main two are the National Reclaimation Party and the Confederate Social Party.
  • Technology: Svina technology is much the same as that of the CUP, though theirs tends toward the more unconventional and "fancy" (why use a holographic projector when a glass case containing a ferrofluid can work just as well?). Though it is not as reliable as CUP tech, it is usually of a higher quality overall. Think of the difference between an old but reliable car and the most souped up hypercar imagineable.
  • Military: Again, the Confederacy uses some of the same type of military equipment as the CUP. Their weapons usually use more exotic solutions than the Coalition equivalent, and a higher proportion of their military is automated in comparison. They are more prone to suffering teething problems when first introduced into service.

The Confederate Navy controls all spaceborne operations, and thanks to interservice rivalry all CN spacefighters and bombers cannot enter the atmosphere (just as Confederate Air Force aircraft cannot enter orbit).

The Confederate special forces are speculatively named as the Special Activities Force, or SAF. Unlike their bretheren in the Coalition, they instead rely on nanomachines to enhance their capabilities.

  • Economy: Raw materials mined from their mineral rich worlds (not to mention passing asteroids). [Needs filling out]
  • History: At first, the Confederacy was just another part of the Coalition fleet - until after an ideological disagreement the crew of the Svina mutinied, along with several other vessels. This caused the Coalition fleet to splinter, with the mutineers engaging in running battles with the numerically superior loyalists.

Eventually they fled to deep space, the Coalition foolishly letting them go because - quite reasonably - they felt that with their limited supplies they would either die by their own hand or get destroyed by the many hazards of the galaxy. However, this was not to be. The mutineers found several worlds ripe for colonisation, and seized the opportunity, quietly strengthening and building themselves up in preparation for what they fatalistically saw as a necessary war to end the Coalition as a credible threat.

Things came to a head when the Coalition, stronger than ever, strayed into the mutineers' space. Now calling themselves the Svina Confederacy in memory of that first ship to break their bonds, the Coalition found that they were much tougher than anticipated. Recognising that neither side could gain traction in the skirmishes that followed - and that further bloodshed was counterproductive - a ceasefire was signed, and the two have now settled into an uneasy peace, each ready to go for their opponent's jugular at the first sign of weakness.

Both sides have continued to expand, causing alien races to view them cautiously as they realise that whether they like it or not, they will be forced to take a side sooner or later...


  • Name: The Sirian Union, known to outsiders* as the Tribal Protectorate Area (or TPA)
  • Government Type: Tribal matriarchy. The main decision making body is the Sirian Assembly, which convenes every 6 months to a year, though if necessary emergency meetings can be held at a moment's notice. The overarching authority - and the equivalent to the Premier or Prime Minister - is the Chairwoman. A different Chairwoman is taken from each tribe in turn once her term is completed.

Underneath the Chairwoman is the Tribal Committee, which is made up of representatives from many of the other tribes (and they too rotate fairly regularly). They double-check decisions before approving them. In an emergency they can be overridden, though it is heavily frowned upon.

Almost all members of these groups are former military and female - only 17 men have been part of the TC, and to date there has never been a Chairman.

  • Technology: The Sirian Union's technology is less advanced than that of either the Coalition or Confederacy, but still leaps and bounds beyond what we have today. Wheeled vehicles are extremely common, and moderately advanced holographic displays are the order of the day. Quantum computers are fairly common, even in the household.

If you want a very simplistic idea of where they are, they're a cut above 20 Minutes into the Future. They're quietly assimilating both Coalition and Confederacy technology right under their noses, however.

  • Military: Being built around the race's more powerful frames, the Sirian Army uses oversized assault rifles (among other weapons) that would be considered heavy weapons by their human equivalents - and their heavy weapons are more akin to vehicle mounted armament for the CUP and Svina Confeds.

Mechanised forces are common, though they tend toward brute force rather than the comparatively refined machines that their colleagues can call upon. Drones aren't terribly common, though when they do appear they are almost always heavily armed and well protected.

Aside from a few relatively specialised energy weapons, the Sirian military overwhelmingly uses regular bullets - albeit it's caseless ammunition, meaning that they can carry much more than they otherwise could.

Their special forces, Tercio, is relatively unknown. However, there have been signs that they have been pursuing nanomachine technology of their own, resulting in greatly enhanced soldiers.

