TGMC:Lore

Материал из SS220 /tg/station13 (Space Station 13)
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DMCA Logo.png Эта страница относится к TGMC.

TGMC это билд, созданный на основе CM-SS13 и переделанный под ТГ.


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Данная страница перерабатывается, находиться в процессе создания и/или её содержание переносится на другую страницу .
Причина: "Lore still being fully finalized."



Real Life Lore

coming soon(tm). or maybe you can make it come faster?

Everything below here is fictional lore. Basically no one cares about it, but hey, maybe you do.

Фракции

TerraGov

TGMC logo.png

Обзор

Будучи главным авторитетом над человечеством, TerraGov является де-факто глобальной властью 25-го века. Являясь авторитарным сверхдержавой, TerraGov контролирует практически всё в Солнечной системе и вокруг нее. Из-за нехватки готовой и желающей работать рабочей силы, для управления своими колониями они используют замещающую рабочую силу из людей, выращенных "в пробирках", для усиления эффективности в различных областях, начиная от сельского хозяйства и заканчивая инженерным делом и армией, где они используются больше всего. С постоянно растущими требованиями они разрабатывают роботов для помощи клонам. Их вооруженные силы состоят из флота и морской пехоты. Раньше существовала армия TerraGov, но она была интегрирована в TGMC из-за более широкого использования морпехов в межзвездных боях. TGMC, естественно, является крупнейшей боевой силой человечества. Их основным поставщиком оружия являются Терранские Оружейники - конгломерат крупнейших корпораций по производству оружия в мире, расположенный в Германии.

Статистика

  • Население: 35 миллиардов
  • Родной мир: Терра (Земля)
  • Территория: Сол и окружающие системы
  • Standing army size: none(primary fighting force are the muhreens, who do basically everything)
  • Враги: практически все, кроме союзных корпораций.
  • Navy size: 130.000 FTL-capable ships, nearly 2.500.000 supporting craft

Nanotrasen

NTlogo.png

Обзор

Everyone's favourite money-hungry all-controlling megacorporation, though not quite yet. Before the events of regular SS13(which is when TGMC is set in), Nanotrasen is not yet the premier power over humanity, that would be TerraGov. In the events of TGMC, NT is a powerful, but not SUPER powerful, research and development company with hands in varous other sectors, such as mining, exploration, and general colonisation. Their biggest moneymaker is their discovery and research into the exotic matter called Phoron, which they have studied extensively and have developed various uses for. Due to their knowledge of Phoron extraction and processing, they have a functional monopoly over it, as every other party that has access to deposits of Phoron end up paying Nanotrasen to mine it for them. Thier newest venture is the study of a mysterious and dangerous alien species. Surely with their experience in research, there would be little of anything in the form of accidents... right?

Статистика

  • Employees: 200 million
  • Headquarters: Guangzhou, China
  • Territory: Various systems within TerraGov space, and some frontier systems farther spinward
  • Security Force: Moderate size, relies on Private Military Contractors to do the heavier lifting
  • Enemies: no major power, acts mostly as a neutral party

Sons of Mars

Файл:TGMC Sons of Mars.png

Обзор

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.

Статистика

  • 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.

За кулисами:

  • 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.

Временная линия

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.


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.


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.


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.


2325

With the influence of a new engine, dubbed bluespace for the color of everything seen outside the drive interface when active, expeditions are launched to nearby stars to meet up with the new colonies. Unfortunately, TerraGov made a mistake. The first wave of ships had made 3 successful colonies, with 2 failed colonies, and 2 unaccounted for. TerraGov gave them the plans for the Cyanspace drive in the first flush of optimism. However, this first wave still resented TerraGov for what they did to their ancestors, and after 6 years, many unified into a loose group, the Independent Colonial Confederation, behind the three strongest members, the colonies on Gilgamesh, on Caelus, and the Sons of Mars, grabbing as many of the second generation wave of colonies as they could. No war is fought, due to the lumbering state, expense, and rarity of singularity-drive ships, but both sides prepare for conflict, with both the TGMC and ICC expanding as fast as they can afford to.

NT develop a way of communication over light years, inventing the first ever communications tech to reach colonies reliably, coined as Galactic Communications, or GalCom for short.


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.


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.


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 parasites "Xenomorphs" based on their ability to genetically modify themselves based on their host. Tests on recovered Xenomorph samples show that they are incredibly vulnerable to fire and other burning techniques whereas bullets would not suffice. In order to prevent the TG from being caught off guard again, production for flamethrowers and newly innovated lasguns are strengthened for the Sol security fleet and preparations to equip the greater TGMC go underway.


2415-2470

(PRESENT DAY)- Not long after the Sol System was attacked, colonies suddenly went dark. Attempting to locate the source, the Office of Naval Intelligence tried to find the ships harboring the colonies before their disappearances, but had nothing on record. Regardless, too many worlds were disappearing and the TG panicked. They dispersed their war fleet mid transition to ICC space. Breaking the fleet apart, ships were sent to every planet that they could cover. Seeing as a inter-Human war was delayed, the TGN made the decision to further break down the patrol groups and stretch the fleet out as much as possible. NanoTrasen sent corporate officials to take over xeno research, using their weight within the TGN to apprehend survivors and evacuation shuttles to get eye witness accounts, causing a stir within MC HIGHCOM as the populations they are trying to save end up being ripped to research facilities for God knows what.

Meanwhile, the ICC, suddenly seeing the TG fleet scatter, get the wrong idea. Thinking a scout messed up intelligence with their Military, they move on the offense to capitalize on the retreat.




TGMC
Должности
TGMC PFC Jim.png
TGMC
Командование DMCA CO.gif Капитан, TGMC FC.png Полевой Командир, DMCA SO.png Штаб-офицер, DMCA PO.png Офицер-Пилот
Инженерия и Снабжение TGMCCE.png Главный корабельный инженер, DMCA RO.png Офицер снабжения, DMCA MT.png Корабельный инженер
Медицина DMCA CMO.png Главный врач, DMCA Doctor.png Военный врач, TGMC researcher.png Исследователь
Морпехи TGMC SL.png Командир отделения, TGMC SG.gif Смартганнер, TGMC Engineer.png Инженер отделения, TGMC Corpsman.png Санитар отделения, TGMC Marine.png Морпех
Гражданские TGMC liaison.png Представитель корпорации
Роботизированные TGMC Combat robot.gif Боевые роботы, DMCA Synthetic.png Синтетик, AI.gif ИИ
Ксеноморфы
Тир 0 LarvaTGMC.png Грудолом, TGMC minions.gif Прислужники
Тир 1 Wiki Images.png Трутень, RunnerTGMC.png Бегун, DefenderTGMC.png Защитник, SentinelTGMC.png Часовой
Тир 2 HivelordTGMC.png Лорд улья, CarrierTGMC.png Переносчик, TGMC Wraith.png Призрак, HunterTGMC.png Охотник, Bull TGMC.png Бык, WarriorTGMC.png Воин, SpitterTGMC.png Плеватель
Тир 3 TGMC Gorger.png Поглотитель, TGMC Defiler.png Осквернитель, RavagerTGMC.png Опустошитель, CrusherTGMC.png Крушитель, PraetorianTGMC.png Преторианец, DMCA Boiler.png Бойлер, TGMCWidow.png Вдова, TGMC Warlock.png Варлок
Тир 4 Shrike.png Принцесса, QueenTGMC.png Королева, TGMC King.png Король, TGMC hivemind.gif Разум улья
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