Three Suns Empire: Difference between revisions
SharkSnake (talk | contribs) Added civilian roles to the TSE page Tags: Mobile edit Mobile web edit |
|||
| (17 intermediate revisions by 5 users not shown) | |||
| Line 3: | Line 3: | ||
The current lore for this faction is still being developed. Details are subject to change and do not reflect the final version. | The current lore for this faction is still being developed. Details are subject to change and do not reflect the final version. | ||
</div> | </div> | ||
''[[File:TSE_Emblem.png|center|frameless|360x360px]]''<center>'''<big><big><big>THE THREE SUNS EMPIRE</big></big></big>'''</center> | |||
The Three Suns Empire emerged as a federation uniting British and Japanese empires. Shortly after its formation, the [[Weston-Yamada|Japanese Yamada Corporation merged with the British Weston Corporation]], cementing the TSE's role as the leading economic power. | The Three Suns Empire emerged as a federation uniting British and Japanese empires. Shortly after its formation, the [[Weston-Yamada|Japanese Yamada Corporation merged with the British Weston Corporation]], cementing the TSE's role as the leading economic power. | ||
Originally consisting of British, Japanese, India, Indonesia, and Australian | Originally consisting of British, Japanese, India, Indonesia, and Australian backgrounds, the people of TSE progressively gave away or sold their land to the [[United Nations]], shifting their focus to prioritizing technological and space exploration development. During their expansion into space, they found many planets consisting of valuable resources, further increasing their status as the leading economic power in space. | ||
=== | The Three Suns empire is a major Interstellar Nation in the Galaxy. Being one of the first nations to form [[United Nations#Pre-Exodus|post-exodus]], It would originally form from nationals from The United Kingdom, Japan, India, Indonesia, Australia, New Zealand, and several other nations. The empire maintains a position as the leading economic power, primarily due to their mutual relationship with [[Weston-Yamada]], which is incorporated in its territory | ||
The TSE's law enforcement | |||
== Government == | |||
In terms of government, the Three Suns empire is a hereditary constitutional monarchy, with the emperor (or empress) holding a notable, but often unused role in governance. Imperial authority is not often invoked spare for national crises, with most of the day-to-day governance going through the Imperial Parliament. Shadowing over the empire is the ever present '''[[Three Suns Empire#Royal Crown Marines|Royal Crown Marines]]''', tasked with the defense of the throne, andthe people of the empire. | |||
The empire, like the other major powers has a strong divide between its core territories, and external colonies. “'''Crown territories'''” which often will have royal titles, such as “'''Kingdom'''”, “'''Duchy'''” or “'''County'''” are allotted full representation within the parliament, and often possess their own local assemblies, Meanwhile, further colonies may be granted “Prefecture rights”, Granting them domestic assemblies and governors, but limited representation in the capital, Finally, colony territories often have little, to no representation in local, or national scale. Colonies are often subject to corporate authority, and the crown’s distance gives room for decay in these far flung regions. This power imbalance within the empire has been a source of unrest throughout the empire, and has led to the development of insurgencies, such as several [[Colony Liberation Front (CLF)|CLF]] cells, in more far flung territories of the empire. | |||
== Formation of the TSE == | |||
=== Pre-Exodus === | |||
The seeds for the empire would be planted on Earth. The former governments of Japan, and Britain would engage in deeper cooperation amidst geopolitical threats, eventually leading to the precursor “'''Imperial Federation'''”. This federation would slowly expand its membership, until deciding to abandon earth and establish governance elsewhere given the sheer devastation of the planet. | |||
=== Post-Exodus === | |||
After the exodus, the '''Imperial Federation''' would sign a new governing charter, granting a new name based on a visual phenomenon, and lifting the current dynastic line to the throne. | |||
== Ideology == | |||
