Difference between revisions of "TGMC:Lore"

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(actually this is better)
(Massive lore rework, compiled from the #lore channel and rewritten into the current setting. Edited from https://tgstation13.org/wiki/User:Lich4441/Lore)
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{{TGMC}}
 
{{TGMC}}
{{under construction|reason=Loremaster is sleeping.}}
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{{Under construction|reason=Recompiling our lore based from pinned comments in TGMC discord's lore channel.}}
=Real Life Lore=
 
'''coming soon(tm). [[Guide to contributing to the wiki|or maybe you can make it come faster?]]'''
 
<br><br>
 
'' '''Everything below here is fictional lore. Basically no one cares about it, but hey, maybe you do.''' ''
 
<br><br>
 
=Factions=
 
  
==TerraGov==
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''<small>This is an attempt to reformat and rewrite some discrepancies within our god forsaken void of a lore in a game with no roleplay</small>''
[[file:TGMC_logo.png|128px]]
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== <big>'''Setting'''</big> ==
===Overview===
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{{Important|Color=#FF0000|Image=Gavel.png|Title=TGMC and TG Link|Note=Although there has been subtle hints between TGMC and TG sharing the same universe. Over the years, TGMC has drifted away from TG's backstory and now has a separate universe.}}
The premier authoritative power over humanity, TerraGov is the ''de facto'' global power by the 25th century. An authoritarian superstate, Terragov controls almost everything in and around the solar system. Due to a lack of ready and willing manpower to operate their colonies, they use a substitutive workforce of Vatgrown humans to reinforce the workforce of a variety of fields, ranging from farming to engineering to the military, where they are used the most. With evermore increasing demands, they develop robots to help with Vatgrown. Their Armed forces consists of the TerraGov Navy and the TerraGov Marine Corps. There used to be a TerraGov Army, but it was integrated into the TGMC due to the greater use of marine forces in interstellar combat. The TGMC is, naturally, humanity's largest fighting force in existence. Their primary arms supplier is Terran Armories, a conglomeration of the largest weapons manufacturing corporations in the world, based in Germany.
 
===Statistics===
 
* Population: 35 billion<br>
 
* Homeworld: Terra
 
* Headquarters: Sevastopol, Ukraine
 
* Territory: Sol and surrounding systems<br>
 
* Standing army size: none(primary fighting force are the muhreens, who do basically everything)<br>
 
* Enemies: basically everyone else except allied corporations<br>
 
* Navy size: 130.000 FTL-capable ships, nearly 2.500.000 supporting craft<br>
 
  
==Nanotrasen==
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<big>In the 25th century, the TerraGov Navy and Marine Corps are racing to secure colonies from both ICC insurgents and the evolving xenomorph threat. Most of the TerraGov Fleet is spread out across space, with ships such as the Pillar of Spring and the Sulaco dispatched to remote colonial areas to quell the disturbances. In the beginning, these xenomorph encounters were reported as [[TGMC:Gamemode Guide#Distress Signal|'''distress signals''']] and dealt with by complete eradication by the marines. However, as the war continues, the xenomorphs have grown in size and have integrated another species of insectoids, significantly boosting their population and growth rate.</big>  
[[file:NTlogo.png|128px]]
 
===Overview===
 
Everyone's favourite money-hungry all-controlling megacorporation, though not quite yet. Before the events of regular SS13(which is when TGMC is set in), Nanotrasen is not yet the premier power over humanity, that would be TerraGov. In the events of TGMC, NT is a powerful, but not SUPER powerful, research and development company with hands in varous other sectors, such as mining, exploration, and general colonisation. Their biggest moneymaker is their discovery and research into the exotic matter called Phoron, which they have studied extensively and have developed various uses for. Due to their knowledge of Phoron extraction and processing, they have a functional monopoly over it, as every other party that has access to deposits of Phoron end up paying Nanotrasen to mine it for them. Thier newest venture is the study of [[TGMC:Xenomorph Castes|a mysterious and dangerous alien species]]. Surely with their experience in research, there would be little of anything in the form of accidents... right?
 
===Statistics===
 
* Employees: 200 million<br>
 
* Headquarters: Guangzhou, China
 
* Territory: Various systems within TerraGov space, and some frontier systems farther spinward
 
* Security Force: Moderate size, relies on Private Military Contractors to do the heavier lifting
 
* Enemies: no major power, acts mostly as a neutral party
 
  
==Sons of Mars==
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<big>In response to this escalating threat, the Navy and the Marines has been given full authorization to utilize total '''[[TGMC:Gamemode Guide#Nuclear War|nuclear warfare]]''' and destroy planets if necessary to eliminate the xenomorph menace. The TerraGov now finds itself fighting on multiple fronts against both human and alien adversaries, and they are relying on their ever-evolving weapons and armor to prevail against the constantly adapting xenos and the newly rediscovered technologies of the Sons of Mars.</big>
[[file:TGMC_Sons_of_Mars.png|link=Special:FilePath/TGMC_Sons_of_Mars.png|256px]]<br>
 
===Overview===
 
  
Back in the 2100's, Mars was a colony under the Space Authority with a few
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<big>The year is '''{{TGMCGameYear|415}}''', The question now is whether TerraGov can succeed in this struggle for survival. With the odds stacked against them and facing an enemy that is continuously evolving and becoming more formidable, TerraGov must remain vigilant and adaptable if they hope to achieve a safe and secure, humanity.</big>
million people and very ambitious terraforming plans. Unrest from poor treatment and
 
appropriation of resources after the crash of '09 caused rioting on Mars. Because of it's
 
industrial importance the Authority's forces were eventually called in to quell the  
 
rapidly escalating situation. Tensions ran high and the revolt was ended with violence and  
 
bloody force. The survivors chafed under Authority rule, but made plans in secret with the
 
assistance of other stations. In 2160, nearly the entire planet's population left in a first-
 
generation STL ship, pulling a coup on the newly-formed TerraGov, but also taking the biggest
 
source of opposition to TG outsystem.
 
  
One of the Big-3 members, the Sons of Mars are based on Cydonia, a small, partially
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=== <big>Sentients</big> ===
terraformed world ringed by orbital stations and the occasional cometary impact. The Sons are
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{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;"
a major industrial power, due to the very large number of initial colonists, and due to
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! scope="col" style="background-color:#808080;" width="200" |Type
their initial expertise. They're the only member of the ICC that can build a Cyanspace drive
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! scope="col" class="unsortable" style="background-color:#92B26D;" | Description
and are the primary naval and engineering supplier of the ICC. They're the least friendly
 
with TerraGov out of the Big-3.
 
