In the vast tapestry of the multiverse, a reflection of the familiar emerges—a realm where the golden age of the atom takes center stage, and the stars themselves become the canvas for humanity’s aspirations. As happens, powerful notions reverberate across realities, mirroring the mid-twentieth-century ethos, styles, and ideas onto an interstellar canvas.
Riders of the Stars recounts tales not of our earthly past or future but of a unique universe, a world both familiar and markedly different.
Within this cosmic expanse, humanity embarks on its journey alongside other species, notably the grays. Before the arrival, a society filled with hope thrived—the Union of Stars (UOS)—locked in a struggle against the encroaching menace of the Democratic Worlds Alliance (DWA), an imminent communist threat. Yet, profound darkness loomed—an ancient, seemingly immortal people desired to reshape the fabric of reality. But they pushed too hard, opening a door that should have remained closed, and the Kraal arrived, driven by an insatiable quest.
The galaxy was never the same.
Spoiler Warning: The contents INCLUDE SPOILERS for the books.Index
FAQ
- Calaman Empire
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Formed by a former UOS general who turned rogue in response to the Wardens’ cleansing, this collective of UOS worlds has evolved into a totalitarian regime under the rule of an “Emperor.”
- Colonies
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Following the collapse of the UOS and DWA, numerous smaller governments emerged, each operating independently. Though lacking formal acknowledgement, these entities are commonly labeled as “colonies.”
- Cultists
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In the aftermath of the cleansing, numerous cults have emerged as people struggle to find a connection to a greater power and understanding. Worship practices vary, encompassing folk creatures like the Sasquatch and reverence for abstract concepts like “the atom.” However, among the most unsettling are those cults that venerate the Kraal.
- Democratic Worlds Alliance (DWA)
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A foreign power opposing the Union of Stars (UOS). While sharing cultural similarities, the DWA boasts a communist government. Tensions escalated over time, leading to fears of a looming conflict. The People’s Liberators stand as remnants of the dissolved DWA government.
- Galaxy Express
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This prestigious pre-arrival fleet comprises luxury ships that maintain a continuous moving circuit through the stars to avoid Kraal attacks. Each ship has become a distinct sovereign entity. These ships are highly automated, featuring robot services categorized as 1-9, 2-9, 3-9, 4-9, and so forth. Securing access to these ships is extremely challenging, usually limited to those with blood relation to an existing relation. However, on rare occasions, individuals may obtain tickets through specific connections. Visiting a Galaxy Express as a non-citizen is possible but requires an invitation from a ship resident. Prominent vessels in the fleet include 6-9 and 3-9. Six-Nine hosts the Calloway Academy—an institution for exceptional children, imparting military and leadership skills to groom them as future leaders. Three-Nine has ceased communication but continues its circuit as a ghost ship.
- Ordyne
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Before the war, Ordyne operated as a prominent corporation with extensive connections to various other corporate entities, frequently playing a central role in military-industrial complex research projects. However, beneath its public facade lies a clandestine history dating back to the Ordus Deus Irae—a secretive organization shrouded in mystery that predates the cleansing. Led by the enigmatic figure known as Suzerain, few are aware of the organization’s true origins.
- Raiders and Pirates
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A diverse array of land-based and space-based factions. Whether acting as opportunistic groups or under the command of ruthless warlords, these marauders have inflicted havoc on both terrestrial settlements and the space lanes. Raiders instill fear in planetary settlements, looting resources and enslaving populations. Pirates use agile and heavily armed spacecraft to engage in theft, extortion, and illegal trade as they target trade lanes or assert dominance over regions of space.
- SAINT
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If any faction is rightfully the true remnant of the Old Union, it’s SAINT. As the former intelligence division of the Union, they safeguard ancient government enclaves, archives, and vaults. Remarkably, some of these repositories house preserved figures like the president, senators and officials from the bygone Union era, cryogenically suspended in time. Although not heavily armed, thus far SAINT has successfully thwarted the Wardens from seizing full control of all Union Military facilities.