Ideologically, the [[Three Suns Empire|Three Sun Empire]] is diverse depending on what region you visit, but they more often than not are unified through loyalty to the throne with some ascribing even divine authority to the monarchy, though this is on the fringe. A tendency towards anti-communism is also present through the empire, with the [[Socialist Progressive Peoples (SPP)|SPP]] being seen as an imminent threat to their ideology, leading to border tensions between the two nations. In terms of domestic governance, many politicians will market themselves as “Technocrats” focusing on continual economic stability, growth, and rapid expansion through the stars be it via [[Weston-Yamada|WE-YA]] backed colonies or imperial mandates. Unlike the [[United Nations]], with its member civilizations being more equal, the '''TSE''' will often subsume, and absorb less significant interstellar civilizations through economic domination, or strategic soft-power campaigns such as disseminating pro-imperial media. | |||
== Foreign relations: == | |||
=== [[United Nations]] === | |||
The Empire maintains amicable relations with the UN, holding several cooperation agreements in cultural, economic, and military affairs. Despite this however, there is a persistent tension within the alliance, with the UN fearful of TSE subversion through their economic power, and the empire fearful of the UN destabilizing their colonies should they grow too close, or offer an enticing alternative. For now though, the two giants dance on eggshells, hoping either side won’t break the peace and usher total devastation between the two powers. | |||
=== [[Socialist Progressive Peoples (SPP)|Socialist Progressive Peoples]] === | |||
The SPP and the TSE are in a state of mutual loathing. With the SPP decrying them as imperialists, and the TSE routinely speaking of totalitarianism, amicable agreements between the two are unlikely. On the frontier, their forces occasionally butt heads, but both sides know a full blown conflict would bring about inconceivable destruction, keeping either from rocking the boat so hard as to drown them both. Both sides find outlets for their rage in funding insurgency groups within each other's borders. Each and every day, it feels like this cold war is getting hotter and hotter. | |||
=== [[Colony Liberation Front (CLF)|Colony Liberation Front]] === | |||
The CLF is a persistent thorn within the empire’s side, being a frequent nuisance on the frontier and one of the more imminent threats to imperial authority. These cells are unrelenting in their campaigns, slowly chipping away at the crown’s power. In recent years, the empire has cooperated with the UN to work to quash these cells, though their insurgency shows no signs of slowing down no matter how many bombs they drop. | |||
== Royal Crown Marines == | |||
The TSE's main military force are the '''Royal Crown Marines''', put through vigorous training and education to earn their signature green beret in-order to join the armed forces of the TSE, marching for the empire on which the sun never truly sets. Any member of the RCM may undergo additional training to become a Paramarine and assigned to a different regiment. | |||
=== The '''24th Paramarine Regiment''' === | |||
The '''24th Paramarine Regiment,''' Assigned to '''Outpost Souter''' is a potential survivor variant on '''Hybrisa Prospera''', finding themselves trapped during the [[Xenonids|xenonid]] outbreak the '''UNS Almayer''' responds to, fighting for their lives. | |||
=== The '''Whiskey Troop''' === | |||
The RCM's '''Whiskey Troop''' is the detachment depicted in PvE rounds and is given additional equipment and training to match its needs. Serving onboard the '''HMS Pratchett''', '''Whiskey Troop''' is sent on long duration deployments and is meant to operate with minimal need for resupply. Due to this they have made various adjustments to their ship to ensure it remains a comfortable living space and may end up with fewer supplies than what is ideal. | |||
== Law Enforcement - TSEPA == | |||
The Three Suns Empire Policing Authority, colloquially referred to as the TSEPA, is the law enforcement for the Three Suns Empire. Headed by the Chief Constable, they are strung out throughout the territories of the TSE administering the Crown's laws wherever they are found. Their precincts being a symbol of justice with an Inspector at the helm, from which the countless dedicated constables of the TSEPA continues to keep the peace of throughout the TSE. | |||
=== TSEPA Roles === | |||
[[File:TSEPA Constable.png|center]] | |||
<div style="text-align:center; margin-top:-10px;"> | |||
=== '''TSEPA Constable''' === | |||
</div> | |||
'''Ranks:''' Constable | |||