The vast majority of those on the front lines and in the officer cadres are female (a tradition lasting many millennia), men instead mostly remaining on the home front rendering whatever assistance they can. Those who are in the military are kept at the rear in non-combat roles.

  • Economy: Heavy industry, especially large manufacturing applications. To a greater or lesser extent, security and/or military contracting. [Needs filling out]
  • History: Uplifted by a mysterious precursor race to act as warriors, the Sirians proceeded to help their masters defeat their foes with great zeal. However, something happened to the precursors. Scholars suggest that they fell upon their own sword, their creations destroying their empire from the inside out. Some think that they were finally vanquished by the multitudes of enemies and rivals they had accrued. Still others think that a freak accident or something else entirely removed them from the playing field.

No matter what happened, however, the end result was that the Sirians returned to their home planet, Siria*

, where they slowly de-militarised and built a prosperous - if not always happy - civilisation.

Some time later, both the Coalition and the Confederacy stumbled across Union space. Siria had the fortune of being in a strategic position (a wide range of rich systems - many of which hold Sirian colony worlds - circle their home system), and so both sides negotiated deals with the locals to set up military bases on the surface and in orbit, insensitively giving the neutral zone the blanket name of the Tribal Protectorate Area. However, there is a strong and growing rise in Sirian patriotism - unsurprising, considering their origins. Luckily, it does not seem to be much of an issue for now.


Species

The two main species we will be dealing with are as follows:

  • Name: Humans
  • Appearance: Take a wild guess. Generally, Coalition citizens are a bit shorter than their Confederacy counterparts (adult men are 5'7 compared to 5'9 for the Svina folks). Due to a strong desire to express themselves, Confederacy youths (and even many adults) aren't afraid of dying their hair eye searing shades, and clothing tends to be highly variable. Their Coalition cohorts are less brash in their self-expression, but they still have all sorts of different styles.
  • Culture/Society:
    • Coalition: A somewhat quiet, wary society, the CUP is noted both by its residents and tourists to have one of the lowest rates of crime in the galaxy, even accounting for whatever massaging of the data that could have occured. This has come at a cost, however: they are not able to protest very easily, and a low level sense of paranoia can pervade even common interactions. Coalition art and media is much the same as any other society's art, but especially provocative pieces are looked over by the Media Board and censored appropriately.
    • Svina: A society that looks upon freedom as being one of the highest virtues in a civilisation that can exist, choice is at the heart of almost every aspect of Svina culture. If you can name it, chances are that it's doable in Svina space - and at a relatively cheap price, too. However, there is a darker side to the Confederacy's love of being free: many things that are seen as unfair, distasteful, or flat out illegal in other parts of space are perfectly fine to use in the Confederacy's sphere of influence.

Svina art is noted for being forthright and striking, often staying with the viewer long after they have walked away. However, some critics slam it by claiming that many Confederate "artists" only do things for shock value.

On the other hand, the Confederacy is noted for being one of the most accepting and egalitarian cultures around. The Confederacy boasts more religions than the Coalition does (some of which arose fairly recently), but not all of them are of actual significance.

  • Name: Sirian*/Canien*
  • Appearance: Sirians are imposing beings. At their shortest, males are on the upper end of 8 feet, and the maximum height recorded for a male Sirian is 9'5. Females grow bigger still, ranging from 9'6 to 10'10'' or slightly more. Sirians resemble nothing more than humanoid canids, being covered in fur and possessing several canine features (dog-like ears, tails, muzzles, and large digitigrade feet, as well as pads on the finger tips and paws).

Fur patterns and colours vary depending on the region they come from, though the fur thickness is never less than medium and often thicker. Most Sirians have long snouts and pointed ears, though variations do exist. Both males and females appear visibly toned*

, but the latter are bulkier and more powerfully built than the former, who usually look more slender in comparison. Sirians have four fingers and opposable thumbs, just like humans.

Sirian clothing tends to be made of extremely lightweight and thin fabric, at least in the warmer regions of Siria (though their clothes never get particularly thick thanks to the species' fur).

  • Culture/Society: Sirian society is overwhelmingly matriarchal, with females holding almost all positions of power. Though they were leaning toward this prior to being uplifted due to the physical inferiority of the males, this is seen as a result of the interference of the precursors.