  
===Statistics===
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|-
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![[File:Humans.png|128px|]]<br>[[Humans]]
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|From fleshbags, to roughskins, to natural born predators, '''Humanity''' serves as the founding core of the entirety of Terra and the whole galaxy. They have long since expanded to frontiers of space beyond, but not without strife and various worldwide/galaxywide conflicts against each other through each passing decade, that continues to this very day. Despite all of the various shortcomings compared to other known species and wars that scarred humanity's outlook, they continue to thrive and explore various wonders in the unknown.
  
*Their home world is a Martian analogue, currently undergoing terraforming, it's about 2/3 finished, and the atmosphere is now breathable.
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|-
*8 additional extrasolar colonies, most notable Hesparus (1.2 mil).
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![[File:TGMC_squad_marine_2022.png|64px|]]<br>[[Vat-Born]]
*~40 million people.
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|Sometimes known as "scratch clones", the '''Vatgrown''' or '''Vatborn''' is the fruitful result of countless days of NT experimentation through biogenetic algae, humans, monkeys, and other various cloning procedures done on other animals. Essentially a clone of a human being, but their bodies are not refined to the point that their skin color is essentially pale and are fragile to the core. They also suffer from short-term memory loss during their early weeks, but with advancements of technology allows them to make it a non-issue - if they survive their first trial of fire, their combat drop within minutes of waking up. Minutes after their growth, they'll gradually learn the essence of life and death through the heart of combat, their gun, and the will to survive where an average human would take months or years to perfect it.
*Standing army of 200,000.
 
*175 FTL ships, of which 15 are dedicated warships, with 40 more being converted merchantmen.
 
*Biggest fleet yards outside Sol system
 
*Member of the ICC
 
*Army well-trained in engineering techniques
 
*Enemy of TerraGov
 
*Armor is expensive and lacks certain protections
 
*THE go-to target for the TGMC if war breaks out.
 
===Behind the scenes:===
 
*The Sons of Mars are getting ready to leave the ICC and make a go of it on their own. The ICC really wouldn't like that...<br>
 
*The Sons run a guerrilla academy, with some exercises being live-fire deniable raids on TGMC outposts.<br>
 
*They're searching for LOST TECHNOLOGY so as to regain the glories of the technologies they once had. <br>
 
*The Sons have a working BLUEspace teleporter and drive design, one without all of them pesky downsides.<br>
 
*The Sons have began experimenting with viral plagues, in order to drive down the TerraGov population advantage.
 
  
=TIMELINE=
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Living in a normal life is a secondary for Vatgrowns. However, should they survive their rite in combat, they essentially serve as the hand-in-hand fighting arm with humanity, sharing the same bonds, interests and even relationships to a normal human. In current times, if a Vatgrown mates with another human or Vatgrown and eventually gives birth to another, they are known as "Vatborns", which are essentially perfected versions of Vatgrowns with slightly fleshier skintone, increased muscle mass and more.
==2019==
 
The timeline starts and all events up to the present are unaffected.
 
  
<br>
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Vatgrowns are never known by their name, but rather number, and an indication of "CS" to indicate clone soldiers for military combat applications. Should they survive, they are given their humble human name and identifying number, an identification that would be shared with Vatborns later within the years.
  
==2023==
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Both Vatgrowns do not suffer from aging during their early decades, especially since they are born with a combat-ready body. Vatborns on the other hand, sharing some of the elements of the human, age normally as a human would.
Rising tensions between China and the United States lead to a trade war, causing a stall in their respective economies. As they are two of the largest economies in the world, their sanctions cause the worlds economy to plummet as a result.
 
  
<br>  
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|-
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![[File:TGMC_combat_robot.gif|64px|]]<br>[[Robots]]
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|In the vast recorded history, the '''Automatons''' or '''Robots''' stand as a testament to humanity's technological prowess. Delegating a significant portion of labor across colonized space, these autonomous and sentient beings were created to ease the burden of an ever-expanding race throughout the stars. Their crude predecessors played a pivotal role in the widespread colonization of space. However, now outfitted with robust and calculating AI cores, some even forming human-like personalities, they stand shoulder to shoulder with their creators in their battles against the unknown and hostile alien forces.
  
==2034==
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While robots primarily serve in labor and combat, they are also granted basic rights. However, outdated, decrepit, or malfunctioning robots are often sold to companies such as Nanotrasen by their technicians for quick and easy credits. There are even rumors of such robots being placed in high corporate and military positions.
Research into metallic hydrogen synthesizes a new fuel, a super-compressed witches brew of organics code-named Plasma. Production is limited during the war, but is expanded in the post-war era. Plasma-powered rockets are capable of reaching both earth orbit and the inner system without special design, and can reach the outer system with mild design work. This creates a space race between the still at war countries to get defenses in space as well as build better intercontinnental ballistic missiles (ICBMs).
 
  
<br>
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Each robot is typically tied to a chain code that indicates its manufacturer and purpose. If a robot survives long enough in service and develops a personality, they may choose to adopt a name for themselves. As technology advances, newer robot models and upgrades provide them with self-repair capabilities.
  
==2037==
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|-
The first orbital habitat is completed, built into a main-belt asteroid dragged into earth's orbit by a Plasma drive. The hollowed out hulk is used as an agricultural station, sending fresh, un-blighted crops down to the starving millions left in places in Africa and China, as well as third world countries around the globe. The station also serves a prototype powersat, with steam-driven turbines cranking out as much Plasma as can be charged. The excess power is transferred to the power-starved cities on the East coast of the US. The drive is detached, and sent to fetch another. These asteroids were pulled in by a Russian agency, making Russia the unexpected mediator between the US and China. Though tensions are still high, both nations spend the next two decades restoring their own economies.
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![[File:DMCA_Synthetic.png|64px|]]<br>[[Synths]]
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|The '''Synths of TerraGov''' were initially designed as support automatons for long-distance space travel. The early models were made of metal and had a robotic appearance. However, after a collaboration between TerraGov's Research Department, Nanotrasen's Genetic and Robotics Departments, and other minor companies, the modern Synth was created. These newer models had a human-like appearance, with a yellowish to orange tint. They possessed extraordinary skills, including engineering and medical expertise. This generation of Synths was later known as the "Early Synth," marking a significant milestone in the development of these advanced artificial beings.
  
<br>
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Currently, the newest generations of Synths have made significant advancements in their medical capabilities and overall design. These Synths have become even more lifelike and precise than their predecessors, with advanced upgrades to their synthetic anatomy and programming.
  
