Space reserved for the Imperial Territory of Moloch.
Imperial Travel Guide
Welcome to the Territory of Moloch. Named after the beautifully terraformed primary planet of Moloch the IToM as some refer to it is a wondrous tourist experience. From the luxurious crystal hives of Paradiso, to the gothic and artistic city of Dis, Moloch offers something for every sight seer. With no less the 10,000 five star restaurants offering every cuisine from Neo-Asiatic to Malacastarian and even featuring an authentic Konigian Barbecue hovel every taste is fulfilled. Also Le Imperiator Salvacion, an authentic Terran Restaurant voted the best Terran cuisine outside the sol system by the Imperial Cultural Preservation board.
Enjoy snow capped mountains in the indoor sky resorts, have a blast playing mock combat in the training halls the galaxy famous Molochi Technolegion. Meet the glamorous Aristocrats of the Molochi court, and maybe bump arms with an Imperial Consul. The wealth and fun of the galaxy is at your finger tips.
Visit Moloch today, for the experience of a life time!
Molochi Technolegion Recruitment Poster
We are looking for the few and the proud who will meet patriotism's call! For thousands of years the Molochi Technolegion has served with unsurpassed distinction in the Imperial Levies. We are proud of this fact. You can participate in this honor too! Go to your local recruitment stations. A simple half hour test can tell you if you have what it takes. If you are afraid, join! The Technolegion has no fear! If you are weak, join! The Technolegion knows no weakness! If you are poor, join! We have wealth that money cannot buy! The knights of the Technolegion have long protected all of Moloch from the enemies of humanity, have long fought the Empires foes, and crushed them beneath our unsurpassable spirit. The barbarians of the deadlands fear us! Rebels surrender when they hear our names! Dukes and Duchesses fight for the privilege of honoring us! We are the Molochi Technolegion! Wherever we go, whether heaven or hell, we are not afraid!
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"Do you think the kids will buy it"
Of course they will Ted, you bought it didn't you?
"I guess so Allimen, but it seem so... cheesy"
Yah, but we are trying to convince people to join. We can't really really tell them the truth on the first day. Do you really think it would work to say 'yah, you'll probably lose a body part before your tour is over but we'll get you a new one, and when you get back you can probably get into some nobles panties'?
"Maybe we should put the panties part in the add, we might get more recruits that way"
Don't make me tell your wife that Ted
"You know Allimen, there is a reason why the Empire has Rules of War"
How are your daughters by the way?
"Ellie says she wants to be a pianist at the bar on 1132, but I know she is just trying to get Jeshua Parkerson to notice her. He's a nice kid though, Mari is friends with his younger sister, so I've spent some time with his parents. He'd be a good catch for Ellie, and she needs a nice break after the falling out with Mattew."
What happened with Mattew?
"Bastard hit her!"
What did you do to the motherfucker?
"Well... I might have overreacted. I only meant to break his arm, but I sorta removed it at the elbow."
Good! The shithead deserved it!
"So, golf Friday? Alliana is making her Sangria again."
Wouldn't miss it for the world.
The Imperial Territory of Moloch
The Imperial Territory of Moloch is primarily composed of the four small systems on which its primary holdings are located. These systems are as follows:
Moloch System: Circling around the star Imperial Designation 248E6 this system is named after the primary planet of Moloch. Circling Moloch is the highly developed moon Azazel. Also located within the system is the dedicated Agri-world that is technically entitled Imperial Agri-Tithe 248E6 that is known as Fairer Fields to the Molochi. For more detailed information see the following section.
Belial System: The highly developed military system that hosts the main factories and headquarters of the Molochi Technolegion. It consists of the singular planet of Belial, a small and exceedingly built up military hiveworld orbiting the star Imperial Designation 248E8. In Geo-synchronous orbit around Belial is the moon Pandemonium which is also a factory world for the technolegions armoured assets. These two are joined by a linking orbital elevator, the center point of which is the Belial-Pandemonium Space Dock, a large shipyard designed for constructing many of the larger vessels used by the mercenary forces.
Behemoth System: The Behemoth system contains the gas-giant known as Behemoth, the 4th planet of the system of star Imperial Designation 247E3 and has three large developed moons that host large populations. These moons are Behemoth, Dagon and Shoggoth. Behemoth is a highly developed commerce and trade world, while Dagon and Shoggoth are highly populous factory worlds that supply Behemoth with the goods it sells to the rest of the Molochi worlds and many of the surrounding sectors.
Leviathan System: Named after the underwater world of Leviathan, this system is a major commercial center of the Imperial SouthEast. It has three orbiting moons of Caliban, Methusalah and Ziz. The planet orbits the star Imperial Designation 249E6, and is the lone planetary sized body in the system.
Habitable Bodies
Moloch: The political and economic heart of the territory, Moloch is a prosperous hiveworld that is home to nearly 15 billion inhabitants. It is a fully developed world of the Neo-Ilium planetary design school, featuring 6 main hives each surrounding an orbital elevator that leads to the equatorial and meridian orbital rings, used to relay the massive civilian traffic that heads through the system daily. The capitol and largest city is Paradiso, although the home of the old Imperial Consul was in the city of Prospero. The planet supports some light industry and light agriculture, mostly ran by Knights, designed to support the planets populace under siege if necessary, however only via the use of strict rationing. Its major sources of wealth and income come from the financial sectors, which funnel huge amounts of capital around, both for the system itself and the surrounding territories. While trade has slackened since the fall of the Empire, the surrounding territories still need Molochi goods and the assistance of the Molochi economists and financiers. It also features the primary shipyard of the System Patrol fleet, although the largest construction dock is only 1340m long, making it incapable of constructing the largest ships in the fleet.
Moloch- 10 point world
Azazel: The largest moon of Moloch, and the only moon in system capable of supporting a large human population, it is the home to 9 billion people and is a major civilian manufacturing world. It produces most of the plebeian goods used in the territory, as well as some of the lighter vehicles used by the technolegion including some of the Belgium class Logistic classes.
Azazel- 9 point world
Fairer Fields: Located closer to the primary star than Moloch, this planet rotates very slowly, allowing for long day and night cycles, with the temperature rising to nearly 340 Kelvin on the day side, and dropping to a chilly 260 Kelvin on the night. The 4 billion inhabitants live underground, caring for the equipment that slowly rotates the genetically engineered crops that grow year round on Fields. The world has been terraformed completely for agricultural use, and has no landmarks or bodies of water on the surface, just nearly 400,000,000 square kilometers of fields. Fields is considered exceedingly idyllic and many knights and Lords have paid the ridiculously high prices that the land of an Imperial Agri-world costs to have small estates upon the world. It also features a small orbital dry dock used to soak up excess system traffic.
