• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Futuristic NCQuest: Mecha flavored action, Lore/Data

Main
Here
OOC
Here
Characters
Here
Lore
Here

Windsock

Two Thousand Club
This thread is dedicated to the posting of lore and data (in universe or not) pertaining to the RP, 'NCQuest'. This space will contain tidbits such as in-universe mail, technical readouts, and other such miscellaneous trivia (including bank accounts and outstanding debts of player characters) so as to not clog the primary thread(s). The attached expose's can generally be presumed to be publicly available in-universe, besides the obvious exceptions such as mail or classified documents particular to certain characters; please use your judgement, and talk with me when it isn't quite obvious if you could reference the data involved here.
 
Ruling Powers v2
A modern term, a Post-Disaster 'Ruling Power' is a fully independent political entity akin to an old-world regional or global superpower. The two largest cliques, occasionally called the Ruling Nations and the Ruling Corporations, are likewise descended from previous nationalities and corporate entities respectively, such as Pre-Disaster power blocs that re-surfaced to face the brave new world, or mega-corporations that also survived the Great Disaster. The Ruling Powers vie for control of the Post-Disaster world and all have their own independent power structures; and with the fact the Post-Disaster world is stabilizing, in some sense the world hasn't changed much on the grand political scale. RealPolitik, in many ways, still rules the day.

Ruling Nations
Roughly half of the Ruling Powers are built in the image of old nationalities, or in honor of Pre-Disaster power blocs, ranging from the North American Commonwealth to the New Baltic Unions.

'The Blocs'
A term describing the reigning national superpowers, 'The Blocs' are governmental entities that clawed their way out of the Post-Disaster Century of Chaos manually, usually drawing strength, support, and inspiration from older Pre-Disaster political and military alliances.

The North-American Commonwealth is a voracious, constantly expanding descendant of its territorial predecessor in North America: a long-gone United States, from which the Commonwealth's past few administrations have taken a youthful, expansionist mantra; "From sea to shining sea." The Commonwealth takes great inspiration from the successes of its predecessor, but also was built on a new interpretation and realization of its flaws. "Power, to the People!" was taken far more literally from the start, and the three pillars of the old government was expanded to four, with the addition of a rotating lottery of "citizen unions" integrating themselves into the pre-existing power structure every major political turn-out. The concept was intended to provide regular citizens a way to more directly integrate themselves into the government in some capacity, and has been reasonably successful so far, with the occasional scare.

The Commonwealth was founded a full eighty years after the Great Disaster, or in other words during the 2350's. Coalescing from disparate reconstructionist communities, the decision to fully re-integrate into the modern Commonwealth was ratified in a new Charter by the governors of the first seven Member States, and the Commonwealth has since grown to include twenty new, reborn constituents. The Commonwealth still hasn't taken control of all the old territories yet, mostly relegated to the northwest quadrant of the old territory. Some comment with amusement that the Commonwealth is essentially acting in reverse of what their ancestor did, expanding to the east of the continent from the west.

The current political administration, which has been in power for eleven years, was built by and is currently dominated by one Diego Calderon. The Calderon Administration has prided itself on both types of expansion, both peaceful and militaristic; many territories have been both brow-beaten and tastefully integrated back into the fold. The Administration, otherwise, has been taking a strong isolationist stance and has had a particular focus on completely denying the sovereignty of all 'Ruling Companies', refusing large-scale business integration with any of them on the grounds of an "...utter rejection of their monopolistic, inhumane practices..." and a desire to keep the Commonwealth safe from the tangled mess the Ruling Companies' operations usually are, as commonly seen by the populace.

Nonetheless, some Ruling Companies have had limited success in carving out their own fiefdoms inside Commonwealth borders through sheer persistence and determination, but the administration has done its damnedest to regulate them all and force the subsidiaries involved to act with Commonwealth economic rules.

The Commonwealth is a strong military power, but compared to its direct ancestor has had lost a good portion of its overwhelming strength. Still a top-tier contender, the Commonwealth is well-suited to protect its interests with force by way of a strong navy, a powerful aerial arm, and a large army, with a good balance between the latest technology and tried-and-true engineering. The Commonwealth's military needs are all provided in-house, by well-regulated small-scale weapons corporations, forbidden from selling their highly funded products elsewhere.

Standard Ruling Nations
Besides the large superpowers, there are a variety of smaller-scale, regional powers such as the Republic of New-Maryland.

A city-state on the eastern coast of North America, the New-Maryland Republic is based around a mostly rebuilt Baltimore, acting as an independent trading city; a vital transportation strong-point that maintains its own sovereignty and laissez-faire economic policies. In recent times, the small republic has been undergoing an extreme economic boon, expanding rapidly with constant peripheral construction around the capital.

Well-liked for helping to rebuild and maintain global transportation networks, the small Republic is adored by nearly all of the Ruling Powers for staying out of trouble and treating everyone fairly; a neutral port of call, that is always reliable no matter the exterior situation. Nonetheless, in recent times the Republic's growing coffers have been threatened by a resurgence in terrorist, bandit, and pirate activity across the board. Due to the current administration's inability to independently handle the issue, a political party called the 'Stronger, Together' movement have been gaining power, suggesting that the Republic should apply to the Commonwealth as a member state.

Due to these recent issues, the Republic has made a deal with MAVERICK to host a handful of facilities on Republic soil, but this has had little direct impact on their predicament so far.

Ruling Companies
Roughly half of the Ruling Powers are descended from huge corporate cliques; mega-corporations that are now far more independent in their operations, ranging from the titan of General Requisitions to the little research group named QCR.

General Requisitions is the largest Ruling Company in terms of sheer monetary and territorial scale, and all but dominates the world-wide transportation and communication industries; in other words, GR is the world's mail and courier champion. GR was also the originator of MAVERICK as a concept, that of a neutral third party that corrals and manages NC's to regulate their usage on the global stage, and maintains a particularly close working relationship with the otherwise independent Linker Guild. Just like MAVERICK, GR does its best to maintain an apolitical neutrality and is one of the few Ruling Companies that is seen as inoffensive by nearly all Ruling Nations, every other Ruling Company, and the vast majority of the world's lesser powers. Hands-off and quiet, GR merely busies itself with its large network of couriers and obligations, and provides service to any and all customers regardless of history or leanings.

