The Potemkin Fort is a military installation that is high profile, and apparent very high value of some sort.
This is a patent falsehood, and the Potemkin Fort is an actor. It draws the attention of foreign powers, and is the subject of espionage and in a wartime scenario is one of the first targets for destruction. To this end, the fort is a 'Honey Pot' designed to draw in and waste enemy assets and resources, or it is a pure decoy. By attacking the Potemkin fort, a real installation is spared destruction. This gives defenders time to rally and strike back, or even use the fort as an ambush point
During the Resource Wars, the United States had a clandestine research facility in the Aleutian Islands that was involved in beam and high energy weapons research. Fort Jericho was known by several world powers, and when the combined Russian and Chinese strike force attacked the island in their Operation Dzhakuzi, Whirlpool, they were destroyed. Jericho housed a Directed Energy Weapon, and when the task force attacked, the remotely controlled facility activated, and fired the weapon. Over a dozen warships were sunk and tens of thousands of red troops were killed. The loss was such that there was not another serious attempt on the American west coast.
Ticonderoga is a 300 meter long frigate capable of deep system travel,
and is the public face of the AFEC fleet. It is a stylish and good
looking ship, with exciting chunky bits and flashy gadgets, very
visually engaging to look at. It was originally intended to be for the
Federation navy, but the design for rejected for being mediocre and not
wowing any of the review panels. In the AFEC, it has proven reliable,
and with most of the weapons replaced with deep space gear and science
labs, has proven a solid ship. The ship retains a 'Lancer' pattern naval
particle cannon on the bow axis, as well as adequate self defense
missile and beam weapon batteries. In addition to being able to house
100 mission specialty personnel, the Ticonderoga can carry a company of
marines, plus two dropships, six aerospace fighters and a dozen mecha.
are unfortunately terrible in actual ship to ship combat, and these
weapons are better used fending off would be pirates, facing potential
dimensional fatigue events, and the big gun is good for sanitizing rogue
installations, and less useful for shooting hostile ships.
Saratoga is a 250 meter long destroyer, and the most capable ship in
the AFEC fleet. They are relatively fast, and carry a decent complement
of colonial marines and their gear, including larger numbers of
dropships, aerospace fighters, and mecha. Most of these are externally
mounted, meaning they are vulnerable in ship to ship combat, but most of
the time, the Saratoga will operate as a 'carrier' and engages at
range, rather than up close and personal. The ship is quick, and has
almost no scientific facilities.
Saratogas are used as escorts for
AFEC ships in potentially dangerous areas, and there are only a handful
of these ships in service. The AtFed navy formerly used them as assauly
support ships, and after retiring most of them, sold a few to the AFEC
for their own use. A number of Saratogas have been used as testbeds for
AFEC ship experiments and experimental equipment.
Conestoga, named after the covered wagons of north american pioneers is
the most common ship in the AFEC fleet. At 350 meters long, with a crew
of 300, and facilities for another 500, it is the largest as well.
These ships carry pre-con tactical bases, heavy industrial equipment
and industrial mecha, and the other materials needed to start a colony
on another moon, asteroid, or some other celestial body. These ships are
generally involved with a colonial start up for 3-5 years, staying on
site until the facility is sufficient enough to be maintained by the
merchant marine, or to hand over operations to whichever corp or
interest backed the start up.
There is a Conestoga H model, with
most of the interior hull stripped away and minimal crew capacity. These
are the super heavy lifters of the AFEC and they grapple onto prebuilt
space stations and habitats and move them to where ever they are
intended to go. This differs from traditional hab movers as the
Conestoga H can link to and use the station or hab it is carrying as
part of itself, move it across the solar system, then drop it off at its
destination. When not hauling stations, Model Hs are well known for
their rescue operations, where they can grapple a stricken ship and take
it back to port, even if the ship itself has no power. The image of an H
dragging a cruise liner struck by an errant asteroid is the stuff that
keeps AFEC high in public regard.
popular in the AFEC, the Shenandoah was a one shot colonial ship. Once
the ship arrived at it's destination, it would literally be taken apart
and reconfigured into the new colony. This fell out of favor as it was
at best, a sub-optimal ship, and was not well liked by it's crews. The
colonies founded by these ships tended to be small and cramped, and had a
rather high rate of failure. in attempting to be both a long distance
ship and a deployable colonial facility, it wasnt very good at either.
Shenandoahs remain in service with the AFEC. The Goldsborough survived a
DFE that saw it's onboard computer become sentient. The Goldsborough
was instrumental in Seibertronian relations, and has demonstrated the
ability to deploy into a military operational base, and revert back to
ship form and leave where ever it landed. The Valkenburgh and the
Aspinwall integrated the mechamorphic technology the Goldsborough
demonstrated and were fitted with L/AISC command systems. Valkinburgh
functions as a Colonial Rescue ship, where it lands at stricken
colonies, and uses its resources to shelter the colonists while
repairing their colonial assets, rather than just evacuating them. The
Aspinwall is a mobile research accelerator and CogNet super node, and
does most of its work in the deep system, servicing research centers.
