Supreme Commander JumpChain
Supreme Commander JumpChain
It is 3840. The Infinite War has raged for one thousand years. Now, it will come to an
end. Single humans control entire armies of robot units from within the giant war machines
called ACUs. Armies can be built anywhere and anytime, including during combat. This is the
usual way of making armies these days.
The war has reached a fever pitch, and things will change soon. Not only the potential
end to the Infinite War, but the arrival of the Seraphim. End the Infinite War, and then drive the
Seraphim back through the rift they arrived in and seal it behind them.
Are you a Supreme Commander, Jumper?
Take these 1000 Commander Points and find out.
Drop-in: ↡
You have no history here. You simply arrive at an abandoned, but serviceable,
command facility with your ACU present. The planet is uninhabited, but hospitable and
welcoming. You have no masters, but no intelligence network and little backup. You have some
gate codes, but necessarily every important planet’s.
When you select this option, you may choose the unit lineup and techbase of one of the
Factions (including one of the non-Origin factions.) You may choose to have your units follow a
different Faction Aesthetic than that of the faction you are copying. If you choose not to copy
one of the other factions, you must develop your own unit lineup. It will be roughly equivalent in
capability (for the cost) and abilities to the other factions (i.e. no universal abilities like hover or
stun weapons.) In addition, this unit lineup cannot be larger than any other factions lineup - it
must have gaps in it, similar to the other factions.
If you do not choose one of the other Origin-Factions, you gain no discount in the Army
section. This Origin is not a Faction.
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UEF: ♦
You are a military member of the United Earth
Federation, the successor state to the old Earth Empire. The
UEF has only recently come into power, but it aims to unite all
of humanity under it.
The UEF’s Faction Aesthetic is blocky and boxy, grey
and blue, repeating linear elements, projectile weapons with a
bit of plasma.
You are a genetically engineered warrior, raised from
birth to serve in the UEF’s military in some role. You have no
pair of parents, but were raised by a team of a dozen different
personnel. Your siblings are no more closely related to you,
genetically speaking, than any other members of the UEF’s
forces, but you are siblings regardless. You were selected to
be an ACU pilot years ago, and have trained for that since.
Initially you will be a probationary pilot, and will be under the
command of another, more senior, pilot. This will last for about
six months.
By default your probationary officer is General Zachary Arnold, and you take the place
of the UEF campaign commander. You can change this without taking the Not The Hero
drawback, and you’ll still get drawn into the plot fairly easily.
You wake up on the morning of your first sortie into real combat as an ACU pilot.
Aeon Illuminate: Џ
The Aeon are followers of the Way, a religion,
philosophy, and set of psychic practices given to them by
friendly Seraphim. Their mentors are gone, and the Aeon
have decided that all of humanity will follow the Way.
The Aeon’s Faction Aesthetic is smooth white and
green over complex blocky black, intricate circuit-like details,
funky technobabble weapons.
You are an adept in the Way, capable of reliably
using it against your enemies in combat. You’ve also been
trained in one of the few military academies in the Aeon
Illuminate, and have qualified enough that you’ve been
granted clearance to use an ACU. You’ll start out for the first
few missions under the command of a veteran Crusader, but
soon enough you’ll be certified in your own right, with a bit
more freedom in which operations you participate in.
By default, you are the Champion of Princess Rhianna Burke, and you will be mentored
by Crusader Rhiza. You take the place of the Aeon campaign commander. You can change this
without taking the Not The Hero drawback, and you’ll still get drawn into the plot fairly easily.
You wake up on the morning of your first sortie into real combat as an ACU pilot.
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Cybran Nation: ▲
The Cybran are a nation of symbionts, humans
blended with computers. Persecuted by the Aeon and enslaved
by the Earth Empire and then the UEF, they seek freedom.
Operating in semi-independent “nodes,” they fight for their
independence… and maybe a bit of revenge. While nominally
led by Doctor Brackman, the creator of the Symbiont process,
they operate in semi-independent Nodes that see eye-to-eye…
mostly.
The Cybran’s Faction Aesthetic is pointy black and
red, angular and no squares, directed energy weapons.
You are a novice Cybran ACU pilot, raised in the
transhuman Cybran society. While the Cybran military is
decidedly less formal than either the UEF or Aeon forces, you’ll
still be monitored for your first sortie, and you’ll get mentored a
bit between missions.
