recursal/Fanatic-Fandom huggingface dataset:
Insolence-class light cruiser

The Insolence was created by the PKM after salvage teams recovered the wrecks of CDF light cruisers Hallow, Lastline, and Lightbringer. Due to the immense damage received by the discovered wrecks they were deemed beyond repair with currently available PKM facilities but with the need to increase its fleet's firepower PKM leadership ordered a CL to be constructed from the combined wrecks of the once proud CDF vessels.

## Design details

### Armaments

MK I

* 2x Demolisher Battery
* 3x Assault Battery
* 3x 150mm Light Artillery
* 1x 43mm Autocannon
* 10x 20mm Point-Defense Gun

MK II

The MK-II variant of the Insolence was designed to improve the lackluster maneuverability of the MK-I.

* 2x Demolisher Battery
* 3x Assault Battery
* 3x 150mm Light Artillery
* 1x 43mm Autocannon
* 10x 20mm Point-Defense Gun

MK III (Gen 1 & 2)

The MK-III Insolence loses the 400mm guns of previously seen light cruisers due to concerns about structural integrity brought on by the use of subpar materials in construction and is instead armed with four of the recently developed 300mm Striker turrets procured through Valkyr Pioneer Company, and a robust armament of 14 medium weapons namely 150mm dual artillery turrets and 220mm burst missile batteries, making it a decent mid ranged vessel.

* 4x 300mm Striker Turrets
* 8x 220mm Missile Battery
* 6x 150mm Light Artillery

MK IV (Gen 1-4)

The MK-IV variant of the Insolence saw a much-needed re-work of the internal piping systems and the removal of all atmospheric thrusters. With the room provided by the removal of the atmospheric thrusters the Insolence received a small hangar bay on the ventral side of the ship, capable of carrying 2 small fighters or 1 Combat transport of standard size.

* 1x 1000mm Fixed Artillery Lance
* 4x 300mm Striker Turrets
* 5x 220mm Missile Battery
* 4x 150mm Light Artillery
* 6x 20mm Point-Defense Gun

MK V (Gen 1-7)

The Initial concept for the MK-V originally only added a secondary fly through hangar bay to the ventral side of the ship but the final product completely rearranged the weapons loadout of the vessel moving the 300mm turrets from the dorsal and ventral sides of the ship to the port and starboard. The insolence also sacrifices 5 of its medium weapons for a 1000mm Lance and 3 220mm Missile pods before receiving a piping rework and an attempt at improving survivability had the 220mm pods removed.

* 1x 1000mm Fixed Artillery Lance
* 4x 300mm Striker Turrets
* 5x 220mm Missile Battery
* 5x 150mm Light Artillery
* 5x 20mm Point-Defense Gun
* 3x 220mm Burst missile pods (Gen 2-5)

MK VI

***CLASSIFIED***

## Ships of the line

\*List named ships here\*

* *PKM* CL-01 "Rude Awakening"
* *PXC* CL-04 "Revenant"
Protos-class corvette

## Workshop Link

### Workshop Link:

Mk.1 - https://steamcommunity.com/sharedfiles/filedetails/?id=614467523Mk.2 - https://steamcommunity.com/sharedfiles/filedetails/?id=649243198

Mk.3 - IMDC Protos Corvette

*\*Insert TLDR Info here\**

## Harpy

### Role:

* Scouting
* Escort duties

## Ship Information

### Engines:

* 22x T0 Small Hydrogen thrusters
* 2x T0 Large Ion thrusters
* 36x T0 Small Ion thrusters
* 2x T0 Large Atmo thrusters
* 8x T0 Small Atmo thrusters

### Hull:

* Light Armour
* Shielding - 20K Units

### Armament:

* 2x 200mm Rocket Launchers
* 4x 25mm Gatling Turrets

## Chronological and Affiliation

### Affiliation:

* Earth Federal Navy
* Task Force Dawn

## Workshop Link

### Workshop Link:

Harpy - IMDC Protoss Corvette

* Crocket (Fate unknown, former ship of Cmdr. Spectre)
* (K-172) Harpy (Destroyed during the battle for Lunar base Serenity)

* Havock (Destroyed during the capital blockade run)

* Sapphire (Destroyed during the capital blockade run)

## Gallery

Protos Mk.1Protos Mk.2Protos Mk.3The Harpy
## List of appearances

"Harpy" First appearance:

* S8, Ep.72 "For those we left behind"

"Harpy" Other appearances:

* S8, Ep.86 "The End of the Beginning"

* Space engineers memoriam: Harpy - https://youtu.be/J6vwrZI0fds

"Havock" and "Sapphire" First appearance:

* S8, Ep.80 "Absolution"

"Havock" and "Sapphire" Other appearances:

* S8, Ep.81 "All in!"
Hellcat-class Freighter

The Hellcat-class is a Freighter designed by Kane victors(KV-2) For Maysono watkins.

## Design details

### Hull and propulsion

The hellcat would follow a very similar design to one of KVs other designs, the aggressor DDG. Unlike the aggressor, the hellcat leaned heavily into PKM Design, notably It has a very rusty outer armor and also has a lot of spiky armor pieces. Another design feature would be its car like appearance, which would follow the Aggressors appearance. The hellcat also has 2 43mm rotary cannons, however these arent very protected or effective and are more meant to act as deterrents

Despite it having the design of a car, the Hellcat isnt a very fast Ship although unlike some other freighters it does have thrust in all directions.

### Crew and Compliment

The Hellcat can house 4 people total...as long as 2 of them are okay sleeping on the couch. However it usuallly only has 1 person on board.

## Operational History

##### PKM:

Originally designed by KV a few weeks after Maltas destruction, Maysono began building it from the scrap of Viminals and Aventines, and even a few pieces of KE ships. It would be named "Ballista." However Maysono soon ran out of things to build it from, as PKM began taking it all to make their war fleet. The Ballista then sat near Malta, acting as Maysonos home, with no way to move and only the outer shell of the hull finished.

