TGMC:Lore

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


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LORE

What could this be?

Small Superstitions, they never leave us no matter how far we evolve.

Sailors are no exception. In fact, you could say they’re some of the most superstitious. When all you’ve got between you and a Lonely, deadly void is a thin sheet of steel, you tend to make up a story that protects the mind.

One of these you can see, right now if you so choose, is the mast of the ship. Silly as it sounds for a ship in space, but it does have a mast. It’s thick Oak or Redwood, real wood, never fake. If it were fake the magic wouldn’t be there. It’s our link with earth and every other sailing ship. The constraints of physics and engineering means that it doesn’t support anything except itself, and the spirit of the crew. You can find ours outside of requisitions.

Time and many, many hands have worn it a bit. Ours was even part of a real sailing ship! She was called the HMS Victory. Floated and fought for over a hundred years according to the plaque.

Factions

Sons of Mars

TGMC Sons of Mars.png

Overview

Back in the 2100's, Mars was a colony under the Space Authority with a few 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 terraformed world ringed by orbital stations and the occasional cometary impact. The Sons are a major industrial power, due to the very large number of initial colonists, and due to their initial expertise. They're the only member of the ICC that can build a Cyanspace drive and are the primary naval and engineering supplier of the ICC. They're the least friendly with TerraGov out of the Big-3.

Statistics

  • Their home world is a Martian analogue, currently undergoing terraforming, it's about 2/3 finished, and the atmosphere is now breathable.
  • 8 additional extrasolar colonies, most notable Hesparus (1.2 mil).
  • ~40 million people.
  • 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...
  • The Sons run a guerrilla academy, with some exercises being live-fire deniable raids on TGMC outposts.
  • They're searching for LOST TECHNOLOGY so as to regain the glories of the technologies they once had.
  • The Sons have a working BLUEspace teleporter and drive design, one without all of them pesky downsides.
  • The Sons have began experimenting with viral plagues, in order to drive down the TerraGov population advantage.

TIMELINE

2019

The timeline starts and all events up to the present are unaffected.


2023

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.


2025-2027

A terrorist organization united under the ideal of a radical new religious belief manages to detonate dirty bombs in a few major cities around the world, leading to acute desolation of ecologies in various countries. Casualties are sustained from localized fallout and crop damage, although most of the world besides underdeveloped countries could address this within their borders. The terrorist organization, due to their attacks on humanity as a whole, they would lose traction and fizzle out. Knowing that the trade war would not solve this issue, both governments decide to settle on an agreement and set aside their differences for the time being.


2034

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).


2037

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.


2050

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.


2057

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.


2100

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.


2109

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.


2150

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.


2154

Evidence is uncovered exposing leaders of multiple countries of storing the food meant for Humanitarian aid and instead for select groups of wealthy people and politicians. The UN starts cracking down on this and calls out and sanctions the countries. Additionally, the ISA presses the UN to give them a seat at the UN, a questionable act as it recognizes SA to be sovereign. ISA top brass try to suck more money, claiming to see if colonial leaders are doing the same. The growing corruption angers some colonists further as those left after the great exodus thought they were trusted due to their loyalty to the colonists.


2167-2174

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.


2180

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. Sons of Mars revolutions stumbled into NT labs to find a new engine capable of Faster Than Light travel. In order to both weaken control of one of the biggest suppliers of the ISA, they stole the information and moved to take the Faster Than Light device, known as a Bluespace drive. However, before they could take the drive, SAMC divisions arrived at the planet and they were forced to flee to retain the data. The drive would be assumed to be lost as a military grade explosive charges.


2200

Earth has recovered to about 80% of what it was after the conflict in 2035. There are still a few colonies in Earth orbit left, and a considerable amount in the belt, and more around Jupiter and Saturn. However, easily accessible metallic resources are nearly used up in the system, so work begins on interstellar travel. Research into singularity induction begins to bear fruit, allowing the development of the first controlled singularities, which can convert matter into energy at exactly 100% efficiency. Over the next 50 years, 27 more slowships are launched to farther targets, as they are capable of higher speeds (.2-.3 lightspeed).


2272

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.


2300

Another dirty bomb attack is made, this time including the habitats above Earth. An anti-Human insurgency uses mass suicide attacks in a all or nothing gamble to destabilize their control. More than a fifth of the population of Earth is killed off and the survivors are galvanized towards the TG regime as they offer planetary-wide aide. This organization is tied back to the original group that put the Earth in fallout back in the 2000s, but their motives are unknown.

Re-development of the Earth proceeds. Total survivors on the surface number about 4 million, left of the 6 billion. Most survivors concentrate in Central America, and flee from orbit. TGMC academy and boot camp is established, and all recruits are shown the devastation of the terror attack as a way of instilling motivation to NEVER LET THIS HAPPEN AGAIN. Space largely quiet due to lack of additional accessible resources.

Earth-7 bil

Earth orbit- 7k

Belt- 80 mil

Assorted other solar colonies- 40 mil

Extra-solar colonies - 12 mil


2322

Colonial Marshals bust a black market deal to find a decrepit machine with an old NT logo on it. After investigation by NT agents, it was discovered that the machine was none other than the lost FTL drive. Scorched and damaged, scientists try to repair the machine with summaries from emailed reports from the Chief Of Science, who was one of the many murdered back in 2120 during the raid. With success at getting the device operational, they quickly move to get TG the drives to their Navy. Their FTL drive is widely inaccurate and requires at least the travel of 1 light year. Still, moving colony ships are now possible. The only problem now is subluminary communication.


2325

With the influence of the 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.


2350

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.

Earth- 9 bil

Earth orbit- 200k

Belt- 160 mil

Assorted other solar colonies- 80 mil

Extrasolar colonies- 50 mil

2397

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.

2400

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.

Earth-11 bil

Earth orbit- 500k

Belt- 320 mil

Assorted other solar colonies- 160 mil

Extrasolar colonies- 100 mil


2414

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 aliens "Xenomorphs" based on the aliens of a popular movie franchise back in the late 1900s, for which the aliens have an uncanny resemblance to. 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.


2415-2470

(TGMC 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.


2545

March 12th the Mining ship Jorand in an unnamed outer asteroid was attacked. Reports from the surviving crewmembers say they were disabled by giant primitive hooks that sliced into them, according to them figures they could not identify them, and they boarded using these hooks. According to them the last things they saw before using their evac pods were their shuttles and mining equipment being taken along with anything else that wasn’t bolted down. 24 days later a broadcast was received by an outer colony, the video was of brown suited head showing a book, the name on the front vaguely like insect encyclopaedia. It continued with the figure speaking into broken English saying “Are Space Lepidoptera” the head then laughed before cutting to various figures cutting apart mining shuttles then ending. 3 days later Terragov receives reports of the so-called Space Lepidoptera attacking various ships, they come to agreement they are a threat but are too invisible to try and stop them. TG now changes the designation of the pirates to United Space Lepidoptera and makes a public announcement they are not be confronted and to call for help at any sighting of these hostile forces.


2557

(TGSTATION PRESENT DAY)- Phoron rush in full swing on the destroyed worlds. TGMC in advisory role, stepped down from a mobilized military due to reduced need, many retired personnel working on research stations...





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
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