By default, you are a clone of Doctor Brackman, a member of the Zero Wall Node, and
Elite Commander Dostya will oversee your steps into a true Commander. You take the place of
the Cybran campaign commander. You can change this without taking the Not The Hero
drawback, and you’ll still get drawn into the plot fairly easily.
You wake up on the morning of your first sortie into real combat as an ACU pilot.
Perks:
Drop-in Perks ↡
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fought straight through as you were when the enemy showed up. Adrenaline will still be as
effective on you as it was at the start of the fight. You’ll need to eat more to cover the energy
deficit you worked up while fighting, though.
UEF Perks ♦
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You have inherited Arnold’s skill in reading the enemy’s defenses. You can tell where
the defenses are weak and where they are strong. Unloaded, disarmed, or dummy defenses will
not deceive you. Hiding forces intended to respond to your attack is difficult, and even without
looking or seeing you’ll have a gut feeling about where those forces are. And you have
supernaturally good instincts for knowing where your enemy isn’t paying attention to, as well.
And when you launch your assault, you can tell precisely how to hit the defenses - both
overall and individually - to make them crumble.
This Perk applies equally at all scales of combat.
Aeon Perks Џ
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Cybran Perks ▲
General Perks
Protocrafting (Free)
Everything you order a machine, such as a protocrafter, to make is considered built by
you.
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All technology you get from this Jump is Fiat-backed. Any technology you (or another
member of the party) understand well enough to engineer a new variant of (“Engineering-grade
knowledge”) is also Fiat-backed, and so will continue to work in future universes that lack the
required underlying physics. You gain protocrafter patterns for all items you buy using CP (also
retroactive.) Items that count as technology, when copied, retain all their special properties.
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Security Unclearance (Free, this Jump only)
The three Factions in this world are rather paranoid about security. ACU pilots are also
held under this suspicion, so without this you would get arrested either by knowing something
you shouldn’t, or by disappearing from base for a few hours to do something in your
Warehouse. This Perk means you automatically pass security checks by entities if you don’t
intend harm against them. You can also come and go as you please, provided you return to the
same spot.
This won’t protect you against punishments for your actions, except those that would
make you lose security clearances. And don’t miss your scheduled tasks, either.
Items
Piloting Suit: (Free / 25 CP)
A bodysuit worn by ACU pilots. It fits snugly into your ACU’s cockpit seat (like
everything else in an ACU’s cockpit,) keeping you from getting jostled if your ACU gets hit. It’s
got armor included, enough to protect you from any weapon an assassin could conceal. Not to
mention that it’s comfortable to wear as a day-to-day uniform for days at a time, and you can do
so. In fact, no one will consider it odd if you wear this armor all the time. Plus, with the right
cloak/jacket/scarf/other attachments, it becomes a formal uniform, suitable for any occasion.
(You gain blueprints/patterns for these attachments.)
For 25CP, you can import other armors you’ve acquired into this one, but it will retain its
normal, Faction Aesthetic-matching appearance until the end of the Jump. You can alter the
appearance at the start of any future Jumps.
Faction Data Cache (400 CP, 200 CP for your own Faction)
A compact data storage device containing the complete knowledge and culture of the
relevant Faction. You may purchase this for each Faction, including Nomads (if you take the
Modern Mongols Scenario,) but not Seraphim.
If you don’t take this, while you might be able to collect a lot of information on your own,
there’s some things that aren’t documented anywhere, or are lost in the massive amount of
information around these days. (Don’t worry: if you collect any information, you can take it with
you by uploading the information to /misc/footlocker/ on your ACU, even if you don’t have the
Warehouse or similar.) You’ll definitely be able to get most of the information on civilian
infrastructure, including the colonization system, but getting military schematics might be
difficult.
Not only does this include all military schematics, but it also includes all the design
notes, and rejected versions. It includes all data from the civilian networks, as well as all civilian
infrastructure, including trade secrets. More importantly, it contains education programs that can
tutor students.
NOTES: the UEF Data Cache does not contain Black Sun unless you purchase the
Black Sun Item. The Aeon Data Cache does not contain the Paragon unless you purchase the
Paragon Item.
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If you purchase a Data Cache for another faction, the military schematics are locked as
a mandatory Drawback during the Jump.
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compensate for being outnumbered or outskilled with a tide of metal. Powerful, yes, but also
rather volatile. It also requires an incredible amount of resources to construct on the battlefield.