- Star Federation
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A distinct entity from the UOS, the Star Federation strives to shape a new societal structure. Operating as a loosely interconnected network, they embrace a federated republic style of governance. The Star Rangers hold a seat on the senate and serve as a loosely affiliated military force. Crossing both the defunct DWA and UOS, the Star Federation does not recognize the authority of the Wardens and Liberators, viewing them on par with raiders and warlords. Each world within the Star Federation functions as an independent state. Communication within worlds relies on shortwave radios at on-world settlements and deep link ansibles for interstellar connectivity.
- Star Rangers
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Initially the exploration arm of the UOS, the Star Rangers played a pivotal role post-collapse in uniting a new government known as the Star Federation. Often in conflict with the Wardens and Liberators, the Rangers function as pragmatic troops rather than heavily militarized forces. Troop leaders also serve as official traveling judges. Their equipment prioritizes survival, with their mech frames excelling in space capabilities, maneuverability, and shielding but lagging in ballistic capabilities compared to corps mech units.
- Star Traders
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An informal alliance of merchants navigating between worlds that can still sustain trade, the Star Traders are connected by a network of Jumpships still maintained by the enigmatic grays.
- Union of Stars (UOS)
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[defunct] The original government of over three-quarters of the known star systems, now colloquially known as “the old Union.” Apprehension of a conflict with the DWA triggered the widespread construction of nuclear shelters and enclaves on both sides. The Wardens, remnants of the UOS military, adamantly assert their legitimacy and reject the term “Old Union.”
- Venator Brotherhood (Venators)
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A tightly knit collective of self-proclaimed void-terror and Kraal hunters dedicated to tracking down and confronting the most sinister and perilous entities within the void, including formidable adversaries like Deathmarks.
- Wardens
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Originating from a collective of generals spanning the original Army, Sky, and Fleet Corps of the UOS to combat the Kraal menace, they ultimately resorted to nuclear strikes on the worlds they sought to protect. Driven by the belief that dispersing populations will ultimately force the Kraal to retreat and vanish, the Wardens display fervent dedication, zealously obliterating settlements or gatherings perceived as overly substantial. While rejecting the authority of the Star Federation, they reluctantly acknowledge the authority of the Star Rangers, even forming treaties to demarcate separate territories of control.
- Arcadia
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A UOS planet where the Atom Bomb Baby saga unfolds, Arcadia was originally among the larger worlds of the Union of Stars.
- Bunkers, Enclaves, Vaults
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Fearing escalating nuclear tensions between the UOS and DWA, underground shelters proliferated. Enclaves are town-sized shelters with completely closed-loop ecosystems, usually created by local municipalities. In contrast, Bunkers generally refer to smaller complexes suited for only a handful of people. Vaults are shelters specifically oriented to storing critical information, technology, or other items (such as notable people placed into cryosleep to avoid attracting the Kraal). Despite their size, they usually don’t have enough life-support systems for more than a handful of people. Vaults are sought after by many as a trove of valuable supplies. SAINT works hard to keep the government vaults hidden.
- Fenclave
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Situated in Arcadia, Fenclave refers to the Fen Enclave established by the local county government (a common word suffix, “-clave,” denotes enclaves). Managed by the Commissioner, appointed before the arrival, it played a crucial role in the region’s survival strategy.
- Lostar 5
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Rumors suggest that Lostar 5 might be a sanctuary from Void Storms.
- Miratori
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The world where Rainwood and Moonbeam came from before visiting Arcadia.
- Settlements
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Due to the menace of the Kraal and influenced by the Wardens, human settlements have become dispersed, implementing a soft rule that limits the cohabitation of no more than 100 people in close proximity
- The Citadel
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A large space-station complex run by Ordyne, which was destroyed.
- Void Storm
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Dangerous storms which roll across all of the worlds. It’s believed to be a side-effect from the cleansing nuclear bombs, combining with the Kraal’s extra-dimensional nature. Void Storms create mutations in flora and fauna, with either “gaunt” like creatures, often thought of as zombie-like (humans are the growler form of void gaunts), and also terror-mutated forms that are enlarged and change to nightmarish things. These are called “void” creatures (or in some cases, they gain a name of their own, like the Deathmarks).