'''TSEPA Constables''' are the main law-enforcement agents for the Three Suns Policing Authority. Equipped with peaked caps, jackets, and their reliable sidearms, they have the honor of enforcing the laws of the Three Suns Empire to the territories within it's domain. As such, they often work against criminal groups, [[Colony Liberation Front (CLF)|CLF]] cells, petty law-breakers, and smugglers, ensuring that peace is maintained within the territories of the TSE. | |||
* Survive the Xenonid outbreak. | |||
* Update your superiors about the situation. | |||
* Redeploy or contract to take back the colony. | |||
== Civilian Roles == | |||
[[File:CivilianColonist.png|center]] | |||
<div style="text-align:center; margin-top:-10px;"> | |||
=== '''Colonist''' === | |||
</div> | |||
Where there's a fresh start to have, money to be made, or a place to run from ones past, people are sure to come. '''Colonists''' are the average citizens of the various colonies throughout sectors such as [[The Zephyron Sector|Zephyron]]. Many may not hold regular employment like their peers, but rather find various odd-jobs or small local places to work, or may not be employed at all. They can be found wearing a wide range of different civilian clothing items, such as sneakers, shirts, jackets, and pants. | |||
* Survive the Xenonid outbreak. | |||
* Figure out what happens next. | |||
* Redeploy or contract to take back the colony. | |||
[[File:Researcher.png|center]] | |||
<div style="text-align:center; margin-top:-10px;"> | |||
=== '''Scientist''' === | |||
</div> | |||
'''Ranks:''' Doctor | |||
'''Scientists''' are a common sight in sectors such as [[The Zephyron Sector|Zephyron]]. Hailing from a variety of different disciplines and fields, they are leaders in innovation and research. Scientists are typically spotted wearing labcoats, latex gloves, and Reagent-Hud glasses, and can be found within laboratories and research institutes. | |||
* Survive the Xenonid outbreak. | |||
* Try to learn more about your selected field of study. | |||
* Redeploy or contract to take back the colony. | |||
[[File:Engineer.png|center]] | |||
<div style="text-align:center; margin-top:-10px;"> | |||
=== '''Engineer''' === | |||
</div> | |||
'''Engineers''' are responsible for the maintenance and construction of a colony's infrastructure. Equipped with high-visibility vests, hard-hats, and insulated gloves, their tasks typically cover maintenance of the local power grid, repairing damage to buildings and systems, and getting broken machines back into working order. On the Frontier, their job is of vital importance, as even one broken subsystem could spell doom for a colony. | |||
* Survive the Xenonid outbreak. | |||
* Make sure that the power grid is operational and running. | |||
* Check in on important pieces of colony infrastructure to make sure it's operational. | |||
* Redeploy or contract to take back the colony. | |||
[[File:DoctorSurvivor.png|center]] | |||
<div style="text-align:center; margin-top:-10px;"> | |||
=== '''Colony Doctor''' === | |||
</div> | |||
'''Ranks:''' Doctor | |||
'''Doctors''' are skilled medical personnel, trained in providing care to patients suffering from a wide range of conditions, from injuries and infections to conditions and allergies. Their equipment is often simple but effective: Labcoats, scrubs, surgical caps, Healthmate HUDs, sterile masks, and latex gloves, all in order to provide the best care and reduce the risk of infections. They're also usually well-versed in surgery, which makes them vital members of any colony, especially on the dangerous frontier. | |||
* Survive the Xenonid outbreak. | |||
* Provide care to other members of the colony. | |||
* Use your medical abilities to help the marine effort. | |||
* Redeploy or contract to take back the colony. | |||
[[File:Paramedic.png|center]] | |||
<div style="text-align:center; margin-top:-10px;"> | |||
=== '''Paramedic''' === | |||
</div> | |||
'''Ranks:''' Doctor | |||
'''Paramedic''' are Emergency Medical Technicians, tasked with quickly responding to incidents which require a medical professional. Unlike regular Doctors, Paramedics are more trained in first-aid, stabilizing patient for long enough to get them to a medical center where they can receive more intensive care. Wearing EMT fatigues, Healthmate HUDs, and sterile gloves, they're often the first to arrive in emergencies to help wounded colonists. | |||
* Survive the Xenonid outbreak. | |||
* Administer first-aid to badly wounded individuals. | |||
* Redeploy or contract to take back the colony. | |||
[[File:Chaplain.png|center]] | |||
<div style="text-align:center; margin-top:-10px;"> | |||
=== '''Chaplain''' === | |||