One of the first organizations to crystallize after the Great Disaster, GR is actually one of the mildly rare examples of a Post-Disaster Ruling Company, which makes its status as the largest overall especially fascinating. Formed during the 'Century of Chaos' immediately after the Disaster, GR had a pivotal role in hastening the end of that turbulent period and was built on the promise of confidentiality, professionalism, and neutrality, all qualities the Company continues to subscribe to in the modern day.

GR is one of the few Ruling Companies with no major military presence of its own, merely having in-house security services for its own personnel. Another rarity belying its large operating scale is the fact it only has one sovereign territory: its head-quarters, a refurbished Burrow near Los Angeles. Its entire infrastructure is built around delivering goods and information where it needs to go, with the standard GR facility resembling a post office if anything in particular.

Its economic interests are of course as previously described, but GR also has a hand in the infrastructure side of transportation, building roads and trains just as well as delivery vans and power lines. Still, GR isn't focused on anything but providing services, and doesn't market out its home-grown products particularly often. Generally focused on providing for its own needs, GR is a service-based Ruling Company, not a product-based one.

Due to a close association with MAVERICK since the latter's inception, GR has a surprising knowledge-base and engineering experience concerning NC's and is the proud owner and operator of the General Requisitions Neural Combatant Division, the largest NC construction and modification Shoppe in the world; focused on providing new Linkers with well-made, if not extravagant starter NC's to begin their careers under MAVERICK. Assisted by equipment and material donations from veteran Linkers, the Shoppe has been stocked with unusually good equipment lately and has been able to provide the newest rounds of Linkers with particularly well-made NC's, especially with the help of their renowned head NC engineer, James Andala.

GR is lead by the present 'Courier-General', Betty Rolfe, who came to her position after the previous Courier-General died in a tragic motor accident. Recently promoted, Betty has been evidently pleased with the current state of affairs and has been content with continuing business as usual.

'The Big Three'
A term for the three largest companies besides GR, 'The Big Three' are far more extroverted in comparison and are considered the archetypal Ruling Companies. To be considered a member of the esteemed 'Bigs', a Ruling Company has to effectively be a self-sufficient economy unto itself, at least in some manner. Nonetheless, each of the Big Three maintains a particular focus its well known for.

Denver-Vegas Industrial is an 'American' corporate clique, with a deep presence in the infrastructural and military development sector with a particular lens on its home continent of the Americas. Centered in a Pre-Disaster 'Burrow' on the outskirts of Vegas, DVI was formed by a merge between its primary parent, Vegas Industrial, and Denver Development, a then-smaller firm that had its sights on the military construction sector as the Post-Disaster world stabilized. DVI in its modern form was born when the two companies realized that the young Commonwealth to their collective north was not interested in integrating them into their growing nation's economy and the two corporations combined to protect their monetary interests as their own state, to rival their encroaching neighbor.

DVI is ran by several internal dynastic families, with the current dynasty in charge being the Hunton House, with their patriarch William Hunton sitting comfortably as CEO. Sadly for the larger corporation, the Huntons have a strange balance of occasional genius and general incompetence, tempered by wild fortune and being impossible to dislodge by the other families so far. A period of regular, steady expansion before the Huntons has turned into a roller-coaster ride of meteoric growth, and shocking losses.

DVI and the Commonwealth are in something resembling a Cold War, which the DVI used to control the tempo of until the recent years under the Commonwealth's Calderon Administration. With the Huntons' issues as the family in charge, the Calderon Administration has had a simple time gradually cutting into DVI's sovereign territories, which the Huntons are terrified of actually countermanding in force unless they find strong allies. Still clinging to their status as one of the traditional 'Big Three' Ruling Companies, DVI's prestige, and even continued existence in the future is in question if things continue as they are.

Nonetheless, DVI still has many active subsidiaries, with child companies doing work that ranges from managing hotels to building trains. Recently, the Huntons have been butting heads with Paragon about military products, further exacerbating their recent problems. This desire to dominate the weapons market is likely to solidify in the near future.

Paragon Pharmaceuticals and Paramilitary Group, or just the 'Paragon Group', is a Ruling Company in Europe that traces lineage even before the Great Disaster, with a specific ancestor in both the medical and military sectors, as per its current name. In the modern Post-Disaster era, the political-economic zaibatsu is a strong leader in producing medical supplies and war material, which the company has had a history in attempting to merge in previous years before that specific subsidiary split to form GeneTech three decades ago.

Maintaining their ancestral tradition, Paragon subsidiaries have a huge share in nearly all types of pharmaceutical production such as painkillers to anti-depressants, and still has a good chunk of control over the genetic medicine field, although this has faltered in recent times due to their escaped child company. The other tradition they maintain is developing the bleeding edge of weapons technology and pushing the envelope of what's considered practical, with a particular interest in attempting to bridge the gap between conventional military weapons and unconventional weapons such as Neural Combatants. A leading contender in 'Erzats NC' development, Paragon has been working to mass-produce NC-Grade Myomer fiber, to little success. Nonetheless, related developments in Myomer substitutes have nonetheless been capitalized on, with military exoskeletons becoming more popular in recent times due to Paragon research making them far more practical.

Paragon has a surprisingly tight grip on its independence in Europe, effectively being top-dog of the subcontinent in a local "Pax-Economica".

Paragon is lead in a direct manner resembling feudal hierarchy, with a CEO at the top, streaming down a menagerie of branch officers to specific citizen-employees. The CEO is the 'king' of Paragon, but the position isn't directly hereditary. Instead, positions are replaced by individuals directly below that position buying shares of a lottery, in which the winner of the lottery takes the vacant position. Of course, an alternative is for the replaced and the replacement to have a contractual agreement beforehand, which is usually honored. The current Chief Executive Officer is Klaus Kupchenko, who's been focusing on a pet project to develop the next generation of Neural-Combatant or an entirely new alternative, which hasn't gone anywhere yet.

