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Weebscalericonbetterbutnotgood

The Accord's coat-of-arms

Summary[]

The Weebscaler Accord is a budding civilization located on an unnamed Rimworld controlled by the Imperium of God (later referred to as the Imperium of Kospos). The civilization, originating from a tribe of thirteen colonists crash-landed from stellar debris, quickly rose to prominence on the planet and rapidly expanded its influence to include a number of towns and cities across its claimed area. The Accord was known to possess the most advanced ground soldiers on the planet, and made frequent attacks against hostile neighbors. They are hosted by the Imperium of God, with a number of the Accord's ruling class possessing noble ranks within the Imperium as well.

Throughout its years of activity, the Accord took part in a number of large-scale conflicts, most notably the Siege of Beeting and the Battle of Graybeetle in 5503, the Battle of Sardine's Settlement in 5504, the Siege of the Fortress on the Lake in 5506, and the Siege of Termination in 5508. Despite having the ability to escape the planet, the Accord is more or less content to remain a terrestrial force in order to shape the planet to their liking.

Centuries after the Accord's initial creation, the Accord had continued to exist in stagnation, with several of its original members still alive: notably, Crabwhale remained the military lead of the Accord, still possessing countless lives left to use, and Psycho remained its Archmage. Discontented with his position in the Accord's immortal bureaucracy, the archmage Psycho chose a new name, Balxidor, and departed to a new system to start anew as an immortal lich...

Powers and Stats[]

Tier: 9-A | At least 9-A, higher via Elites | 9-A | At least 9-A, possibly 8-C, higher via Psycasts | Varies from at least 8-C to High 8-C, higher via Psycasts | Varies from at least 9-A to High 8-C, Varies from 9-A to 8-A via Psycasts, Low 7-C via Fire Beam | 9-A, at least Low 7-C via Self-Destruction | Varies from 9-A to 7-C

Key: Militias | Ignotus | Light Troopers | Heavy Troopers | Molokarian Knights | Nobles | Confessors | Artillery

Civilization Type: Post-Industrial Civilization

Name: The Weebscaler Accord

Origin: Be My Rimworld Pawns

Classification: Space-Age Feudal Oligarchy

Kardashev Level: Type 0

Age: 10 years as of the end of Season 1, 1,007 years at the start of Season 2

Population: Approximately 31,400 citizens

Territory: Approximatelty 5.21 million km^2, or about 67% the size of Australia

Technology/Abilities: Superhuman Physical Characteristics, Technology Manipulation (The Accord maintains an Ultratech level of technology at its highest levels, but due to low centralization and lack of resources, most of its people live in post-industrial age settings), Fire Manipulation, Acid Manipulation, Energy Manipulation, Ice Manipulation, Electricity Manipulation, Magnetism Manipulation, Matter Manipulation, Poison Manipulation, Disease Manipulation (Aside from traditional kinetic armaments, the Accord makes use of weapons based upon all of these), Mind Manipulation (Many of the Accord's nobles and knights are extremely accomplished Psycasters), Power Nullification (Conversely, the Accord maintains soldiers specifically to combat psycasters in the form of blanks, who are immune to psycasts), Statistics Amplification (Most Accord soldiers have some form of implant or psycast that allows them to amplify themselves for a time), Cyborgization, Nanotechnology (Many of the Accord's members are enhanced bionically and with nanite technology), Healing (Low-Mid, up to Mid, the Accord possesses high-end regenerative technology), Purification (The Accord can cure practically all modern ailments, including cancer and diseases derived from nanite infection), Summoning (The Accord makes frequent use of summoning abilities to call forth allies), Flight (The Accord makes use of both aerial vehicles and flying troops), Radiation Manipulation (The Accord posseses numerous nuclear devices, and is powered by nuclear reactors), Accelerated Development (Most members of the Accord are enhanced to rapidly gain skills far above the usual limits of a Baseliner), Biological Manipulation (The Accord is perhaps most known for its tendencies of biologically enhancing its members via implantation of mass-produced gene-sets, such as their Ignotus or Bellator castes), Information Analysis (Most of the Accord is given some means of analyzing the enemy to neutralize them more effectively, such as HUDs for soldiers), Danmaku (The Accord's soldiers possess rapid-firing weapons), Teleportation (The Accord can teleport its members planetary distances if absolutely necessary), Resurrection (Rare is the death of a high-ranking Accord member due to their abilities of resurrection), Weather Manipulation (The Accord's psycasters are known to be able to warp weather on a large scale, including conjuring a blizzard in the middle of summer in a tropical jungle), Time Manipulation (The Accord's archmages can warp time, wracking the land even kilometers outside of their own territories), Probability Manipulation (Similarly, their top psycasters can alter probability- willing new things into existence or causing unforeseen incidents), Bodily Weaponry (Most of the Accord's infantry possess some form of body-integrated weaponry), Durability Negation (The Accord's knights wield weapons that pierce through even the most powerful defenses like paper), Light Manipulation, Temperature Manipulation (They make frequent use of laser-heating weaponry), Forcefield Creation (Standard armaments for Light Troopers and up include shield belts that defend against incoming projectiles), many others depending on the individual

