|Fylkirate of the Forn Siðr Faith and Verdensrike of Scandinavia|
|The Coat of Arms of the Af Munsos|
|Playstyle||Mechanized CQC, Naval Superiority|
|Faction Colour||Ice Blue|
"Hail the Aesir,
hail to the all-giving earth.
Fair speech and wisdom
to us famous ones
and healing hands as long as we live."
- -"Hail Day", an Old Norse song still popular to this day in the Fylkirate
The Nordic Fylkirate is a Blue Alert Quantum faction very loosely based on Task Force Thor and the Skandinavian Barbarians joke fan-faction. Staunch polytheists who see war as a truly glorious thing, the Fylkirate promises to bring the terror of the Vikings into the modern age as these Norsemen and women bring the wrath of the gods upon their foes. But at the same time, they are lovers of life and of humanity, and seek to create a world where the threat of Ragnarok never comes to pass.
- 1 At a Glance
- 2 Diplomatic Relations
- 3 Background
- 4 Gameplay
- 5 Norse Warhosts
- 6 Behind the Scenes
At a Glance
|Faction Color||Ice Blue|
|Playstyle||Highly mechanized infantry and battlesuits, devastating melees, naval dominance, and devastating raids|
|Theatre of Operations||Riverine maps, Urban terrain|
|Strengths||Powerful infantry and battlesuits that are devastating in CQC; Potent navy; Good transports and infantry fighting vehicles|
|Weaknesses||Long ranged units such as artillery or snipers tend to be subpar in some area (often range); Units are prone to attacking and pursuing targets without orders; Units are not easily massable|
|Motives||Reconstruction, Proselytization, Glory, Love|
|Basic Look||Modernized Vikings with bits of later parts of Scandinavian history with mild sci-fi touches.|
Uppruni eða inn Norðri
The story of the Nordc Fylkirate begins in the 700s after the fall of pagan Saxony to Charlemagne. Fleeing Saxon refugees brought with them tales of how the unified and dogmatic faith of the Christians helped Charlemagne and his paladins defeated the Saxons in their own homeland, and how their own lack of a formal hierarchy and doctrine made defending their faith from Christian missionaries so very difficult. A Danish petty king known to history as Sigurd af Munso the Grim took these tales seriously, and concocted a scheme with which to unite the Norse people and to not only protect; but to spread their beliefs, and so engaged in a conquest, unification,of Scandinavia no less worthy of the epics than Charlemagne's own conquest of much of the western half of the long dead Roman Empire. And unlike many others Sigurd had a dangerous skill; he could read, he was well self-educated thanks to his father owning a number of scholarly Byzantine, Catholic monks, and even Arab thralls and Buddhist visitors from Southern Asia, and he wasn't above adopting the ideas of others.
Reforming and restructuring his faith to have the same degree of organization, of universal appeal, of theological strength, and to have the same power for bringing unity to the disparate Viking clans and tribes as Christianity, Sigurd's achievements in aiding the Norsemen's spiritual matters were only rivaled in his reorganization of Viking society in temporal affairs, creating an imperial administration modeled on what he had read of Rome, Greece, and Carthage. He crafted a parliament known as the "Althing" and a bureaucracy based on his vision of the Roman Empire to placate the nobles and to get them to buy into his scheme with an offer of power and a say in governance, and he created for himself the crown of Keiser of Scandinavia and Fylkirate of Asatruar while setting his capital in what in the main universe is now called Stockholm. He had saved the Norse from Christianization and helped set the world for a very strange course.
Following his death, the Vikings continued to be a dominant force in Europe, converting many of the other European pagans to Forn Siðr faith and reformed at roughly the same time that the followers of the prophet Mazdak brought Zoroastrianism back to Persia with the crumbling of the Abbasid dynasty, and the Tengri beliefs of the Turks, Hungarians, and Mongols were reformed while the Norse spread across the world The Finnic lands of far northern Russia and modern Finland were conquered. Fiefdoms throughout Russia were carved, the British Isles were repeatedly invaded and sacked, and the Americas were discovered and settled. A war-loving culture that engaged in raiding and pillaging as a respected profession flourished alongside more peaceful means of acquiring wealth such as trade or more conventional warrior work in the few standing military formations of the time.
The Mongol Invasions came as a rude surprise not only to the Vikings, but to essentially the entire western world as the sons and grandsons of Temujin showed the west what the east had just gone through. While the Mongols were fair if firm rulers after their conquests were finished, this did little to alleviate the trauma of their initial invasions. The Mongols only turned back from conquering all of Europe due to the untimely death of Ogedai Khan that required the Mongol Tumens to turn back and select the next Khan. Hulegu Khan proved more interested in the Middle East and Southern Asia, perhaps to the fortune of Europe.
In the years afterwards, the Vikings rebuilt, and as the times changed; so did their army. Mail gave way to plate armor, gunpowder became increasingly widespread. Pikes, shots and professional armies would replace the highly mixed levies of before as the medieval era gave way to the renaissance. Other European nations would follow suit in the quest for colonies; though they found that the natives were capable of a far more vicious fight than in the timeline from which most other factions hailed from. Games for the control of Europe were interspersed with wars over influence in Africa, Asia, and the Americas. The Norse people gave a hearty snort when Christianity engaged in devastating intersectional wars, but found themselves unable to keep out of such good scraps and having to intervene in conflicts between the Slavic and Baltic converts to the Norse faith.
