Oh god I have too many testing threads (Actual idea/writeup dump)

Mar 31, 2019
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#1
ADFX-02 MORGAN (TSF)

Model Number: ADFX-02

Code Name: Morgan

Manufacturer: Arzenal (With assistance from Cascadia)

Operator: Garm

Power Source: Cordium Reactor

Height:20m

Weight: (Currently unknown)

Propulsion: Jump Unit

Armament:

1 * TLS Fixed Armament (Terrestrial Laser System)
1 * Type-82 Assault cannon
AIM-54 Phoenix Missile Container (Currently fitted with MPBMs alongside conventional smart missiles.)

Equipment:
Morganite Barrier System
- This barrier surrounds the back half of the ADFX-02, deflecting or outright destroying any and all projectiles aimed at it while also disrupting the targeting systems on board most smart missiles. Due to its disruptive effect on projectiles the field has a gap at the front, allowing the Morgan to shoot its weapons forwards. And for anyone stupid or brave enough to avoid the barrier by charging the TSF head-on.

The barrier is somewhat disruptive to the coherency of laser weapons, but this is nowhere near enough to survive a direct attack from a Laser-class BETA. It does however impede the TLS system, making it impossible to keep both active at the same time.

Finishing Moves: MPBM - Multi Purpose Burst Missile. See the Justitia for more details.

Image Reference:


History: Commissioned from Cascadia to serve as an anti-BETA weapon, with the hope that its barrier system would finally open up a method of defending against Laser-class BETA. While this proved to be fruitless, the machine found a new niche in anti-TSF and Para-Mail combat. Most physical weapons cannot breach the barrier, and its true coverage is mostly hidden from Arzenal to give the machine a false veneer of invincibility.






Ship Name: Justitia
Unit Type: Scinfaxi-Class Submarine
Manufacturer: Cascadia
Operator: Automated/Garm
Dimensions (length, beam, height): 300m, 80m, 30m
Propulsion: Five Propellers, and one Nuclear Geared Turbine.
Fixed Armaments:
3* AA Gun (one front-mounted, two rear)
4* Ship-to-Air Missile Launchers (Rear-mounted)
Strategic Missile Launch Ports (3, mounted along the upper hull) - Currently only loaded with Burst Missiles

Mobile Weapon Capacity: up to 46 TSFs or similar.
Launch Catapults: 2

Equipment and Design Features:

Burst Missile:
A burst missile is a long range strategic (non-nuclear) cluster munition with a blast radius of approximately 2,500ft. When detonated they have a distinctive blue light, and will devastate targets below with their sheer heat and concussive pressure waves. When fired at ground targets they are required to detonate at low altitude for maximum effectiveness, leaving a safe zone at high altitude (roughly 5,000ft under general circumstances) for flying machines to hide.

Remote operation:
The Justitia is designed to operate with a minimal crew capacity of 40 (not counting pilots), and almost all of its weapon systems are linked directly to the ADFX-02's systems - without direct permission, they cannot fire.

History: Manufactured in Cascadia with group funding from multiple BETA-Threatened nations at the request of Arenzal. The Justitia holds a variety of roles within Arenzal, and is their only craft capable of deploying Anti-BETA forces from outside of the Island's sphere of influence.
 
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Mar 31, 2019
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#2
Name: Veronica.
Age: 26
Gender: Female
Height: 5'9
Weight: Ask her onto the scales at your own peril.
Eye Color:
Hair Color:
Ethnicity:
Britannian
Appearance:
Image link Here

Other Information:
Formerly of Britannian Nobility, but expelled from her house post-conviction. Had her surname confiscated as part of the sentence.

Biography:
Murder of a Number - Eventually deemed justified.
Negligent Homicide (of a number) - Deemed Accidental. Fine and loss of job, no further punishment.
Murder of a Number - Deemed self-defence. No punishment.
Public Indecency (Details Classified) - Prosecuted and Sentenced to Arenzal.

Veronica was the fifth daughter of a Britannian noble house, Fanatically loyal to 'her' nation in a way that was considered extreme even by her fellows. Convinced of her own superiority (and that it was every Britannian's duty to sniff out rebellion), she was linked to the death of several numbers in suspcious circumstances but managed to talk her way out of each of them - to the point where assocaites and superiors that would have previously praised her loyalty were now politely asking her to simply report them and leave it to the actual authorities.