- Computers
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Mainframe-level computers exhibit some limited personal functionality, primarily in the form of AstroComs.
- Interstellar Communication
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Long-range communication faces limitations. Relays involve a “pony express” approach, using holo-tapes manually transported by couriers, or sent by short bursts through jump points where relays exist.
- Mechanized Armor
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The advent of robots is accompanied by an array of human-enhancing suits known as Mechs. These versatile suits find applications in utility, exploration, and warfare.
- Power Sources
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Nuclear reactors and other atomic technology dominate the power landscape, reflecting the envisioned mid-twentieth-century aesthetics.
- Robotics
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Robots exhibit a diverse array of shapes and sizes, each meticulously designed to fulfill specific roles and assist their human counterparts effectively.
- Space Travel
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Space travel employs a variety of propulsion systems, each specialized for different forms of travel: planetary ascents, interplanetary transits, and interstellar voyages.
Planetary Ascent — Boost Drives
Most planetary ascent vehicles use Capacitive Plasma Launch Systems (CPLS)—commonly called Boost Drives. Unlike chemical rockets, Boost Drives operate without reactive mass. Instead, they are a high-energy system that generates plasma within a rocket-dome to produce thrust.
Due to their extreme energy demands, a ship’s reactor cannot power the engines in real time. Instead, prior to launch, the onboard reactor is spun up to peak output during a dedicated charging phase. This energy is stored in high-density capacitors at extremely high voltages, then rapidly discharged through the engines during ascent.
Boost Drives cannot sustain prolonged operation—not only due to their dependence on high-voltage discharges, but also because extended use risks overheating or damaging the thrust chambers. As a result, their role is limited to surface-to-orbit ascents and short maneuvering burns.
Interplanetary Travel — Slipstream Drives
The Slipstream Drive, or Spatial Reaction Engine (SRE), is humanity’s adaptation of alien Gray technology. Though it does not enable faster-than-light travel, it provides a viable, efficient means for interplanetary travel.
The drive works by creating an Albrecht-Gray Field, distorting the space around the vessel to push it forward—like a bar of soap slipping through squeezed hands. This field remains in effect during the entire journey, even when not accelerating or decelerating.
Speed and Inertia
While Slipstream Drives allow incredible speeds, they’re limited by both gravity and inertia. Exiting Slipstream without balancing out all built-up inertia will release it all at once, with catastrophic results for both the ship and its occupants—a phenomenon known as the “rubber-band effect.”
Gravitational interference also affects Slipstream stability. Near stars or massive planetary bodies, maximum speeds may drop to 1–3 AU/day, rising to 5 AU/day closer to the heliopause. Beyond the heliosphere, sustained acceleration can reach up to 100 AU/day—though doing so requires prolonged acceleration and deceleration periods to avoid the rubber-band effect.
Because ships remain in Newtonian space, relativistic time dilation occurs. Months may pass for the crew, while years pass outside. This makes Jump Drives preferable for interstellar travel when available, although Slipstream Drives can still be used in emergency situations, or when intentionally exploring deep space—it just means a decades if not centuries-long journey.
Most Slipstream vessels accelerate at 0.5–1g. Smaller ships lack gravity plating, so g-forces directly impact crew endurance. Larger vessels that can power both gravity plates and Slipstream Drives simultaneously can counter some of the g-forces, but the plates also cause degradation of the Albrecht-Gray Field. At higher g-forces, gravity plates become increasingly ineffective, with the practical ceiling around 1.5g of compensation.
Navigation & Hazards
Space may be vast, but it is far from empty. At Slipstream velocities, encountering even microscopic debris can be disastrous.
To avoid collisions, ships rely on a Gravitometric Array (GA)—a forward-scanning system that detects gravitational fluctuations in the Slipstream path. When a threat is identified, the ship will either adjust course or drop out of Slipstream entirely.
Entering the Slipstream is not instantaneous. The ship’s Gravitometric Array requires several minutes to scan and plot a viable path ahead.