They boosted the female birth rate to provide more soldiers*

. This means that today, 75% of the population is female - only 25% are men, and not all of those are of breeding age. This has meant that movement of Sirian men off-world is heavily regulated, and "dead end" relationships between a Sirian male and a non-Sirian female are discouraged for obvious reasons. As a general rule, females are much more aggressive and bold than males.

Though things are not as bad as they once were*

, equality has still not been achieved.

Sirian communication makes use of a lot of nonverbal cues, meaning that when they first learn an alien language they have a tendency to over-emote because they cannot rely on others recognising the other cues. Those who have practiced tend to speak normally, though. The Sirian diet contains a lot of meat due to the fact that their ancestors were apex predators.

Sirian art is not too disimilar that of other societies, though they have been known to work scent into art pieces, and their music occasionally incorporates frequencies that humans and similar races cannot hear or struggle to hear. The military is deeply respected, and many youngsters aspire to join the SA when they grow older.

The predominant religion of Siria views the main deity of the universe as a creator goddess, opposed by a goddess of death. However, the latter is not seen as negatively as might be expected, especially since she is associated with heroic sacrifices.

Other Stuff

I do have other things worked out, but to prevent the OP from spiraling into a truly epic tome I have omitted them. Feel free to ask, however!

To Do List

This is a list of what I'd like to deal with, and I will try to update it as things get completed. If you wish to help, these are the things that I would really appreciate assistance with (though every little bit helps!).

  • Expand upon Sirian culture, especially beliefs and how the genders treat each other (and how they view outsiders).
  • Work out how each group's economy works.
  • Try to differentiate the Confederacy and CUP more.
  • Work out Confed military tactics.
  • Unique Sirian technology

Blah blah blah, you're way too wordy! Gimme a summary.

Teal deer version is that my setting involves the slightly more liberal space!USSR, space!NATO/West, and giant dog aliens who are under the "protection" of both groups in the midst of a space cold war. I need help fleshing them out. I understand that certain aspects aren't very realistic, but then I'd never get this done if it was a hard sci-fi setting. That, and perhaps you can help me make things make sense!

Once again, if you can help in any way, then do not hesitate to do so.

edited 14th Oct '13 8:59:17 AM by Flanker66

Locking you up on radar since '09
Flanker66 Dreams of Revenge from 30,000 feet and climbing Since: Nov, 2009 Relationship Status: You can be my wingman any time
Dreams of Revenge
#2: Jul 7th 2013 at 3:10:23 PM

Typical Armata Enhancements

Though not all of the agents of the shadowy Coalition special forces group get cybernetic modifications (or cyber mods) - or even the same type - there are several that are common enough to be considered "standard" for every field operative to give them an extra edge over non-modified opponents. These are, for obvious reasons, usually very invasive to install, and the people who undergo the surgery required generally have extensive modification done - every little bit helps.

  • Collapsible ribs and free-floating collar bone: Sometimes, it is necessary to pursue someone or something. Or, for that matter, get away. As a result, many field agents can automatically let their ribs collapse so that they can get under smaller gaps than a regular human. The free-floating collar bone cyber-mod is a required secondary modification for obvious reasons, though it again improves their ability to get around.

  • Modified legs: This cyber-mod essentially makes the internal structure of the legs behave the same as springs - allowing the user to jump far higher than normal and to move much further with each stride. It takes a little bit of training to get used to the enhanced capabilities offered by the cybernetics, but it pays off handsomely.

  • Enhanced immune system and anti-NBC suite: Located somewhere near the lungs, this cyber-mod boosts the response of the immune system and manages it to ensure that it does not go awry. Aside from the obvious benefits, it also allows the recipient to do things like eat raw meat that would otherwise make them seriously ill. Similarly, it effectively acts as an internal filtration unit, protecting the user from airborne contaminants and chemical weapons of all sorts; radiation is handled less effectively (especially in highly radioactive environs) but improves survivability significantly.

  • NYX System active camoflague: Part of the triad of the NYX System, this consists of a subdermal implant that produces synthetic chromatophores. With an application of an extremely low current, these chromatophores can change colour to blend in with any environment (the exact pattern is decided intelligently on the fly by a small nanomachine colony). To avoid the obvious issue of what to do with clothing and weapons, a quick spray on coating imbues the selected items with the same active camoflague properties via a slightly different method, though the spray needs to be re-applied every six months to maintain the item's properties (and as it degrades, the performance begins to drop off as well). The implant is powered by sunlight.

