Exodus- A Pioneerverse RP
Posted: Wed Nov 27, 2013 8:05 am
by Justice knight
"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown” -H.P Lovecraft
Humanity faces the darkest hour in its brief existence. Still reeling from a long and brutal war that ended almost twenty yeard ago, the Earth Federation is focused on rebuilding Mars and the Enforcer Corps though well trained is unable to fight another war for an extended time.
That was when the Gerktin struck.
The Mechanical race emerged from the Dark Space between solar systems, they destroyed a scouting vessel and the various outposts in the outer solar systems. The Enforcers deployed enmasse in an effort to destroy the enemy in one rapid strike to stop the war before it began. It failed.
Within a year, the EF fleet was all but eradicated, the Mars War of Independence veterans were all but wiped out leaving the remaining Enforcers under trained and only Mars, Earth and Venus remain as unconquered Human worlds.
Humanity now faces the very real threat of extinction so the Exodus Project was devised- a mass Evacuation of the remaining Humans. Huge colony ships based on old designs of Pioneer vessels -ships designed for deep space exploration- are being built and the remaining Enforcer forces spearhead daring raids and hold valiant defence against the Gerktin in an effort to buy Humanity enough time to escape with what little it has left.
It may be the darkest hour, but there is still the small flicker of hope.
Just a few rules
1. No Godmodding
2. No OP/Mary Sue/Gary Stu characters
3. No more than two Characters at a time
4. Your character may die- brutally, if this happens you can make a new character
5. Please, please, please, please no more than one action in combat per DM post.
Disclaimer: Chances are, mature scenes will occur- however the 'fade to black' rule is in place, so use it. Also any similarities to Stargate is purely coincidental.
Humanity faces the darkest hour in its brief existence. Still reeling from a long and brutal war that ended almost twenty yeard ago, the Earth Federation is focused on rebuilding Mars and the Enforcer Corps though well trained is unable to fight another war for an extended time.
That was when the Gerktin struck.
The Mechanical race emerged from the Dark Space between solar systems, they destroyed a scouting vessel and the various outposts in the outer solar systems. The Enforcers deployed enmasse in an effort to destroy the enemy in one rapid strike to stop the war before it began. It failed.
Within a year, the EF fleet was all but eradicated, the Mars War of Independence veterans were all but wiped out leaving the remaining Enforcers under trained and only Mars, Earth and Venus remain as unconquered Human worlds.
Humanity now faces the very real threat of extinction so the Exodus Project was devised- a mass Evacuation of the remaining Humans. Huge colony ships based on old designs of Pioneer vessels -ships designed for deep space exploration- are being built and the remaining Enforcer forces spearhead daring raids and hold valiant defence against the Gerktin in an effort to buy Humanity enough time to escape with what little it has left.
It may be the darkest hour, but there is still the small flicker of hope.
:
2020- Lunar Colony founded
2025- Fighter class shuttles developed
2027- Policing between Earth and the Moon begins.
2030- Man lands on Mars
2035- Mars colony founded
2040- Destroyer class vessels designed
2042- Terrorist strikes on Mars
2045- UN aobolished, Earth Federation (EF) founded
2047- Huge terrorist attacks against EF on Mars
2050- Earth Federation Enforcer Corps (EFEC) set up to counter terrorists
2051-2151- Huge Advancements in general technology, Space Travel becomes an everyday occurence, Average Life expactancy increases to One Hundred years of age. Solar system colonised by man. Nanobots allow treatment of all but the most deadly of diseases. Pulse weaponry developed alongside prototype Hostile Enviroment Combat Armour (HECA) these are soon perfected and become standard issue amongst EFEC. Plasma technolgy research begins.
2155- Open rebellion against EF on Mars
2156- EF and EFEC personel publicly killed on Mars
2157- Mars war of Independence begins
2158- 10 million dead on both sides
2159- Rail and Plasma weaponry developed by EF. Dreadnought vessels being developed to end the Mars War of Independence.
2160- 80 of the remaining 200 Omega enhanced troops dropped on Mars
2161- Mars leaders assassinated by Omega troops
2162- Mars captures the Moon
2163- EFEC retakes the Moon
2165- Twin Dreadnoughts -Earth Federation Vessel London and EFV New York- are built
2166- Mars offered chance to surrender. Declined
2167- EFV London and New York arrive at Mars. Second offer of surrender sent. Declined
2168- Strikes from Omega troops and EFEC Enforcers leaves Olympus Mons the only Rebel stronghold. Third and final offer of surrender broadcasted. Declined.