Fairer Fields- 6 point world
Belial: Sometimes nicknamed the Hellworld, Belial is home to the major training centers of the Molochi technolegion, and the primary housing of the majority of the Knights. The majority of the world is covered by the single sprawling city of Dis, which alone supports 73% of the planets 18 Billion inhabitants. The world is dark and brooding, owing to the weak light put out be the systems sun. The world is is primarily built in the Simplo-Aesthetic Gothic Revivalism Style, notable for the large, imposing blank walls, over simplified gargoylery and towering pointed topped buildings that reach low orbit. Originally centered around the primary heavy lunar elevator linking Belial to its singular Geo-synchronically orbiting moon named Pandemonium the city center has moved slightly over the 2500 years of sprawl. Belial is a veritable fortress of a planet, designed primarily by architecturally inclined within the DeathPact and boasting a huge amount of the territories naval and aerospace resources, as well as a significant portion of the armoured divisions. It also boasts one of the lowest crime rates among any Imperial holding outside the Sol System, owing to the intense punishment that the Knights deal out.
Belial- 10 point world
Pandemonium: The sole moon of Belial, of the rare type of worlds similar to Terra, this is a large and fully developed world. It hosts the many heavy factories used to manufacture components for the Molochi Navy plus the majority of the heavy ground armoured assets used by the Technolegion. It also hosts many of the genetics laboratories and cybernetic enhancement facilities, as well as the other end of the connective elevator that links Dis with the immense shipyard splitting the two and Pandemonium itself.
Pandemonium - 10 point world
The Belial-Pandemonium Shipyard- Despite being simply an enormous ship building facility, the Belial-Pandemonium Shipyard has more population and GDP than many worlds, hosting dormitory space for nearly 3 billion employees involved in the manufacturing and maintenance of the Mercenary fleet and the secondary production facilities of the System Defense fleets. A common stopping point for the various naval crew members, the BeeP as it is sometimes called also features numerous spots of leisure, including thousands of bars, nightclubs, and the various mock-combat arenas prefered by the Infantry.
Belial-Pandemonium Shipyard - 5 point world
Behemoth: The largest moon of the planet also known as Behemoth, it was the first terraformed world of the eponymous system, the second system habituated by the Molochi people. As such, it has a large population for its size, hosting 11 billion people on a planet smaller than the Agri-world Fairer Fields. Heavily built up over the years, it still hosts the Feudo-Terranic build style, often found gaudy for the many hundred meter high stones, and the castle like structures. Within the kilometer wide towers and continent sprawling keeps are the mechanisms for a financial and trade world that rivals most in the Imperial Remnant. Along with Moloch itself, 81% of the former Imperial Terraward Southeastern Trade Sector goes through the two port planets. The orbital rings and docks of behemoth are perpetually bustling with small trade ships, and the larger ships of the Molochi Navy which use it as a refueling dump for the intersystem patrols.
Behemoth - 10 point planet
Dagon: The hellish moon Dagon hosts a thriving underground populous of 8 billion, and is home to the manufacturing centers of many of the luxury goods appreciated by the wealthy of much of the Imperial Terraward colonies. It also features one of the secondary cybernetics facilities, mainly used by the Molochi Nobles, but also frequented by members of the Molochi Aerospace, who find it convenient to use the Dagon Cybernetics facilities for enhancements during downtime on patrol. Despite the volcanic exterior, Dagon is often considered one of the prettiest planets in the Quadrant, the architecture of its Mohorovic reaching underground spires is reminiscent of the Lunar Hives, with the gilt effigies of human power and knowledge.
Dagon- 8 point world
Shoggoth- The third inhabited moon of the Gas giant behemoth, it is located extremely close to the planet, at perigee is skims the exosphere of Behemoth. During this period lasting for approximately 8 Terran months, the gas extraction factories located in the orbital rings harvest the billions of tons of gases that are consumed in manufacturing processes across the territory. The majority of the planets 7.7 billion are employed either in the gas extraction planets, the processing plants, and the transportation corporations that ship it to the various plants that need the various gases. It also features a large manufacturing base for basic commerce goods, like datapads, lightboards, and systemnet cyber-peripherals.
Shoggoth- 7 point world
Leviathan: The aquatic world of Leviathan is a financial center for the Imperial Southeast. The entire world is underwater, with only the tops of the highest mountains as the only natural features above the 200m-500m of water that coats the planet. The crystalline undersea hives of Leviathan has thousands of banks, stock exchanges and trade unions, that handle the financial burdens of many surrounding trade sectors. It also hosts a large number of Lords and Ladies amongst its 10 billion member populace.
Leviathan- 10 point world
Caliban: The largest moon of Leviathan, Caliban is primarily an agricultural world, growing many of the more exotic food products that are used be the wealthy of the quadrant. It also features a large orbital ring designed to dock the numerous transport and shipping vessels that are utilized amongst the system. Home to 5 billion people, the moon is a small but prosperous part of the territory.
Caliban- 6 point world
Methuselah: So named because it is over 2 billion years older than the planet Leviathan, Methuselah was an ancient planetoid that was caught in its gravity well during formation. The world is too small to support an atmosphere, but is home to 3.5 billion people primarily employed within the moonside dry docks that construct most of the civilian vessels that are utilized by all walks of Molochi civilians. Whilst the poorest and least beautiful of all the Molochi habitable bodies, it is still far more prosperous that many remnant worlds.
Methuselah- 4 point world
Ziz: The last body of the Molochi territory, Ziz is perhaps the most lackluster of all. Hosting a large number of civilian manufacturing centers, advertising agencies and other simple civilian agencies, the 6 billion people of Ziz prefer the quiet simple life that they have. There is a small DeathPact outpost in orbit around Ziz, but beyond that, Ziz does not support an orbital ring, and ships wishing to dock must do so moonside.
Ziz- 5 point world.
History
Amongst the oldest and wealthiest of all the Imperial Territories, Moloch was founded in the earliest days of faster than light travel. Originally colonized by groups of free thinker, industrialists and various peoples escaping the stifling conditions of pre-imperial Terra, they found the habitable but stormy planet that they would name Moloch. With little more than the resources of the planet they would work to terraform Moloch into a beautiful, stable and verdant world, seemlessly blending the towering spires of hive cites, the sky cutting ribbons of space elevators and the temperate flora of the now peaceful world.