##### VenLABS convoy:

A few months after the end of the supremacy war, Maysono was given a opportunity by KV, where the ballista would be towed to Athens shipyard and finished, in extange The Ballista would be part of a humanitarian aid convoy to TFD, led by a company known as VenLABS. After being fully built, the Ballista would meet up with the rest of the convoy and make its way into the inner system

unfortunately for the Ballista, the convoy would be attacked by disciple forces multiple times, in one of these attacks boarders would land on the Ballista twice, they would be driven off easily by maysono and PXC marines the first time, However the second time a stray bullet caught its hydrogen tank and it exploded, crippling the ship. The Ballista would then be towed by another convoy ship to a TFD station, where it would be fully repaired.

## List of appearances

first appearance

* Outlands Season 4 Ep. 5.5 ""

Other appearances

* Outlands season 4 Ep. 6 ""
Scraprat-class transport

*\*Insert TLDR Info here\**

## Operational history

One of the ships of the scrap rat class called the ratless whose hull number has been lost to time served under the pff member Ethanial Hocke. After his capture the ratless now sits in the eternity's hanger waiting for a purpose.

## List of appearances

* Outlands s3e9 (Ratless)
* Outlands s3e10 (Ratless)
* Outlands s3e11 (Ratless)
* Outlands s3e12 (Ratless)
The Canadian Nematoad

This page is under construction.

## Bio

*Tell me about yourself! You can be as generic or specific as you want.*

Got hooked on Outlands in the 2nd half of Season 2, and jumped head first into Season 3.

## Lore

*Tell me everything about your character/s!*

## Characters & Voices

*List all characters or voices played in GetBrocked's series.*

#### Rear Admiral Canadian:

* Formerly Overboss Canadian of the PKM
* First seen in Outlands Season 3 Episode 3

#### "Extra" roles played in Outlands:

* EDF CH Pilot Outlands Season 3 Episode 1
* Crew on Victoria Shipyard Season 3 Episode 1
Battlecruisers

## Lore

### Battlecruiser (BC):

War machines in every respect, battlecruisers are an unusual sight. Battlecruisers are built using cruiser hulls, but sport battleship weapons, making them unconventional both as assets, and foes.

## Rules Used

A battlecruiser may have a heavy armor belt on the broadsides of its hull no greater than one block in width, a 3x3x1 heavy armor roof to protect the bridge, and a heavy armor core at a maximum size of 7x5x11. This core may not encompass the bridge. One 400mm turret, either Assault or Twin Casemate, on any battlecruiser costs zero weapon points. Battlecruisers are granted access to Whiplash’s turret slaving script (manual control only, unless script is disabled). Battlecruisers may not equip 300mm Striker Turrets. Building a battlecruiser requires its relevant talent to be unlocked.

* Armor Allowed: Light, Heavy (limited)
* Thruster Points: 4,000
* Weapons Allowed: Light, Medium, Heavy
* Max Weapon Points: 52
* Max Turrets: 18
* Max Fixed Weapons: 10
* Max Lances: 2 -
	+ Lances Allowed: Artillery Gun, 400mm, 1000mm, 1500mm, Railgun.
	+ Other notes: 1500mm capped at 1
* Minimum Blocks: 5501 - Max Blocks: 7000
* Max Jump Drives: 6
* Max Large Reactors: 2
* Antenna Range: 40,000m
* Build Time: 8
Otilichny-class frigate

## Design details

A freighter with weapons and additional thrusters slapped on to make it combat capable, only one was deployed in fleet combat during the belt war.

No other ships were converted to this standard, likely due to the weakness of the design as a combat vessel, the reactor and hydrogen tanks being located in the front for example.

## Operational history

Only one ship of the class would be seen during the belt war, which flew adequately despite the vessel's flaws.

It would see combat three times, with it finally being sunk at 1B where it played an important role in scuttling the KE FOB and trade station present.

## Ships of the line

* **Odessa**
	+ Lost with all hands
Builders Guild

This page is under construction.

Builders Guild is a unique faction that builds sets for encounters and episodes and supplies non-persistent NPC's

## Overview

\*Give me an in-depth description of this faction!

## List of Players

Plasma (Current Leader)

Starburst (Founder)

Kitkat

Tetris Blocks

Zuce

Acid

Taidyr

Rice

shurtugalskulblaka

High Lord Keknir

Général poulet

Joe Silent

alicedoesthings

Tacticow

Monta

SteelHelix

conte pasticcio

Wolfcraft

## List of Grids Created

Constellation Crash site

VPC base

ORM base

Drydock Enfield

PFF freigher

PFF CH Berliner "Early Bird"

EFN Safina Base

DOE Base

PFF Safina outpost

PFF DD Epiver

PFF DD Mayfair

PFF DD Earl Roberts

PFF CS

Moon Settlement

PFF HQ

PFF BC Arclight

PFF CH monolith

PFF BL breaderator

PFF CH prospero

PFF FF Talos

Funky Buggy (constructed under Unaligned however now considered Builder's Guild)
Condor-class gunboat

## Condor-class gunboat

### Role:

* Gunship
* Heavy Transport

## Ship Information

### Engines:

* 2x T0 Small Hydrogen thrusters
* 1x T0 Large Ion thrusters
* 20x T0 Small Ion thrusters
* 2x T0 Large Atmo thrusters
* 8x T4 Small Atmo thrusters

### Armament:

* 1x 200mm Rocket launcher
* 2x 25mm Gatling turrets

## Chronological and Affiliation

### Affiliation:

* Earth Federal Navy
* 1st Fleet
* 11th Fleet
* Khan's Enclave

## Workshop Link

### Workshop Link:

* IMDC V-55a Condor
* CS- V-56c mk II Condor Medivac Valkyrie Refit (Outlands)

## Ships of the line

* V-56c mkII Condor Medivac Valkyrie
	+ Status
Manta Class Light Cruiser

### Armament:

Deployed:-4 300mm Striker turrets (1x300)-12 150mm turrets-1 43mm rotary autocannon turret

## Workshop Link

### Workshop Link:

https://steamcommunity.com/sharedfiles/filedetails/?id=2919764683

The **Manta Class Light Cruiser** Is a Fleet support Light Cruiser, developed and produced by the Confederated Pioneer Republic as a counter to enemy destroyer formations, and to support the rest of the formation, Manta was initially commissioned as an agile cruiser able to dodge enemy fire.