==2050==
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|-
With 3 Plasma drive assemblies bringing asteroids in 1 per every 4 months, there are over a dozen habitats in orbit, some of which are entirely residential. Many of these habitats are neutral territories, having no association with existing nations.
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|}
  
<br>
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='''<big>Factions</big>'''=
 +
{{Important|Color=#FF0000|Image=Gavel.png|Title=Hold on!|Note=<small>This is a work of fiction. Names, characters, places and incidents either are products of the communities' imagination or are used fictitiously. Any resemblance to actual events or locales or persons, living or dead, is entirely coincidental.<small>}}
  
==2057==  
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=='''TerraGov'''==
An asteroid moving accident occurs. A half-mile wide chunk nearly grazes the Earth's atmosphere, which was caused by a rock that was on an approved trajectory. This would cause public concern about the current leading governments, and increases pressure for an international organization that will control space-based activities. The truth leaks to the public: the accident was caused by an armed US vessel attempting to maintain US-controlled space. The Intercelestial Space Authority is formed as an advisory body to the United Nations, thus planting the seeds that would later become the Terra Government Marine Corps and TerraGov Council. This moves the nations to set aside their issues for good and effectively brings an end to the Chinese-American trade war. The Intercelestial Space Authority serves as a neutral force to enforce space law and is given funding to put weapons in space with the purpose of defending Earth's orbit.
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[[File:TerraGov Logo.png|thumb|'''Flag of the Terran Government'''''. <small>A White Eagle in the middle light blue field, with golden laurels at the flanks, and three silver stars at the top.</small>'']]
 +
'''Terran Government,''' or '''TerraGov''', the dominant authoritarian power over humanity, has become the de facto global power by the 25th century. Established from the empowered Intercelestial Space Authority and headquartered in Sevastopol, Ukraine, TerraGov exercises control over virtually everything within and around the Sol System, as well as its neighboring systems. With the advent of Bluespace technology, they've shifted their focus to expansive colonization and resource exploitation policies. Despite their rapid expansion, however, gaps in manpower have prompted the creation of robots and clones to sustain their colonies throughout space. TerraGov has also granted colonial charters and research stations to some notable corporations, such as Nanotrasen.
  
<br>
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TerraGov's origins begin in 2057, a near-miss asteroid incident caused public concern and pressure for an international organization to control space-based activities. The truth behind the incident, caused by a US vessel, was leaked and led to the formation of the Intercelestial Space Authority as an advisory body to the United Nations. This brought an end to the Chinese-American trade war and established the Authority as a neutral force to enforce space law, with funding for space weapons to defend Earth's orbit.
  
==2100==
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In 2109, an orbital habitat malfunctioned due to maintenance negligence and caused a mass disaster that killed 50,000 people and damaged over half of the remaining habitats. The ISA intervened and removed debris while confiscating plasma drive assemblies to move habitats. This event led to increased funding for the ISA to expand to Mars and establish the Colonial Marshals.
Main belt asteroids are mined out for the most part. Over 200 habitats are in Earth's orbit, including some in the belt. Nanotrasen, an up and coming interstellar RnD company, releases a plasma engine 150% more efficient than previous models. Thanks to NT’s advancements in interstellar travel, the focus of mining moves to Jupiter's trojan points. More than 20% of Earth’s resources come from space. NT tech also allows humanity to establish a thriving colony on Mars, as well as settlements on some Jovian moons.
 
  
<br>
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In 2272, the ISA expanded its influence on Earth and rebranded itself as the "Terran Government". They shifted their focus back to space and reformed the navy and army into TerraGov Navy (TGN) and TerraGov Marine Corps (TGMC) for colonial escorts and patrols. To ensure unity, they implemented the Humanity First Charter, which labeled any dissenters as race traitors.
  
==2109==
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However, not all colonies under TerraGov's control are content with the authoritarian nature of the government. In some distant colonies, rebellions have arisen, with groups of colonists banding together to form the Independent Colonial Confederation. These rebels seek to overthrow TerraGov's rule and establish a more democratic system, free from the strict control and censorship imposed by the government. Despite facing significant challenges and opposition, the Confederation remains a thorn in TerraGov's side, and their struggle for independence continues to this day.
Due to negligence in maintenance, one of the orbital habitats blows out a cylinder wall on the habitat, depressurizing the habitat and killing 50,000 of the 300,000 people onboard. What started as a regrettable action in one area turned into a mass disaster as the habitat lost structural integrity, and came apart across the sky, filling sections of earths orbit with house-sized chunks of rubble. Of the remaining, 200+ habitats, over half of them were destroyed or damaged considerably, but due to good emergency procedures, most deaths were avoidable. The ISA stepped in during the disaster, using all 8 of its patrol cutters to remove as much debris as possible, and confiscating plasma drive assemblies to move habitats into solar orbit away from the debris field. People start to question the effectiveness of the space forces of the individual nations, who were either not close enough at all to help or didn't have equipment to combat such a threat. Increased funding towards the ISA is put forward by the United Nations to develop further, but only enough so they can expand to Mars as well as work on the station security section that would eventually become the Colonial Marshals.
 
  
<br>
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In 2400, TerraGov, in reference to the Humanity First Charter, declares the ICC enemies of Humanity. Mobilizing the largest war fleet ever seen, special warships and warship classes are designed with the intention of invasion, such as the Jericho-Class Auxiliary ship designed by NT to better employ their combat doctrine of FOB landings. The fleet is sent out to engage the ICC, who prepare for the worst.
  
==2150==
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In 2414, during the interstellar war against the Independent Colonial Confederation, a mysterious colony ship from the early 2200s appears and is redirected towards Terra. A TGN maintenance ship decides to intercept the vessel and diverts it off course to prevent any potential threat to Earth. However, the colony ship crash-lands on Mimus, one of Saturn's moons, unleashing parasitic insectoid creatures known as xenomorphs. This marks the first encounter between TerraGov and these genetically-modifying beings, which become a major threat to humanity's survival.
Debris cloud in Earth's orbit finally clears enough to allow travel to and from the surface. Due to loss of orbital resources, there was a disruption of food and supplies, but the ISA with their funds and capabilities stepped in to throw one-way mass-driver loads of food from the surviving habitats to the surface. Colonial Marshals are sent to retrieve food from the ISA controlled colonies, forcing the colonies both in orbit and on Mars to ration themselves, something they feel like they should not be doing. Some space born citizens begin to question why they should even be worried about Earth. As for the planet side of things, the ISA pressures the UN to elevate their position due to how much back work they have been doing.
 