When the Empire formed, they quickly joined as one of the first waves of vassal states. However, the Empire proved to be a more expensive host than they thought, as Moloch lacked any truly valuable natural resources, nor had any exceptional technical skills. The Imperial Patrol fleets and the Logistics core helped to terraform many of the other planets in the surrounding systems, adding them to the territory that was under the rule of the council of Moloch, but debt began to build, and Imperial Creditors were neither kind, nor forgiving. To make up for it, the Molochi population had to provide a large Imperial Levy than normal. With this the foundations of the now famous Molochi Technolegion were set. Those that went to serve in the Imperial Levy did so out of patriotic duty to the country. Respecting this, the Molochi Council spend every resource it could afford, and every favor it had built to acquire infantry technology from the Empire and to integrate this into those souls who went off in battle for their home.
Over the decades, the Molochi Technolegion would become the cutting edge of cybernetic technology integration in the Imperial vassal states, and some would say that the highest stages rivaled the dreaded Imperial Shocktroops themselves. Soon, the 'Legion grew to be too powerful for the normal levy duties, and various members of the Imperial Governance would utilize them as mercenaries, solving problems they did not want to involve the Imperial Fleet and the Imperial Army in. The Empire as a whole would also change their role, utilizing them as shock troops, counter insurgency forces and commandoes, sending them to various hellholes all around the galaxy, secure in the knowledge that the Technolegion would provide a more cost effective solution that tactical bombardment.
This development would lead to increased importance of Moloch as a whole, and within Moloch itself, to the former soldiers and those that manufactured the various weapons, ships, and technologies utilized. Soon, these families grew to enormous wealth, of the kind rarely seen outside of the most ancient Solar families. With this wealth came access to the various cybernetic implants that were originally developed for the soldiery. This was the formation of the Aristocracy. Controlling nearly 99% of the wealth, they were beholden to no one in the system, and had only to obey the most basic tenets of Imperial Law.
However, the spirit of cooperation that had always infused the Molochi mindset did not die, despite the stratospheric rise to power. Of course, money does not buy one more altruism either, and the Aristocracy instead formed the first of their systems of laws determining conduct between the clearly separate nobility and the peasantry that they knew they depended upon. A strict system of nobility was established, with those families controlling the industry being declared Lords and Ladies, and their various family and friend making up the lower baronies and Duchies that fell below. Those who served a term in the Technolegion were declared Knights of Moloch, and held noble titles dependent upon rank and time of service.
Because of their access to great wealth and great technology, not only did Lords exceed the various Barons in political power, but in physical power as well, their integrated cybernetics rendering them capable of overpowering most lesser opponents with ease. Without a military grade weapon, no civilian could hope to seriously injure a noble. At the same time, the knights were to the Lords as many Lords were to the barons, physical monstrosities, with only the shape of humanity, far surpassing all their abilities. And the majority of the Knights were originally peasants, and held similar sensibilities and strong ties. This system prevented most abuses of the lower class, and led to the convoluted political system that today defines Molochi society.
Politics
The maze that is the Molochi political system is not one to wander blindly. It can perhaps be rightly said that no one either on Moloch, or in the old Empire itself, truly understands all the nuances of the system anymore. The squabbling courts of Nobles are most often too concerned with their own petty feuds to greatly affect the laws, most of which mirror those passed centuries ago during the great reforms of the Imperial Bureaucracy. Even more complexly is the great lack of civilian oversight in the military. Such oversight had been provided by the Empire, and has become an ingrained part of the military thinking. How the Molochi government continues to run at all is only thanks to the impressive level of technological integration that is present in every aspect of the society. Almost all currency is computerized Imperial Credits, taxes are deducted automatically and funneled to the proper places by simple AIs designed to run civil and government programs. Laws are enforced by civilian police, and MPs from the Knights assist and enforce the law upon the Nobility. Most city sectors run themselves through democratically elected councils, who ensure that children are taught, housing is maintained and things go smoothly. Communication amongst councils is accomplished via the system nets. To most outsiders the Molochi system of government is a squabbling gridlock of crossed paths, but to the Molochi people it is proof of their grand ability to cooperate, despite differences in social status and location.
The Aristocracy
The Molochi Aristocracy is composed of two main groups, each of which uses a slightly different hierarchal system. The first are the civilian nobility, often simply entitled the nobles. The other group are the knights of the Molochi technolegion.
The civilian nobles have a hierarchy that is mostly based upon influence, lineage and wealth, although lineage mostly determines the massive inheritances of cubic space and stock in the enormously wealthy military, industrial and service near-monopolies that control the majority of the intersystem wealth of Moloch.
The actual classification of a noble is entirely up to the noble in question and claim he or she can make. The general order that one would ascend is to go from gentleman (woman)/noble (normally reserved for distant relations of low nobles and personal friends of higher nobility given noble rank and small holdings), Dukes & Duchesses, Count & Countess, Baron & Baroness, and finally seemingly out of place Lord and Lady. Anyone attempting to claim too lofty a status would quickly become embroiled within the dangerous games that many of the non-lord nobles play. To claim a Lord or Lady status is much different a claim to stake, that is to say, the Lords and Ladies of the Molochi court feel that their names, lineage or their entourages & contacts are so impressive that no need to claim rank is necessary. To declare yourself a Lord is to say that you are far too powerful for the title of Baron, and as such is seen as a declaration of war amongst the nobles. To claim Lordship one must be prepared to fight off almost any foe in the noble hierarchy, either through defensive alliances with other powerful houses, or simple force of arms and influence. The higher Barons and Lords have sizable military forces that can be utilized in the large complex interplanetary conflicts that two larger familial groups can have, although most conflict centers around complex plans to publicly humiliate families that you believe have offended you. The method of accomplishing this can be anything from simply undercutting their business, to more esoteric plans to have agents find embarrassing informations, seduce relations, or just generic public conflict. Above this are the two other extremes, dueling and the all out family war. The former is quite common, especially among the hot headed children of Barons and Lords. The massive cybernetic enhancement common amongst these groups make for spectacularly violent conflicts, that also result in little permanent injury. It is rare for the contestants to die in a duel, unless very specific rules of dueling are thrown out. What rules dictate each duel is very much up to the two participants and whatever third party they have agreed upon to officiate, although completely uninhibited fighting is almost never allowed, both because of the unbelievable destructive potential that two nobles can have, and because of the physical strain that nobles can put on their systems. Finally, when two groups become hopelessly opposed, a familial, clan, or house war may be fought. In doing so, each side attempts to gather allies who will publicly side with them. Those that publicly side with a group are then considered enemies by the opposing house and its allies. All the while the two originating member groups, and any immediate allies are fighting all out small scale war. The only rule for this role is that one only involves allies and enemies within the conflict. Public events, businesses, etc. are considered off limits, unless one can concoct a plot that does not involve the non-participant members. This rule is enforced very strictly by the DeathPact [see Technolegion section] and failure to follow it brings swift, terminal consequences. More than a few hothead clans have been summarily annihilated for acting too indiscriminately.
