| Neo-Megatopia; The Ghosts of the Northern Isles | |
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| Tweet Topic Started: Jun 21 2017, 06:06 PM (25 Views) | |
| Neo-Megatopia | Jun 21 2017, 06:06 PM Post #1 |
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Name of the nation: The United Republic of Neo-Megatopia Government type: Democratic Socialism; The government is large and controls most of the day-to-day functions of URNM's Cities, though citizens are allowed most personal freedoms. Leader: PM- Cole Sten, a young 30-something elected minster. Often has the final say in most of the nation's major decisions. Elected purely by popular vote, he is naive but confident in his decisions. Capital city: URNM's cities are designated by number, spanning a vast number of miles underground and housing up to 10 million people per city. There are 91 fully functional cities in total, with City 01 as the capital and center of government. Alliance: None. Neo-Megatopia holds a seat as the neutral council member of IAM, and thus cannot join any alliances. Important foreign relations: None at present. Population: 930 million Tech era: 214 with NS stats, though RP-wise the URNM has managed far beyond that. Environment: Above ground, the URNM seems completely uninhabited. The islands where the nation is located are covered with lush and untamed forests stretching across the mid and southern islands, with the local wildlife ensuring no widespread colonization can occur on the surface. Below the surface is where the URNM shines. Centuries of living underground have turned the nation into a widespread network of massive caverns and tunnels, large enough to contain entire futuristic-looking cities. The cities are only visible through the surface via massive holes that are drilled down into the cavern, exposing the central ring in every city. It varies from city to city, and will be explained in actual detail(with pictures because I'm bad with words) when I manage to write up a proper Factbook on Nationstates. Other: Most citizens of Neo-Megatopia are of a pale complexion, the artificial light provided to the cities not being enough to maintain an average look. Due to Neo-Megatopia's history of forcing compulsory military service, it is not uncommon to see a citizen with a cybernetic augument of some kind. They can range from the simple internal modifications, to entire limbs being replaced. Genetic modification is a little more uncommon, but not unheard of. Most commonly used in Neo-Megatopia's Air Force depending on what craft they fly, pilots are genetically spliced with Drake DNA: Improving their reaction times and perception, while also giving them a hunting instinct that gives them an edge in combat. While the physical effects of this 'gene modding' aren't extensive, it is not uncommon for modded pilots to develop patches of scales on their bodies, often along joints; along with horns, sharper teeth, and a change in iris color. NOTE: To help mitigate the technology-gap URNM has lore-wise, most of the military arm of Neo-Megatopia has the disadvantage of a lack of experience. During the civil war that gave the nation the 'Neo' aspect of its name, most soldiers were often placed in urban-combat scenarios; while the Air Force and mechanized divisions had virtually no impact. URNM gear is meant to be fast and hit hard, but lacks the durability and reliability of older equipment. |
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| Neo-Megatopia | Jun 21 2017, 06:07 PM Post #2 |
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The Drakes of Neo-Megatopia Drakes are a key aspect of Neo-Megatopian culture and society. Having been around for even longer than the Neo-Megatopians have, these flying predators of the skies have shaped URNM culture since prehistoric times. This post is meant to give some background and lore on the creatures, and how they affect Neo-Megatopian society today. Biology: A Drake will hatch from an egg within two weeks of being laid, provided the conditions of incubation are within acceptable measurements. Despite the robustness of an adult Drake, their eggs are remarkably susceptible to environmental conditions, and require a high temperature to incubate properly. Straying under 500 degrees, or going over 750 degrees Fahrenheit will put the egg in danger, and it will likely die within a few hours if temperatures aren't brought back up to acceptable levels. To this end, Drake mothers will coil themselves around their eggs and heat them with brief streams of flame every few hours in order to incubate them. During this time period, Drake mothers are extremely territorial and aggressive to all except their own mates, who provide them with food during the egg's incubation period. Even then, it is not uncommon for a mate to receive a wound attempting to feed an irritable mother-to-be. A Drake has four limbs: Two legs, and two arms that are lined with a thin membrane that serve as the 'wings', similar to a common bat. The average Drake grows to be about 15m in length, from head to tail. With an average wingspan of 36m, a Drake is comparable in size to a 21st century fighter jet. Taking almost 20 years to reach this size, the average Drake can live up to 150 years provided they are healthy and well-fed. Normally social creatures, Drakes live