An ill-advised night out eventually lead to Veronica being convicted of 'Denigrating the image of nobility' and being shipped off to Arenzal. The incident heavily damaged her faith in the nation, but could not truly shatter it - instead she now believes that either she is unworthy or the judicial system was corrupt, depending on how sober she is when asked.

She took poorly to Arenzal's culture, and would likely have just been quietly dealt with if not for a 'tragedy' in one of her early deployments. After a (formerly numbered) pilot broke during an operation and attempted to flee she shot him down herself, crossing a great deal of written and unwritten lines. When she returned her new life expectancy was measured in hours, but the Hounds got to her first. An offer from [Name pending] and some very careful bribery got her moved alongside the Hounds. Within two days she was formally admitted into the group, taking to her role with disturbing gusto.

Veronica makes a point of targeting or policing prisoners from Britannian Areas, and has on at least one occasion infiltrated a sortie in response to a tip-off about someone planning to flee to make a public lesson of their execution.

Mobile Weapon:
(Custom) Glaive - Details forthcoming

Affiliation: Hounds of Arzenal

Combat Style: Hyper-aggressive.
Strengths: High reaction speed and endurance.
Weaknesses: Doesn't know when to give up, and is easily provoked.
 
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Mar 31, 2019
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#3
Name: Garm
Age: ~65
Gender: Male?
Height: 6'3
Weight: Supposedly 200kg
Appearance:


Other Information:
Has been indirectly confirmed as a Norma due to their reaction to magical assaults.

Biography:
Garm has been a part of Arzenal from the beginning, although his true history is somewhat blurry. Rumours started on the nation have slowly infiltrated the facts, and depending on who you believe he's anything from an ex-mercenary to a convict that somehow bought their freedom and joined the upper echelons as a free man. Disputing the latter claim is one of the few times Garm has spoken directly about said rumours, but his denial simply rooted the story deeper.

He rarely appears in Arzenal proper, but makes a point of overseeing any and all public executions - or any other punishment for his area of expertise:
Escapes.

If a 'Citizen' of Arzenal somehow manages to escape the island - through stowing away on a transport, fleeing on foot, or even somehow stealing a Para-Mail or TSF - Garm is the one that comes for them where the Overseers cannot. To drag them back, or simply kill them if that proves to not be worth the effort. He has permission to go far beyond the nation's borders in execution of this goal, and even to shoot down non-Arzenal craft if they are found to be voluntarily aiding in a prisoner escape.

But while his effectiveness is well known, Garm is still only one man. His record is not perfect - and while escapes that succeed are covered up within Arzenal, each one is still a black mark upon their record. Ten years ago (after two prisoners escaped by staging multiple 'Decoy' attempts at the same time) enough was considered enough, and he began actively recruiting 'Volunteers' from within the prison who were willing to shoot down their fellow inmates. These 'Hounds' have put a far more public face on the job of handling deserters, helping to discourage escape attempts further - at the cost of some slightly increased troubles within the prison.

While most of his operational time on record involves chasing down escapees, he also retains personal control of Arzenal's mobile sub - the Justitia. Direct Captaincy of the Submarine lies in his hands, and his TSF has been configured to link all weapons systems to its control. Not a single gun can be fired without Garm's direct permission, and in the even of a possible hijacking the ship's turbines and propellers can also be shut down to deter any such attempts.

In situations where the Justitia is required for combat Garm will remain nearby as an overseer. He only intervenes when the situation warrants it, and while the sight of Garm and his Hounds on the battlefield is a source of fear for pilots, it can also bring a twisted sort of hope - their signature weaponry proving just as effective against BETA and DRAGONs as it is against a TSF or Paramail.

Mobile Weapon:
ADFX-02 "Morgan" (TSF)

Affiliation: Arzenal. Leader of the Hounds.

Combat Style: Deconstructive. They specialise in targeting non-critical systems to slowly but surely cripple a target before moving in for the kill.
Strengths: Strong analysis of hostile targets, and a knack for knowing exactly where to shoot to ruin a machine.
Weaknesses: Lack of focus. In situations where he has to juggle the Justitia alongside his TSF his reactions have been known to falter from sheer information overload.
 