If you do not take these schematics, you’ll have to steal the schematics for the Paragon
yourself, if you want it. And considering how hard it was for Seraphim collaborators to steal
Experimental designs in the original timeline, good luck. This item simply gives you the
protocrafter pattern. Design notes require taking the Aeon Data Cache.
The Paragon is subject to the Not Part of the Army Drawback; see the Drawbacks
section.
Companions
You may take up to eight Companions with the paying options, and an unlimited
number with Tag-Along. Without the right drawback, all Companions will share the same
Faction/Origin as you. No Companion may make purchases here, but they decide how they can
spend their CP.
Your Companions don’t have to be ACU pilots - they can be mission control,
intelligence, an AI assistant, or something else. If your Companions have their own ACUs, you’ll
find that when multiple of you gate in together, the enemy usually managed to increase their
ACU count proportionally.
Tag-Along: (Free)
Your companions travel along with you, but sometimes they don’t find themselves
changed by the experience. These Companions do not get any import CP, but may still take
copies of purchases made by other Companions, with a virtual budget the same as what Junior
Commanders would give. They must have an ACU to take Army Perks or ACU upgrades.
If you manage to recruit a Companion in this jump, they may make purchases as a
Team Game Companion at the end of the Jump (though you may not tell them that before they
are recruited.)
Army
Gain 400 CP for this section only. If you are a Drop-in who chose to copy a Faction’s
unit lineup, use that choice in this section for discounts.
In the world of Supreme Commander, armies are constructed using tools called
“protocrafters.” Protocrafters use Patterns to create vehicles or structures. (I will refer to those
as "units")
Construction costs come in the form of Mass, Energy, and Build Time. Mass is a
shorthand for the rare elements that limit construction, and comes from Mass Extractor and
Mass Fabricator buildings. Energy is produced by Power Generators, and command units with
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the RAS upgrade. Build Time, along with the Build Power provided by the engineers and
factories working on the project, determines the time it takes to finish the project. Resources are
consumed continually during construction (a Streaming Economy) so the more Build Power is
on a project, the faster it consumes resources.
Priorities
The three factions are each roughly equivalent in technology progress. It's not like any
of them have been skimping on the R&D budgets, after all. However, their technologies, and
their armies that implement said technologies, wary wildly. After all, the designers had different
priorities when developing their armies.
These Priorities provide a bonus when designing anything, and these design boosts are
also applied to the protocrafter patterns you get at the start of the Jump, without increasing any
costs. You may also apply these upgrades to any items purchased after this jump, as well.
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Cunning (200 CP)
Your army emphasizes both intelligence and counter-intelligence. Sensor systems have
slightly better performance and cost less to build and run. Meanwhile, counter-intelligence
systems like jammers, stealth, and cloaks cost less to build and run as well. This also grants a
few additional units these counter-intelligence systems as standard hardware.
Composition
The army you gain here is divided into levels called “Techs” from 1 to 3 (T1, T2, T3,)
with Experimentals - massive, expensive, powerful units existing above Tech 3. There are three
categories of units: Land, Air, and Naval. Each has their own factories for each Tech, but lesser
factories can be upgraded to higher Techs. Different Techs have different capabilities, and quite
often you’ll want to build lower-Tech units than what you could build. (For example, building T2
mobile flak instead of T3 mobile AA (which is single-target.)
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It costs 25 CP to translate a standard unit and 100 CP to translate an experimental. You
cannot take this for a unit that you already have, as that would just give you the unit already
used by your faction.
ACU
An Armored Command Unit, or ACU, is the keystone of a modern army. The normal
ACU is a giant robot 40 meters tall, around 25,000 tons, and mounts a weapon on the right arm
and a protocrafter on the left arm. It is equipped with an omni sensor, which is capable of
detecting cloaked units nearby it. ACUs are all-terrain vehicles, capable of operating in hills or
underwater (though their main weapons cannot fire underwater.) Each ACU continually
produces a small amount of mass and energy, just enough to get started on a base. ACUs also
have the option to Overcharge their main cannon, expending massive amounts of energy from
storage to deal massive damage to non-command units.
While the ACU is powerful in the early game, a typical ACU should remain in a
defended base once the Experimentals start coming out. If destroyed, the army that the ACU
has created will self-destruct, or hang around while displaying all the initiative of a dead fish.
No one will find your ACU being different than the standard remarkable. It will simply be
dismissed as a “prototype.” If your ACU is destroyed, a new one can be built from the pattern.