in groups of 10-20 adults called 'Flights'. These flights are tightly-knit groups that will hunt, nest, and migrate together. While it is still unknown how close these groups truly are, Drake mothers have been observed 'adopting' orphaned Drake youths in the event their true mother perishes, taking them into their nests and raising them themselves. Flights will often gather in a single area, and form a singular large nest in a mountainous area known as a 'Lair'. These large nests can be composed of up to 300 adult Drakes, and are often used during mating season, though they aren't always occupied. That said, a Lair can be easily recognized, as the resulting area will often be scorched and barren, with carefully arranged rock formations forming nests for individual mothers. Over millennia, Drakes have evolved a tough covering of scales that protects their body. This covering was originally meant to protect males when fighting for a mate, though it has proven incredibly resistant to man-made weaponry as well. Most small-arms fire will have little to no effect on a Drake, though most vehicle-based weaponry will break through. Their talons are incredibly sharp, capable of cutting through Neo-Megatopia's thick foliage to snatch an unsuspecting creature from the forest floor. Perhaps the most interesting aspect of a Drake is their fire breath. The inside of a Drake contains a gas bladder, which collects the residual methane and hydrogen gasses leftover from digestion. This gas is then able to be released through the dragon's mouth, which is ignited by grinding its teeth together; which are coated in a film of metallic residue that creates sparks when ground together. This expelled gas then appears as a gout of flame originating from the Drake's mouth, which is normally used to burn out prey from dense underbrush on the ground. Drakes and Neo-Megatopia: Drakes have existed since the first prehistoric Neo-Megatopians appeared, and have been both respected and feared since. In early times, Neo-Megatopian's had no means of dealing with the Drakes outside of hiding from them, and would often form homes and entire communities in Neo-Megatopia's cave networks, where the Drakes could not reach them. Early clocks and calendars were explicitly created to track the hunting patterns of Drakes, and the creatures were often referred to as 'Sky Demons'. This fear would eventually turn to respect and admiration as Neo-Megatopian society evolved, and tales would often run wild of heroes who would slay entire nests by themselves, or even tame a Drake themselves and use them as a mount while they guided their people to prosperity or conquest against a rival tribe. In modern society, most of the URNM's culture can be attributed to the Drakes to some extent. Military equipment and divisions are often given draconic names for identification purposes, and there is an entire division of military research devoted to using Drakes for military purposes. While Drakes are no longer used for riding purposes, their genes are often spliced with certain individuals of Neo-Megatopian military for enhanced combat performance. For this reason, Drakes are considered a very important asset in the military's eyes, while also being a massive threat. Several tragic incidents have occured within the past decade involving military forces and the native Drakes, from individual soldiers being mauled to death, to entire fighter jets being torn apart by a Drake's claws for straying too close to a nesting ground. Drakes also play an important part in Neo-Megatopia's ecosystem. As there are very few predator species in the nation, Drakes are in large part responsible for keeping the ecosystem in check, and the government keeps a watchful eye on the creatures as well. A smuggler taking a Drake out of country could spell disaster for some foreign nation's ecosystem, while potential aggressors could just as easily use Drakes as research subjects for weaponization purposes. To this end, the URNM government keeps a watchful eye on the larger nests, and it's not uncommon for air defense Dragoon squadrons to check on nests while out on patrol. Individuals are also occasionally tagged, so that the government can keep an eye on a nest's flight patterns. Capturing a Drake: In the past, capturing a Drake alive was nothing short of a mythical achievement. Entire legends were formed around a singular individual forcing a Drake to bend to his or her will. In reality, capturing a Drake is a dangerous process. Aside from being resistant to small-arms fire, a Drake can rip apart even a fighter jet if it were determined enough. In modern times, the URNM government will send out specialized teams called 'Shepherds' to smaller nests to acquire eggs for use in the military. Using non-lethal and secretive methods, a team can incapacitate a smaller nest, leaving the adults incapacitated while the team acquires the necessary number of eggs. Even then, this method does not always work, and 'Shepherd' teams have a high mortality rate. |
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| Neo-Megatopia | Jun 21 2017, 06:08 PM Post #3 |