The Integrated Energy Development Corporation, last of the 'Big Three', is a long-standing energy company in what used to be China that traces its lineage before the Disaster, as with the rest of the Big Three. Its Pre-Disaster ancestor, focused on fossil fuel production, managed to transition to next-generation power sources right before the Great Disaster, and its modern descendant has continued this evolution, having since moved to providing every form of power imaginable, from geothermal generators to synthetic fuels, to solar panels and nuclear reactors. Constantly developing new ways to keep the lights on, the I.E.D.C. is just as interested in pushing its energy production services everywhere it can stick them, with the current leading council of the organization being particularly aggressive in expanding its consumer base and keeping them hooked to I.E.D.C. power lines.

The I.E.D.C. is lead by a council of leading subsidiary directors, with each member having a vote to dictate policy changes and the actions of the company overall. The current council has had a particular focus on developing a monopoly of recently re-developed fusion reactor technology, and is thus usually called the 'Fusion Group', or more derogatorily the 'Fusion Mafia'. The Council, and the I.E.D.C, is headquartered in New-Shanghai, directly overseeing the finishing touches on the reconstruction of the city.

With a main focus on energy, the I.E.D.C. still has strong secondary interests in the computing and related networking fields: A particularly large subsidiary, almost a second parent company, oversees these interests and is called the Silicate Engineering Association. The S.E.A. is a noted rival to Quantum Computing Research in the Americas, but still focuses more on providing standard computer technology instead of developing the next generation of computational devices.

Standard Ruling Companies
Besides the first amongst equals and the second-place trio, there's still a variety of Ruling Companies bickering and trying to expand their economic and political influence.

Headquartered, fittingly enough, in the rebuilt Silicon Valley areas of California, QCR is a bleeding-edge computer research group developed after the Disaster by salvaging interests in the area, sifting through the remains of the Pre-Disaster computational thinktank. These predecessors then went onto developing their own prototypes after the dig sites ran dry. Considered the leading experts in literal Quantum Computing solutions, QCR is a leading supplier of modern smart technology ranging from basic management A.I. to automated manufacturing systems, and of course home appliances.

In 2468, QCR announced ambitious plans to create true artificial intelligence, in their words from a press conference, "...A dog-level sub-persona..." for use in the commercial and military sectors. Due to this promise, QCR is constantly searching for escaped A.I. systems and often butts heads with other Ruling Companies for the rights to salvage Pre-Disaster A.I. specimens.

CRONUS is another relatively well-known, yet minor Ruling Company with a specialization in data storage and general consumer goods, maintaining a curious balance between the highest standards in max-security digital bookkeeping and cheap, disposable working tools. Working as a secondary contractor for many other Ruling Companies, CRONUS products are commonly sold everywhere, even if it isn't under their own brand names.

CRONUS itself has a variety of subsidiaries, unusual for a company outside of the 'Big Three'. The two most notable are the twin ARES firms; ARES Security in Europe, and ARES Defense LLC in the Americas. Mostly dedicated to providing in-house defense details, the two share specialties including early-warning systems, automated reactive surveillance, and the production of high-quality built-to-order weapon systems. With well-trained personnel, the two security firms are in high demand and well suited to carrying out their assigned tasks, even outside CRONUS.

Original concept by Viper Actual Viper Actual , current write-up by Windsock.

Valkyrian Starworks International, or VSI, is a minor Ruling Company specializing in the aerospace and propulsion economic sectors. A leader in the transportation industry, VSI is known for a strong space program and producing some of the fastest trains and planes on the planet. VSI traces itself before the Great Disaster, when a clique of aerospace startups formed a 'Skyward Sword' initiative, an extranational plan to build orbiting space colonies, in some sense a competitor to the Burrow concept. To this day, their company logo is taken from this past, featuring a feathered sword pointing to the sky.

But, Valkyrian's ancestor never achieved this goal and had to weather the Great Disaster, and the Century of Chaos after it just like everyone else. Today, they've seen a strong resurgence in recent decades, due to peculiar obsession to "Take back the stars!" and related advancements in both rocketry and jet engines. Outside of the aerospace industry proper, they also use their advanced turbine designs in other sectors such as power generation, and even HVAC systems in some Burrows.

Due to Earth orbit being a mess after the Great Disaster, VSI's greatest interest, space, is a risky endeavor in the modern day and the company heavily relies on its more 'grounded' revenue streams, with a noticeable dissatisfaction. Most agree if VSI truly focused on these less idealistic businesses, VSI could even join the Big Three with some luck; but Valkyrian Starworks continues their original mission, with difficulty. Lately, however, the VSI has joined in a loose alliance with Quantum Computing Research, trading QCR's advanced software specialties for VSI's ability to bring back space-borne examples of A.I. for their associate to study.

Original concept by @AnonyMouse , current write-up by Windsock.

Miscellaneous Groups
Various smaller groups such as terrorist organizations, bandit or pirate clans, and non-governmental or national independent interest or political groups are a significant factor in the Post-Disaster world.

An older pirate clan in the Atlantic, who some say can be traced even shortly after the Great Disaster, lead by a similarly named man known as 'The Reaver', or 'Great Reaver'. Always being led by someone with the same name, the intended implication is that it's an immortal clan-boss, but of course intel confirms it's just a semi-hereditary title. A strong warrior tradition keeps the united sea-bandits in line, and it's believed they used to operate from a hidden naval dock somewhere; but nowadays it's suggested they have some type of mobile base, such as a recovered aircraft carrier with some type of stealth technology.

Extremely brutal, the most recent 'Great Reaver' is a confirmed megalomaniac with delusions of grandeur, who's been growing his clan's strength in an aim to be a self-sufficient micronation. Having thankfully slaked his thirst by conquering and uniting warring clans until now, it's believed he's finalizing his now larger gang's new unity and is ready to strike an important coastal city to try and take it over; and some say New Baltimore, specifically.