The Norse with Hawk Tattoos
The Age of Enlightenment brought about great changes to the world as empirical mindsets became the vogue for intellectuals and standardized methods of science were formalized. The Vikings, though a spiritual people, were not blind to the benefits of secular science and did much to be patrons for those minds who could bring advancements for the Fylkirate and the Nordarikki. In spite of all that had changed, America still formed, and France still crumbled under the sheer inefficiency of its own system to birth a revolution that would shake Europe to its core as General, then Consul, then Emperor Napoleon brought war to the world.
Joining with the various coalitions against France, the Norse were crucial in helping bring about Napoleon's defeat. Following his defeat, the Scandinavians continued to play the colonial game, claiming all of Antarctica for themselves and doing something nobody seriously expected anyone would try; establish permanent colonies on the floor of the world, just as they had manage to establish large and healthy settlements in northern Scandinavia, Iceland, Greenland, and their great colony of "Riki Vinland". Further territorial expansions included settlement of what in the paradox universe is called "Terra del Feugo" after negotiating with the Incans, as well as claiming South Africa and New Zealand.
But what they couldn't foresee was Europe deciding that instead of crushing France during its moment of weakness; they would instead form a directorate, with former enemies becoming allies in the aftermath as France, Britain, Austria-Hungary, Spain, and the newly formed Confederate States of America, the German Kaiserreich/Second Reich (claiming lineage from the very same Holy Roman Empire, or first Reich that so frequently proved to be the Nemesis of the Vikings), and the Kingdom of Italy. All of these nations committed themselves to the goal of conquering the world and crushing those who would oppose their Christ-God. Once again, war had become about faith for the Norse.
The Norse turned to what allies they could, the Multi-denominational and cosmopolitan Russian Empire had Tengrists, Muslims, Jews, Zoroastrians, Buddhists, Confucianists, Daoists, and its state faith of Forn Siðr all present and accounted for; all of whom were in no hurry to see the Catholics, Orthodoxists, and Protestants of the Directorate try to conquer them for the vast riches of the Motherland. The Yuan Chinese, saved from potentially ailing into obscurity by the arrival of green crystals from the heavens offered their hand in alliance, offering them the united efforts of the Manchu, the Mongols, the Han, the Uyghur, the Tibetans and all the peoples of China. The Incans were the final part of the alliance, and would help hold South America and ensure that the Directorate would face a war on at least two fronts in the Americas.
For decades on and off grinding warfare was waged that saw little gain or advantage for anyone. Then came Mussolini and his Fascist Concordiat revolutions that suddenly took a knife and twisted it into the back of the Directorate. Gains could finally be made, an end was in sight for the Norse who howled in anticipation of a glorious climactic finish. After an arms race spanning so many centuries the Norse had developed their own peculiar arsenal; one that proved highly effective in the final offensive against the Directorate. Then someone tried setting up a bomb using a liquefied variant of the JADE crystal that while impressive, brought little more than misery for the Earth. The Ecumene came, and that was a royally unpleasant mess, though the fighting was certainly glorious.
The Scrin came, and that was even more of a mess, though it was even more glorious for the Norse. Then a force that simply called itself the Hierarchy came and that wasn't nice at all for anyone. Whereas some nations despaired, the Fylkirate and Nordarikki were all too glad to throw themselves into battle. The glory of Valhalla was a promise that had not dimmed in more than a millennia, and they fought hard and proudly, perhaps somewhat ill-disciplinedly, as the emphasis on glory tends to encourage a degree of recklessness not seen in other armies, but they fought bitterly; rarely retreating without orders and fighting for the glory of the Gods with the same vicious fury they did so long ago. And just as suddenly as the aliens came, they left. The world was in shambles from such a long period of total war culminating in alien invasion. But the Vikings stood, strong and proud.
The New New World
The next chapter in Norse history would be opened by the Concordiat, who in looking for ways to get off world and gain more resources to rebuild from, ended up creating portals to another Earth. This Earth was very different. The White Russians were long dead, there was no sign of anything like the directorate ever existing, Chinese had died only to be reborn in strange new form by the so-called Atomic Kingdom, and rather than century long meat grinders the world wars of this world were fast and furious affairs. A dizzying array of factions were present, all competing for their time in the sun, and it would seem that an alternate version of the Ecumene was present on the Earth engaged in a completely out of character modus operandi.
Whereas the Concordiat immediately boasted of how it would spread fascism to the peoples of this Earth who clearly needed it and how it would show this universe's Ecumene the power of humanity, the Norse had a more pragmatic view of things. Firstly, they could use a boost in their reconstruction efforts. Secondly, this new world presented an opportunity in the form of new foes to face and new trades to be done. Thirdly, polytheism was clearly much worse off in this world, and they felt as if it were their duty to rekindle the faith in the proper gods here. Finally, just because the Concordiat was not the Directorate did not make their motives any less suspect than the government they replaced.