At the very top of the civilian nobility is the Ghost Council. It is so called because its members are generally unknown to the public, both through complex subterfuge, and the somewhat acknowledged public agreement to keep the organization mysterious. In a world of mass information traffic, and near omnipresent information availability, to assume one could hide you identity as a member of a group with a few thousand members would be foolish, but most of the populace chooses to look the other way, as over the past 3500 years the Ghost Council had made Moloch one of the richest, most prosperous and most politically important Imperial Territories, and had kept the nobles and the DeathPact in check. It also coincides heavily with the Molochi characteristic of artificially injecting whimsey into their lives. Functionally, the Ghost Council are the final arbiters of law-making within the territory. All new laws, and all changes to existing laws are reviewed by the Ghost Council, and then sent to the Judiciary AIs to determine if the laws cause any contradictory, illogical, or paradoxical legal loopholes. If such complications exist, the law is refined until it is either acceptable or scrapped. Besides this function, the Ghost Council consists of the most powerful Nobles, and their close associates, who cooperate to keep Moloch running. Maintenance of the fine balance of power between the hyper-rich nobility, the military monstrosity of the Technolegion, and the peasantry that makes up 88% of the populace is an extremely delicate task, and the Ghost Council represents a huge collection of the civilian power working towards that simple task. It is analogous to the militaries Deathpact in this regard, and as such has always had tenuous ties although the two have a good deal of distrust as well, as certain ideological problems occasionally cause them to oppose each other.
The Technolegion
The military force of the Imperial Territory of Moloch, and one of the most feared militaries in the Galaxy (ranking alongside the barbarians of MetalKonige, and the now extinct Barishiri Slayers of the Hesperian system), the Molochi Technolegion is a collection of biomechanical monstrosities that where once human, and the highly infantry-centric combined arms forces that they serve under. Armed and armoured with technology bordering on the highest levels of Imperial technology, as well as integrating cybernetics of similar calibre, the average Technolegion is a match for any soldier outside the remaining Imperial Army veterans, and a few barbarian and remnant shocktroopers. The Molochi Special Forces, refered to as the Suicide Squads, are second only to Imperial Shocktroopers, and have been known to complete objectives that military tactical AIs have considered impossible. Supporting them, the Molochi armoured corp. consists of a number of heavy Grav. vehicles, including IFVs, APCs, medium tanks and myriad support vehicles (see Vehicles, Molochi armoured Corp.). This operates in close conjunction with the Molochi Aerospace Command, and the numerous aerospace interceptors, strike craft, torpedo/bombers and AWACS craft (see Vehicles, Molochi Aerospace Command) that they command. Their duty is to back up the technolegionares ground holding operations, and utterly destroy any enemy military assets who choose to engage outside urban environments. Most well known though is the technolegionares themselves. They consist of the numerous stages of cybernetically enhanced infantrymen that performed the numerous take and hold, counter-insurgent, and boarding operations that the Imperial Authorities demanded. Capable of being fearless, feeling no pain, performing near any physical task with astonishing competency, and possessing integral shielding and structural enhancement to survive in the harshest battlefield conditions and fight through nearly any injury the higher stages of technolegionnaires, those that are members of the DeathPact, are rightly feared by most remnant commanders. The primary complaint against the Technolegion is the callously methodical methods by which they operate. They often seemingly do not care if they are insulted, forced to retreat, surrender, or even are tortured or killed, as long as they win in the end. Some would say that the DeathPact are little more than monsters in the guise of men, their bodies biomechanical mannequins and their minds crafted kill routines, although member of the DeathPact would agree, that's why they are the best.
***TechnoLegion Enhancements***
The Technolegion uses a number of different enhancements methods to improve its soldiers into the efficient fighting machine that it is. Cybernetic enhancement, Genetic manipulation, and chemical enhancement are all used to create the members. The amount of enhancement present is what defines the stages that the 'legionarres are classified as. They are roughly as follows:
Stage 1: Enhanced military uplink to systemnet(s) installed in brain (GPS, calculation, simple graphical manipulation, file-transfer/download/upload, audio, text and video chat features), optical HUD within inferior eye, mechanically reinforced heart and lungs, chemically strengthened skin, bones, immune, endocrine and adrenal systems, genetically enhanced muscular, circulatory, respiratory, and immune systems, internal battery with ~5 year field life.
Stage 2: Previous stage plus cybernetic sense organs, enhanced sense processing, cybernetic heart, further genetic enhancement to muscles, brain, and physical endurance, stamina and toughness.
Stage 3: Previous Stage plus integral sensor suite, ECM suite, light skinhugging shield, further genetic enhancement to all major attributes.
Stage 4: Previous stage plus addition of cybernetic musculature, integrated shield generators for primary and secondary bubble shields, stronger skinhugging shield suite, redundant mechanical and biomechanical organs, blood-oxygenators installed in brain, further genetic and chemical enhancements to physical endurance, stamina and toughness, armouring of skull with reinforced alloy.
Stage 5: Previous stage plus enhanced cybernetics, stronger shielding, point defense shielding, enhanced ECM, ECCM, additional EM cloaking, weak inertial compensators, replacement of skeleton with reinforced high tensile carbon, replacement of internal organs with biomechanical analogous.
Stage 6: Previous stage, full cybernetic replacement of musculature, Dampening field generator, weak nul-grav generators, further stealth systems, enhanced AI operating system for Uplink, enhanced cybernetic sense organs, enhanced sensors, internal shielding, additional inertial compensation, and internal armouring of ribcage.
Stage 7: Previous stage plus total replacement of body with cybernetic and biomechanical apparatus excepting personallity containing sections of the brain, enhanced nul-grav capability, highly enhanced sensors, stealth, ECM, ECCM, cloaking, inertial compensators, shield strength, point defense shielding capability, dampening field, internal damage management system, and capability of tactical AIs, Uplink AIs, and synchronization between AI command and body output.