## History

### Commission and deployment

As some of the first Light cruisers commissioned by the Confederated Pioneer Republic, in a bid for a cruiser to either support a formation to counter destroyer formations, or to compliment a heavier cruiser formation, the Manta Class Light Cruiser was made to be agile with a narrow profile to be able to dodge incoming enemy firepower.

With the first, and only current hull of its class deployed, simply called the "Manta", saw service in Artemis Squadron, one of the Republic's heaviest squadrons, joining the squadron to act as a fleet support role.

### Supremacy War

With the war declared by the Pioneer Military Alliance (PMA), the Manta Class CL

Later upgrading its 300mm firepower, with the newly designed 300 ballista turrets, and adding a 220 fixed battery of missile launchers, it upgraded its role to be able to combat new class of nimble destroyers being designed, with extra punch to be able to deal with some of the heavy cruisers and Battleships that the PMA was now fielding against the republic.

After the decimation of Artemis Squadron at the hands of Khan's Shiver squadron, with the loss of the CL's Knight and Raider "Stormfall", and retreating to the territory around the HQ Borealis.

Manta wouldn't see significant combat for the remainder of the Supremacy War, but would survive throughout the remainder to the conclusion.

## Appearances

* Season 3 Episode 8.5
* Season 3 Episode 10.5
* Season 3 Episode 13
Knight Class Light Cruiser

## Ship Information

### Armament:

-1000mm Fixed lance-300mm Striker turrets (1x300)-150mm turrets-43mm rotary autocannon turret-20mm turrets

## Chronological and Affiliation

### Affiliation:

Confederated Pioneer RepublicFormerly Winged Hussars

### Fate:

Last unit lost during 2nd wave of the Supremacy War

## Workshop Link

### Workshop Link:

https://steamcommunity.com/sharedfiles/filedetails/?id=2844475718

The **Knight Class Light Cruiser** was a class of Light Cruisers initially designed by the Winged Hussars built by the Confederated Pioneer Republic after the Winged Hussars and Remington Company merged. There is currently only one hull of the Knight Class that was in use, and it was lost during the Supremacy War.

## History

### Preseason - Post Belt war

With the merger of the Winged Hussars and Remington Company completed, work went into place to start preparing vessels for this new faction, originally called the Confederated Pioneer Rangers (Later changed to Republic). As such, multiple cruiser hulls were put forward by several design companies, in a bid for new light cruisers to make up the new navy.

As a design actually put forward by the former Winged Hussars, the Raider came into production as a lance cruiser, following typical design and doctrine of the WH styles and aspects of construction. An overall sound design, it had a very promising scope for a Light cruiser of its spec.

It would go inactive after the formation of the Confederated Pioneer Republic, joining Artemis squadron as one of the core cruiser forces of the Republic, and wouldn't see combat again until the Supremacy War.

### Supremacy War

With the opening of the Supremacy War, Artemis squadron faced the first two waves of the Supremacy war. Facing off against both Rider and Khan heavy squadrons, it finally met its end on the second wave of the Supremacy war, against Shiver Squadron. It was left in an unrecoverable state, as it was tore into by multiple 400 shells.

After the Knight "Knight" fell, currently no other Knight Class CLs have been built at this time, and it exists as the only ship of its class. It is believed to be discontinued as no other ships of its class have been produced.

## Appearances

* Pre-season 3 (not filmed) - Covered in 60 Days Of Space PVP, Diplomacy (and drama)
* Season 3 Episode 8.5
* Season 3 Episode 10.5 (Where it died against Shiver squadron)

Trivia:

- the Knight class was named as such for its builder “StarKnight” a formally active builder and the person who built most of the original WH and CPR hulls.
Ecco Jr.

Ecco Jr. is a spinoff game to Ecco the Dolphin. It introduced Kitnee and Tara and was developed for younger audiences, and the main developer had developed it with his daughter in mind.

## Plot

Ecco Jr. takes place before Ecco the Dolphin. It’s about a young Ecco and his friends Kitnee and Tara. The trio of dolphins venture out of Home Sea to search for Big Blue.
Dominion-class supercarrier

## Lightbringer

### Role:

* Helicarrier
* Mobile airfield

## Ship Information

### Engines:

* 22x T3 Large Hydrogen thrusters
* 64x T3 Small Hydrogen thrusters
* 4x Large Atmospheric liftfans
* 32x T4 Small Atmo thrusters
* 4x T0 Small Atmo thrusters

### Armament:

* 2x 900mm Cannons
* 12x Vulcan PDC

## Chronological and Affiliation

### Affiliation:

* 11th Fleet
* Task Force Dawn

## Workshop Link

### Workshop Link:

Lightbringer - Dominion Class Supercarrier

*\*Insert TLDR Info here\**

## Ships of the line

* Lightbringer (CVA-01)

## List of appearances

*First appearance:*

S8, Ep.82 "Head to Head"

Other appearances:

S8, Ep.84 "What one must do"

S8, Ep. 86 "End of the Beginning"
Valkyrie Pioneer Company

This page is under construction.