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Neo-Megatopian Cities AKA, a rough draft on how they work. ![]() Built entirely underground, Neo-Megatopian cities are a technological marvel. Composed of three 'rings', the Cities all share the same basic organizational structure, and are modular in appearance. This is required, as Neo-Megatopia has a large population, and the need to comfortably support the large population each City contains requires a strict organizational style of construction, almost like a hive. Each City contains the same basic functions:
Ring 1: The 'Main' sector. Ring 1 is considered the 'center' of any City, and can differentiate depending on the function of the City in question. There are a number of vital functions a City can fulfill, and every single one bears its own level of importance. Agricultural Cities: The most common type of Neo-Megatopian City, Agricultural Cities use their central ring exclusively for farming purposes. From food to livestock, the center ring of an Agricultural City is stocked with greenhouses, pastures, and artificial farmlands that are maintained year-round. While the most common, Agricultural Cities are arguably the most important to the survival of Neo-Megatopia as a whole. Since the URNM has maintained strict isolationist policies for most of its existence, it has also had to provide exclusively for itself. With such a large population, the need for an abundance of food is a priority. Industrial Cities: The second most common type of City, Industrial Cities have a large industrial bloc in the central ring. Identifiable by the smoke that can often be seen pouring out of the skylight, Industrial Cities are responsible for most of the manufacturing and construction efforts of Neo-Megatopia. From basic appliances and conveniences, to military hardware and experimental technologies, an Industrial City can be incredibly varied or specific in what it produces. Tourism/Resort Cities: While uncommon, 'Resort' Cities are fairly important. Designed to support both tourists and international travel, Resort Cities are renowned for their beauty and entertainment value. Resort Cities often mix the first and second 'rings' together, with the first ring usually being used as a means of travel to and from Neo-Megatopia: Housing an airport or two for large-scale travel. Flying to and from a Neo-Megatopian City is a unique experience, for lack of a better term. While some Cities use a more 'advanced' form of takeoff and landing: Where the central district contains an extendable runway that can be raised to the surface for takeoff/landing procedures, most Resort Cities use an old-fashioned method. Namely, vertical launches and quick retrievals similar to how a modern aircraft carrier retrieves combat aircraft. Military Cities: While every Neo-Megatopian City contains a defense force of some sort, Military Cities are literal hubs for the Neo-Megatopian Armed Forces. While uncommon, the size of Neo-Megatopia unfortunately demands a large defensive force, and Neo-Megatopia's martial history still has a strong effect on modern culture. It goes without being said that Military Cities are the most well-defended fortresses in the Nation. Governmental Cities: The least common 'type' of City in the Nation, Governmental Cities are few in number. With only five total, Governmental Cities are specialized for different branches of government, with City 01 being the de-facto 'capital' of Neo-Megatopia. Ring 2: The Commercial Sector A heavy mix of office firms, shops, and places for Neo-Megatopians to spend their hard-earned money, the Commercial Ring is where most of Neo-Megatopia's economy goes to work. While not very large, the Commercial Sector in any City is more than enough to keep individual citizens happy and content. Ring 3: The Residential Sector The largest and last Ring, the Residential Ring contains housing and most services a Neo-Megatopian will use on a daily basis. |
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| Neo-Megatopia | Jun 21 2017, 06:13 PM Post #4 |
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The History of Neo-Megatopia 1200BC - The Peninsula of Demons While it's difficult to say exactly when the URNM took its first baby steps towards becoming a nation, implements from ancient Northsman tribesmen have been discovered in ancient caverns that were believed to have been made as early as 1200BC. The earliest descendants of Neo-Megatopian history came from the Northsmen of ancient times. A tribal people who lived in the northern pole of Merciam, they once feared the islands to the south, and the creatures that inhabited them. Calling them the 'Demon Isles', it was considered a place for exiles and scattered remnants of former Northsmen tribes, seeking an honorable death in combating the Demons of the South rather than being hunted down by their enemies. As time progressed though, it became clear that some had begun to thrive in the peninsula. Those who did not attempt to settle in the northern isles referred to those who did as 'Megatopians', no longer considering them as fellow Northsmen. These scattered tribes in the south had begun to form underground villages of stone, using the island chain's many natural cave systems to hide from the creatures above. No longer referring to them as demons, but rather as Drakes for what they truly were, the Megatopian's would integrate these creatures deeply into their new culture as the years progressed. 