At the highest stages, the legionnaire can go for months without sleep, food or water, can go without breathing for over 12 hours, can survive in any habitable climate without protection, and can continue to kill his enemies throughout all of these travails. It is not unknown for higher stage Technolegionnaires to be though dead by Imperial Authorities, only to be found months later in energy saving states, or hiding what was once enemy territory.
Initial enhancement is based upon job requirements, decided generally by merit or the whim of a collection of higher ranking individuals. Additional enhancement is performed with enhanced job requirements from promotion or transfer, or when injury necessitates them. Following such injury, a soldier can either serve in a new unit with the enhancements, or serve in his old unit with the new enhancements. The majority of soldiers will never be enhanced above stage 3, but those that choose to be will probably never be enhanced above 5. In order to qualify for stage 6 or above enhancement, one must have signed a waiver to serve a one year term in the Molochi Special forces. This group is often called the Suicide Squad, because of the famously difficult missions that the Empire would assign, and the Squads propensity for pulling them off, even at tremendous personal cost. The average life expectancy for a soldier in the suicide squad is 7 months, less than 1% survive more than 5 years. All soldiers of the Technolegion, including the crews of the Navy, Aerospace Command, and Armoured Corp. receive at least stage 1 enhancement.
***The DeathPact***
The DeathPact is the upper echelon of the Molochi Military personnel. The requirements to enter the DeathPact are simple, to be able to find out about a meeting, attend, and survive the event. All technolegionnaires enhanced to stage 4 will receive an invitation, although around 25% will not wish to participate, instead choosing to live within the normal lower lord social structure. The DeathPact is little more than a meeting ground where all members consist of two ranks, Deathlords, and the High 13. The High 13 are thirteen individuals who have been unnofficially elected into the position. This election is spontaneous, when a member dies, or a Deathlord overshadows a High 13 member, the Deathlord will be promoted, and the other will lose his place as a member of the High 13. The High 13 are responsible for all political decisions that the DeathPact make, and are concerned with maintenance of Molochi Stability and power above all else. The current thirteen are an esoteric bunch, but are possibly the most skilled, if not the most tactful, in Molochi history since the High 13 that presided over the Salisii Occupation Campaigns, and the Imperial Audit Crusades. As the DeathPact has such integral connection to all sectors of military command, the Deathlords wield enormous power in court, and members of the Deathpact are considered influentially to at least equal Barons, even if they have much smaller holdings.
***Knights as Nobility***
The knights of the Molochi military occupy a unique position, as they have very little of the wealth that defines the nobility, but wield undue amounts of power because of the close personal connections between military members. Upon completion of their military terms abroad, a knight will be allowed to either buy property with their back pay (as opposed to the peasantry, who cannot truly buy property, as the title holding noble may always pay Eminent Domain and reacquire it), or can be given property owned by the Military, usually left by deceased members. The knight is also given a yearly stipend of a very small fractional percent of the budget surplus of Moloch, higher rank giving a higher amount. Often used to frugal living, and avoiding the feuds that can end nobles lives early, knights often acquire large personal fortunes over their years of retirement, and have been known to begin collections or personal projects of massive scope.
***Imperial Armoured Corp.***
The Imperial Armoured Corp. provides both integrated combined arms use of vehicle assets, and provides the logistical support for the infantry forces. Its purpose is to quickly transport troops to problem areas, and to provide firepower in the way of artillery (both tube and missile), tank support, and lighter armoured vehicles. The vehicles utilized are normally of the highly agile Imperial Grav. style of locomotion and as such are capable of fighting at numerous intra-atmosphere elevations. However, the Molochi military does not have vehicles above the Imperial Medium Class. While comparatively heavy and powerful to most remnant states, they can be woefully outclassed by those with access to higher level Imperial Vehicular assets.
***Vehicles***
***Molochi Aerospace Command***
***Vehicles***
Interceptors
MIF-11(D) Bobcat Drone Interceptor - The replacement for the older Lynx class Drone interceptor, the Bobcat is equipped with a relatively smart AI on within its compact frame. It mounts 4 external missile mounts divided between both wings and mounted on the cheap MLS-22f mounting system as well as having two CIWS repeater lasers, usually the RL-44a or RL-44b dependent upon manufacturing world. Unlike most interceptors, the Bobcat has a very weak ECM suite, making it unable to perform sophisticated EW on its own. The Bobcat is often used for swarm tactics, utilizing its cheap costs and large sensor profile to tie up the enemy sensors and interceptors, thus allowing more highly stealthed strike fighters or offensive missiles through.
MIF-16 Cheetah Fast Interceptor - Designed for quick scrambling an interceptions missions, the Cheetah features a massively oversized engine on its otherwise small chassis. It packs four internal missiles, in two MLS-8a mounts, one RL-48c CIWS repeater laser, and two internally mounted AAC-45b1 45mm Medium Aerospace Autocannon. It has a decent EW suite, combining a powerful generic sensor suite, and a combination of EM stealthed armour and a stock but sufficiently powerful ECM system. The Cheetah is capable of exceedingly high atmospheric speeds, as well as rapid orbital exit and reentry, and has a high speed targeting system that allows it to engage enemy fighters and missiles at this blistering speeds.
MIF-21 Cougar Heavy Interceptor - The large and powerful Cougar mounts an extremely heavy weaponry and shielding package for a craft that is nominally an Aerospace Superiority Interceptor. It feature six missiles mounted internally on two MLS-8b mounts, six external missiles mounted on each wing in six separate MLS-20 mounts, six RL-44 CIWS repeater lasers, and 4 AAC-42a2 75mm Medium Aerospace Autocannon. This weaponry package, combined with the powerful DS-11 shield grid allows for the Cougar to serve as a makeshift strike plane, although its sophisticated EW systems make it far more suitable for the Hive fighting it was designed for.
MIF-25 Jaguar Advanced Interceptor - The newest and most advanced interceptor in the Molochi Aerospace Corp. The Jaguar features advanced miniaturized systems, highly stealthed armour materials, powerful EM cloaking technologies, and heavy weaponry. The Jaguar has a miniaturized version of a Norway class Anti-Aerospace Cutters EW system, and can easily leave lesser craft blind, deaf and dumb against the powerful ECM onslaught. The advanced targeting systems are tied to the eight wing mounted missiles, packed internally in two MLS-9d Mounting Systems, the six body mounted missiles internally in two MLS-8b mounts, eight advanced RL-49 Repeating CIWS laser/particle beams, and a nose mounted AAC-42aX 70mm Medium Aerospace Autocannon. The Jaguar is fighter designed to achieve total Aerospace dominance, and to keep this control completely.