## Lore

An expedition from the VPC based out of the inner system. The VPC has regularly worked with the 1st fleet and has done so for many years. With very strong ties to the 1st; the VPC looked to establish a business foothold in this (now) fresh system. They possess a high technological base, thus they having access to 4 talents out of the gate, excluding the BC, Carrier, and doctrine talents. They also earn talents at a increased rate (+1 point gain per point gain).
Archon-Class Transport

This page is currently under construction.

The Archon class transport was a mainstay of the DOE (Department of the Exterior) being used for many missions ranging from search and rescue to combat drops. Although its intended use was search and rescue when it was originally commissioned it has been used from everything from transferring diplomats to combat dropping into hostile territory; of course, with such a long service life there is bound to be a few incidents (which seemed to happen relatively often), surprisingly Archon 1 survived everything and is still in active service today.

## List of Incidents:

#### Hydrogen Transport mission:

A recent outpost captured by the DOE had hydrogen that was needed in order to continue supporting the planet side jetpack assisted building operations; A doe ranger had set up a vehicle around the hydrogen tank in order to bring it back, however he lacked the resources to make it mobile as the ranger in his own carelessness ground down all the batteries on the grid. During this operation archon was grounded to the top of said rover and when the rover flipped due to another incident archon took damage to its main solar panel array. Archon survived the flipping and limped back home after being dug out of the underground.

#### The Diplomat transfer mission:

During diplomatic negotiations there was a desire expressed by another faction present called MAC to visit our visitor center and acquire the proper land use and weapon permits. The only transport capable of the distance and that had the proper accommodations was archon 1. During the transport of the diplomat to the visitor center the power on the ship drained completely and suddenly. The transport left with no power to generate lift found the ground quickly approaching; luckily the pilot managed to prevent the murder of the diplomat and all-out war by shutting down and restarting the ship in the middle of air giving the thruster the power they needed to slow the ship down to 50 m/s before it hit the ground.

## Variants

Original Archon 1:

Mainline Archon 1: ￼

Upgraded Archon 1: ￼

Space capable Archon 1: ￼

Archon 2: ￼
Frigates

## Lore

### Frigate (FF):

Frigates are small, maneuverable warships designed primarily for escort and reconnaissance duties. While capable of holding their own in a fight, they should never venture into combat without support from larger warships.

All frigates must be capable of flight on Earth-like planets.

### Heavy Frigate (FH):

An unorthodox take on naval combat, heavy frigates are an up-armed counterpart to the baseline frigate. While continuing to serve primarily as capital ship escorts, heavy frigates can hold their own against larger classes, albeit not in perpetuity.

## Rules Used

### Frigate (FF):

All frigates must be capable of flight on Earth-like planets. Heavy frigates may use 220mm Missile Pods, or vanilla Rocket Launcher blocks as fixed weapons. No other fixed weapons are permitted. Frigates are excluded from the one-episode deployment delay, and may be assigned to squadrons immediately after their construction. This is their Quick-Response Force (QRF) ability.

* Armor Allowed: Light
* Thruster Points: 500 (With Jeune-École Doctrine: 750)
* Weapons Allowed: Light,
* Medium Max Weapon Points: 10
* Max Turrets: 5 Max
* Fixed Weapons: 2
* Max Lances: 0
* Minimum Blocks: 1,401 Max Blocks: 2,000
* Max Jump Drives: 3
* Max Large Reactors: 1
* Antenna Range: 7,000m
* Build Time: 0.5

### Heavy Frigate (FH):

Heavy frigates may use 220mm Missile Pods, or vanilla Rocket Launcher blocks as fixed weapons. No other fixed weapons are permitted. Heavy frigates do not share the QRF ability of baseline frigates.

* Armor Allowed: Light
* Thruster Points: 600 (With Jeune-École Doctrine: 800)
* Weapons Allowed: Light, Medium
* Max Weapon Points: 14
* Max Turrets: 8
* Max Fixed Weapons: 2
* Max Lances: 0
* Minimum Blocks: 2,001 - Max Blocks: 2,600
* Max Jump Drives: 3
* Max Large Reactors: 1
* Antenna Range: 10,000m
* Build Time: 0.5

## Faction Ships

### REM

* FF - Breach Class

PKM

* FF - Valkyr III class
Space Construction Industries

## History

- Founded in the wake of the initial collapse of the 1st fleet system

- Initial ventures were that of mining and cargo transportation, later branching into ship construction and starbase construction

- At the time of the Eternity's arrival it had been 7 years since the opening of the Remington shipyards and the first ships being constructed and 9 months since the opening of the B class Repair bay on Malta

## Construction History

### - Remington shipyards

- Construction and design of Remington Station as well as operation of key functions before the fall of Malta

- Withdrawal of personnel and records from Remington

- Handing Remington over to the the Riders administration

### - CDF Vanguard

- A one of a kind prototype stealth vessel constructed at Remington Shipyards by SCI for the CDF

- The first ship ever designed in-house by SCI and produced for an external customer

- The Vanguard was commanded by LT Commander Gizmo before the fall of the CDF

- The Vanguard is currently MIA, however some intel points to it being in the hands of the First Fleet.

### - Malta B class repair bay

- A miniaturised and simplified copy of Remington Shipyards built to serve the role of a repair bay instead of a full fledged shipyard

## Affiliation

### - CDF

- SCI was the primary operator of the Remington shipyards and many other mining outpost and fuel depots

### - CPR

- SCI is of the ship design teams working on the new PHX fleet

- May hold future roles in the support of expansion of CIV interests
Transports

## Lore

Rather than their combat-focused cousins, transports are designed to help the lowly grunts get from point-useless to point-useful. Due to their simplistic nature, transports tend to equip fewer weapons than other small craft.

