There are vast numbers of independent human worlds belonging to small, self-governing empires or federations. Some of these societies are relatively primitive whilst others are as technologically advanced as those of the Concord and Isorians. The Algoryn Prosperate is the largest independent federation of planets lying upon the Antarean borders of both IMTel nations, the PanHuman Concord and Isorian Senatex, in the region known as the Determinate. The Prosperate also borders on the empire of the Ghar, genetically engineered slave-soldiers in ages past.
The Prosperate comprises hundreds of worlds and is centred upon the planet of Algor, the homeworld of the Algoryn. Whilst the Concord and Isorians ultimately pose the greatest long-term threat to Algoryn independence, all three civilisations benefit from peaceful trading contact: it is the Ghar who are the immediate, greater threat.
The Algoryn are human morphs of distinctive appearance, evolving on the fourth planet of the binary star system of Enbris and Onebris. When Algor’s perihelion with Onebris coincides with a full eclipse of Enbris, the planet is bombarded with toxic levels of radiation from the red sun and the population must retreat underground until the planet’s orbit takes it further from its twin suns. It is thought that the Algoryn’s distinctive keratin head-coverings, thickened and scale-like covering to their skin, larger size and enhanced resilience evolved as protection from this intense radiation. In game terms this gives them an increased base Resist (Res) stat of 6 as opposed to the normal 5 and in some scenarios can give them a bonus when resisting radiation.
The Prosperate itself is a multi‐ethnic federation, trade zone and mutual defence league that includes Algoryn colonies and non‐Algoryn worlds as well as worlds settled by the non‐human Tchath or Tchax (there is no direct human equivalent to the Tchathys language and even the most sophisticated machine‐intelligences struggle to comprehend it in detail). The defence forces are dominated by the Algoryn
The Algoryn are a rigid, caste-ridden society, dominated by great families or mochs. The castes, known as legers, are the: Optimate (ruling class and generals),Vector (soldier-aristocratics forming the bulk of the AI), Founder (providing support and garrison units), Servile (scientists, technocrats) and Base. All the Optimate, Vector and Founder legers form the military whilst the Servile and Base are non-military, though all Algoryn receive military training from a very young age.
In addition to their capitol, Algor, the Algoryn live upon twelve densely populated colony worlds, and they maintain bases and outposts on many more that are otherwise unsuitable for large‐scale settlement. Until twenty‐two years ago there was a thirteenth colony, Zyra, which lay close to the Isorian dominated regions to the east of the Prosperate. Zyra was attacked by the Isorians and the planet itself was destroyed by the Algoryn to prevent it falling into the hands of the Isorian Shard.
Technologically, the Prosperate is almost as advanced as the IMTel societies but determinedly avoids the dominance of nanosphere integration and the inevitable IMTel that would resul. Algoryn society is ultimately a human society that is led by individuals and guided by political debate and – within the High Council – a form of human consensus. Implementing a true nanosphere would not only destroy their caste system and way of life but leave the Prosperate vulnerable to the far more numerous nanosphere of the IMTel societies.
See Rulebook, p.214ff. Free Online Army Lists are available from this central Nexus article.
Military – on the table
The Prosperate is dominated by its Algoryn Vector formations, the highly trained Algoryn troops of the Prosperate known as the AI, or Algoryn Infantry. These are supported locally by Founder garrison troops, and even local militia.
|AI Command Squad||AI Squads||Assault Squads||Infiltration Team|
Head and Weapon Sprues (in store):
How do the Algoryn play?
The Algoryn forces are the most militarily effective of all the lists, able to adapt and take advantage of their opponent’s weaknesses. This does require some skill and experience in selecting unit upgrades and appropriate weaponry, but the fact they are so tough and adaptable means the AI can compensate for any mistakes – and take advantage of their opponents’.
Even their basic AI squads can cope with many units in the game but their flexibility through specialist units, upgrades and support options helps them survive and overcome: with care, AI Assault Squads can take on Ghar Assault squads and beat them at their own game; AI Infiltrators can pose an annoying threat to many opposition squads; Hazard squads can often resist light and medium drones, and take on Ghar.
The AI are great for players who like analysing their opponent and teasing out their weaknesses, adjusting their strategy as necessary. The AI visual aesthetic is often angular, hard and representative of a non-nonsense, war-footing civilisation: they even look tough.