Viking agents carefully infiltrated the Concordiat's portal research divisions and fed the data back to the Fylkirate's own scientists who worked on constructing their own portals. Though not the equals of the Concordiat in Portal technology, the Norse had the advantage of being able to "look over their shoulder and copy their notes" so to speak. Soon enough they had their gates to the other world, which they dubbed the "Bifrost Gates". Further exploring the other world brought back a great deal of news to the Fylkirate. Not was this world richly diverse in human factions, there were a number of very inhuman factions also at work besides the Aliens.
The Fylkirate decided that it would be best not to operate in the eye of the public right away. The Concordiat was unlikely to respond well to the Fylkirate blowing its cover before it was ready, and the the last thing the Norse needed was a war on the home front when they were still busy rebuilding. But the Norse could hardly stand bye and let their people suffer as they rebuilt painfully from the devastation dealt by the triple invasion. So they turned to what their ancestors did; raiding. The sheer outlandishness of their methods helped seal their secrecy. Combined with their methods at covering up their tracks, the Norse quietly faded into the stuff of conspiracies and quackery. That being said, a few were allowed to know, so as to forge trade relations.
Namely this meant the Atalateans, while on the other hand, some more astute factions were able to figure there was more to the tales of Norse raiders than Syndicate-funded pirates or Dreadful Corsairs playing a bad joke. This primarily meant those factions already heavily invested into the secret world such as the Hawk, the Ecumene, and the Protectorate. Others were to be opposed on principle, such as Totania, the Atomic Dynasty, Epsilon, and the Union of Anti-Communists. But for what must be the first time in centuries, the world is starting to see ships flying the flags of the Norse gods disgorging raiders. Though no longer as brutally harsh as they once were, seeking to minimize civilian damage and eliminate atrocities and abuses, they're no less fearsome for it.
Though millennia separate them from the days of Sigurd the Grim, the Norse remain a people staunchly proud of their past and hopeful for their future. They remain a people with an uncommon love of fighting and an attitude towards war as a glorious thing, with no death on the battlefield, no matter how horrific being incapable of outweighing the honor achieved or the paradise of Valhalla (though notably pleasant afterlives are allowed for those who didn't die gloriously in battle in the reformed faith), leading to soldiers who are terrifyingly brave if perhaps a bit too eager to win some glory.
When a norse building is constructed, an uncontrollable truck is sent from the base that will then unpack and setup at the buildsite. So the closer a structure is, the faster it gets built.
The Norse use a fairly standard mechanism for the generation of electricity.
Certain structures can research the items needed to advance a tier up directly from the structure.
Via using specially manipulated energy fields and harmonics, the Norse have figured out how to create matter disrupting fields that forcefully randomize matter they pass through, effectively giving them weapons of infinite penetrating power. Very rare in projectile weapons due to understandable issues with expense, this is seen more in short ranged disruption bolt guns or in melee weapons. The energy has a very glacier like colour, and gives melee weapons so enhanced by it something of a cold; icy glow. Shields can also be enhanced with disruptors that incinerate incoming projectiles; defending the user, though these are rare. Certain weapons, like hammers; can instead build up a disruption charge and then release that charge all at once for maximum devastation.
Whereas the Guard prefers constant fields of electrical discharge and the Soviets prefer great big arcs of lightning, the Norse's experiments into the power of thor have granted them Voltager weapons, which fire ball lightning. Ball lightning projectiles lash out at targets that veer too close to them with brief arcs of electricity before exploding in a large and powerful burst to deliver the energy all at once; and can track targets.
It comes of little surprise that the Norse have developed cold based weaponry, but unlike Allied cryotechnology, Felfrost weapons are not meant for harmlessly freezing enemies, nor are they intended for flechettes or sculpture like Atlantean permafrost. Felfrost weapons violently expel thermal energy from targets, causing their temperatures to plummet and thus deal horrendous damage from the mechanical consequences of rapid temperature change. Water in cells crystallize, flesh gets frost bitten, metal turns brittle, ceramics warp. Enemies near the target however, instead feel the burn as the expelled heat radiates outwards, causing minor but useful AoE damage.
Bifrost Heat Shield
A special usage of the Norse's advances into Optical technology to function as their active defense systems, Bifrost Heat Shields can burn incoming projectiles to ash as they approach a barrier that senses their presence and quickly applies heat to them until they're no more. The farther away the projectile is launched from the target defended by the shield, the more damage the shell will suffer; making it ideal for allowing the Norse to get into melee range.
A means of the Norse to attain stealth when needed, Metamaterals allow for stealthy movement much like other means of attaining stealth attained by other factions. These tend to come in the form of upgrades more than base units as they are still experimental, but they are quite effective, as one would expect from a product of the temple of Loki.
"Through the strength of our arm and the faith in our gods, the Norse people have remained ever strong. From farthest Vinland to nearest Danemark our lands spread. And now to other worlds too shall our lands spread. We love war, we are not afraid of war. But we also love peace, our families, and our homes. Thus we must take what we must from those who cannot stop us so that our homes may be strong. And if they would seek to raise their arm against us we shall strike them down like all others who have opposed us in the centuries. We will strike them at sea, at land, and in the air, we will strike them in the very stars too if need be. Make no mistake, we return to the course of the Viking not because we are ruthless, but because it has to be this way. But I feel that new life shall be born beneath the bloodstained sands."