  • Oracle Communication System: Implanted in the inner ear, this is a tiny chip that allows the Armata agent to communicate silently - and invisibly - with his handler or anyone else that he chooses. A side-function of the chip is to send a special signal to metal detectors at space ports and other high security areas, automatically green lighting the Armata operative despite what he may be carrying (this feature only operates with 100% accuracy with Coalition designed systems).

  • Kontakt-S Self Defence Implant: With but a moment's concentration, the Armata agent can send a burst of current racing across his body thanks to a microscopic wire mesh* that runs through him, stunning anyone (or anything) in close contact (or just plain too close) with him. It takes several minutes to recharge, however, and the NYX System active camoflague is completely unusable during this time. Similarly, if he is seriously injured, the relatively delicate mesh can be damaged and the entire system rendered inoperable.

There are several other implants, of course, but again these are the most common. I hope this was as fun for you to read as it was for me to write - and remember, feel free to help out anyway you can!

Locking you up on radar since '09
Flanker66 Dreams of Revenge from 30,000 feet and climbing Since: Nov, 2009 Relationship Status: You can be my wingman any time
Dreams of Revenge
#3: Jul 8th 2013 at 1:42:16 PM

Faster Than Light travel

There are various methods to achieve superluminal velocities, though for the Confederacy and Coalition the most common type is to essentially use wormholes to traverse truly large distances. This is known as Link Jumping because you are creating a temporary link between one area of space and another.

Military vessels usually have internal Link Drives - or, on the most rudimentary and cheapest ships, Link Projectors. The latter, as the name suggests, work by projecting a wormhole in front of the vessel(s) to be transported. The former does the same, but in a more refined and energy efficient manner. However, Link Drives cannot send more than one vessel (read: the vessel the drive is mounted on) at a time through the wormhole, unlike the projector, which due to its inherent inefficiency can squeeze two or three ships through the same wormhole (albeit with an increased risk of a collision).

Civilian ships - aside from the most expensive models - do not have Link Drives or Link Projectors. Instead, they rely upon Link Gates to do all of the work for them (a Link Drive/Projector is very energy intensive and expensive, not to mention high maintenance). One Gate is built in the origin system, and the other is built in the destination system (these are major infrastructure projects, and so they aren't built for any old solar system). When a ship carrying the correct authorisation codes approaches, the Gate authenticates the codes and generates an artificial wormhole for the ship to travel through. No matter which Gate you enter or exit from, you can re-enter it from that side.

The police and armed forces usually maintain a significant presence at these Gates for obvious reasons (it has not been unknown for a would-be invader to attempt to starve their foes of supplies by seizing the Link Gates in and around the target), and destroying or trying to impair the operation of a Link Gate - aside from the immediate consequences - carries significant prison sentences and an unlimited fine in all civilised systems. To date, despite persistent rumours, no unlawful group has succeeded in making their own Link Gate - the technical muscle required is simply beyond them.

The wormholes generated can be unstable, and a particularly shoddy Link Drive or Projector can end up dumping the user in the middle of uncharted or dangerous space, if not worse. There are other disadvantages to these systems, of course, but they are generally not well publicised except within shipbuilding circles.

edited 8th Jul '13 1:43:07 PM by Flanker66

Locking you up on radar since '09
Flanker66 Dreams of Revenge from 30,000 feet and climbing Since: Nov, 2009 Relationship Status: You can be my wingman any time
Dreams of Revenge
#4: Jul 10th 2013 at 2:08:27 PM

Myths and Legends

Like any civilisation, the three factions described above have developed their own mythology and legends. This is once again not an exhaustive list, but rather a small fraction of what is out there.

Coalition and Confederacy

Due to their shared origins on Earth, many of the ancient myths - King Arthur and Hercules, to name but two - still survive in the Coalition of United Peoples and Svina Confederacy to this day. However, a new generation of legends has sprung up, not least on the Outernet. Much of what is rumoured is utter bilge, but some of these latter day larger than life urban legends may in fact hide a kernel of truth - although it may not match the flights of fancy and tall tales spun on forums across the galaxy.