## Rules Used

Some transports may be equipped as gunships. In this fashion, they take a middle road between transport and combat duties. Their ability to *liberally apply* turrets makes them excellent for this role.

* Armor Allowed: Light
* Thrusters Allowed: Vanilla, Tier 1
* Weapons Allowed: Fixed autocannons, fixed missile weapons, all small-grid turrets
* Max Weapons: 6 - Can use turrets?: Yes - Turrets count as: 2 weapons
* Max Blocks: 1500
* Antenna Range: 5,000m
* Build Time: 0.5 Examples: N/A
GetBrocked: Outlands Wiki

**Welcome to the GetBrocked: Outlands Wiki!**
GetBrocked: Outlands, is a wiki dedicated to the GetBrocked Space Engineers cinematic universe.

We're a collaborative community website about GetBrocked: Outlands that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important Articles

*Outlands Asset Glossary**Corporations & Factions**All Characters**Outlands Timeline**Events & Locations**Outlands Music*

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

The GetBrocked: Outlands wiki is dedicated to the Space Engineers series created by the youtuber GetBrocked. This series, including the Sigmarius, Whiteaf, Into The Fray, Osiris, and Outlands series on YouTube, is a collaborative universe which has lasted for multiple years.
Corporations and Factions

## Alliances

*(PMA) - Pioneer Military Alliance**(ISU) - Inter-System Union*
## Corporations

*Diamondback Industries**Interstellar Mining & Defense Corp.**Space Construction Industries*

## Factions

Active Factions

*(BG) - Builders Guild**(CPR) - Confederated Pioneer Republic**(DOE) - Department of the Exterior**(EFN) - Earth Federal Navy**(FR) - Free Riders**(KU) - Khan's United**(PXC) - Phoenix Coalition**(RR) - Riders*
(EDF) - Earth Defence Force

Old Factions

*(CDF) - Civilian Defense Force**(GC) - Goldo Clan**(KE) - Khan's Enclave**(MCA) - Majestic Carabao Agriculture**(MDR) - Marauders**(MC) - Maxwell Corps**(PHX) - Phoenix Initiative**(PKM) - Powder Keg**(PHI) - Pravda Heavy Industries**(REM) - Remington CO**(RTS) - Rogue Traders Shipyard**(VPC) - Valkyrie Pioneer Company**(WH) - Winged Hussars*
## Fleets

### (1st) - 1st Fleet

*(1ST) - 1st Fleet**(TFD) - Task Force Deliverance*
Jumpguns

*Unlike its more prolific jumpgate cousin, the jump gun is a rare and fairly unknown structure, however it is the key to colonisation of other star systems, allowing the mass launching of entire fleets towards a target star system. The drawback of this purpose is it does not provide return travel, and its accuracy to a specific point in the system is extremely low. Very few have been made, and are a tightly held secret of earth.*

## Ships of the line

* Earth Jumpgun "Essence" (Active)
Bombers

## Lore

Carrying the heaviest of small ordnance, bombers are designed for one thing, and one thing only; destroying large, hard targets. Bombers are dedicated to this craft, and, despite capable of carrying fixed autocannons, tend to struggle in dogfights. They may, however, carry turreted weapons for self-defense.

## Rules Used

Bombers **(B)** require their relevant talent to be unlocked. However, they exist only for carriers **(CV)**, light carriers **(CVL)**, cruiser-carriers **(CC)**, and events; bombers cannot be deployed from reserve.

If the relevant talent is unlocked, bombers **(B)** and may use 220mm LRHE missiles.

* Armor Allowed: Light
* Thrusters Allowed: Vanilla, Tier 1, Tier 2
* Weapons Allowed: All autocannon calibers, all fixed missile weapons, all small-grid turrets
* Max Weapons: 6 - Can use turrets?: Yes
* Max Blocks: 1200
* Antenna Range: 5,000m
* Build Time: N/A Examples: N/A
Heresy-class destroyer

*Heavily modified Viminal-class destroyer, designed to fight a wide range of targets in most situations. Modified after being taken from the CDF. It is capable of remaining combat effective despite taking heavy damage.*

## Design details

### Hull and propulsion

Despite being originally a Viminal-class missile destroyer (DDG) the Heresy-class destroyer went through numerous changes after being stolen from the CDF. It was not just a Viminal with a new purple paint job. Due to the nature of the MC and their lack of resources, complex subsystems were scrapped, amenities were reduced to bare minimums, and weapons were replaced. Everything else was packed in with armor.

### Crew and complement

The Heresy-class destroyer had a crew of 1-4. A pilot, systems operator, medical officer, and mechanic, but due to personnel shortages, she was often deployed with 2, sometimes even only 1 person.

### Armaments

Due to a mix of doctrinal changes, likely opponents, and what little resources remained being diverted to the Plunderer-class, it was determined that she wouldn't serve as a DDG. Her armament was then changed to fit these constraints, with the intention of creating less of a specialized destroyer like the Viminal, but a more flexible combat platform.

**1x 300mm Striker:** Range: 5km. Velocity: 800m/s

**4x 220mm Missile Battery:** Range: 2km. Velocity: 375-600m/s.

**4x 150mm Light Artillery Turret:** Range: 2km. Velocity: 600m/s.

**5x 20mm Point Defense Gun:** Range 2km. Velocity: 600m/s.

## Operational history

**MC:**

Fought in *Battle for 1Z* and the *Fall of the Wayfaring Stranger.* Served as Escort for the Plunderer-class Light Criuser in Alpha Element, and was part of Bravo Element for the *Fall of the Wayfaring Stranger.*

## Ships of the line

* **MC.DD-Heresy "Scylla's Scorn":** Engaged WH Forces at the *Fall of the Wayfaring Stranger* as a part of Bravo Element. Sustained Heavy Damage and is presumed lost with all hands or destroyed. Presumed to have been carrying survivors and civilians, fleeing the area after the destruction of the Maxwell Corps. Last witnessed moving to Khan United space.
* **MC.DD-Heresy "Hangman's Hallow":** Engaged WH Forces at the *Fall of the Wayfaring Stranger* as a part of Bravo Element. Sustained Heavy Damage and is presumed lost with all hands or destroyed. Presumed to have been carrying survivors and civilians, fleeing the area after the destruction of the Maxwell Corps. Last witnessed moving to Khan United space.
* **MC.DD-Heresy "Wicked Siren":** Escorted Harsh Reality and engaged WH/PHX naval forces at 1Z as a part of Alpha Element.
* **MC.DD-Heresy "Wild Storm":** Escorted Harsh Reality and engaged WH/PHX naval forces at 1Z as a part of Alpha Element.
Characters

## All players that voice or play a character throughout all series.

Ordered by first appearance!