</div> | |||
'''Chaplains''' are religious and community leaders within a colony. Due to the dangers present in the frontier, many may turn to faith as a means of handling difficult circumstances and situations, requiring these Chaplains to provide their services, no matter what religion a member of the colony belongs to. Beyond just faith-related aid, Chaplains are also expected to provide comfort and support for people in need, and can often been seen organizing community events. | |||
* Survive the Xenonid outbreak. | |||
* Supply emotional support to people in need. | |||
* Provide last-rites for deceased individuals. | |||
* Redeploy or contract to take back the colony. | |||
[[File:HeavyVehicleOperator.png|center]] | |||
<div style="text-align:center; margin-top:-10px;"> | |||
=== '''Heavy Vehicle Operator/Trucker''' === | |||
</div> | |||
'''Heavy Vehicle Operators''' are tried-and-true blue-collar workers who operate the various vehicles on a colony. From large flatbed trucks to small mining crawlers and transport vans, these truckers are important for moving around people and goods. Their outfits are often warm and comfortable, a necessity for long drives, with caps to protect the eyes from the glare of a star or from rain. Heavy Vehicle Operators are fairly self-reliant, possessing engineering skills to maintain their own vehicles and keep them in working order. | |||
* Survive the Xenonid outbreak. | |||
* Repair and use a vehicle on the colony. | |||
* Redeploy or contract to show those Xenonids who's boss. | |||
[[File:FireProtectionSpecialist.png|center]] | |||
<div style="text-align:center; margin-top:-10px;"> | |||
=== '''Fire Protection Specialist''' === | |||
</div> | |||
'''Fire Protection Specialists''' are colonists trained in handling fires, natural or man-made. Equipped with utility uniforms and gas-masks, they're responsible for putting our flames, as well as handling flammable materials or risks. Such work is often dangerous, as many colonies with dense structures have the potential to become raging infernos if something goes wrong, but it can be necessary, especially on drier worlds. | |||
* Survive the Xenonid outbreak. | |||
* Redeploy or contract to take back the colony. | |||
[[File:DailyGrindBarista.png|center]] | |||
<div style="text-align:center; margin-top:-10px;"> | |||
=== '''Daily Grind Barista''' === | |||
</div> | |||
'''Daily Grind Baristas''' are the employees of The Daily Grind, a popular chain of cafes and coffee-shops. Wearing the classic grey uniform and apron, they're familiar with brewing coffee, serving drinks, and baking various foods for the morning rush. | |||
* Survive the Xenonid outbreak. | |||
* Brew some coffee for the UNMC and your fellow colonists. | |||
* Redeploy or contract to take back the colony. | |||
[[File:MaterialsReprocessingTechnician.png|center]] | |||
<div style="text-align:center; margin-top:-10px;"> | |||
=== '''Materials Reprocessing Technician''' === | |||
</div> | |||
On the frontier, it's essential that everything discarded be recycled to allow for sustainability and cost-saving. '''Materials Reprocessing Technicians''' handle such matters, collecting the trash and refuse around a colony to either recycle for future use, or disposing of in a safe and productive manner. Due to the dirty nature of such work, Reprocessing Technicians wear utility uniforms, as well as caps to keep to protect them from the elements. | |||
* Survive the Xenonid outbreak. | |||
* Clean up the colony or the UNS Almayer as best you can. | |||
* Redeploy or contract to take back the colony. | |||
[[File:OfficeWorker.png|center]] | |||
<div style="text-align:center; margin-top:-10px;"> | |||
=== '''Office Worker''' === | |||
</div> | |||
'''Office Workers''' are the pencil-pushers and bureaucrats who keep the wheels turning of their respective operations. Practically every organization, corporation, or government requires them to maintain their operations. These employees often handle communications, processing massive quantities of data, filing documents, and printing reports, alongside a vast range of other administrative tasks. Work uniforms tend to vary, but many choose to opt for formalwear to business casual. | |||
* Survive the Xenonid outbreak. | |||
* Retrieve whatever records and reports you can from your workplace. | |||
* Redeploy or contract to take back the colony. | |||
Latest revision as of 02:41, 22 July 2026
Incomplete Lore
The current lore for this faction is still being developed. Details are subject to change and do not reflect the final version.