The Babylon System

Many a spacefarer has heard of this system, even though supposedly nobody has been there*

. The Babylon System supposedly contains fabulous riches and untold resources, as well as the sum total of all the wisdom of a long dead race. However, the path to the system is fraught with dangers of all sorts, including the unsleeping weapons platforms that continue to guard it for their erstwhile masters. According to the legend, this system is only accessible by a wormhole that opens for 22 days a year during what would be the winter months on Earth.

UPN India

This vessel was the flagship of a UPN fleet. The India was tragically lost with all hands during a skirmish with Confederacy vessels, trying to fend off several Confederate frigates at once. Since then there have been unsubstantiated sightings of the gutted hulk of the ship, apparently moving under its own power despite the lack of lights or anything else that indicates a presence on board. Similarly, some captains have claimed that they have received pings from a ship that matches the ghost ship's description, or that they have detected the India's transponder despite being by themselves in deep space. It is said that the India appears at the sites of great tragedies that have either occured or will occur, and it is gravely bad luck to spot it.

In fact, the prevalence of the rumour has gotten so bad that Coalition fleet command has issued a standing order outlawing discussion of the India except where absolutely necessary.

Sirian Union

Siria has its fair share of mythology too - usually focusing on the race's achievements in warfare, but there is also a rich seam of legends regarding other aspects of life on the planet. Despite the occasional stereotyping of Caniens as a base warrior race, there aren't just mythical warriors - there are tacticians and strategists, and even several scouts and diplomats!

Eben

Eben is the creator goddess in the dominant Sirian religion, performing the role of an all-powerful omniscient over-deity. She is the sister of Ataf. It is said that in the beginning she made the first Caniens in her image by taking dust and forming it. However, it was lifeless and blew away. She then tried sand, which remained formless and refused to do as she wished. Eben attempted to use clay, which looked fair to the eye but lacked depth, forcing her to destroy them and try again. Finally, in her frustration she wept, and her tears fell upon the dust. Unexpectedly, this let her give the Caniens form and made them alive, as it gave them feeling and life at the same time.

She used plenty of material to form the first Sirian woman. Realising that she would be lonely by herself, Eben set to work creating a partner for her. Alas, she had used most of her dust making the woman, and so she had less to work with. The smaller being she made with the remainder of the dust was the first Sirian man.

Eben lives in Eid, a world of perpetual daylight. Eben is associated with the sun, because as a being of life she shines and gives joy on her own.

Ataf

Ataf is the death goddess. She was the first creature to experience death, and realising how much Sirian society had changed since her passing she cursed all of Canienkind to eventually die in a fit of pique. Ataf is unsurprisingly associated with wrath and vengeance. One religious festival is specifically intended to appease her and to get her to care for deceased family members. For example, at tables a spare chair will be left to let her join the group if she so wishes (it is extremely bad karma to sit in this seat, and those that do are said to be marked for death in a year's time). If she is especially pleased, Ataf may let a dead relative temporarily return to the world of the living to offer advice or bless them.

As the keeper of the key to the underworld, a land of eternal night, if you make her feel included or happy she will help you. Ataf is associated by the moon; she has to rely on reflected light - that of her sister - to shine.

The day Erruanuzua met Ataf

Erruanuzua (also known as Erruan) was a powerful soldier, famed for her cunning and boldness. One day she met Ataf on the side of the road. The goddess raised a hand and pointed at her, declaring that it was her day to die. Erruan was unphased by the declaration. Instead, she made an offer: if Ataf could beat her in a common Canien game, she could have her soul. Intrigued and greatly amused by Erruan's courage, Ataf accepted.

However, she had been removed from Sirian society for so long that she could barely play the game, and so Erruan beat her soundly. Although Ataf was incensed by her loss, she kept her word and let the warrior live to fight another day.


Hopefully that was interesting. Again, if anyone can help me with the queries laid out in the To Do List, it would be much appreciated.

edited 19th Jul '13 9:26:25 AM by Flanker66

Locking you up on radar since '09
Flanker66 Dreams of Revenge from 30,000 feet and climbing Since: Nov, 2009 Relationship Status: You can be my wingman any time
Dreams of Revenge
#5: Jul 19th 2013 at 2:11:35 PM

Since it was kind of ridiculous to have three factions with "C" in their name, I changed the Sirian Council to the Sirian Union.