1200BC to 400AD - Zaru, the God of Fate Early Megatopians were not without their pettiness. Tribes would grow and come into conflict with one another, often fighting over hunting grounds and mineral deposits. These wars rarely lasted long, as the threat of the Drakes eventually bring them both back to their senses. This was both a blessing and a curse, as while it prevented tribes from growing too large, it also kept singular tribes from growing too powerful over one another. However, some tribes would not survive their wars at all. Some, often exceptionally cruel and unjust to those they warred with, would have their very homes and raiding parties ravaged by some unseen force, wiped out without a trace. While some attributed this to a third tribe coming into the mix, scattered survivors would often tell of a shadowy force swooping from the sky and slaughtering everyone it could find, burning what it could not. While the truth is still out in the open, modern paleontologists occasionally find evidence of what may have been a secondary species of Drake. Much larger and smarter than their smaller cousin, these creatures were believed to be dark in appearance and able to sniff out the homes of Megatopian tribes with superior senses, laying waste and consuming what it could find. That the tribes often consumed were believed to be abnormally cruel may have been a coincidence, but it didn't stop early Megatopians from conceiving the first and only God ever to exist in Neo-Megatopia: Zaru, the God of Fate. Yet this evidence is suspect at best, and there is still no collectively agreed-upon theory over what truly had laid waste to the more unjust of early Megatopia. Zaru is also known as The Grand Force, and was worshiped by early Megatopians more out of fear and respect. Yet religion has a strange way of influencing people's lives. It was believed that Zaru did not want the Megatopian tribes to fight, and those who ruled with an even and fair hand were given his blessing rather than incurring his wrath. Often considered the driving force behind what led Megatopia to unify and undergo massive development over the centuries, Zaru was also referred to as the God of Change and Progress. Around 200AD, most Megatopian tribes had begun to unify and connect with one another, often digging tunnels between their respective villages. Chiefs would share their hunting grounds and trade with one another, and the occasional excursion to travel the surface had eventually led to these unified tribes discovering one another, paving the way towards total unification of Megatopia in the coming years. (The symbol of Zaru is attached in this post. Shown as a circle with arrows pointing in opposite directions, the symbol represents the endless cycle of progress.) ![]() 400AD-1400AD: The Great Age of Progress For almost a millennia, the tribes of Megatopia would begin to unite and gather together to form territories known as Clans. These Clans were scattered throughout Megatopia, interacting and trading with one another at their own peril. While conflict was low and spirits were high, the Drakes of the surface were an ever-present threat that prevented most long-distance travel above ground. One of the earliest recorded documents in Megatopian history was the 'Writ of Passage', a project signed by every Clan in Merciam. Large-scale tunnels were to be built under the surface, connecting everyone with one another and collectively improving trade and commerce throughout the region. While in modern society such a project would be difficult but not impossible to achieve, it was considered nothing short of insane back in an age where tools were limited to simple pickaxes and hand drills. This project sparked the Great Age of Progress, a millennia where every Clan in Megatopia was devoted to nothing more than advancing their technology and inventing new ways to complete the nation-wide tunnel project, and provide for those doing it. During this time, Megatopian technologies advanced at a rate that would be considered nigh-impossible by most other nations at the time. Artists and inventors were revered as servants of Zaru, blessed by the God of Fate to craft the tools Megatopia needed to progress into total unification. Many works of art and ground-breaking inventions were made during this Age, and many modern scholars believe the Great Age of Progress to have been nothing short of a miracle. 1400-1900AD: The First Megatopian Government and Isolation Around 1412, the Writ of Passage had been completed. Now that every Clan was connected, the leaders of every one of them would eventually convene in the Dragon's Table, the House of Clan Arisaki: The very first Clan to unify. This meeting was the beginning of Megatopia's first government, and also when the first draft of the Megatopian Constitution was created. It was deemed that in order to properly care for the rapid growth of Megatopia's population, each Clan would take a role in Megatopia to focus on, and provide that service for the rest of the nation, while its leader would be in control and supervise said service. From farming to defense, each Clan eventually agreed upon choosing one Clan Leader to lead the nation as a whole while taking in advice and requests from the other leaders. While this early system was primitive and had its faults, the Megatopian Constitution was frequently ratified and expanded upon to ensure a smoother government and better lives for the citizens of Megatopia, up until 1912 where the last amendment was added: Megatopia's Isolationist policy. While their knowledge of the world outside of Megatopia was sparse, most Ministers agreed that Megatopia was probably best left to its own devices. The isles themselves were rich in resources, and outsiders were not known to come to the area out of fear of the 'Demons' that roamed the land. Better still, the fact Megatopia itself was underground meant that it would appear uninhabited to more casual observers. 