  
<br>
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Following the attack on the Mimus colony, Terragov's fringe colonies started to go dark, causing panic and confusion. To locate the source of the disappearances, the Office of Naval Intelligence searched for ships harboring the colonies but found nothing on record. In response to the crisis, Terragov dispersed their war fleet mid transition to ICC space and sent ships to every planet that they could cover. As a precautionary measure, the TGN further broke down the patrol groups and stretched the fleet out, delaying the anticipated inter-Human war. These events marked the beginning of the war against the xenomorphs.
  
==2167-2174==
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The TerraGov Navy and TerraGov Marine Corps comprise their armed forces, with the latter becoming the primary fighting force in interstellar combat after the integration of the armies of the terran nations and its nearby colonies. The TerraGov Marine Corps, or TGMC, stands as humanity's largest fighting force to date.
Seven of the old Earth orbit stations are converted into generation ships and launched at nearby (unspecified) stars within 10 LY. At .05 to .1 lightspeed, the journeys will take nearly a century, but they've decided to leave rather to stay and watch the ISA cement control of the system. The ISA start to prepare for the next step in their plan as their power grows more and more. Mobilization of the SAN and the SAMC unsettle quite a few of outer colonies, including Mars, but no one questions why. Additionally, the ISA takes direct control over the habitats and instill appointed leaders in addition to the starting of the Colonial Marshal system to universalize security. This comes with mixed reception, some people supporting the move while others dislike the delocalization of the policing forces.
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===<big>Organizations within TerraGov</big>===
  
<br>  
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===='''<big><u>Nanotrasen</u></big>'''====
 +
{{Speech|image=[[File:TGMC_combat_robot.gif|32px]]|name=<small>Ad-Bot, Nanotrasen Autonomous Corporate Liaison Robot</small>|text='''-At the forefront of technology'''}}
 +
[[File:Nanotrasen Logo.png|thumb|'''Nanotrasen Logo''']]
 +
'''Nanotrasen''', headquartered in China, is the dominant megacorporation in known space, with a reputation for both power and controversy. Their extensive wealth and business strategies have earned them the distinction of being the largest private employer in the region. Through inter-corporate agreements and weighty reasoning, their corporate policies have become the industry standard. Their core areas of expertise revolve around research and development, along with mining, exploration, and colonization. Nanotrasen's unrivaled monopoly on the rare element Phoron has enabled them to amass vast riches and wield considerable influence. With these resources, they have expanded into other fields, including robotics, hydroponics, and xenobiology.
  
==2180==
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In the midst of the political turmoil of the 2160s, the ISA's Colonial Marshals found themselves in conflict with the Martian population. Recognizing the need for ground forces, the ISA turned to Nanotrasen, SolCyber Industries, and ExoDyne Pharmaceutics to develop a new type of soldier. The first generation of these Clone Soldiers were genetically engineered for growth acceleration and combat proficiency, but they suffered from accelerated aging. In response, the cheaper and faster growing Second Generation clones were developed, but their physical abilities were weaker. Finally, Nanotrasen perfected the process with the creation of the Third Generation clones, which age at a normal rate and are grown in VATs.
Mars, radicalized by the Sons of Mars, rebel on a massive scale. The ISA was not quick enough to mobilize to prevent riots from breaking out, but from rebellious rioting the revolutionaries instead went to cause as much damage as possible. Colonial Marshals were overrun and the ISA supportive NT corporate was burned to the ground.  
 
  
<br>
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In the aftermath of the Mimus Colony infestation and the scattering of the TerraGov war fleet in 2415, NanoTrasen took advantage of its corporate influence to assume control of xenomorph research. Their officials apprehended survivors and seized evacuation shuttles to collect eyewitness accounts, which sparked controversy and backlash among the general public.
  
==2272==
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In order to provide additional protection in high-risk areas and frontier colonies, Nanotrasen employs Private Military Contractors alongside their standard security forces, which include clones and robots. Despite not having a formal military, this strategy allows them to ensure the safety and security of their personnel and assets.  
The ISA has gained more influence on Earth. Stylizing themselves as the "Terran Government", they proceed to turn their attention back to space. The TGMC and TGN are re purposed for colonial escorts. They assured the populations of Earth that the TerraGov is a Humanity first government and enacts the Humanity First Charter, essentially making anyone who attempts to split or resist the TG labelled as race traitors.
 
  
<br>
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====<big><u>'''Terran Armories'''</u></big>====
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{{Speech|image=[[File:TGMC_Mech_pilot.png | 32]]|name=<small>Kuro Jaeger, creator of Jaeger<small>|text=<big>'''Plasma guns will prove my genius'''<big>}}
 +
[[File:TGMC smartgunner 2022.png|left|thumb|TG Marine wielding the SG-29. Armored in the Jaeger power armor. The pride of Terran Armories. |63x63px]]
 +
'''Terran Armories''' is a behemoth of a corporation, consisting of the largest and most powerful weapons manufacturing companies in the world, all merged under one banner. Based in Germany, they have access to some of the most advanced technologies in the world, making them a leading supplier of advanced weaponry to TerraGov and other factions throughout known space. In the beginning, Terran Armories was simply a collection of smaller, specialized weapons manufacturers, each working in their own niche markets. But as humanity expanded into the stars, the demand for advanced weapons and military technology grew, and the companies realized that by working together, they could create a more powerful and versatile product line.
  
==2325==
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Terran Armories' Kurocorp is a major and leading developer in the field of advanced combat technology. They are credited with creating some of the most advanced and effective machinery in the industry, including the famous Jaeger power armor, war mechs, and combat robots. Their expertise in these areas has made them a go-to for various military and security organizations in need of reliable and effective technology. Kurocorp's dedication to research and development has allowed them to continually improve their designs, leading to the creation of some of the most advanced combat technology available today.  
With the influence of a new engine, dubbed bluespace for the color of everything seen outside the drive interface when active, expeditions are launched to nearby stars to meet up with the new colonies. Unfortunately, TerraGov made a mistake. The first wave of ships had made 3 successful colonies, with 2 failed colonies, and 2 unaccounted for. TerraGov gave them the plans for the Cyanspace drive in the first flush of optimism. However, this first wave still resented TerraGov for what they did to their ancestors, and after 6 years, many unified into a loose group, the Independent Colonial Confederation, behind the three strongest members, the colonies on Gilgamesh, on Caelus, and the Sons of Mars, grabbing as many of the second generation wave of colonies as they could. No war is fought, due to the lumbering state, expense, and rarity of singularity-drive ships, but both sides prepare for conflict, with both the TGMC and ICC expanding as fast as they can afford to.
 
