Catalyst LLC

Catalyst LLC is a private company owned by Ivan Mikhail Volkov (Bolter) he runs the company. The company itself is focused on weapon development as well as scientific advancement and in both regards the company is in a league of its own leaving it be the most profitable company in Bolter's prime world seeing as there, they invented the first real method of portal travel.

### History

The company started as a small business, but overtime grew with Bolter's ambitions. It started out as 10 people to tens of thousands within a couple of years and with it has grown what they can achieve as a unit in the little amount of time they are often given to complete projects as well as military operations. (More will be revealed later on)

### Army Structure

Bolter's private army can be put into different categories, those of which will be listed below.

### Ground Troops

**Plasma Troopers:** Lightly armored troops carrying plasma rifles and more often than not a plasma pistol, combat knife, and a frag, flash, or plasma grenade. (2 HP)

**Machine Gunners:** Support troops that make you dodge twice upon firing but after 3 attacks need to take two turns to reload leaving them vulnerable to attacks, for this reason they are often accompanied by other troops. (2 HP)

**Plasma Snipers:** Long range and precision is the name of the game for them, they sit back and fire from a distance to help support their comrades and due to them often being far from the battlefield they have a +1 on dodge. (2 HP)

**Purifiers:** Flamethrower wielding troopers that cause the fire debuff on hit, don't let it being a flamethrower fool you as it has a deceptive amount of range. (3 HP)

**Accelerators:** Heavily armored specialty troops meant to breach walls and super heavy armor using their plasma beamers, they may be powerful, but they take a turn to charge and attack giving enemies an opening. (4 HP)

**Phasers:** Anti Magic specialist that can dispel magic via their beam weapons, as well as that they wield light swords that cannot be blocked, they can also slow enemies down given they're magic users. (4 HP)

**Sword Masters:** Plasma sword wielding troops that specialize in close combat, they have heavy armor and can negate blocking using their plasma sword as well as being able to deflect projectiles if they roll a 7 or higher on dodge. Mind you deflected projectiles deal double damage in their case. (3 HP)

**Heavy Protogens:** Large imposing protogens that have gotten much larger and tougher bodies, they often carry heavy weapons and have a rocket pod mounted on their soldier for extra firepower, as well as that they are all quite physically powerful even without a weapon. (5 HP)

ADVENT troops: If i wrote all of this this list would take an hour to read-

### Vehicles

**APCs:** Troop carriers that often have a mounted 40mm cannon on top, they're often used in convoys to transport large amounts of troops. (7 HP / takes 2x damage from explosive attacks)

**Siege Tanks:** Large tanks that can switch from direct fire to a stationary mode that turns them into an artillery piece of sorts. (10 HP / takes 2x damage from explosive attacks)

**Walking Tanks:** Tanks that can walk to put it simply, mostly used in treacherous territories where the ground isn't stable enough to use other types of tanks (8 HP / takes 2x damage from explosive attacks)

**Super Heavy Tank:** A special variant of tank with both armor and power, but even with that they're known for their slowness... so best to just not get hit period. (15 HP)

Transport: Large heavily armored transport vehicles that are just fortresses on wheels... they're quite easy to spot but not at all easy to stop. (20 HP)

### Mechanical Troops (Some may have loadouts which will be listed based on level for some)

**Ticks:** Ticks are small 4-legged robots They serve as tiny, expendable pawns meant to swarm, annoy, and distract their enemies, ideally whilst other types of machines are also in combat. Their small size also allows them to enter places that other machines cannot. they also tend to be summoned by their other robotic companions at higher levels.

*Prototype: Laceration attack*

*Military: Shock jump*

*FNIX: Laceration / Self Detonation*

*Apocalypse: Laceration / Poison Stinger*

**Runners:** Canine in appearance and in behavior, Runners will travel in packs at great speed & distances toward threats using back-mounted weaponry.

*Prototype: Submachine Gun and Midair shockwave*

*Military: Submachine Gun or Anti personal Shotgun and Midair Shockwave*

*FNIX: Submachine Gun or Anti personal Shotgun or Small Rocket Launcher and Midair Shockwave*

*Apocalypse: Poisoned SMG (Adds poison effect on hit) and Midair Shockwave*

**Hunters:** Hunters serve as medium, general-purpose infantry able to perform a variety of attacks thanks to its humanoid shape, high number of possible weapon combinations, moderately fast running speed, jumping prowess, and decent toughness.

*Prototype: Machine Gun and Pneumatic Blade*

*Military: Machine Gun, Tick Deployment, and Pneumatic Blade as well as a shoulder mounted (Explosive Sniper rifle or Gas Launcher)*

*FNIX: Explosive Flechette Shotgun, Tick deployment, Explosive Sniper Rifle and Pneumatic blade*

*Apocalypse: Flamethrower, Cluster Grenade Launcher, 'Stinger Tick' Deployment, and Poisoned Pneumatic blade (inflicts poison effect)*

Flux: Magic Immune Shielding, Explosive Flechette Shotgun or Flamethrower, "Stinger" tick deployement, Pneumatic Blade (Burn effect)

**Harvesters:** Despite being slow-moving foragers and possessing no intimidating looks, Harvesters will not think twice about attacking threats. Their missile salvos, gas clouds, and melee attacks make them a force to be reckoned with, and a nuisance when you factor in their ability to summon reinforcements.