1912-1978: The Modern Age While growth wasn't as vast as it had been during the Age of Clans, Megatopia would advance technologically and culturally at a relatively quick pace during the 1900s. As the cities became more populated, technology needed to advance in the process. While his worship wasn't as devout as it had been, there was still at least 2/3rds of Megatopia's population following Zaru to some extent during this time. Science took precedence, and Megatopia quickly built itself up to be a technological wonder over the course of half a century of rapid development and expansion. New cities were built in as little as five years with modular construction and development, and the population was relatively content with Megatopia's place in the world. It was also around this time that Megatopia learned of a number of the outside nations that existed. While the Prime Minister maintained Megatopia's isolationist policy, the government did its best to learn of the foreign nations that didn't even consider the isles in which Megatopia resided to be inhabited by anything other than Drakes. 1979-1981: The Bloody Saints Conflict In 1979, half of Megatopia's government attempted a coup on the Nation. The first and only conflict in Megatopia's modern history, it would remain a lesson in what happens when power was given to men consumed by their own religion. While most citizens of Megatopia worshiped Zaru to a small extent, there was also a large group of Zarusans who believed that Megatopia had grown stagnant in recent years, owing this to the lesser role Zaru had taken in most people's lives. This group also included a number of government officials with extensive military power, who violently seceded from Megatopia in City 01. Dubbing themselves the Conglomerate of Neo-Zarusans(CNZ), this separatist nation engaged with Megatopia for three years, engulfing the nation in conflict. Claiming almost 750 million lives and ending with the total destruction of City 16 and City 21, the civil war culminated in an attempted siege on City 01. Leaving most of the government dead and Megatopia in shambles, it was the loss of the two Cities that prompted a cease-fire. Using experimental warheads containing a nerve agent known as 'Basilisk Gas', City 16 and City 21 had their entire populations of 20 million people total wiped out in less than five minutes by the CNZ. It was around this time that the CNZ dissolved, with most of their leaders lost in combat and others executed by their own armed forces for the use of the nerve agent. In 1981, remnants of the original Megatopian government came back together. A mere group of ten men mostly consisting of military officials and governors of Agricultural Cities managed to form a new government: Redubbing the nation 'The United Republic of Neo-Megatopia' as they brought the war-torn cities of the old nation back together. Religious scholars believe that in a way, the God of Fate may have had a hand in the creation of this progressive new government. 1981-Present: Repair and Advancement The next 20 years were spent bringing the URNM back together, while the conflict brought about a new age of progression that rose from the ashes. With major advances in military technology and quality of life improvements, Neo-Megatopia had begun to far outpace most of those in the outside world. In 2010, Prime Minister Cole Sten was elected. The youngest leader elected at 26, many believed that a progressive young figure is exactly what the URNM needed, and he won by a massive popular vote. In 2016, Neo-Megatopia had finally repealed its Isolation Amendment, and actively interacts with most other Nations in a relatively friendly manner. |
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| Neo-Megatopia | Jun 21 2017, 06:17 PM Post #5 |
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Neo-Megatopian Military Forces: A Brief Summary While 'conflict' hasn't marred Neo-Megatopia on a regular basis, the Northsmen ancestry of the Neo-Megatopian people built a strong martial society. Strength means something, and as such Neo-Megatopia maintains a strong military. It's more or less required, with a population of almost 1 Billion people to watch over. While compulsory military service is no longer required, the benefits offered by enlisting in the military ensures that Neo-Megatopia has a strong military arm. With over 15 million active service members, and 5 million more in some form of support role, a good chunk of the URNM's population has some degree of military experience. From serving as an infantryman, striding through combat in an AWT, providing logistics support, or providing arms and equipment from the factories back home, everyone has