MIF-6(S) Ocelot Stealth Interceptor - The Ocelot is a unique craft, packing ECM, ECCM, and Cloaking systems designed to render it all but invisible to anything but the most powerful and sensitive ground or capital ship based sensor systems. It patrols unseen and unknown through enemy Aerospace, destroying targets and creating massive confusion. To do so it is lightly armed with eight missiles, mounted in two MLS-9c mountings slung under the wings, and two RL-44c CIWS Repeater Lasers. The Ocelot is unduly feared by many lesser barbarian peoples, as even a small group can operate from hidden bases within system and slowly but surely destroy all aerospace assets.
Strike Craft
MSF-12(D) Leopard Drone Strike Fighter - The Leopard is the smallest, cheapest and most expendable Strike Craft in the Molochi Aerospace Corp. It features little in the way of EW, similar to the Bobcat, and packs a small internal bomb bay, four external missiles mounted on four separate MLS-20 Mounting Systems located under the wing, and a singular AAC-62 120mm Heavy Aerospace Autocannon. The Leopard is generally utilized when collateral damage is not a concern, and the planes near suicidal AI can be unleashed upon enemy positions.
MSF-18 Panther Strike Fighter - The Panther is an upscaled version of the Leopard, with a cockpit for a human pilot, a larger shield and ECM system, as well as a slightly modified sensor system. It packs the same weaponry as the Leopard, plus two additional RL-44a CIWS Repeater Lasers, although it usually uses a different mix of missiles and guided gravity bombs. The Panther is a cheap and reliable Strike Fighter that can provide support of the Technolegion and destroy armoured assets and be used against many fleet support craft, like logistics craft or munitions vessels.
MSF-28 Lion Heavy Strike Fighter - The Lion is a large, heavy Strike craft, packing a shielding system designed to shrug off most light AAA, ECM systems to throw off missile locks, and the weaponry to crush most ground vehicles. Unlike most Molochi Strike Craft, the Lion doesn't utilize missiles, instead mounting two HRG-37 Heavy Railguns mounted along the fuselage, as well as eight RL-44b CIWS Repeater Lasers. The most common tactic used by the Lion is to patch into the Molochi Sensornet, usually communicated with the MEWC-78 Panda, and then using the Railguns to core targets from several thousand km. The Lion received its name from the 'mane' of ionized plasma that the projectiles produce in atmosphere.
MSF-28(M) Lioness Missile Strike Fighter - Based upon the same frame as the Lion, the Lioness takes the wholly opposite tact, losing the two Railguns and replacing them with two MLS-18f Rotary Missile Mounting Systems, each packing twenty missiles, as well as two smaller MLS-14b Rotary Missile Mounting systems underslung beneath the wings, each packing eight missiles, for a total of fifty-six missiles, which can all be launched in a little under five seconds. The Lioness mounts the eight RL-44b CIWS Repeater Lasers that the Lion does, and has the same shielding and ECM system, although its targeting system has been upgraded, utilizing much of the excess power that the large reactor allows.
MASF-1 Tiger Advanced Strike Fighter - The Tiger is the first eighth generation aerospace craft in the Molochi Aerospace Corp. The design is faster, more heavily armoured, stealthier and more heavily armed than any previous craft, owing to the advanced materials, heavy use of near-imperial tech and the prodigious expense that each represents. The Tiger can shrug off truly massive damage, and deliver it back with its large internal bomb bay, centrally mounted HRG-37(m) Heavy Railgun, two MLS-18d Rotary Missile Mounting Systems each packing fifteen missiles, twelve RL-49 Repeater CIWS Laser/Particle Beams, and a dedicated point defense shield. The Tiger is a demon of a craft, that was capable of matching Imperial Hominus fighters with only a two to one advantage.
To be completed
***Molochi Naval Command***
The Molochi Navy consists of the system patrol vessels utilized for personal defense under the Empire as well as the strike vessels of the DeathPact, utilized for mercenary activity under the Empire. The vessels have sophisticated sensor, ECM, ECCM, shielding and point defense systems, and while having low tonnage (owing to the centralized location of Moloch in the Old Empire, and the presence of a Sector Command Fleet within the Territory) can fight against ships much larger and seemingly more powerful. The Molochi Navy is however overspecialized for the modern era, and its highly sophisticated ships are delicate to the simple slugging matches that can occur. In pitched battle, and set piece combat, they are quite formidable. The Deathpacts ships are vicious strike vessels, designed to quickly close on the enemy, pounding them to death while wethering any return firepower with immensely powerful ECM, shielding, point defense, and specialized armour.
***Ships***
System Patrol Ships
Seraphim Class Heavy Cruiser- The Seraphim Class Heavy Destroyer is the largest vessel in the Molochi Navy. A 1743m long spire, with double symmetry outside the singular observational command deck mounted on Aft Dorsal surface, the craft makes a powerful statement when compared with smaller escorts. The ship is exceedingly heavily armed and armoured for its weight, mounting 4 HMAs, 12 high power relativistic particle beam cannons, 48 large missile/torpedo tubes, 96 medium/light omnilaunchers, 24 Heavy railguns, and 72 Heavy Lasers, as well having a powerful ECM suite, and sophisticated targeting AIs linked with the 8 defensive omnilaunchers, and 144 CIWS mounts. Powerful shields and a very powerful point defense shield system give it amazing durability, and the advanced sensor and communications equipment mounted in place of the Imperial Standard carrier decks makes a Seraphim a perfect fleet command vehicle. Currently there are 2 Seraphim in service, the Odysseus and the Noman.
Seraphim Heavy Cruiser: 25 base points, 10 points enhanced Offense (powerful and accurate weaponry), 10 points enhanced Defense (sophisticated point defense systems and heavy shielding), 5 points C3I (powerful sensor and communication equipment and powerful interpretation and evaluation software).