The Three Suns Empire emerged as a federation uniting British and Japanese empires. Shortly after its formation, the Japanese Yamada Corporation merged with the British Weston Corporation, cementing the TSE's role as the leading economic power.
Originally consisting of British, Japanese, India, Indonesia, and Australian backgrounds, the people of TSE progressively gave away or sold their land to the United Nations, shifting their focus to prioritizing technological and space exploration development. During their expansion into space, they found many planets consisting of valuable resources, further increasing their status as the leading economic power in space.
The Three Suns empire is a major Interstellar Nation in the Galaxy. Being one of the first nations to form post-exodus, It would originally form from nationals from The United Kingdom, Japan, India, Indonesia, Australia, New Zealand, and several other nations. The empire maintains a position as the leading economic power, primarily due to their mutual relationship with Weston-Yamada, which is incorporated in its territory
Government
In terms of government, the Three Suns empire is a hereditary constitutional monarchy, with the emperor (or empress) holding a notable, but often unused role in governance. Imperial authority is not often invoked spare for national crises, with most of the day-to-day governance going through the Imperial Parliament. Shadowing over the empire is the ever present Royal Crown Marines, tasked with the defense of the throne, andthe people of the empire.
The empire, like the other major powers has a strong divide between its core territories, and external colonies. “Crown territories” which often will have royal titles, such as “Kingdom”, “Duchy” or “County” are allotted full representation within the parliament, and often possess their own local assemblies, Meanwhile, further colonies may be granted “Prefecture rights”, Granting them domestic assemblies and governors, but limited representation in the capital, Finally, colony territories often have little, to no representation in local, or national scale. Colonies are often subject to corporate authority, and the crown’s distance gives room for decay in these far flung regions. This power imbalance within the empire has been a source of unrest throughout the empire, and has led to the development of insurgencies, such as several CLF cells, in more far flung territories of the empire.
Formation of the TSE
Pre-Exodus
The seeds for the empire would be planted on Earth. The former governments of Japan, and Britain would engage in deeper cooperation amidst geopolitical threats, eventually leading to the precursor “Imperial Federation”. This federation would slowly expand its membership, until deciding to abandon earth and establish governance elsewhere given the sheer devastation of the planet.
Post-Exodus
After the exodus, the Imperial Federation would sign a new governing charter, granting a new name based on a visual phenomenon, and lifting the current dynastic line to the throne.
Ideology
Ideologically, the Three Sun Empire is diverse depending on what region you visit, but they more often than not are unified through loyalty to the throne with some ascribing even divine authority to the monarchy, though this is on the fringe. A tendency towards anti-communism is also present through the empire, with the SPP being seen as an imminent threat to their ideology, leading to border tensions between the two nations. In terms of domestic governance, many politicians will market themselves as “Technocrats” focusing on continual economic stability, growth, and rapid expansion through the stars be it via WE-YA backed colonies or imperial mandates. Unlike the United Nations, with its member civilizations being more equal, the TSE will often subsume, and absorb less significant interstellar civilizations through economic domination, or strategic soft-power campaigns such as disseminating pro-imperial media.
Foreign relations:
United Nations
The Empire maintains amicable relations with the UN, holding several cooperation agreements in cultural, economic, and military affairs. Despite this however, there is a persistent tension within the alliance, with the UN fearful of TSE subversion through their economic power, and the empire fearful of the UN destabilizing their colonies should they grow too close, or offer an enticing alternative. For now though, the two giants dance on eggshells, hoping either side won’t break the peace and usher total devastation between the two powers.
Socialist Progressive Peoples
The SPP and the TSE are in a state of mutual loathing. With the SPP decrying them as imperialists, and the TSE routinely speaking of totalitarianism, amicable agreements between the two are unlikely. On the frontier, their forces occasionally butt heads, but both sides know a full blown conflict would bring about inconceivable destruction, keeping either from rocking the boat so hard as to drown them both. Both sides find outlets for their rage in funding insurgency groups within each other's borders. Each and every day, it feels like this cold war is getting hotter and hotter.
Colony Liberation Front
The CLF is a persistent thorn within the empire’s side, being a frequent nuisance on the frontier and one of the more imminent threats to imperial authority. These cells are unrelenting in their campaigns, slowly chipping away at the crown’s power. In recent years, the empire has cooperated with the UN to work to quash these cells, though their insurgency shows no signs of slowing down no matter how many bombs they drop.
Royal Crown Marines
The TSE's main military force are the Royal Crown Marines, put through vigorous training and education to earn their signature green beret in-order to join the armed forces of the TSE, marching for the empire on which the sun never truly sets. Any member of the RCM may undergo additional training to become a Paramarine and assigned to a different regiment.
The 24th Paramarine Regiment
The 24th Paramarine Regiment, Assigned to Outpost Souter is a potential survivor variant on Hybrisa Prospera, finding themselves trapped during the xenonid outbreak the UNS Almayer responds to, fighting for their lives.
The Whiskey Troop
The RCM's Whiskey Troop is the detachment depicted in PvE rounds and is given additional equipment and training to match its needs. Serving onboard the HMS Pratchett, Whiskey Troop is sent on long duration deployments and is meant to operate with minimal need for resupply. Due to this they have made various adjustments to their ship to ensure it remains a comfortable living space and may end up with fewer supplies than what is ideal.
Law Enforcement - TSEPA
The Three Suns Empire Policing Authority, colloquially referred to as the TSEPA, is the law enforcement for the Three Suns Empire. Headed by the Chief Constable, they are strung out throughout the territories of the TSE administering the Crown's laws wherever they are found. Their precincts being a symbol of justice with an Inspector at the helm, from which the countless dedicated constables of the TSEPA continues to keep the peace of throughout the TSE.
TSEPA Roles