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Mar 31, 2019
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#4
Thread title - Hounds of Arzenal (Lukas)

Poster in Arzenal Marketplace said:
HOUNDS OF ARZENAL - ACCEPTING VOLUNTEERS

Para-Mail or TSF Pilots only - Others need not apply.

Privileges include:
Personal room in area secured by Overseers. Not searched unless actively smoking or otherwise confirmed to be a biohazard.
Freedom from mandatory sorties
Financial Stipend to make up for missed killpay
Guaranteed Trustsee status
Chance for temporary off-Arzenal deployment and shore leave.

Duties:
Active deployment within the Justitia
Tracking and engagement of deserting Paramails
Intercepting transport craft harboring stowaways

Disclaimer: All Hounds Must be fitted with a loyalty collar for the duration of their service within this corps. Explosive charge within is guaranteed to be inactive within Arzenal's borders, but any escape attempt will lead to its immediate detonation.

If you are unwilling to undergo this, instead be aware there is a standing payment for tipoffs about potential escapees. Anonymity guaranteed.
Arzenal is unlike any other prison in the past, but it retains some similarities to them - including certain types of incident they'd really rather not. Murders, riots...

Escapes.

If someone attempts to escape, the guards normally take care of it. But occasionally, someone slips through the net. Stowing away on a military craft, somehow making a boat, or just taking their Para-mail and flying off towards the horizon mid battle. Once they're outside Arzenal's territory, they're technically out of the reach of the guards. But this doesn't mean the crime of escaping goes unanswered. While Arzenal retains a standing bounty for people willing to 'return' escaped prisoners, they're not just going to sit there and wait for some concerned citizen to send them a message.

Which is where the Hounds come in. A special detachment within Arzenal allowed out on special operations to chase down escapes and drag them back - dead or alive. And while they're under orders to start precisely zero wars with the world at large, the Hounds are authorized to use force on non-Arzenal targets if they're deliberately and knowingly harbouring escapees.

Prisoners who Volunteer for the Hounds are given a variety of privileges above and beyond the normal pilots. From a financial stipend to make up for not being sent on combat missions to a segregated and secured sleeping area (mostly to cut down on unfortunate midnight suffocations) and several others besides that. However in exchange for this and being allowed to venture outside of Arzenal for long-term operations, a few other freedoms must be curtailed.

Specifically, all Hounds are fitted with an explosive collar. While the device is only technically primed while outside Arzenal's borders, the fact that joining puts your life literally in the Overseer's hands is a sticking point for many. And while it isn't technically a one-way trip, leaving the Hounds means losing your protection - and being returned into the general population that knows full well what you were.

Of the sixteen past members of the hounds, only three have ever been shot down on the battlefield; the lowest casualty rate of any division. Currently there are only four active hounds - five were killed in Arzenal, two left and later died in (supposedly) unconnected incidents, and two were forcefully retired after attempting to desert during an operation near Cascadia.
 
Mar 31, 2019
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#5
Name: Leila Lapine
Age: 29
Gender: Female
Height: 5'6
Weight: 65kg
Eye Color: Red
Hair Color: White
Ethnicity: White Asian
Appearance: Image Link here

Other Information: Norma

Biography:

1 (one) count of negligent homicide (Sentenced to Arzenal)

Leila is currently the longest serving hound, having joined at 23 shortly after her incarceration. She only originally joined after accidentally shooting down a fellow Para-mail on her first deployment, hoping to use her new colleagues as a shield from the inevitable retaliation. In time she became used to her new role, and eventually outlived her colleagues - becoming an acting second in command after selling out two other hounds that were planning to remove their collars and vanish into Erebonia.

While she puts up an act of enjoying her work and relishing the chance to kill, at Leila's core she's a coward. Unwilling to give up what she's gained from killing her fellow inmates, and well aware showing any sort of weakness might get her murdered in return.

Mobile Weapon:
Arquebus (Custom) - Upgraded Engine output and Radar tracking system alongside a sniper rifle. Coloured orange.

Affiliation: Hounds of Arenzal

Combat Style: Cautious. Leila heavily relies on sneak attacks, and landing her first (and hopefully last) blow before even being noticed
Strengths: Her accuracy is incredible, and she has an uncanny knack for cockpit shots.
Weaknesses: Quick to withdraw if a fight isn't turning her way. Sometimes too quickly.
 