25+10O+10D+5C3I = 50 x 2 = 100
Valkyrie Class Command Vessel- The Valkyrie is a dedicated command vessel designed to provide a powerful support to any fleet in which it is deployed. At 1217m long, the ship is large enough to mount some impressive firepower, with 72 Medium/Small omnilaunchers, 12 Large Missile/Torpedo launchers, 54 Heavy Railguns, and 54 Heavy Lasers, and has powerful shielding and a point defense suite consisting of 6 defensive omnimounts, 288 interceptor missile launcher, and two point defense shield systems. This is all to assist the powerful C3 gear, including massively powerful sensors, software, communications, and tactical AIs that make the ship such a powerful fleet support vessel. The Valkyrie has often been faulted for its poor ability in slugging matches, its point defenses unable to keep up with the massive firepower that many ships can poor out in such situations. Currently 5 Valkyrie are in service, The Conan, Tarzan, Hercules, Bruce Willis and John Wayne.
Valkyrie: 10 points base, 10 points enhanced Defense (excellent point defense, shields, ECM and vessel durability), 10 points C3I (powerful dedicated C3I suite).
10+10D=10C3I= 30 X 5= 150
To be continued
Gargoyle class Heavy Destroyer- the powerful Gargoyle destroyer is designed to operate in groups hunting down and destroying enemy vessels, disrupting enemy fleet capabillities. To do so, the 738m ship is quite fast and agile, and mounts impressive weaponry, including an HMA, 72 Heavy Missile/Torpedo tubes, and 48 Heavy Railguns, as well as 12 light/defensive omnilaunchers. The ship is not designed for long term combat, failing to mount a point defense shield and only having 12 CIWS, but its shield and hull are durable for its class. There are currently 20.
----Gargoyle class heavy cruisers----
Arthur
Hatori
Lancelot
Marusame
Masamune
Nobunaga
Cao Cao
Lionheart
Gargoyle Heavy Destroyer: 10 points base, 5 points improved Offense (heavy weaponry for class).
10+5O=15 X 20= 300
Gorgon Class carrier- The Gorgon is a lightweight carrier designed to deliver troops carriers and aerospace fighters into 'hot' combat zones. It is lightly armed for its 715m length, mounting just 54 Heavy Omnilaunchers, 12 Heavy Railguns, and 4 Particle Beam cannons. It is well defended though, with a excellent shielding and 54 CIWS mounts as well as 72 interceptor missiles. Its main usage is to haul up to 20 Finland Class assault landers, as well as an Aerospace Fighter Wing, and a collection of Belgium class logistics craft. There are currently 5 in service, the Beowulf, the Gilgamesh, the Leonidas, the Alexander and the Cyrus.
Gorgon Class Carrier: 5 points base, 5 points C3I (advanced tracking and targeting systems).
5+5C3I=10 X 5 = 50
Erynies Class Light Destroyer- The Erynies class Light Destroyer is a 554m long vessel designed for wolfpack tactics and fleet support. It mounts impressive firepower for its size, with 36 Heavy Missile/Torpedo tubes, 54 Medium Omnilaunchers, 24 Heavy Railguns, 4 Heavy Lasers, and 36 Medium Railguns. It also mounts a heavy shield system for its size, and 2 Defensive Omnilaunchers, and 24 CIWS. There are currently 40 in service, including the Abraham Lincoln, the Winston Churchill, the Patton, the R. Lee Ermey and others.
Erynies Class Light Destroyer: 3 points base, 1 point improved offense (heavy weaponry for its class), 1 point improved defense (heavy shielding and point defense for its class).
3+1O+1D=5 X 40= 200
Incubus class Destroyer Escort - The 278m long Incubus class Destroyer Escort is an upgrade to the old Cerberus class Destroyer Escort. While keeping the Cerberus 12 Heavy Railguns, 20 Medium Railguns, 12 Omnilaunchers and spinal Particle Cannon, it mounts additional shield systems, a Defensive Omnilauncher, and adds 6 CIWS for a total of 18 CIWS. It is used to support fleets, flanking vessels and covering with defensive fire, as well as provided a quick strike element to take advantage of enemy weak points.
Incubus Class Destroyer Escort: 1 point base, 1 point improved defense (heavy point defense for its class).
1+1D=2 X 50= 100
Succubus class Interceptor Picket - At 295m the Succubus Class Interceptor Picket is also built off the Cerberus Class Destroyer Escort. It has the same armament as the Cerberus, 12 Heavy Railguns, 20 Medium Railguns, 12 Omnilaunchers, and a spinal Particle cannon, as well as 12 CIWS. Additionally, it mounts a small ECM and Interdiction suite designed to slow enemy vessels, and prevents the fleet from being hit and run upon by those who choose to use higher speed Hyperspace systems for raiding purposes. It was designed to intercept the various smaller pirate and barbarian threats that could arise, and has performed admirably, although its prowess against most remnant military vessels hasn't been tested. Currently 10 are in service, the Penelope, the Persephone, the Psyche, the Lamia, the Juliet, the Viola, the Rachel, the Sakura, the Angie, and the Maggie.
Succubus Class Interceptor Picket: 1 point base, 4 points interdiction (advanced interdiction suite).
1+4I=5 X 10= 50
Heavy Aerospace Wing- Consisting of the large number of different aerospace craft that can fight effectively against capital ships, as well as the smaller carriers such as the Germany class, the China Class, and the U.S.S.R. class these groups provide air support for the technolegion ground forces, interceptor duty to protect from torpedoes and other missile weapons, mine clearing, asteroid clearing, and piracy sweeps, as well as courier service and numerous other small jobs. The craft utilized are listed in the Aerospace Command section. There are currently 50 separate wings in service.
Heavy Aerospace Wing: 1 point base.
1 X 50 = 50
Molochi DeathPact Strike Craft
Void Class Strike Cruiser - The Void Strike Cruiser is the heaviest Cruiser of the strike fleet formerly utilized for mercenary contracts and now used for offensive purposes for the sovereign Molochi State. An austere 1524m spike it mounts the most advanced weaponry and defensive systems in production by the Molochi Navy. This includes four spinal mounted HMAs, 96 Heavy Omnilaunchers, 24 Heavy Particle Cannons, 48 Heavy Railguns, and 36 Medium/Light Omnilaunchers, plus two point defense shield systems, a heavy shield grid, 16 Defensive Omnilaunchers, and 144 CIWS. Extremely powerful sensors, ECM, ECCM, and targeting packages allow for an extremely efficient EW performance, and the powerful high agility propulsion systems make it a deadly ship in all ranges of combat. There are 10 ships of this class currently in operation.
Void Class Strike Cruiser: 15 points base, 10 points improved offense (extremely heavy weaponry), 15 points improved defense (highly advanced and heavy point defense and shielding systems, as well as advanced ECM).