*Prototype: Missiles, Hunter Summoning, Shockwave Plates, and Stomp*

*Military: Missiles, Hunter Summoning, Tick deployment, Shockwave Plate, Stomp, and Toxic Gas Release*

*FNIX: Missiles, Hunter Summoning, Tick deployment, Shockwave Plate, Stomp, and Toxic Gas Release*

*Apocalypse: Irradiated Missiles (Inflicts poison damage), Hunter Summoning, Tick deployment, Shockwave Plate, Stomp, and Strong Toxic Gas Release. As well as the ability to resist EMP.*

**Tanks:** Tanks are essentially a disembodied pair of heavy, multi-jointed legs with an irregularly shaped pelvis that serves as the main body and as the name implies, Tanks sport heavy armor & weaponry, making them among the most dangerous foes in the list of machines.

*Prototype: Heavy Machine Gun or Railgun, Missile launcher, Stomp, Sprint, and Shockwave Plating*

*Military: Heavy Machine Gun or Railgun, Missile Launcher or Mortar, Tick Deployment, Stomp, Sprint, Gas Release, and Shockwave Plating*

*FNIX: Heavy Machine Gun or Railgun, Missile Launcher or Mortar, Tick Deployment, Stomp, Sprint, Gas Release, and Shockwave Plating*

*Apocalypse: Incendiary Heavy Machine Gun or Railgun, Anti-Personnel Cluster Mine launcher, 'Stinger' tick deployment, Wall of Flames (Procs burn effect), Stomp, and Sprint*

***REAPER:*** Apocalypse Tick Deployment, Biochemical gas, Radiated missiles (Poison effect), Incendiary machine gun or incendiary Miniguns, Thermobaric explosion, Heavy Kinetic Shielding, FNIX Runner Deployment, Shockwave Stomp, Sprint

**Guardians:** Robotic soldier that can go into one of three modes: Patrol, Investigate, Battle. Patrol is used when it well. patrols. Investigate is when it folds its head down and a scanner head appears from its back as it scans for cloaked or otherwise seen or unseen threats, but if it does find one it activates battle mode which has it armed with a heavy plasma cannon on each arm and homing rockets on their backs.

**Titans:** Large Pilotable mechs that interface with their users via a neurolink, this in turn allows them and their pilot to fight together as one and apart as needed, titans can come in many shapes and sizes depending on a pilots' preference.

**Sectopod:** It is a towering weapon platform capable of destroying terrain as it walks, with the size over a normal house. The Sectopod provides overwhelming firepower where it is needed most. They come equipped with wraith cannons which can tear through any armor or the like as if I were wet tissue paper but as a result of such a strong primary attack it takes a turn to charge. they can even extend their legs to get them an even higher vantage point.

**ERADICATOR MK I:** Large fully mechanical protogens that dwarf most two-story buildings they have exceptionally tough armor that often deflects projectiles and weapon strikes, they are armed with massive plasma sword that can cut through blocks and buildings with ease. They are also capable of breathing fire if they take their mouth mask off.

**ERADICATOR MK II:** Large fully mechanical protogens that dwarf most two-story buildings they have exceptionally tough armor that often deflects projectiles and weapon strikes, The mark two is armed with 4 miniguns (two on each arm) aswell as 2 rocket pods, and the ability to breathe flames but unlike MK I cannot negate blocks it instead can make you dodge 3 times.

**Air vehicles**

**Transport Helicopters:** Helicopters made for large troop transport, on the sides they most times have a GAU19 standard heavy minigun. about two on either side.

**Vikings:** Moderately tough anti-aircraft fighters that take down targets with their AA missiles. As a secondary function they can transform into ground mech walkers utilizing 2 gatling guns while in that form.

**Bombers:** Large but fast planes that utilize various types of explosive bombs to annihilate targets, but they are quite fragile...

**Firebird:** Firebirds are huge, unmanned aerial vehicles (UAVs) with four armored "arms" in an X-pattern connected to a spherical fuselage. Each arm features a jet engine at the midpoint for thrust & flight stability. There is an autocannon or a flak cannon mounted at the base of the sphere portion depending on which class the machine is of.

*Scout: Incendiary autocannon, and Cluster Mines or Incendiary bombs*

*Soldier: Explosive Autocannon and Gas grenade or Tesla spike*

*Spetsnaz: Flak cannon (a.k.a. Howitzer) and Laser Trip Balloons or Small Thermobaric Deployment*

**Attack helicopters:** Helicopter's that are equipped with heavy ordinance made to support troops from the air, things like Heavy ATG Missiles, GAU19 miniguns and flares.

### Special Units

The Vagabond: A Hardened soldier dedicated to the blade; you'll often find him training for tough missions made to specifically facilitate his growth so trust me you won't be seeing him around very often. Due to his precision and speed, he has a +2 by default in melee combat at least, Upon landing a strike with his blade he has a 1/3 chance of getting a 'tag' which he can use at any time to heal the damage equivalent to a hit.

The Berserker: A less than stable brutish soldier who chooses two plasma axes as their main weapon, trying to fight him is like spitting at a wall and hoping it crumbles... when he is hit, he gains a rage bonus on his next attack making it deal 2x damage as a result.

The Marksman: A range reliant soldier made to support units from afar, with his rifle he can single out a target for miles and often takes only one shot to kill someone but don't be fooled. Even if he seems exclusively long range, he's an expert in a knife fight, but his sniper skills make his attacks slow but deal 3x damage.

The Breaker of Mind: A smart and cunning individual who prides himself on his intellect, he often uses traps and of course wits to win fights, while he has no true multiplier when you fight him, he can often make you roll double or triple using his traps.

## Trivia

* Bolter himself has stollen gear and troop ideas from many universes and uses them as his own.
* At the time of typing this, currently no one has been able to defeat an elite contingent of troops. But Puppeteer has gotten close.