- - Testimony of Sigurd Larson
|Hovedkvarter||The center of any Norse base is the Hovedkvarter, set up by Norn mobile construction vehicles.|
|Kraftverk||Norse power plants do as all other power plants do and make electricity, they may have additional turbines placed on them to generate additional electricity.|
|Brakker||It is from this building that Infantry are stationed and called forth into battle for the honor of the Gods.|
|Raffineriet||Here, Ore is converted into the materials needed to equip, maintain, and supply soldiers in the front line.|
|Feltet Fabrikk||From here, Vehicles are assembled, produced, or finished in order to push them into the frontlines and reduce the need for supply chains.|
|Havnen||The mighty norse fleet needs places for it to moor, to be assembled, resupplied, and maintained. These facilities will surely serve any Norse Commander well.|
|Flyplass||From here, aircraft can be stationed, resupplied, made ready for the front, built, and more. Four Sifs or four Tyrs can make this place their home at any time.|
|Goðahús||Here is the place from which the Norse temple warriors may be recruited from and sent into battle, and is also a place of worship for the Norse.|
|Bjornstad||Various upgrade protocols can only be unlocked from this facility, which also makes available higher forms of warfare.|
|ófriðr Hof||A religious facility for the militant holy orders of Asatru, this hof brings makes available all the most dreadful and dangerous weapons and warriors.|
|Nifelheim Projector||The Norse support super weapon uses a special kind of felfrost effect that rapidly induces a chill over a substantial area, slowing down and impeding land units and if used over water, temporarily making ice floes that block off naval movement. The rapidly expelled heat also causes visual distortions that decrease accuracy in the affected area.|
|Mjolnir||Named after the revered hammer of Thor, the Mjolnir is the primary Norse superweapon. Casting forth a great voltager orb, the electric ball bursts in the air and explodes into smaller voltager orbs and lightning bolts that furiously seek out targets over the course of a few seconds in a terrifying display of electricity.|
|Veggr||A wall is a wall no matter the culture.|
|Grind||Similarly, a gate is a gate.|
|Felfrost Veggr||These walls project a felfrost aura around them, making them dangerous to approach for fear of damage.|
|Felfrost Grind||Gates can similarly be enhanced through felfrost projection.|
|Gnæfa||The simplest form of Norse defense, these turrets carry a set of large shotguns to tear through infantry.|
|Hattargriði||A simple, plain, but effective AA defence, this turret consists of twin skywards pointing gatling guns to shred aircraft.|
|Surt Gnæfa||The norse approach to anti-vehicle defence is a twin barelled disruptor cannon. Relatively simple, but effective.|
|Bifrost Gnæfa||Emitting Bifrost fields, Bifrost Gnæfas protect Norse bases from incoming projectiles just as the other defenses stop units in their tracks.|
|Thymyr Gnæfa||The Thymyr is quite simple, take a somewhat enlarged version of the Jotnar's weapon, load it exclusively with felfrost shells, and give it space for four infantry. While not as flashy as some artillery defences, it gets the job done.|
|Moose||People who assume that a moose is an inoffensive animal have never seen a Viking tamed battle moose. Bred for war and given some plating in vital places to better resist bullets just a little longer, Moose will quickly kill infantry they can reach. Moose are also trained to sweep their antlers side to side to smash all infantry around them, and their keen noses can detect would be infiltrators.|
|Drengr||The basic Norse warrior, the Drengr claims ancestry from countless warrior traditions modernized for the 20th century. These hardy and brave men and women go into battle with armor meant to evoke the old warriors, albeit made of modern materials. Using a potent and frightfully large 8.43mm assault rifle, when asked to Drengr can fire large shotgun bursts, though the design of the gun means they need to reload the underslung shotgun after each burst.|
|Rekkr||Norse anti-tank warriors, Rekkrs use potent Karl Jute Rocket Launchers which while plain, get the job done. Their secondary makes them put aside their Rocket Launchers for a Tyrfing anti-air missile launcher to bring enemy targets down and out of the skies. Note that switching the two launchers does take time, and that the Karl Jute while potent; is not a homing weapon.|
|Krig-Håndverker||Norse Engineers, the håndverkers approach the difficulty of getting inside enemy buildings by carrying vicious axes to cause some rather grievous injuries to anyone who happens to get in the way. When met with water, Håndverkers deploy small collapsible boats and if asked to; can throw stick grenades at enemies, though their limited amount of carry capacity means they carefully ration out their usage of grenades.|
|Kyler||Though the Norse are indeed a close quarters army, that doesn't preclude them from having snipers. The Kyler however, makes the strange decision of using a modernized crossbow to do her work, much quieter than even the best silenced sniper rifle, these modernized updates of archaic weapons can hit without revealing the user at the price of lower range. Kylers always carry a number of felfrost bolts that can do a little more harm to vehicles and suppress infantry close to the now messily blasted apart target out of fear.|
|Goði||These Norse psychic priests focus on focusing and generating energy through their psionic actions, akin to Soviet proposals to Stalin for a Psychic warrior that were disposed of when Cherdenko took power. Replicating the felfrost effect, these priests are excellent at forcing enemies to keep their heads down and harm infantry as they add a touch of psychic terror to their strikes, giving a suppressive effect. Upon death they let out a wave of minor psychic cold that deals damage to those nearby.|