15+10O+15D=40 X 10 = 400
Nether Class light Striker Cruiser - The Nether Class light Strike Cruiser serves as support for both the Void Class cruiser and the Nadir class carrier, providing both powerful support fire and extremely heavy point defense assistance. The 958m long vessel utilizes 2 HMAs, 72 Heavy Omnilaunchers, 36 Heavy Railguns, and 36 medium railguns, as well as 12 Defensive Omnilaunchers, 48 CIWS, and 144 Interceptor Missiles. It mounts a heavy shield grid, and a sophisticated ECM suite. 20 Nether Class light Strike Cruisers are currently in active service.
Nether Class Light Strike Cruiser: 5 points base, 5 points improved offense (heavy weaponry), 10 points improved defense (reinforced shield grids, advanced ECM and point defense).
5+5O+10D= 20 X 20= 400
Nadir Class Command Carrier - The Nadir Class Command Carrier is the primary Heavy Carrier used by the Molochi Technolegion to transport the numerous large boarding, assault, landing, recon, and courier craft necessary to stage an operation. The Carrier is a massive 1640m long brick that mounts the most high tech Electronic warfare and Command and Control suites that the Molochi Territories can produce. Additionally, it is heavily defended by numerous layers of shields and armour, and a strong defensive weapon system. The primary armament comes both in the form of the numerous parasite craft that it brings in, as well as 36 Heavy Particle Cannons, 54 Heavy Railguns, 36 Heavy Lasers, and 36 Heavy OmniLaunchers. It's defense is provided both by parasite craft, and the 208 CIWS systems, 72 Interceptor Missiles and 4 Defensive Omnilaunchers. There are currently 5 Nadir Class in service.
Nadir Class Command Carrier: 15 points base, 10 points C3I (advanced sensor suites and C3 systems), 15 points improved defense (extremely powerful ECM, shields and numerous point defense systems and parasite craft).
15+10C3I+15D=40 X 5 = 200
***Ship Based Weaponry***
HMA- Heavy Mass Accelerator: Based upon old magnetic accelerators designed to push large masses into low orbits, the HMA has been refined into a massive weapon designed to use both gravatic and electromagnetic technologies to propel large projectiles at exceedingly high velocities. It can use a variety of projectiles most all of which are guided and capable of extreme accuracy at astronomic ranges. This included both solid spikes with fusion-furnace propulsion and an AM/M annihilation core to cluster darts with fusion cores designed to pound at aerospace formations.
Projectiles-
KKD-11A Kinetic Kill Spike - A solid slug of super-high density alloys propelled by a high-powered fusion furnace designed to punch through EM shielding and survive most ballistic intercept systems. Upon penetration of outer armour the fusion furnace initiates a complete overload going off like a small strategic fusion device.
KKD-11B Kinetic Kill Spike - A short ranged version of the KKD-11 it replaces the fusion furnace with a heavier fusion device designed to cause internal damage
KKD-11C Kinetic Kill Spike - The KKD-11C replaces the A versions fusion furnace with an AM/M annihilation torch propulsion system that makes it unwieldy to aim, but capable of extreme range or of punching through extremely thick armour. However, the torch is designed for a single flow rate, although destruction of the projectile upon impact sometimes spreads the AM, resulting in most of the damage being purely kinetic.
KKD-21A Tactical Kill Spike - The KKD-21A is the premier anti-cap ship projectile of the Molochi Navy. Larger than the KKD-11 it contains both a vectored fusion furnace for propulsion and a large AM/M annihilation core for explosive power. The hardened spike punches through most armour, and the annihilation reaction can consume most ships under cruiser class.
KKD-21B Strategic Spike - The KKD-21B switches out the annihilation core for canisters of CX-17 "Misanthrope" agent, a powerful nanotech utilizing chemical weaponry system designed to spread rapidly, and mutate in response to many common deterrent systems. This weapon is allowed only under Imperial Secure Territory mandates, in small stockpiles for use against "enemies of humanity". CX-17 hasn't been used since the Fourth battle of Lantris IV 527 years ago, but is still considered amongst the deadliest of all chemical agents.
Molochi Cultural Characteristics
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======Molochi Culture========
///////Imperial Reference Form\\\\\\\
The Molochi, despite the deep divides in class, share a few similar traits. The first and foremost is the Molochi cultural myth of cooperation, the Molochi people have a tendency to believe that their prosperity is a result of a superior ability to cooperate, regardless of class. This has made the populace extremely resistant to most cultural revolutions, which combined with the presences of both the conservative progressivist Molochi Military (see ref. Molochi Technolegion) and the Sector Defense Fleet for the SouthEast Defense Sector, has resulted in nearly 5000 years of unchanged civilization, and a cultural stabilization seen in only a few of the First Wave Territories and the Empire itself. The stabilizing influence of the Empire is not to be underestimated though, as the DeathPact (the political wing of the Military) and the Nobility have highly differing political goals and such divides should be exploited for preservation of Imperial supremacy.
Another characteristic amongst many Molochi is an uncharacteristic love of whimsey amongst the members of the populace. Often popular comedy will be slap-stick or based on nonsense or word play as opposed to the Black Noir comedy preferred by the Imperial SouthEast. This also comes through with the occasionally eccentric attack plans of the Molochi Special Forces, which have included using ship based particle beamers to draw obscene images upon the mountains of underdeveloped peripheral civilizations to cow them into surrendering to Benevolent Imperial Rule.
A third Distinct characteristic is the strong pride the Molochi people have in their territory. Unlike many territories, who's populace rebels against the Enlightened Imperial Governance, the Molochi are not only highly content, but are actively proud of the membership as a Territorial Member of the Empire and the achievements that they place as being their own. They make little claim to the achievements of the Empire, as many territories attempt to do, nor do they maintain any pretense of superiority to the Imperial Might. There is no good theory under Imperial Sociosciences that explains this, although Moloch is often used as an outlier example to the Theorum of Hegemony Envy [(qref) all Territories have every rational reason to envy the magnificence that is the Empire, and thus will if given opportunity]. This envy has been a primary weapon in the policy of Minimal Territorial Cooperation that has operated successfully for the past 2300 years.
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Attributes
Molochi Technolegion - Improved Assimilation 150 points
Vast Wealth - Improved Logistics 100 points
Improved Espionage 100 points
Improved Counter-Espionage 100 points
Advanced Shipyard at Belial-Pandemonium Space Dock - 50 points Improved Ship Defense