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Mar 31, 2019
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#6
Name: Grace Callahan
Age: 35
Gender: Female
Height: 4'3
Weight: 45kg
Eye Color: Green
Hair Color: Light Blonde
Ethnicity: Cascadian (Britannian)
Appearance: Image Link Here
Other Information: Norma, but not a prisoner.
Bit of a gossip hound, but while she'll occasionally let small bits of information slip she's very clear about her occasional role as an information broker. Every bit of information has its price, and Grace doesn't pretend to keep secrets unless you're willing to outbid any potential buyers.

Biography:
Grace was originally an outside Engineer brought in to ensure Overseer equipment was functioning smoothly - and assist in fixing Para-mails and other weapons on the side. It wasn't long before she was helping upgrade their machines, and it was her designs in part that lead to the Justitia taking form. The ship is her baby, and she spends a lot of time tweaking and attempting to improve it when not at work, vanishing within its depths for hours at a time - sometimes even days.

While she does her best to avoid getting involved too closely with any particular clique of prisoners, the amount of time she spends on the Justitia has lead to some of the Hounds treating her as an honorary member - or a team mascot of sorts. Grace doesn't seem to like this very much and is rather vocal about not being associated with them, but she's definitely happier this way compared to having them hate her guts.

Affiliation: Arenzal (Overseers)

Combat Style:
Dirty. She's not a fighter, but if someone starts trouble with her she'll lash out pretty much immediately with the heaviest object on hand. Normally a wrench, and she'll often aim for somewhere that causes permanent damage just to dissuade any future attempts.
 
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Mar 31, 2019
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#7
[Scrin General Logo Here]​

Faction Name: "Scrin" - Visitors/Invaders - (Personal Identifier - Ichor-Blessed)
Local Name: Traveler-21
Government: (Alien) Corporate Structure
Capital: [Unknown]
Territories: Claim staked on all Tiberium-Seeded areas.
Goals: Successful 'Mining' of all Tiberium on Planet Earth. Siezure and Containment of the Object designated as 'Tacitus'.

History:

The "Scrin" are a collection of interplanetary miners and constructs, known in some areas of the galaxy only for their obsessive pursuit of the mineral identified by humanity as Tiberium. They scorn active outside contact, actively refusing to maintain communications with any species that has reached out to them and reacting violently to any intrusion into systems occupied by their habitats and 'Cities'.

Scrin incursions against other Civilisations have only been recorded in the direct aftermath of Tiberium infestation on a planet reaching a critical level, which generate unique emissions the species is quick to pick up on. Once the Tiberium has begun to obtain a volatile liquid form they invade en-masse with a large fleet, lashing out randomly at the local population while constructing massive towers on the planet's surface. Once construction is complete the towers are activated to generate a wormhole into Scin-occupied space, climaxing in a final detonation that wipes the planet clean of Tiberium - and causes the unfortunate demise of any local lifeforms infected or mutated by the substance.

Intercepted and translated Scrin transmissions have revealed a highly heirarchical structure, more akin to a Corporation or Cult than any conventional government. They idenfity themselves as the "Ichor-Blessed", revering the material the way many civlisations do their gods or greatest leaders. No internal conflict within the Scrin has ever been recorded, but their seemingly escalating conflicts with the BETA have given rise to two Factions within the species. "Travelers", who attempt to harvest Tiberium-infested planets before the BETA can finish mining them, and "Reapers" who try to wipe them out to allow a tiberium-seeded planet to mature.

Intercepted Operational Report said:
[
?̷̜͔̘̩̬͗ͥ̎̑?̰̞̟̍ͣ͌ͅ?̨̻͓͔̞͂̈̚?̥̮̥̾͋ͩ̋͂: Ichor Seeded on planet 3 of system [Sol]

2ͫ̒ͪ̉͛ͭͪ҉̥̝̕͞8̰̩͔͐͢͠5͍̝̦̟̲͙ͥ͂̇̒͠0͈̬̻̮̦̘ͩ̑͆̑̎ͦ̊́͝: Ichor-LQ Detonation detected. Observational unit assembled.