  
NT develop a way of communication over light years, inventing the first ever communications tech to reach colonies reliably, coined as Galactic Communications, or GalCom for short.
+
By {{TGMCGameYear}}, Terran Armories is responsible for producing a vast array of weapons and equipment for TerraGov's military forces. From small arms like pistols and rifles to heavy weapons like missile launchers and railguns, they have a product for every situation. They also supply armor and other protective equipment, as well as communication and surveillance gear. But Terran Armories doesn't just focus on military hardware. They also produce equipment for civilians and private security forces, as well as for use in research and exploration. Their research and development division is constantly pushing the boundaries of what is possible in the field of weapons technology, with new innovations in energy weapons, smart munitions, and more.
  
<br>
+
While many criticize Terran Armories for their close relationship with TerraGov, they argue that the corporation's products are simply the best available, and that their work is necessary for the defense of humanity in a dangerous and unpredictable universe. Regardless of one's opinions on the matter, there is no denying the sheer power and influence of Terran Armories, and their role as one of the most important arms manufacturers in known space.
  
==2350==
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=='''Independent Colonial Confederation'''==
Expansion and skirmishes continue. Contacts with an unknown, non-human party confirmed on multiple occasions via telescopic observations and radar plots, but no communications established. However, it is noted the ships are insectoid in nature and wink out not too long after observation.
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[[File:Iccflag.png|thumb|'''Independent Colonial Confederation Flag'''|alt=|border]]
 +
The '''Independent Colonial Confederation''', or the '''ICC''', is a loose rebel alliance of colonies that have banded together due to their most pressing need for continued political existence in the face of rapid militarization by their much larger and dangerous neighbor, TerraGov. The reason for their rebellion lies in the mistreatment and heavy centralization of power by the authoritarian ISA regime. Former rivals in their sector of space, these colonies have come together to protect their interests and ensure their survival. Though primarily focused on military and economic matters, the ICC is also driven by a desire for greater autonomy and self-determination.
  
<br>
+
The formation of the Sons of Mars, along with two other fanatical factions inspired by the Mars rebels, led to the swift overthrow of the local Colonial Marshals. The colonies of Jupiter's moon Gilgamesh and Saturn's moon Caelus, among others, also rebelled with varying degrees of success, resulting in significant bloodshed. Most of these rebels were ousted from their home worlds and have since moved their operations to the far frontiers of TerraGov space and its colonies.
  
==2397==
+
The Mars Charter of 2330 united these new groups under the banner of the Independent Colonial Confederation, with the goal of toppling TerraGov's power and taking over as many independent colonies as possible, convincing them that TerraGov cannot support them. Mars serves as the Confederacy's industrialized fighting force, while Gilgamesh and Caelus provide armored and air/fleet support, although at times they may also fight against the TGMC for personal reasons.
Breakthrough in artificial crystalline structures by NT research into phoron allows TerraGov to create Supermatter, a proprietary polymer that stores massive amounts of energy in its structure. If charged by a singularity generator, it contains enough power to activate a cyanspace drive nearly a dozen times, WITHOUT the weight of the singularity to carry along! This made ships more nimble, cheaper, AND more powerful than before! Both sides began building as many SM drive ships as possible, and converting existing ones, preparing for war.
 
<br>
 
  
==2400==
+
At present, despite most of their home worlds being under TerraGov occupation and being ousted from their homes, the ICC has spread throughout the distant frontier colonies and has become a formidable force. Although there are rumors of infighting and division within the ICC, it is believed that these rumors are just part of TerraGov's propaganda, and that the fanatical brotherhood between factions remains strong.
TG, in reference to the Humanity First Charter, declares the ICC enemies of Humanity. Mobilizing the largest war fleet ever seen, special warships and warship classes are designed with the intention of invasion, such as the Jericho-Class Auxiliary ship designed by NT to better employ their combat doctrine of FOB landings. The fleet is sent out to engage the ICC, who prepare for the worst.
 
  
In a distant part of the Galaxy, another space faring race decides to make their move before it is too late.
+
===<big>Factions of the ICC</big>===
  
<br>
+
====<big>'''<u>Sons of Mars</u>'''</big>====
 +
[[File:TGMC_SOM_Charger.png|thumb| Volkite weapons are the pride of Martian weapons manufacturing, their construction being a tightly guarded secret. Infamous for its ability to deflagrate organic targets with its tremendous thermal energy, explosively burning flesh in a fiery blast that can be deadly to anyone unfortunate enough to be nearby. |128x64px|alt=|border]]
 +
During the 2100s, Mars was a prosperous colony under the Intercelestial Space Authority with a population of millions and ambitious terraforming plans. However, unrest erupted due to the Authority's poor treatment and appropriation of resources following the crash of '09. The Authority's forces were called in to quell the rioting, but tensions continued to escalate until the revolt was brutally ended with violence and bloodshed. Although survivors remained resentful of Authority rule, they secretly made plans with the assistance of other stations.[[File:TGMC Sons of Mars.png|left|thumb|'''Flag of the Sons of Mars''']]In 2160, almost the entire population of Mars left on a first-generation STL ship, overthrowing the growing ISA hold of Mars in the process. However, this also removed the biggest source of opposition to the ISA from the system.
  
==2414==
+
In the recent years, the Sons of Mars have made significant strides in their technological advancements after discovering lost archives from their departure ships in 2160. Among the recovered technology were prototype designs of weaponized volkite, which they refined and tuned into their unique Volkite weapons. In addition, they managed to snatch a Bluespace Prototype from TerraGov's Research Facilities.
After the TG launches their war fleet, a colony ship returns to the Sol System. Strangely enough, the ship was one of the first wave colony ships sent out and lost. Attempted hailing by some leftover TGN vessels are unsuccessful and escort fighters hold close as it passes by the Saturn colony.
 
 
 
Suddenly, emergency life pods shoot out and violently collide with the station. The ship proceeds on course, speeding up to dangerous levels and causing the security forces to open fire. More life pods are shot into the asteroid belt and the ship continues drifting towards Earth, its engines destroyed. The ship launches the last of its pods before trying to suicide into Earth. A TGN ship, not wanting to see Earth under threat again, rams into the vessel and cuts its progress off, both vessels destroyed in the process.
 