2169- After months of siege from Destroyers,The London and The New York are ordered to bomb Mars. Olympus Mons leveled from the bombing.
2170- EF recaptures Mars. Every surviving member of the Mars independence movement executed. EFEC takes over as Military force.
2188- Harbingers move into the Solar system, total war begins.
2189- Humanity is all but beaten, Mars, Earth and Venus are only worlds left standing. EF fleet reduced to one quarter strength, EFV New York destroyed during fighting above Neptune. Exodus project begins.
2025- Fighter class shuttles developed
2027- Policing between Earth and the Moon begins.
2030- Man lands on Mars
2035- Mars colony founded
2040- Destroyer class vessels designed
2042- Terrorist strikes on Mars
2045- UN aobolished, Earth Federation (EF) founded
2047- Huge terrorist attacks against EF on Mars
2050- Earth Federation Enforcer Corps (EFEC) set up to counter terrorists
2051-2151- Huge Advancements in general technology, Space Travel becomes an everyday occurence, Average Life expactancy increases to One Hundred years of age. Solar system colonised by man. Nanobots allow treatment of all but the most deadly of diseases. Pulse weaponry developed alongside prototype Hostile Enviroment Combat Armour (HECA) these are soon perfected and become standard issue amongst EFEC. Plasma technolgy research begins.
2155- Open rebellion against EF on Mars
2156- EF and EFEC personel publicly killed on Mars
2157- Mars war of Independence begins
2158- 10 million dead on both sides
2159- Rail and Plasma weaponry developed by EF. Dreadnought vessels being developed to end the Mars War of Independence.
2160- 80 of the remaining 200 Omega enhanced troops dropped on Mars
2161- Mars leaders assassinated by Omega troops
2162- Mars captures the Moon
2163- EFEC retakes the Moon
2165- Twin Dreadnoughts -Earth Federation Vessel London and EFV New York- are built
2166- Mars offered chance to surrender. Declined
2167- EFV London and New York arrive at Mars. Second offer of surrender sent. Declined
2168- Strikes from Omega troops and EFEC Enforcers leaves Olympus Mons the only Rebel stronghold. Third and final offer of surrender broadcasted. Declined.
2169- After months of siege from Destroyers,The London and The New York are ordered to bomb Mars. Olympus Mons leveled from the bombing.
2170- EF recaptures Mars. Every surviving member of the Mars independence movement executed. EFEC takes over as Military force.
2188- Harbingers move into the Solar system, total war begins.
2189- Humanity is all but beaten, Mars, Earth and Venus are only worlds left standing. EF fleet reduced to one quarter strength, EFV New York destroyed during fighting above Neptune. Exodus project begins.
:
Hostile Enviroment Combat Armour (HECA)- Hostile Enviroment Combat Armour, more commonly abreviated to and said as HECA, is the standard issue body armour for EFEC Enforcers.
First designed during the Mars War of Independence so Enforcers could fight at full capability on the atmosphereless planet outside of it's habitat domes- giving the Enforcers a considerable advantge over the Independence movement's bulky Extra Vehicular Activity suits of yesterday.
The HECA is made of two layers, the first is a skin tight layer of nanofibres that seal oxygen into the body, while the second is a much bulkier layer made from a synthesised fairly light but very strong material that incorporates the bulk of the technology in the HECA.
The HECA incorporates a fully functioning, self contained life support system, a range of combat stimulants to keep the Enforcer alert, a pair of magnetic clamps in the boots to allow operation in zero gravity as well as thermal imaging mode and navigational system.
The downside comes with HECA's weight, to be able to wear the HECA an Enforcer must be -and remain at- peak physical condition.
The HECA has a grim reputation of making it's wearer almost alien as it conceals the face and removes any gender qualities whilst making them considerably taller and bulkier. Civilians often call an Enforcer in HECA a "Clomper" or "Stomper" due to their very heavy footsteps.
Pulse Weaponry- Pulse weapons are reliable and efficient, quickly becoming the standard armament of the Enforcer Corps.