2̪̟͖͕͎͛͋8ͣ͌͏̻̜̭̝̀́7̝͉̜͕̄͂͝5̷̢͍̳͂: Silicon Lifeform B̷̦̼͔̤̿́e̴̙̪͉tͪ̑̾҉̺̻͍̝͇̮a̎ͤ̐̎̕ detected. Monitor-102 assigned for rapid threshold mining operation. Monitor-102 requests additional forces due to Silicon presence. DENIED.

2̟̟̠̐ͫ̂ͮ8̺̤̖̬̦͓ͪͬ̌̊ͣͅ7̨̖̤͓͈͍9̌͂ͦ: CRITICAL ALERT - S̢̱̩̞̘̻̝̠͑̂̑̐͟C̶̨̨̪͖͓̻͉͇͙̐ͧ͑̊ͅṞ̥͈͚̊͆̄ͧ͝I̻͚͕̋̎ͣ̾̄N̦̭̤̣̫̦͔̠ͯͫͫ̈̀͊ͥ͑͟ CONTAINMENT DETECTED. Overseer requests reprioritisation of mission parameters. APPROVED. Monitor-102 reassigned to containment operation. Additional forces granted.
Notable Individuals:

Mass-production Machines:

Look and feel:

[Drone Ship+shock trooper Image here]

The Ichor-blessed use an unusual mix of Biological and Mechanical weapons, with most vehicles and spacecraft being living machines with metal exoskeletons. Tiberium is saturated through their bodies, and most structures look vaguely 'Alive' and will twitch in response to incoming fire. Many structures are built around self-sustaining wormholes that troops and materiel are moved through, to the point where Scrin spaceships are incapable of leaving and re-entering orbit under their own power - instead relying on specialised drone ships that will construct a beachhead portal their craft can warp through.

[Shock Trooper C&C3 image]

Biological ground troops are a mix of bioengineered weapons and "Shock Troopers", large quadruped creatures with metal shells. These are theorised to be the true form of the Scrin leadership as well as their elite forces.

[THRESHOLD IMAGE]

One exception to this common design trend has been noted - Threshold towers. Such structures are a sign of a long-term Scrin operation, dominating the horizon in Tiberium infested areas. These colossal towers are hives of activity, seemingly the staging areas for scrin operations as well as their most fiercely defended strategic locations.
 
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Mar 31, 2019
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#8
Name: Ernst Des Ronnough
Age: 39
Gender: Male
Height: 6ft2
Weight:
Eye Color:
Red
Hair Color: Black
Ethnicity: German(?)
Appearance:


Other Information: Awakener of the Testa-Rossa

Biography:

Born to one of the various offshoots of the Des Ronnough Family, Ernst was close enough to the throne to have standards placed upon his actions but far enough there was no chance of him ever reaching it short of direct action. He took those standards as rules to be broken, ignoring his duties in favour of personal gratification and an early entry into the Erebonian military. What he saw there disgusted him further, cementing his view of the Erebonian military as merely a tool for noble powers. During that time he also formed something of a friendship with the soon-to-be emperor, making an effort to keep in contact even as the two were separated by different duties.

By now well known for his public disdain for both the Nobility and the Empire itself, Ernst left the military the first chance he could - taking his skills to a Jaeger corps while seemingly decrying his own heritage. He remained in some limited contact with the emperor, having enough lingering respect for the man to keep up their old friendship and personally approving of the decisions he'd made. His skills were enough for Askr to accept him, but they promised no special treatment - the higher ranking members often treating him worse to overcompensate for what they saw as a privileged noble among their ranks.

Once Ernst had proved himself he was eventually promoted to officer - his old lessons in honour duels translating well to their tradition of challenging superiors and rivals. Each succsesful duel put him a little higher in the ranks, and once his skill with a Soldat had been proven he was transferred into their 1st company.

One of his last jobs as a officer in the corps involved retrieving a series of valuables from a noble villa before it truly changed hands. While the job was essentially glorified burglary the then-commander Dominic Hochmeister brought the entire corps with him. Stripping the building down to the framework until a hidden structure beneath the foundations was revealed - alongside a door big enough to fit two soldats through. Despite all attempts to open it the structure refused to respond.

