by Dark Knight
Ort
The mind of a Vaugn soldier was successfully transferred by Kera into the cybernetically enhanced body of a large Earth dog. The creature was kidnapped and its semi-sentient mind wiped before it got to the lab Kera was kept in, so she decided to save at least one of the tortured soldier’s minds. Ort is now her ever vigilant protector and while his mind is slowly healing from the horrors that his Matriarchs had him partake in, the body of a large 10ft long, almost pony sized Akita inu dog is somewhat confusing for him to live in.
Snark
Snark is a mysterious feline of the Earth’s species Main coon. It was previously a pet of some military unit deployed in space, but even Cat’s extensive army connections didn’t help her find out who, where or when. She found Snark in a shelter while searching for a pet cat for their newly-captured starship sent by her captain. The feline reacted positive to her presence and immediately leaped on her shoulder, hissing aggressively at anyone trying to touch her. Back on Starshatter, Snark had settled remarkably well; using the service tunnels she moves around, sometimes butting nose with Awesome who also uses them during emergencies. The cat soon formed strong bonds with Captain Anit’za, Ort and finally Awesome. It often aids the captain by unmistakably recognizing when his opponents or trading partners are lying to him. It has a strange presence around it and always seems to be in the exact place and time when something of note happens...
PDA
Personal data assistant is in essence a highly miniaturized, portable computer. This device although not as powerful as a proper desktop computer, is still one of the best signs of civilization around the Galaxy. No larger than a thin wrist watch, it has the capabilities and functionality of many electronic devices all built in. It can project holo-images, a keyboard and screen and is powered either by the wearer’s movement, solar cells or another power source that charges its internal capacitor. Sentients use this device to browse the G-net, exchange messages, send holo-vid links, data and in general socialize with each other’s profiles on the Net. It can also be used to record all sorts of media, hack databases and the high-end models become part of cutting edge combat suits, managing their many systems and weaponry. Some PDAs are powerful enough and can have VI OS (Virtual operational system) installed in them, drastically increasing their functionality.
Galactic Network
After each civilization becomes FTL capable and rises up to travel between the stars, at some point people find the network. Insurmountably huge, it encompasses the whole of the galaxy, extending maybe even beyond its edge. The vast cyber network is full of incalculable number of files, data leftover from many galactic cycles indicating that G-net was perhaps created millions of years before the current age. Each existing galactic civilization had added more to it, with trillions of cyber-ghosts roaming inside, some forever lost and bound to it for eternity. Even though everyone explores the network in search of useful files and uses it to communicate with one another, there are many dangers lurking in its cyber-space. G-net is “home” to malevolent, genocidal AI, who at one time or another found their way in and began spreading their subroutines in search of more sentients to exterminate. Despite the infatuation of some researchers with G-net’s usefulness and hope of locating newly and previously undiscovered technologies, historical data or ancient secrets – the danger of one’s very soul being hacked is there. Especially when connecting yourself to G-net via nerve-gear, a device that projects your cyber-ghost inside, giving you greater ability to explore and affect the network. Sadly this also makes you a target for hackers or AI who could completely take over your body after “hacking” your cyber-ghost and devouring it. Definitely not the fastest way to interact with G-net is via PDA access and since there is not direct connection to your inner being, most everyday Users are content with it.
Power Armor
The smallest of battle mechs, the PA is still one of the most feared machines on the battlefield. Its size varies slightly depending on the race that built it and model, but the average is around 16ft tall and 5-6ft wide. The mecha is equipped with top of the line sensor array, pulse plasma engines and a mainframe, highly maneuverable and often operated by specialist mecha pilots. A PA always uses the heaviest hand held infantry weapons as main armaments and its heavy weapons are the same size small fighters use. Armaments are mostly not connected directly to its power core and use expandable power-packs to streamline supply and support of combined infantry operations. Most units can boast only a few PAs as they are (depending on the doctrine) considered super heavy infantry. Throughout the Terran Minarchy, generally a PA squad consists of three machines with one commander, a platoon sized units is nine PA plus their commander and a company thirty five together with five more engineering PA.