The Sons of Zeus are a modern terrorist organization made primarily out of deserters from CRONUS, more specifically the Sixth Brigade from ARES Defense, an internal security arm of the Megacorporation. As the 6th Brigade, the Sons of Zeus were ARES' reconnaissance, raiding, and direct-siege-assault specialists; an entire brigade dedicated to snooping out the enemy, testing their defenses, and then to crush them in a single pitched battle.

Operating completely divorced from this original schema, the current-day Sons of Zeus have been operating in an entirely separate methodology for quite some time; a veiled, blunt fist that surreptitiously operates with the implication of a greater force elsewhere. Believed to be operating in their entirety near New Baltimore for unknown reasons, although suggested to be involved with a rumored alliance between disparate similar organizations to achieve unknown goals.

Before their desertion, the Sixth Brigade were known to have a variety of armored vehicles, both manned and unmanned; certainly fit for taking over a military fortress or even a city. Ranging from anti-air flaktanks to heavily armed, specialized 'Linker-Hunter' hover-vehicles, the Sons of Zeus were already a worrying group; and recent intelligence from black market alongside other underground sources suggests that a group fitting their description have been buying even more war material.
 
Last edited:
World-Technology Information: Vehicles
Conventional Military VehiclesA variety of conventional vehicles are extant in the world's armed forces; both private and national. Various advances in technology both Pre and Post-Disaster have made a large range of weapons and constructions surprisingly practical, and plenty of artifacts salvaged from before the Disaster happen to be usable military stock.

MAVERICK maintains a stock of distinctly militaristic vehicles. The organization is still limited to heavily-armored NC transports, befitting their stated mission. Each is fitted with the ability to carry at least one NC, and also act as disabled NC recovery vehicles with cranes, tows, magnets, winches, and various other tools.

A massively over-wrought military cargo truck, with an integral flatbed at the back almost always fitted with an NC support module (such as a field communications facility). Able to tow two NC's mounted on trailers over rough terrain. Thick armor plating and the rules of war protects it from conventional attack, and it features a full suite nuclear, biological, chemical protection system. On the road, it easily fills up an entire lane by itself and spills over to the next; necessitating an escort of normal vehicles to clear the way until it can find an exit ramp.

The 'MAVERICK NC Truck' is a custom design manufactured by a variety of suppliers, all built to the same pattern. Runs on a hybrid power system with backup electrical power fed from a large-scale military gas engine able to run on a wide range of fuels. Nobody can call it unreliable or impractical, but it's never been called a pleasant ride either.
A relatively small and standard submarine, propelled by a miniaturized nuclear core and fitted with thick armor and minor stealth technology (building further on the fact it's underwater). Roughly seventy meters long and fifteen wide. Two pumpjets give it a very respectable speed, even submerged. Where other submarines would have an array of missile tubes, the 'NC Cargo-Submarine' features three individual bays for three individual NC's. The doors for each meet up with the sail, making a distinctive ridge shape.

Protected by MAVERICK rulings, it surfaces far away from an operational area, launches its cargo, and provides a local platform for the Handler(s). Not able to be used often, but is seen as an attractive, fun trip.
A wide, blended-wing-body design, the NC Transportation plane is the most obviously unique NC transport available to MAVERICK; not being based on a pre-existing pattern due to the unique challenges inherent in carrying and air-dropping an NC, specifically. The only transport not capable of fully independent NC recoveries. Each plane can only hold two NC's, but this alone is a major feat with the entire primary fuselage being dominated by the two bays.

The high lifting power is used for the NC's themselves, and a surprisingly thick coat of armor and various other safety systems. Powered by three dorsal turbofans, it isn't very fast as far as planes go, but is easily the fastest standard NC transport available. NC's are air-dropped and this is considered a rough landing, at best. No refunds.
An automated train connecting MAVERICK facilities to one another in a region; remotely operated by a division HQ, but can be over-ridden by manual controls for whatever reason in an emergency. Each is able to hold one NC and a variety of supplies. Due to the ruination of the vast majority of national rail networks, it's the most limited in a strategic sense, but in a day-to-day sense it's the most practical. Also acts as a personnel transport between bases. No crew; may be boring with nobody to talk to.
A more special NC transport, only able to hold 1 NC but can deploy it absolutely anywhere. Based off of an experimental Pre-Disaster cargo helicopter design, it features two contra-rotors, for a dizzying four total rotor assemblies, one at the front and one at the back. Short-ranged, it's generally only used for rapid-response regional level operations or inter-region NC basing transferals. It drags NC's underneath it using a special 'skyhook' structural frame with magnetic clamps.

Considered the lightest armored of all NC transports. Needing to use one of these is seen as a bad omen.


A variety of well-known military vehicles serving a large multitude of different independent armed forces are extant on the world-stage; mass-produced, for-sale models almost always made by one of the Ruling Companies. Licensed to anyone with enough money, these can turn up almost anywhere and aren't beholden to specific actors.

The STALWART series is a popular, global series of modular trucks for the military-logistics market. Capable of ferrying supplies, towing artillery, long-range sensors, or various other special equipments, the STALWART is one of the most produced truck families Post-Disaster. The STALWART is capable of traversing most any terrain besides water or the most treacherous conditions like mountains or particularly bad swamps, and is capable of long independent operations with a gas-electric hybrid propulsion system.

Resembling 21st century military trucks, the cabin is a slightly-slanted rectangular shape that extrudes slightly forwards the frontal steering wheels, with a chassis further supported by four more wheels. The engine, a small-scale turbine balancing efficiency and output, is mounted below the cabin. The large batteries are distributed around the frame and can provide enough power to operate for three days of semi-regular use if no gas is available, presuming the optional solar panel installation is also forgone.

Intended use of the truck is to use a full tank of gas and/or the optional solar panel equipment to charge the batteries, by way of gas turbine or standard solar-electrical conversion. The gas turbine is ran occasionally, at full power, its most efficient setting. The power is then stored by the batteries. When used as designed, the system is highly efficient and can minimize fuel cost, making the STALWART a popular budget option across the world.