Until Ernst approached to pass on a report. The door opened at his approach, and after a swift discussion he was allowed in alongside the most skilled members of the corps. Their superior firepower felled the archaisms within easily, and before long they were looking at the prize Dominic had been seeking all along. A blood-red knight, standing proud before them. It ignored his attempts to get it working, and once the Divine Knight activated at Ernst's touch it was clear a line had been crossed. By Askr's rules the machine belonged to Dominic, and Ernst's own claim was effectively a challenge to his leadership.

The sheer power of the divine knight was enough to tip the battle in Ernst's favour, its strength allowing him to literally rip Dominic's hector limb from limb. And yet this power didn't truly feel his. It came from his blood, not any training or achievement. This was Erebonia's power, not his. Something to be used in the service of his nation, not as a toy for mercenaries. Askr had taken government contracts before, but Ernst took this to a new level when he directly offered support to the government. Or rather, to Emperor Gauvein.

Ernst has officially 'rejoined' Erebonian high society, reaching out to his cousin and offering his support with the Testa-Rossa at his back. Using its strength to bolster the Empire, and maybe - just maybe - to put a few nobles in their place should the chance offer itself.


Mobile Weapon: Testa-Rossa, the Vermillion Knight.

Affiliation: Empire of Erebonia, Askr Jaeger Corps.

Combat Style: Enrst relies on his strenth more than special techniques, trying to overwhelm his foes with brute force before they can muster a true counterattack.
Strengths: He has a talent for reading a single target in duels, accounting for quirks or weaknesses on the fly.
Weaknesses: Easily fixates on a single target, and often tires himself out early on in a battle.

===

Code Name: Testa-Rossa, the Vermillion Knight
Manufacturer: ???
Operator: Ernst Des Ronnough
Power Source: Ambient Mana
Armor Material: Zemurian ore (Refined)
Height: 7.2m
Weight: ~9 tons (8300kg)
Propulsion: Mana Engine
Armament: Soldat Axe, enhanced by Thousand Weapons System.
Equipment: Thousand Weapons System - Testa-Rossa can temporarily transform its weapon into other preset forms. Currently known ones are an array of swords, spears, axes and bows, but more are believed to be available. Only accessible at full power with a weapon made of refined Zemurian ore.
Spirit Path system - capable of high-speed transportation through the Erebonian Spirit paths. Can bring multiple individuals and even other machines with it, but high mana consumption and slow wind up make it impractical in combat.
Description: MRT.png

History: One of the six produced divine knights, and the only one with an additional restriction to its use - only members of the Erebonian Royal family can activate it. As with all divine knights, it has been intermittently recorded throughout the History of Erebonia. Standing out among its forebears with the consistent heritage of the wielders, although it is unclear if this is simply coincidence or the Knight itself only accepting Awakeners of some chosen bloodline.


==OTHER CHARACTERS==

Name: Dominic Hochmeister
Age: 43
Gender: Male
Height:
Weight:
Eye Color:
Hair Color:
Ethnicity:
Appearance:



Other Information: Former leader of the Askr Jaeger Corps.

Biography:

Mobile Weapon: Hector



Affiliation: Askr Jaeger Corps.

Combat Style:
Strengths:
Weaknesses:


==

Name: Eukarys ('Yuke')
Age: 28
Gender: Female
Height:
Weight:
Eye Color:
Hair Color:
Ethnicity:
Cat
Appearance:


Other Information: Beastman

Biography:

Mobile Weapon: Kestrel



Affiliation: Askr Jaeger Corps.

Combat Style: A one word description of their fighting style.
Strengths: What gives them a leg up over the competition?
Weaknesses: Where could they use some more work?

==

Askr Jaeger Corps

Glory is earned, not given.

Current Strength - Three Companies.

1st Company - Majority Soldats, lead by Dominic Hochmeister.

2nd Company - ATs and a few salvaged Knightmares. Lead by Eukarys, a Beastman. Most commonly lead by Ernst on operations.

3rd Company - Recon, no piloted machines of note. Does not have a single commander.

Background:
Askr is one of the oldest recorded 'Jaeger Corps', and has occasionally claimed to be the original mercenary group that coined the term. While no proof exists, their own records stretch back over a century and includes a past pilot of the Divine Knight 'Zector'. Their precise numbers greatly vary, with the group having five companies in 2030 before severe losses forced them to shrink down to three.