Tactical Armor
A tactical armor or TA, is starfighter sized mecha – at least sixty feet long and fifteen wide. It is also called space mecha since it is predominantly used in space engagements but not exclusively. Armed with the same size weapons top of the line starfighters use and equipped with the same systems. TA is a mech that in fact has more applications compared with the similarly armed and equipped starfighter and is a much more flexible craft. Sadly it is also three times more expensive and hard to maintain than the common mass produced fighter. In battle those mechs are always operated only by the best mecha pilots and sent on special missions since despite their flexibility they could easily be overwhelmed by the sheer numbers of starfighters or other machines. They are also often used on ground engagements since the TA can swiftly transition between space combat, air and then land. The Minarchy’s TA combat units are called star lances and consist of twelve machines plus their lance leader. By comparison a single starfighter squadron can field around thirty craft.
Strategic Armor
The largest of mecha, these towering monstrosities are equipped with spaceship sized weapons and fielded only in ground engagements. These machines represent the pinnacle of mecha development, engineering and construction tech – as such only the very best of mecha pilots are allowed in their cockpits. With the smallest SA or battle mech starting from hundred feet tall, it is no wonder that all commanders consider a war lance of such mechs to be a valid target for orbital bombardment. Certainly some of these mechs can return the favor and those who sport heavy guns can easily shoot down a starship who’s captain had the shortsightedness of flying in low orbit. In the Terran Minarchy the most common unit size that has been adopted from pirate clan doctrine of mecha warfare consists of no more than three SA. Often they field wheeled or tracked machines to cover their flanks or provide them with additional anti missile protection. Terrans are known to never force the use nerve-gear cyber-tech implants on their pilots like most aliens do. Despite the apparent better results the drawbacks of your mind and spirit being linked to the mainframe of your mech are multiple to say the least.
GAV
The grav attack vehicle is the descendant of ground support helicopters of old. The machine is equipped with good armor, a lot of weapons and top of the live grav-engines. A lot of models are designed to carry one squad or a fireteam of troops for rapid deployment into a combat zone. GAV craft are only used on planets where the magnetic field is stable, since they lack other means of propulsion. Generally they can descend from low orbit and then return to the carrier craft on their own power. Galactic armies rarely use anything else than GAV for close ground support since they are the best there is. Only humans use specialized harrier atmospheric craft, much cheaper and although not that maneuverable, just as deadly.
Starfire
The manifestation of telepathic abilities that is visible only to highly trained individuals, or such with latent telepathic potential. The light surrounds part or parts of the body of the person who is manifesting their ability in but a counted seconds before, during, and after the occurrence. Higher tier telepathic abilities like the Power to mind control others do not have a visible starfire sign. A telepath marked by the dark power of Unl
ife will not shine with starfire.
Star blood
The term is generally used to describe those races who are allied with the Kil’ra and are part of their Galactic sphere of influence be it culturally or economically. Terran morale officers traditionally wear the “Shield Held By Many Hands” emblem of the Kil’ra Alliance embroidered on their capes and/or uniforms. The many weaker star states who signed the alliance agreement with the Kil’ra are at best regional powers and at worst tiny star states. Because the Kil’ra accept only races who are benevolent as they are into this Alliance, a spirit of brotherhood exists between their peoples. In times of peace or war, they do their very best to defend each other and help their citizens in any way they can. Each race does their best to preserve their own cultural heritage and help the rest to do the same since the Galactic Assembly constantly tries to subvert their traditions and destroy them from within. Humans exist only because they have allied themselves with the Kil’ra and as a race have to do their part, they and their clients. The Terran Minarchy signed for the same duty as all other races part of the star blood – to protect the back of their Kil’ra benefactors while they alone stand against an invader from another galaxy.
