Federation News Network 2

Psychic powers

The acceptance and integration of psychic powers is prolific in the Federation to the point of commonplace. While such talents are considered rare and special, there is no denial of their existence or doubt as to their effectiveness. People with psychic abilities are given special roles to serve in the Federation, generally within the boundaries of governmental and military work.

This acceptance does not come freely. The work that psychics are expected to perform can be harrowing, especially for those who choose to join SICON as part of Military Intelligence. The only branch of SICON that accepts identified psychics, Military Intelligence makes use of their special abilities in very intense and extremely draining ways. There is a high risk of burnout in Military Intelligence for a psychic; mental collapse and endangered physical health are only two of the risks faced by military psychics.

When someone is recruited to be a Military Intelligence Psychic they our immediately given an officer rank no matter what they were before and are given better and more widely varied training the other braches equivalents. Though some Psychic are identified bas children most are found later after they join the military in fact this situation has been named a "snatch and grab" by the mobile infantry as psychic is removed from the field so fast that it often leaves the squad ether under manned or with a rookie.

Civilian psychics have a special place in the Federation. While they live under extraordinary scrutiny to make sure their gifts are not used improperly, they are given preferential treatment during job assignments and positions in administration. Any psychic wishing to work for the Federation in a governmental capacity can do so; positions are always open for such civilians. There are even jobs in the government that can provide an alternate route to citizenship.

There are four main braches of Psychic powers, some people can have two but it is a rarity and one power is usually much weaker than the other. There is other but ether they are just an off shoot or a refined version of one the following power mentioned.

Telepathy: Psychics with a talent for this collective are, logically enough, called telepaths. They possess an expanded ability to generate and detect mental energies. These energies are imprinted at the cortex level with thoughts, images and other cerebral activity. By focusing on specific parts of this stream of nigh-endless data, a telepath can 'read' another person's thoughts, send information or even cause thoughts to occur in the minds of those nearby.

Though erratic and unpredictable in its infancy, the science of telepathy has become very precise through the diligent efforts of Federation research and the sacrifices of numerous people with the telepathic gift over the centuries of applied psychic experimentation. Trained telepaths can extract images, implant false sensations and even kill with overloads of intense pain. While only military telepaths are officially educated in how to use their gifts violently, a few civilian telepaths develop the talent on their own.

Clairsentience: Both a blessing and a curse for those psychics skilled in this collective, the power of clairsentience allows for remote vision and hearing of distant places. This is far more useful than it might sound on the surface, as a 'sensor' can detect the location of things far outside the range of any machine and is not affected by any form of mundane shielding. As a sensor is the only real defense against the abilities of clairsentience, they are a military asset too valuable to be discounted and a barrier against the threat this collective represents.

Clairsentience research goes back to before the Disorders that gave rise to the Federation. In those days, the 'remote viewing' projects were driven by the desire to locate enemy installations and weapons of mass destruction so that the viewing side could strike them with precision and in secrecy. None of these projects came to any useful conclusion, primarily due to lack of internal government acknowledgement and proper funding. In the Terran Federation, clairsentience has received both and the results have been extremely beneficial. In truth, clairsentience is one of the primary tools for ensuring the longevity and effectiveness of both SICON and the TF; Section Four – Remote Surveillance is one of the most highly regarded sections of Special Services.

Psychometry: Classically understood as the ability to sense impressions and images from objects due to the psychic energies left behind on them, this collective is a great deal more than that in practice. The same sensitivity that allows for this so-called 'object reading' also allows a psychometric to turn the power inward and gain command of their own deepest cognitive functions. Psychics trained in psychometry have the ability to control their deepest mental recesses and access capabilities that would be considered superhuman in others.

This collective has been seen in humanity since its earliest history, though rarely in its full capacity. Eidetic mental function, quicksilver calculations and child prodigies are all examples of this ability in its weaker forms. In fact, the first form of psychometry gives the users of the collective their shorthand name – 'memory men'. Anything a psychometric does, sees or experiences can be called up as clear as if it was occurring again; this is a great asset in reconnaissance and command.

Probability Control: The rarest and most difficult to control of all psychic collectives, this power was not even accepted as genuine until 200 years before the discovery of Arachnids on Pluto. These powers are very subtle and rarely generate any provable phenomena outside of purely laboratory conditions; their tendency to inexplicably fail for even the most experienced of psychics still leave some researchers unconvinced as to their true existence. For those that use them, mentalists called 'lucky men', their existence is undeniable, despite their difficultly to prove.