Page is under construction.

*GetBrocked**IcyJackets*
FenlonScott*Freya*Seven19*Charlie\_Foxtrot25**Harbinger Ace**Doffen3000**SarahBear**Lord of Rhodor**TomTom**Commander Mallard**Lunar Dregs**Cavilier210**Crescent**Maverick**SpitfireMKV**PyroFuzz**Jessy Berbers**K3rmit94**The Canadian Nematoad**Labrys and Lillies**M guy**Bkuhhirte**CerinJ**LockeTheUnknown**Northernisle**Veratisu**Whiskey**Lei**XenariteArtorias*
TicTak

Silent Voices

Mecra

RaptorMother

## Squads

*Brownies Squad*
Leyte-class light cruiser

The Leyte-class light crusier was originally a livestock cargo hauler for Majestic Carabo Agriculture, the most agriculturally aligned of the Khan Clans. It was a one-off design, intended specifically for cargo hauling and nothing more. When the war between the Khans Enclave and the Outer Reach began, however, the ship was brought into drydock and overhauled into a Light Cruiser. The sole ship of this class was named "Garry the Woe," and it became one of the most well-known Khanate Ships in the entire war. Easily distinguishable via its high speed, unique profile, and excellent piloting, the vessel served in many key battles of the Belt War.

## Design details

The Leyte-class was unique in many ways. Her visual profile marked her as easily identifiable from the top, as she was diamond shaped, as opposed to many of the "wedge" or "brick" designs that many of her contemporaries in the Outer Reach went with. Her engine section at the rear of the vessel resembled a fish tail, with the bow resembling a head with a single gold tooth. The upper surface of the vessel contains the majority of her primary armament.

### Armaments

(End of Season 2 Refit)

* 1 400mm Vanquisher (4 barrel)
* 2 400mm Demolishers (3 barrel)
* 6 150mm Light Artillery Turrets (2 barrel)
* 9 20mm Point Defense Guns

## Operational history

### The Belt War

Garry the Woe's legacy was easily felt across the width of the conflict. Garry was present at the siege of Winchester Shipyard, running interference for other Khan forces attempting to hold the yard from Rider reinforcements. Unfortunately for it, while it did survive and do damage, it was then driven off by the arrival of the Rider BL Ravager and the EFN BB Eternity's Advent.

It was next seen holding off a super-heavy COA squadron encroaching into tile 1-Z. This squadron consisted of three CA-weight vessels and the BL Ravager again, and despite taking heavy damage herself, Garry and the other three destroyers guarding the FOB managed to completely repel the enemy assault.

Alongside "Feral Discipline" Squadron, Garry took tile 2A, which cut the Riders off from Winchester Shipyard for much of the ensuing war. Further, Garry was on the front line defending the tile from months of concentrated assaults by the Riders, holding them off the entire time. It was eventually redirected to the CDF front, and took part in multiple battles, culminating in the Fall of Malta. Interestingly, towards the end of the battle, she was driven off by a late-arriving CDF Viminal Squadron, forced to retreat- one of the only CDF victories that day.

After the Fall, it got vengeance against CDF- or rather, former CDF- assets with the destruction of the cruiser Warspite, though it was forced to fall back, ultimately losing ground in a demonstration of the Riders' new commitment to the war.

After it was brought back to the home front, it engaged in combat with the EFN Eternity's Advent, scoring many hits on the Sixth-Generation Battleship.

The Garry the Woe was destroyed in the final battle of the war, the Battle of Temujin, against her old foe, the Ravager.
Brownies Squad

## Lore

A group of degenerate misfits originally conscripted as extra's during the Osiris era's final few episodes.

During the start of the Sigmarius era, Brownies Squad was reused for the foot soldiers of the 11th Fleet and the reference was upgraded to the tasty desserts on GetBrocked's Discord.

The term *Brownies* was just a quick, easy reference to the color used for the suit and was never a derogatory reference.

## Characters Involved

IcyJackets

Charlie\_Foxtrot25

Harbinger Ace

Doffen3000

Urn
GetBrocked

This page is under construction.

## Bio

*Tell me about yourself! You can be as generic or specific as you want.*

## Lore

*Tell me everything about your character/s!*

*List all characters or voices played in GetBrocked's series.*

* Enlists into the EFN in 2197AD. and is assigned to server under Capt. Spectre during the 4th system conflict.
* 2211AD. Brock is given command of the ASV-005 Sigmarius.
* In 2214AD. Brock builds and commands the Whiteaf.
* Brock finds and repairs the Into the Fray, FFG-002.
* In 2215AD. Brock finds and repairs the FFG-003 Osiris.
Viminal-class destroyer

The Viminal*-class* missile destroyer is a warship originally in service with the Civilian Defense Force (CDF). Manufactured by Valkyria Maintenance & Engineering (VME), these missile destroyers are designated with the hull code DDG.