Typical SAF Enhancements

Unlike the Coalition, the Svina Confederacy has decided to pursue a different path of enhancing their soldiers. They instead use nanomachine colonies to provide the field agents of the Special Activities Force with a bevy of improvements, including but not limited to:

  • "Whisper" Nanomachine Communications: The nanomachines in the agent's body are more than capable of piggybacking wireless signals to get a crystal clear line of communications to their master. This system - unlike the comms implant of the Coalition - is practically untraceable by its very nature. However, jamming and heavy electronic warfare environments can seriously degrade its capabilities or prevent contact being made outright.
  • "Sanguine" Recovery System: The nanomachines automatically repair any injuries sustained by the host, though they cannot repair anything that would be instantaneously (or very quickly) fatal. For an example of what they do, they can inject stem cells into damaged organs.
  • Red Bloom: If a SAF agent has been seriously injured (and there is enough of their blood nearby), they can use their wireless connection to guide and control the blood. This can be used to splash foes. Once it is on a target, the nanomachines - using methods such as analysing skin bacteria and more - begin attacking the person, disrupting blood clotting and injecting toxins. However, control is relatively imprecise, and in heavy electronic warfare environments the blood can be sluggish or entirely nonresponsive*. Similarly, it only works within a short distance of the user, and it will only do any real harm to unprotected organic targets.

When a SAF agent leaves the group, their nanomachines are automatically decommissioned by the SAF using a special transmitter; Coalition forces have taken advantage of this to provide a handful of units with similar transmitters - furthermore, they can even make the nanomachines turn against the host. As a result, the nanomachines have had firewalls of a sort pre-installed in their software.

It should be noted that the Coalition similarly decommission an operative's cyber-mods when they leave Armata, though this is via hardcoded limits that are triggered with a special injection of nanomachines. The nanomachines are flushed from the system after a week.


The Realzamiento

Tercio, of course, have their own program. To be specific, it is called Aumento, a reference to the name of the chemical used as part of the process. The soldiers who come out the other end of the Aumento enhancements are known as Realzamiento. With the written permission of the parents (or the closest living relative), candidates are taken as young children and undergo an intensive battery of genetic engineering (using techniques similar to those perfected by the precursors) and Aumento augmentations. Candidates are exclusively female.

They receive training in all areas, though they also have special classes designed to let them reintegrate into society when the time comes. These classes continue throughout their adult life. The Realzamiento are far stronger, faster, and intelligent than "normal" Sirians, standing more than 13 feet tall. Although their specialised powered armour enhances their capabilities still further, they are not capable of quite as many of the unusual tricks that their human counterparts can bring to bear.

When a Realzamiento leaves service, for obvious reasons she cannot be decommissioned - the modifications made to her body are permanent. The Sirian government instead puts freshly retired Realzamiento under extremely close scrutiny, not least because if they decided to do whatever they pleased there would probably be not too much the Canien police forces could do to stop them. The Aumento modifications can be passed from a Realzamiento mother to her children, but the effects are not as pronounced (a Realzamiento daughter may, for example, reach only 11 or 12 feet in height). These children are enrolled onto a special registrar to keep track of them.

There is a lot of controversy in Sirian society regarding these super soldiers - some extreme groups suggest that all Sirians should undergo the same modifications, so as to improve themselves. Still others - calling the Realzamiento aberrations - think that their creation should be immediately discontinued and all Realzamiento prevented from having children. Public opinion as a whole lies somewhere in the middle.

Locking you up on radar since '09
Flanker66 Dreams of Revenge from 30,000 feet and climbing Since: Nov, 2009 Relationship Status: You can be my wingman any time
Dreams of Revenge
#6: Aug 21st 2013 at 4:08:09 AM

Cross-posting from the Sci-fi military tactics and strategies thread.


The Coalition of United Peoples and Strategy/Tactics

As mentioned previously, all orders for the fleets are given by Coalition Fleet HQ. There are roughly five "main" fleets, though fleets may well be split into sub-fleets depending on operational requirements. These are as follows:

1. 1st Guards Naval Defence Fleet, also known just as "The Guards"*

. This fleet guards the home systems and other high value installations, often acting as the anvil against which the other fleets shatter foes. The vast majority of their equipment is manufactured on Earth itself or nearby systems. Being posted to 1st Fleet is seen as a sign that someone high up has taken great interest in you, or at the very least sees immense potential.