|Bearsarks||Vicious assault infantry geared with brutal automatic light shotguns and chainbayonets, Bearsarks are crazy and bloodthirsty warriors who are immune to suppression and attack faster and faster the longer they fight, though thankfully they wear light armor by norse standards to go as fast as possible. If asked, Bearsarks will exchange their shotguns and bayonets for pistol sized submachineguns and chainaxes that greatly reduce ranged damage but makes them monsters in melee. When ordered to attack garrisonned buildings Bearsarks charge in and messily kill everyone.|
|Bǫmburr||Skilled and effective Mortar crews wielding the latest in quick autoloading guided munitions technology, the Bomburrs use APHE rounds against structures, HEAT against vehicles, and clusater-frag rounds against infantry; letting them provide effective fire support against most targets, and they can also lay down the law with felfrost shells that not only do great AoE damage, but freeze over the terrain.|
|Skoða||Faithfuls of Loki still waiting for admittance into the Fjalarr temple, Skoðas are well trained in infiltration tactics and snooping around with metamaterial enhanced gear, compact SMGs with underslung HEAT round launchers to destroy hard targets, and can set up explosives to destroy structures and fortifications|
|Kappi||Officers of the regular army, the Kappis offer vital tactical experience to their younger comrades, rousing soldiers to rally and break out of suppression effects and inspire them to put all their weight into a charge to go as fast as possible to get to grips with an enemy, where their electrified swords and pistols are deadly.|
|Hraban||Soldiers equipped with flying battlesuits, Hrabans carry a light autocannon and a felfrost mini-missile launcher for use against most medium and soft targets and the harassment of heavier targets. They can; with permission fire a special voltager missile that does little damage but disables its targets for others to open fire on.|
|Viking||One of only three battlesuit equipped regular infantry units serve a special purpose; looting. Using special disruptor hammers and bifrost defenses around themselves, Vikings may enter buildings, disabling them temporarily and giving you a cash return as they come out with valuables. This can also be done to derelict vehicles and civilian structures.|
|Hauskarl||Tough infantry equipped with voltager caster rifles and battlesuits that help them carry special collapsible siege equipment that let them scale over walls or obstacles such as mountains or cliffs, Hauskarls are great for allowing other infantry into areas the enemy thought were safe in huge numbers; as once complete, the siege towers allow essentially unlimited infantry to pour over the enemy defenses.|
Warriors recruited from the Norse Holy Orders around the world, Temple Warriors are elite infantry formations who can drive home an assault where others would falter.
|Hǫldr||Devoted worshippers of Tyr, Thor, or Sif, hǫldrs are among the most common Temple Warriors, armed with disruptor rifles and voltager grenades and armored in special battlesuits, while in melee; depending on the warrior in questin they may wield a hammer, a sword, or a spear electrified with voltager energy.|
|Fjalarr||Norse devotees of Loki and Hel, Fjalarrs serve as the infiltrators of the Fylkirate. Trained as special forces, Fjalarrs use stealth tactics to get close enough to use silenced and poisoned bullpup weapons to kill their targets, or they can be requested to sneak in and stab their disruptor dirks to instantly kill most infantry and battlesuit units.|
|Seggr||Devotees of Ullr (as heavy weapons fill a role quite like archery in the old days), they bring along powerful autocannons only portable due to the armour they wear that can tear through light vehicles and infantry, Seggrs are vital suppression infantry who can keep an enemy formation pinned in place to be ripped apart at close quarters as well as blast apart battlesuits that can give other infantry trouble or they can bring out "Long Fang" voltager orb casters effective against vehicles and aircraft. About the only target they suffer against are structures.|
|Hersir||Norse warriors with a great aptitude for both field command and personally engaging in combat are made into hersirs. Using mighty Ulfbehrt swords and voltager pistols built into a strange triple clawed gauntlet on the other hand, the battlesuit clad hersirs serve to inspire their fellow soldiers. Hersirs can raise banners with the skulls and decapitated heads of the slaughtered dead of their enemies to suppress enemies and embolden allies to fire and attack faster and resist morale damaging effects.|
|Jǫrðari||Earth-eagles are equipped with special disruptor drills that can form large tunnels in a hurry to get into the Underworld sections of a map or dig out new paths in the underdark, and their drills can make a mess of things both in melee and when used to fire short ranged bolts|
|Einherjar||Powerful, elite, and heroic individuals are raised to the prestigious rank of Einherjar, an all male elite religious order. Wearing Norse armor and using prominent disruptor shields and axes, Einherjar are dangerous threats to those they can catch. Though largely vulnerable to being picked off at a distance, Einherjars can taunt and provoke enemy units into accepting an individual duel with the Einherjar, preventing them from targeting anything else. If the Einherjar wins he inspires nearby allies.|
|Vǫlva||Devotees of Frigga and Freyja who are quite advanced in their psychic craft, Vǫlvas can not only defeat stealth and improve the accuracy of those in their areas of influence by guiding shots to enemies they can see, and not only can they channel psychically generated lightning to harm enemies, but they can also psychically create felfrost effects to scatter enemies about.|