 
 
But that was not the end of it. Saturn finds itself attached by insectoid aliens as they power through bullets and overwhelm the Colonial Marshalls. The entire colony goes dark. Mars and several habitats within the belts follow shortly after. The TGMC sends forces to Mars to lay warfare against the aliens in the first known battle between them. Recovering NT before it was lost, Sol forces are nearly wiped out by the Martian retake. Local ships try to dock with Saturn, but are boarded by the aliens not long after. Scared by the Martian battle of the planet, TG orders the destruction of the habitats affected by the aliens, the ships boarded and now controlled by the aliens, and the Saturn colony. Declaring all colonies and warships lost with all hands, no one questions the order.
 
 
 
Not too long after, NanoTrasen names the parasites "Xenomorphs" based on their ability to genetically modify themselves based on their host. Tests on recovered Xenomorph samples show that they are incredibly vulnerable to fire and other burning techniques whereas bullets would not suffice. In order to prevent the TG from being caught off guard again, production for flamethrowers and newly innovated lasguns are strengthened for the Sol security fleet and preparations to equip the greater TGMC go underway.
 
 
 
<br>
 
 
 
==2415-2470==
 
(PRESENT DAY)-
 
Not long after the Sol System was attacked, colonies suddenly went dark. Attempting to locate the source, the Office of Naval Intelligence tried to find the ships harboring the colonies before their disappearances, but had nothing on record. Regardless, too many worlds were disappearing and the TG panicked.  They dispersed their war fleet mid transition to ICC space. Breaking the fleet apart, ships were sent to every planet that they could cover. Seeing as a inter-Human war was delayed, the TGN made the decision to further break down the patrol groups and stretch the fleet out as much as possible. NanoTrasen sent corporate officials to take over xeno research, using their weight within the TGN to apprehend survivors and evacuation shuttles to get eye witness accounts, causing a stir within MC HIGHCOM as the populations they are trying to save end up being ripped to research facilities for God knows what.
 
 
 
Meanwhile, the ICC, suddenly seeing the TG fleet scatter, get the wrong idea. Thinking a scout messed up intelligence with their Military, they move on the offense to capitalize on the retreat.
 
  
 +
The Sons of Mars are now based in New Cydonia, a small, partially terraformed world located in the fringes of known space. It is ringed by orbital stations and occasional cometary impacts, and serves as a major industrial power due to the large number of initial colonists and their expertise in the field. However, they remain openly hostile to TerraGov and continue to challenge their authority whenever possible.
  
 +
By {{TGMCGameYear}}, The Sons of Mars have been engaging TGMC tasked in Long Range Patrol missions in various colonies in the fringes of TerraGov Space.
  
  

Revision as of 07:24, 1 May 2023

DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


Wrench.png This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "Recompiling our lore based from pinned comments in TGMC discord's lore channel."



This is an attempt to reformat and rewrite some discrepancies within our god forsaken void of a lore in a game with no roleplay

Setting

Gavel.png TGMC and TG Link

Although there has been subtle hints between TGMC and TG sharing the same universe. Over the years, TGMC has drifted away from TG's backstory and now has a separate universe.


In the 25th century, the TerraGov Navy and Marine Corps are racing to secure colonies from both ICC insurgents and the evolving xenomorph threat. Most of the TerraGov Fleet is spread out across space, with ships such as the Pillar of Spring and the Sulaco dispatched to remote colonial areas to quell the disturbances. In the beginning, these xenomorph encounters were reported as distress signals and dealt with by complete eradication by the marines. However, as the war continues, the xenomorphs have grown in size and have integrated another species of insectoids, significantly boosting their population and growth rate.

In response to this escalating threat, the Navy and the Marines has been given full authorization to utilize total nuclear warfare and destroy planets if necessary to eliminate the xenomorph menace. The TerraGov now finds itself fighting on multiple fronts against both human and alien adversaries, and they are relying on their ever-evolving weapons and armor to prevail against the constantly adapting xenos and the newly rediscovered technologies of the Sons of Mars.

The year is 2439, The question now is whether TerraGov can succeed in this struggle for survival. With the odds stacked against them and facing an enemy that is continuously evolving and becoming more formidable, TerraGov must remain vigilant and adaptable if they hope to achieve a safe and secure, humanity.

Sentients

Type Description
Humans.png
Humans
From fleshbags, to roughskins, to natural born predators, Humanity serves as the founding core of the entirety of Terra and the whole galaxy. They have long since expanded to frontiers of space beyond, but not without strife and various worldwide/galaxywide conflicts against each other through each passing decade, that continues to this very day. Despite all of the various shortcomings compared to other known species and wars that scarred humanity's outlook, they continue to thrive and explore various wonders in the unknown.
TGMC squad marine 2022.png
Vat-Born
Sometimes known as "scratch clones", the Vatgrown or Vatborn is the fruitful result of countless days of NT experimentation through biogenetic algae, humans, monkeys, and other various cloning procedures done on other animals. Essentially a clone of a human being, but their bodies are not refined to the point that their skin color is essentially pale and are fragile to the core. They also suffer from short-term memory loss during their early weeks, but with advancements of technology allows them to make it a non-issue - if they survive their first trial of fire, their combat drop within minutes of waking up. Minutes after their growth, they'll gradually learn the essence of life and death through the heart of combat, their gun, and the will to survive where an average human would take months or years to perfect it.

Living in a normal life is a secondary for Vatgrowns. However, should they survive their rite in combat, they essentially serve as the hand-in-hand fighting arm with humanity, sharing the same bonds, interests and even relationships to a normal human. In current times, if a Vatgrown mates with another human or Vatgrown and eventually gives birth to another, they are known as "Vatborns", which are essentially perfected versions of Vatgrowns with slightly fleshier skintone, increased muscle mass and more.

Vatgrowns are never known by their name, but rather number, and an indication of "CS" to indicate clone soldiers for military combat applications. Should they survive, they are given their humble human name and identifying number, an identification that would be shared with Vatborns later within the years.

Both Vatgrowns do not suffer from aging during their early decades, especially since they are born with a combat-ready body. Vatborns on the other hand, sharing some of the elements of the human, age normally as a human would.

TGMC combat robot.gif
Robots
In the vast recorded history, the Automatons or Robots stand as a testament to humanity's technological prowess. Delegating a significant portion of labor across colonized space, these autonomous and sentient beings were created to ease the burden of an ever-expanding race throughout the stars. Their crude predecessors played a pivotal role in the widespread colonization of space. However, now outfitted with robust and calculating AI cores, some even forming human-like personalities, they stand shoulder to shoulder with their creators in their battles against the unknown and hostile alien forces.