As a result it's a highly prized posting, and the vicious competition for places is legendary even outside the Coalition. The flagship is UPV Admiral Romanov*

. The official motto is "United we stand".

2. 22nd Rapid Assault Shock Fleet. This fleet acts as a quick reaction force, always on stand-by in case of a minor regional conflict boiling over or an unexpected attack. However, they're also the tip of the spear in many of the Coalition's military operations, epitomising one of the tenets of Coalition military doctrine: aggressiveness.

They are often seeded throughout other fleets to provide a fluid and responsive assault element on the fly. As a result, they are jokingly known as the "Bicycles"*

, though this rather impolite moniker is heavily discouraged by officials in favour of the far more sober "Warriors".

This fleet's flagship is UPV Horizon, and the fleet motto is "Death before dishonour". The movie Heroes of the Coalition followed two pilots who flew for the 22nd as they valiantly protected a planet from Confederate invasion. It was met with wild acclaim and picked up several awards at film festivals. It is well known for its cheesy (if eminently quotable) dialogue and almost absurd amounts of (supposedly unintentional) homosexual subtext.

To this day there are several large fan clubs in and out of Coalition space (especially on the Extranet), one of the largest being - confusingly - on the Sirian home planet. It is said that anyone who quotes the film while on base is immediately fined, though if a pilot manages to get through the entirety of the main character's monologue about justice, freedom, and the values of the Coalition without tripping up, stopping, or being interrupted they are immediately awarded the best rating for a landing. To this day nobody has succeeded.

3. The 5th "Crusaders" Heavy Fleet is the sledgehammer to the 22nd's rapier, crushing resistance with unrelenting power. The 5th Fleet is perfectly happy to strangle the life out of an uppity system or foreign power by plonking itself down next to the trouble spot and subjecting it to continuous attacks that are designed to wipe enemy defences clean. The Crusaders take an almost perverse glee in watching the opponent's resolve crumble, though they can take just as much punishment as they dish out.

The fleet flagship is UPV Newcastle, and the motto is "We lead".

4. 103rd Cossacks Territorial Reserve & Training Fleet is something of a curiosity. As the name suggests, it serves both the role of a reserve for the United Peoples' Navy, and a training fleet for new recruits. It should be noted that the reserves and the trainees are kept well apart, though the most promising recruits are allowed to form part of the bridge crew of a vessel on operations (dependent on spaces being available and behaviour).

UPV Tesla is the flagship. The motto is "Learn to win, win to learn".

5. 60th "Black Cross" Fleet is a relatively unknown quantity - however, what is known about it is that it houses the highest proportion of Armata troops of any of the fleets, and the vast majority of its operations are highly confidential and only discussed when absolutely necessary. The 60th Fleet holds as much (if not more) status as the 1st Fleet, but it is also known as "the fleet where careers go to die" due to the simple fact that most people posted to it aren't allowed to transfer out afterwards.

UPV Berkut serves as the Black Cross's flagship. "None may stand before me" is the fleet motto. Many junior officers insist, however, that its real motto is "We're not happy until you're not happy" due to its members' prickly and supposedly self-centred demeanour when interacting with those from other fleets.

When Coalition Naval HQ needs something done, they will issue a directive to whichever fleet (or fleets) are required, detailing the specifics of their mission and how they are to complete it. The "leading" fleet, squadron, battalion, etc. is variable and may change several times over the course of a campaign.

Coalition movements may appear clumsy or overly rigid to the casual observer (especially on the tactical level), but almost every military action - down to the smallest skirmish - is executed as part of higher operational and strategic requirements. Coalition doctrine emphasises the need to go straight for the proverbial jugular and overwhelming force, and as a result dazed and confused hostile units may find themselves being bypassed entirely by armoured columns (or engaged only sparingly) as they lunge at the beating heart of the enemy. Once this is achieved, "mop up" missions will be made to get rid of any remnants and to secure the area.