a role in maintaining the URNM's military. Organization The NMMF is separated into six different branches: NMIF(Neo-Megatopian Infantry Forces): The dagger of Neo-Megatopia's military, the NMIF consists of numerous infantry battalions and light vehicles. Often trained in urban combat and rapid deployment, the infantry forces are often used to fight in areas other branches can't reach, or to protect key positions from enemy attack. NMAC(Neo-Megatopian Armored Core): The backbone and shield of Neo-Megatopia, the NMAC is composed of AWTs(Armored Walking Tanks) and armored vehicles. Often found at the frontlines, the NMAC focuses on blitzkrieg tactics and rapid flanking maneuvers with their AWTs, while their armored vehicles engage from afar. While lacking the surgical precision of infantry forces, an AWT Lance is a capable force, often working in conjunction with the Air Force to rapidly drop into enemy lines. NMAF(Neo-Megatopian Air Force): Perhaps the most technologically advanced forces in Neo-Megatopia's arsenal, the NMAF is the most active branch of the military. Regularly carrying out patrols and interception missions, the NMAF is the first line of defense against an invading force. They tend to use hit and run tactics, with gunships and fighters running strafing runs across enemy lines, disappearing into the distance before turning around and going for pass after pass until nothing remains. Special Operations(The Dragoons): Under direct command of the Prime Minister and Minister of Defense, the Dragoons are Neo-Megatopia's scalpel. Not much is known about them, other than the fact that they're rarely seen outside of guarding important political and military figures. Extremely secretive, the Dragoons operate in small squads when out in the field, and are rarely seen by other friendly forces. NMNF(Neo-Megatopian Naval Forces): A relatively new branch, Neo-Megatopia's Navy is the most experimental out of the branches. As naval combat is not something Neo-Megatopia is experienced with, these ships are rarely used in engagements and tend to stick to support roles.That said, it would be unwise to assume the average naval vessel is an easy target. It is not uncommon to see destroyers patrolling the waters around Neo-Megatopia. NMLS(Neo-Megatopian Logistics and Support): Consisting of a number of vehicles and units from every branch of the military, the NMLS is less its own branch and more a collective group of forces that are able to be deployed at will by any other branch of the military. From logistics vehicles to AWACS units, the NMLS is a valuable group that holds everyone else together. ![]() Technology and Equipment After the Era of Progress, Neo-Megatopia has rapidly advanced in technology over recent decades. Adopting a 'Fast and Powerful' approach to combat, most of their equipment is designed to strike hard and fast, rather than stick around for extended engagements. While victory isn't impossible, wars of attrition are costly for Neo-Megatopia. NMIF: The average Neo-Megatopian soldier is equipped for a wide range of engagements. The average soldier is suited in Mk.II REXO armor, a variant of semi-powered armor. Allowing them to carry and fire weighty weaponry, the suit more or less serves as a strength enhancer more than anything, but can be outfitted with a variety of attachments and modules, such as a thrust pack allowing for HALO drops without parachutes. Other modules include experimental shielding systems and reinforced armor plating, but the average soldier tends to go without, due to the high cost of outfitting every soldier in the NMIF. While experimental, some groups have been equipped with Mk.1 Retrogade Power Armor, Neo-Megatopia's first fully powered assault armor. Essentially a miniature AWT, Retrogade suits are expensive but powerful in their own right, able to resist small-arms fire and mount weapon modules for increased firepower. These suits are often reserved for small teams and combat veterans, where their effectiveness can be maximized. While the majority of the NMIF's arsenal relies on standard ballistics and explosives, Gauss technology has been successfully integrated into several battalions. The most common weapon used by the NMIF is the AW-32 Highborn, a ballistic rifle that's able to be quickly modified in the field to serve a number of functions, from a sniper to a recoiless rifle. While it lacks specialty, the Highborn ensures that no soldier lacks for versatility, though most soldiers tend to stick to one preference. Gauss technology is uncommon, but the URNM is working to integrate this technology into the entire NMIF. The XR-05 is one such experimental weapon, using gauss tech to fire metal slugs at high-velocity, though it is an 'emplacement' style weapon that needs to be set up before being able to fire. NMAC: Consisting of tanks and AWTs, the NMAC is fully equipped for frontline combat. AV-150 "Fastback": The MBT of Neo-Megatopia, the Fastback is nevertheless considered outdated by Neo-Megatopian standards. Equipped with a 120mm smoothbore cannon, Fastbacks have an unusually long barrel on their turret. This allows the Fastback to engage from far distances, and as such the tank is often seen engaging from a distance, while the AWTs and infantry battalions close in. AV-158 "Striker": The designated Self-Propelled