Pulse weapons come in a large range of shapes and sizes ranging from pistol sized to the main armament on battle tanks. The most recognisable of these weapons is the Pulse Carbine- a versatile assault rifle with an underslung torch and fully capable of automatic or burst firing.
No matter the size of the pulse weapon, all work the same way whilst the size determines the destructive power. All Pulse weapons work by using either a magnetic or electronic (military grade weapons will use magnetic pulses due to the much higher stopping power) pulses to fire a projectile at high speeds, most of these projectiles 'squash' on impact to increase the kinetic damage done while some more specialist equipment will fire explosives.
Hostile Enviroment Suits (HES)- Often mistaking as a Civilian grade HECA, this is not the case. A HES resemble a more streamlined version of the EVA suits of yesteryear, and as a matter of fact they are very similair, the only difference would be the HES' self contained life support and it's much smaller size. Most people own a HES due to the novelty of space travel.
Rail Weaponry- Railguns are the main armament of EF space vessels and heavy tanks, designs were made to incorporate them into standard infantry gear, however due to the large scale magnets and slugs of metal required- this idea was scrapped.
Railguns work in a similair way to Pulse Weapons and actually follow the rule of bigger equals stronger. A railgun uses multiple magnetic pulses to hyper accelerate a slug of solid metal to a fraction of the speed of light. The resulting slug can punch through all but the strongest of materials with devestating effect.
Plasma Weaponry- Despite the huge amount of research and development that has gone into Plasma Weapons, they are still hugely experimental and are only viable on larger ships that can house a dedicated cooling system for the heated plasma.
Due to this plasma is never seen off of ships.
Combat Spider Drones- The Combat Spider Drones or 'CSDs' are a revolutionary piece of military technology. They stand at about two foot tall when their quad legs are fully extended or can be easily carried on the back of a HECA when the legs are completely furled up. The CSD is controlled through an interface within a Mechromancer's HECA. The CSD has a pair of claws capable of applying 2000 newtons of pressure each and the chasis is capable of mouting either a pair of standard weaponry such as Pulse Carbines or one heavy weapon such as a Pulse Rocket Launcher
First designed during the Mars War of Independence so Enforcers could fight at full capability on the atmosphereless planet outside of it's habitat domes- giving the Enforcers a considerable advantge over the Independence movement's bulky Extra Vehicular Activity suits of yesterday.
The HECA is made of two layers, the first is a skin tight layer of nanofibres that seal oxygen into the body, while the second is a much bulkier layer made from a synthesised fairly light but very strong material that incorporates the bulk of the technology in the HECA.
The HECA incorporates a fully functioning, self contained life support system, a range of combat stimulants to keep the Enforcer alert, a pair of magnetic clamps in the boots to allow operation in zero gravity as well as thermal imaging mode and navigational system.
The downside comes with HECA's weight, to be able to wear the HECA an Enforcer must be -and remain at- peak physical condition.
The HECA has a grim reputation of making it's wearer almost alien as it conceals the face and removes any gender qualities whilst making them considerably taller and bulkier. Civilians often call an Enforcer in HECA a "Clomper" or "Stomper" due to their very heavy footsteps.
Pulse Weaponry- Pulse weapons are reliable and efficient, quickly becoming the standard armament of the Enforcer Corps.
Pulse weapons come in a large range of shapes and sizes ranging from pistol sized to the main armament on battle tanks. The most recognisable of these weapons is the Pulse Carbine- a versatile assault rifle with an underslung torch and fully capable of automatic or burst firing.
No matter the size of the pulse weapon, all work the same way whilst the size determines the destructive power. All Pulse weapons work by using either a magnetic or electronic (military grade weapons will use magnetic pulses due to the much higher stopping power) pulses to fire a projectile at high speeds, most of these projectiles 'squash' on impact to increase the kinetic damage done while some more specialist equipment will fire explosives.
Hostile Enviroment Suits (HES)- Often mistaking as a Civilian grade HECA, this is not the case. A HES resemble a more streamlined version of the EVA suits of yesteryear, and as a matter of fact they are very similair, the only difference would be the HES' self contained life support and it's much smaller size. Most people own a HES due to the novelty of space travel.
Rail Weaponry- Railguns are the main armament of EF space vessels and heavy tanks, designs were made to incorporate them into standard infantry gear, however due to the large scale magnets and slugs of metal required- this idea was scrapped.