Your Faction will take 24 hours to rebuild it using the resources at their disposal.
ACUs arrive on the battlefield unupgraded, due to the limitations of Quantum Gateway
travel, and must build their add-on modules during the fight. Extra mass puts incredible power
costs on the process of Quantum Gating, and the components in the core of ACUs must be
specially hardened to protect against the shock of Gating without a receiving gate. Having a
receiving Gate or another form of FTL allows you to bypass this.
Your ACU has a limited number of slots you can mount add-ons to, and add-ons can
only be mounted to a specific slot. With vision of an ACU, it is possible to see what add-ons
have been applied. With engineering-level knowledge of the mechanisms by which a potential
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module works, you (and any engineering teams working for you) can develop the potential
module as an add-on in about a month. Reworking stacks will take longer, but is still possible
without a relevant Perk. Baking modules without getting more TP is impossible without a
relevant Perk.
Slots:
By default, your ACU has three slots: Back, Left Arm, and Right Arm. The Back slot is a
Large slot, while the Arm slots are Small. Small modules can go in Large slots, but not the other
way around.
Modules:
Modules are divided into small and large based on their size. Each module has two
prices, one to make it an “add-on,” and the second to “bake” it into your ACU so it always has it.
Unless stated in the description, each module can only be bought once. When buying modules
as add-ons, you must define which slot they are for. Baked modules are not associated with a
slot.
Add-on modules can form “stacks,” where one slot contains multiple modules built at
the same time. This must be defined at purchase. Stacks have a defined order, where upgrades
built later are “further down” the stack. Some modules require another one, so the requirer must
be further down the same stack as the requirement module.
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This is the back slot for the canon Aeon ACU:
○ Resource Allocation System -> Advanced Resource Allocation System (225)
○ Stun Field (15)
○ Personal Shield -> Heavy Shield (100)
○ Teleporter
When nothing is built, the commander can build one of four options. (RAS, Stun field,
Personal Shield, Teleporter.) Once one has been built, it must be discarded to build one of the
other options. Heavy Shield is stacked on top of Personal Shield., so to build Heavy Shield the
Personal Shield must be built first. The same with ARAS and RAS.
When a module is added to a stack, there is an extra 50 TP added for every module
already in the stack, except for modules that the new module “requires” or “stacks with.” See
Notes/ACU for examples.
Baked modules that are a requirement for other modules always count as being in the
stack when the requirer module is added. You cannot bake a module with requirements without
first baking the requirements.
Economic:
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ACU by default. Will rebuild without interrupting your ACU’s building, but this will consume
resources. Can have up to four (4) of these modules.
Protective:
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Restorative Field (50/150) (Small)
Slowly repairs all allied units and structures near the ACU. It would take a minute to
repair a medium tank from “almost destroyed” to “fully intact.” However, this repair rate does
not stack with the repair systems on other units or structures.
Weapons:
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Tactical Missile Defense (50/90) (Small)
A smaller version of a fixed Tech 2 Tactical Missile Defense structure, mounted on
your ACU.
Other:
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you from Omni sensors. It requires more power to run than stealth. And again, remember that
not being able to be targeted doesn’t mean you can’t be detected, and ground-firing is a thing.
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Scenarios
You may only take one Scenario at a time. Further rules are in the Notes.
Cybran Lords
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All-Reaching Crusade
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New Empire
"When it comes down to it, the only thing you can trust is the blue of the UEF!"
The UEF has truly become the heir of the old Earth Empire, conquering all in its path,
and crushing resistance with the most brutal of tactics. The President has become a lifelong
position, becoming a dictator in all but name.
Only a few UEF commanders have been able to defect - if you chose UEF as your
faction, you’ll awake in the Jump right after you’ve successfully stolen an ACU and gotten away
to an unknown planet. In addition, the UEF defectors are not trusted at all.
Keep in mind the UEF has greatly superior units to the coalition resisting them, and
have many elite commanders in their numbers.
Stop the UEF Empire, and make sure what comes out of it will remain a peaceful
republic for the next while. Oh, and the Seraphim will still show up at the usual time, even
though there is no Black Sun. Deal with them, too.
Your Reward: Assassination Mode, 300 CP + 300 TP to spend at the end of the Jump.
Assassination Mode: When you take out someone, anyone under them in the chain of
command suddenly has their initiative reduced to that of a beached fish. They may make some
noise and be startling, but they won’t actually be a problem. They will only regain their initiative
once someone else who hasn’t had their initiative cut comes in and scoops them up. This new
person must be of a higher rank than the person who was removed.