Artillery unit of Neo-Megatopia, the Striker is outdated but retains its usefulness. Often kept out of sight, the Striker fires heavy shells at targets designated by friendly forces, often from over a hundred miles away. While technically part of the NMAC, the Striker maintains an unusual position in the military, and are occasionally fielded by the NMLS forces as well. AWTs: An AWT is a common sight, making up most of the NMAC's armored battalions. Essentially bipedal tanks, AWTs were developed during the Bloody Saint Conflict, where a machine capable of using cover in a human-like manner would prove invaluable when fighting in the city streets of Neo-Megatopia. Their method of control and wide range of movement would prove an invaluable technology after the war, as AWTs would later prove to still be dangerous in open combat. Using a special control system and a robust camera system, AWTs keep their pilot strapped into a chair, hooking their arms and legs up to a special control system that reads the inputs of their nervous system and replicates them with the AWT. Essentially, the pilots control the AWT as they would their own body, and require a special verbal command to release the controls once strapped in. AWT-01 "Lancer": The first 'Armored Walking Tank' developed by Neo-Megatopia for frontline combat, the Lancer is effectively a heavily modified industrial walking machine. Fitted with better-quality gyros and heavy armor plating, the Lancer lacks in a lot of the technologies later variants have, and has mostly been phased out by the Neo-Megatopian military, though they are occasionally sold for private use. AWT-02 "Dragonlance": Taking notes from the Lancer, the Dragonlance is the first AWT developed from the ground-up as a combat machine. While it strips some of the armor protection the Lancer had, it more than makes up for this in maneuverability, equipped with a thrust package allowing for rapid movement and HALO drops from the sky. The most common AWT seen in the field, the Dragonlance is a responsive, fast, and dangerous machine to encounter. Veteran pilots tend to add their own stylistic trappings to their machines. AWT-03 "Sorcerer": A highly experimental AWT, only a few handfuls of these machines have been produced for field-testing. Equipped with an experimental shielding system and integrated laser technology, each individual Sorcerer costs almost 100 billion Bits to manufacture, and the NMAC is reluctant to use them. That said, tests so far have proven their lethal abilities in combat. Weaponry: AR-60 "Highlander": The first weapon used by AWTs, the Highlander is a heavy machine gun, firing 25mm rounds downrange. While effective at suppressing infantry and destroying light armor, the Highlander struggles with tanks, requiring sustained fire to bring one down. Despite its age, it remains a popular weapon in the NMAC's arsenal. HR-01 "Driver": A semi-automatic ballistic weapon, the Driver is commonly used to strike at individual targets and bring down fortified positions. The Driver is a versatile weapon, able to equip a variety of ammunition types to suit the situation. Ranging from 40mm HE rounds, to experimental sabot rounds for destroying enemy armor, the Driver is a textbook example of Neo-Megatopia's 'jack of all trades' view on their arms and armor. CQC-30 "Vibroblade": Made from industrial-strength artificial diamond, the Vibroblade is exactly as its name implies: A large melee weapon with a vibrating blade, using the friction to tear into enemy armor and fortified structures. While not often used in open combat, the Vibroblade is frequently used in urban warfare, where a few swipes of a blade is just as effective at tearing apart a tank as emptying a magazine into it. These are considered secondary weapons by most AWT pilots, though some prefer the precision of a blade compared to a gun. While not often used as such, the blade itself is also good at stopping enemy projectiles. XR-01 "Bruiser": Using experimental gauss technology, the Bruiser fires heavy explosive shells at enemy targets. Due to the size of the weapon, only one AWT tends to carry a Bruiser per Lance, and needs to be directly hooked up to the AWT's fusion reactor in order to meet power requirements, as the power needed to fire a Bruiser far outweighs that of its smaller XR-05 cousin. The damage a single shell is capable of inflicting is well worth the encumbrance, however. NMAF(Neo-Megatopian Air Force): Considered the pride of Neo-Megatopia, the Air Force is a dangerous force and would likely be the first foe encountered by an invading force. While delegated to patrols and the occasional interception mission during times of peace, the NMAF is a strong and deadly force multiplier on the battlefield. Utilizing high-speed fighter craft and specialized gunships, the NMAF embodies the Neo-Megatopian 'Fast and Powerful' approach to warfare. F/S-74 "Dragoon": The mainstay fighter of the NMAF, the Dragoon is a mix of fighter and ground striker in one package. Equipped with a retractable wing system, the Dragoon can reach speeds of up to Mach 3 for interception missions, and becomes a highly-maneuverable dogfighter when below those speeds. Due to its high top-speed, the Dragoon is capable of performing strike missions, flying low and dropping munitions onto ground