The Galactic Assembly
The organization facilitates any diplomatic or military disputes between the old, core races in the galaxy. Its members are known of their contempt for young races and those whom they deem to be underdeveloped. Galactic Assembly’s strict laws for uplifting, the process by which a near-sentient animal was made into an intelligent race allowing them and other civilizations to create new sentients. According to their Law, any uplifted race must serve their benefactor for at least 20,000 galactic years without question. The uplifted races were often nothing more than serfs, slaves even, commonly used as cheap cannon fodder to fight in the Old Races’ ancient squabbles. Humans are much reviled by the old races since they dared form a minimalistic government – a Minarchy and also gave their newly uplifted clients complete autonomy. In essence they violated all of the G. A’s core principles.
Universalism
Most advanced, spacefaring races in the Galaxy followed two schools of thought. The first and most prevalent group was the Universalists. They believed that the Universe itself was a living being, an organism comprised of all matter, both visible and invisible. Sentient beings were the Universe’s attempt to understand itself. Therefore, for the Universalists, creating or nurturing any sentient life was of huge importance. Acts of genocide were not tolerated by followers of Universalism, and in most cases, the perpetrators themselves met the same end, having been judged too dangerous to exist alongside other sentient life. There was no “church” of Universalism, or priesthood; the closest one could get to an actual organization were local Congregations of scientists – mainly xeno-geneticists and biologists. When genocide was perpetrated, or there was danger of such an act, those Congregations would locate the best possible like-minded mercs, or a corporation Fleet or Army. Those were paid handsomely to “deal” with the genocidal criminals, in a manner most akin to ancient Earth’s religious wars.
Precursor worship
All of the ancient sites found around the galaxy bear the legacy of the Old Ones, those who predated everything. Known to most xeno-archaeologists as the Precursors, they were venerated and even worshiped by some of the older races. The enigmatic peoples had left after themselves very little to be discovered and even less to be researched. Even the knowledge that Galactic civilization had of their language is partial and incomplete allowing those who know to read only a tiny bit of the ancient writings. Those who worship them follow the principles decoded in ancient times by xeno-archaeologists few as they are, those sentients are one of the most honorable and benevolent races in the galaxy. In essence the “Precursorians” promote the ideals of courage, discipline, honor, fidelity, hospitality, industriousness, perseverance, self-reliance and truth. In doing so they hope that after death their already scientifically proven to exist soul (or a psychic imprint) will join those of their honored Ancestors in afterlife and become part of the galaxy’s spirit. Since both the Universalists and Precursorians basically complement each other’s beliefs, their followers are always on the look and ready to help each other. The G. A also tries to exterminate Precursorians, since their values directly contradict with their “cultural norms”. On any core world you might find the so called Faith hunters. Mercilessly they stalk both universalist and precursorian alike and those whom they manage to catch face a gruesome public execution.
Psy-corps
The Psy-corps is an organization created by telepathically gifted individuals on Earth during the early 1950’s. Its main purpose was to train those telepaths to protect the rest of Humanity from alien telepaths or other similar entities. As such the organization had succeeded beyond its creators wildest dreams, producing the very best telepathic warriors in the Galaxy. Psy-corps is a non-government organization and as such is a self-reliant entity. Its agents work privately for different contractors around Terran space, with some venturing into the Star Alliance’s territories to help Humanity’s allies. Most often than not, one can find a Psy-corps agent who is also an I-sec certified investigator. Those are the most lethal and potent citizen lawmen, greatly feared by any criminal who dares venture into Minarchy’s space. Psy-corps agents often perform personality wipe – a procedure that certain criminals who are deemed worthy of rehabilitation undergo. Their previous persona is wiped and replaced with another one and the now ex-criminal is left to join society. Most telepaths do this rarely because it is immensely tasking on their psyche and more perform wipes no more than two or three times throughout their lives.