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Modern Mongols
"I'm afraid we're out of mercy today. How would like an ass kicking instead?"
Halfway through the Seraphim invasion, the Nomads will show up. These people were
exiled from the old Earth Empire, and bear a grudge several times the size of the inhabited
galaxy. There will be many atrocities, if they are left unchecked.
Not only are the Nomad units greatly superior to the forces already in play, the Nomads
have a unique form of FTL capable of dragging along more mass in between planetary orbits.
Because of this, their ACUs are deployed from an orbital dropship, which provides initial intel
and fire support. Their strategic mobility is slightly lower (as they cannot reach potentially
anywhere in the galaxy in a moment) but they have the numbers to make up for it. How do you
feel about being outnumbered 10:1 in a typical fight? More importantly, how do the other
commanders who aren’t Jumpers feel about it?
If you take this scenario, your taking of it (as well as the possible taking of the Nomad
Data Cache) is redacted. You will not get the Nomad Data cache until the redaction is undone.,
which is when the invasion has started. If you go exploring and bump into the Nomads, you
could set them off early. If you do set off the Nomads early, the Seraphim will also immediately
open up a rift on Earth and start their own invasion. Attempts to bypass this redaction will fail.
You must stop the Nomad invasion, and reform them into the allies of the other three
factions. Oh, and deal with the Seraphim.
Combat Pay: 200 CP, 200 CP in the Army section, and 200 TP. Granted once the
Nomad invasion begins.
Your Reward: The Best of Both Worlds, all five factions’ units added to your Army, 400
CP + 400 TP to spend at the end of the Jump, if you haven’t taken the Nomad Data Cache yet
you can take it for 200 CP.
The Best of Both Worlds: You can combine items you own, creating a new pattern that
when created has the best value in each property. The items must be about the same size, and
be used for the same purpose. If the best version of a property is situation-specific, the new
pattern has the ability to adjust, at will anywhere in between the values from the original items.
This combination is done automatically to everything that works in your Army when you get this
Perk.
When combining weapons, the rate of damage is the property that gets merged. A
weapon that can slowly fire powerful shots and another that can quickly fire will not give a
weapon that can quickly fire powerful shots.
For example, you can combine the T1 light artilleries together, giving you a unit with the
hover capability and high area-of-effect of the Zthuee (Seraphim,) the firing speed and DPS of
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the Fervor (Aeon,) the EMP capability and speed of the Medusa (Cybran,) the high health and
cheap cost of the Lobo (UEF,) and the AA capability of the Barrager (Nomads.)
Yes, this can be used to create magitech, even if the magic system normally wouldn’t
support that.
Bidden Avenger
"I shall hide, bide my time. There is no other alternative. No other choice."
Look, there are a lot of timelines that are worse than the canon ones I usually send you
to. In canon, the Seraphim commanders were all the equivalent of crazy psychos with no
empathy. They were disconnected from the Way and were going to have to die for the Glorious
Cause. In addition, they were new to the art of war, on both personal and institutional levels to
boot.
Now, though, they’re all behind this, all the way. The Seraphim culture glorifies
genocide and the moral superiority of the Seraphim to exist over all other forms of life. In
addition, they’ve done this before countless times, and are doing it to other species out there,
accessible via the Quantum Realm.
Seraphim commanders have a rich institutional knowledge pool to educate themselves
from, and the leaders of the invasion are experienced from prior genocide crusades. Their
technology is far more refined for the art of war, and their units are greatly superior to that of the
Coalition. In addition, their commanders are not cut off from the Way, so psychic protection is
needed to prevent them from mind-controlling your own side’s commanders.
Instead of starting near the end of the Infinite War, you start after the end of the
Seraphim War.... and the Coalition had every single one of their body parts handed to them on
quantum-treated alloy platters. You arrive on the quantum gateway in the hidden base of Dr.
Brackman, who is very relived to see another human face after six months of silence. While
there might be other survivors, they have also gone completely silent. On the other hand, at
least the Seraphim destroyed QAI after almost wiping out humanity.
If you are taking a Native Origin, your survival will be explained via several strokes of
absurd luck. In addition, the Faction Data Caches will be something you found pre-insertion. If
you are a Drop-In, Dr. Brackman will just dismiss the questions about who you are.