Within the organization a unique approach to hierarchy is taken. Any order (outside of direct combat) can be challenged and resolved through a duel - with the challenger taking their role in the command hierarchy if the challenge is successful. Commanders of an equal rank an also challenge each other for the right to perform a certain function in an operation, but these are considered lower stakes with only the single operation hanging in the balance.

Both types of challenge are treated differently. In a duel for a rank both the challenger and the challenged are allowed to call upon soldiers of their unit to support them - a defense mechanism designed to stop the ascent of those who are skilled in battle but unreliable or otherwise incapable of commanding a larger force. Challenges over operational rules are more traditional duels, one on one battles to first blood or submission. Most duels are handled swiftly even when done with machines - most pilots train themselves to disable hostile units due to the valuable salvage disabled soldats (among others) contain.

Aesthetic:



Some parts of the 2nd company have begun painting their armour and machines red to match their new commander.

 
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#9
Name: Monitor 105

[IMG link = https://static.wikia.nocookie.net/c...est/scale-to-width-down/234?cb=20180801164136 upload this too, stupid C&C wiki]

Monitor 105 has displayed exceptional success results with minimal resources. Performance record includes (3) successful threshold harvests in BETA-infested operational sites while 25% understaffed. Low yield is cause for concern, but Supervisor Audit confirmed that without 105's intervention all ichor would have been lost in the sectors he operated within. [Sol] Sector is a departure from the Monitor's past roles, but Overlord has confidence in his ability to succeed at this task as he has before. Preliminary assessment positive - Monitor displayed exceptional judgement in requesting Reaper support should [Scrin] containment breach under indigenous containment.

Concerns have been raised regarding their usage of malfunctioning infiltration units, but Overlord is unwilling to censure for successful operations.

=====

Name: Mothership

Standard-pattern Artificial Mothership Intelligence. Optimised for investigation and supervision of non-standard operations.

Prority 1 OVERIDDEN: Monitor Survival

Priority 2 : Mission Objective <Reclamation of Containment Unit>

Priority 3 : Threshold Construction

PRIORITY 4 : Ichor Harvest <LQ Detonation recorded, but yield otherwise below minimum surplus harvest. >

===

Name: "Pilgrim"
Height: 1m75cm
Appearance:
[Mastermind First Image on C&C Wiki, not hotlinking yet because I'll need to upload for the faction post - https://static.wikia.nocookie.net/c...est/scale-to-width-down/800?cb=20180801164215]

Unit 'pilgrim' is an abberation within our Ranks, one of the few Masterminds warped enough to consider directly contact with indigenous lifeforms. It frequently goes off-task to gather information or establish communications with sentient indigenous populations, submitting bizarre and frequently useless reports on their culture and history. After a third infraction it was transferred to Traveler-21, as to avoid further disruption of mining operations.

Off-task misadventures have decreased by 75% following reassignment, although reports are still frequently contain disturbing content. Recommend corrective action if performance does not improve during this operation.


Affiliation: Scrin

Combat Style: Subversive, and heavily reliant on controlled individuals for self defence. While it was fitted with an anti-biological disintigrator, so far has refused to use for its intended purpose.
 
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#10
Forcefield Generators

Some larger Scrin craft and vehicles are fitted with forcefields that can absorb kinetic impact or (in emergencies) EMP weaponry. These shields will swiftly overheat and shut down once a moderate amount of damage is sustained - or to block a single, massive blow - and take two minutes to reboot once depleted. Smaller versions of these forcefields have been sighted on smaller scrin craft, but these can only lessen the impact of weaponry or absorb a single Electromagnetic pulse before collapsing.

Plasma Weaponry

Most Scrin weapons utilize some degree of plasma weaponry, whether in the form of traditional lasers or projectile 'Disks', which detonate on impact to produce a superheated explosive. Plasma disks display some degree of homing ability, turning in midair to chase down fleeing craft or personnel. The larger the launcher, the stronger the disk. Vehicle mounted disk launchers only pose a threat against lightly armoured vehicles and helicopters, but the "Zeus" launchers mounted on Devastator Warships can level buildings in a single barrage.