Railguns work in a similair way to Pulse Weapons and actually follow the rule of bigger equals stronger. A railgun uses multiple magnetic pulses to hyper accelerate a slug of solid metal to a fraction of the speed of light. The resulting slug can punch through all but the strongest of materials with devestating effect.
Plasma Weaponry- Despite the huge amount of research and development that has gone into Plasma Weapons, they are still hugely experimental and are only viable on larger ships that can house a dedicated cooling system for the heated plasma.
Due to this plasma is never seen off of ships.
Combat Spider Drones- The Combat Spider Drones or 'CSDs' are a revolutionary piece of military technology. They stand at about two foot tall when their quad legs are fully extended or can be easily carried on the back of a HECA when the legs are completely furled up. The CSD is controlled through an interface within a Mechromancer's HECA. The CSD has a pair of claws capable of applying 2000 newtons of pressure each and the chasis is capable of mouting either a pair of standard weaponry such as Pulse Carbines or one heavy weapon such as a Pulse Rocket Launcher
:
Earth Federation (EF)- The governing body of Earth and her colonies and was set up after the United Nations collapsed.
Generally seen as out to protect Earth, no matter the cost. The EF is brutal against any and all problems but life is generally good under EF rule. The EF currently leads Humanity in its new golden age. Medical science has flourished and humans enjoy relaxed socialist lifestyles. On the outer colonies, huge mining complexes were set up and though a great many people feared that it would lead to mistreatment by corrupt enforcers, this has been proven false. People there work fair hours for a fair pay and the dangerous jobs are done by machines.
On the inner colonies, people enjoy a utopian lifestyle in luxurious accomodations and lush habitat-domes.
Earth Federation Enforcer Corps (EFEC)- Originally created as a counter to terrorism on Mars, the EFEC has soon since become the military force of the entire EF. Each Enforcer goes through a rigorous training program to get them to peak physical status and are equipped with a wide range of weaponry along with the signature HECA.
Only two ranks really exist- Enforcer and Enforcer Captain, the Captains take orders then from EF officials.
However, Enforcers can be divided into three specialities; Soldiers, Combat Engineers and Technomancers. Soldiers are as simple as described and make up the bulk of EFEC, Combat Engineers specialise in field repairs and the use of flamethrowers also they function as medics while the Technomancers excelt at hacking enemy technology- something invaluable in the fight against the Gerktin- and the use of Combat Spider Drones.
Gerktin- Little is known about the mechanical Gerktin, even their name is derived from the sound they make. The Gerktin ships are an immense size with the vast majority of their fleet being made up of vessels the size of Dreadnoughts. There Gerktin themselves are beings straight out of nightmare, the mainline soldiers are about eight foot tall and have four tendrils on their back that either end in snappong claws or a powerful beam weapon while on their 'head' is four robotic eyes. The other type are bear sized robots that scuttle over surfaces, the beam weapon is mounted on their back and and they have a mouth similair to that of a powerful shredder that is string enough for them to be able to chew through battle tanks- let alone HECAs.
Generally seen as out to protect Earth, no matter the cost. The EF is brutal against any and all problems but life is generally good under EF rule. The EF currently leads Humanity in its new golden age. Medical science has flourished and humans enjoy relaxed socialist lifestyles. On the outer colonies, huge mining complexes were set up and though a great many people feared that it would lead to mistreatment by corrupt enforcers, this has been proven false. People there work fair hours for a fair pay and the dangerous jobs are done by machines.
On the inner colonies, people enjoy a utopian lifestyle in luxurious accomodations and lush habitat-domes.
Earth Federation Enforcer Corps (EFEC)- Originally created as a counter to terrorism on Mars, the EFEC has soon since become the military force of the entire EF. Each Enforcer goes through a rigorous training program to get them to peak physical status and are equipped with a wide range of weaponry along with the signature HECA.
Only two ranks really exist- Enforcer and Enforcer Captain, the Captains take orders then from EF officials.
However, Enforcers can be divided into three specialities; Soldiers, Combat Engineers and Technomancers. Soldiers are as simple as described and make up the bulk of EFEC, Combat Engineers specialise in field repairs and the use of flamethrowers also they function as medics while the Technomancers excelt at hacking enemy technology- something invaluable in the fight against the Gerktin- and the use of Combat Spider Drones.