A favourite strategy is for EW ships to warm up their ECM and jamming systems so that as soon as the Coalition fleet jumps into a system (usually right on top of the target planet or enemy forces) they are ready to be put into use. Orbital bombardments and airstrikes performed by Coalition fighters are used to blind, cripple and unbalance the opponent, delaying any counter-attacks. Decapitation strikes are aimed at known and suspected command centres, though it's not unknown for Armata sleeper agents to subvert such locations from the inside and transmit contradictory and confusing orders to "friendly" forces.

When fighting the Confederacy Coalition fighters like to "bunt" Confederate aircraft and then climb back out of the atmosphere, and vice-versa when fighting Confederate spacecraft. They may even fly in the outer reaches of the atmosphere, where the Confederate spacecraft can't get low enough to strike at them but their aircraft cannot climb high enough to hit them either.

Aaaaaand that's all I can think of off the top of my head. If you've got any additions or suggestions, don't hesitate to speak up!

Locking you up on radar since '09
Flanker66 Dreams of Revenge from 30,000 feet and climbing Since: Nov, 2009 Relationship Status: You can be my wingman any time
Dreams of Revenge
#7: Sep 9th 2013 at 4:05:23 AM

In this post I'll give a little idea of random aspects of Confederate life.


The Svina

The CSS Svina occupies an important place in the Confederate national mythology - understandably so, since it quite literally is the point from which the Confederacy was born. Many government buildings have at least something from the Svina, though it's usually something incredibly minor to avoid damaging the vessel. The most famous example of this practice is the fact that the seats in the Upper and Lower Houses are taken from the bridge, which is also true of the Prime Minister's chair in his or her personal study.

Technically it is the flagship of the entire Confederate Navy, but currently it sits near the Confederate capital as a museum ship. Even now it attracts some of - if not the - highest visitor numbers in Confederate space. Almost everyone has went to see the Svina at least once. Of course, this has not gone unnoticed by entrepeneurs, and so it's not unusual to see nearby (or not so nearby) stores hawking "genuine" artefacts from the ship, or otherwise using its reputation in an attempt to cash in.

Some of the public are naturally incensed by what they see as a cynical cashing in on their forefathers' legacy and struggle, while others shrug and just chalk it up as another example of commercial ingenuity.


Political Parties

The Confederate political system is host to a dizzying array of interests, each vying for attention or attempting to beat out their rivals. Indeed, it can be so overwhelming for those who did not grow up with it that Confederates often simplify it down to the two main parties, which are significantly larger than the vast majority of political groups. Unsurprisingly, these two parties have latched on to the major issues of the day that the general public feels strongly about, sometimes to the point where it's all they will talk about (making fine fodder for political cartoonists in the process).

The National Reclaimation Party

A decidedly right wing group in all aspects, the NRP views the ongoing dispute with the Coalition as one of a free, fledgling democracy being hunted by a decrepit and brutal dictatorship that engages in cynical realpolitik (neatly ignoring the fact that the Confederacy also does it) in an attempt to annihilate all dissent. They are liable to take any sign of Coalition aggression as an invitation to behave in the same way, which leads many to believe that if war is to break out it will be under the helm of the NRP.

However, the NRP is very popular, especially among those who live on the frontiers of Confederate space (and who would therefore be the first to face a Coalition incursion). Many of its policies appeal to the common man or woman, making it occasionally difficult for other parties to make headway against them.

Currently, the NRP is in power, not least due to its charismatic leader.

The Confederate Social Party

The CSP is the main left wing party, aiming to make everyone equal and content. It strives to reconcile with the Coalition and to find a solution that satisfies both parties, even if this means making concessions that are ill advised. A particularly infamous example of this (which is brought up and mocked endlessly by the CSP's opponents) is the CSP's decision to let a valuable neutral system fall into the Coalition fold... because the latter made threatening gestures when the CSP objected.

The CSP's main voter base is in the affluent middle classes, particularly in and around major Confederate cities. Though they have many extremely forward looking policies, they can fall victim to populism or a desire to thumb their nose at the NRP. Nevertheless, it still enjoys significant support.

Locking you up on radar since '09
Flanker66 Dreams of Revenge from 30,000 feet and climbing Since: Nov, 2009 Relationship Status: You can be my wingman any time
Dreams of Revenge
#8: Oct 14th 2013 at 9:00:40 AM

Made some of the formatting of that first post clearer, since holy moly that is a pain to read.

I aim to add more content to this thread in the future, but nothing is coming to me right now.

Locking you up on radar since '09
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