TSEPA Constable
Ranks: Constable
TSEPA Constables are the main law-enforcement agents for the Three Suns Policing Authority. Equipped with peaked caps, jackets, and their reliable sidearms, they have the honor of enforcing the laws of the Three Suns Empire to the territories within it's domain. As such, they often work against criminal groups, CLF cells, petty law-breakers, and smugglers, ensuring that peace is maintained within the territories of the TSE.
- Survive the Xenonid outbreak.
- Update your superiors about the situation.
- Redeploy or contract to take back the colony.
Civilian Roles

Colonist
Where there's a fresh start to have, money to be made, or a place to run from ones past, people are sure to come. Colonists are the average citizens of the various colonies throughout sectors such as Zephyron. Many may not hold regular employment like their peers, but rather find various odd-jobs or small local places to work, or may not be employed at all. They can be found wearing a wide range of different civilian clothing items, such as sneakers, shirts, jackets, and pants.
- Survive the Xenonid outbreak.
- Figure out what happens next.
- Redeploy or contract to take back the colony.

Scientist
Ranks: Doctor
Scientists are a common sight in sectors such as Zephyron. Hailing from a variety of different disciplines and fields, they are leaders in innovation and research. Scientists are typically spotted wearing labcoats, latex gloves, and Reagent-Hud glasses, and can be found within laboratories and research institutes.
- Survive the Xenonid outbreak.
- Try to learn more about your selected field of study.
- Redeploy or contract to take back the colony.