Example Travel Times
Destination Distance (AU) Speed Travel Time Pluto 39 AU 8 days to 2 weeks Heliosphere Edge ~100 AU 20 days to 7 weeks Proxima Centauri 268,770 AU 9 to 18 years Interstellar & Intergalactic — Jump Drives & Wormholes
Jump Drives enable faster-than-light travel by accessing wormholes found at the termination shock boundary of a star’s heliosphere. Wormholes are naturally occurring spatial bridges forming stable, fixed point-to-point links in an intergalactic network.
The duration of a journey through a wormhole has nothing to do with physical distance. A short hop might take weeks, while a leap across half the universe may last minutes. The factors that govern transit include alignment timing, drive calibration, and the wormhole’s stability itself.
Jump Drive Technology
Jump Drives consist of two components: the Bloom Extraction Core (BEC) and the Newtonian Frame Generator (NFG).
Until activated by a ship’s BEC, wormholes are latent, with no observable effect on nearby craft. The BEC defines the event horizon and aligns the vessel for safe entry into jumpspace.
When transiting a wormhole, ships exit Newtonian space and enter jumpspace, which has discordant physics. The NFG creates a localized zone of Newtonian physics, shielding the ship from jumpspace’s strange effects.
Both the BEC and NFG are provided by the alien Grays. Unlike Slipstream Drives, these devices come with strict prohibitions against reverse engineering. Despite this, some have tried, with each attempt ended disastrously. Some speculate the devices are rigged to self-destruct if tampered with, while others believe they resist observation on a fundamental level. Either way, the outcome is always the same: spectacular, megaton-scale explosions and residual reality instability.
Wormhole Astronomy
Wormholes behave differently depending on their position in a heliosphere. Those near the leading edge of a star’s heliosphere (heliosheath) tend to be the most stable, however travel to them can be difficult and slow due to the turbulence created there. Wormholes elsewhere in the heliosphere have more variability in behavior, but travel to them is less difficult.
Wormholes are created when fusion begins in a protostar. Once established, they do not drift, decay, or collapse—though new ones may still appear as stars are born. When a star dies, its wormholes typically dissolve. However, some persist as rogue wormholes, shifting to new heliospheres.
Upon formation, wormholes “lash out” until they find a connection with another heliosphere. These links are not limited by proximity. Roughly half connect to relatively nearby stars (on a galactic scale), while the others reach into more remote regions—even bridging intergalactic distances.
While they may appear as normal, rogue wormholes are notoriously unpredictable. Some exhibit unstable transit behavior; others defy known patterns entirely. A few are even rumored to connect to alternate universes within the broader metaverse—though such claims remain unverified.
Wormholes are classified as:
- Stable — Mapped wormholes with reliable destinations and tolerable transit times.
- Unstable — Mapped routes, but they have greater risk of Jumpshock Syndrome and fluctuating travel times.
- Unmapped — Unexplored or newly formed wormholes with unknown endpoints.
- Dead — Lead to catastrophically hostile environments.
- Rogue — Unstable and unpredictable wormholes. Highly dangerous despite appearing functional.
Jumpshock Syndrome
Jumpshock refers to a range of cognitive and sensory effects experienced during wormhole transit. While typically mild and temporary, symptoms can vary in severity. Espers and void-touched individuals are particularly susceptible. Most symptoms subside upon returning to Newtonian space.
The cause remains poorly understood, but leading theories suggest exposure to non-local spacetime geometries or incomplete shielding by the NFG.
Common symptoms:
- Acute Synesthesia — Sudden sensory cross-talk, such as seeing sounds or tasting light. Most often triggered during transit through a wormhole’s event horizon, less common during jumpspace travel.
- Biphase Dissociation — The sensation of existing in two places at once, with dual sensory input and thought streams.
- Chrono-Lag Syndrome — Distorted perception of time, where seconds feel like minutes or even hours, depending on severity.
- Empathic Bleed — Intrusions of others’ thoughts or emotions. Frequently seen in latent espers.