You have several quadrillion people with access to advanced technology and the desire
to destroy as many other cultures as possible. Every single one would hop in an ACU and start
massacring anyone who isn’t Seraphim. Make sure they are never, ever a problem again for
anyone else. Whether that’s killing them all or not, it needs to be done.
And once that's done, you need to rebuild humanity. There's a reason I gave you those
Data Caches.
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Cannot take with Not the Hero or Obvious Anomaly
Combat Pay: 750 CP, 600 CP in the Army section, and 750 TP. UEF, Aeon, and
Cybran Faction Data Caches. Given to all Companions as well.
Rewards: All prior Scenario Rewards, if you have not yet taken the Seraphim Data
Cache, you may purchase it with a discount. The Nomad Data Cache will also be available.
(The total points are 1000 CP + 1000 TP.)
Drawbacks
There’s no Drawback point limit - if you take enough rope to hang yourself that’s on
you.
Companions can’t take Drawbacks, but still get affected by them. They get half the CP
you get from the Drawbacks (aside from Team Game, who get full benefit.) Companions must
have another source of CP to get CP from Drawbacks.
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leftover time is banked in case you run over time on a later mission. Death, of course, is still
death. Did I mention the difficulty got set up to above the hardest level?
Oh, and your unit lineup and ACU are mostly locked down at the start, like in the
campaign. You’ll get access to “new” units and add-ons usually well after the first point they
would have been useful. The same goes for your abilities and Warehouse - you start with only a
quarter of your abilities available, and three-quarters of your items in the warehouse under
stasis lock. If you have abilities that would allow you survive an ACU explosion, the least useful
one will be available to you immediately.
You get a fifteen minute break between missions. Don’t worry about not being in your
ACU, you’ll find yourself in your ACU at the end of the break, just gated into the starting spot.
If taken with They Find You Unusual, rogue commanders will be considered mission
targets, to either force a Recall or kill.
If taken with Not The Hero, you’re on a side campaign and have no clue what’s going to
be in the next battle.
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Conclusion
Well, looks like you are a Supreme Commander, Jumper. The Infinite War is over and
the Seraphim have been driven back. All Drawbacks are now removed.
Everyone, select your next mission.
You Gate ASAP: Ready to move on? Good, get ready for your next Jump. And brace
for Quantum Shock.
Permanent Garrison: So, you want to stay here? Keep in mind if you just have a bit
of unfinished business you can just Clean Up The Mess.
Ah, then. Happy retirement, Commander.
Recall: You’re going home, I see. Well, I hope you enjoyed the adventure as much as I
did. You probably didn’t, but I can hope, right?
Notes
General
● If you don’t know much about Supreme Commander, I highly recommend
watching some gameplay. And I mean the original, Forged Alliance, and Forged
Alliance Forever (FAF.)
● Supreme Commander 2 has very little in common with Supreme Commander.
Some would say it’s closer to StarCraft than Supreme Commander.
● Also, the “SupCom” 2 manual calling everything so powerful when it’s such a
severely scaled-down game doesn’t help its case.
● Not to say that enjoying it is wrong (again, that complaint would be just as not-
valid against StarCraft) but this isn’t the Jumpdoc for it.
● Anyway, watch a playthrough of the campaign, maybe some tutorials, and
definitely some general gameplay. Stuff besides modded games or Phantom,
Murder Party, or Claustrophobia game modes.
● There’s a copy of the Unit Database on the web archive, including unit sizes. You
may make the trees whatever size you want (instead of the tiny ~10m ones)
● Officially, the actual ranges for the weapons are 10x the size. Take that as true,
but also note that effective range is often different than theoretical range
● Game building speeds are canon, and are to be used in Jump.
● You also have to expand intel ranges as well, but you can make them less binary
and strictly-defined.
● You can use the FAF mod/builds for this if you want, including the T3 mobile anti-
air and the HQ factory system.
● The timeline of this Jump will be different than in the game.
○ You enter the Jump on 14 September 3840
○ The first mission in each campaign takes place that day
○ The Battle of Black Sun will take place on 14 September 3844, unless
you deliberately try to alter it.
○ The Seraphim will open a Rift to the Quantum Realm on Earth exactly five
years after Black Sun was fired. If Black Sun was not fired, they will
create the rift on 14 September 3849
○ Operation Overlord, the reclamation of Earth, will take place on 1
September 3950, unless you deliberately try to alter it. However, your
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participation and influence over the Coalition and the course of the war
will determine how much force the Coalition can send.