|Valkyrja||An elite all female religious battle order in the Norse, the Valkyrja are flying infantry carrying disruptor spears and shields. Frequently the wives and lovers of Einherjar (or vice versa), these women's spears are useful in tearing apart enemy fliers, especially helicopters, airships, and other flying infantry. On command Valkyrja may charge up their flight packs for a greatly increased burst of speed at the cost of not being able to attack until its over and not being able to prematurely end the speed-burst.|
|Norn Mobile Construction Vehicle||A decidedly standard mobile construction vehicle, the Norn has little that makes it especially different from that used by other powers save for its appearance.|
|Fullangr Ore Miner||Nearly all factions use Ore, and the Norse are hardly any exception. The Fullangr is strangely capable of carrying infantry, who provide for defense by firing from within it's confines or may disembark to do battle directly.|
|Fylgja Combat Car||The lightest and weakest Norse vehicle that is expected to directly engage in combat, the Fylgja's rather light armament of a pair of heavy machine guns and thin armor means that the vehicle is expected to run away from anything more vicious than assault rifle fire, and even concentrated applications of basic infantry can overwhelm its meager firepower and armor. The use of the mortar on the back is revealed when it is commanded to fire it, where it releases a brilliant starflare shell to pierce the fog of war.|
|Fenris Tank||With a fast functioning auto-loader, the Fenris can pump out the hurt from its 121mm smoothbore gun quite quickly and if given some cover before hand, can resist damage impressively. It is however; capable of firing Felfrost shells.|
|Hvítálfar Combat Transport||Combining the roles of light tank and transport at once, the Hvítálfar is another oscilating turret vehicle that sports a quite formadible armament of a hundred and one millimeter cannon, a twenty five millimeter autocannon, and a machine gun and armor for a transport, easily letting it slug it out with other factions' light tanks while offering fire support and transport to Norse infantry.|
|Ljósálfar Anti-Air||Ljósálfars cast Voltager orbs into the sky to chase down pesky aircraft that would threaten the Norse. The Ljósálfar can fire Voltager orbs that will burst in a dazzling display to disorient enemy pilots.|
|Thurs Tank Destroyer||Firing a pair of missiles instead of of shells, the Thurs is a humble vehicle, but one that can strike a powerful blow if it can strike at the sides or rear of a tank's armor. Depending on the situation, the Thurs can instead fire unguided munitions at a faster rate.|
|Jötnar Artillery||Somewhat plain for an artillery weapon, the Jötnar is a fairly simple 157mm gun on an oscilating turret on a wheeled lightly armored vehicle. Not especially huge or long ranged, the Jötnar's main claim to fame is a good rate of fire and a good travel-time for its shells. In addittion, each Jötnar carries a small stock of special Voltager shells that deal added area of effect damage, though they can only fire these shells every so often.|
|Risi Recovery Vehicle||Meant to repair other vehicles via mechanical arms, the Risi is unarmed but useful for keeping the transports humming along and giving other vehicles something of a fighting chance. The Risi may also deploy into an outpost for further expansion of a Nordic base.|
|Svartálfar Urban Warfare Vehicle||Meant to deal with enemy infantry hiding away in structures, the Svartálfar has a large Felfrost projector on top that is easily fired through windows and ventilation systems to not only rapidly draw the heat out of buildings to freeze those directly targeted to death, but also send the resulting blast of heat outwards in all directions in a manner slightly akin to a thermobaric weapon. Perhaps more expensive than more effective methods, the Svartálfar is at least capable of firing at the ground to create patches of iced over ground for enemies to slip over.|
|Dökkálfar Infantry Support Vehicle||The Dökkálfar functions in a manner similar to medics in other armies, but instead of being an easily harmed single man, is a large armored vehicle equipped with advanced medical facilities and repair kits for battlesuits to get warriors back on their feet, amphibious and technically unarmed, the Dökkálfar a ripe smelling series of Surströmming bombs to weaken the resolve and accuracy of enemy units with the fresh scent of year old rotting fish in brine.|
|Lindwyrm Assault Transport||When infantry absolutely must get to where they need to go, the Lindwyrm is the vehicle for the job. The Lindwyrm almost resembles the sponson wielding metal rhomboids that were the world's first tanks, but an armament of a pintle mounted disruptor, twin voltager warhead gatling guns, and a pair of felfrost projectors in sponson mounts on either side means that so long as the enemy is in the front the Lindwyrm has enough firepower to clear a path for its payload to exit safely. Don't expect it to stand up against other superheavies in a head to head fight however, and do note the short range of all of its armaments.|
|Greenlandic Shark||Bred over the course of centuries to be more intelligent, more trainable, and to serve as awe inspiring pets for Norse Lords, the Greenlandic Shark is an imposing naval scout unit whose bite can deal grievous injuries to other sea unites, and with the benefit of disruptor fields can bite through the hulls of ships. Greenlandic sharks can submerge into deep waters far below naval combat ranges while their keen scent still tracks other units at sea, rising after a bit.|
|Ferje Transport||Resembling the dragon headed longships of old, the Ferje is undoubtbly one of the best transports in the world in terms of its blend of speed, durability, and transport capacity. In addition to a spectacular if otherwise unimpressive flamethrower mounted in the dragon's head, infantry carried within may shoot from within it's confines, though vehicles cannot.|
|Knórr Battle-boat||Knorr pulls a bit of double duty, both acting as a nordic patrol boat by offering chastisement from it's weaponry and being able to transport a small number of infantry for surprise raids as these speedy craft expertly handles both marine waters and riverine currents.|