Gerktin- Little is known about the mechanical Gerktin, even their name is derived from the sound they make. The Gerktin ships are an immense size with the vast majority of their fleet being made up of vessels the size of Dreadnoughts. There Gerktin themselves are beings straight out of nightmare, the mainline soldiers are about eight foot tall and have four tendrils on their back that either end in snappong claws or a powerful beam weapon while on their 'head' is four robotic eyes. The other type are bear sized robots that scuttle over surfaces, the beam weapon is mounted on their back and and they have a mouth similair to that of a powerful shredder that is string enough for them to be able to chew through battle tanks- let alone HECAs.
:
Fighting in space has become a part of everyday warfare, for every ground engagement, fleets wage war in space.
The EF only has three types of combat ready ships, the Fighters, Destroyers and Dreadnoughts but they are undeniably effective.
Fighters are single man crafts that resemble the old F22 aircrafts that once dominated the skies fly in wings and are split into two roles. Interceptors are armed with heavy pulseguns and are designed to escort bombers or to combat enemy bombers and interceptors. Bombers on the other hand lack weaponry to deal with enemy fighters but instead have a Plasma torpedo to deal damage to any vessels larger (and thus slower) than a fighter such as taking out a thruster on a Destroyer, however as the enemy ship gets larger more and more plasma torpedoes are needed to deal considerable damage.
Destroyers can be any combat ship from 300 to 800metres in length and the signature feature of the EF destroyers is their armament. The main gun of the Destroyer is the spine of the ship and is either a Railgun or Plasma Cannon. The Railgun doesn't pack as much of a punch as the Plasma Cannon but can be fired much faster, with only a brief pause as the Shell is brought up to the collosal speed required rather than the huge cooldown between plasma blasts to stop a premature explosion withtin the ship. The hull of the Destroyer is littered with the same Pulseguns as Interceptors which are used as a pointdefense weapon. Any destroyer longer than 400metres has a dedicated fighter deck.
Dreadnoughts are gods of space combat. Each of these humungous beats is around two miles in length, but each one to build costs around the same as it takes to sustain an entire colony for a full year, as such the EF has only ever built two. The twin Dreadnoughts were designed to fill in on the other's 'weakness'. Each of them carried four, twenty megaton nuclear bombs, two nine hundred metre length railguns and two plasma cannons (the same model as those in Destroyers) and hundreds of Pulseguns to act as Pointdefence. They also have five dedicated fighter decks each -enough to carry a fleet of one hundred fighters. However the main reason for their effectiveness was their main gun. The New York had a massive Plasma Cannon that fired a bolt that had the same destructive potential as a small star. The London however has a collosal Odin Class railgun, a tri-barreled weapon that can fire twenty eight tonne slugs every twelve seconds- an unparreled rate of fire amongst rail type weapons.
The EF only has three types of combat ready ships, the Fighters, Destroyers and Dreadnoughts but they are undeniably effective.
Fighters are single man crafts that resemble the old F22 aircrafts that once dominated the skies fly in wings and are split into two roles. Interceptors are armed with heavy pulseguns and are designed to escort bombers or to combat enemy bombers and interceptors. Bombers on the other hand lack weaponry to deal with enemy fighters but instead have a Plasma torpedo to deal damage to any vessels larger (and thus slower) than a fighter such as taking out a thruster on a Destroyer, however as the enemy ship gets larger more and more plasma torpedoes are needed to deal considerable damage.
Destroyers can be any combat ship from 300 to 800metres in length and the signature feature of the EF destroyers is their armament. The main gun of the Destroyer is the spine of the ship and is either a Railgun or Plasma Cannon. The Railgun doesn't pack as much of a punch as the Plasma Cannon but can be fired much faster, with only a brief pause as the Shell is brought up to the collosal speed required rather than the huge cooldown between plasma blasts to stop a premature explosion withtin the ship. The hull of the Destroyer is littered with the same Pulseguns as Interceptors which are used as a pointdefense weapon. Any destroyer longer than 400metres has a dedicated fighter deck.