- Residual Void Sensitization — A post-jump ability to sense nearby void-touched entities. Effects usually fade within hours, though in some cases can persist for days.
- Temporal Apparitions — Brief hallucinations of people, voices, or environments, often perceived as echoes from the past or future.
- Temporal Dislocation — Severe déjà vu, contradictory memories, or overlapping recollections of alternate realities.
- Transient Aphasia — Temporary disruptions in language function, including language comprehension and even the ability to read, write, or speak.
- Vestibular Dysfunction — Sudden episodes of imbalance or spatial distortion. Particularly challenging during zero-G maneuvers (floatwork).
Famous Lost Expeditions
Despite centuries of mapping known wormholes, the vast majority remain unexplored or unmapped. Many vessels have vanished attempting to chart these unknown routes—some becoming cautionary tales, others near-legend.
Official policy discourages unauthorized entry into unmapped wormholes, though privateers and rogue explorers continue to take the risk—sometimes in search of fortune, other times simply for the story.
The Tantalus Reach
An exploration vessel that vanished exploring a wormhole in the Coreward Drift. No wreckage, signals, or escape pods were ever recovered. The Tantalus was later located a month later on the opposite side of the galaxy, and the ship’s logs reported it had been drifting for 152 years. The crew were never found.
The Split-Line Incident
A single jumpship made a misaligned event horizon transit, but two identical vessels emerged two years later—heavily damaged and with inconsistent logs. Even the crew were mirrors of themselves. However both crew rapidly experienced a declining cognitive state, and ultimately all died within a year.
Expedition 914: The Rosette Rift
During an exploration into a high-energy wormhole trailing edge of the Rosette system’s termination shock boundary. The ship never returned, but years later, fragments of the ship and crew were found fused into a mountainside on Marik V.
Space Ship Classes
Ships are classified by their propulsion systems and roles, falling into one of three categories: Stream-Class (non-jump-capable), Star-Class (jump-capable), or Gate-Class (infrastructure-scale vessels that shape interstellar logistics).
Stream-Class Vessels (Non-Jump-Capable)
Stream-Class vessels have no Jump Drive. Some Stream-Class vessels may also include Boost Drives for planetary ascent and descent, though these are typically found only on smaller hulls.
In civilian use, these ships range from planetary shuttles and private yachts to small cruise liners, freighters, and lightly armored civilian exploration vessels.
In military service, similar hulls are classified by role and loadout:
- Fighters - Small, short-range craft for dogfighting and interception.
- Transports – Light logistics ships for moving troops, cargo, and supplies within a star system.
- Cutters – Smaller and lightly armed, used for patrol, scouting, customs enforcement, and courier work.
- Corvettes – Fast ships designed for interdiction, recon, and escort duties.
- Destroyers – The heaviest armed Stream-Class ships, built for system-level defense.
Star-Class Vessels (Jump-Capable)
These ships possess their own Jump Drives, allowing autonomous interstellar travel without relying on Jumpships
In civilian use, Star-Class vessels include long-range cruise liners, corporate freighters, private interstellar yachts, and deep-range science vessels. These ships are used for exploration, commerce, and travel beyond the reach of regular Jumpship routes.
In military service, Star-Class hulls form the core of most fleets. They are used for strategic strikes, fleet coordination, and long-distance deployment:
- Tenders – Large support vessels used for fleet logistics, troop deployment, and infrastructure delivery between systems.
- Frigates – Light, fast warships capable of independent long-range missions and deep patrols.
- Cruisers – Balanced, multi-role combat ships used as long-range patrol vessels, or strike platforms.
- Carriers – Mobile platforms that deploy Fighters and other small craft used in fleet actions.
- Battleships – Heavily armored capital ships designed for system-level dominance.
Gate-Class Vessels
Massive vessels central to the interstellar network. Gate-Class ships reshape trade, travel, and warfare.
Jumpships
Mobile spaceports capable of ferrying dozens—sometimes hundreds—of Stream-Class vessels through wormholes. Much like space stations, they feature a wide range of amenities and public spaces, allowing passengers and crew to trade, socialize, and find entertainment during transit.