● If you win the Battle of Black Sun, you decide what to do with the weapon -
whether that’s destroy it, or fire it in some manner. Just remember that your
actions will have consequences.
● In the first year of the Jump, you’ll go on a mission once a week or once every
other week. In the second and third years of your Jump, you’ll go on missions
once or twice a week. In the fourth year, you’ll be deployed every other day at
least, if not multiple missions a day.
○ If you’re a Drop-in, that’s the recommended schedule to keep on top of
things. Falling behind means things move out of your control.
● On that note, T3 will be unlocked right from the start, and your mentor won’t start
your mission off by telling you to build a metal extractor. First, that’s dumb and
you should always start by building a factory, and second you’ve been trained
and won at least some battles in simulation.
Perks
● Everyone in this setting has psychic defenses. The UEF ACU provides protection
to the pilot, and Cybran implants also block telepathy. They are rather reliable.
So if you just have Way Adept as your psychic attack, don’t expect to mind-
control your opponents into compliance. Other, more powerful Perks from other
Jumps will be needed for that.
Items
Companions
Army
The Novax is bad gameplay and bad lore, and therefore does not exist.
Drop-ins not taking a faction army may either come up with custom
Experimentals (which I will price for you) or may steal four canon Experimentals
for free.
ACU
● If you bake modules that you can buy multiple of, if you manage to visit this
Jumpdoc again the baked modules don’t count against the limit, and are
considered part of the ACU’s basic capabilities.
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●If you have a mech altform and want to import it, you can. You just lose access to
the Item while in the altform, and the altform when the Item is in public (or
destroyed.)
● If you make a stack with:
Nanorepair->Personal Shield->Heavy Shield->Advanced Nanorepair->Shield
Recharger
You pay 300 TP in stacking fees. Personal Shield adds 50 TP, because it does not
stack with Nanorepair. Heavy Shield adds 50 TP, because it does not stack with Nanorepair but
does stack with Personal Shield. Advanced Nanorepair adds 100 TP, because it does not stack
with Personal Shield or Heavy Shield, but does stack with Nanorepair. Shield Recharger adds
100 TP, because it does not stack with Nanorepair or Advanced Nanorepair, but does stack with
Personal Shield and Heavy Shield.
● If you make a stack with:
Personal Shield->Heavy Shield->Shield Field->Shield Recharger x4
You pay 50 TP in stacking fees, as Shield Field does not stack with Heavy Shield.
Canon Prebuilds:
For reference, here is what Jumpers with a Faction received, as well as the canon
Seraphim ACU. You may move around and stack and re-stack these modules.
UEF ACU ♦:
● Right Arm:
○ Resource Allocation System (75)
○ Main Gun Booster (Damage and Range) (30)
● Back:
○ Personal Drone -> Personal Drone (20)
○ Teleporter
○ Personal Shield -> Shield Field (100)
○ Tactical Missile Launcher -> Heavy Tactical Missile Launcher (185)
● Left Arm:
○ Tech 2 Engineering Suite -> Tech 3 Engineering Suite
○ Nanorepair (40)
Aeon ACU Џ:
● Right Arm
○ Enhanced Sensors (40)
○ Main Gun Booster (Damage and Rate of Fire) (30)
● Back:
○ Resource Allocation System -> Advanced Resource Allocation System
(225)
○ Stun Field (15)
○ Personal Shield -> Heavy Shield (100)
○ Teleporter
● Left Arm:
○ Tech 2 Engineering Suite -> Tech 3 Engineering Suite
○ Main Gun Booster (Damage and Range) (40)
Cybran ACU ▲:
● Right Arm:
○ Torpedo Launcher (30)
○ Chest Beam (100)
● Back:
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○ Resource Allocation System (75)
○ Teleporter
○ Personal Stealth -> Personal Cloak (215)
● Left Arm:
○ Tech 2 Engineering Suite -> Tech 3 Engineering Suite
○ Main Gun Booster (Range and Rate of Fire) (30)
Seraphim ACU ს:
● Right Arm:
○ Main Gun Booster (Range and Rate of Fire) (30)
○ Restorative Field -> Advanced Restorative Field (150)
● Back:
○ Resource Allocation System -> Advanced Resource Allocation System
(225)
○ Nanorepair -> Advanced Nanorepair (120)
○ Teleporter
○ Tactical Missile Launcher (75)
● Left Arm:
○ Tech 2 Engineering Suite -> Tech 3 Engineering Suite
○ Main Gun Booster (Damage and Area of Effect) (40)
These are only for reference, for you to use as a starting point or for knowing what your
allies and enemies are packing.