Attack Potency: Small Building level (At its most fundamental level, the Accord is built on masses of militiamen, who are all superior to the likes of tribals capable of smashing apart large volumes of stone) | At least Small Building level (Ignotus soldiers are generally far superior to mere militiamen due to their biologies), Small Building level+ via Elites (Elites are typically a match for Janissaries, who can endure extremely precise explosions) | Small Building level+ (Light Troopers are equipped to be at least on-par with Janissaries) | At least Small Building level+, likely Building level (Heavy Troopers are most often receiving the greatest armor and weapons of the Accord, and many can go toe-to-toe with the likes of a Feralisk Clutch Mother, who can survive a direct, unprotected fall from space), up to Building level+ via Psycasts (Their Psycasts can amplify their power up to this extent) | Varies from at least Building level to Large Building level (Any Molokarian knight can stomp a Feralisk Clutch Mother, regardless of being either a Sanguophage, Bellator, or Valkyrie; the greatest of the knights wield weapons of a power up to five times that of their peers), up to Large Building level+ via Psycasts (By amplifying their strength via psycasts, the greatest knights can reach this level of power) | Varies from at least Small Building level+ (Even the weakest nobles are comparable to Cataphract soldiers of the Imperium) to Large Building level (The most powerful weapons wielded by the Noble castes are comparable to those held by their Knights), Varies from Small Building level to Multi-City Block level via Psycasts (Nobles possess, typically, a wider array of psionic abilities, the least of which can still frequently instantly kill a militiaman or tribal, whereas the greatest of which can rain meteors upon hostile armies), Small Town level+ via Fire Beam (The Weebscaler Accord's greatest psycasters can call down beams of destructive energy as hot as the sun) | Small Building level (Confessors are armed to be superior to militiamen but inferior to Ignotus), at least Small Town level+ via Self-Destruction (Confessors are implanted with antigrain bombs within them that explode upon death, which are stated to be superior to the likes of typical antigrain warheads) | Varies from Small Building level+ to Town level (The weakest of the Accord's mortar shells and vehicles can still easily incapacitate a janissary squad, whereas their greatest weapons are a small collection of nuclear bombs created and stored at Molokar)

Power Source: Variable, including geothermal, nuclear, solar, and animalian

Industrial Capacity: Capable of producing industrial arms at a rate of approximately 275 per working week while at rest; could theoretically be exponentially higher in wartime

Military Prowess: Approximately 15% of the Accord's overall population is conscripted to military service, including the various leagues of Knights and the Ignotus battallions; this equates to approximately 4,700 active soldiers, about 33% of which are Ignotus and 5% are Knights, with the rest being Militiamen and Troopers. In times of dire need, over 90% of the Accord's population can be drafted for military purposes, with these emergency reserves almost always being Militiamen or Troopers.

Notable Individuals:

  • Comiphorous, King of the Accord and Count of the Imperium of God
  • Psycho, Archmage of the Accord
  • Crabwhale, High General of the Accord and Council of Knights
  • Shmooply, Chief Assassin of the Accord and Council of Knights
  • Laila, Baroness of the Imperium and Second-in-Command of the Accord
  • Azontr, Council of Knights
  • Grey Fang, Council of Knights and Knight of the Imperium
  • Victoria, Council of Knights and Ignotus Commander
  • Palminteri, Chief Artisan and Council of Knights
  • Fujiwara, Head Chef
  • Cheev, Court Physician
  • Drite, Mechlord
  • Alpha, First Ignotus
  • Armor, Laborer Foreman

Weaknesses: None notable

Others[]

Notable Victories:

Notable Losses:

Inconclusive Matches:

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