The STALWART is somewhat armored, more than can be usually expected of a logistical-use truck; nonetheless, it's still very vulnerable to direct damage. It can only be expected to survive low-level threats, such as inaccurate artillery fire or the occasional anti-vehicular mine.

Versions include models meant to be operated semi-autonomously (optionally manned), integrated with localized drone-command functionality, engineering equipment, artillery towing, artillery spotting, jamming, large-scale deployable radars, VIP transfer, or almost anything one could think to put on a reasonably-sized truck or otherwise use one for.

The series was originally designed by General Requisitions forty years ago (2430's); but has been licensed to almost every other Ruling Company since then. The design is effectively universal at this point.

A medium-scale amphibious warfare ship designed by Denver-Vegas Industrial, able to directly land military elements or general supplies to any coast or beach on the planet. One hundred twenty meters long and nineteen abeam, the Galapagos class is the largest landing ship extant that's designed to directly beach itself to disgorge its contents onto a hostile coastline. Fairly well armored, Galapagos class ships were originally built with dual-purpose rapid fire autocannons to both protect itself and to directly assist in a landing-assault, with four turrets of three twenty-millimeter cannons each, one to each 'corner' of the ship.

The Galapagos class isn't able to offer much command functionality, but it can still accurately track most targets with a basic radar and sonar system. The hull was designed with two distinct layers, with fair compartmentalization that doesn't interfere with the main cargo-space of the ship. It can be called 'mine resistant' and can brave treacherous waters, fitting its intended use. Nonetheless, the ship isn't too capable of direct combat, especially against other ships. Even with the dual-hulled design and fair size of the vessel, a direct impact to one of the vital compartments would generally prove to be a mission-kill.

The ship was designed to hold up to eleven vehicles internally, but also has an elevator to the top deck; meaning that the top-surface of the ship can also be used to store equipment. With this in mind, total cargo capacity is hypothetically twenty standard vehicles per ship. Not perfectly designed to do so, but the Galapagos is able to launch or just transport some aerial vehicles like small helicopters.

The Galapagos was made in the 2440's, and has been licensed to numerous shipyards. The class is fairly expandible, and one-off customizations are easy to find. The base design was powered by two high-efficiency gas turbines in a 'combined-gas/gas-and-steam' system; meaning that the exhaust of the two turbines was used to heat steam for additional power from the same amount of fuel. Even before-hand, the turbines are linked in a 'series' instead of being used together; one turbine is meant to be used at max power before the next one is activated. Due to the fact that gas turbines are generally the most efficient when being used near max capacity, this actually increases fuel efficiency in most situations. In short, the power system is efficient, but maintenance intensive; which can generally be extended to the rest of the ship's design.

Various customizations are fairly popular for the Galapagos class: some add additional armor and direct-fire weapons to turn it into a ship that can fight independently, while others give it various artillery options to provide more indirect combat potential to a landing force. Some deign to sacrifice cargo capacity for on-board command functionality. Others demilitarize it completely for use as a disaster relief vessel to coastal towns. In short, the Galapagos class is easy to expand on and occasionally has tricks up its sleeve.


Unconventional Military Vehicle InformationAlongside the standard, long-lasting designs and patterns are obviously some oddballs; one-off superweapons and zany schemes of heavily customized specimens are more common than you'd think in the Post-Disaster world.

A concept that comes in vogue every once in a while; the Ersatz Neural Combatant, or 'Walker', is the idea of developing weapon systems similar to NC's using more conventional and easily reproduced technologies. Never quite the same efficacy and general-usability as NC's, ENC's are still capable war-machines when used in the right contexts; just like any other cog of the military.

The 'TYPE-INACHI' is an Ersatz Neural Combatant made by Shihei Metallurgies, originally as a built-to-order workloader for particular engineering challenges. Some of its features, such as ease of transportation, portability, and a good combination of strength, stability, and precision made it an exemplary close-combat unit. The TYPE-INACHI entered semi-mass production in the 2460's to the delight of special forces units everywhere, having sold hundreds of units.

The TYPE-INACHI stands roughly eight meters tall, and uses a combination of low-grade myomer substitute and hydraulics to maneuver its body, the combination offering a good balance of strength and efficiency. Resembling something between a crab and a bird, the INACHI stands on two reverse-jointed legs built for jumping and a torso-cabin with crab-like 'pincher-arms' extending from each side, without a distinct head unit.

The military-use version is powered by a dual gas-turbine engine, giving the INACHI a high degree of basic mobility. However, the ENC is entirely land-bound besides a unique suitability for long leaps. A special program installed into the INACHI's custom Operating System is designed specifically to optimize and carry out movement commands, maximizing this advantage, but sitll not approaching the mobility of a proper NC.

The INACHI is armed with internal weapon bays, one to an arm, suited for carrying weapons such as rapid-fire autocannons, mortars, or shotguns. Due to the INACHI's close-combat specialization, other, more esoteric weapons were also created for it; like powerful stake-drivers or engineering drills. The unit is entirely optimized to close quarters, with low compatibility with long-ranged fighting in general, having no special sensors besides infrared or night-vision.

Thanks to its heritage as an easily transportable work-loader, the INACHI is designed with high portability in mind, being able to be compacted down with minor disassembly to the point it can even fit in standardized inter-modal shipping containers.

Civilian Vehicle InformationThe world still revolves around a motley diversity of ways to get around; Post-Disaster civilization relies on a strange combination of horse-cart, multiple-rail super trains, nuclear cargo icebreakers and electric solar-powered trucks, just to name a minuscule few.
 
Last edited:
Player-Character Information
Information focused on primary Player Characters of NCQuest, Linkers. Included is currently financial data but it may also feature additional NC items and data on previous/pending Neural Combatants when the time comes for that to be recorded, or any other prudent information that may fit.

Financial Data
This section is devoted to the current finances of each player's Linker in the story. For practical reasons, this list can be considered a 'rough baseline' and may be played with or otherwise ignored by the GM or the player involved with the GM's permission. Also consider this major finances; day-to-day monetary concerns are left as an exercise to each player.