This does not make their power any less impressive when it does work. Though the vernacular for the collective is probability control, it works more like a hyper-mathematical ability to calculate odds and determine the right actions at the right time to shift events in favor of a desired outcome. This would be called luck by some, but it is largely understood for the psychic ability that it actually represents. While its most advanced forms fall slightly outside this simple framework and are very difficult to quantify, those mentalists with the power of probability control can sometimes make even the most improbably occurrences come to pass.

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Guns

TW-201-s Morita Carbine:

The Morita Carbine is favored by SICON Military Intelligence agents. This is a fully automatic assault weapon capable of blowing through any armor with enough concentrated firepower. The Carbine breaks down in under a minute and stores in an included steel case for transport.

TW-201-l Morita Sniper Rifle:

Also called the Morita Long, this is a longer ranged version of the standard Morita 201-S Assault Rifle and has most of the same ballistic qualities. Chambered for a slightly larger round and generating more power behind its shots for better range, the 201-l sacrifices some ammunition capacity in exchange for a harder punch and better penetration. The TW-201-l comes with an underslung XW-110 grenade launcher as standard.

TW-201-s Morita Assault Rifle:

The original Morita rifle still in service in many training and garrison platoons all over the galaxy, this is a fully automatic assault rifle capable of blowing through any armor with enough concentrated firepower. The TW-201-s breaks down in under a minute and stores in an included steel case for transport. All Mobile Infantry troopers can build, repair and tear down one of these rifles with ease.

IW-203-a Morita Ape Special:

This special adaptation of the Morita assault rifle takes the operative parts of two 203-a weapons and builds them into the arms of an M8 Marauder suit (though they are also compatible with CHAS units). These weapons are typically used in tandem against single targets. Few targets can withstand such a barrage, making Ape Specials one of the most effective Morita variants in the Mobile Infantry.

SW-226-f Hel Infantry Flamer:

A deadly upgrade in size, fuel capacity and range on the hand flamer, the SW-226-f Hel Infantry flamer is a heavy weapon carried by special troopers trained to use its 'swath of death' to great effect. With an internal fuel core, the Hel flamer is capable of generating bolts of super-heated plasma with tactical precision.

MW-209 Trip Hammer Mortar:

A twin barreled mortar, this weapon is extremely effective at targeting distant mission objectives with a normally short-ranged attack. The Trip Hammer generally fires two minirockets at once which fly towards the target with remarkable speed and force, though it is capable of firing true shells too.

SW-401 Longbow Missile Launcher:

The forerunner of the more capable Javelin, the Longbow was brought back into service for the Invasion Companies as any colony world with a suitable manufacturing base could build them in the huge numbers required for Klendathu. The Longbow has the added advantage of using the same missiles as the Javelin, including Pee-Wee atomics and the recently developed Nighthawk AA missile but without an automatic loading facility, its rate of fire is noticeably lower than that of the Javelin.

SW-404 Javelin Missile Launcher:

When nothing else will do the job, a missile is a trooper's last and best option. The SW-404 is a heavy weapon system with a top-feeding magazine and an integral targeting computer that links to the tactical display in a trooper's helmet. The Javelin is a powerful weapon but its blasts are not precise and it cannot be used on crowded battlefields where a stray explosive round could spell the end of a misplaced trooper's career. Casual use of a Javelin launcher is punishable by court martial; heavy weapons troopers should always remain conscious of where their ammunition goes. An SW-404 Javelin comes with Firecracker and Holepunch missiles as standard.

M-766A1 Holepunch HEAP Missile:

This high explosive armor piercing missile type is launched is designed as a tank buster. Its special warhead is made to tear open heavy armor and provide a breach for its secondary shaped charge to detonate inside. Extremely effective against fortifications and massive Arachnids, the M-766A1 HEAP is a valuable asset on any battlefield.

M-714A2 Firecracker HE Missile:

Both simpler in design yet more powerful in its way, the M-714A2 high explosive missile is also used by the Javelin launch system. Meant specifically to be used against ground targets, its blast radius and killing power makes the M-714A2 the bane of all troop types. Very few targets can withstand an attack from this missile; even power suits can be swiftly dispatched by a direct hit.

M-781A1 Falcon AA Missile:

The huge numbers of hopper bugs present throughout the Road to Victory campaign convinced SICON that dedicated Rapiers, while having their place, did not grant the versatility to individual squads required when facing an Arachnid swarm of multiple sub-species. The Falcon was designed to be a smaller warhead that could be used in a standard Javelin with minimal extra training. Though it lacks the guidance capabilities and hard punch of the Rapier's Birdbolt warhead, the Falcon can still provide a squad with a measure of anti-aircraft cover.