## Design details

### Armaments

* 2x 220mm Fixed Missile Launcher
* 8x 220mm Missile Launcher Battery
* 6x 20mm Rotary Cannon (point defense)

## Operational history

The Viminal was originally commissioned by the CDF as a response to the growing threats to the Outer Reach. While the Aventine-class destroyer was their workhorse, it was designed to fight other destroyers. However, the CDF's primary opponent, Rhodor's Riders, had a much higher focus on capital-grade vessels. As a counter to this, the CDF designed a new Destroyer class, based on the designs for the Aventine. The result was shorter, but would make a name for itself in very little time at all.

The Viminal quickly became a frequent sight throughout the Outer Reach, and took part in every major battle of the CDF/Rider War. Their design focused on punching above their weight level, attacking targets above their class, which was the focus of the principle enemies of the CDF in that conflict. The Riders focused their strategies on capital-grade combat, while the EFN Eternity's Advent was itself a single super-dreadnought. The vessel, and those who piloted her, gained a reputation of extreme recklessness, leading to Viminals charging into battle with little value for their lives to empty their holds onto enemy hulls (to mixed success).

Its service continued on into The Belt War against the Khans, continuing to serve in every major battle. In the Fall of Malta, one of the few CDF victories was a Viminal managing to drive off a Khan vessel.

In the wake of the Fall of Malta, Admiral Mallard issued a declaration that all CDF forces were to either go into hiding, or to join up with the Riders to help defend the Outer Reach from the Khans' predations. Many Viminals flipped sides, and charged forth into battle once more, this time bearing Rider paint jobs. Even as the tide turned, the Riders began producing their own Viminals to replace losses, under the name "Vagabond-class Destroyers."

After the Belt War, the dissolution of the CDF resulted in Viminals being scattered to the four winds, with most major and minor factions picking up several from either defectors, boneyards, supply stockpiles, and more.

## Ships of the line

* York
* Viminal
* Falke
* Sentinel
* Vesper
* Schaar
* Decoy
* Winter
* Lego
* Reaper
* Vengeance
* Leitwolf
* Revenge
* Renown
* Ajax
* Halifax
* Orion
* Defender
* Wolfhound
* Norfolk
* Bayern
* Viscount
* Tiger
* Daring
* Basilisk
* Acasta
* Novonic
* Demon
Jumpgates

*The first jump gate was created in 2135, opening the galaxy at large for human colonization. Unlike the Jumpguns, the Jumpgates provide consistent and quick travel between earth and its fleet systems, with earth itself being the transit point, hosting 11 gates in total. These gates are paired with a similar structure on the other end, and to transit vessels must have an active link.*

## Design details

### Hull and propulsion

Jumpgates whilst being massive and expensive structures are typically lightly built with many components being exposed on the outer surface.

They feature no significant propulsion other than rotation control systems and station keeping, as they are constructed on site and require heavy ship tugs to be moved to a new location.

### Crew and complement

As Jumpgate technology has become more understood and widespread, the need for large engineering teams monitoring the gates has become unnecessary with much of those functions being automated and overseen by a small jump authorization team, reducing required crew capacity,

Jumpgates are manned in monthly shifts, with crews being swapped by jump capable vessels, therefore the stations only house auxiliary craft and repair vehicles in most cases.

### Armaments

Jumpgates are typically entirely unarmed as they are not "Military" installations. This does however have the drawback of them being prime targets during conflicts, relying solely on defending squadrons for protection.

## Ships of the line

* Pioneer->Sol gate (Destroyed in 2136 due to unknown circumstances)

* Wolf->Sol gate (Destroyed in 2213 in a mutual action by the "Sigmarius" under commander of Captain Sarah)
* Wolf->Sol gate (Destroyed, again in 2221-2222, to prevent EDF incursions)
* Sol->Pioneer gate (Destroyed in 2222 by EFN/KU forces upon their departure from the system)

## List of appearances

*"Eion-class Jumpgate" First appearance:*

* S6, Ep.55 "Down the Rabbit Hole"

*"Eion-class Jumpgate" Other appearances:*

* S8, Ep.86 "End of the Beginning"

"Soryu-class Jumpgate" First appearance:

* Outlands S3, Ep.1 "The Birthplace of Humanity"
Carriers

## Lore

### Carrier (CV):

Carriers are capital ships purpose-built for transporting and delivering small craft into battle. Built around carrying wings of combat craft, carriers can serve a variety of functions: fighters allow carriers to take on swarms of enemy craft, and dedicated bombers both bring carriers into ship-to-ship combat, and allow for long-range strike capability, with or without escort.

### Light Carrier (CVL):

Refit from old hulks or repurposed freighters, light carriers are rare finds in cosmic battlefields. Light carriers typically equip light armaments and possess little to no reinforced Armor. Carrying all the same forms of craft conventional carriers employ, light carriers stand as an effective arm of carrier-based operations.

## Rules Used

### Carrier (CV):

Carriers may equip 80mm Flak Turrets. No other medium weapons are permitted. Carriers require the appropriate tech unlock in order to be built. Carriers may deploy bomber variants without the Fighter Expansion talent. Embarked craft may dock and resupply mid-battle. While under repair, carriers may gain four small craft per episode. These craft are not pulled from reserve. Total craft capacity is 6. A maximum of 4 small craft may be deployed from a carrier at any given time.

* Armor Allowed: Light
* Thruster Points: 2,200
* Weapons Allowed: Light, Medium (limited)
* Max Weapon Points: 15
* Max Turrets: 15
* Max Lances: 0
* Minimum Blocks: 4,000 - Max Blocks: 6,500
* Max Jump Drives: 6
* Max Large Reactors: 2
* Antenna Range: 20,000m
* Build Time: 8

### Light Carrier (CVL):

Light carriers can only deploy fighter variants under normal circumstances. However, if a small grid is built via a shipyard (costing build time), then this small-grid can be assigned to a light carrier; it will automatically become a bomber (B), and follow bomber guidelines. Embarked craft may dock and resupply mid-battle. While under repair, light carriers may gain four small craft per episode. These craft are not pulled from reserve. Total craft capacity is 4. A maximum of 4 small craft may be deployed from a light carrier at any given time. Light carriers are exclusively-received as event rewards, and cannot be built normally.