All units are in 'Inter-Corporate-Dollar', or 'ICD', which for simplicity's sake will be rendered as USD$ with similar 'true value'.

MAVERICK Banking: We got you, by the balls!

Current Reserve: 2,900,000$

Unpaid Debt:
Total Debts: 600,500,000$
MAVERICK Debt: 600,000,000$
Misc. Debt: 500,000$

Regular Expenses:
Weekly NC Costs, 'Emperor': 300,000$
Rent: (Denver-Vegas Luxury Apartment, New Baltimore): 5000$

Example Expected Expenses:
'Standard Fight' Operational Costs: 100,000$
'Difficult Fight' Operational Costs: 300,000$
Recovery/Repair-Overhaul Fees: 2,000,000-6,000,000$

MAVERICK Banking: We got you, by the balls!

Current Reserve: 3,750,000$

Unpaid Debt:
Total Debts: 600,000,000$
MAVERICK Debt: 600,000,000$
Misc. Debt: 0$

Regular Expenses:
Weekly NC Costs, 'Mirage': 250,000$
Rent: (MAVERICK Barracks at NB-3): 500$

Example Expected Expenses:
'Standard Fight' Operational Costs: 85,000$
'Difficult Fight' Operational Costs: 250,000$
Recovery/Repair-Overhaul Fees: 1,000,000-5,000,000$

MAVERICK Banking: We got you, by the balls!

Current Reserve: 2,785,000$

Unpaid Debt:
Total Debts: 600,000,000$
MAVERICK Debt: 600,000,000$
Misc. Debt: 0$

Regular Expenses:
Weekly NC Costs, 'Hardpoint': 200,000$
Rent: (MAVERICK/GR Gated Community, New Baltimore): 1000$

Example Expected Expenses:
'Standard Fight' Operational Costs: 65,000$
'Difficult Fight' Operational Costs: 200,000$
Recovery/Repair-Overhaul Fees: 1,000,000-5,000,000$

Major Purchase History:
Demolition-Assistance-System, 150,000 ICC. Custom software for Hardpoint designed to analyze a target or area, and then calculate the best practice for destroying that structure with explosives.

MAVERICK Banking: We got you, by the balls!

Current Reserve: 2,935,000$

Unpaid Debt:
Total Debts: 600,000,200$
MAVERICK Debt: 600,000,000$
Misc. Debt: 200$

Regular Expenses:
Weekly NC Costs, 'Vanguard': 200,000$
Rent: (MAVERICK/GR Gated Community, New Baltimore): 1000$

Example Expected Expenses:
'Standard Fight' Operational Costs: 65,000$
'Difficult Fight' Operational Costs: 200,000$
Recovery/Repair-Overhaul Fees: 1,000,000-5,000,000$

MAVERICK Banking: We got you, by the balls!

Current Reserve: 3,935,000$

Unpaid Debt:
Total Debts: 600,000,000$
MAVERICK Debt: 600,000,000$
Misc. Debt: 0$

Regular Expenses:
Weekly NC Costs, 'Samaritan': 200,000$
Rent: (MAVERICK Barracks at NB-3): 500$

Example Expected Expenses:
'Standard Fight' Operational Costs: 65,000$
'Difficult Fight' Operational Costs: 200,000$
Recovery/Repair-Overhaul Fees: 1,000,000-5,000,000$

MAVERICK Banking: We got you, by the balls!

Current Reserve: 3,935,000$

Unpaid Debt:
Total Debts: 600,000,000$
MAVERICK Debt: 600,000,000$
Misc. Debt: 0$

Regular Expenses:
Weekly NC Costs, 'Raijin': 200,000$
Rent: (MAVERICK/GR Gated Community, New Baltimore): 1000$

Example Expected Expenses:
'Standard Fight' Operational Costs: 65,000$
'Difficult Fight' Operational Costs: 200,000$
Recovery/Repair-Overhaul Fees: 1,000,000-5,000,000$

MAVERICK Banking: We got you, by the balls!

Current Reserve: 0$

Unpaid Debt:
Total Debts: 600,000,002$
MAVERICK Debt: 600,000,000$
Misc. Debt: 2$

Regular Expenses:
Weekly NC Costs, 'Janus': 200,000$
Rent: (MAVERICK/GR Gated Community, New Baltimore): 1000$

Example Expected Expenses:
'Standard Fight' Operational Costs: 65,000$
'Difficult Fight' Operational Costs: 200,000$
Recovery/Repair-Overhaul Fees: 1,000,000-5,000,000$
 
Last edited:
Notice: This section is in the process of being re-written. For posterity, and due to the slow rate of the renovation, the old data is currently archived at the bottom for your perusal. Be aware that, as the information is 'old', my views on the matter may have changed somewhat; if any confusion exists, please talk to me so I can clear it up. Thank you for your continued patience.

Neural Combatant Codex
Neural Combatants are the modern, vehicular example of the military champion. Descended from a range of ancestors including battleships, special forces, marines, air-superiority fighters, nuclear submarines, and artillery; NC's draw from centuries of military and engineering theory to create a modularized, do anything, anywhere, combat machine that can take on armies.

With all factors of their combat performance ultimately drawing from, and thus determined, by the pilot; standardization is all-but-impossible, meaning each NC is, no matter their similarities, an independent work of art that eventually comes to be specifically tuned for the needs and mindset of the current owner.

Since standardization is impossible, noting specific NC's and their full technical readouts for this Codex is superfluous; in their place are general theories and discussion of what NC's are capable of, how they're built, and how they operate.

NC's are controlled almost unanimously from a centralized core in the chest, synonymous with the metaphorical 'heart' of an average Neural Combatant. Generally called something poetic during internal engineering development, such as the 'Cocoon', 'Stamen', or 'Primary', it's ultimately just a cockpit where the Linker sits, and connects to the NC's own synaptic systems, for neural control.

Supporting the NC's own armor with layers of further protection, Linker cockpits have a variety of secondary safety features innately installed such as being mounted in a shock-absorbing pneumatic frame, or by being filled with a viscous, oxygenated fluid during operation to dissipate the impacts of battle. Further, even more esoteric safety features are possible; but these two are the most common by and large.