Engineer
Engineers are responsible for the maintenance and construction of a colony's infrastructure. Equipped with high-visibility vests, hard-hats, and insulated gloves, their tasks typically cover maintenance of the local power grid, repairing damage to buildings and systems, and getting broken machines back into working order. On the Frontier, their job is of vital importance, as even one broken subsystem could spell doom for a colony.
- Survive the Xenonid outbreak.
- Make sure that the power grid is operational and running.
- Check in on important pieces of colony infrastructure to make sure it's operational.
- Redeploy or contract to take back the colony.

Colony Doctor
Ranks: Doctor
Doctors are skilled medical personnel, trained in providing care to patients suffering from a wide range of conditions, from injuries and infections to conditions and allergies. Their equipment is often simple but effective: Labcoats, scrubs, surgical caps, Healthmate HUDs, sterile masks, and latex gloves, all in order to provide the best care and reduce the risk of infections. They're also usually well-versed in surgery, which makes them vital members of any colony, especially on the dangerous frontier.
- Survive the Xenonid outbreak.
- Provide care to other members of the colony.
- Use your medical abilities to help the marine effort.
- Redeploy or contract to take back the colony.

Paramedic
Ranks: Doctor
Paramedic are Emergency Medical Technicians, tasked with quickly responding to incidents which require a medical professional. Unlike regular Doctors, Paramedics are more trained in first-aid, stabilizing patient for long enough to get them to a medical center where they can receive more intensive care. Wearing EMT fatigues, Healthmate HUDs, and sterile gloves, they're often the first to arrive in emergencies to help wounded colonists.
- Survive the Xenonid outbreak.
- Administer first-aid to badly wounded individuals.
- Redeploy or contract to take back the colony.

Chaplain
Chaplains are religious and community leaders within a colony. Due to the dangers present in the frontier, many may turn to faith as a means of handling difficult circumstances and situations, requiring these Chaplains to provide their services, no matter what religion a member of the colony belongs to. Beyond just faith-related aid, Chaplains are also expected to provide comfort and support for people in need, and can often been seen organizing community events.
- Survive the Xenonid outbreak.
- Supply emotional support to people in need.
- Provide last-rites for deceased individuals.
- Redeploy or contract to take back the colony.

Heavy Vehicle Operator/Trucker
Heavy Vehicle Operators are tried-and-true blue-collar workers who operate the various vehicles on a colony. From large flatbed trucks to small mining crawlers and transport vans, these truckers are important for moving around people and goods. Their outfits are often warm and comfortable, a necessity for long drives, with caps to protect the eyes from the glare of a star or from rain. Heavy Vehicle Operators are fairly self-reliant, possessing engineering skills to maintain their own vehicles and keep them in working order.
- Survive the Xenonid outbreak.
- Repair and use a vehicle on the colony.
- Redeploy or contract to show those Xenonids who's boss.

Fire Protection Specialist
Fire Protection Specialists are colonists trained in handling fires, natural or man-made. Equipped with utility uniforms and gas-masks, they're responsible for putting our flames, as well as handling flammable materials or risks. Such work is often dangerous, as many colonies with dense structures have the potential to become raging infernos if something goes wrong, but it can be necessary, especially on drier worlds.
- Survive the Xenonid outbreak.
- Redeploy or contract to take back the colony.

Daily Grind Barista
Daily Grind Baristas are the employees of The Daily Grind, a popular chain of cafes and coffee-shops. Wearing the classic grey uniform and apron, they're familiar with brewing coffee, serving drinks, and baking various foods for the morning rush.
- Survive the Xenonid outbreak.
- Brew some coffee for the UNMC and your fellow colonists.
- Redeploy or contract to take back the colony.

Materials Reprocessing Technician
On the frontier, it's essential that everything discarded be recycled to allow for sustainability and cost-saving. Materials Reprocessing Technicians handle such matters, collecting the trash and refuse around a colony to either recycle for future use, or disposing of in a safe and productive manner. Due to the dirty nature of such work, Reprocessing Technicians wear utility uniforms, as well as caps to keep to protect them from the elements.
- Survive the Xenonid outbreak.
- Clean up the colony or the UNS Almayer as best you can.
- Redeploy or contract to take back the colony.

Office Worker
Office Workers are the pencil-pushers and bureaucrats who keep the wheels turning of their respective operations. Practically every organization, corporation, or government requires them to maintain their operations. These employees often handle communications, processing massive quantities of data, filing documents, and printing reports, alongside a vast range of other administrative tasks. Work uniforms tend to vary, but many choose to opt for formalwear to business casual.
- Survive the Xenonid outbreak.
- Retrieve whatever records and reports you can from your workplace.
- Redeploy or contract to take back the colony.