While robots primarily serve in labor and combat, they are also granted basic rights. However, outdated, decrepit, or malfunctioning robots are often sold to companies such as Nanotrasen by their technicians for quick and easy credits. There are even rumors of such robots being placed in high corporate and military positions.

Each robot is typically tied to a chain code that indicates its manufacturer and purpose. If a robot survives long enough in service and develops a personality, they may choose to adopt a name for themselves. As technology advances, newer robot models and upgrades provide them with self-repair capabilities.

DMCA Synthetic.png
Synths
The Synths of TerraGov were initially designed as support automatons for long-distance space travel. The early models were made of metal and had a robotic appearance. However, after a collaboration between TerraGov's Research Department, Nanotrasen's Genetic and Robotics Departments, and other minor companies, the modern Synth was created. These newer models had a human-like appearance, with a yellowish to orange tint. They possessed extraordinary skills, including engineering and medical expertise. This generation of Synths was later known as the "Early Synth," marking a significant milestone in the development of these advanced artificial beings.

Currently, the newest generations of Synths have made significant advancements in their medical capabilities and overall design. These Synths have become even more lifelike and precise than their predecessors, with advanced upgrades to their synthetic anatomy and programming.

Factions

Gavel.png Hold on!

This is a work of fiction. Names, characters, places and incidents either are products of the communities' imagination or are used fictitiously. Any resemblance to actual events or locales or persons, living or dead, is entirely coincidental.


TerraGov

Flag of the Terran Government. A White Eagle in the middle light blue field, with golden laurels at the flanks, and three silver stars at the top.

Terran Government, or TerraGov, the dominant authoritarian power over humanity, has become the de facto global power by the 25th century. Established from the empowered Intercelestial Space Authority and headquartered in Sevastopol, Ukraine, TerraGov exercises control over virtually everything within and around the Sol System, as well as its neighboring systems. With the advent of Bluespace technology, they've shifted their focus to expansive colonization and resource exploitation policies. Despite their rapid expansion, however, gaps in manpower have prompted the creation of robots and clones to sustain their colonies throughout space. TerraGov has also granted colonial charters and research stations to some notable corporations, such as Nanotrasen.

TerraGov's origins begin in 2057, a near-miss asteroid incident caused public concern and pressure for an international organization to control space-based activities. The truth behind the incident, caused by a US vessel, was leaked and led to the formation of the Intercelestial Space Authority as an advisory body to the United Nations. This brought an end to the Chinese-American trade war and established the Authority as a neutral force to enforce space law, with funding for space weapons to defend Earth's orbit.

In 2109, an orbital habitat malfunctioned due to maintenance negligence and caused a mass disaster that killed 50,000 people and damaged over half of the remaining habitats. The ISA intervened and removed debris while confiscating plasma drive assemblies to move habitats. This event led to increased funding for the ISA to expand to Mars and establish the Colonial Marshals.

In 2272, the ISA expanded its influence on Earth and rebranded itself as the "Terran Government". They shifted their focus back to space and reformed the navy and army into TerraGov Navy (TGN) and TerraGov Marine Corps (TGMC) for colonial escorts and patrols. To ensure unity, they implemented the Humanity First Charter, which labeled any dissenters as race traitors.

However, not all colonies under TerraGov's control are content with the authoritarian nature of the government. In some distant colonies, rebellions have arisen, with groups of colonists banding together to form the Independent Colonial Confederation. These rebels seek to overthrow TerraGov's rule and establish a more democratic system, free from the strict control and censorship imposed by the government. Despite facing significant challenges and opposition, the Confederation remains a thorn in TerraGov's side, and their struggle for independence continues to this day.

In 2400, TerraGov, in reference to the Humanity First Charter, declares the ICC enemies of Humanity. Mobilizing the largest war fleet ever seen, special warships and warship classes are designed with the intention of invasion, such as the Jericho-Class Auxiliary ship designed by NT to better employ their combat doctrine of FOB landings. The fleet is sent out to engage the ICC, who prepare for the worst.

In 2414, during the interstellar war against the Independent Colonial Confederation, a mysterious colony ship from the early 2200s appears and is redirected towards Terra. A TGN maintenance ship decides to intercept the vessel and diverts it off course to prevent any potential threat to Earth. However, the colony ship crash-lands on Mimus, one of Saturn's moons, unleashing parasitic insectoid creatures known as xenomorphs. This marks the first encounter between TerraGov and these genetically-modifying beings, which become a major threat to humanity's survival.

Following the attack on the Mimus colony, Terragov's fringe colonies started to go dark, causing panic and confusion. To locate the source of the disappearances, the Office of Naval Intelligence searched for ships harboring the colonies but found nothing on record. In response to the crisis, Terragov dispersed their war fleet mid transition to ICC space and sent ships to every planet that they could cover. As a precautionary measure, the TGN further broke down the patrol groups and stretched the fleet out, delaying the anticipated inter-Human war. These events marked the beginning of the war against the xenomorphs.

The TerraGov Navy and TerraGov Marine Corps comprise their armed forces, with the latter becoming the primary fighting force in interstellar combat after the integration of the armies of the terran nations and its nearby colonies. The TerraGov Marine Corps, or TGMC, stands as humanity's largest fighting force to date.

Organizations within TerraGov

Nanotrasen

TGMC combat robot.gif  Ad-Bot, Nanotrasen Autonomous Corporate Liaison Robot says:
"-At the forefront of technology"
Nanotrasen Logo

Nanotrasen, headquartered in China, is the dominant megacorporation in known space, with a reputation for both power and controversy. Their extensive wealth and business strategies have earned them the distinction of being the largest private employer in the region. Through inter-corporate agreements and weighty reasoning, their corporate policies have become the industry standard. Their core areas of expertise revolve around research and development, along with mining, exploration, and colonization. Nanotrasen's unrivaled monopoly on the rare element Phoron has enabled them to amass vast riches and wield considerable influence. With these resources, they have expanded into other fields, including robotics, hydroponics, and xenobiology.

In the midst of the political turmoil of the 2160s, the ISA's Colonial Marshals found themselves in conflict with the Martian population. Recognizing the need for ground forces, the ISA turned to Nanotrasen, SolCyber Industries, and ExoDyne Pharmaceutics to develop a new type of soldier. The first generation of these Clone Soldiers were genetically engineered for growth acceleration and combat proficiency, but they suffered from accelerated aging. In response, the cheaper and faster growing Second Generation clones were developed, but their physical abilities were weaker. Finally, Nanotrasen perfected the process with the creation of the Third Generation clones, which age at a normal rate and are grown in VATs.