To accentuate the fact that Linkers are unique individuals with specific needs and talents, cockpits are often left relatively bare before final production so that the intended pilot can request certain development in the cockpit as per their taste. A variety of basic design theories are extant, related to certain attitudes on how NC's should be treated by their Linkers; more specifically the separate schools of thought on how a Linker should operate their machine during use.

Unambiguously, Linker 'cocoons' are built to take punishment, and MAVERICK specifically instates that all NC's operating under their jurisdiction have safety features installed that allow a Linker to survive in conditions as extreme as being on the seafloor for at least a few hours. Relatedly, NC cockpits commonly have spaces and compartments well-suited to carrying survivalist equipment in the case of a complete NC totaling, which is an uncommon but extant reality of Linker life.

These survivalist packs aren't standardized, as MAVERICK leaves it up to each Linker to provide for their own miscellaneous needs.

Neural Combatants are large, powerfully built humanoid or semi-humanoid war-machines, designed around a minimum of two technologies by definition; 'Artificial Myomer Cells', and related 'Link Synaptics'. Myomer Cells, or Psuedocells, are an artificial analog to certain natural tissues, entirely synthetic and completely divorced from evolutionary pressures, and come in two varieties; Synaptic Psuedocells, and Muscular Psuedocells.

Both clades of Psuedocell have engineering bonuses and limitations, just like any other construction technique or building material. All Psuedocells are naturally resistant to damage, and efficient at what they ultimately do; however, certain unique factors in their makeup cause them to be particularly 'size-specific'. In other words, Psuedocell mechanisms don't 'scale down' or miniaturize well in comparison to most other mechanisms, and still have the usual problems when scaling up enormously that need to be dealt with.

This limitation, alongside a few others such as the waste-heat problem and the difficulty in mass production, means that something resembling the modern Neural Combatant is the most efficient use-case of Psuedocells, especially the Muscular type. A match made in heaven, or in hell depending on one's views, usually if one is fighting a Neural Combatant at the time. Neural Combatants, even if they're awkwardly structured at best from the standard military engineering perspective, simply have a much higher capacity for general fighting ability, pound-for-pound, in comparison to the vast majority of other weapon platforms.

Past the Psuedocells themselves, Link Synaptics are the other major design base; the control mechanism that puts the 'Neural' in 'Neural Combatant'. Link Synaptics, or just Synapses, are built from Synaptic Psuedocells, but also specialized 'Linking Units' that can turn conscious thought into machine code, and vice-versa. Synaptics aren't as specifically important as the Muscular type, but share features similar to actual neural cells such as the ability to store 'Muscle Memory' and optimize themselves over time to the practicalities of actual use. And, of course, being similar to pre-existing neural tissue makes them adept at handling similar problems and tasks in general.




Archive
NCQuest: Neural Combatant Combat Codex
Neural Combatant combat is the roughest, most hard-fought type of battle regularly undertaken in the Post-Disaster world. NC's are subjected to the most extreme of fighting conditions against a variety of opponents in all environments; and this is a summary of their capabilities, their engineering standards, and various other datas related to their operation in battle.

Neural Combatants: Battlespace, Ranging, TargetingNeural Combatants fight in a variety of 'combat envelopes', or, battle-ranges. Defined by their innate 'human-like' vision of a much taller stature, they nonetheless find similarities in other combat vehicles.

The standard envelopes based on an NC's own optics are three.

The close-combat-envelope is named as such, and is considered to be perhaps 5 kilometers; roughly synonymous with the range of conventional direct-fire artillery that most NC's use as their principle weapon. Of course, due to an NC's towering height and close-to human-perfect vision as fairly standard, most NC's can naturally see much further than this, with a range of 15 kilometers horizon-to-horizon optical distance with no assistance. The usual NC's maximum natural sight-line, the 'Extended Envelope' of fifteen kilometers, is synonymous with some high-trajectory howitzers, as a point of comparison. Ten kilometers is the 'Long' or 'Far' envelope, of course; also necessitating specialist weapons, but not to the same degree as the 'Extended' Envelope.

NC targeting solutions are all ultimately based on a human's own mind and their sense of vision and spatial awareness; an average, fresh-out-of-the-Shoppe NC has no proper understanding of advanced predictive models or innate remote guidance capabilities. In short, a stock NC is technically no better than a standard human marksman operating in a standard fight, even if they're well-trained and had plenty of time at the range. Similarly, 'dual-wielding' is a common method of gaining more immediate firepower, but this is always difficult for rookie pilots to properly implement, as an NC's base targeting systems can only do so much for the second firing solution, basing it off the first and filling in the blanks.

A full, dedicated fire-control sub-system is many a Linkers' first major purchase, so that wildly different weapons can be properly used together, firing at the same time.

Neural Combatants: Weapons, Sizes, .EtcNeural Combatants have a variety of weapons to choose from.

Of course, the standard cannon comparable to a tank gun is the average that most others are compared to. In the NC context, tank-like cannons somewhere in the 100mm range are considered to be rifles of some description, basing relative size and power to a human-scale rifle. Anything far below this, such as 60mm, is generally built similarly to a carbine or submachine-gun, using another human-scale equivalent.

By contrast, calibers far above such as 200mm are built in forms resembling powerful sniper rifles, and 300mm or more can be considered the equivalent to grenade launchers of some description. 400mm, comparable to naval-use heavy cannons, is the 'bazooka' in this analogy. This rough equivalence to human-scale weapons is the basis for size-comparisons, and generally how NC equipment hardpoints are rated.

Of course, fully conventional gunpowder weapons are considered to be the cheapest option for a Linker; the entry-level to be eventually discarded. A wide variety of energy weapons are available, but the simplest successor to conventional chemically-powered kinetic weapons are ETC weapons.