|Karv Submarine||The Norse submarine was built with the initial intention of tearing through Directorate shipping during the wars, and while seeing considerably less usage in the Alien conflict as the Aliens had less need for shipping on the high seas, has once again been rolled out en masse for combat duties. In addittion to admittedly rather standard torpedoes, the Karv can fire faster but less damaging underwater to surface anti-ship missiles from its torpedo tubes.|
|Busse Frigate||Armed with the sole intent of providing anti-aircraft capabilities, the Busse is rather humbly armed with an array of quick firing missile launchers that rapidly seek out and destroy aircraft that would threaten Nordic fleets. If need be, they can instead simply dumbfire their missiles which greatly reduces accuracy but also greatly increases rate of fire.|
|Snekkja Submarine Killer||Explicitly designed to fight against underwater threats, the Snekkja lathers target areas with felfrost hedgehog depth charge batteries, sending enemy submarines to an icy grave in the care of the Krakens.|
|Drakkar Destroyer||Destroyers are regarded as the backbone of most modern navies. Just large enough to hold their own in a fight and small enough to not be missed too much if lost. The drakkar's main weapons are a four pairs of fast firing main guns, but the dragon's head prow can let loose a voltager orb to smite opponents on command, so long as it has the needed charge.|
|Skeide Cruiser||Built with felfrost missile launchers, the Skeide is a long distance killer, preferring to hide back in the fleet while other ships take the beatings, though its power is lacking against buildings and unoptimized versus ground units. The skeide can also fire its missiles onto the water to freeze patches of it to create obstacles for other surface vessels.|
|Orm Battlecruiser||A close ranged brawler of a ship, the Orm forms the final piece of the trinity represented by the Drakkar, Skeide, and itself. Using powerful disruptor cannons, the Orm brawls right in the thick of other ships, providing the spears to carve apart ship formations surrounded by Drakkars while Skeides pummel the cauldron from afar. Orms can turbocharge their engines to race faster into enemy formations at the cost of reducing their actual ability to hit anything to near zero.|
|Jörmungandr Battleship||The mighty Jormungandr has large and powerful voltager casters to pummel targets on land and sea-dwelling structures into rubble and ruin, like the hammer of Thor the Jormungandr brings thunder and lightning down upon the heads of their targets with relentless bombardment, and they can even combine all their fired orbs from a volley to create a temporary lightning storm to create zones of unsafe travel. Truly a worthy heir to the name of the world-serpent.|
|Hafgufa Carrier||The Norse Aircraft carrier is a mighty warship carrying multiple Sunna and Mani aircraft to chase other aircraft from the skies and to pulverize ground targets with guns and missiles for the first; and a mix of potent missiles and bombs for the latter. These ships can also host numerous planes on board, and can use a combination of voltagr and felfrost weapons to create an instant thundersnow storm to provide defense around themselves.|
|Ymir Submersibles||A specialized Norse submersible ship that carries a large number of modified Nifelheim projectors, Ymir Submersibles can cause devastation on land from truly tremendous distances in their function as strategic artillery, tearing through units while leaving structures ripe for the looting The Ymir of course, submerges itself on command.|
|Lofn Scout Helicopter||Lightly armed with little more than one heavy machine gun, the Lofn largely provides reconnaissance, moving to provide eyes and ears. The Lofn can let out a sensor burst every now and then, revealing stealth units|
|Iðunn Transport Helicopter||A fondly regarded transport, the Idunn is lightly armed with a felfrost nose gun, but can heal and repair the battlesuits and infantry it carries thanks to its internal facilities and rather large size.|
|Ullr Gunship||A dedicated infantry hunter, the Ullr packs twin autocannons and a felfrost weapon to deal with infantry. The Ullr can also ferry a single man, good for sneaky insertions.|
|Thor Tank Hunter Helicopter||The elder brother of the Ullr, the Thor brings the hammer down with a voltager and a disruptor stacked vertically in a large nose gun as well as potent sleipnir missiles. The Thor must choose whether to fire the voltagers or the disruptors due to power needs.|
|Sif Fighter||The Sif is meant to clear the skies, a job which it does reasonably well at. Made distinctive by its canards the Sif has both a nose mounted 21.34mm gatling gun and short ranged Jarl missiles. Not the fastest, best armed, or toughest plane in the sky, the Sif shares the after burning return to base ability nearly all planes have.|
|Tyr Ground Attack Plane||The Tyr is simply armed with a pair of disruptor guns on either side of the nose and a brace of missiles underneath its wings that it uses in vicious dive bombing attacks deadly to vehicles and turrets, providing quick and reasonably competent ground support. It of course, can return to base.|
|Heimdall Interceptor||Named for the Norse God who watches the realm, the Heimdall is built quite similarly to the Níðhöggr in that it somewhat resembles a dragon, and to destroy bombers who would threaten Norse territory, it would first sneak up on them with a metamaterial frame to disguise its approach before suddenly shooting forward with diruptor cannons that can split even the heaviest airship in two and then finishing the job by covering its hull in a disruptor field to punch through the bomber, and the extremely fast bomber can of course return with all due haste.|
|Fafnir Tactical Bomber||A smaller cousin of the larger Níðhöggr, the Fafnir strikes with both a powerful penetrator fuel-air bomb carried inside and felfrost breath that makes sure that anyone hiding inside of a structure won't be for much longer while engaging a metamaterial cloak to disguise it while it makes its approach, then shooting back to base.|