Dreadnoughts are gods of space combat. Each of these humungous beats is around two miles in length, but each one to build costs around the same as it takes to sustain an entire colony for a full year, as such the EF has only ever built two. The twin Dreadnoughts were designed to fill in on the other's 'weakness'. Each of them carried four, twenty megaton nuclear bombs, two nine hundred metre length railguns and two plasma cannons (the same model as those in Destroyers) and hundreds of Pulseguns to act as Pointdefence. They also have five dedicated fighter decks each -enough to carry a fleet of one hundred fighters. However the main reason for their effectiveness was their main gun. The New York had a massive Plasma Cannon that fired a bolt that had the same destructive potential as a small star. The London however has a collosal Odin Class railgun, a tri-barreled weapon that can fire twenty eight tonne slugs every twelve seconds- an unparreled rate of fire amongst rail type weapons.
:
During this RP you can play as one of three things, an Enforcers, a Crew member onboard the EFV London or you can be in command of a Fighter/Destroyer.
Crew Members
Crew Members onboard The London are generally roles you would see on a modern day Navy Ship, the only role you can't be is the Captain.
Commanders of a ship
As well as the normal character sheet, if you want this type of character you need to fill in a little bit about your ship:
If you want to be a fighter pilot, I'll assign you to the EFV London unless there's a specific ship you want to be on.
Enforcers
The majority (hopefully) of players, all Enforcers have a Pulse Carbine and HECA automatically they also come in three specialisations which you need to make a choice on.
Soldiers- Soldiers can carry two pulse weapons no including their Pulse Carbine and an explosive weapon.
Combat Engineers- Combat engineers carry a flamethrower, med-kit and repair kit.
Mechromamcers- Mechromancers only carry their Pulse Carbine and CSD, they also have a slot in their armour which interfaces with machinery to allow hacking. Also in your character sheet for items please list what weapons your CSD has.
All Enforcers will be serving on the EFV London.
Character Sheet
I will allow returning Human characters, but please try and get them to fit what I have said for characters.
Crew Members
Crew Members onboard The London are generally roles you would see on a modern day Navy Ship, the only role you can't be is the Captain.
Commanders of a ship
As well as the normal character sheet, if you want this type of character you need to fill in a little bit about your ship:
Code: Select all
[B]Name of Ship:[/b]
[B]Class of ship (Fighter or destroyer):[/b]
[B]Armament: [/b]
[B]Extra details (such as fighter bays on Destroyers etc):[/b]Enforcers
The majority (hopefully) of players, all Enforcers have a Pulse Carbine and HECA automatically they also come in three specialisations which you need to make a choice on.
Soldiers- Soldiers can carry two pulse weapons no including their Pulse Carbine and an explosive weapon.
Combat Engineers- Combat engineers carry a flamethrower, med-kit and repair kit.
Mechromamcers- Mechromancers only carry their Pulse Carbine and CSD, they also have a slot in their armour which interfaces with machinery to allow hacking. Also in your character sheet for items please list what weapons your CSD has.
All Enforcers will be serving on the EFV London.
Character Sheet
Code: Select all
[B]Name:[/b]
[B]Age:[/b]
[B]Gender:[/b]
[B]Appearance:[/b]
[B]Role(Enforcer, Commander, Chef etc):[/b]
[B]Specialisation (if applicable):[/b]
[B]Items:[/b]
[B]Backstory:[/b]:
Simple really, I'll be decide everything- unless of course I wanted something to be really random, I'll use some dice.
1. No Godmodding
2. No OP/Mary Sue/Gary Stu characters
3. No more than two Characters at a time
4. Your character may die- brutally, if this happens you can make a new character
5. Please, please, please, please no more than one action in combat per DM post.
Disclaimer: Chances are, mature scenes will occur- however the 'fade to black' rule is in place, so use it. Also any similarities to Stargate is purely coincidental.
:
Thelastdovah as Lucy Sanders Enforcer Mechromancer- Active
Archer as Daniel Williams Enforcer Combat Engineer- Active
Skyrimplayer as Suzaku Fujioka Enforcer Soldier- Active
Dan-ru as Zhao Tai Enforcer Soldier- Actice
Philfredbob as Isaac Al-QamariCrew Member (waste disposal)- Active
Shadow as Kenny Kellvin Enforcer Mechromancer- Active
Archer as Daniel Williams Enforcer Combat Engineer- Active
Skyrimplayer as Suzaku Fujioka Enforcer Soldier- Active
Dan-ru as Zhao Tai Enforcer Soldier- Actice
Philfredbob as Isaac Al-QamariCrew Member (waste disposal)- Active
Shadow as Kenny Kellvin Enforcer Mechromancer- Active