Electrothermal-Chemical technology is a hybridized descendant of its simpler predecessor. Modulating a chemical reaction using electrical and/or plasma ignition, an overhaul or switch to an ETC mechanism lets a similarly-built and sized gun use denser, more stable propellants, more efficiently as well; offering exquisite performance standards. Requiring a full rebuild of the operating parts to work to higher pressures, ETC tech is still a popular improvement to any conventional weapon. To more experienced Linkers, ETC is the actual golden-standard, popular and highly practical.

One rung further on the ladder, plasma weapons are another in-between of kinetic and energy based weapons, leaning more to the energy side. Based on a rare self-stabilizing effect of certain gas mixtures, to apply plasma at-range to a target. Plasma weapons and their 'rounds' can be modulated, either on or off the field, offering some tactical flexibility.The impact of the stabilized, effectively-solid plasma round itself, alongside its great heat, makes for a particularly excellent anti-NC tool.

Entering fully energized weapon territory, lasers are the weakest example of a full energy weapon. The only use they find are in the context of maximum-accuracy purposes; subsystem disabling arms that can slice into very specific parts of an opponent at reasonably long ranges. Blowing out sensors, cutting at extended radiator panels, melting barrels and the like is their specialty. Never particularly efficient, but a well-aimed laser can still take out an important, weak component of any enemy in range in a few seconds of sustained contact.

These four broad categories are considered the popularized standards of NC armaments, and offer a starting glimpse into what NC's can mount and are generally capable of offensively.

Neural Combatants: Armor, Passive, ActiveNeural Combatants are constructed of sturdy materials, and are relatively densely built on top of that compared to most other fighting vehicles. Solidly constructed and just large enough to be too big to kill in one shot with most conventional weapons, even the weakest NC's have good durability records, beating out the vast majority of tanks as an example. Combined with a natural mobility, this makes their armor more effective by limiting the amount of rounds to soak in the first place.

The specifics of NC armor are far too varied to go into too many details, but various military composites and alloys are known to be used; always backed by the powerful synth-muscle cultures that mechanically drives an NC's basic movements, itself being quite durable under fire anyway. An average NC can be expected to eat a proper armor-piercing tank round in any single spot at least once; plenty specimens being able to mostly ignore autocannon shells, not to mention small arms in general.

Many Linkers, nonetheless, supplement this with active protection systems. Chaff and Flares are an ever-popular favorite, many Shoppes supplying them in dual-bundles linked to the same countermeasure system anyway. "Close-In-Weapon-Systems', Or CIWS turrets, are another well-used and respected example of active protection, acting as can easily be expected. Laser examples exist, but solid-round is still the most common specimen in the NC use context.

Neural Combatants: Power, Propulsion
Neural Combatants almost always have a powerful reactor core of some kind acting as their heart, the standard being a fission reactor of some kind, usually built around running thorium fuel. The vast majority of NC reactor cores are also built to be dual-purpose, providing thrust in the form of a nuclear-based turbojet system (using a thermocouple as a 'combustion chamber'), and provide basic energy generation as expected. Due to the relatively small scale of an NC reactor, highly enriched fuel is to be expected; but radiation or fallout is still of minimal concern thanks to 'hardy' designs and the low amount of material in question in the first place.

Neural Combatants have power-outputs (in overall thermal output) just below a hundred megawatts for the majority, comparable to very mature small modular reactors. This abundance of energy allows for all the advanced, power-hungry systems on an NC of course, and thrust, as aforementioned. NC's can fly with a maneuverability similar to combat helicopters as the standard, with speeds reaching just below mach 1 at sea-level considered 'reasonably attainable high-speed' for most Neural Combatants. This level of aerial dexterity is afforded by directing thrust through multiple exhausts around a Neural Combatant's body, the minimum being two presuming fully-vectored thrust. The most popular thruster setup is two pointing forwards in a 'jetpack' and two pointing backwards at roughly hip-height, but a variety of setups exist for optimizing certain movement patterns.

NC's can reach this speed fairly quickly, but the physical movement based on their own body-motion is still very important. Called 'Basic-Movement', to contrast against thrust-based maneuvers, called 'Advanced Movement', NC's can quickly switch between the two presuming the Linker is up to the task. Due to the fact that reactors have only so much energy to be used for either thrust or electricity generation at any one time, switching between the movement patterns and integrating them both in maneuvers is considered to be a sign of high skill and of mastery over the machine.

Of course, simple flight and walking, and a strange mixture of the two, aren't the only way NC's can maneuver around; another popular in-between being 'Skating'. As the name implies, a 'Skate' is just when an NC is using its thrust to propel itself while still in contact with the ground. This means that an NC can use most, if not all, of its reactor output in providing forwards speed. This is considered fairly dangerous and is not always usable, but is a fairly popular option when it arises. NC's can be optimized for this form of motion by adding wheels or sliders to an NC's feet.
 
Last edited:
Miscellaneous Technology
Combat-Exoskeletons, or 'Power-Armor' as its more commonly known, are man-sized humanoid frames capable of being worn by, protecting, and maneuvering like a human. Essentially a 'man-amplifier', military use exoskeletons range from engineering work-loaders that're effectively a wearable forklift, to suits of armor that can let infantry carry extremely heavy weapons and become immune to bullets.

Oftentimes, power armor is seen as a cousin to Neural Combatants, with decent reason. Although synaptic interpreters still haven't been scaled down to the small scale needed for use in power-armor, similar material to NC grade muscle-fiber or "myomer" is used in their construction in high-end types, even if not the same specific type.

Nonetheless, power armor design and NC design has a fair number of commonalities, and the engineers working on the two sectors often share notes where relevant.

Relatedly, power armor is usually seen as the sole piece of equipment that can somewhat equalize infantry and Neural Combatants, letting boots on the ground carry sufficiently heavy armaments to at least drive off Linkers, with any luck, and help take them out if properly supported in a combined-arms environment.

There are about as many models of power-armor as there are militaries, but almost all are relegated to specialist functionalities. Not always practical to issue to every soldier, but Combat Exoskeletons have earned their place on the field of battle.

A common feature is to be remotely operated, as an obvious extension of the concept is to put a computer inside the exoskeleton instead of an actual person.
 

Users who are viewing this thread

Back
Top