|Níðhöggr Bomber||Devastating to slow moving and tightly packed formations and to structures, the Nidhoggr Bomber is crafted to resemble the dragon its named after, with its head gushing out felfrost in large amounts. The Nidhoggr can make a vector strike where it swoops at an obvious corridor and deals damage to enemies caught by it. Thankfully as far as strategic bombers go, the Nidhoggr must stay around considerably longer to do the same amount of damage as many of its peers, is limited in range, and not especially fast.|
Commandos and Epic Unit
|Alvi||The Norse lady of war and red haired battle priestess of Thor stands at an impressive two and a quarter meters even when out of her armorsuit. But she is one of the most dangerous foes enemies of the Norse will ever have to face, encrusted in a battlesuit and wielding what is best decribed as a fully automatic 4 gauge disruptor energy coated shotgun that reduces men into fine, bloody mists and scattered limbs and vehicles into boiling splatters of metal. When prompted, she switches from cone spreads to penetrator slugs. In melee, she retrievers a powerful disruptor/voltager hammer to crush her foes with brutal levels of blunt force.|
|Ragnar||Barely old enough to be called a man and surprisingly boyish for a Norse Warrior full of wisecracks and caustic wit, Ragnar fights with a very special disruptor sword; one that creates disruptor waves with each slash; carving apart his enemies even at a distance as the waves can cut through the armor of even battleships; while at melee he can easily defeat even the most imposing of mechs thanks to the power of his Magnus Sword, his genetic augmentations, and his power suit and his disruptor shield that can halt even tank shells. He can overcharge his sword to the point that it can cut a hole in space time; creating an implosion effect that can draw large crowds of enemies to their doom; though this disables his sword's ability to fire its usual cutting crescents for some time as it recharges.|
|Astrid||The fruits of Norse Secular research into Psionics; Astrid has learned to take her powers and bend spacetime with them, floating above the battlefield under her powers. Friendly units around her move and shoot faster while enemies move and fire more slowly; doing the same to projectiles and even causing some to randomly miss as faults in spacetime cause them to veer wildly off target; with the chance being raised if she is targeted and to attack she causes wide area distorts in spacetime that pull an enemy apart while drastically slowing them down; and can open wormholes that can allow her and a few other troops to move around the map, which also teleports in a number of supplies to heal and repair her fellow warriors. While her damage output is relatively weak her ability to support troops is incredible and the young girl's psychic abilities continue to grow exponentially as she branches into other fields and studies under the priests.|
|Ulrik||A well trained Fjallar and veteran of countless battles, Ulrik is called when someone needs to stop being alive. Preferring a crossbow to more modern sniper weapons, the weapon launches a disruptor sheathed bolt that can slice cleanly through just about any armor and can pierce through multiple units. A peculiar device, his disruptor crossbow actually fires three shots in quick succession and is magazine fed, which let him quickly kill off the crew of enemy vehicles, pick off garrisons, or even shoot men out of open topped transports. His disruptor short sword needs no activation, and any structure he visits is going to be exploding very soon. He can also fire a wrist mounted dart bomb that will stick onto a target and let them walk away some distance before he commands it to explode, often with devastating effect.|
|Aela||Aela can boast of being the best preforming pilot in the Alien wars and in the final conflict with the directorate. With a special jet incorporating some Alien technology, Aela protects her aircraft with a disruptor shield that makes her among the most durable air aces in any army. She strikes at closer ranges using disruptor cannons first and foremost, dealing heavy damage to just about any target she sets her sights on. She can cause a major distraction by firing off voltager storm missiles however; damaging everything over time in a large area.|
|Vilkas||The Fylkirate's finest tank ace, Vilkas drives his Ivar class battle tank that rolls into battle with twin "accelerator cannons" that fire very rapidly and are well equipped to quickly eat through the hulls of most enemy vehicles. Disruptor cannons in sponsons help keep enemies clear and deal with harder targets and a hull mounted voltager will devastate infantry and lighter vehicles not dealt with by the machine guns. Fast and well armed, Vilkas does not drive the toughest vehicle, but he can make sure an enemy will struggle to fight back by firing a burst of felfrost shells that will sap all the vitality out of their combat efforts and speed.|
|Ymir||A battlesuit large enough to be classified as a massive Mecha to rival the Amaterasu, the Ymir strikes down enemies with its mighty disruptor hammer, crushing nearly anything it meets in melee while voltager batteries deal with other enemies such as aircraft that refuse to get within the reach of the Ymir's earthshattering hammer. The Ymir can let out a huge gust of felfrost breath that devastates everything in a cone before it, dealing with what the giant machine could not already.|
Behind the Scenes
The Norse Fylkirate is based on The Red Star Rising's fascination with pre-christian european religions and culture, blatant Scandinavophilia, love of alternate history, and one too many Crusader Kings 2 playthroughs. Aesthetically they draw influence from the Vikings, Incorrect depictions of Vikings, Post-Pagan/Cold War Scandinavia, and just a bit of the Chaos Warriors and The Elder Scrolls' Nords.
Ya hinger dinger dargen.