The scientific arm of the AFEC is divided into 9 sections
Section 1 - Bio-research, including genetics, augmentation, and human experimentation
73-1 is a violation of almost every clause on genetic engineering in the Tycho convention, and an existential crime against humanity. They dont work with things as mundane as supersoldiers, but rather horrors like creating human-space planktonoid hybrids and placental simulacra
Section 2 - Dimensional Fatigue Research
Section 2 is in the business of deliberately causing DFEs to study them, and to extract new arcanotechnology from them. They are responsible for the Leviathan station being lost, and the Phobos Event.
Section 3 - Dimensional Fatigue Countermeasures and Rapid Response
Where Section 2 deliberately makes messes, it is up to Section 3 to clean them up, setting up a strong antagonism between the two branches. While Section 3 certainly has a large share of its own reflex personnel, they prefer to deploy mercenaries and other assets with minimal amount of briefing and send them in clean up style, while providing back up and support as needed, or nuking the site from orbit if required.
Section 4 - Security, Containment, and Protection - DFE samples and entity detention
Jokingly known as the SCP, the Vault, or the Morgue, Section 4 handles autopsies, cleaning up after Section 3 finishes, which is usually mops and blood remover and sanitizing bodies and facilities. Section 4 also has a number of special prisoners like encounter 45 and encounter 701. If Section 1 commits crimes against humanity, section 4 is keeping the records and the test subjects alive.
Section 5 - Training
New trainees, instructors, etc. A menial department.
Section 6 - Equipment Maintenance
The men and women who maintain the facilities used by Unit 73, ranging from fixing lights and offices to keeping the ammonia tanks filled for the thing in the glass vault that burbles obscenities, a menial department that has seen a lot of shit. Nerve staping isnt entirely uncommon.
Section 7 - Medical
Not so much crimes against humanity or corpse sanitation like 1 and 4, Section 7 is internal medical, treating mundane injuries, tending to cybernetics and genetic modifications, examining parasitic infections, alien diseases, and the like. A typical tour of duty for a doctor in Section 7 runs somewhere between and episode of House and an episode of the X-Files. Weird shit abounds, interspaced with broken toes and erectile dysfunction.
Section 8 - Administration
Like Section 7, Section 8 is internal administration and handles routine things like job assignments, laying out missions, evaluating operations and the like. It ranges from the mundane to the bizarre because Section 8 is accountants and managers keeping tabs on mad scientists, cosmic horror containment, and people who have a chance of exploding into parapsychic demigods, or just exploding. Section 8 refers to itself as Terminal, or Terminus, and have a very dead pan nature about them.
Section 9 - Intelligence
The spies, assassins, and internal affairs of Unit 73, Section 9 makes sure the mad scientists dont go too mad, and assassinate nascent parapsychic demigods before they manifest their full powers, and are generally feared by the rest of Unit 73. They are the discrete agents of paranoia and fear. The bulk of Section 9 that is visible is completely fake, and the majority of actual Section 9 personnel are dispersed through Sections 5, 6, and 7.
Located in downtown (such as it is) Green Mountain, Pelley's in a dive bar. It is barely of note, with cement board cladding, a dated and faded sign, and a rundown 'courtyard'. It has kinda passing health inspection food, two kinds of beer on draft and three other kinds in bottles, and a rotating staff of college age waitresses and older between job women. There is still smoking inside the bar, and it has a seedy air to it. The courtyard was once a pocket park, but the city abandoned it, and the bar took it over, keeping the worst of the weeds and trash taken care of. It has a few beat up pieces of patio furniture outside and there are sometimes local shit bands who try to play, kids trying to get stoned, and a handful of employees trying to take a break.
Pelley's is a hold-out from when there were at least a dozen of these dive bars across Corinth and Green Mountain, but most of them have gone under. A few burned, a few changed owners several times and were abandoned, and a few were put out of business because of things that broke out, like a cook putting a customer in the hospital, or employees cooking meth in the kitchen.
It is only a matter of time before the current owner of the dive lets it go and out of it's misery
Java on the Square
Java on the Square has changed owners and names a half dozen times, but everyone remembers it as Java. It is a typical upper scale coffee shop, with whimsical mismatched tables and chairs, wifi, and evening events catering to the upper income average white couple including acoustic bands, wine and painting nights, and banal trivia nights.
The coffee shop stays open because of a steady flow of customers, typically from the courthouse, including lawyers, bondsmen, and students and faculty from the Green Mountain College. It also lacks competition from any sort of major national coffee franchise.
The shop keeps changing hands because there simply isn't enough traffic to keep a high end coffee shop open, but there is enough demand for different people to keep thinking that they can do it better than the last group of owners. The shop also has trouble with being a hang out place for the small but obnoxious local youth fringe. To keep the black clad teens and their moping dyed hair and not buying coffee selves out of the free wifi, the coffee shop is generally brightly lit, plays upbeat and happy music, and the more successful ventures play up the whimsical and cater to middle and upper income people.