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○ Main Gun Booster x2 (Range and Rate of Fire, Range and Damage) (70 -
30, 0)
○ Torpedo Launcher
● Back:
○ Teleporter
● Left Arm:
○ Chest Beam
Scenarios
● All scenarios will continue until the victory condition is met, or the Jumper dies or
forfeits.
● The Jumper and Companions are ageless during the Scenario. Regardless of
how hard you mess up, it is possible to turn it out around. It will just be a huge
pain. You may have to rebuild multiple civilizations, but it’s possible.
● If the Jumper dies or forfeits, they do not get the reward. If the Jumper dies past
the standard duration of the Jump, they forfeit anything bought with combat pay,
keep everything else, and will immediately either return home or go to the next
Jump.
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● Scenarios are intended to take effort. Any Perk or Item that fiats the end
conditions of the Scenario (e.g. “Any government you make will be stable and
peaceful,” or just auto-success in general) will have their power greatly reduced.
A Perk or Item that fiats a part of the end situation will still be reduced in
effectiveness, with more coverage meaning more nerfing.
● Companions get a full copy of any rewards and any combat pay. If the Jumper
Jump-fails, everyone forfeits anything purchased with combat pay.
● Once you successfully complete a Scenario, the relevant reward Perk is now an
undiscountable 600 CP perk for the purposes of Perk Sharing and house rules
like Mail Order.
Drawbacks
● Don’t take Fortifications with Gates Only, No Foreign Goods, or Prototype
Jammer In Hell. Just don’t.
Acknowledgements
Spacebattles members Amrynel, Daemonflayer, songless, bearblue, elpachosan, Ovid
Scenario header images were made by Joyden on DA.
Changelog
V0.9.9
-Only Cybrans require the hardware for Symbiont during this Jump
-Added Creed of the Tactical Genius
-Faction Aesthetics provides native origins with their faction's aesthetic.
-The paid level of ACU Import now procs on future Imports.
-Five Hand Discount renamed to Seven Hand Discount because that was actually the
name of the node.
-Added Translation Project, Seven Hand Discount now explicitly only changes the
appearance
-War Angels Scenario changed to Bidden Avenger
-Tag-Along now gives "virtual" CP
V0.9.8
-Conclusion allows Companions to choose their own endings.
-Changed headers to Zero Threes font (so now it matches)
-Changed ACU Import, now has a free level.
-Custom sACU for free.
-Complete reworked army section
-Removed Now An Enemy and They Find You Unusual drawbacks
-ACU torpedo launcher is now only 90 TP to bake
V0.9.7
-Speedrun and Any Percent can no longer take with For The Cause, are faction-only
-Any Percent, when taken with They Find You Unusual, makes the rogue commanders
mission targets.
-saACUs get free T2 and T3 engineering
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-changed explanation of add-on stacks
-Reduced ARAS baking cost to 1155 because it requires baking RAS
-added examples in notes.
-added a bit to intro text
V0.9.6
-Seraphim Data Cache now gives quantitative boosts with effort.
-Moved Not Part of the Army to the Drawbacks section.
-Added System modification to the Army:Import
-Added to the general notes.
-Added Faction Aesthetics Perk and removed all that from the notes.
V0.9.5
-Added three general perks (Protocrafting, Not Too Unusual, Security Unclearance)
-Added three drawbacks: They Find You Unusual, Any Percent, Speedrun
-Gave Economic Edge: Power Investment a buff to energy production.
-Extra Storage modifications scales factory and engineer storage to your ACU’s storage
now.
V0.9.4
-Buffed Economic Edge so Mass and Energy rates for non-economic stuff is the same,
and increased the reduction for economic assets.
V0.9.3
-Changed Refined Instinct so you won’t hurt people on accident
-Buffed You Will Be Unassimilated, Resistance Is Futile to protect the Jumper
-Removed Make My Robot Build and dropped Team Game’s price. Fluff now mentions
importing as an AI
-Added link to unit DB archive in notes.
-Dropped prices of stuff in the Army section
-Simplified Like Sand But With More Lasers and made it more powerful.
-Added Prototype Jammer In Hell, the complete power-loss Drawback.
-Added Extra Armor to ACU section, to take up spare TP
-Added mention of Overcharge stuff
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