Planetary Assault Carrier

Length: ~500m
Width: ~150m
Height: ~200m
Weight: Impossible to Measure
Equipment: Ion storm Generator, Forcefield Generator (Large)
Capacity: Eight Invader Fighters

These flagships are fitted with vents and conductors that allow them to fill the atmosphere around them with Tiberium Gas and charged ions, generating an artificial Ion storm in an area of up to a mile around them. This storm is just as harmful as a natural Ion Storm, but Scrin craft seem to be mostly immune to the negative effects of the electromagnetic disturbances generated.

Planetary Assault Carriers have been witnessed repairing themselves while within a storm they have generated, leeching tiberium gas out of the air and using it to close breaches in the hull and seemingly regrow damaged plating.

5% Regeneration per second - Treating it as equal to HP Regen(L) if a round is 3 seconds. The Carrier must be immobile to generate a storm.

Invader Fighter

Length: 2m
Height: 10m
Width: 2m

Armaments: 1 * Rapid-fire plasma cannon

Fragile but typically deployed in swarms, Invader Fighters work as an active defense and offense for planetary assault carriers. Like all Scrin in-atmosphere craft, they draw power from ion storms rather than being disabled by them. Presumed to be remote-controlled drones. Directly manufactured and refuelled on the carriers, and thus never seen without one nearby.

Stormrider

[Use the render]

Length: 10m
Height: 2m
Width:5m

Armaments: 2* Plasma Autocannon (wing mounted, 4 shots per burst)

Larger version of the Invader fighter, capable of operating independently from a carrier as a VTOL fighter.

The stormrider is one of the few scrin craft recorded in human records prior to the invasion, and shares a silouhette with several NOD aircraft. These human reproductions lack its ability to draw power from Ion storms, with the craft seemingly reaching mach 3 within stormy conditions - although reports vary. Their weapons drop significantly in power outside of storms, but care should still be taken.

Devastator Warship

Length: 230m
Width: 70m
Height: 65m
Weight: Impossible to Measure
Armaments & Equipment: "Zeus" Plasma Disk Launcher (6-8 shots per barrage), Forcefield Generator (Large)

Primarily designed for conflict in space, these siege warships still have their uses in-atmosphere. Their sensor systems are somewhat lacking, placing them in the same role as conventional artillery - incredible firepower at long range but with a reliance on other units to spot for them.


[SUPERWEAPONS]

Mothership

[First Image]

Diameter: ~25km
Height: 500m

Armaments & Equipment: Forcefield Generator (Large), Catalyst Cannon

[Berne Image]

For a second, everything is silent, as if the gigantic thing had sucked the sound right out of the air. Then light, everywhere, all consuming. I fall, shielding my eyes. Light, light and silence. When I come to, there...there is no central Berne, no worker family housing. All gone. Just a pit, gouged from the earth, a pit where a city used to be.
Equal parts superweapon and command hub for Scrin fleets, the Mothership's design as a weapon of last resort seems deliberate.

Diameter is approximate and inspired by its original inspiration (independence day!), because this fucking thing deserves to be more than a one-off toy. Also they never explain the whole Catalyst Cannon part, but considering naming similarities with various other Catalyst weapons this makes sense as "Why it chains" despite not being fully mechanics-accurate - in the game it just has an absurd AoE instead of igniting tiberium..

Rift Generator

[Image of the item here]

Scrin wormhole technology provides their sole source of FTL travel, with smaller temporary wormholes allowing for a form of teleportation outside of combat situations. With proper containment, these wormholes can even allow for safe travel in and out of a planet's atmosphere.

But what if it wasn't contained?

Uncontained wormholes rapidly collapse in on themselves, and a wormhole generated from a planet into space would collapse with only minor disturbances to the air pressure around it. To properly open a hole into deep space requires a dedicated installation, and must be built within some proximity of the planet-side wormhole to ensure it lasts long enough to do enough damage.

Such devices are a massive investment almost on par with a Threshold tower, and authorization for use can only be granted by Overlord regardless of circumstances.

Superweapons are superweapons! Going by Global Conquest rules this baby has infinite range, but that's crossing a line. Also took the chance to explain why Scrin FTL isn't just a quick and easy method to yeet anything they don't like into orbit.
 
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