Since the Arrival, these vessels have evolved into micro-cities, serving as one of the last bastions of civilization. For many worlds, Jumpships are the only connection to the broader galaxy. With no Kraal sightings in Jumpspace, Jumpship transit is one of the few places where people feel truly safe.
Most Jumpships follow fixed circuits of interconnected wormholes, forming loops nicknamed gravelines by long-haulers.
While equipped with both Jump Drives and Slipstream capability, their massive size and complex docking arrays make them slow and unwieldy. As a result, they generally favor routes where wormholes lie relatively close together.
Colony Ships
Immense, self-sustaining vessels originally built to seed new worlds. Designed to carry thousands of passengers, modular infrastructure, and planetary deployment systems, they were once central to expansion-era missions.
Unlike Jumpships, they do not have the option to carry more than a few smaller vessels, and since the Arrival, most have been abandoned. The few that remain have become refugee arcs, drifting from system to system and spending as much time in Jumpspace as possible.
Starbases
Immense command platforms used as military Jumpships, fleet anchors, and sector control points. Outfitted with devastating weapons arrays, they serve in roles ranging from orbital bombardment to deep-space dominance. In some navies, they are called Dreadnoughts.
- Storage
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Holo-tapes and holo-drives are the primary means of data storage. Holo-tapes are commonly employed for portable data transfer, while holo-drives, being larger in size, fulfill storage needs on a larger scale.
- Tech Level
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The technological landscape predominantly reflects mid-twentieth-century capabilities. However, there are some anachronistic elements, such as advanced space travel, robotics, and artificial intelligence.
- Video
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Analog technology rules the domain; there is no digital video.
- AM-25 Rifle
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The workhorse of the UOS military, this is a semi-automatic to automatic rifle that supports many configurations.
- Airship
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Airships, resembling dirigibles, were once versatile vessels serving various purposes on-world, including military applications for power projection. However, since the arrival, the use of airships has become predominantly confined to military forces.
- Airskiff
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An airskiff represents a less-common form of hover-car transportation utilized for various purposes.
- Arbiter (Rifle)
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An elite version of the AM-25 specifically designed for special forces.
- Autocannon, Chaingun
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Autocanons and Chainguns are varieties of large-caliber cannons used througout the military, featuring fixed barrels (as opposed to the rotating barrels of a Minigun). They are too large to mount on a Mech armor frame, and are instead found on larger vehicles, such as the HWG-125 transport and Airships.
- Buzz-cannon — M7
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The M7 Buzz-cannon was conceived to fulfill the desire for a portable variant of the GA5 minigun (although it lacks rotating cannons). The M7 surpasses the standard AM-25 machinegun in size, requiring only the most robust soldiers to wield it effectively.
- HWG-125 "Hog" Transport
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A common military transport aircraft with tilt-thrust jet pods mounted on the ends of stubby wings to support vertical and horizontal flight modes.
- M-150 Rifle
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A sniper’s long-range rifle.
- Mechanized Armor (Mechs)
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Along with robots come many human-type mechanized vehicles for exploration and warfare, including mechanized suits of armor (aka Mechs). Mechs are suits of articulated, mechanized armor, which often will include environmental seals, allowing soldiers to be in many extreme conditions—although not all units can support the vacuum of space. Within the UOS, there were three generations of mech frames:
- First Gen — Ogre (MA-15)
- Second Gen — Griffin (MA-27)
- Third Gen — Banshee (MA-35)
The first-generation Ogre frames are the most prevalent, with the Griffin reasonably being less common, while the Banshees remain rare—being only in early development during the arrival. Designations for mech frames with vacuum/space capabilities conclude with an S, such as MA-35S. Rangers use an MR-xx frame naming system instead. Ranger frames are always space-worthy, boasting agility and jet packs while sacrificing some ballistic armament.
- Medipak
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The Medipak is a combination of human medicine and alien sanan fluid, conveniently packaged in an easy applicator. It is designed for battlefield use, particularly for treating mild to moderate injuries. The medicines include stimulants, and the sanan fluid is a concoction contributed by the alien Grays, which has surprisingly accelerated healing properties. While Medipaks won’t fully heal heavy trauma, they can assist in stabilizing the patient even in such critical situations.