In the aftermath of the Mimus Colony infestation and the scattering of the TerraGov war fleet in 2415, NanoTrasen took advantage of its corporate influence to assume control of xenomorph research. Their officials apprehended survivors and seized evacuation shuttles to collect eyewitness accounts, which sparked controversy and backlash among the general public.

In order to provide additional protection in high-risk areas and frontier colonies, Nanotrasen employs Private Military Contractors alongside their standard security forces, which include clones and robots. Despite not having a formal military, this strategy allows them to ensure the safety and security of their personnel and assets.

Terran Armories

32  Kuro Jaeger, creator of Jaeger says:
"Plasma guns will prove my genius"
TG Marine wielding the SG-29. Armored in the Jaeger power armor. The pride of Terran Armories.

Terran Armories is a behemoth of a corporation, consisting of the largest and most powerful weapons manufacturing companies in the world, all merged under one banner. Based in Germany, they have access to some of the most advanced technologies in the world, making them a leading supplier of advanced weaponry to TerraGov and other factions throughout known space. In the beginning, Terran Armories was simply a collection of smaller, specialized weapons manufacturers, each working in their own niche markets. But as humanity expanded into the stars, the demand for advanced weapons and military technology grew, and the companies realized that by working together, they could create a more powerful and versatile product line.

Terran Armories' Kurocorp is a major and leading developer in the field of advanced combat technology. They are credited with creating some of the most advanced and effective machinery in the industry, including the famous Jaeger power armor, war mechs, and combat robots. Their expertise in these areas has made them a go-to for various military and security organizations in need of reliable and effective technology. Kurocorp's dedication to research and development has allowed them to continually improve their designs, leading to the creation of some of the most advanced combat technology available today.

By 2439, Terran Armories is responsible for producing a vast array of weapons and equipment for TerraGov's military forces. From small arms like pistols and rifles to heavy weapons like missile launchers and railguns, they have a product for every situation. They also supply armor and other protective equipment, as well as communication and surveillance gear. But Terran Armories doesn't just focus on military hardware. They also produce equipment for civilians and private security forces, as well as for use in research and exploration. Their research and development division is constantly pushing the boundaries of what is possible in the field of weapons technology, with new innovations in energy weapons, smart munitions, and more.

While many criticize Terran Armories for their close relationship with TerraGov, they argue that the corporation's products are simply the best available, and that their work is necessary for the defense of humanity in a dangerous and unpredictable universe. Regardless of one's opinions on the matter, there is no denying the sheer power and influence of Terran Armories, and their role as one of the most important arms manufacturers in known space.

Independent Colonial Confederation

Independent Colonial Confederation Flag

The Independent Colonial Confederation, or the ICC, is a loose rebel alliance of colonies that have banded together due to their most pressing need for continued political existence in the face of rapid militarization by their much larger and dangerous neighbor, TerraGov. The reason for their rebellion lies in the mistreatment and heavy centralization of power by the authoritarian ISA regime. Former rivals in their sector of space, these colonies have come together to protect their interests and ensure their survival. Though primarily focused on military and economic matters, the ICC is also driven by a desire for greater autonomy and self-determination.

The formation of the Sons of Mars, along with two other fanatical factions inspired by the Mars rebels, led to the swift overthrow of the local Colonial Marshals. The colonies of Jupiter's moon Gilgamesh and Saturn's moon Caelus, among others, also rebelled with varying degrees of success, resulting in significant bloodshed. Most of these rebels were ousted from their home worlds and have since moved their operations to the far frontiers of TerraGov space and its colonies.

The Mars Charter of 2330 united these new groups under the banner of the Independent Colonial Confederation, with the goal of toppling TerraGov's power and taking over as many independent colonies as possible, convincing them that TerraGov cannot support them. Mars serves as the Confederacy's industrialized fighting force, while Gilgamesh and Caelus provide armored and air/fleet support, although at times they may also fight against the TGMC for personal reasons.

At present, despite most of their home worlds being under TerraGov occupation and being ousted from their homes, the ICC has spread throughout the distant frontier colonies and has become a formidable force. Although there are rumors of infighting and division within the ICC, it is believed that these rumors are just part of TerraGov's propaganda, and that the fanatical brotherhood between factions remains strong.

Factions of the ICC

Sons of Mars

Volkite weapons are the pride of Martian weapons manufacturing, their construction being a tightly guarded secret. Infamous for its ability to deflagrate organic targets with its tremendous thermal energy, explosively burning flesh in a fiery blast that can be deadly to anyone unfortunate enough to be nearby.

During the 2100s, Mars was a prosperous colony under the Intercelestial Space Authority with a population of millions and ambitious terraforming plans. However, unrest erupted due to the Authority's poor treatment and appropriation of resources following the crash of '09. The Authority's forces were called in to quell the rioting, but tensions continued to escalate until the revolt was brutally ended with violence and bloodshed. Although survivors remained resentful of Authority rule, they secretly made plans with the assistance of other stations.

Flag of the Sons of Mars

In 2160, almost the entire population of Mars left on a first-generation STL ship, overthrowing the growing ISA hold of Mars in the process. However, this also removed the biggest source of opposition to the ISA from the system.

In the recent years, the Sons of Mars have made significant strides in their technological advancements after discovering lost archives from their departure ships in 2160. Among the recovered technology were prototype designs of weaponized volkite, which they refined and tuned into their unique Volkite weapons. In addition, they managed to snatch a Bluespace Prototype from TerraGov's Research Facilities.

The Sons of Mars are now based in New Cydonia, a small, partially terraformed world located in the fringes of known space. It is ringed by orbital stations and occasional cometary impacts, and serves as a major industrial power due to the large number of initial colonists and their expertise in the field. However, they remain openly hostile to TerraGov and continue to challenge their authority whenever possible.

By 2439, The Sons of Mars have been engaging TGMC tasked in Long Range Patrol missions in various colonies in the fringes of TerraGov Space.



TGMC
Roles

TGMC PFC Jim.png
TerraGov Marines

Ranks

Command Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot
Vehicle Crew Assault Crewman, Transport Crewman
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Doctor, Researcher
Marines Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison
Silicon Combat robots, Synthetic, AI
Xenomorphs

Playtime

Tier 0 Larva, Minions
Tier 1 Drone, Runner, Defender, Sentinel
Tier 2 Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter, Pyrogen
Tier 3 Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler
Tier 4 Shrike, Queen, King, Hivemind
Others Zombie, Emergency Response Teams, Sons of Mars, Survivor