M-791A1 Reaver HEAT Missile:

An experimental warhead combining a short-burn plasma charge with a hardened penetrating core, this missile is capable of punching through the thickest armor before detonating inside its target. Due to the great expense involved in its production, only elite units among the Mobile Infantry have been granted permission to stock the warhead in their armories, though rumors abound of political wrangling that have seen Fleet admirals hoarding large quantities of these weapons for use in their new generation of TAC Fighters.

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Armor

M-1F2 Raider armor

made from Kevlar, small metal plates

M-1A4 power suit

Jump pack, lizard line, light armor, and other systems.

Lizard Line:

One of the most ubiquitous pieces of Mobile Infantry equipment, lizard lines are a common upgrade to all kinds of unit. Consisting of 20 meters of compound polymer rope, a shock-deployed grapnel and a firing unit, the common lizard line has been produced as a grapnel gun, a belt device and an underslung attachment to the Morita rifle.

M-1A5 power armor

Heavier armor and all of the above.

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Military Structure

Light Armor squad: 8 to 12 Troopers including a Sergeant and a Corporal: Troopers counter 12

Light Armor Platoon: 3 to 9 Squads including 1 Lieutenant Second Class or Lieutenant First Class and 2 Sergeant Major and 1 Lieutenant Third Class: Troopers counter 108

Collectively forming the massive Invasion Companies used on Klendathu, a light armor platoon consists of non-cap troopers in flak armor and armed with Morita rifles and a few other tactical weapons. They are not quite as flexible on a tactical level as power suit platoons but they mass a great deal of firepower and retain maneuverability on a strategic level through access to large numbers of Vikings and Skyhooks

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XM-550 CHAS UNIT

A recent development by SICON, the CHAS robot is a heavily armed combat machine with the firepower of a squad of normal troopers and enough armor to shrug off blows that would tear though even Mobile Infantry power suits. While not without their faults, CHAS models are centered around a learning computer a "brain" and can eventually make up for their deficiencies if they survive long enough.

Weapons

IW-203-a Morita Ape Special

SW-226-f Hel Infantry Flamer

SW-404 Javelin Missile Launcher

MW-209 Trip Hammer Mortar

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Soup box

Well time again for a look in to the stars for another meeting between starship trooper and some poor sci fi series… unless it's warhammer 40k then it starship troopers who is the poor sci fi series like everyone else. Any-who have been thinking and decide I do read rewrite merge and like quite a bit of it. The reason I implied otherwise is the first one that comes to mind when I think on it was a bad rewrite merge in my mind (it could be good but I couldn't get over this) because well I'll just say it has a star gate character be something they could not because they died half a dozen times if not more including one or two ascension. Any who were off to the stars so we did a movie franchise and show franchise let's do a game franchise that right were doing StarC-Mass Effect (do not do what your reader expects, for then you do not become boring) so what do we got here. You can do a large cross over here like I did with Stargate but… well from what I have seen a rewrite merge (again where you shrink down the scope of the federation to couple hundred or thousand light years) maybe best. Like Halo (down the line) you get this massive military power unlike Halo the power is equal to the mass effect universe the ships are to scale to ships of mass effect universe but each fleet has 500 to or ships so they have great numbers on their side. The guns are almost a match but when you have nukes that can clean house without destroying the environment though radiation you're allowed to be a little week in guns, plus they do have laser weapon, ship based, gun platform based, dog based, and under slung on some rifles. But the big advantage is power suits/armor, marauders and exo suits, (will get to them) you can shoot at the guys in front of as much as you want an entire platoon just jumped jetted to surround you including walking tanks. (Again I'm just writing this in vain hope to inspire someone to write their version so I can read it… though if someone asks for help from me in that project I gladly help but I manly know mass effect from cross over work so I can only help you with research for SST )

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Soap box

Now because I think that was kinda a jerk thing to do in the last chapter let's move on to Starcraft… ahh large crossover may be interesting but ahh they are similar I recently found out that the UED was based on the UCF which was the TF of the film franchise of starship troopers. So you could do a rewrite merge just make those exo suits in the game be more powerful version of the exo suits in the SST universe, As for how the colonies in that sector could be independent there several types of colonies. The ones I have discussed most in the time line were Federation colonies but there also religious colonies ( left the federation for religious differences) corporate colonies (privately own for production and resource gathering), lost colonies (self explanatory) and rogue colonies (colonies that rebelled before the bug wars and at the time were given free leeway to run themselves without federations protection, this kind doesn't happen anymore as the federation council is to worried about the image they are trying to produce that they are humanities only chance of survival).

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