Production of Medpaks faced disruptions during the arrival, but due to their highly valuable properties, various power groups have since repaired the affected facilities. Medpaks remain readily available, although other medicines such as antibiotics are scarce.
- Minigun - GA5 and GA7
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GA5 and GA7 — A rotary barrel Gatling-style machine gun common throughout all three branches of the Union Corps. It must be fixed to a hard-mount (such as on a mech), as it’s too powerful to be used by an individual. The GA5 fires a smaller caliber bullet (5mm) vs the 7mm used by the GA7.
- Chronus
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A highly enigmatic species that most people believe to be folklore. Only a handful are known to exist, and rarely do they admit it if encountered. They can do minor shapeshifting and may appear as different people depending upon how they choose. It’s also believed they are immortal. Nobody knows if or how they propagate their species.
It is speculated that Suzerain is a Chronus.
- Deathmarks
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Frightening void creatures that come from the void storms. It’s thought they come from void-mutated humans, and can be found across all the worlds.
- Grays
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Grays are smaller humanoid creatures with gray skin. They are less prolific than Humans but will intermingle, although typically, they live in their Burroughs.
- Humans
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Humans make up a majority of the people of the galaxy.
- Kraal
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Kraal come from beyond known time and space. Nobody knows why they arrived nor what their purpose is. They are attracted to large gatherings of people (100+) and can move between areas using corners. Seeing them alone usually paralyzes somebody with terror, and being in their presence is painful and extra-worldly.
Since arrival and cleansing, their visitations are much less common, and many settlements have started accepting people beyond 100 without a problem. Some people hope they are gone for good and things can return to normal. Others aren’t so sure.
- Muties or "Mutes"
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Mutes are Humans and Greys that have developed stable mutational variations due to the void effects. This can include extra-human abilities, usually around environmental things like water breathing, spitting acid, or hybrid super-animal traits, rather than comic-book style superheroes (no telekinetic flight, for example).
- Skulk
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Void-mutated water creature, likely related to crawdads, but with horrific mutations including not only size, but tentacles.
- Void Toads
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Super-sized toads, these are a common mutation found universally across all the worlds.
- Void Wisps
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Maelevolent floating sacs of toxic gas, often thought of as airborne jellyfish with a bad temper.
- AstroCom
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Personal ruggedized autonomous computers that have a variety of purposes, around 8 x 6 x 4 in width, height, and depth. Powered using small fusion cells, which rarely need to be replaced—commonly attached on a harness at the waist or around the wrist as one would a watch (if it were significantly larger).
- AstroTec
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One of the largest conglomerate corporations from before the war, they produced everything from toothpaste to rocket systems and everything in between. They have a recognizable branding, mainly from the broad line of consumer goods.
- Atomic Cakes
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Sugary soft cakes in several flavors, including chocolate, banana, and vanilla, with a frosted topping. Whatever methods were used in manufacturing these, they are still around 25 years later.
- Frosted Sugar Bombs
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Who doesn’t want sugar-coated crunchy something for breakfast cereal?
- Fuzzy Kat
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A prolific brand that featured a cat and his other animal friends in many roles, always with closed eyes, a cheesy grin, and a “potato” type sitting position, with stubby feet, no arms, and a bean-bag base. Popular with both boys and girls, Fuzzy Kat had gendered styles for each.
- Jet Atomics
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Maker of most of the Mech armor frames in the UOS.
- Jet-Boy
- NukaRancher, NukaPop
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Popular sugar candy.
- Pop-A-Cola, Pop-Up
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A popular brand of soda across all the UOS worlds. Also had Pop-Up as an energy drink.
- Rocket Ace
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A prolific brand of consumer merchandise, usually centered around travel supplies and gear, from luggage to whatever the modern jet-setting individual may need in their travel.
- Holo-tape not Holotape
- Rocketship not Rocket ship
- Badland not Wasteland