* Armor Allowed: Light
* Thruster Points: N/A
* Weapons Allowed: Light, Medium
* Max Weapon Points: 10
* Max Turrets: 5
* Max Lances: 0
* Minimum Blocks: [PH] Max Blocks: 4,000
* Max Jump Drives: 3
* Max Large Reactors: 1
* Antenna Range: 15,000m
* Build Time: N/A

## Faction Ships

### EFN

* Lightbringer - Dominion Class Supercarrier
Rogue Traders Shipyard

Commonly dubbed as the oldest Khans faction, RTS is a clan well known for their old tanky ships. They are few in numbers, but each RTS ship counts.

## Lore

Before the collapse of 1st Fleet system, RTS was a proud owner of a shipyard in the inner rim. Yet, after the collapse they found themselves banished to the belt by 1st Fleet. They should have died there, but manned on and survived. They quickly became the main miner faction in the belt. And their expertise in ship building and mining got them into the position where quickly RTS became the only clan to have a shipyard, with ships being produced that where so armored they were dubbed: *unkillable*

When the **Khan** unified all the clans into one faction. He had the most problems killing any of the RTS ships. And it took him killing 90% of their fleet before RTS surrendered. Leaving their numbers low ever since. Thus, during the belt war, RTS ships were few, but their survivability was unmatched by any other KE vessel.

After the belt war and KU was formed, RTS had difficulty adapting to the new morals KU has. And to this day is looking to recuperate the losses they suffered over the years. Yet now that the 1st fleet has finally showed up on the outer rim, RTS became very focused on what they need to do: Rebuild stronger than ever, and get back at the people that banished their families to the belt in the first place.

## Ship building

To build an RTS ship its focus must be on survivability over everything. Preferably if this is done via armor, though it is understandable if you do this via maneuverability.

The main design queues RTS has are:

* *Square or rhombus shaping*
* *Giant hexagon shaped shields (see picture of new longbow)*
* *Over armored bridge*
* *Flat armor panels (basically no excessive detailing like wheel blocks and catwalks with railings on the outside)*

Color pallet:

* *primary: #1F1C1C*
* *secondary: #38310F*
* *tertiary: #858585*
* *highlight: #D49146 (Khans yellow)*

Famous Ships:

* CH (ECM) Longbow
* DD Valiant
* FF Sentinel
Freya

## Freya

### Names:

* Original Unknown
* SarahBear

### Roles:

Shipboard AI for:* Fray-class light cruiser
* Osiris-class battlecruiser

This page is under construction.

## Bio

*Tell me about yourself! You can be as generic or specific as you want.*

## Lore

*Tell me everything about your character/s!*

## Characters & Voices

Original voice actor from the Into the Fray series is unknown at this time.

Voice actor during the Sigmarius series was Voiced by SarahBear
111.1 Truth Radio

### History

111.1 Truth Radio was founded 18 Years after the Incident with the Jump Gate cutting off the 1st fleet sector from the sol system. Current day Truth Radio is the Only known Radio Station in 1st controlled space. Truth Radio has sent out a renowned Host Known as Dj King to the outer system during the Supremacy war to Expanded there influence and Increase there listeners and viewer ship.

### SEASON 3

##### EPISODE 12

* Whiskey interview
* Safina superweapon
* Bounced

##### EPISODE 12.5

* Vera
* KIS interview
* Dug interview

##### EPISODE 18

* Dug interview 2
* Whiskey interview 2
* DJ King Chronicles
* Newsbreak
Corvettes

## Lore

Stealth corvettes are small scouts capable of reconnaissance. However, stealth corvettes trade anti-ship weapons for reduced cross-sections and detection ranges. Stealth corvettes should probably not be used for fleet combat.

## Rules Used

Squadrons composed solely of stealth corvettes can pass through tiles without triggering combat. If a hostile force possesses their own stealth corvette, this ability is nullified.

If a stealth corvette squadron enters battle, the defending squadron may force the battle to begin at a distance of 2000 meters.

Stealth corvettes have unique detection abilities.

CS Map Detection

Assuming SCM (talent) has be taken: Stealth Corvettes (CS) have specialized sensors allowing them to act as a sort of AEW (think E-2 Hawkeye). A single CS can see its own grid, and all touching grids (but not diagonals). This includes, ships, squadron layouts, etc. If you want this information, ask Brock, and I will provide it should conditions be met.

Should SCM not be taken. This capability is, identical, but limited to the grid the CS is on.

CS Detection & Counters.

CS will counteract each other on a 1:1 basis. So, if two hostile (1 per faction) are within range of each other, they will negate any benefits of scans. If a superiority is present. (2:1 or more), the side with the numerical advantage will be able to continue using the CS feature.

It’s worth noting: SCM CS have a larger range. So a scenario where a SCM cluster can jam a opposing CS squadron, but the opposing CS squadron (lacking SCM) cannot.

* Armor Allowed: Light
* Thruster Points: 400
* Weapons Allowed: Light
* Max Weapon Points: 5
* Max Turrets: 5
* Max Fixed Weapons: 0
* Max Lances: 0
* Minimum Blocks: Uhh... Max Blocks: 1400
* Max Jump Drives: 3
* Max Large Reactors: 1
* Antenna Range: Block count rounded up to nearest hundred (e.g. 914 blocks = 1,000m).
* Build Time: 0.5

## Faction Ships

### CDF -

*Sparrow Gunship**Vanguard CS**Caelius CS*