targets, and leaving the area before Anti-Air systems can get a lock. Despite this, the Dragoon suffers from a short flight time when on combat sorties, due to spaces for extra fuel tanks needing to be replaced with munitions. Also, while experimental: It is rumored that Dragoons can be retrofitted to function in Merciam's orbit, though the modification needed is extensive and expensive. Pilots who pilot the Dragoon require extensive genetic and cybernetic augumentation, in order to improve their reaction times and lessen the effects of blacking out when performing high-G maneuvers. A-32 "Wyvern": The Wyvern serves dual role as troop transport and gunship. Taking a role similar to the real-life V-22 Osprey, the Wyvern is capable of VTOL, bringing infantry and occasionally light armor into the field, while providing ground support with heavy firepower. Unlike the Dragoon, which is a sleek fighter craft, the Wyvern is a bulky dropship, using heavy thrusters to fly low to the ground and provide fire-support to friendly troops. A-33A "Dragonfire": A variant of the Wyvern, the Dragonfire is a specialized variant of its predecessor, and a recent addition to the NMAF. Forgoing its cargo hold for munitions and heavy weaponry, ranging from 25mm Gatling guns to 120mm cannons and occasionally experimental gauss cannons. These dropships tend to fly high in the sky, banking towards their intended targets and acting as ground support in a manner similar to real life AC-130s. B-106 "Shieldbreaker": The mainstay bomber of the NMAF, the Shieldbreaker is a multi-engine supersonic bomber. Unlike the Dragoon, which sacrifices a lot of its functionality in order to strike at small enemy targets, the Shieldbreaker is designed exclusively for long-range heavy bombing missions. Able to come in at high speeds and drop several tons of munitions, the Shieldbreaker is useful for breaking enemy lines or fortified positions. NMNF: Neo-Megatopia never had much of a navy. With only a handful of Cities that have access to Merciam's oceans, the NMNF is new and inexperienced in open warfare. Consisting mostly of destroyers and a handful of aircraft carriers, the NMNF nevertheless remains an important branch for overseas conflicts. Wurm-Class Destroyer: The Wurm-Class is a small but fast vessel. Equipped with two 6" guns, and a VLS system, the Wurm is often used to patrol the waters around Neo-Megatopia. Several Destroyers have had their turrets replaced with Gauss technology. Zaru-Class Aircraft Carrier: Some people would struggle to even call the Zaru an Aircraft Carrier, as it remains heavily armed despite needing most of the top-deck for aircraft launches. Recognizing the importance of their aircraft carriers, the NMNF began production of the Zaru-class: A massive monstrosity of a ship, bristling with defensive batteries and containing enough space to hold several squadrons of aircraft. With only two in existence, Zaru-Class carriers are an important resource in Neo-Megatopia's military. NMSF: "The Dragoons" are a highly secretive group that technically don't follow the URNM military hierarchy. Taking orders directly from the Prime Minister or Minister of Defense, the Dragoons are known to specialize in assassination, target acquisition, sabotage, and theft. Not much else is known about them, aside from the fact that they're commonly seen as personal bodyguards of important political figures within Neo-Megatopia. NMLS: A special branch, the support forces of the military contain a mix of units from every branch of the military. Often handling logistics functions away from the front-lines, the NMLS operates AWACS and most transport vehicles used by other branches. They maintain a special position in the armed forces, and are able to be called upon by every other branch of the military. IFV-21 "Stormrunner": The Stormrunner is an armored IFV that can be modified to suit a variety of functions. While most commonly used for transporting and supporting infantry directly in combat, the Stormrunner can also be modified to perform logistics and help units coordinate with one another from behind friendly lines. While severely outdated by Neo-Megatopian standards, the heavily armored Stormrunner maintains a degree of popularity, and is always a welcome sight. It commonly comes equipped with a 40mm HE cannon. HT-300 "Stormcaller": A massive transport plane, the HT-300 is the primary means of transporting units across great distances from Neo-Megatopia. Rugged and reliable, the Stormcaller is able to fly at supersonic speeds, but is also robust enough to land on makeshift runways and open fields. The value in this plane has kept it in service for over 40 years, and has a place in almost every Neo-Megatopian military action. Whether its dropping in hundreds of troops at a time, or a Lance of AWTs, the Stormcaller retains a degree of deadliness despite being unarmed and underarmored. CP-032 "Black Box": The designated AWACS plane of Neo-Megatopia, the Black Box is a small but sturdy plane equipped with high-powered radar systems and communication equipment. Designed to fly high out of enemy reach, the Black Box can remain in the combat area for days at a time, coordinating air and ground forces alike. Edited by Neo-Megatopia, Jun 21 2017, 09:01 PM.
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