IMS
IMS – or Imperial Minarchy ship; Civilian ships use this designation and since all IM citizens can own starships and weapons, those are armed according to their vocation. PMC’s also use this designation, just like any Merc companies - be it Strategic Armor Lances, Space mecha wings etc.
CNS
CNS – Colonial Navy ship; the freedom-loving colonists have their own ships, that they use to defend their colonies from all sorts of villainous scum. Said scum hate the CN so much they spend mountains of money to hire assassins and send them to kill CN commanders. Those commanders are always regular citizens or local mercs.
FSS
FSS – Free Spacer ship; only Spacer vessels have this designation and it is a sight bringing joy or terror. Depends on which side you are on. Pirates and others promptly disengage if they consider their forces to be insufficient – Terran Spacers often seek battles between those who invade IM space and local friendly colonies. They stage their Death Pod Races in the battle’s very midst – Spacers launch in teams of two; One is flying an escape pod (always the youngest daughter of the family) stripped off life support and over armored, engines over-boosted and even fielded with one fighter size weapon; Second is piloted the Starfighter who picks off the idiots who go after the Death pod. The team with most kills wins the race...
INS
Imperial Navy ship; Ships donated by the citizens of the Minarchy and crewed by hardened veterans of many space battles, it is a sight to behold. These ships are always the very best of what the freedom-loving Terrans and their clients can field.
Colonial Navy
CN – Colonial Navy – Every colony that is part of the Terran Minarchy has its own space defense force. Depending on the size of the colony it might range from a single starfighter squadron, space mecha wing or modified cargo transport. Modifying older and captured starships is what the CN does best. As a matter of fact, their captains try to utilize any opportune situation that allows them to board an enemy vessel. Most of the smaller starships that all CN units use are pirate clan fast attack ships. This basic Clanner vessel is used mainly in boarding operations and is equipped accordingly. After capture, most are redesigned and turned into a form of "space sub", the large crew compartment and other boarding gear are replaced with more weapons like long-range railgun
s or torps. Stealth armor plating is installed together with EWS (Electronic Warfare system) that allow colonists apt in computer use to launch devastating hack attacks. What else do CN forces use the most? Probably the best, most experienced units are either the starfighter/bomber squadrons or Space mecha (Tactical Armor) wings. Since those are the vessels all CN units form in the initial stages of creating each system/colony defense force, those pilots accumulate a lot of experience. All starfighters are either captures or built on site by individual colonists who have the skill. Each is a unique model fashioned from battle salvage and precious irreplaceable looted parts. That also counts for the space mecha (TA) who are the size of most starfighters and is used only in special operation capacity. As such, the few precious mechs are often equipped with specialized weaponry, the best systems that this particular colony has and piloted by their most experienced pilots. CN units are often highly dependent on those TA and form their overall battle tactics around them. The biggest and toughest starships in CN arsenal are their light carriers. Those are always re-purposed transport ships, that the CN engineers had redesigned to use their huge cargo holds and house starfighters, mecha or other craft. The ships are refitted in such a way so that their speed is greatly increased. As always, stealth armor, EWS suits are also incorporated into the redesigning process. The CN light carrier is used to perform deep strike missions, patrols or quickly respond to any pirate and slaver attack that threatens nearby colonies. In most cases, a couple of close colonies pool their resources together and outfit one such vessel, crewing it with their best and brightest. Despite their small size, CN light carriers are a nightmarish opponent to any pirate Lord’s forces. Terran Minarchy never attacks first, yet, pirate Clans, slavers and Drug Cartels who had already invaded their space and killed many are a legitimate target for preventive strikes. CN forms its infantry units of star troopers from the best colonists who are capable to fight both as soldiers and starfighter pilots. The CN rarely forms elite units of star marines, since equipping them is costly but they use their infantry both to pilot starfighters and fight in space boarding/defense operations. As such, CN star troopers are a feared adversary and often switch between piloting and boarding enemy vessels during battle.